Difference between revisions of "Kotaro/Strategy"

4,313 bytes added ,  20:21, 29 February 2020
no edit summary
Line 1: Line 1:
''NOTE: This page currently under construction.''


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


==Overview==
==Overview==
===☆3/☆5 Kotaro===


''Adapted with permission from [https://docs.google.com/document/d/1pbHcWTbVyKPGWYgbZnys_fFGH6RSelgq5kfe03O9bkY/edit# the Housamo Gameplay-Based Tier List]. Remove this disclaimer when Overview is sufficiently modified.''
''Adapted with permission from [https://docs.google.com/document/d/1pbHcWTbVyKPGWYgbZnys_fFGH6RSelgq5kfe03O9bkY/edit# the Housamo Gameplay-Based Tier List]. Remove this disclaimer when Overview is sufficiently modified.''


It needs to be stressed enough that {{Transient icon|Kotaro}}'s 3☆ is far more self-sufficient than 5☆ due to the fact that LB3 applies to him even if it doesn’t affect his allies, which 5☆ does. Past that, he has the very nice boon of becoming incredibly sturdy past the first hit thanks to LB2, taking at most 2-digit damage due to Evasion being kind of a broken defensive buff, which he can also get by moving through Default, though getting it through LB2 is way more appealing. LB1 Crit on hit exponentially increases his damage, which along with LB3 (as 3☆) lets him deliver a lot of damage very quickly, Attack Up also stacks easily with other offensive buffs, allowing him to deal even more damage than his 5☆ version could. Past that there’s not much else to say, if only 5☆ has had LB3 to himself as well, then it’d be far better, though is certainly not worse than 3☆, just a bit different.
It needs to be stressed enough that {{Transient icon|Kotaro}}'s 3☆ is far more self-sufficient than 5☆ due to the fact that LB3 applies to him even if it doesn’t affect his allies, which 5☆ does. Past that, he has the very nice boon of becoming incredibly sturdy past the first hit thanks to LB2, taking at most 2-digit damage due to Evasion being kind of a broken defensive buff, which he can also get by moving through Default, though getting it through LB2 is way more appealing. LB1 Crit on hit exponentially increases his damage, which along with LB3 (as 3☆) lets him deliver a lot of damage very quickly, Attack Up also stacks easily with other offensive buffs, allowing him to deal even more damage than his 5☆ version could. Past that there’s not much else to say, if only 5☆ has had LB3 to himself as well, then it’d be far better, though is certainly not worse than 3☆, just a bit different.
===☆4 Beachside Kotaro===
He can reliably delete the board with his insane {{status|en name=Crit+}}-boosted CS damage coupled with evasion penetration and ability to shrug off debuffs with {{status|en name=Remove Debuff}}. He can get his charge up every 5 turns independent of any help from other CP sources. Besides having an incredible charge, his ability to bestow {{status|en name=Evasion}} (and {{status|en name=Tenacity}}) at a near-guaranteed rate from the safe position of behind the receiving unit gives him a second powerful role that isn't mutually exclusive from his first as a board wiper.


==Highlights==
==Highlights==
==☆3/☆5 Kotaro==


''Adapted with permission from [https://docs.google.com/document/d/1pbHcWTbVyKPGWYgbZnys_fFGH6RSelgq5kfe03O9bkY/edit# the Housamo Gameplay-Based Tier List]. Remove this disclaimer when Highlights is sufficiently modified.''
''Adapted with permission from [https://docs.google.com/document/d/1pbHcWTbVyKPGWYgbZnys_fFGH6RSelgq5kfe03O9bkY/edit# the Housamo Gameplay-Based Tier List]. Remove this disclaimer when Highlights is sufficiently modified.''
Line 37: Line 43:


- Charge is pretty underwhelming past possible damage as 3☆ due to LB3.
- Charge is pretty underwhelming past possible damage as 3☆ due to LB3.
===☆4 Beachside Kotaro===
'''Gameplay Role:''' Charge Spammer, Board Wiper, Evasion Upkeep, Game Start Positioner
'''Pros'''
+ Lethal at All range
<br/>+ Extremely reliable Evasion bestow at a safe position
'''Cons'''
- All range still has a massive weapon range penalty; going for massive damage on a single boss would better suit a different unit
<br/>- Evasion on self is unreliable
<br/>- Does not do anything if he isn't charging or moving


==Gameplay Role==
==Gameplay Role==


Example gameplay role breakdown.
===☆4 Beachside Kotaro===
 
'''Charge Spammer'''
 
Kotaro builds his charge every 5 turns without any CP help. Waiting this period out can be made easier with a stalling/defensive team. It just so happens that Kotaro is able to stall with his Evasion and Tenacity bestow, so it should be no problem to have him build his charge repeatedly safely.
 
'''Board Wiper'''
 
Even at SALv1 Kotaro can deal 5K damage to every square. Considering that most high-level mobs fall around the 6K to 15K, Kotaro can reliable clear the board if his SALv was any bit higher and/or if he had some additional buffs. As a Board Wiper and Charge Spammer, he is ideal to bring in Dungeons, which has many phases and many enemies.
 
'''Evasion Upkeep'''
 
He is able to keep Evasion up in the square in front of him at a whopping 80% rate unseeded. In the situations where it fails, his Tenacity bestow will still reduce damage by a good amount. He can rotate between allies to place in front.


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


{| class="wikitable"
{{Transient stat table|Kotaro|rarity=3|merge=start|note=-}}
|-
{{Transient stat table|Kotaro|rarity=5|note=-}}
! 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)
{{Transient stat table|Kotaro|rarity=4|cs atk buff=3.03|note=Status Lv1 {{status|en name=Crit+}} on charge factored in}}
|-
{{Transient stat table|Kotaro|rarity=4|cs atk buff=3.03, 1.5, 2.4|merge=finish|note=Status Lv1 {{status|en name=Crit+}} on charge; {{status|en name=Nourishment}} and {{status|en name=Ardor}} from {{Transient icon|Babalon|variant=Jiangshi}}}}
| {{Transient icon|Kotaro|rarity=3|size=medium|frame=y}} || 6300 || 8301 || 3571 || 5143 || 1607 || 2314 || 2000 || 2880
 
|-
Beachside Kotaro is a rare unit that is worth seeding in every aspect. His evasion bestow skill with an extremely high but not guaranteed activation rate would greatly benefit from skill seeding, his insane damage output would benefit from Lv and ATK seeding, and his surviveability would benefit from Lv and HP seeding.
| {{Transient icon|Kotaro|rarity=5|size=medium|frame=y}} || 7655 || 9533 || 5025 || 6637 || 2261 || 2986 || 5628 || 7433
 
|}
==Team Synergy==
 
'''CP Batteries'''


His charge is too good to be restricted to every 5 turns. There are certain ways to get Kotaro not only to have his charge up on the first turn, but to have it up on every turn. The general combination for turn 1 charge is using a {{attribute|Nether}}} unit with the skill [[Ruler]] (limited to {{Transient icon|Licht}}, {{Transient icon|Lucifuge}}, and {{Transient icon|Nether Baron}}) equipped with {{AR Equipment|en name=Oath of Pioneer}}, and having Kotaro equip {{AR Equipment|en name=The Dog's Battlefield}}. Having his charge up every turn assumes a board wipe every turn, and would additionally rely on {{Transient icon|Babalon|variant=Jiangshi}}. The fourth member would also boost Kotaro's CP in the period between after he attacks up to and including the beginning of the next turn (using CP-boosting statuses, on-miss CP bestow, or turn start/phase start skill effects).


Example description
'''Damage Amplifiers'''


==Team Synergy==
The above mentioned strategy assumes being able to wipe the board cleanly every phase to trigger the next phase start. Sometimes Kotaro isn't quite strong enough to do so, so he can benefit from more damage buffs to be sure he doesn't leave any survivors.
 
'''Healers'''
 
To deal with flat damage, Kotaro can bring healers with him such as {{Transient icon|Choji}} or {{Transient icon|Chernobog|variant=Beachside}}


'''Example synergy class'''  
'''Debuff Mitigators'''


Example description
Units that bestow {{status|en name=Reflect Debuff}}, {{status|en name=Nullify Debuff}}, or {{status|en name=Remove Debuff}} would negate dangerous movement-disabling and CP-depleting statuses, ensuring Kotaro can function as intended.


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


'''Example counter'''
===☆4 Beachside Kotaro===
 
'''Flat Damage'''
 
Kotaro's defensive buffs are ignored by HP-depleting statuses, skill effects, and attacks bolstered with flat damage buffs.
 
'''Movement-disabling buffs'''
 
If he is unable to move, then Kotaro cannot bestow Tenacity and Evasion. He's still quite useful for his Charge in this case, however.
 
'''CP depletion'''


Example description
Without his charge, Kotaro loses half his utility. {{status|en name=fear}} is one of the worst debuff with which Kotaro could be inflicted, since it robs him both of his charge and his Evasion upkeep.


==Teambuilding Options==
==Teambuilding Options==
4,366

edits