Difference between revisions of "Kagutsuchi/Strategy"

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Earlier in the summary, it was pointed out that {{Transient icon|Kagutsuchi|variant=Jamboree}} was functionally very similar to {{Transient icon|Daikoku}} even down to the range of skill application. As noted, the main distinguishing feature between the two units is that Jamboree Kagutsuchi depends on an After Buff timing, and it was stated that this provides a lot more flexibility. Here is a list of reasons why this timing makes a difference:
Earlier in the summary, it was pointed out that {{Transient icon|Kagutsuchi|variant=Jamboree}} was functionally very similar to {{Transient icon|Daikoku}} even down to the range of skill application. As noted, the main distinguishing feature between the two units is that Jamboree Kagutsuchi depends on an After Buff timing, and it was stated that this provides a lot more flexibility. Here is a list of reasons why this timing makes a difference:


# Upper bound in CP - Jamboree Kagutsuchi's upper bound in CP application per turn is only limited by the number of buffs a team can give to him. Since he gets {{Status|en name=Protection}} to himself After Buff, he actually rolls his CP skill at least twice usually, as long as he received a buff other than Protection. As more and more unique buffs that are uncommon are introduced, this plays to Jamboree Kagutsuchi's favor where he can acquire an higher upper bound in CP over time. Examples include {{Status|en name=Poison reversal}}, {{Status|en name=Taunt}}, {{Status|en name=Weapon Change (Blow)}}, etc. As a more visceral example, using {{Transient icon|Leanan Sidhe|rarity=4}} allows him to give up to 82 CP to himself and allies in one turn since he acquires five buffs from Leanan Sidhe, Protection from himself, and another +!0 CP from the effect of {{Status|en name=Arousal}}.
# Upper bound in CP - Jamboree Kagutsuchi's upper bound in CP application per turn is only limited by the number of buffs a team can give to him. Since he gets {{Status|en name=Protection}} to himself After Buff, he actually rolls his CP skill at least twice usually, as long as he received a buff other than Protection. As more and more unique buffs that are uncommon are introduced, this plays to Jamboree Kagutsuchi's favor where he can acquire an higher upper bound in CP over time. Examples include {{Status|en name=Poison Reversal}}, {{Status|en name=Taunt}}, {{Status|en name=Weapon Change (Blow)}}, etc. As a more visceral example, using {{Transient icon|Leanan Sidhe|rarity=4}} allows him to give up to 82 CP to himself and allies in one turn since he acquires five buffs from Leanan Sidhe, Protection from himself, and another +!0 CP from the effect of {{Status|en name=Arousal}}.
# Positioning - In comparison to Daikoku, Jamboree Kagutsuchi achieves a greater flexibility in positioning, allowing him to tank in the front line and hide in the back line while still providing Protection and CP. This is an important feature since being cognizant of the sources of buffs and how Jamboree Kagutsuchi will apply his effects is essential to using him.
# Positioning - In comparison to Daikoku, Jamboree Kagutsuchi achieves a greater flexibility in positioning, allowing him to tank in the front line and hide in the back line while still providing Protection and CP. This is an important feature since being cognizant of the sources of buffs and how Jamboree Kagutsuchi will apply his effects is essential to using him.
# Timing - While not obvious on paper, this is probably the most important point. After Buff skill timings interject the flow of battle, so Jamboree Kagutsuchi can boost CP in various different situations. For example, his initial acquisition of {{Status|en name=Adamantine}} is on phase start, meaning that he can give a +24 CP on phase start in the beginning of battle. So a team can be constructed to have Jamboree Kagutsuchi give CP on any timing, phase start, turn start, after receiving damage, etc. In particular, being able to give turn start CP is a very rare niche which allows Jamboree Kagutsuchi to counter the CP depletion of {{Status|en name=Fear}}.
# Timing - While not obvious on paper, this is probably the most important point. After Buff skill timings interject the flow of battle, so Jamboree Kagutsuchi can boost CP in various different situations. For example, his initial acquisition of {{Status|en name=Adamantine}} is on phase start, meaning that he can give a +24 CP on phase start in the beginning of battle. So a team can be constructed to have Jamboree Kagutsuchi give CP on any timing, phase start, turn start, after receiving damage, etc. In particular, being able to give turn start CP is a very rare niche which allows Jamboree Kagutsuchi to counter the CP depletion of {{Status|en name=Fear}}.
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'''Offensive Buffers'''
'''Offensive Buffers'''


Since Jamboree Kagutsuchi uses a lot of After Buff skills, units who can give a lot of buffs frequently work well with him. Examples include {{Transient icon|Nobuharu|variant=Festival}}, {{Transient icon|Chernobog|variant=Beachside}}, and {{Transient icon|Taurus Mask|variant=Christmas}}. As mentioned before, units with unique status effects and phase/turn start buffs are preferable. The best example of this is {{Transient icon|Shennong|variant=Summer}} who gives {{Status|en name=Poison reversal}}, a buff unique to him, to allies on turn start.  
Since Jamboree Kagutsuchi uses a lot of After Buff skills, units who can give a lot of buffs frequently work well with him. Examples include {{Transient icon|Nobuharu|variant=Festival}}, {{Transient icon|Chernobog|variant=Beachside}}, and {{Transient icon|Taurus Mask|variant=Christmas}}. As mentioned before, units with unique status effects and phase/turn start buffs are preferable. The best example of this is {{Transient icon|Shennong|variant=Summer}} who gives {{Status|en name=Poison Reversal}}, a buff unique to him, to allies on turn start.  


'''Units with good CSes'''
'''Units with good CSes'''
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