Difference between revisions of "Xolotl/Strategy"

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(Created page with " ''NOTE: This page currently under construction.'' ''(This page is for Xolotl strategy guide. For the standard Xolotl page, click here.)'' ==Overview== ''Adapted...")
 
 
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==Overview==
==Overview==


''Adapted with permission from [https://docs.google.com/document/d/1pbHcWTbVyKPGWYgbZnys_fFGH6RSelgq5kfe03O9bkY/edit# Kiraidi's Tier List]''
==={{Star|3}}/{{Star|4}} Xolotl===


{{Transient icon|Xolotl}} has a bit of everything, passive healing through Regen for his frontline allies, Tenacity to be tankier given his frontline nature and thanks to LB2, he can make anyone behind him be protected from any sort of damage and let them exploit “when damaged” skills very well (if they have any of these) he even gets some power-up momentum every level start with LB3, which can be approached for both his great range and his Charge, which (strangely enough) is Strike, a bit unorthodox compared to how he usually performs, but with a good power-up and a clean hit, can give a potentially good buff depending on circumstances and possibly KO the victim. Keep him away from Fire, he only has Tenacity to be anything beyond standardly durable, and he needs that durability to keep LB2 going and be the ultimate bodyguard he wishes to be.
An old unit with no skill evolution to set apart his two rarities, Xolotl manages to remain a decent team addition. With his modest attack value, guaranteed {{Status|en name=ATK Up}} will unfortunately not allow him to do any considerable damage and he should mostly be used for his defensive skills. His own durability is ensured with {{Status|en name=Tenacity}} on move while he can support his allies with {{Status|en name=Regeneration}} and {{Status|en name=Evasion}}, though his lack of self-sustain means he won't last long on the front line where he needs to be to make use of the Evasion. His CS' effect can help when dealing with some debuffs, but on its own can be unreliable against debuff-heavy teams and the lack of range is a disadvantage.
 
==={{Star|5}} Hot Paradise Xolotl===
 
Boasting a set of skills that sets him far apart from his original version, {{Transient icon|Xolotl|variant=Hot Paradise}} is a very strong bruiser that brings some unique team support. His two unique phase start effects allow one ally unparalleled defense and offense for up to two turns, though this requires them to move and is best utilized by units who need to move to use their own skills. With {{Status|en name=Evasion}} for himself at phase start, he has consistent access to damage and durability with {{Status|en name=Crit}} and {{Status|en name=Tenacity}} for himself, which are best utilized when he has someone to constantly buff him. Even without these, high rate {{Status|en name=Weakness}} brings plenty of damage and spreads well enough for his team to make use of. His CS, retaining the original Reflect Debuff and with plenty of means to quickly reach it, has the highlight of further supplementing his damage with {{Status|en name=Combo}}, plus providing two buffs can help chain the rest of his After Buff skills on his own. Overall, Hot Paradise Xolotl is an extremely strong unit with a one weakness of lack of self-sustain past the early phase. With even a bit of team support, he can become unstoppable.


==Highlights==
==Highlights==


''Adapted with permission from [https://docs.google.com/document/d/1pbHcWTbVyKPGWYgbZnys_fFGH6RSelgq5kfe03O9bkY/edit# Kiraidi's Tier List]''
==={{Star|3}}/{{Star|4}} Xolotl===


'''Class:''' Healer, Defensive Support, Bruiser
'''Class:''' Defensive Support


'''Gameplay Role:'''  
'''Gameplay Role:''' Frontline, Healer


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


+ Default Regeneration is fantastic as a passive heal for his allies to approach, being almost on demand as well.
+ Brings a decent mix of durability for himself, healing and defense for his team.
 
+ Reflect Debuff from his CS can turn the tide if reflecting something like {{Status|en name=Bind}} or {{Status|en name=Countdown}}.
 
'''Cons'''
 
- While he does several things, the closest he specializes in is a front line support but does not have enough to be very effective at it.
 
- CS' Blow range can be inconvenient to use with his standard Shot range.
 
 
==={{Star|5}} Hot Paradise Xolotl===
 
'''Class:''' Bruiser. Mixed Support


+ Traditional increased durability through LB1 Tenacity on demand.
'''Gameplay Role:''' Damage Dealer


+ LB2 is amazing to protect his backline allies, dramatically reducing the damage they take thanks to Evasion.
'''Pros'''


+ LB3 Attack Up bolsters his damage very well, which also extends to his Charge.
+ Tremendous damage output that can reach past melee range thanks to his CS.
 
+ Provides high offensive and defensive momentum for his team in the early phase, while high rate Weakness at a good spread further complements team offense.
 
+ Can charge up his CS quick, which leads to consistent access to Combo to best utilize the HP Down from his LB3.


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


- Default doesn’t apply to him, and needs good positioning to get the most of it.
- Without his CS, he can have difficulty reaching some enemies due to his range.
 
- Demands being under Tenacity in order to take the hits for his allies to approach LB2.


- Charge is tricky to work with, first its attack range being a bit difficult to work with, and its effect can be anywhere from amazing to underwhelming.
- Requires some support, mainly sustain, to make the most of his After Buff skills.


==Gameplay Role==
==Gameplay Role==
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|{{Transient icon|Xolotl|size=large|rarity=3}}<br/>[[Xolotl]]<br/>【Healer, Tank】
|{{Transient icon|Xolotl|size=large|rarity=3}}<br/>[[Xolotl]]<br/>【Healer, Tank】
|style='background: Honeydew'|{{Transient icon|Xolotl|size=large|rarity=3}}<br/>[[Xolotl]]<br/>【Support unit】
|style='background: Honeydew'|{{Transient icon|Xolotl|size=large|rarity=3}}<br/>[[Xolotl]]<br/>【Support unit】
|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|Daikoku|size=large|rarity=4|variant=Hot Paradise}}<br/>[[Daikoku#transient2|Daikoku]]<br/>【example of variant call】
|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】
|-
|-

Latest revision as of 16:37, 12 December 2021

NOTE: This page currently under construction.

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

Overview

/ Xolotl

An old unit with no skill evolution to set apart his two rarities, Xolotl manages to remain a decent team addition. With his modest attack value, guaranteed ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) will unfortunately not allow him to do any considerable damage and he should mostly be used for his defensive skills. His own durability is ensured with TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) on move while he can support his allies with Regeneration+400~800HP/turn for 4 turns (Buff) and EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff), though his lack of self-sustain means he won't last long on the front line where he needs to be to make use of the Evasion. His CS' effect can help when dealing with some debuffs, but on its own can be unreliable against debuff-heavy teams and the lack of range is a disadvantage.

Hot Paradise Xolotl

Boasting a set of skills that sets him far apart from his original version, Xolotl (Hot Paradise) is a very strong bruiser that brings some unique team support. His two unique phase start effects allow one ally unparalleled defense and offense for up to two turns, though this requires them to move and is best utilized by units who need to move to use their own skills. With EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) for himself at phase start, he has consistent access to damage and durability with CritATK Up by 2x ~ 4x for 1 turn (Buff) and TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) for himself, which are best utilized when he has someone to constantly buff him. Even without these, high rate WeaknessDEF Down by 1.2x ~ 2.4x for 1 turn (Debuff) brings plenty of damage and spreads well enough for his team to make use of. His CS, retaining the original Reflect Debuff and with plenty of means to quickly reach it, has the highlight of further supplementing his damage with ComboATK Down by 0.6x (excepting charge attacks), attack twice each turn for 2 turns (Buff), plus providing two buffs can help chain the rest of his After Buff skills on his own. Overall, Hot Paradise Xolotl is an extremely strong unit with a one weakness of lack of self-sustain past the early phase. With even a bit of team support, he can become unstoppable.

Highlights

/ Xolotl

Class: Defensive Support

Gameplay Role: Frontline, Healer

Pros

+ Brings a decent mix of durability for himself, healing and defense for his team.

+ Reflect Debuff from his CS can turn the tide if reflecting something like BindCannot activate skills, ATK Down by 0.9x ~ 0.45x for 4 turns. CS effects still apply. (Debuff) or Countdown-10000~-20000HP/turn for 2 turns (Debuff).

Cons

- While he does several things, the closest he specializes in is a front line support but does not have enough to be very effective at it.

- CS' Blow range can be inconvenient to use with his standard Shot range.


Hot Paradise Xolotl

Class: Bruiser. Mixed Support

Gameplay Role: Damage Dealer

Pros

+ Tremendous damage output that can reach past melee range thanks to his CS.

+ Provides high offensive and defensive momentum for his team in the early phase, while high rate Weakness at a good spread further complements team offense.

+ Can charge up his CS quick, which leads to consistent access to Combo to best utilize the HP Down from his LB3.

Cons

- Without his CS, he can have difficulty reaching some enemies due to his range.

- Requires some support, mainly sustain, to make the most of his After Buff skills.

Gameplay Role

Example gameplay role breakdown.

Stats and Seed Usage

Unit Max HP (unseeded) Max HP (seeded) Max ATK (unseeded) Max ATK (seeded) Max normal ATK per square (unseeded) Max normal ATK per square (seeded) Max CS ATK per square (unseeded, SALV1) Max CS ATK per square (seeded, SALV1)
Icon frame rarity 3.pngWood element icon.pngShot weapon icon.png 7586 9756 2555 3945 1150 1775 5109 7889
Icon frame rarity 4.pngWood element icon.pngShot weapon icon.png 8418 10546 3059 4481 1377 2016 9178 13443


Example description

Team Synergy

Example synergy class

Example description

Checks and Counters

Example counter

Example description

Teambuilding Options

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

Arbitrary Team Name

Team Details (submitted by UserName)

Xolotl
【Debuffer】

Xolotl
【Moveslut, CP Battery】

Xolotl
【Healer, Tank】

Xolotl
【Support unit】

Daikoku
【example of variant call】
Unknown icon.png
Anyone / no one
【Flexible】
Cost: ≥X

Example team function description.

Gameplay examples