Difference between revisions of "Kagutsuchi/Strategy"

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==Gameplay Role==
==Gameplay Role==


Example gameplay role breakdown.
===Jamboree Kagutsuchi===
 
'''After Buff CP Battery'''
 
Earlier in the summary, it was pointed out that {{Transient icon|Kagutsuchi|variant=Jamboree}} was functionally very similar to {{Transient icon|Daikoku}} even down to the range of skill application. As noted, the main distinguishing feature between the two units is that Jamboree Kagutsuchi depends on an After Buff timing, and it was stated that this provides a lot more flexibility. Here is a list of reasons why this timing makes a difference:
 
# Upper bound in CP - Jamboree Kagutsuchi's upper bound in CP application per turn is only limited by the number of buffs a team can give to him. Since he gets {{Status|en name=Protection}} to himself After Buff, he actually rolls his CP skill at least twice usually, as long as he received a buff other than Protection. As more and more unique buffs that are uncommon are introduced, this plays to Jamboree Kagutsuchi's favor where he can acquire an higher upper bound in CP over time. Examples include {{Status|en name=Poison reversal}}, {{Status|en name=Taunt}}, {{Status|en name=Weapon Change (Blow)}}, etc. As a more visceral example, using {{Transient icon|Leanan Sidhe|rarity=4}} allows him to give up to 82 CP to himself and allies in one turn since he acquires five buffs from Leanan Sidhe, Protection from himself, and another +!0 CP from the effect of {{Status|en name=Arousal}}.


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