Difference between revisions of "Gunzo/Strategy"
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''(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== | ||
===☆3/☆4 Gunzo=== | ===☆3/☆4 Gunzo=== | ||
{{Transient icon|Gunzo}} | {{Transient icon|Gunzo}} has an outdated skill set.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better CP battery through giving allies {{Status|en name=Arousal}}, but his normal variants are overall lackluster and outdated.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=== | ||
{{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== | ||
===☆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''' | ||
+ | + {{Status|en name=Berserk+}} gives his damage a nice boost and has a long duration | ||
+ | + 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 | - Berserk+ worsens his durability, which is a problem in his {{Star|4}} 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=== | ===☆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''' | ||
+ | + {{Status|en name=Berserk+}} and {{Status|en name=Vigor}} can make him do decent damage | ||
+ | + Gives a nice +20 CP and {{Status|en name=Acceleration}} 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 {{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 | - 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 {{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. | |||
== | '''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}}}} | |||
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== | ||
{| | {{Transient stat table|Gunzo}} | ||
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, {{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''' | |||
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. | |||
== | ==AR Equipment== | ||
===Valentine Gunzo=== | |||
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== | ||
''' | ===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''' | |||
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.''' | ||
=== | ===CP Charge=== | ||
{| class="mw-collapsible wikitable" style="text-align: center" | {| class="mw-collapsible wikitable" style="text-align: center" | ||
! colspan="6" | Team Details (submitted by | ! colspan="6" | Team Details (submitted by milk) | ||
|- | |- | ||
|{{Transient icon| | |{{Transient icon|Chernobog|size=large|variant=Beachside|rarity=5}}<br/>[[Chernobog]]<br/>【Healer, CP Battery】 | ||
|{{Transient icon| | |{{Transient icon|Thunderbird|size=large|rarity=4}}<br/>[[Thunderbird]]<br/>【Damage Dealer, CP Battery】 | ||
|{{Transient icon| | |{{Transient icon|Astaroth|size=large|rarity=3}}<br/>[[Astaroth]]<br/>【Mixed Buffer, CP Battery】 | ||
|style='background: Honeydew'|{{Transient icon|Gunzo|size=large| | |style='background: Honeydew'|{{Transient icon|Gunzo|size=large|variant=Valentine|rarity=5}}<br/>[[Gunzo]]<br/>【Moveslut, CP Battery】 | ||
|- | |||
! colspan="6" | Cost: ≥50 | |||
|} | |} | ||
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 | ||
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) | |
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 Magic 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 | |
6303 | 8303 | 3567 | 5139 | 1962 | 2826 | 3924 | 5653 | |
7006 | 8976 | 4192 | 5784 | 2306 | 3181 | 6917 | 9544 | |
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 All 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 None 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.