Difference between revisions of "Ded/Strategy"
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''NOTE: This page currently under construction.'' | ''NOTE: This page currently under construction.'' | ||
''(This page is for Ded strategy guide. For the standard | ''(This page is for Ded strategy guide. For the standard Shiva page, click [[Ded|here]].)'' | ||
==Overview== | ==Overview== | ||
==={{Star|5}} Ded=== | |||
Ded is an old unit who tries to juggle between sustaining his team and doing damage to decent effectiveness. LB1 provides him with some sustain at a decent rate while LB3 further adds to it plus {{Status|en name=Crit}} for damage, where the less than ideal activation rate is remedied by his range. LB2's evolved combat use is minimal but can help since he is encouraged to move. The evolved Default is the only truly notable aspect of his kit, giving him potent positioning at phase start and allowing him to inflict a considerable HP Down to enemies in a large area every two turns while the other turns he can heal his team. While the flat healing combined with {{Status|en name=Blessing}} is not bad, the lack of damage reduction his kit offers makes this less than ideal defensive support. Lastly, his CS is simple but effective disruption that can appreciate some external CP boosting to reach. | |||
==={{Star|5}} Christmas Ded=== | |||
With a warm and sunny take on the festive season, {{Transient icon|Ded|variant=Christmas}} is an interesting unit who mainly focuses around {{Status|en name=Acceleration}} and {{Status|en name=Burn}}. With the former, he can nicely round up most of his activation rates in addition to approaching his powerful CS quicker, or forgo it for increased defense. While the defensive option is not bad by itself, the rest of his kit encourages constant moving and leaves its likely best use for when Ded may have his movement restricted. With {{Status|en name=Burn}} and {{Status|en name=Burn Weakening}}, Ded and his whole team can enjoy increased damage to enemies he hits and even greater when using his CS, though unfortunately his regular attacks cannot get immediate use of the damage increase. {{Status|en name=Ardor}} and {{Status|en name=Protection}} give his team good offensive and defensive support while increased horizontal movement can help with positioning. If his CS can hit enough enemies, this can add some sustain as well. With a bit of everything to support his team, Christmas Ded can fit well anywhere as the primary unit to move. | |||
==Highlights== | ==Highlights== | ||
==={{Star|5}} Ded=== | |||
'''Class:''' Glass Cannon | '''Class:''' Glass Cannon, Defensive Support | ||
'''Gameplay Role:''' | '''Gameplay Role:''' Damage Dealer, Healer | ||
'''Pros''' | '''Pros''' | ||
+ | + Good damage with Crit and HP Down every two turns. | ||
+ | + Offers good sustain for himself and his team, plus great positioning at phase start. | ||
+ | + CS can effectively shut down attackers at good range. | ||
'''Cons''' | |||
+ | - No means of defense for himself or his team to supplement his healing. | ||
- HP Down is restricted to every two turns, otherwise having to rely on Crit. | |||
==={{Star|5}} Christmas Ded=== | |||
'''Class:''' Mixed Support | |||
'''Gameplay Role:''' Damage Dealer, Positioner, Offensive/Defensive Support | |||
'''Pros''' | |||
+ Offers offensive and defensive support for his team at good range, plus some disruption with LB3. | |||
+ Can quickly approach his CS, especially if not hitting anything, to heal high damage and heal his team. | |||
'''Cons''' | '''Cons''' | ||
- | - Aside from his CS, he is mostly defensive and relies on his team to do the damage. | ||
- | - No sustain for himself and needs his CS to hit plenty of targets to provide decent healing for his team. | ||
- | - The defense reduction to Burned enemies is rather modest, and aside from it the status does little. | ||
==Gameplay Role== | ==Gameplay Role== | ||
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==Stats and Seed Usage== | ==Stats and Seed Usage== | ||
{{Transient stat table|Ded}} | |||
Example description | Example description | ||
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|{{Transient icon|Ded|size=large|rarity=3}}<br/>[[Ded]]<br/>【Healer, Tank】 | |{{Transient icon|Ded|size=large|rarity=3}}<br/>[[Ded]]<br/>【Healer, Tank】 | ||
|style='background: Honeydew'|{{Transient icon|Ded|size=large|rarity=3}}<br/>[[Ded]]<br/>【Support unit】 | |style='background: Honeydew'|{{Transient icon|Ded|size=large|rarity=3}}<br/>[[Ded]]<br/>【Support unit】 | ||
|style='background: Gainsboro'|{{Transient icon| | |style='background: Gainsboro'|{{Transient icon|Yasuyori|size=large|rarity=5|variant=Christmas}}<br/>[[Yasuyori#transient2|Yasuyori]]<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】 | ||
|- | |- | ||
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==Gameplay examples== | ==Gameplay examples== | ||
Revision as of 18:33, 16 December 2021
NOTE: This page currently under construction.
(This page is for Ded strategy guide. For the standard Shiva page, click here.)
Overview
Ded
Ded is an old unit who tries to juggle between sustaining his team and doing damage to decent effectiveness. LB1 provides him with some sustain at a decent rate while LB3 further adds to it plus CritATK Up by 2x ~ 4x for 1 turn (Buff) for damage, where the less than ideal activation rate is remedied by his range. LB2's evolved combat use is minimal but can help since he is encouraged to move. The evolved Default is the only truly notable aspect of his kit, giving him potent positioning at phase start and allowing him to inflict a considerable HP Down to enemies in a large area every two turns while the other turns he can heal his team. While the flat healing combined with Blessing+300~600HP/turn for 4 turns (Buff) is not bad, the lack of damage reduction his kit offers makes this less than ideal defensive support. Lastly, his CS is simple but effective disruption that can appreciate some external CP boosting to reach.
Christmas Ded
With a warm and sunny take on the festive season, Ded (Christmas) is an interesting unit who mainly focuses around Acceleration+8CP/turn for 3 turns (Buff) and Burn-300~-600HP/turn for 5 turns (Debuff). With the former, he can nicely round up most of his activation rates in addition to approaching his powerful CS quicker, or forgo it for increased defense. While the defensive option is not bad by itself, the rest of his kit encourages constant moving and leaves its likely best use for when Ded may have his movement restricted. With Burn-300~-600HP/turn for 5 turns (Debuff) and Burn WeakeningWhile user has Burn: DEF Down by 1.5x for 999 turns (Irremovable Debuff), Ded and his whole team can enjoy increased damage to enemies he hits and even greater when using his CS, though unfortunately his regular attacks cannot get immediate use of the damage increase. ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) and ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) give his team good offensive and defensive support while increased horizontal movement can help with positioning. If his CS can hit enough enemies, this can add some sustain as well. With a bit of everything to support his team, Christmas Ded can fit well anywhere as the primary unit to move.
Highlights
Ded
Class: Glass Cannon, Defensive Support
Gameplay Role: Damage Dealer, Healer
Pros
+ Good damage with Crit and HP Down every two turns.
+ Offers good sustain for himself and his team, plus great positioning at phase start.
+ CS can effectively shut down attackers at good range.
Cons
- No means of defense for himself or his team to supplement his healing.
- HP Down is restricted to every two turns, otherwise having to rely on Crit.
Christmas Ded
Class: Mixed Support
Gameplay Role: Damage Dealer, Positioner, Offensive/Defensive Support
Pros
+ Offers offensive and defensive support for his team at good range, plus some disruption with LB3.
+ Can quickly approach his CS, especially if not hitting anything, to heal high damage and heal his team.
Cons
- Aside from his CS, he is mostly defensive and relies on his team to do the damage.
- No sustain for himself and needs his CS to hit plenty of targets to provide decent healing for his team.
- The defense reduction to Burned enemies is rather modest, and aside from it the status does little.
Gameplay Role
Example gameplay role breakdown.
Stats and Seed Usage
Unit | (Effective) HP | Base ATK | ATK per square | CS ATK per square (SALV1) | ||||
---|---|---|---|---|---|---|---|---|
Unseeded | Seeded | Unseeded | Seeded | Unseeded | Seeded | Unseeded | Seeded | |
6174 | 8153 | 3705 | 5290 | 2037 | 2910 | 2075 | 2962 | |
8225 | 10178 | 4826 | 6398 | 2172 | 2879 | 5406 | 7166 | |
8176 | 10112 | 4503 | 6057 | 2026 | 2726 | 1801 | 2423 |
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) | |||||
---|---|---|---|---|---|
Ded 【Debuffer】 |
Ded 【Moveslut, CP Battery】 |
Ded 【Healer, Tank】 |
Ded 【Support unit】 |
Yasuyori 【example of variant call】 |
Anyone / no one 【Flexible】 |
Cost: ≥X |
Example team function description.