Difference between revisions of "Krampus/Strategy"

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==Overview==
==Overview==


{{Transient icon|Krampus}} is one of the few units whose element changes with rarity; his 3star being {{Attribute|Wood}}, his 4star being {{Attribute|Nether}}, and his 5star being {{Attribute|Fire}}. Fire and Wood tend to have more weaknesses than Nether, but in most cases, element advantage shouldn't matter much.
{{Transient icon|Krampus}} is one of the few units whose element changes with rarity; his 3star being {{Attribute|Wood}}, his 4star being {{Attribute|Nether}}, and his 5star being {{Attribute|Fire}}. Fire and Wood tend to have more weaknesses than Nether, but in most cases, element advantage shouldn't matter much.




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Much like his other cards, {{Transient icon|Krampus|variant=Jiangshi}} also offers strong offensive capabilities, reliable debuffs, CP drain, and slight team support, but he does so in ways which are comparatively more reliable (and useful) to the player.  
Much like his other cards, {{Transient icon|Krampus|variant=Jiangshi}} also offers strong offensive capabilities, reliable debuffs, CP drain, and slight team support, but he does so in ways which are comparatively more reliable (and useful) to the player.  


Krampus' main source of damage is through his {{Status|en name=Stigma}} infliction every five turns, his bonus damage to said Stigma, his {{Status|en name=ATK Up}} when he appears, his nearly-constant source of {{Status|en name=Limit}}, and his {{Status|en name=Break}} on Charge. His skills are structured such that his temporary ATK Up will never overlap with his natural Stigma; even so, he'll always have at least a x2 to x4 attack modifier just by being on the field, depending on his health. To supplement this role, Krampus is also immune to all status effects which reduce his attack, which makes his offense that much more consistent.
Krampus' main source of damage is through his {{Status|en name=Stigma}} infliction every five turns, his bonus damage to said Stigma, his {{Status|en name=ATK Up}} when he appears, his nearly-constant source of {{Status|en name=Limit}}, and his {{Status|en name=Break}} on Charge. His skills are structured such that his temporary ATK Up will never overlap with his natural Stigma; even so, he'll always have at least a x2 to x4 attack modifier just by being on the field, depending on his health. To supplement this role, Krampus is also immune to all status effects that reduce his attack, which makes his offense that much more consistent.


In a longer battle, even after his ATK Up has worn off, his many offense-boosting statuses can still coincide. His Limit is practically constant, his Stigma can be easily exploited by using another debuffer or simply accounting for turn progression, he naturally has an innate x2 attack bonus against Stigma, and his Charge inflicts Break, further reducing enemy defenses. Under normal gameplay, it's possible for Krampus to routinely gain a x9 attack modifier, and if you also apply his Charge, his initial ATK Up, or any other attack buffs, that modifier goes even higher.  
In a longer battle, even after his ATK Up has worn off, his many offense-boosting statuses can still coincide. His Limit is practically constant, his Stigma can be easily exploited by using another debuffer or simply accounting for turn progression, he naturally has an innate x2 attack bonus against Stigma, and his Charge inflicts Break, further reducing enemy defenses. Under normal gameplay, it's possible for Krampus to routinely gain a x9 attack modifier, and if you also apply his Charge, his initial ATK Up, or any other attack buffs, that modifier goes even higher.