Difference between revisions of "Zabaniyya/Strategy"

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The ☆3 version of his card has been quite outdated for a while, being unreliable with the {{Status|en name=Stigma}} application and also being unable to benefit from the extra damage from it due to its timing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The ☆3 version of his card has been quite outdated for a while, being unreliable with the {{Status|en name=Stigma}} application and also being unable to benefit from the extra damage from it due to its timing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.
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. It also boasts one of the highest attack stats in the whole game, making attack buffs on him quite effective and his role much clearer. 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.




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+ Extremely high survivability and board presence due to {{Status|en name=Tenacity}}, {{Status|en name=Protection}} and {{Status|en name=Blessing}}
+ 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
+ {{Status|en name=Stigma}}, {{Status|en name=ATK Up}} in junction with his high attack stat 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
+ Increased vertical movement gives extra incentive for his movement and easier to push the advance
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==Gameplay Role==
==Gameplay Role==


Example gameplay role breakdown.
===☆5 Regular Zabaniyya===
 
'''Damage Dealer'''
 
The only thing to note is that he deals heavy damage on Thrust range, however, since he applies {{Status|en name=Stigma}}, it would probably be wise to place him before any other damage dealer so they can take advantage of it as well, using him as a debuffer for that purpose. He offers very little outside heavy damage constantly with no Phase Start/Turn Start restrictions which in itself is quite rare to have at such a good reliable rate as most Thrust range Damage dealers have this limitation. The best comparison would be {{Transient icon|Aegir|rarity=5}}, with a free 4.4x multiplier but even half of it is restricted by a Phase Start condition that cannot be renewed until the next phase, whilst in the meantime, {{Transient icon|Zabaniyya|rarity=5}} has a constant renewable (and partly dependant on proc rates), 8.1x damage multiplier, this without even factoring the attack stat difference of the two. His turn 1 presence is however not the strongest out there as {{Transient icon|Wakan Tanka|variant=Fashionista}} beats him to it with his first turn Crit+.
Overall just a solid unit that can be used with potential attack buffers to quickly delete units in thrust range or used as a constant source of high damage throughout the fight, using him with defensive supports to keep him alive.
 
===☆5 Fashionista Zabaniyya===
 
'''Defensive Support'''
 
Fashionista Zabaniyya's primarily role as said previously, is to tank hits and protect the team. He functions similarly to {{Transient icon|Aizen|rarity=5}} and {{Transient icon|Snow|rarity=5}} in that regard, however his supportive range is a lot more restricted and not as flexible as he trades some of defensive support potential for other types of utility. His positioning is very strict, being only able to bestow CP to units left and right and {{Status|en name=Protection}} and {{Status|en name=Blessing}} only to the directly adjacent units, meaning a square formation would leave one unit without benefiting from anything, meaning an ideal formation would be a T formation with Zabaniyya in the center. This coupled with the fact that he has no extended horizontal movement, can cause various issues when handling positioning, however his extended vertical movement can somewhat remedy this by allowing him to perform 90º rotated T formations with Zabaniyya in the center.
 
'''Mixed Role Support'''
 
Adding to his primary function is a lot of potential offensive oriented capabilities, whenever he is hit, he inflicts {{Status|en name=Stigma}} to the attacker, making them take more damage in the next turn by all sources, functioning similarly to {{Transient icon|Maria}}. Due to being a Fashionista unit, he can also further boost allies offensive potential by providing Ardor on Phase Start, so it is always recommended to terminate a phase with him positioned in the center. His CS is the most indicative source of versatility, by allowing him to heal in 1 square radius around him by a large amount and dealing extra damage against {{Status|en name=Stigma}}, further enforcing his hybrid nature. Whilst he requires movement for the CP charge and {{Status|en name=Protection}}, he does not require movement for his healing, damage or debuffing so it's possible to alternate between moving units whenever the situation does not deem the extra defense necessary.


==Stats and Seed Usage==
==Stats and Seed Usage==


{| class="wikitable"
{{Transient stat table|Zabaniyya}}
|-
! Unit !! Max HP (unseeded) !! Max HP (seeded) !! Max ATK (unseeded) !! Max ATK (seeded) !! Max normal ATK per square (unseeded) !! Max normal ATK per square (seeded) !! Max CS ATK per square (unseeded, SALV1) !! Max CS ATK per square (seeded, SALV1)
|-
| {{Transient icon|Zabaniyya|rarity=3|size=medium|frame=y}} || 5511 || 7380 || 4654 || 6392 || 2559 || 3516 || 5119 || 7031
|-
| {{Transient icon|Zabaniyya|rarity=5|size=medium|frame=y}} || 7103 || 8913 || 5719 || 7405 || 3145 || 4072 || 12582 || 16290
|-
| {{Transient icon|Zabaniyya|rarity=5|size=medium|variant=Fashionista|frame=y}} || 7454 || 9298 || 5826 || 7541 || 2622 || 3393 || 10486 || 13574
|}
 


Example description
Example description
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