Difference between revisions of "Gyumao/Strategy"
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===Arbitrary Team Name (≥X cost)=== | ===Arbitrary Team Name (≥X cost)=== | ||
Example team function description. | Example team function description. |
Revision as of 18:40, 31 March 2019
NOTE: This page currently under construction.
(This page is for Gyumao strategy guide. For the standard Gyumao page, click here.)
Overview
Adapted with permission from Kiraidi's Tier List
Gyumao brings certain powerful perks to the table. First off, he gives a very rare buff in the form of Fervor on demand (which is applied in unconventional ways otherwise), this makes him a very welcome asset to most parties (even as 3☆, if only for that) and a very slight form of CP battery. When the fun starts is once he gets his LB3, if you manage to time it with his Charge, you’ll unleash a mighty nuke that could possibly clean the entire enemy field besides Water enemies, they’ll be set up through Fear and Push if they survive as well. That’s not all either, his Charge gives him an almost illegal total of 3 buffs in the form of Guts, Accel and Fervor, though the last one won’t see much effect due to Charge’s general poor scaling, Fervor+Accel and his LB2 will get his Charge up quickly again, which gives you a handful of ways to abuse it. You can use him either as a Fervor-bot or emphasize on his Charge+LB3 as 5☆. Play with his strengths well and he’ll become a monster, but fail to do so and he’ll be hardly more than a buffbot.
Highlights
Adapted with permission from Kiraidi's Tier List
Class: Glass Cannon, Offensive Support
Gameplay role:
Pros
+ Traditional increased durability through Default Tenacity, which synergizes with his LB2 very well as payoff for moving him.
+ LB2 applies a very rare offensive+CP buff in the form of Fervor, which he can apply in a great effect range.
+ LB3 Crit+ heavily augments his damage for the turn he gets it for, which also extends to his Charge.
+ His Charge comes with a nasty number of 4-5 effects, a board-cleaning range and damage thanks to LB3.
Cons
- LB1 is anywhere from good to underwhelming, especially since he usually deals plenty of damage to trivialize the flat damage, the new ailment is so-so at best.
- While his Charge sports so many effects, it’s very easy to misuse and needs proper timing with LB3 in order to nuke a map, Fervor won’t be approached due to its scaling effect, which Charges often can’t approach due to their lack of it.
Gameplay Role
Example gameplay role breakdown.
Stats and Seed Usage
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) |
---|---|---|---|---|---|---|---|---|
7176 | 9337 | 2838 | 4263 | 2838 | 4263 | 1816 | 2729 | |
8763 | 10846 | 4042 | 5409 | 1293 | 1731 | 1617 | 2164 |
Example description
Team Synergy
Example synergy class
Example description
Checks and Counters
Example counter
Example description
Teambuilding Options
This section consists of user-submitted builds that may not necessarily be viable for high level quests.
Arbitrary Team Name (≥X cost)
Example team function description.
Nuclear Clock (≥48 cost)
Team Details (submitted by Arathun) | |||||
---|---|---|---|---|---|
Licht 【CP Battery, Damage Buffer】 |
Protagonist 【Damage Dealer, Cleanser】
|
Gyumao 【Damage Dealer, CS Spammer, Damage Buffer】 |
Typhon 【Damage Dealer, CS Spammer, Damage Buffer】
|
Anyone / no one 【Flexible】 |
Anyone / no one 【Flexible】 |
The following assumes Licht, Gyumao, and Typhon are all LV70, SLV100, SALV1, and unseeded.
The ordering of the units is critical, as it is important to have Gyumao next to Licht turn 1 in order to optimize the next move for CP boosting. Licht would ideally go first, as explained in the end of section Overview: CP Battery describing Licht's interaction with ComboATK Down by 0.6x (excepting charge attacks), attack twice each turn for 2 turns (Buff). Licht can somewhat reliably boost ≥30CP each turn for one unit in a particular position (Licht in range to attack one enemy, with CP-boosted ally directly on square up), and can even potentially boost ≥60CP for one unit in the Ally CP boost and attack formation (see Overview).
This team specializes in clearing the board completely for every turn (hence the name Nuclear Clock), beginning with phase 2. The board clearers are 2 Gyumao (or 1 Gyumao and 1 Typhon), which will alternate in turns when using their All-range charge specials. Gyumao works best in boards 5 squares in length, in order to maximize the potential amount of units he can hit with his wide slash range and maximize his CP gain (he gains ≥8CP for every OHP enemy hit, ≥4CP for >0HP enemy hit). Gyumao also gains ≥20CP for every time he moves because of Hot-Blooded Mystical Demon. This coupled with ≥12CP Licht's Ruler makes it possible for you to time Gyumao's final CP boost that would fill his meter to 100, so that it coincides with the beginning of the next phase. Additionally, Typhon's Beach Hunter skill self-bestows ≥20CP, and combined with Licht's Ruler ability (and ignoring ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) or other CP boosting buffs on Typhon), Typhon will have his CS ready for the next phase if he has at least 70CP. SLV100 ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) provides an additional ≥5CP every turn for two turns.
As All range has a severe damage multiplier penalty, the key to restoring its lethality is stacking multiple buffs. Gyumao deals 1617 base damage per square with his CS, accounting for both CS multiplier bonus (4×) and all range multiplier penalty (0.1×). Similarly, Typhon's base CS damage per square is 2180. While Gyumao can self-bestow ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) during his CA, the buff would likely be only SLV1 (dependent on SALV); thus, it is ideal to bestow a SLV100 ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) with your other Support Gyumao by Hot-Blooded Mystical Demon, or bestow SLV100 ConcentrationATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns (Buff) with your Support Typhon by Band Bander. Typhon only has one CP self-boosting skill (on phase start), but his magic range would enable him to gain more CP bonus from attacking further-to-reach enemies. Typhon's CS should be boosted with SLV100 ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) through Gyumao. Coupled with SLV100 VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) from Licht, Gyumao would have three buffs total at the beginning of the next phase (SLV100 VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff), ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff)/ ConcentrationATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns (Buff), and Crit+ATK Up by 2.5x ~ 5x for 1 turn (Buff) from Potter's Wheel Turner, for 1617×2.4×(2.4 or 2.2)×5 = 46567 or 42689 damage), and Typhon would have two buffs ( VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) and ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) on self for 2180×2.4×2.4 = 12557 damage). In either case, both should supply enough damage for a board clear for enemies at least up to level 50 (e.g. Elite dailies). Gyumao can continue gaining CP quickly because his CS effects include self-applying Acceleration+8CP/turn for 3 turns (Buff). Board wipes should be possible to keep up for at least three consecutive phases, before Licht gains enough CP for his own charge strike (and thus is unable to attack regularly to boost ally CP again).
In the case that a board-wipe fails, stalling strategies becomes an immediate option (if another board-wiping CS is not readied), as Gyumao's CS effects include applying FearCannot move at will, -10CP/turn for 5 turns (Debuff) and blow back one square, and Typhon applies ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) and blow back one square. This extra stalling period can be used to position yourself up for a final blow that would CP-boost enough for the next board-wiping CA. It might be a good period of time too to willingly exhaust Licht's CA, to enable him to boost CP again.
While this team trivializes dailies and some challenge quests, keep in mind that it is still heavily dependent on the chance of skill activation.