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''NOTE: This page currently under construction.'' | ''NOTE: This page currently under construction.'' | ||
''(This page is for Zabaniyya strategy guide. For the standard Zabaniyya page, click [[Zabaniyya|here]].)'' | ''(This page is for Zabaniyya strategy guide and is currently under construction/maintenance. For the standard Zabaniyya page, click [[Zabaniyya|here]].)'' | ||
==Overview== | ==Overview== | ||
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===☆3/☆5 Zabaniyya=== | ===☆3/☆5 Zabaniyya=== | ||
' | {{Transient icon|Zabaniyya}}'s primary role is pretty straightforward as a Glass Cannon/Minor Debuffer in both his lower and higher rarities, with the latter being made much more viable with the recent skill specific evolution. His high damage output comes primarily from his natural high Attack stat, his {{Status|en name=Stigma}} and {{Status|en name=Burn}} exploitation, in his ☆5 only, {{Status|en name=ATK Up}} and his high CP charge potential. Both rarities require no movement (barring the application of {{Status|en name=Blessing}} to allies, however the application of this buff is quite irrelevant to his primary role and mostly exists for flavor purposes), making it so building a team around him should pose less issue. As a unit fully focused on offense, he is extremely frail and requires others for survivability. | ||
The ☆3 version of his card has been quite outdated for a while, being unreliable with the {{Status|en name=Stigma}} application and also being unable to benefit from the extra damage from it due to its timing of application being After Attack. It also boasts a smaller damage bonus against {{Status|en name=Burn}}. | |||
The ☆5 version of his card is now able to take full advantage of the damage bonus provided by both {{Status|en name=Stigma}} and Zabaniyya's innate debuff exploitation due to its trigger timing being changed to When Attacking, significantly boosting his damage output. His rates have also become much more consistent by being, so far, the only unit with access to {{Status|en name=Prayer}} within his own kit. Due to his {{Status|en name=Burn}} infliction being only on CS, he has been given CP generation tools when being hit and when he gets debuffed as well to reach the exploitation stage of it much faster. This version also boasts one of the highest attack stats in the whole game, making attack buffs on him quite effective. Due to his damage coming mostly from debuff exploitation, he also works well with most offensive boosters to reach even greater heights of on-demand damage. He is however, severely limited due to his low range and no survivability or sustain whatsoever to take advantage of his new CP generation tools. | |||
===☆5 Fashionista Zabaniyya=== | ===☆5 Fashionista Zabaniyya=== | ||
{{Transient icon|Zabaniyya|variant=Fashionista}}'s variant turns around completely from his regular card, becoming a very solid tank with self sustain whilst also not discarding his potential offensive capabilities from his regular card and shifting more of that power to his CS. He also gained some supportive presence, earning him the status of a "jack of all trades" unit but master of none. His primary function is to serve as a spearhead, keeping him in the front line and taking all the enemies hits in with {{Status|en name=Protection}} and {{Status|en name=Tenacity}} and retaliating with {{Status|en name=Stigma}}, a status that will both help the team's overall damage and also boost his CS damage significantly as well. He possesses tools to also keep the party safe by bestowing them with {{Status|en name=Protection}} and {{Status|en name=Blessing}} and can also bolster them periodically with {{Status|en name=Ardor}} and CP. All of this turned him into a very solid all-rounder, being able to provide a little bit of everything to the team. | |||
==Highlights== | ==Highlights== | ||
=== | ===☆5 Zabaniyya=== | ||
'''Class:''' Glass Cannon | '''Class:''' Glass Cannon | ||
'''Gameplay role:''' | '''Gameplay role:''' Damage Dealer | ||
'''Pros''' | '''Pros''' | ||
+ | + Very high possible damage output on demand thanks to {{Status|en name=ATK Up}}, {{Status|en name=Stigma}} and the extra damage multiplier against it | ||
+ | + No movement required for him to function makes him a flexible unit to work around with | ||
+ | + Guaranteed and Increased rates for the first 5 turns thanks to {{Status|en name=Prayer}} making him more reliable for the duration | ||
+ | + His CS inflicts {{Status|en name=Burn}} which he also deals extra damage against, helping his damage reach even higher | ||
'''Cons''' | '''Cons''' | ||
- | - Being Thrust range severely limits his reach and potential | ||
- | - CP generation tools are locked behind enduring damage and debuffs, something he cannot do on his own | ||
- | - The rate for {{Status|en name=ATK Up}} is very low, even with {{Status|en name=Prayer}} | ||
- | - The exploitation multipliers are fairly low, both of them combined only reaching about the same level as a singular regular attack buff | ||
===☆5 Fashionista Zabaniyya=== | ===☆5 Fashionista Zabaniyya=== | ||
'''Class:''' | '''Class:''' Tank | ||
'''Gameplay Role:''' | '''Gameplay Role:''' Versatile Support | ||
'''Pros''' | '''Pros''' | ||
+ | + Extremely high survivability and board presence due to {{Status|en name=Tenacity}}, {{Status|en name=Protection}} and {{Status|en name=Blessing}} | ||
+ {{Status|en name=Stigma}} and {{Status|en name=ATK Up}} helps him not feel like dead weight in the team in terms of damage | |||
+ Increased vertical movement gives extra incentive for his movement and easier to push the advance | |||
+ The application of {{Status|en name=Stigma}} on enemies, {{Status|en name=Ardor}}, {{Status|en name=Protection}}, {{Status|en name=Blessing}} and CP on allies makes him a versatile supportive unit, providing both offensive and defensive properties to the team | |||
'''Cons''' | '''Cons''' | ||
- | - Lack of extra horizontal movement and his supportive abilities only working on directly adjacent allies and left and right makes it tougher to reposition team and ensure everyone will benefit from his buffs | ||
- Due to his mixed presence shifting between a tank, an offensive unit, a healer, an offensive support, a defensive support, a CP battery and the fact that he requires movement makes him a unit that may be slightly harder to build around due to his lack of focus and specialization on any given one | |||
- His {{Status|en name=Blessing}}, {{Status|en name=Tenacity}} and {{Status|en name=ATK Up}} rates are somewhat unreliable and more noticeable when there are less enemies in the board to hit | |||
==Gameplay Role== | ==Gameplay Role== |
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