Difference between revisions of "Gunzo/Strategy"

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''NOTE: This page currently under construction.''


''(This page is for Gunzo strategy guide. For the standard Gunzo page, click [[Gunzo|here]].)''
''(This page is for Gunzo strategy guide. For the standard Gunzo page, click [[Gunzo|here]].)''


==Overview==
==Overview==
''Adapted with permission from [https://docs.google.com/document/d/1pbHcWTbVyKPGWYgbZnys_fFGH6RSelgq5kfe03O9bkY/edit# Kiraidi's Tier List]


===☆3/☆4 Gunzo===
===☆3/☆4 Gunzo===


{{Transient icon|Gunzo}}’s skills somewhat contradict each other. He’s a Berserk unit, meaning he already needs obligatory defensive buffs if he wants to last at all, this already makes Default pointless on top of his Charge not being good past damage, which is where his much-needed defensive buff lies, thus making his LB1 somewhat pointless too. However, with the new skill evolution [[The Lovesick+]], this issue is mostly mitigated, making the use of his LB3 much more exploitable.
{{Transient icon|Gunzo}} has an outdated skill set. He can do some decent damage with {{Status|en name=Berserk+}} and give {{Status|en name=Acceleration}} to himself and allies by moving, but none of this is particularly remarkable. His Charge Skill is also mediocre in both range and effect, giving his purpose mediocre results. His {{Star|3}} variant might actually be better than his {{Star|4}} just on account of being a better CP battery through giving allies {{Status|en name=Arousal}}, but his normal variants are overall lackluster and outdated.


===☆5 Valentine Gunzo===
===☆5 Valentine Gunzo===


Thanks to Berserk and Fighting Spirit, {{Transient icon|Gunzo|variant=Valentine|rarity=5}} sees benefit in considerably increased damage, which along with his element and attack range can prove quite powerful, he’s also a considerable CP battery thanks to Charge and LB3, with Acceleration easily stacking with other CP sources, that through LB1 he applies to himself to reach his Charge faster. It’s perhaps the main source of CP he can give to his allies while nuking away the victims hit by it. What drags him down is the fact that Berserk with no way to reduce incoming damage automatically makes his durability rather poor, it’s no use having an unit that’s KO’d in 1-2 hits at most and he actually needs to be hit in order to get Fighting Spirit going, so if you want to use him at all, you must absolutely consider defensive buffs at minimum, or else he’s as good as dead by the start of the match.
{{Transient icon|Gunzo|variant=Valentine|rarity=5}} occupies a specific niche as a CP battery, being able to give +20CP and {{Status|en name=Acceleration}} to himself and allies one square away from him on move. Along with his increased vertical movement, this allows him to quickly charge his allies' CS. Furthermore, his own CS has the ability to give at least 10CP to himself and allies one square away for every enemy hit, allowing for frequent CS activation. Finally, due to his access to both {{Status|en name=Berserk+}} and {{Status|en name=Vigor}}, his damage output can be fairly strong if his buffs activate properly.
 
With his skill evolution, Valentine Gunzo now has the ability to mitigate damage to the team for the first two turns through {{Status|en name=Evasion}} to himself and allies horizontally adjacent to him. This is a great boost in his capabilities since it alleviates his previous issues of being frail and gives him a fairly unique niche. As his gameplay style tends to favor quick phase clears through having his allies CS, the two turn restriction is not too limiting, but his earlier issues of defensive frailty crop up. Likewise, the trade off for using him instead of someone who gives offensive/defensive buffs on moving is still something to consider. Finally, Valentine Gunzo's skill evolution also gives him {{Status|en name=Glint}} which is a nice touch to make him more consistent.


==Highlights==
==Highlights==
''Adapted with permission from [https://docs.google.com/document/d/1pbHcWTbVyKPGWYgbZnys_fFGH6RSelgq5kfe03O9bkY/edit# Kiraidi's Tier List]


===☆3/☆4 Gunzo===
===☆3/☆4 Gunzo===
Line 24: Line 20:
'''Class:''' Glass Cannon, Offensive Support
'''Class:''' Glass Cannon, Offensive Support


'''Gameplay role:'''  
'''Gameplay role: CP Battery, Damage Dealer'''  


'''Pros'''
'''Pros'''


+ LB2 Berserk helps his damage quite well in exchange of worsened durability, said damage also extending to his Charge.
+ {{Status|en name=Berserk+}} gives his damage a nice boost and has a long duration


+ LB makes him a moderately good CP battery, Accel being a buff that easily stacks with other CP methods.
+ Can give himself and allies {{Status|en name=Acceleration}} on move for CP
 
+ {{Star|3}} variant can also give {{Status|en name=Arousal}}


'''Cons'''
'''Cons'''


- Berserk, with him having no way to patch up its negatives (past Charge, which won’t do much) makes his durability pretty terrible, even more so against Water. This weakness is greatly mitigated by evolving the skill, however.
- Berserk+ worsens his durability, which is a problem in his {{Star|4}} variant which encourages getting hit


- From the above point, it also makes his Default useless since he should be discouraged from being hit at all.
- CP boost from Acceleration by moving is mediocre compared to other CP batteries


- His Charge isn’t anything worth noting past potentially good damage, trivializing his Default and LB1.
- Charge Skill is unremarkable and scales poorly with SALV


===☆5 Valentine Gunzo===
===☆5 Valentine Gunzo===
Line 44: Line 42:
'''Class:''' Glass Cannon, Offensive Support
'''Class:''' Glass Cannon, Offensive Support


'''Gameplay role:'''  
'''Gameplay role: CP Battery, Damage Dealer'''  


'''Pros'''
'''Pros'''


+ Default Berserk along with LB2 bolsters his damage considerably, which also applies to his Charge, that by itself is fantastic to fill up his and his allies’ CP.
+ {{Status|en name=Berserk+}} and {{Status|en name=Vigor}} can make him do decent damage


+ LB1 Acceleration allows him to reach his fantastic Charge faster.
+ Gives a nice +20 CP and {{Status|en name=Acceleration}} to allies one square away on moving, an excellent range for a CP battery


+ LB3 has an amazing effect range as well as applying basically LB1, whose benefits have already been stated.
+ Increased vertical movement allows for strategic positioning
 
+ Charge Skill acts as CP battery, leading to potential constant refilling of CP for the entire team
 
+ Gives {{Status|en name=Evasion}} to himself and allies horizontally adjacent to him upon moving for the first two turns of a phase


'''Cons'''
'''Cons'''


- Berserk makes his durability pretty terrible, which makes LB2 a bonus that’s generally hard to get.
- Durability becomes an issue past first two turns of a phase; Berserk+ worsens durability, Vigor requires being hit
 
- Needs to move for CP battery effects outside of CS
 
==Gameplay Role==
 
===Valentine Gunzo===


- LB3 may have a fantastic effect range and buff, but it’s gated by a so-so proc rate.
'''CP Battery'''


There are three aspects to {{Transient icon|Gunzo|variant=Valentine}} which make him stand out as a CP battery despite his legacy kit. First, the range of bestowal of CP and {{Status|en name=Acceleration}} in his LB3 is at an excellent range of one square away, effectively giving +28 CP per turn. Numerically, this is one of the largest CP gains from a CP battery on move and has the advantage of being consistent and not dependent on the number of enemies, unlike other methods of CP charging. Secondly, his extra vertical range like {{Transient icon|Wakan Tanka|rarity=5}} allows him to shuffle teammates to the back row allowing for strategies involving positioning. Finally, his CS charges CP to himself and allies one square away. This is a great ability to have since it means that activating Valentine Gunzo's CS can lead to an effective CS charge loop for himself and allies. In fact, if he were to hit four enemies with his CS, he would gain on paper 56 CP himself while spreading 40 CP to allies. This can easily lead to him CSing every two turns, making his damage higher than what it is on paper.


==Gameplay Role==
'''Damage Dealer'''
 
{{Transient stat table|Gunzo|rarity=5|variant=Valentine|merge=start|atk buff=2.6|def buff=1.3|cs atk buff=2.6|note=With {{Status|en name=Berserk+}}}}
{{Transient stat table|Gunzo|rarity=5|variant=Valentine|merge=finish|atk buff=2.6,2.4|def buff=1.3|cs atk buff = 2.6,2.4|note=With {{Status|en name=Berserk+}}, {{Status|en name=Vigor}}}}


Example gameplay role breakdown.
Concerning Valentine Gunzo's damage output, his damage output is mostly fair, sitting at around 7.5k damage per square unseeded with {{Status|en name=Berserk+}} up. However, due to his role as a CP battery as noted before, Valentine Gunzo will in practice be using his CS frequently, so his damage output is more skewed to that of a {{Weapon|Magic}} unit with 15k damage per square when he CSes. If he also procs {{Status|en name=Vigor}}, his damage will also increase considerably, which is now very easy to accomplish due to his skill evolution allowing him to have {{Status|en name=Evasion}} for the first two turns.


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


{| class="wikitable"
{{Transient stat table|Gunzo}}
|-
 
! 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)
Since the main issue of Gunzo in any of his variants is his sustainability, it would be ideal to prioritize HP seeds first and foremost. The most important part of his skill set, the CP charging, also has guaranteed rates, so forgoing skill seeds for later is certainly a fine option. Therefore, if any seeds were to be used on him, it would preferably be in the order of HP/ATK seeds, Skill seeds, and Level Seeds with the last two depending on priorities given the amount of coins available at disposal.
|-
 
| {{Transient icon|Gunzo|rarity=3|size=medium|frame=y}} || 6303 || 8303 || 3567 || 5139 || 1962 || 2826 || 3924 || 5653
==Team Synergy==
|-
 
| {{Transient icon|Gunzo|rarity=4|size=medium|frame=y}} || 7006 || 8976 || 4192 || 5784 || 2306 || 3181 || 6917 || 9544
===Valentine Gunzo===
|-
 
| {{Transient icon|Gunzo|rarity=5|variant=Valentine|size=medium|frame=y}} || 7144 || 9072 || 5222 || 6910 || 2872 || 3801 || 5848 || 7740
'''Units with good Charge Skils'''
|}
 
As a CP battery, {{Transient icon|Gunzo|variant=Valentine}} benefits from allies who have good Charge Skills. These can be units with {{Weapon|All}} range CSes such as {{Transient icon|Typhon|variant=Make Sail}} and {{Transient icon|Tangaroa|variant=Canaan}} or units with good effects like bestowing {{Status|en name=Evasion}} to allies such as {{Transient icon|Takemaru|rarity=5}} or {{Transient icon|Seth|rarity=4}}. In particular, since Valentine Gunzo's CS also acts as a CP battery, it would be nice to pair him with units with Charge Skills that also do the same thing like {{Transient icon|Thunderbird|rarity=4}}.


'''Damage mitigators/healers'''


Example description
While Valentine Gunzo's defenses are not as frail as before, he would still benefit from some passive protection against enemies. Units such as {{Transient icon|Chernobog|variant=Beachside}} and {{Transient icon|Choji|rarity=4}} are possible choices. It's worth noting that these units would likely be CSing regularly since Valentine Gunzo is a CP battery, so passive defenders like {{Transient icon|Triton}} might not be ideal.


==Team Synergy==
==AR Equipment==


'''Example synergy class'''
===Valentine Gunzo===


Example description
ARs which heal or provide weapon resistance such as {{AR Equipment|en name=Sunset Youth}}, {{AR Equipment|en name=Senpai and Kouhai Moment}}, and {{AR Equipment|en name=Those Days When I Was Wild}} are nice to have since long term sustain is {{Transient icon|Gunzo|variant=Valentine}}'s weakest area. Since frailty is generally a concern, a low cost option is also {{AR Equipment|en name=Double Hero of the Holy Eve!}} which will at least ensure survival once during the first three turns. For more offensively oriented options, {{AR Equipment|en name=Shooting Stars}} and {{AR Equipment|en name=Oath of Infinitude}} are potential choices to consider.


==Checks and Counters==
==Checks and Counters==


'''Example counter'''
===Valentine Gunzo===
 
'''CS Prevention'''
 
Since a team using {{Transient icon|Gunzo|variant=Valentine}} is likely to be using Charge Skills as the foundation of their team, things which prevent charge skills from activating are particularly damaging. Status effects such as {{Status|en name=Darkness}}, {{Status|en name=Fear}}, {{Status|en name=CS Lock}} are all difficult statuses to overcome for such teams. Enemies who decrease CP by other means will also achieve similar effects.
 
'''Movement Inhibition'''


Example description
On a similar note, movement inhibiting statuses such as Fear and {{Status|en name=Oppression}} will also effectively clamp down on Valentine Gunzo's ability as a CP battery so these are also detrimental effects. It also prevents him from accomplishing his niche as a unit with extra vertical movement.
 
'''Skill Locking'''
 
Since Valentine Gunzo is not immune to skill locking effects, statuses such as {{Status|en name=Bind}} will stop him as well like other units.


==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.'''


===Arbitrary Team Name (≥X cost)===
===CP Charge===


{| class="mw-collapsible wikitable" style="text-align: center"
{| class="mw-collapsible wikitable" style="text-align: center"
! colspan="6" | Team Details (submitted by UserName)
! colspan="6" | Team Details (submitted by milk)
|-
|-
|{{Transient icon|Gunzo|size=large|rarity=3}}<br/>[[Gunzo]]<br/>【Debuffer】
|{{Transient icon|Chernobog|size=large|variant=Beachside|rarity=5}}<br/>[[Chernobog]]<br/>【Healer, CP Battery】
|{{Transient icon|Gunzo|size=large|rarity=3}}<br/>[[Gunzo]]<br/>【Moveslut, CP Battery】
|{{Transient icon|Thunderbird|size=large|rarity=4}}<br/>[[Thunderbird]]<br/>【Damage Dealer, CP Battery】
|{{Transient icon|Gunzo|size=large|rarity=3}}<br/>[[Gunzo]]<br/>【Healer, Tank】
|{{Transient icon|Astaroth|size=large|rarity=3}}<br/>[[Astaroth]]<br/>【Mixed Buffer, CP Battery】
|style='background: Honeydew'|{{Transient icon|Gunzo|size=large|rarity=3}}<br/>[[Gunzo]]<br/>【Support unit】
|style='background: Honeydew'|{{Transient icon|Gunzo|size=large|variant=Valentine|rarity=5}}<br/>[[Gunzo]]<br/>【Moveslut, CP Battery】
|style='background: Gainsboro'|{{Transient icon|Licht|size=large|rarity=4|variant=Valentine}}<br/>[[Licht#transient2|Licht]]<br/>【example of variant call】
|-
|style='background: Gainsboro'|{{Transient icon|-|size=large|rarity=3}}<br/>Anyone / no one <br/>【Flexible】
! colspan="6" | Cost: ≥50
|}
|}


Example team function description.
The main idea of this team is to use {{Transient icon|Gunzo|variant=Valentine|rarity=5}} for his CP charging abilities to get his teammates to CS. Due to Valentine Gunzo and {{Transient icon|Thunderbird|rarity=4}} having charge skills which bestow CP to self and allies for every enemy hit, this makes them ideal partners for getting charge skills back to speed. Similarly, {{Transient icon|Astaroth|rarity=3}} can effectively charge CP after activating their CS by becoming {{Weapon|None}} type and having access to {{Status|連撃}}. Finally, {{Transient icon|Chernobog|variant=Beachside|rarity=5}} acts as a release valve for CP, quickly gaining his CS back by the previously listed CP charging from his allies.
 
As Valentine Gunzo's primary weakness is a lack of sustainability past the first two turns of a phase, Beachside Chernobog and {{Star|3}} Astaroth exist to patch up said areas while respecting Valentine Gunzo's moveslut status. Specifically {{Status|聖油}} from Beachside Chernobog and {{Status|防御強化}} from Astaroth help mitigate damage, and both units are able to heal through flat healing and through Unction again and {{Status|祝福}}. These combined effects are enough to support Valentine Gunzo's weaknesses.
 
Thunderbird is particularly chosen here in this team for his LB3's effect which gives him a guaranteed +14CP for every enemy hit to himself. This is a really large amount of CP charging so any extra amount of CP from his allies makes it easily possible to CS every other turn. His access to extra horizontal movement and the ability to bestow {{Status|CT}} to allies are also nice bonuses. His CS also gives out {{Status|弱体反射}} to the entire team, allowing for some form of debuff prevention which is nice.
 
Offensively, this team deals quite a bit of damage due to Beachside Chernobog's application of {{Status|熱情}} and Astaroth's {{Status|攻撃強化}} stacking with Thunderbird's innate {{Status|集中}} and Valentine Gunzo's {{Status|暴走+}} and {{Status|闘志}} if it procs. Lastly, {{Status|CT}} can be applied from Beachside Chernobog's CS and from Thunderbird's regular attack for the benefit of their later allies.
 
On one final note, this team is better suited for vertically long maps (6x3 and 6x5). Due to Valentine Gunzo's extra vertical movement, he can ferry Astaroth to the back line in order to proc their when missing skills regardless of weapon type which is a nice ability to have that is unable to be performed in shorter maps.


==Gameplay examples==
==Gameplay examples==


* [https://www.youtube.com/watch?v=Q1rCPPZDldc Example external link]
* [https://www.youtube.com/watch?v=Q1rCPPZDldc Example external link]
[[Category:Strategy pages]]

Latest revision as of 04:56, 9 September 2020

(This page is for Gunzo strategy guide. For the standard Gunzo page, click here.)

Overview

☆3/☆4 Gunzo

Gunzo has an outdated skill set. He can do some decent damage with Berserk+ATK Up by 1.3x ~ 2.6x, DEF Down by 1.3x for 4 turns (Buff) and give Acceleration+8CP/turn for 3 turns (Buff) to himself and allies by moving, but none of this is particularly remarkable. His Charge Skill is also mediocre in both range and effect, giving his purpose mediocre results. His variant might actually be better than his just on account of being a better CP battery through giving allies Arousal+10CP/turn for 1 turn (Buff), but his normal variants are overall lackluster and outdated.

☆5 Valentine Gunzo

Gunzo (Valentine) occupies a specific niche as a CP battery, being able to give +20CP and Acceleration+8CP/turn for 3 turns (Buff) to himself and allies one square away from him on move. Along with his increased vertical movement, this allows him to quickly charge his allies' CS. Furthermore, his own CS has the ability to give at least 10CP to himself and allies one square away for every enemy hit, allowing for frequent CS activation. Finally, due to his access to both Berserk+ATK Up by 1.3x ~ 2.6x, DEF Down by 1.3x for 4 turns (Buff) and VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff), his damage output can be fairly strong if his buffs activate properly.

With his skill evolution, Valentine Gunzo now has the ability to mitigate damage to the team for the first two turns through EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) to himself and allies horizontally adjacent to him. This is a great boost in his capabilities since it alleviates his previous issues of being frail and gives him a fairly unique niche. As his gameplay style tends to favor quick phase clears through having his allies CS, the two turn restriction is not too limiting, but his earlier issues of defensive frailty crop up. Likewise, the trade off for using him instead of someone who gives offensive/defensive buffs on moving is still something to consider. Finally, Valentine Gunzo's skill evolution also gives him Glint+10% skill activation rate for 2 turns (Buff) which is a nice touch to make him more consistent.

Highlights

☆3/☆4 Gunzo

Class: Glass Cannon, Offensive Support

Gameplay role: CP Battery, Damage Dealer

Pros

+ Berserk+ATK Up by 1.3x ~ 2.6x, DEF Down by 1.3x for 4 turns (Buff) gives his damage a nice boost and has a long duration

+ Can give himself and allies Acceleration+8CP/turn for 3 turns (Buff) on move for CP

+ variant can also give Arousal+10CP/turn for 1 turn (Buff)

Cons

- Berserk+ worsens his durability, which is a problem in his variant which encourages getting hit

- CP boost from Acceleration by moving is mediocre compared to other CP batteries

- Charge Skill is unremarkable and scales poorly with SALV

☆5 Valentine Gunzo

Class: Glass Cannon, Offensive Support

Gameplay role: CP Battery, Damage Dealer

Pros

+ Berserk+ATK Up by 1.3x ~ 2.6x, DEF Down by 1.3x for 4 turns (Buff) and VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) can make him do decent damage

+ Gives a nice +20 CP and Acceleration+8CP/turn for 3 turns (Buff) to allies one square away on moving, an excellent range for a CP battery

+ Increased vertical movement allows for strategic positioning

+ Charge Skill acts as CP battery, leading to potential constant refilling of CP for the entire team

+ Gives EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) to himself and allies horizontally adjacent to him upon moving for the first two turns of a phase

Cons

- Durability becomes an issue past first two turns of a phase; Berserk+ worsens durability, Vigor requires being hit

- Needs to move for CP battery effects outside of CS

Gameplay Role

Valentine Gunzo

CP Battery

There are three aspects to Gunzo (Valentine) which make him stand out as a CP battery despite his legacy kit. First, the range of bestowal of CP and Acceleration+8CP/turn for 3 turns (Buff) in his LB3 is at an excellent range of one square away, effectively giving +28 CP per turn. Numerically, this is one of the largest CP gains from a CP battery on move and has the advantage of being consistent and not dependent on the number of enemies, unlike other methods of CP charging. Secondly, his extra vertical range like Wakan Tanka allows him to shuffle teammates to the back row allowing for strategies involving positioning. Finally, his CS charges CP to himself and allies one square away. This is a great ability to have since it means that activating Valentine Gunzo's CS can lead to an effective CS charge loop for himself and allies. In fact, if he were to hit four enemies with his CS, he would gain on paper 56 CP himself while spreading 40 CP to allies. This can easily lead to him CSing every two turns, making his damage higher than what it is on paper.

Damage Dealer

Unit (Effective) HP Base ATK ATK per square CS ATK per square (SALV1) Notes
Unseeded Seeded Unseeded Seeded Unseeded Seeded Unseeded Seeded
Icon frame rarity 5.pngAether element icon.pngThrust weapon icon.png 5667 6979 12826 17967 7467 9882 15205 20123 With Berserk+ATK Up by 1.3x ~ 2.6x, DEF Down by 1.3x for 4 turns (Buff)
Icon frame rarity 5.pngAether element icon.pngThrust weapon icon.png 5667 6979 30125 43121 17920 23716 36493 48295 With Berserk+ATK Up by 1.3x ~ 2.6x, DEF Down by 1.3x for 4 turns (Buff), VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff)


Concerning Valentine Gunzo's damage output, his damage output is mostly fair, sitting at around 7.5k damage per square unseeded with Berserk+ATK Up by 1.3x ~ 2.6x, DEF Down by 1.3x for 4 turns (Buff) up. However, due to his role as a CP battery as noted before, Valentine Gunzo will in practice be using his CS frequently, so his damage output is more skewed to that of a 0.28x ATK penaltyMagic unit with 15k damage per square when he CSes. If he also procs VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff), his damage will also increase considerably, which is now very easy to accomplish due to his skill evolution allowing him to have EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) for the first two turns.

Stats and Seed Usage

Unit (Effective) HP Base ATK ATK per square CS ATK per square (SALV1)
Unseeded Seeded Unseeded Seeded Unseeded Seeded Unseeded Seeded
Icon frame rarity 3.pngFire element icon.pngThrust weapon icon.png 6303 8303 3567 5139 1962 2826 3924 5653
Icon frame rarity 4.pngFire element icon.pngThrust weapon icon.png 7006 8976 4192 5784 2306 3181 6917 9544
Icon frame rarity 5.pngAether element icon.pngThrust weapon icon.png 7144 9072 5222 6910 2872 3801 5848 7740


Since the main issue of Gunzo in any of his variants is his sustainability, it would be ideal to prioritize HP seeds first and foremost. The most important part of his skill set, the CP charging, also has guaranteed rates, so forgoing skill seeds for later is certainly a fine option. Therefore, if any seeds were to be used on him, it would preferably be in the order of HP/ATK seeds, Skill seeds, and Level Seeds with the last two depending on priorities given the amount of coins available at disposal.

Team Synergy

Valentine Gunzo

Units with good Charge Skils

As a CP battery, Gunzo (Valentine) benefits from allies who have good Charge Skills. These can be units with 0.10x ATK penaltyAll range CSes such as Typhon (Make Sail) and Tangaroa (Canaan) or units with good effects like bestowing EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) to allies such as Takemaru or Seth. In particular, since Valentine Gunzo's CS also acts as a CP battery, it would be nice to pair him with units with Charge Skills that also do the same thing like Thunderbird.

Damage mitigators/healers

While Valentine Gunzo's defenses are not as frail as before, he would still benefit from some passive protection against enemies. Units such as Chernobog (Beachside) and Choji are possible choices. It's worth noting that these units would likely be CSing regularly since Valentine Gunzo is a CP battery, so passive defenders like Triton might not be ideal.

AR Equipment

Valentine Gunzo

ARs which heal or provide weapon resistance such as Sunset Youth, Senpai and Kouhai Moment, and Those Days When I Was Wild are nice to have since long term sustain is Gunzo (Valentine)'s weakest area. Since frailty is generally a concern, a low cost option is also Double Hero of the Holy Eve! which will at least ensure survival once during the first three turns. For more offensively oriented options, Shooting Stars and Oath of Infinitude are potential choices to consider.

Checks and Counters

Valentine Gunzo

CS Prevention

Since a team using Gunzo (Valentine) is likely to be using Charge Skills as the foundation of their team, things which prevent charge skills from activating are particularly damaging. Status effects such as DarknessATK Down by 0.9x ~ 0.45x, block CS activation for 3 turns (Debuff), FearCannot move at will, -10CP/turn for 5 turns (Debuff), CS LockBlock charge and CS activation and for 3 turns. (Debuff) are all difficult statuses to overcome for such teams. Enemies who decrease CP by other means will also achieve similar effects.

Movement Inhibition

On a similar note, movement inhibiting statuses such as Fear and OppressionCannot move at will for 2 turns (Debuff) will also effectively clamp down on Valentine Gunzo's ability as a CP battery so these are also detrimental effects. It also prevents him from accomplishing his niche as a unit with extra vertical movement.

Skill Locking

Since Valentine Gunzo is not immune to skill locking effects, statuses such as BindCannot activate skills, ATK Down by 0.9x ~ 0.45x for 4 turns. CS effects still apply. (Debuff) will stop him as well like other units.

Teambuilding Options

This section consists of user-submitted builds that may not necessarily be viable for high level quests.

CP Charge

Team Details (submitted by milk)

Chernobog
【Healer, CP Battery】

Thunderbird
【Damage Dealer, CP Battery】

Astaroth
【Mixed Buffer, CP Battery】

Gunzo
【Moveslut, CP Battery】
Cost: ≥50

The main idea of this team is to use Gunzo (Valentine) for his CP charging abilities to get his teammates to CS. Due to Valentine Gunzo and Thunderbird having charge skills which bestow CP to self and allies for every enemy hit, this makes them ideal partners for getting charge skills back to speed. Similarly, Astaroth can effectively charge CP after activating their CS by becoming Icon weapon nothing.pngNone type and having access to ComboATK Down by 0.6x (excepting charge attacks), attack twice each turn for 2 turns (Buff). Finally, Chernobog (Beachside) acts as a release valve for CP, quickly gaining his CS back by the previously listed CP charging from his allies.

As Valentine Gunzo's primary weakness is a lack of sustainability past the first two turns of a phase, Beachside Chernobog and Astaroth exist to patch up said areas while respecting Valentine Gunzo's moveslut status. Specifically UnctionDEF Up by 0.85x ~ 0.425x, +150~300HP every turn for 2 turns (Buff) from Beachside Chernobog and DEF UpDEF Up by 0.9x ~ 0.45x for 4 turns (Buff) from Astaroth help mitigate damage, and both units are able to heal through flat healing and through Unction again and Blessing+300~600HP/turn for 4 turns (Buff). These combined effects are enough to support Valentine Gunzo's weaknesses.

Thunderbird is particularly chosen here in this team for his LB3's effect which gives him a guaranteed +14CP for every enemy hit to himself. This is a really large amount of CP charging so any extra amount of CP from his allies makes it easily possible to CS every other turn. His access to extra horizontal movement and the ability to bestow CritATK Up by 2x ~ 4x for 1 turn (Buff) to allies are also nice bonuses. His CS also gives out Reflect DebuffReflect debuff once for 4 turns. Vanishes after use. (Buff) to the entire team, allowing for some form of debuff prevention which is nice.

Offensively, this team deals quite a bit of damage due to Beachside Chernobog's application of ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) and Astaroth's ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) stacking with Thunderbird's innate ConcentrationATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns (Buff) and Valentine Gunzo's Berserk+ATK Up by 1.3x ~ 2.6x, DEF Down by 1.3x for 4 turns (Buff) and VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) if it procs. Lastly, CritATK Up by 2x ~ 4x for 1 turn (Buff) can be applied from Beachside Chernobog's CS and from Thunderbird's regular attack for the benefit of their later allies.

On one final note, this team is better suited for vertically long maps (6x3 and 6x5). Due to Valentine Gunzo's extra vertical movement, he can ferry Astaroth to the back line in order to proc their when missing skills regardless of weapon type which is a nice ability to have that is unable to be performed in shorter maps.

Gameplay examples