Difference between revisions of "Typhon/Strategy"
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=== Nuclear Clock=== | === Nuclear Clock=== | ||
{{Team:Nuclear Clock}} | |||
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== Gameplay examples == | == Gameplay examples == |
Revision as of 18:57, 18 August 2019
NOTE: This page currently under construction.
(This page is for Typhon strategy guide. For the standard Typhon page, click here.)
Overview
Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Overview is sufficiently modified.
☆3/☆4 Typhon
Typhon is a fairly solid character whose effectiveness lies mostly in vertically larger or wide maps, where his Default and his shoving sees more benefit. His only way of being truly tanky is through LB1 and only after the first hit, burst damage is capable of getting to him and his LB3 heal can be outdone if not under Evasion. You could keep him away from WOOD just in case Evasion doesn’t proc and he’ll do a very good job at taking most of the hits if you properly manage his LB1. A particularly fun experiment is to Charge-spam with LB3 and Barrage, it won’t be a fully strong thing, but could be played with for some amusement and more-consistent damage.
☆5 Make Sail Typhon
Rocking a brand new outfit, skillset and instrument, Typhon (Make Sail) comes in with a skill set oriented towards oppressive, offensive disruption through a fairly high rate Charm, which he can spread to a lot of enemies to completely shut them down and deal more damage to them. Like his bandmates, he also comes in with the fantastic addition of Concentration to his allies somewhat on demand which not only helps them offensively but also pushes their proc rates. His self-buff along with hitting stunned enemies makes his damage formidable despite his attack range, and only gets even better through team support. Be mindful of his self-Burn and lack of ways to defend himself if he can’t Charm his foes, he’ll greatly appreciate any form of offensive/defensive buffs and/or Barrage, Insight or Concentration.
Highlights
Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Highlights is sufficiently modified.
☆3/☆4 Typhon
Class: Tank
Gameplay Role:
Pros
+ LB1 makes him incredibly sturdy past the first hit he takes.
+ LB2 is mostly approached by 4☆, he can feasibly control enemy positioning and drain their CP, it can serve as small set up for your allies.
+ LB3 is fantastic for self-sustain thanks to 4☆ Mage range, it also pumps his CP up for his great Charge.
+ Charge serves as partial setup thanks to mass shoving and Intimidated preventing movement for your allies to exploit.
Cons
- 3☆ is considerably worse due to LB2 being able to cockblock him and LB3 being much less effective due to Pierce range compared to Mage.
- Burst damage is not good for him, especially against WOOD, a clean hit before Evasion procs is likely to shut him down.
- LB3 is not always optimally approached regardless of the version, it’ll depend on both how many enemies are alive and how many you manage to hit.
☆5 Make Sail Typhon
Class: Glass Cannon, Offensive Support
Gameplay Role:
Pros
+ Along with his bandmates, owns an amazing Default, Concentration to adjacent allies somewhat on demand is fantastic in a lot of ways.
+ LB1 Charm at a considerably higher rate than usual along with his attack range makes for an impressive, fully disruptive and stunning performance.
+ LB2 helps him not be denied by Fear, an ailment that’d quite hinder his capabilities while giving himself an offensive buff to help his damage.
+ LB3 helps patch up his self-Burn for the most part, activate LB2 and allows him to deal even more damage to enemies under Charm, which he can already apply by himself.
Cons
- Sacrifices his original semi-tank properties to become fairly fragile, especially due to Burn, WOOD is a glaring weakness of his.
- Charge may sound great on paper, but is specialized towards larger maps, Status Reflect can be anywhere from great to underwhelming depending on what he reflects with it.
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) |
---|---|---|---|---|---|---|---|---|
6201 | 8175 | 3806 | 5403 | 2093 | 2971 | 2131 | 3025 | |
6999 | 8964 | 4422 | 6043 | 1238 | 1692 | 3714 | 5076 | |
7499 | 9368 | 5450 | 7076 | 1526 | 1981 | 2180 | 2830 |
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.
Nuclear Clock
Nuclear Clock (submitted by Arathun) | |||||
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Cost: ≥48 |
The following assumes all units are fully built, but does not assume seeding.
The specialty of this team set-up is constant, hard-hitting All CSes. It's a neat coincidence that these CSes are composed of the main three worldly attributes FIRE, WATER, and WOOD.
The lethatity is sourced from Licht's Vigor, Gyumao's Ardor, and Typhon's Concentration. Occasionally Furufumi will inflict Stigma to all enemies to amplify this damage further, but this aspect is less reliable due to its staggered occurrence over multiple turns, so it's more of a bonus.
The CP sources primarily come from Licht's CP bestow skills Ruler, Agitator in the Shadows, and Frenzy Conductor; Gyumao's CP-on-move Celestial Hot-Head, and
Substitutions
Furufumi's contribution is the least in the group, although he does stabilize the CP gains more with turnwise Arousal to complement Licht's less predictable CP offerings. Furufumi can be substituted with Baron, who also bestows Arousal every turn. Keep in mind substituting Furufumi will also substitute out the only source of healing in the team.
The positions of Typhon and Gyumao are interchangeable. Having two Gyumaos is also acceptable, as Concentration bestows will be substituted with a fully skill leveled Ardor. Having two Typhons, however, is less acceptable, due to the lack of the extra CP gain and damage up from Ardor, being substituted with a weaker Concentration at a more restricted bestow range.
The base rarity Licht can substitute his higher rarity card since they function nearly identically. The main issue is reduced activation rate of his main CP bestow skill, which is a heavy trade-off given this team setup depends on constant reliable upkeep of CP.
Examples