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''(This page is for Licht strategy guide. For the standard Licht page, click [[Licht|here]].) | ''(This page is for Licht strategy guide. For the standard Licht page, click [[Licht|here]].) | ||
==Overview== | ==Overview== | ||
{{Companion icon|Licht}} is a | ''Adapted with permission from [https://docs.google.com/document/d/1pbHcWTbVyKPGWYgbZnys_fFGH6RSelgq5kfe03O9bkY/edit# Kiraidi's Tier List] | ||
===☆3/☆5 Licht=== | |||
{{Companion icon|Licht}} is simple to understand, a fantastic CP battery support who can optimally fuel whoever is in front of him as well as some of his party if so desired, LB1 fuels allies’ CP in general every now and then, LB2 is the aforementioned CP fuel to whatever ally’s in front quite well with his attacks, LB3 brings it up a notch and also applies {{Status effect|闘志}} along, an offensive buff that can bolster his and his party’s damage. He’s greatly favored towards allies who rely on their Charge skills or have excellent Charge skills, while probably giving them a push in damage, all simply by sitting and attacking, a trait that’s fairly rare among units. His only mediocre aspects lie in his rather situational Charge, which is mostly useful for damage once LB3 is achieved, and that 5☆ is, funnily enough, just a little bit worse than 3☆ for LB3 applying at a less effective range, and being far more rare. | |||
===☆4 Valentine Licht=== | |||
{{Companion icon|Licht|rarity=4|variant=Valentine}} roots a bit into his CP battery prowess and damage increasing fun from the original version with LB2 and LB3, but adds a different spice to his playstyle through Default's Concentration, a damage and proc rate buff that solidifies the rest of his kit very nicely, LB1 is rather fun to exploit given he’ll slap Weakness to whatever hits him, allowing for considerably painful counterattacks from him and his allies and with a very nice side-effect of dealing increased damage to enemies under Tenacity, a lot of the cast has a way to apply Tenacity to themselves and this side effect easily exploits that. He seals the deal with his magnificent Charge, Possession is a very rare ailment for players to use and it's a really good temporary shut down, with formidable range to boot and tremendous damage under Default+LB3 and perhaps even LB1. His only downside is the fact that sacrificing his originally Dark element for Fire is arguably bad since he's now weak to Water like a handful others. Sometimes LB2 won’t be fully approached since you might be trying to exploit LB3 more but play it smart and position him behind the ally who wants the most CP, he’ll do the rest by sitting and shooting things away. | |||
== Highlights== | |||
''Adapted with permission from [https://docs.google.com/document/d/1pbHcWTbVyKPGWYgbZnys_fFGH6RSelgq5kfe03O9bkY/edit# Kiraidi's Tier List]'' | |||
===☆3/☆5 Licht=== | |||
'''Class:''' Offensive Support, Glass Cannon | |||
'''Gameplay Role:''' CP Battery, Damage Buffer | |||
'''Pros''' | |||
+ LB1 shares considerable CP in a huge effect range for his allies to approach. | |||
+ LB2 serves greatly to steroid whatever ally he has in front with potentially huge amounts of CP. | |||
+ LB3 packs him with even more CP and a damage buff for his allies, which also bolsters his damage. | |||
'''Cons''' | |||
- ☆5 is slightly worse for the fact LB3 applies in a far less effective range, with 3☆ being the cheaper and essentially more-efficient option. | |||
- While his Default and LB3 CP affects him, his Charge is deemed mostly situational past potential damage, making Default kind of a waste. | |||
- Exclusively a CP battery, damage buff is mostly a bonus and is a very common one, CP is important only to units with good Charges, limiting his viability. | |||
===☆4 Valentine Licht=== | |||
'''Class:''' Glass Cannon, Offensive Support | |||
'''Role:''' Damage Dealer, CP Battery, Damage Buffer | |||
'''Pros''' | |||
+ Boasts of increased proc rates and damage thanks to Default Concentration, which greatly helps the rest of his skill set. | |||
+ LB1 helps pinpointing vulnerable targets whenever he’s hit, which allows him to counterattack with tremendous damage thanks to his other buffs. | |||
+ LB2 serves greatly to steroid whatever ally he has in front with potentially huge amounts of CP, along with LB3 giving even more CP and a damage buff for his allies, which also bolsters his damage and stacks with Default and LB1. | |||
+ Charge boasts of fantastic damage and can turn the tide of a fight thanks to Possessed turning enemy attack ranges around. | |||
'''Cons''' | |||
- Without Default, his performance sees a considerable drop in both damage and proc rates. | |||
- While LB1 sounds great, he needs to be hit for it, having no way to reduce incoming damage by himself to exploit it. | |||
- LB2 and partially LB3 rely on how good his allies’ Charge skills are in order to get maximum benefit out of them, gating him partially to party composition in that sense. | |||
==Gameplay Role== | |||
===CP Battery=== | |||
{| class="wikitable" | To understand {{Companion icon|Licht}}'s utility, quantifying his CP boosts and comparing this to the boosts from other buffs is necessary. {{Status effect|加速}} boosts CP by ≥8 per turn, with a total of ≥24 over 3 turns; {{Status effect|奮起}} boosts CP by ≥10 at the end of the turn; {{Status effect|熱情}} boosts CP by ≥5 per turn, with a total ≥10 over 2 turns; and {{Status effect|妬}} boosts CP by ≥5 per turn, with a total of ≥15 over 3 turns. In comparison, Licht has several opportunities to boost ally CP in a single turn, as '''his skills activate once per enemy hit'''. | ||
{|class="wikitable mw-collapsible" | |||
! colspan="4" | CP boost details | |||
|- | |- | ||
! Name of skill !! Applicable rarity/variant (☆) !! Activation chance (% at | ! Name of skill !! Applicable rarity/variant (☆) !! Activation chance (% at SLV1, 100) !! Effect (SLV100) | ||
|- | |- | ||
| [[Artist]] || 3, 5 || 50, 100 || 16-19CP (mode = 18CP) to self | | [[Artist]] || 3, 5 || 50, 100 || 16-19CP (mode {{=}} 18CP) to self | ||
|- | |- | ||
| [[Ruler]] || 3, 5 || 45, 90 || 12-14CP (mode = 13CP) to allies within two horizontal and/or vertical total squares away | | [[Ruler]] || 3, 5 || 45, 90 || 12-14CP (mode {{=}} 13CP) to allies within two horizontal and/or vertical total squares away | ||
|- | |- | ||
| [[Agitator]] || 3, 4 (Valentine), 5 || 25, 50 || 14-16CP (mode = 15CP) to ally 1 square ahead | | [[Agitator]] || 3, 4 (Valentine), 5 || 25, 50 || 14-16CP (mode {{=}} 15CP) to ally 1 square ahead | ||
|- | |- | ||
| [[Frenzy Conductor]] || 5 || 35, 70|| 16-19CP (mode = 17CP) and | | [[Frenzy Conductor]] || 5 || 35, 70|| 16-19CP (mode {{=}} 17CP) and {{Status_effect|闘志}} to self and allies within two squares ahead | ||
|- | |- | ||
| [[Spreader of Lunacy]] || 3, 4 (Valentine) || 20, 40 || 14- | | [[Spreader of Lunacy]] || 3, 4 (Valentine) || 20, 40 || 14-16CP (mode {{=}} 15) and {{Status_effect|闘志}} to self and adjacent allies | ||
|- | |- | ||
| (Attack CP bonus) || 5 || 100, 100|| 5-7 (mode = 5) to self | | (Attack CP bonus) || all || 100, 100 || 5-7 (mode {{=}} 5) to self | ||
|- | |||
| (Overkill CP bonus) || all || 100, 100 || 9-? (mode {{=}} ?) to self | |||
|- | |||
| (Struck CP bonus) || all || 100, 100 || 5-7 (mode {{=}} 5) to self | |||
|} | |} | ||
Three relevant team formations can be used to quantify the gain in CP, listed below (assumes each skill succeeds in activating). These team formations assume the use of 5☆ Licht, but the positioning and scaling CP gains should roughly apply to other variants as well | Three relevant team formations can be used to quantify the gain in CP, listed in the expandable table below (assumes each skill succeeds in activating). These team formations assume the use of 5☆ Licht, but the positioning and scaling CP gains should roughly apply to other variants as well | ||
{| class="wikitable" | {| class="mw-collapsible mw-collapsed wikitable" | ||
! colspan="3" | Team formations and their CP potential | |||
|- | |- | ||
! Ally CP boost and attack formation | ! Ally CP boost and attack formation !! Self CP boost and attack formation !! Nuke formation | ||
|- | |||
| | |||
{| class="wikitable" style="margin-left:auto; margin-right:auto; border:none" | |||
|- | |- | ||
| Enemy | | Enemy | ||
Line 38: | Line 110: | ||
| Ally | | Ally | ||
|- | |- | ||
! {{Companion icon|Licht}} | |||
|} | |} | ||
|| | |||
{| class="wikitable" style="margin-left:auto; margin-right:auto; border:none" | |||
{| class="wikitable" | |||
|- | |- | ||
| Enemy | | Enemy | ||
Line 59: | Line 123: | ||
| Enemy | | Enemy | ||
|- | |- | ||
! {{Companion icon|Licht}} | |||
|} | |} | ||
|| | |||
{| class="wikitable" style="margin-left:auto; margin-right:auto; border:none" | |||
{| class="wikitable" | |||
|- | |- | ||
| Enemy | | Enemy | ||
Line 76: | Line 136: | ||
| Ally | | Ally | ||
|- | |- | ||
! {{Companion icon|Licht}} | |||
|} | |} | ||
|- | |||
|Ally CP boost range: [14*2 + 16*2, 16*2 + 19*2] = [60, 70] | |||
Expected ally CP boost: 15*2 + 17*2 = 64 | |||
Licht CP boost range: [16*2 + 5*2, 19*2 + 7*2] = [42, 52] | |||
Expected Licht CP boost: 17*2 + 5*2 = 44 | |||
|| | |||
Licht CP boost range: [16*3 + 5*3, 19*3 + 7*3] = [63, 78] | |||
Expected Licht CP boost: 17*3 + 5*3 = 66 | |||
|| | |||
Proximal ally boost range: [14 + 16, 16 + 19] = [30, 35] | Proximal ally boost range: [14 + 16, 16 + 19] = [30, 35] | ||
Line 90: | Line 168: | ||
Expected Licht CP boost: 17 + 5 = 22 | Expected Licht CP boost: 17 + 5 = 22 | ||
|} | |||
''' | In theory, his CP boosting potential can be bolstered even further with a {{Status_effect|連撃}} buff bestowed by {{Companion icon|Fire Mobster}}'s [[連携する者]] skill or {{Companion icon|Volos}}'s [[Sprouter]] skill, and enable consecutive CS activations from the same boosted ally. In practise, this may not be very rewarding because of (1) movement constraints, where coordinating 3 units in a column dynamically forces the Move action on the center unit; and (2) it necessitates Licht's team order number is larger to attack after the charge-attacking ally (Licht cannot pre-emptively CP boost a fully charged ally, and can only charge after they use their CS), where Licht cannot buff the charge-attacking unit with {{Status_effect|闘志}} in the same turn before they attack; and (3) Licht may not be able to activate his skills if the enemies are KOd before he strikes them (they only activate on hitting enemies with non-zero HP), and so KOing opponents with the first hit of a {{Status_effect|連撃}}-boosted attack would prevent the second round of CP boosting. | ||
===Damage Buffer=== | |||
Besides {{Companion icon|Licht}}'s CP boosting potential, the one buff {{Status_effect|闘志}} he bestows is one of the best in the game for its longevity (3 turns). This, along with the fact that it activates when attacking rather than when moving, makes stacking buffs much easier (more on this later). Its activation chance isn't too amazing in his 3☆ version ([[Spreader of Lunacy]] 40% at SLV100), but is better in his 5☆ version ([[Frenzy Conductor]] 70% at SLV100). | |||
==Stats and Seed Usage== | |||
{{Transient stat table|Licht|rarity=3|note=-|merge=start}} | |||
{{Transient stat table|Licht|rarity=3|atk buff=2.3|cs atk buff=2.3|note=with {{status|en name=Vigor}}}} | |||
{{Transient stat table|Licht|rarity=5|note=-}} | |||
{{Transient stat table|Licht|rarity=5|atk buff=2.3|cs atk buff=2.3|note=with Vigor}} | |||
{{Transient stat table|Licht|rarity=4|note=-}} | |||
{{Transient stat table|Licht|rarity=4|atk buff=2.3, 2.2|cs atk buff=2.3, 2.2|note=with Vigor and {{status|en name=Concentration}}|merge=finish}} | |||
Because of Licht's respectable damage output, investing ATK seeds in him is a good choice, although Licht reliably KOing enemies makes repeated attack-dependent skill activations harder (it's probably better to KO enemies as soon as possible before they can counter, though). Investing HP seeds is an okay decision, as Licht's demise often means the demise of the team that was carefully built around Licht. Increasing the reliability of Licht's skill activation for CP boosting is essential, so he would best benefit from Skill seeds. LV seeds are a good investment for the same reason as HP and ATK seeds are. | |||
==Team Synergy== | |||
'''Characters with good self-CP increase''' | |||
Characters who can boost their own CP quickly can make up for the difference that Licht's CP boost misses to fill the charge gauge quickly. | |||
''' | '''Characters with non-Vigor attack buffs''' | ||
{{Status_effect|闘志}}'s main strength is its longevity, which allows for other attacks to be stacked with it. {{Status effect|熱情}} is a perfect match because of its ability to increase both damage output and CP over two turns. Damage buffs that are bestowed at the start of phases are especially quite synergistic because of Licht's [[Ruler]] skill (boosts ally CP at the beginning of phase), which can ensure that the first move of the boosted unit would be a boosted charge strike. | |||
'''Characters with good a CS''' | |||
When Licht is used properly, the effects associated with CAs become as important if not more important to micromanage as base skills, so picking a unit with good effects can lead to the guaranteed activation of those skills several times in a match. Selecting a unit with wide range (magic, all) with CS debuffs is also ideal. Being able to affect all enemies with a constant stream of CS debuffs regardless of positioning can enable other certain strategies reliant on stalling (e.g. healing and CP building). | |||
'''Characters who benefit from frontlining''' | |||
Licht should almost always be behind someone. Naturally, the unit who he is supporting should be able to play the frontline role of taking slash, wide slash, and blow damage directly well. | |||
''' | '''All of the above''' | ||
There is a particular strategy that can work only if the above situations are met that (with some luck) breaks the game. This is elaborated in the Teambuilding Options: Nuclear Clock. | |||
== Checks and Counters== | == Checks and Counters== | ||
Line 147: | Line 218: | ||
'''CP reducers and CS blockers''' | '''CP reducers and CS blockers''' | ||
Enemy skills that reduce the CP of allies by even a bit prevent the CP meter from ever completely filling, thus preventing CAs from ever happening. Licht's utility almost exclusively depends on CP boosting and CS activation, so even minor CP debuffs severely guts him. Skill sealers are often not a threat to Licht due to his ability to stay out of range, but he is similarly rendered near-useless if debuffed by either | Enemy skills that reduce the CP of allies by even a bit prevent the CP meter from ever completely filling, thus preventing CAs from ever happening. Licht's utility almost exclusively depends on CP boosting and CS activation, so even minor CP debuffs severely guts him. Skill sealers are often not a threat to Licht due to his ability to stay out of range, but he is similarly rendered near-useless if debuffed by either {{Status effect|束縛}} or {{Status effect|S封印}}. | ||
'''{{Attribute|VALIANT}}-type enemies''' | '''{{Attribute|VALIANT}}-type enemies''' | ||
For the above two counters, {{Attribute|NETHER}}-resistant {{Attribute|VALIANT}} enemies are especially problematic for Licht. | For the above two counters, {{Attribute|NETHER}}-resistant {{Attribute|VALIANT}} enemies are especially problematic for Licht. Many available {{Attribute|VALIANT}} units ({{Companion icon|Seth}}, ☆5 Summer Festival variant {{Companion icon|Hogen}}, ☆5 {{Companion icon|Horkeu Kamui}}, ☆5 Setsubun variant {{Companion icon|Oniwaka}}) also have a mixture of defense buffs and skill sealing debuffs. | ||
'''Formation disruptors''' | '''Formation disruptors''' | ||
After moving for your turn, Licht should ideally always be directly behind an ally, and should have an enemy in range to attack. Skills that prevent movement limits being able to dynamically adjust formation on the fly, and thus obstructs Licht from being in his ideal position. Skills that push him away may leave him out of range, possibly forcing suboptimal movements to reposition. Skills that pull him forward generally don't affect him, since he should be behind someone in most cases anyway (and thus stay neatly out of range for a followup from blow- and slash-type enemies). | After moving for your turn, Licht should ideally always be directly behind an ally, and should have an enemy in range to attack. Skills that prevent movement limits being able to dynamically adjust formation on the fly, and thus obstructs Licht from being in his ideal position. Skills that push him away or sideways may leave him out of range, possibly forcing suboptimal movements to reposition. Skills that pull him forward generally don't affect him, since he should be behind someone in most cases anyway (and thus stay neatly out of range for a followup from blow- and slash-type enemies). | ||
==Teambuilding Options== | ==Teambuilding Options== | ||
'''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.''' | ||
=== | === Budget Damage Dealing Team=== | ||
{ | {| class="mw-collapsible wikitable" style="text-align: center" | ||
| | ! colspan="6" | Team Details (submitted by Kiraidi) | ||
|- | |- | ||
|{{ | |{{Transient icon|Licht|size=large|rarity=3}}<br/>[[Licht]]<br/>【Damage Buffer】 | ||
|{{Transient icon|Melusine|size=large|rarity=3}}<br/>[[Melusine]]<br/>【Damage Dealer】 | |||
| | |{{Transient icon|Marchosias|size=large|rarity=3}}<br/>[[Marchosias]]<br/>【Tank, Damage Attenuator】 | ||
<br/>{{Transient icon|Temujin|size=large|rarity=3}}<br/>[[Temujin]]<br/>【Damage Dealer】 | |||
{{ | |style='background: Honeydew'|{{Transient icon|Temujin|size=large|rarity=3}}<br/>[[Temujin]]<br/>【Damage Dealer】 | ||
<br/>{{Transient icon|Marchosias|size=large|rarity=3}}<br/>[[Marchosias]]<br/>【Tank, Damage Attenuator】 | |||
|{{ | |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: ≥24 | |||
{{ | |} | ||
| Anyone | |||
| Anyone | |||
This cost-saving team exploits most features of Licht. Melusine gains a friendship buff with Licht, which raises the proc rate of self-bestowing {{Status effect|CT}} from her [[Dragonborn]] and [[Excavator]] skills. Temujin can also self-bestow {{Status effect|CT}} from [[Marksmen]] along with Rage from [[Avenger]]. These attack buffs stack with Licht's feature Vigor-on-attack from [[Spreader of Lunacy]] or [[Frenzy Conductor]]. These three units would act as a backliners, while Marchosias would act as a frontliner that can protect the back by bestowing Tenacity to the units behind him with [[Tough-Winged Griffon]]. This Tenacity buff also covers Temujin's vulnerability from Rage. | |||
=== Nuclear Clock=== | |||
{{Team:Nuclear Clock}} | |||
== Gameplay examples == | |||
* [https://www.youtube.com/watch?v=4tx_rAefqUE Coin daily] | |||
* [https://www.youtube.com/watch?v=t7d3EXIGIjE Spar daily] | |||
* [https://www.youtube.com/watch?v=humqZkmbx8U Challenge quest (6x5 board)] | |||
= | * [https://www.youtube.com/watch?v=4X_JSagysYE Challenge quest (LV70)] | ||
[[Category:Strategy pages]] |
Latest revision as of 04:45, 20 May 2020
(This page is for Licht strategy guide. For the standard Licht page, click here.)
Overview
Adapted with permission from Kiraidi's Tier List
☆3/☆5 Licht
Licht is simple to understand, a fantastic CP battery support who can optimally fuel whoever is in front of him as well as some of his party if so desired, LB1 fuels allies’ CP in general every now and then, LB2 is the aforementioned CP fuel to whatever ally’s in front quite well with his attacks, LB3 brings it up a notch and also applies VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) along, an offensive buff that can bolster his and his party’s damage. He’s greatly favored towards allies who rely on their Charge skills or have excellent Charge skills, while probably giving them a push in damage, all simply by sitting and attacking, a trait that’s fairly rare among units. His only mediocre aspects lie in his rather situational Charge, which is mostly useful for damage once LB3 is achieved, and that 5☆ is, funnily enough, just a little bit worse than 3☆ for LB3 applying at a less effective range, and being far more rare.
☆4 Valentine Licht
Licht (Valentine) roots a bit into his CP battery prowess and damage increasing fun from the original version with LB2 and LB3, but adds a different spice to his playstyle through Default's Concentration, a damage and proc rate buff that solidifies the rest of his kit very nicely, LB1 is rather fun to exploit given he’ll slap Weakness to whatever hits him, allowing for considerably painful counterattacks from him and his allies and with a very nice side-effect of dealing increased damage to enemies under Tenacity, a lot of the cast has a way to apply Tenacity to themselves and this side effect easily exploits that. He seals the deal with his magnificent Charge, Possession is a very rare ailment for players to use and it's a really good temporary shut down, with formidable range to boot and tremendous damage under Default+LB3 and perhaps even LB1. His only downside is the fact that sacrificing his originally Dark element for Fire is arguably bad since he's now weak to Water like a handful others. Sometimes LB2 won’t be fully approached since you might be trying to exploit LB3 more but play it smart and position him behind the ally who wants the most CP, he’ll do the rest by sitting and shooting things away.
Highlights
Adapted with permission from Kiraidi's Tier List
☆3/☆5 Licht
Class: Offensive Support, Glass Cannon
Gameplay Role: CP Battery, Damage Buffer
Pros
+ LB1 shares considerable CP in a huge effect range for his allies to approach.
+ LB2 serves greatly to steroid whatever ally he has in front with potentially huge amounts of CP.
+ LB3 packs him with even more CP and a damage buff for his allies, which also bolsters his damage.
Cons
- ☆5 is slightly worse for the fact LB3 applies in a far less effective range, with 3☆ being the cheaper and essentially more-efficient option.
- While his Default and LB3 CP affects him, his Charge is deemed mostly situational past potential damage, making Default kind of a waste.
- Exclusively a CP battery, damage buff is mostly a bonus and is a very common one, CP is important only to units with good Charges, limiting his viability.
☆4 Valentine Licht
Class: Glass Cannon, Offensive Support
Role: Damage Dealer, CP Battery, Damage Buffer
Pros
+ Boasts of increased proc rates and damage thanks to Default Concentration, which greatly helps the rest of his skill set.
+ LB1 helps pinpointing vulnerable targets whenever he’s hit, which allows him to counterattack with tremendous damage thanks to his other buffs.
+ LB2 serves greatly to steroid whatever ally he has in front with potentially huge amounts of CP, along with LB3 giving even more CP and a damage buff for his allies, which also bolsters his damage and stacks with Default and LB1.
+ Charge boasts of fantastic damage and can turn the tide of a fight thanks to Possessed turning enemy attack ranges around.
Cons
- Without Default, his performance sees a considerable drop in both damage and proc rates.
- While LB1 sounds great, he needs to be hit for it, having no way to reduce incoming damage by himself to exploit it.
- LB2 and partially LB3 rely on how good his allies’ Charge skills are in order to get maximum benefit out of them, gating him partially to party composition in that sense.
Gameplay Role
CP Battery
To understand Licht's utility, quantifying his CP boosts and comparing this to the boosts from other buffs is necessary. Acceleration+8CP/turn for 3 turns (Buff) boosts CP by ≥8 per turn, with a total of ≥24 over 3 turns; Arousal+10CP/turn for 1 turn (Buff) boosts CP by ≥10 at the end of the turn; ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) boosts CP by ≥5 per turn, with a total ≥10 over 2 turns; and Envy+5CP/turn for 3 turns (Irremovable Buff) boosts CP by ≥5 per turn, with a total of ≥15 over 3 turns. In comparison, Licht has several opportunities to boost ally CP in a single turn, as his skills activate once per enemy hit.
CP boost details | |||
---|---|---|---|
Name of skill | Applicable rarity/variant (☆) | Activation chance (% at SLV1, 100) | Effect (SLV100) |
Artist | 3, 5 | 50, 100 | 16-19CP (mode = 18CP) to self |
Ruler | 3, 5 | 45, 90 | 12-14CP (mode = 13CP) to allies within two horizontal and/or vertical total squares away |
Agitator | 3, 4 (Valentine), 5 | 25, 50 | 14-16CP (mode = 15CP) to ally 1 square ahead |
Frenzy Conductor | 5 | 35, 70 | 16-19CP (mode = 17CP) and VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) to self and allies within two squares ahead |
Spreader of Lunacy | 3, 4 (Valentine) | 20, 40 | 14-16CP (mode = 15) and VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) to self and adjacent allies |
(Attack CP bonus) | all | 100, 100 | 5-7 (mode = 5) to self |
(Overkill CP bonus) | all | 100, 100 | 9-? (mode = ?) to self |
(Struck CP bonus) | all | 100, 100 | 5-7 (mode = 5) to self |
Three relevant team formations can be used to quantify the gain in CP, listed in the expandable table below (assumes each skill succeeds in activating). These team formations assume the use of 5☆ Licht, but the positioning and scaling CP gains should roughly apply to other variants as well
Team formations and their CP potential | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ally CP boost and attack formation | Self CP boost and attack formation | Nuke formation | ||||||||||||
|
|
| ||||||||||||
Ally CP boost range: [14*2 + 16*2, 16*2 + 19*2] = [60, 70]
Expected ally CP boost: 15*2 + 17*2 = 64 Licht CP boost range: [16*2 + 5*2, 19*2 + 7*2] = [42, 52] Expected Licht CP boost: 17*2 + 5*2 = 44 |
Licht CP boost range: [16*3 + 5*3, 19*3 + 7*3] = [63, 78] Expected Licht CP boost: 17*3 + 5*3 = 66 |
Proximal ally boost range: [14 + 16, 16 + 19] = [30, 35] Expected proximal ally CP boost: 15 + 17 = 32 Distal ally boost range: [16, 19] Expected distal ally CP boost: 17 Licht CP boost range: [16 + 5, 19 + 7] = [21, 26] Expected Licht CP boost: 17 + 5 = 22 |
In theory, his CP boosting potential can be bolstered even further with a ComboATK Down by 0.6x (excepting charge attacks), attack twice each turn for 2 turns (Buff) buff bestowed by Fire Mobster's 連携する者 skill or Volos's Sprouter skill, and enable consecutive CS activations from the same boosted ally. In practise, this may not be very rewarding because of (1) movement constraints, where coordinating 3 units in a column dynamically forces the Move action on the center unit; and (2) it necessitates Licht's team order number is larger to attack after the charge-attacking ally (Licht cannot pre-emptively CP boost a fully charged ally, and can only charge after they use their CS), where Licht cannot buff the charge-attacking unit with VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) in the same turn before they attack; and (3) Licht may not be able to activate his skills if the enemies are KOd before he strikes them (they only activate on hitting enemies with non-zero HP), and so KOing opponents with the first hit of a ComboATK Down by 0.6x (excepting charge attacks), attack twice each turn for 2 turns (Buff)-boosted attack would prevent the second round of CP boosting.
Damage Buffer
Besides Licht's CP boosting potential, the one buff VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) he bestows is one of the best in the game for its longevity (3 turns). This, along with the fact that it activates when attacking rather than when moving, makes stacking buffs much easier (more on this later). Its activation chance isn't too amazing in his 3☆ version (Spreader of Lunacy 40% at SLV100), but is better in his 5☆ version (Frenzy Conductor 70% at SLV100).
Stats and Seed Usage
Unit | (Effective) HP | Base ATK | ATK per square | CS ATK per square (SALV1) | Notes | ||||
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Unseeded | Seeded | Unseeded | Seeded | Unseeded | Seeded | Unseeded | Seeded | ||
6421 | 8441 | 3752 | 5354 | 1689 | 2409 | 3377 | 4818 | - | |
6421 | 8441 | 8365 | 12314 | 3884 | 5541 | 7768 | 11083 | with VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) | |
8217 | 10175 | 4813 | 6395 | 2166 | 2878 | 8663 | 11510 | - | |
8217 | 10175 | 10031 | 14708 | 4981 | 6618 | 19926 | 26474 | with Vigor | |
6846 | 8790 | 4577 | 6224 | 2060 | 2801 | 4394 | 5975 | - | |
6846 | 8790 | 21390 | 31494 | 10422 | 14172 | 22234 | 30234 | with Vigor and ConcentrationATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns (Buff) |
Because of Licht's respectable damage output, investing ATK seeds in him is a good choice, although Licht reliably KOing enemies makes repeated attack-dependent skill activations harder (it's probably better to KO enemies as soon as possible before they can counter, though). Investing HP seeds is an okay decision, as Licht's demise often means the demise of the team that was carefully built around Licht. Increasing the reliability of Licht's skill activation for CP boosting is essential, so he would best benefit from Skill seeds. LV seeds are a good investment for the same reason as HP and ATK seeds are.
Team Synergy
Characters with good self-CP increase
Characters who can boost their own CP quickly can make up for the difference that Licht's CP boost misses to fill the charge gauge quickly.
Characters with non-Vigor attack buffs
VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff)'s main strength is its longevity, which allows for other attacks to be stacked with it. ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) is a perfect match because of its ability to increase both damage output and CP over two turns. Damage buffs that are bestowed at the start of phases are especially quite synergistic because of Licht's Ruler skill (boosts ally CP at the beginning of phase), which can ensure that the first move of the boosted unit would be a boosted charge strike.
Characters with good a CS
When Licht is used properly, the effects associated with CAs become as important if not more important to micromanage as base skills, so picking a unit with good effects can lead to the guaranteed activation of those skills several times in a match. Selecting a unit with wide range (magic, all) with CS debuffs is also ideal. Being able to affect all enemies with a constant stream of CS debuffs regardless of positioning can enable other certain strategies reliant on stalling (e.g. healing and CP building).
Characters who benefit from frontlining
Licht should almost always be behind someone. Naturally, the unit who he is supporting should be able to play the frontline role of taking slash, wide slash, and blow damage directly well.
All of the above
There is a particular strategy that can work only if the above situations are met that (with some luck) breaks the game. This is elaborated in the Teambuilding Options: Nuclear Clock.
Checks and Counters
Evasion and other defense buff bestowers
Evasion (and to a lesser extent other defense buffs) invalidates a successful board-wide nuke (see Teambuilding Options: Nuclear Clock), and leads to wasting the next nuke in the same board. Additionally, Licht works best when boosting allies and simultaneously KOing all enemies in range (perhaps with the final blow from nearby positioned allies), so as to prevent a counterattack from enemies with AETHER, some other damage boost, or otherwise some skill-sealing skill. Defense buffs prevent a decisive KO and let such situations arise.
CP reducers and CS blockers
Enemy skills that reduce the CP of allies by even a bit prevent the CP meter from ever completely filling, thus preventing CAs from ever happening. Licht's utility almost exclusively depends on CP boosting and CS activation, so even minor CP debuffs severely guts him. Skill sealers are often not a threat to Licht due to his ability to stay out of range, but he is similarly rendered near-useless if debuffed by either BindCannot activate skills, ATK Down by 0.9x ~ 0.45x for 4 turns. CS effects still apply. (Debuff) or Skill LockCannot activate skills for 5 turns. (Debuff).
VALIANT-type enemies
For the above two counters, NETHER-resistant VALIANT enemies are especially problematic for Licht. Many available VALIANT units ( Seth, ☆5 Summer Festival variant Hogen, ☆5 Horkeu Kamui, ☆5 Setsubun variant Oniwaka) also have a mixture of defense buffs and skill sealing debuffs.
Formation disruptors
After moving for your turn, Licht should ideally always be directly behind an ally, and should have an enemy in range to attack. Skills that prevent movement limits being able to dynamically adjust formation on the fly, and thus obstructs Licht from being in his ideal position. Skills that push him away or sideways may leave him out of range, possibly forcing suboptimal movements to reposition. Skills that pull him forward generally don't affect him, since he should be behind someone in most cases anyway (and thus stay neatly out of range for a followup from blow- and slash-type enemies).
Teambuilding Options
This section consists of user-submitted builds that may not necessarily be viable for high level quests.
Budget Damage Dealing Team
Team Details (submitted by Kiraidi) | |||||
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Licht 【Damage Buffer】 |
Melusine 【Damage Dealer】 |
Marchosias 【Tank, Damage Attenuator】
|
Temujin 【Damage Dealer】
|
Anyone / no one 【Flexible】 |
Anyone / no one 【Flexible】 |
Cost: ≥24 |
This cost-saving team exploits most features of Licht. Melusine gains a friendship buff with Licht, which raises the proc rate of self-bestowing CritATK Up by 2x ~ 4x for 1 turn (Buff) from her Dragonborn and Excavator skills. Temujin can also self-bestow CritATK Up by 2x ~ 4x for 1 turn (Buff) from Marksmen along with Rage from Avenger. These attack buffs stack with Licht's feature Vigor-on-attack from Spreader of Lunacy or Frenzy Conductor. These three units would act as a backliners, while Marchosias would act as a frontliner that can protect the back by bestowing Tenacity to the units behind him with Tough-Winged Griffon. This Tenacity buff also covers Temujin's vulnerability from Rage.
Nuclear Clock
Nuclear Clock (submitted by Arathun) | |||||
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Cost: ≥48 |
The following assumes all units are fully built, but does not assume seeding.
The specialty of this team set-up is constant, hard-hitting All CSes. It's a neat coincidence that these CSes are composed of the main three worldly attributes FIRE, WATER, and WOOD.
The lethatity is sourced from Licht's Vigor, Gyumao's Ardor, and Typhon's Concentration. Occasionally Furufumi will inflict Stigma to all enemies to amplify this damage further, but this aspect is less reliable due to its staggered occurrence over multiple turns, so it's more of a bonus.
The CP sources primarily come from Licht's CP bestow skills Ruler, Agitator in the Shadows, and Frenzy Conductor; Gyumao's CP-on-move Celestial Hot-Head, and
Substitutions
Furufumi's contribution is the least in the group, although he does stabilize the CP gains more with turnwise Arousal to complement Licht's less predictable CP offerings. Furufumi can be substituted with Baron, who also bestows Arousal every turn. Keep in mind substituting Furufumi will also substitute out the only source of healing in the team.
The positions of Typhon and Gyumao are interchangeable. Having two Gyumaos is also acceptable, as Concentration bestows will be substituted with a fully skill leveled Ardor. Having two Typhons, however, is less acceptable, due to the lack of the extra CP gain and damage up from Ardor, being substituted with a weaker Concentration at a more restricted bestow range.
The base rarity Licht can substitute his higher rarity card since they function nearly identically. The main issue is reduced activation rate of his main CP bestow skill, which is a heavy trade-off given this team setup depends on constant reliable upkeep of CP.
Examples