Difference between revisions of "Gyumao/Strategy"

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==Team Synergy==
==Team Synergy==


'''Example synergy class'''  
'''Caracter who has an offensive support other than fevor'''


Example description
To make sure that Gyumao can kill everyone in the first turn of every phase but this caracter don't need to move too much.
 
'''Caracter who has a strong offensive in attack and CS'''
 
This caracter need to benefice of the fevor of Gyumao who increase his attack and CP.
 
'''Caracter who can increase the CP'''
 
To have the charge of Gyumao more faster.


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

Revision as of 16:13, 1 May 2019

NOTE: This page currently under construction.

(This page is for Gyumao strategy guide. For the standard Gyumao page, click here.)

Overview

Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Overview is sufficiently modified.

Gyumao brings certain powerful perks to the table. First off, he gives a very rare buff in the form of Fervor on demand (which is applied in unconventional ways otherwise), this makes him a very welcome asset to most parties (even as 3☆, if only for that) and a very slight form of CP battery. When the fun starts is once he gets his LB3, if you manage to time it with his Charge, you’ll unleash a mighty nuke that could possibly clean the entire enemy field besides Water enemies, they’ll be set up through Fear and Push if they survive as well. That’s not all either, his Charge gives him an almost illegal total of 3 buffs in the form of Guts, Accel and Fervor, though the last one won’t see much effect due to Charge’s general poor scaling, Fervor+Accel and his LB2 will get his Charge up quickly again, which gives you a handful of ways to abuse it. You can use him either as a Fervor-bot or emphasize on his Charge+LB3 as 5☆. Play with his strengths well and he’ll become a monster, but fail to do so and he’ll be hardly more than a buffbot.


Highlights

Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Highlights is sufficiently modified.

Class: Glass Cannon, Offensive Support

Gameplay role:

Pros

+ Traditional increased durability through Default Tenacity, which synergizes with his LB2 very well as payoff for moving him.

+ LB2 applies a very rare offensive+CP buff in the form of Fervor, which he can apply in a great effect range.

+ LB3 Crit+ heavily augments his damage for the turn he gets it for, which also extends to his Charge.

+ His Charge comes with a nasty number of 4-5 effects, a board-cleaning range and damage thanks to LB3.

Cons

- LB1 is anywhere from good to underwhelming, especially since he usually deals plenty of damage to trivialize the flat damage, the new ailment is so-so at best.

- While his Charge sports so many effects, it’s very easy to misuse and needs proper timing with LB3 in order to nuke a map, Fervor won’t be approached due to its scaling effect, which Charges often can’t approach due to their lack of it.

Gameplay Role

Gyumao is a caracter who is really useful on 5x4 and 5x6 map mostly because of his CS and his weapon who can reach easily the ennemies. On 3x6 map he is less powerful because we mostly need vertical range caracter and because slash caracter are more useful than long slash in this map because they inflige more damage and are enough range.

Offensive support

With his third skill, he can give favor to adjacent allies by moving who 80% to be activate which is nice. Because of the duration of this buff who is 2 turn and because of the feature of his CS, you need to move him constantly.

Glass canon

His last skill give him critical + on each start phase. He can kill every ennemies who are one square above him who can be guaranted if you give him one offensive buff. Futhermore if his charge is ready in the beginnig of the phase + he has an offensive buff, Gyumao can kill everyone on the map even sin an offensive buff. To reach in this situation, you need to play with his third skill who in addition to give favor, give 20 CP to self. You have to make sure to kill the last ennemis before the next phase by moving and possibly attack the ennemies by Gyumao. Finally if one or some ennemies resist or if you failed the activation of his charge, Gyumao gives the alteration fear to all ennemis where during the five 5 turn can be use to charge his CS by moving him and his fevor and acceleration.

Frontliner

Because of his weapon and because he need to be move constantly, Gyumao his a ok frontliner. Thanks for the beastman skill who reduce the damage each time he moves and his high HP. Furthermore he gain guts each time he use his CS who increase his survability.

Disruptive support

Gyumao had exhauted who has 90% to touch an ennemie. Nevertheless it's not a good debuff but just a little plus. On the other hand, his CS give fear to all ennemis who is useful to avoid bad suprise, charge his CS for the next phase, kill the easily the ennemis and can be useful for the last man (or cow) situation.

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)
Icon frame rarity 3.pngFire element icon.pngBlow weapon icon.png 7176 9337 2838 4263 2838 4263 1816 2729
Icon frame rarity 5.pngFire element icon.pngLong Slash weapon icon.png 8763 10846 4042 5409 1293 1731 1617 2164


Gyumao role is that he can be a glass cannon, a frontliner and an offensive support, so use HP seed, ATK seed and LV seed can be a good idea. For the skill seed he can be use but only his third skill can really enjoy and some other caracter can benefit more.

Team Synergy

Caracter who has an offensive support other than fevor

To make sure that Gyumao can kill everyone in the first turn of every phase but this caracter don't need to move too much.

Caracter who has a strong offensive in attack and CS

This caracter need to benefice of the fevor of Gyumao who increase his attack and CP.

Caracter who can increase the CP

To have the charge of Gyumao more faster.

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.

Nuclear Clock

Team Details (submitted by Arathun)

Licht
【CP Battery, Damage Buffer】

Protagonist
【Damage Dealer, Cleanser】


Unknown icon.png
Anyone
【Flexible】


Gyumao
【Damage Dealer, CS Spammer, Damage Buffer】
Unknown icon.png
Typhon
【Damage Dealer, CS Spammer, Damage Buffer】



Gyumao
【Damage Dealer, CS Spammer, Damage Buffer】

Unknown icon.png
Anyone / no one
【Flexible】
Unknown icon.png
Anyone / no one
【Flexible】
Cost: ≥48

The following assumes Licht, Gyumao, and Unknown icon.pngTyphon are all LV70, SLV100, SALV1, and unseeded.

The ordering of the units is critical, as it is important to have Gyumao next to Licht turn 1 in order to optimize the next move for CP boosting. Licht would ideally go first, as explained in the end of section Overview: CP Battery describing Licht's interaction with ComboATK Down by 0.6x (excepting charge attacks), attack twice each turn for 2 turns (Buff). Licht can somewhat reliably boost ≥30CP each turn for one unit in a particular position (Licht in range to attack one enemy, with CP-boosted ally directly on square up), and can even potentially boost ≥60CP for one unit in the Ally CP boost and attack formation (see Overview).

This team specializes in clearing the board completely for every turn (hence the name Nuclear Clock), beginning with phase 2. The board clearers are 2 Gyumao (or 1 Gyumao and 1 Typhon), which will alternate in turns when using their All-range charge specials. Gyumao works best in boards 5 squares in length, in order to maximize the potential amount of units he can hit with his wide slash range and maximize his CP gain (he gains ≥8CP for every OHP enemy hit, ≥4CP for >0HP enemy hit). Gyumao also gains ≥20CP for every time he moves because of Hot-Blooded Mystical Demon. This coupled with ≥12CP Licht's Ruler makes it possible for you to time Gyumao's final CP boost that would fill his meter to 100, so that it coincides with the beginning of the next phase. Additionally, Typhon's Beach Hunter skill self-bestows ≥20CP, and combined with Licht's Ruler ability (and ignoring ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) or other CP boosting buffs on Typhon), Typhon will have his CS ready for the next phase if he has at least 70CP. SLV100 ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) provides an additional ≥5CP every turn for two turns.

As All range has a severe damage multiplier penalty, the key to restoring its lethality is stacking multiple buffs. Gyumao deals 1617 base damage per square with his CS, accounting for both CS multiplier bonus (4×) and all range multiplier penalty (0.1×). Similarly, Typhon's base CS damage per square is 2180. While Gyumao can self-bestow ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) during his CA, the buff would likely be only SLV1 (dependent on SALV); thus, it is ideal to bestow a SLV100 ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) with your other Support Gyumao by Hot-Blooded Mystical Demon, or bestow SLV100 ConcentrationATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns (Buff) with your Support Typhon by Band Bander. Typhon only has one CP self-boosting skill (on phase start), but his magic range would enable him to gain more CP bonus from attacking further-to-reach enemies. Typhon's CS should be boosted with SLV100 ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) through Gyumao. Coupled with SLV100 VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) from Licht, Gyumao would have three buffs total at the beginning of the next phase (SLV100 VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff), ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff)/ ConcentrationATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns (Buff), and Crit+ATK Up by 2.5x ~ 5x for 1 turn (Buff) from Potter's Wheel Turner, for 1617×2.4×(2.4 or 2.2)×5 = 46567 or 42689 damage), and Typhon would have two buffs ( VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) and ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) on self for 2180×2.4×2.4 = 12557 damage). In either case, both should supply enough damage for a board clear for enemies at least up to level 50 (e.g. Elite dailies). Gyumao can continue gaining CP quickly because his CS effects include self-applying Acceleration+8CP/turn for 3 turns (Buff). Board wipes should be possible to keep up for at least three consecutive phases, before Licht gains enough CP for his own charge strike (and thus is unable to attack regularly to boost ally CP again).

In the case that a board-wipe fails, stalling strategies becomes an immediate option (if another board-wiping CS is not readied), as Gyumao's CS effects include applying FearCannot move at will, -10CP/turn for 5 turns (Debuff) and blow back one square, and Typhon applies ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) and blow back one square. This extra stalling period can be used to position yourself up for a final blow that would CP-boost enough for the next board-wiping CA. It might be a good period of time too to willingly exhaust Licht's CA, to enable him to boost CP again.

While this team trivializes dailies and some challenge quests, keep in mind that it is still heavily dependent on the chance of skill activation.

Gameplay examples