Difference between revisions of "Thunderbird/Strategy"
(Created page with " ''NOTE: This page currently under construction.'' ''(This page is for Thunderbird strategy guide. For the standard Thunderbird page, click here.)'' ==Overvi...") |
(Restructured Thunderbird's strategy page, and added in partial text for Thunderbird (Summer).) |
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==Overview== | ==Overview== | ||
===☆3/☆4 Thunderbird=== | |||
''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.'' | ||
{{Transient icon|Thunderbird}}’s selling point lies on his Crit+Concentration combo, in which he can proc the former rather frequently regardless of the rarity while exponentially increasing his own damage output. That alone is incredibly powerful, so the rest of his skills are mostly welcome bonuses. His LB2 makes him very resistant provided he doesn’t suffer huge burst damage on the first hit and LB3 lets him mainly ignore Evasion, allowing his damage not to be denied by such broken defensive buff. Finally his Charge works for what it does, it takes no particular scaling to be effective since Status Barrier is a non-scaling effect and rarely does CP Up scale, making it a very effective one in that regard. However, bear in mind that 3☆ defaults him to be a frontline and 4☆ a backline, the latter especially if you’re looking for an ally to exploit his Crit, which should be considered a bonus at best, his Charge isn’t affected by his Crit either, leaving him reliant on his Default and/or his own massively hurting attacks. | {{Transient icon|Thunderbird}}’s selling point lies on his Crit+Concentration combo, in which he can proc the former rather frequently regardless of the rarity while exponentially increasing his own damage output. That alone is incredibly powerful, so the rest of his skills are mostly welcome bonuses. His LB2 makes him very resistant provided he doesn’t suffer huge burst damage on the first hit and LB3 lets him mainly ignore Evasion, allowing his damage not to be denied by such broken defensive buff. Finally his Charge works for what it does, it takes no particular scaling to be effective since Status Barrier is a non-scaling effect and rarely does CP Up scale, making it a very effective one in that regard. However, bear in mind that 3☆ defaults him to be a frontline and 4☆ a backline, the latter especially if you’re looking for an ally to exploit his Crit, which should be considered a bonus at best, his Charge isn’t affected by his Crit either, leaving him reliant on his Default and/or his own massively hurting attacks. | ||
===Variant ☆4 Thunderbird=== | |||
{{Transient icon|Thunderbird|variant=Summer}} keeps certain gameplay traits from his base card, such as moderately high damage potential and some team support, and gains certain features that his base card lacks. His main strength and unique gameplay feature is his ability to “target” enemies in specific areas, rope them in, debuff them with {{Status|en name=Weakness}} and {{Status|en name=Bind}}, and deal high damage to them with Weakness and {{Status|en name=Crit}}. He can also remove allies’ debuffs whenever he moves through {{Status|en name=Remove Debuff}}, and reflect negative statuses through his {{Status|en name=Reflect Debuff}} that he grants himself every Phase, but these are small bonuses that supplement his main role of facilitating speedy Phase clears. | |||
==Highlights== | ==Highlights== | ||
===☆3/☆4 Thunderbird=== | |||
''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.'' | ||
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'''Class:''' Bruiser, Offensive Support | '''Class:''' Bruiser, Offensive Support | ||
'''Gameplay Role:''' | '''Gameplay Role:''' | ||
'''Pros''' | '''Pros''' | ||
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- Charge is amazing for the CP bit and maybe damage, but Status Barrier can prove anywhere from amazing to underwhelming depending on what ailment it blocks, making LB3 slightly situational. | - Charge is amazing for the CP bit and maybe damage, but Status Barrier can prove anywhere from amazing to underwhelming depending on what ailment it blocks, making LB3 slightly situational. | ||
===Variant ☆4 Thunderbird=== | |||
'''Class:''' DPS, Support | |||
'''Gameplay Role:''' Damage Dealer, Debuffer, Debuff Cleanser, Positioning | |||
'''Pros''' | |||
+ High damage output through {{Status|en name=Weakness}}, bonus damage to it, first-turn {{Status|en name=Crit}}, and his Charge. | |||
+ Relatively high skill proc chances, which is appreciated on the ones that require him to move. | |||
+ Expanded horizontal movement lets him easily reposition your team, and he has numerous on-move skills that encourage this. | |||
+ {{Attribute|Valiant}} typing reduces the damage he’ll take from many opposing elements. | |||
+ Magic range gives him a wide berth to position himself. | |||
+ Pulling enemies can facilitate easier clears on certain maps. | |||
+ Can essentially shut down one specific unit with {{Status|en name=Bind}}. | |||
'''Cons''' | |||
- Damage output, while potent, takes a steep nosedive after {{Status|en name=Crit}} runs out. | |||
- Pulling enemies into a central point can be tricky to accommodate for. | |||
- Lackluster ranges on his {{Status|en name=Weakness}} infliction and {{Status|en name=Remove Debuff}} bestowal greatly limits team placement and general utility. | |||
- {{Status|en name=Bind}} infliction, while an asset, can be greatly outclassed by other units. | |||
==Gameplay Role== | ==Gameplay Role== | ||
===☆3/☆4 Thunderbird=== | |||
Example gameplay role breakdown. | Example gameplay role breakdown. | ||
===Variant ☆4 Thunderbird=== | |||
'''Damage Dealer''' | |||
Essentially, {{Transient icon|Thunderbird|variant=Summer}}’s offense is based around a crosshair located right in the middle of his Magic attack range. His LB1 and LB2 let him pull enemies in that second row towards the crosshair, and apply nearly-guaranteed {{Status|en name=Weakness}} at the crosshair and its sides. | |||
This is further coupled by his bonus damage to Weakness and his first-turn {{Status|en name=Crit}}. Stacking Crit, Weakness, the bonus damage, and possibly his Charge together lets hims easily and significantly damage anything in a wide range. | |||
However, as mentioned above, once Crit runs out, his damage output is mostly limited to his sole debuff exploitation. While he'll always be able to deal adequate damage thanks to that exploitation and/or with other buffs, this role unfortunately only shines each opening turn. | |||
'''Debuffer''' | |||
{{Transient icon|Thunderbird|variant=Summer}}’s debuffing capabilities are through his {{Status|en name=Weakness}} and {{Status|en name=Bind}} infliction, and the aforementioned crosshair also comes into play here. | |||
The square in which the crosshair rests is the exact spot where Thunderbird can inflict Bind, which prevents that enemy from using their skills and reduces their attack. It has a fairly good chance to trigger, but if you want to capitalize on that debuff you're limited to one enemy per move. Other cards, such as {{Transient icon|Benten|rarity=4}} or {{Transient icon|Marduk|rarity=4}}, can do a much better (and more reliable) job at inflicting debuffs to lock enemies' skills. | |||
With that said, it's still a nice option to have if you're utilizing his full skillset. In addition, his somewhat-limited Weakness infliction will always see use; Thunderbird will always be able to reduce defenses for other strong attackers on your team. | |||
'''Debuff Cleanser''' | |||
While a lesser part of his kit, {{Transient icon|Thunderbird|variant=Summer}} can remove debuffs from the teammates that are at his sides every time he moves by granting them {{Status|en name=Remove Debuff}}. This can be a quite reliable and frequent source of debuff cleansing if you are using him to reposition your team, which is something he should be doing often. | |||
'''Positioning''' | |||
{{Transient icon|Thunderbird|variant=Summer}} is a unit who excels at positioning. His expanded horizontal movement and his ability to rope in enemies into the veritable crosshair both support this role; Thunderbird can easily adjust your units' positions while simultaneously moving enemies into optimal positions for the rest of your team. This can greatly speed up your ability to clear Phases, especially ones that feature enemies out of range or require ample movement to reach. | |||
This can also synergize particularly well with units who function by not only hitting units, but missing, such as {{Transient icon|Marduk|rarity=4}} or {{Transient icon|Astaroth|rarity=4}}. | |||
==Stats and Seed Usage== | ==Stats and Seed Usage== | ||
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|- | |- | ||
| {{Transient icon|Thunderbird|rarity=4|size=medium|frame=y}} || 7280 || 9281 || 4103 || 5675 || 1846 || 2554 || 3446 || 4767 | | {{Transient icon|Thunderbird|rarity=4|size=medium|frame=y}} || 7280 || 9281 || 4103 || 5675 || 1846 || 2554 || 3446 || 4767 | ||
|- | |||
| {{Transient icon|Thunderbird|variant=Summer|size=medium|frame=y}} || - || - || - || - || - || - || - || - | |||
|} | |} | ||
===☆3/☆4 Thunderbird=== | |||
Example description | |||
===Variant ☆4 Thunderbird=== | |||
Example description | Example description | ||
==Team Synergy== | ==Team Synergy== | ||
===☆3/☆4 Thunderbird=== | |||
'''Example synergy class''' | |||
Example description | |||
===Variant ☆4 Thunderbird=== | |||
'''Example synergy class''' | '''Example synergy class''' | ||
Example description | Example description | ||
==AR Equipment== | |||
===☆3/☆4 Thunderbird=== | |||
Example description | |||
===Variant ☆4 Thunderbird=== | |||
Example description | |||
==Checks and Counters== | ==Checks and Counters== | ||
===☆3/☆4 Thunderbird=== | |||
'''Example counter''' | '''Example counter''' | ||
Example description | Example description | ||
===Variant ☆4 Thunderbird=== | |||
'''Example counter''' | |||
Example description | |||
==Teambuilding Options== | ==Teambuilding Options== |
Revision as of 04:16, 16 August 2021
NOTE: This page currently under construction.
(This page is for Thunderbird strategy guide. For the standard Thunderbird page, click here.)
Overview
☆3/☆4 Thunderbird
Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Overview is sufficiently modified.
Thunderbird’s selling point lies on his Crit+Concentration combo, in which he can proc the former rather frequently regardless of the rarity while exponentially increasing his own damage output. That alone is incredibly powerful, so the rest of his skills are mostly welcome bonuses. His LB2 makes him very resistant provided he doesn’t suffer huge burst damage on the first hit and LB3 lets him mainly ignore Evasion, allowing his damage not to be denied by such broken defensive buff. Finally his Charge works for what it does, it takes no particular scaling to be effective since Status Barrier is a non-scaling effect and rarely does CP Up scale, making it a very effective one in that regard. However, bear in mind that 3☆ defaults him to be a frontline and 4☆ a backline, the latter especially if you’re looking for an ally to exploit his Crit, which should be considered a bonus at best, his Charge isn’t affected by his Crit either, leaving him reliant on his Default and/or his own massively hurting attacks.
Variant ☆4 Thunderbird
Thunderbird (Summer) keeps certain gameplay traits from his base card, such as moderately high damage potential and some team support, and gains certain features that his base card lacks. His main strength and unique gameplay feature is his ability to “target” enemies in specific areas, rope them in, debuff them with WeaknessDEF Down by 1.2x ~ 2.4x for 1 turn (Debuff) and BindCannot activate skills, ATK Down by 0.9x ~ 0.45x for 4 turns. CS effects still apply. (Debuff), and deal high damage to them with Weakness and CritATK Up by 2x ~ 4x for 1 turn (Buff). He can also remove allies’ debuffs whenever he moves through Remove DebuffRemove one debuff (Buff), and reflect negative statuses through his Reflect DebuffReflect debuff once for 4 turns. Vanishes after use. (Buff) that he grants himself every Phase, but these are small bonuses that supplement his main role of facilitating speedy Phase clears.
Highlights
☆3/☆4 Thunderbird
Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Highlights is sufficiently modified.
Class: Bruiser, Offensive Support
Gameplay Role:
Pros
+ Default greatly complements the rest of his skills, especially LB1 thanks to increased damage and proc rates through Concentration.
+ LB1 Critical to him, paired with Default makes for a tremendous damage output, coming with the bonus of affecting vertically adjacent allies. Consider him as leader in order to approach Crit given its short-lived nature.
+ LB2 allows him to be ridiculously sturdy past the first hit he takes.
+ LB3 prevents his damage from being denied by Evasion and lets him reach his Charge faster thanks to his attack range.
Cons
- There’s a certain dichotomy between 3☆ and 4☆, optimally, you’ll be affecting someone in front (4☆) or behind (3☆) you for LB1 due to each of his versions having different attack ranges, thus defining him as a frontline or backline.
- Can be countered by burst damage on the first hit, requiring meticulous management of what he’ll be hit with in order to fully approach LB2.
- Charge is amazing for the CP bit and maybe damage, but Status Barrier can prove anywhere from amazing to underwhelming depending on what ailment it blocks, making LB3 slightly situational.
Variant ☆4 Thunderbird
Class: DPS, Support
Gameplay Role: Damage Dealer, Debuffer, Debuff Cleanser, Positioning
Pros
+ High damage output through WeaknessDEF Down by 1.2x ~ 2.4x for 1 turn (Debuff), bonus damage to it, first-turn CritATK Up by 2x ~ 4x for 1 turn (Buff), and his Charge.
+ Relatively high skill proc chances, which is appreciated on the ones that require him to move.
+ Expanded horizontal movement lets him easily reposition your team, and he has numerous on-move skills that encourage this.
+ VALIANT typing reduces the damage he’ll take from many opposing elements.
+ Magic range gives him a wide berth to position himself.
+ Pulling enemies can facilitate easier clears on certain maps.
+ Can essentially shut down one specific unit with BindCannot activate skills, ATK Down by 0.9x ~ 0.45x for 4 turns. CS effects still apply. (Debuff).
Cons
- Damage output, while potent, takes a steep nosedive after CritATK Up by 2x ~ 4x for 1 turn (Buff) runs out.
- Pulling enemies into a central point can be tricky to accommodate for.
- Lackluster ranges on his WeaknessDEF Down by 1.2x ~ 2.4x for 1 turn (Debuff) infliction and Remove DebuffRemove one debuff (Buff) bestowal greatly limits team placement and general utility.
- BindCannot activate skills, ATK Down by 0.9x ~ 0.45x for 4 turns. CS effects still apply. (Debuff) infliction, while an asset, can be greatly outclassed by other units.
Gameplay Role
☆3/☆4 Thunderbird
Example gameplay role breakdown.
Variant ☆4 Thunderbird
Damage Dealer
Essentially, Thunderbird (Summer)’s offense is based around a crosshair located right in the middle of his Magic attack range. His LB1 and LB2 let him pull enemies in that second row towards the crosshair, and apply nearly-guaranteed WeaknessDEF Down by 1.2x ~ 2.4x for 1 turn (Debuff) at the crosshair and its sides.
This is further coupled by his bonus damage to Weakness and his first-turn CritATK Up by 2x ~ 4x for 1 turn (Buff). Stacking Crit, Weakness, the bonus damage, and possibly his Charge together lets hims easily and significantly damage anything in a wide range.
However, as mentioned above, once Crit runs out, his damage output is mostly limited to his sole debuff exploitation. While he'll always be able to deal adequate damage thanks to that exploitation and/or with other buffs, this role unfortunately only shines each opening turn.
Debuffer
Thunderbird (Summer)’s debuffing capabilities are through his WeaknessDEF Down by 1.2x ~ 2.4x for 1 turn (Debuff) and BindCannot activate skills, ATK Down by 0.9x ~ 0.45x for 4 turns. CS effects still apply. (Debuff) infliction, and the aforementioned crosshair also comes into play here.
The square in which the crosshair rests is the exact spot where Thunderbird can inflict Bind, which prevents that enemy from using their skills and reduces their attack. It has a fairly good chance to trigger, but if you want to capitalize on that debuff you're limited to one enemy per move. Other cards, such as Benten or Marduk, can do a much better (and more reliable) job at inflicting debuffs to lock enemies' skills.
With that said, it's still a nice option to have if you're utilizing his full skillset. In addition, his somewhat-limited Weakness infliction will always see use; Thunderbird will always be able to reduce defenses for other strong attackers on your team.
Debuff Cleanser
While a lesser part of his kit, Thunderbird (Summer) can remove debuffs from the teammates that are at his sides every time he moves by granting them Remove DebuffRemove one debuff (Buff). This can be a quite reliable and frequent source of debuff cleansing if you are using him to reposition your team, which is something he should be doing often.
Positioning
Thunderbird (Summer) is a unit who excels at positioning. His expanded horizontal movement and his ability to rope in enemies into the veritable crosshair both support this role; Thunderbird can easily adjust your units' positions while simultaneously moving enemies into optimal positions for the rest of your team. This can greatly speed up your ability to clear Phases, especially ones that feature enemies out of range or require ample movement to reach.
This can also synergize particularly well with units who function by not only hitting units, but missing, such as Marduk or Astaroth.
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) |
---|---|---|---|---|---|---|---|---|
6679 | 8733 | 3302 | 4826 | 1486 | 2172 | 1849 | 2702 | |
7280 | 9281 | 4103 | 5675 | 1846 | 2554 | 3446 | 4767 | |
- | - | - | - | - | - | - | - |
☆3/☆4 Thunderbird
Example description
Variant ☆4 Thunderbird
Example description
Team Synergy
☆3/☆4 Thunderbird
Example synergy class
Example description
Variant ☆4 Thunderbird
Example synergy class
Example description
AR Equipment
☆3/☆4 Thunderbird
Example description
Variant ☆4 Thunderbird
Example description
Checks and Counters
☆3/☆4 Thunderbird
Example counter
Example description
Variant ☆4 Thunderbird
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) | |||||
---|---|---|---|---|---|
Thunderbird 【Debuffer】 |
Thunderbird 【Moveslut, CP Battery】 |
Thunderbird 【Healer, Tank】 |
Thunderbird 【Support unit】 |
Licht 【example of variant call】 |
Anyone / no one 【Flexible】 |
Cost: ≥X |
Example team function description.