Difference between revisions of "Xolotl/Strategy"
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==Overview== | ==Overview== | ||
==={{Star|3}}/{{Star|4}} 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 {{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== | ||
==={{Star|3}}/{{Star|4}} Xolotl=== | |||
'''Class:''' | '''Class:''' Defensive Support | ||
'''Gameplay Role:''' | '''Gameplay Role:''' Frontline, Healer | ||
'''Pros''' | '''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 {{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 | |||
'''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''' | '''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== | ==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| | |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) |
---|---|---|---|---|---|---|---|---|
7586 | 9756 | 2555 | 3945 | 1150 | 1775 | 5109 | 7889 | |
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】 |
Anyone / no one 【Flexible】 |
Cost: ≥X |
Example team function description.