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# Timing - While not obvious on paper, this is probably the most important point. After Buff skill timings interject the flow of battle, so Jamboree Kagutsuchi can boost CP in various different situations. For example, his initial acquisition of {{Status|en name=Adamantine}} is on phase start, meaning that he can give a +24 CP on phase start in the beginning of battle. So a team can be constructed to have Jamboree Kagutsuchi give CP on any timing, phase start, turn start, after receiving damage, etc. In particular, being able to give turn start CP is a very rare niche which allows Jamboree Kagutsuchi to counter the CP depletion of {{Status|en name=Fear}}. | # Timing - While not obvious on paper, this is probably the most important point. After Buff skill timings interject the flow of battle, so Jamboree Kagutsuchi can boost CP in various different situations. For example, his initial acquisition of {{Status|en name=Adamantine}} is on phase start, meaning that he can give a +24 CP on phase start in the beginning of battle. So a team can be constructed to have Jamboree Kagutsuchi give CP on any timing, phase start, turn start, after receiving damage, etc. In particular, being able to give turn start CP is a very rare niche which allows Jamboree Kagutsuchi to counter the CP depletion of {{Status|en name=Fear}}. | ||
# Enemy Independence - Since After Buff timings do not necessarily depend on Jamboree Kagutsuchi attacking or missing, he can generate CP regardless of where enemies are or what state he is in. That is, Jamboree Kagutsuchi will still generate CP even if he is under the effects of {{Status|en name=Charm}} or {{Status|en name=Possession}}. | # Enemy Independence - Since After Buff timings do not necessarily depend on Jamboree Kagutsuchi attacking or missing, he can generate CP regardless of where enemies are or what state he is in. That is, Jamboree Kagutsuchi will still generate CP even if he is under the effects of {{Status|en name=Charm}} or {{Status|en name=Possession}}. | ||
'''Defensive Support''' | |||
There are a couple things to note about Jamboree Kagutsuchi's survivability. First, his acquisition of Weakness on phase start is in order for him to trigger his Adamantine, and they effectively cancel each other out that turn. So for most of combat, Jamboree Kagutsuchi will have Protection and Adamantine up, if not at the very least Protection. His after receiving damage skill also allows him to resurrect allies from the dead similar to {{Transient icon|Maria}}, so positioning here is important if going for a risky maneuver. Likewise, that skill giving him {{Status|en name=Guts}} can make him effectively immortal if luck is on your side. Since it's not preferable to have healing be dependent upon being hit, Jamboree Kagutsuchi's main source of healing and sustain will come through his CS, so a team with him should try to make him CS as much as possible in order to improve the team's durability. Likewise, this is one reason to put him earlier in placement in a team but it's not essential. | |||
==Stats and Seed Usage== | ==Stats and Seed Usage== |
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