Difference between revisions of "Durga/Strategy"
m |
|||
(2 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
''NOTE: This page currently under construction. | ''NOTE: This page currently under construction.'' | ||
''(This page is for Durga strategy guide. For the standard Durga page, click [[Durga|here]].) | ''(This page is for Durga strategy guide. For the standard Durga page, click [[Durga|here]].)'' | ||
==Overview== | ==Overview== | ||
Line 14: | Line 14: | ||
===☆4 Nightmare Durga=== | ===☆4 Nightmare Durga=== | ||
{{transient icon|Durga|variant=Nightmare}} has abandoned whatever range she had for the ability to jump forwards as well as backwards, and it's an interesting tradeoff. Her default ensures she will always be in to attack and out to avoid any blow/slash range units, but her strike range doesn't allow her to make widespread use of the Weakness from her LB1; one unit will get torn to shreds, but no more. LB2's positioning is a bit awkward, especially since the square directly behind her will block her retreat, but careful repositioning with her vertical mobility should let you spread Glint around without too much trouble. And of course, LB3's Ardor on demand is excellent. Her Charge can be annoying, due to the offensive buff it gives enemies, but with a second damage buff for Durga those enemies won't likely live to use it. If you can work around her eccentricities, she's got a lot of firepower to bring to a team. | |||
==Highlights== | ==Highlights== | ||
Line 45: | Line 45: | ||
===☆4 Nightmare Durga=== | ===☆4 Nightmare Durga=== | ||
'''Class:''' | '''Class:''' Glass Cannon | ||
'''Gameplay Role:''' | '''Gameplay Role:''' Damage Dealer, Damage Buffer | ||
'''Pros''' | '''Pros''' | ||
+ | + Automatically goes into and retreats from the frontlines in every turn, only requires to be moved manually every two turns to refresh Ardor. | ||
+ Weakness + Ardor + Strike damage blows up a lot of enemies, even ones that should have good resistances. Pile more buffs on if you like overkill. | |||
+ Charge is easily reached with +CP scattered throughout her kit. All attack is one of the most useful Charge types, allowing you to use whatever movement and positioning you'd like. | |||
+ Slightly tankier than standard Durga by virtue of not being Shadow element and getting a tasty snack out of every enemy she atttacks. | |||
'''Cons''' | '''Cons''' | ||
- | - Still not at all tanky by any non-Durga standards. Best with some defensive support to keep the long-ranged enemies off her while she melts the frontline. | ||
- Charge isn't particularly strong at low SA levels and needs offensive buffs (or a cleanup crew) to not just make your opponents hit you a little harder next turn. | |||
- Struggles on any map wider than x3; she may not even get her Charge if she has to spend half her turns just trying to approach an enemy, lagging behind units with better range and horizontal mobility. | |||
==Gameplay Role== | ==Gameplay Role== | ||
Line 92: | Line 102: | ||
'''This section consists of user-submitted builds that may not necessarily be viable for high level quests.''' | '''This section consists of user-submitted builds that may not necessarily be viable for high level quests.''' | ||
===Arbitrary Team Name | ===Arbitrary Team Name=== | ||
{{Catalog | {| class="mw-collapsible wikitable" style="text-align: center" | ||
| | ! colspan="6" | I can't destroy all this candy alone! (by vivimd) | ||
|- | |||
|{{Transient icon|Durga|size=large|variant=Nightmare}}<br/>[[Durga]]<br/>【Candy Hater】 | |||
|{{Transient icon|Behemoth|size=large|rarity=3}}<br/>[[Durga]]<br/>【Candy Eater】 | |||
|style='background: Gainsboro'|{{Transient icon|-|size=large|rarity=3}}<br/>[[Catalog|Anyone]] / no one<br/>【Flexible】 | |||
|style='background: Honeydew'|{{Transient icon|-|size=large|rarity=3}}<br/>[[Catalog|Anyone]]<br/>【Support unit】 | |||
|style='background: Gainsboro'|{{Transient icon|-|size=large|rarity=3}}<br/>[[Catalog|Anyone]] / no one<br/>【Flexible】 | |||
|style='background: Gainsboro'|{{Transient icon|-|size=large|rarity=3}}<br/>[[Catalog|Anyone]] / no one<br/>【Flexible】 | |||
|- | |- | ||
! colspan="6" | Cost: ≥X | |||
|} | |||
| | |||
| | |||
This isn't really a team, but if you could get them synced up so Durga's Charge gives everything Rage, then Behemoth's Charge steals it back, that would be really satisfying. Not particularly good, just cool. | |||
==Gameplay examples== | ==Gameplay examples== | ||
* [https://www.youtube.com/watch?v=Q1rCPPZDldc Example external link] | * [https://www.youtube.com/watch?v=Q1rCPPZDldc Example external link] |
Latest revision as of 20:37, 6 May 2019
NOTE: This page currently under construction.
(This page is for Durga strategy guide. For the standard Durga page, click here.)
Overview
☆3/☆4 Durga
Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Overview:☆3/☆4 Durga is sufficiently modified.
Durga, along with Gendarme Ikutoshi introduce the new Limit buff, a high-risk high-reward buff that benefits from low-HP users in order to let them deal tremendous damage, going anywhere from a traditional offensive buff to the likes of a Critical or beyond, with Durga’s element dealing x1.5 damage to anything (not Neutral/Hero), it can prove effective to deal with anything on sight. Her damage cannot be denied by Evasion thanks to LB2, making the only thing to stop her is traditional defensive buffs. Charge extends Limit fun to her allies, but it only truly works if said allies are on low-ish HP as well and need her as leader if you want to emphasize on its effects. LB3 is mostly for hit-and-run tactics, it’s there mostly to hit and outdo a few attack ranges, but like its other users doesn’t see much use or help generally, if at all. Consider defensive buffs or Guts at minimum if you want her not to be oneshot and try grabbing an offensive buff, she’s certainly Move-heavy, so she has to be the main focus of the party, otherwise she’ll end up very underwhelming.
☆4 Nightmare Durga
Durga (Nightmare) has abandoned whatever range she had for the ability to jump forwards as well as backwards, and it's an interesting tradeoff. Her default ensures she will always be in to attack and out to avoid any blow/slash range units, but her strike range doesn't allow her to make widespread use of the Weakness from her LB1; one unit will get torn to shreds, but no more. LB2's positioning is a bit awkward, especially since the square directly behind her will block her retreat, but careful repositioning with her vertical mobility should let you spread Glint around without too much trouble. And of course, LB3's Ardor on demand is excellent. Her Charge can be annoying, due to the offensive buff it gives enemies, but with a second damage buff for Durga those enemies won't likely live to use it. If you can work around her eccentricities, she's got a lot of firepower to bring to a team.
Highlights
☆3/☆4 Durga
Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Highlights:☆3/☆4 Durga is sufficiently modified.
Class: Glass Cannon
Gameplay role:
Pros
+ Default Acceleration stacks with other CP increase methods to reach her Charge faster, which by itself is nice as a damage boost for allies at low HP.
+ LB1 Limit is the cornerstone of her abilities, both her element and Limit’s effects at low HP let her boast of a naturally tremendous damage against anything, which also extends to her Charge.
+ LB2 is simple yet effective in situations where her damage could have otherwise been denied by Evasion effects.
Cons
- Limit is a high-risk high-reward buff that lasts as short as a Critical or similar buff, her element also increases damage taken, this paired with no way to reduce damage puts her in a really tough spot.
- On the topic of Limit, Charge Limit effects are only truly useful if allies are at low-ish HP, which isn’t recommended to begin with. Consider that Limit is short-lived and needs her as leader for allies to approach its effects.
- LB3 serves as a hit-and-run tactic, but can prove a bit counterproductive since her range can become suboptimal, or outright cockblocked as 3☆.
☆4 Nightmare Durga
Class: Glass Cannon
Gameplay Role: Damage Dealer, Damage Buffer
Pros
+ Automatically goes into and retreats from the frontlines in every turn, only requires to be moved manually every two turns to refresh Ardor.
+ Weakness + Ardor + Strike damage blows up a lot of enemies, even ones that should have good resistances. Pile more buffs on if you like overkill.
+ Charge is easily reached with +CP scattered throughout her kit. All attack is one of the most useful Charge types, allowing you to use whatever movement and positioning you'd like.
+ Slightly tankier than standard Durga by virtue of not being Shadow element and getting a tasty snack out of every enemy she atttacks.
Cons
- Still not at all tanky by any non-Durga standards. Best with some defensive support to keep the long-ranged enemies off her while she melts the frontline.
- Charge isn't particularly strong at low SA levels and needs offensive buffs (or a cleanup crew) to not just make your opponents hit you a little harder next turn.
- Struggles on any map wider than x3; she may not even get her Charge if she has to spend half her turns just trying to approach an enemy, lagging behind units with better range and horizontal mobility.
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) |
---|---|---|---|---|---|---|---|---|
5544 | 7419 | 4281 | 5953 | 4281 | 5953 | 3853 | 5358 | |
6155 | 8009 | 5124 | 6827 | 2818 | 3755 | 3996 | 5325 | |
6853 | 8808 | 4395 | 5985 | 4395 | 5985 | 1318 | 1795 |
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
I can't destroy all this candy alone! (by vivimd) | |||||
---|---|---|---|---|---|
Durga 【Candy Hater】 |
Durga 【Candy Eater】 |
Anyone / no one 【Flexible】 |
Anyone 【Support unit】 |
Anyone / no one 【Flexible】 |
Anyone / no one 【Flexible】 |
Cost: ≥X |
This isn't really a team, but if you could get them synced up so Durga's Charge gives everything Rage, then Behemoth's Charge steals it back, that would be really satisfying. Not particularly good, just cool.