Difference between revisions of "Astaroth/Strategy"

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The other aspect of Astaroth as a mixed support is their healing/CP charging. Like above, Astaroth has the ability of healing/CP charging from one square away as opposed to directly adjacent, which is very rare among such archetypes. Furthermore, the amount which Astaroth heals/CP charges can be rather large. With Combo, Astaroth can heal up to 1000 HP and 40 CP if both effects proc. For comparison, the best CP chargers on move only charge up to +20CP at a time (although usually with an extra +8 CP from {{Status effect|加速}}). On the other hand, this is comparable to hitting four units with [Hoster of Feasts] which would give 800 HP and 40 CP albeit to enemies as well. As such, Astaroth may not take the title of best CP battery from units such as {{Companion icon|Choji|rarity=4}} or {{Companion icon|Licht|rarity=5}}, but Astaroth does have the advantage of a more flexible range and the aforementioned buffs to allies.
The other aspect of Astaroth as a mixed support is their healing/CP charging. Like above, Astaroth has the ability of healing/CP charging from one square away as opposed to directly adjacent, which is very rare among such archetypes. Furthermore, the amount which Astaroth heals/CP charges can be rather large. With Combo, Astaroth can heal up to 1000 HP and 40 CP if both effects proc. For comparison, the best CP chargers on move only charge up to +20CP at a time (although usually with an extra +8 CP from {{Status effect|加速}}). On the other hand, this is comparable to hitting four units with [Hoster of Feasts] which would give 800 HP and 40 CP albeit to enemies as well. As such, Astaroth may not take the title of best CP battery from units such as {{Companion icon|Choji|rarity=4}} or {{Companion icon|Licht|rarity=5}}, but Astaroth does have the advantage of a more flexible range and the aforementioned buffs to allies.
Since Astaroth's CP charging is dependent on the number of enemies hit, it's recommended to draw back ☆3 Astaroth when enemies are sparse in order to activate their support skills rather than go for CP. As a {{Weapon|Magic}} typed unit, it's always possible to miss or attack, but it's never possible to attack as a {{Weapon|None}} unit. It's a reminder that being a None unit only guarantees missing, so if the opportunity arises where ☆3 Astaroth can miss even as a Magic unit, it should be greatly considered.


'''Damage Dealer'''
'''Damage Dealer'''
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As a free unit, Astaroth's CS damage can be doubled by having SALV 100. Referencing the chart below, this means that her actual CS damage would be 8326 per square, which is a fairly decent amount for a {{Weapon|Magic}} of ☆4 rarity. However, since Astaroth also applies Combo to herself with her CS, the second hit of Combo will also happen, making Astaroth perform an extra 8795 damage per square in the best case scenario. This means that Astaroth will actually do a total of 17121 damage per square with their CS unlike what the chart would otherwise imply. What is also important to consider is that this can be further increased by ATK Up for the second CS and onwards. This makes Astaroth's CS damage to be 18317 per square, and including the extra hit from Combo boosts this number further to 27112 per square. As such, ☆4 Astaroth is an extremely powerful attacker by themselves and can easily be supported due to the rarity of the statuses in their kit.
As a free unit, Astaroth's CS damage can be doubled by having SALV 100. Referencing the chart below, this means that her actual CS damage would be 8326 per square, which is a fairly decent amount for a {{Weapon|Magic}} of ☆4 rarity. However, since Astaroth also applies Combo to herself with her CS, the second hit of Combo will also happen, making Astaroth perform an extra 8795 damage per square in the best case scenario. This means that Astaroth will actually do a total of 17121 damage per square with their CS unlike what the chart would otherwise imply. What is also important to consider is that this can be further increased by ATK Up for the second CS and onwards. This makes Astaroth's CS damage to be 18317 per square, and including the extra hit from Combo boosts this number further to 27112 per square. As such, ☆4 Astaroth is an extremely powerful attacker by themselves and can easily be supported due to the rarity of the statuses in their kit.
One note of importance is that ☆4 Astaroth charges CP by missing while ☆3 Astaroth charges CP by attacking enemies. This is a good thing, since it gives ☆4 Astaroth the ability to charge CP regardless of their weapon type, which is not true for ☆3 Astaroth who needs to wait out the weapon change before being able to charge CP by themselves again. This allows for strategic maneuvering where you can choose to have ☆4 Astaroth intentionally whiff in order to access their CS again earlier and access their support role skills.
'''Mixed Support'''
Likewise, ☆4 Astaroth also has some abilities as a mixed support, even if it's less impressive than their ☆3 version. They have the same ability of healing and CP charging, but the ranges are reduced to directly adjacent and the procs are reduced to 60% from 80% at skill level 100. Furthermore, the CP charging is reduced from +20 CP to +12 CP, making ☆4 Astaroth to be a merely average CP battery. Lastly, the chances of receiving {{Status effect|攻撃強化}} or {{Status effect|防御強化}} is reduced to 30% at skill level 100. This makes having Combo on ☆4 Astaroth a great boon and should be achieved whenever possible.
'''Tank'''
It might not look like it at first, but ☆4 Astaroth has great tanking capabilities which mostly stem from their LB2. Having {{Status effect|防御強化}} to themselves is already a great boon since it allows for easy stacking with other common defensive buffs which allies can supply, but the main point of interest is that ☆4 Astaroth receives +400 HP for each enemy hit when attacking. This is an enormous amount of healing which is currently only rivaled by the likes of {{Companion icon|Chernobog|rarity=5|variant=Beachside}} and {{Companion icon|Shino|rarity=5|variant=Valentine}} which even then ☆4 Astaroth is more likely to win out against due to the range of {{Weapon|Magic}}. To demonstrate, an unseeded ☆4 Astaroth has 6236 HP according to the below chart and by hitting five enemies can heal up to 2000 HP, which constitutes approximately a third of their HP. With Combo, this effectively doubles if ☆4 Astaroth hasn't killed the enemy in the first hit. Thus, it's very easy for ☆4 Astaroth to sustain themselves which ☆3 Astaroth is unable to with lack of access to self-healing or DEF Up.


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