NOTE: This page currently under construction.
(This page is for Ikutoshi strategy guide. For the standard Ikutoshi page, click here.)
Overview
Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Overview is sufficiently modified.
☆3/☆4 Ikutoshi
Ikutoshi doesn’t seem like much on paper, but thanks to his LB1 upgrade that gives Insight, he serves as a moderately niche dodge-tank through LB2 Evasion, Default encourages getting hit to reach his Charge faster, which LB2 makes a possibility with nearly no drawback (past Evasion-ignoring skills and certain ailments). His damage is bolstered through LB3, it being a buff that has ease stacking with other offensive buffs opens room to emphasize on his possible offensive might besides his dodge-tanking. However, be mindful that LB2, just like others who have it, is a bit of a gamble, takes some smart management to use and he’s still vulnerable on the first hit, it takes burst damage to wear him down quickly, which isn’t uncommon.
☆4 Gendarme Ikutoshi
Ikutoshi (Gendarme) is certainly something curious, boasting of a newly included buff called Limit, which exponentially increases his damage the lower his HP is, which along with LB3 can let him deal tremendous damage and make quick work of even Water targets (probably). On the sides, he has a nice Encouragement for his allies every now and then to get CP going and the ever-useful Insight to push proc rates up a bit. LB1 and LB3 extend to his Charge, making it hurt almost as hard and ward off a pesky ailment. He lacks any way to be durable, however, and for Limit to reach its absurdity, he may want to be with a party that makes him last as much as possible to approach this, and his Charge might not have a wholesomely noticeable effect past damage.
Highlights
Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Highlights is sufficiently modified.
☆3/☆4 Ikutoshi
Class: Bruiser
Gameplay Role:
Pros
+ Default pushes his CP whenever he’s hit, which allows him to reach his great Charge easier, it serving as a moderate passive CP source thanks to Acceleration.
+ Upgraded LB1 heavily bolsters Default and LB2 proc rates, which are cornerstones of what he can do.
+ LB2 allows him to ignore nearly any damage past the first hit taken, any additional hits will start steroiding his CP through Default.
+ LB3 Attack Up is a fairly rare buff that can easily stack with most other offensive buffs, which compliments his already good Charge and attack range.
Cons
- Burst damage counters him hard, if LB2 doesn’t proc, he’s as good as dead.
- Default is arbitrary, you need to get hit, but if you’re not under Evasion, it’s discouraged to be hit.
- Needs of his upgraded LB1 to make half of his skillset a bit less of a gamble, especially since LB2 takes some smart management.
☆4 Gendarme Ikutoshi
Class: Glass Cannon, Offensive Support
Gameplay Role:
Pros
+ Default Encouragement proves useful for some CP when it happens, despite its short-lived duration, it’s sufficient to add up to other similar effects.
+ LB1 Limit exponentially increases his damage the lower his HP is, making for high-risk high-reward situations that greatly pay off.
+ LB2 lets him share Insight with his allies, a buff that helps proc rates and can make for some curious interactions.
+ LB3 along with LB1 bolsters his damage further, which extends to his Charge, that by itself can bring a lot of enemies down the more Limit bonus he has.
Cons
- Default and LB3 fall off if you take too long in a level, he might fall only to use LB1 and LB2, which require him to move.
- LB1 may sound amazing, but to truly reach absurd damage he has to be at low-ish HP and gamble surviving by this point, not to mention it lasts as much as a Critical buff.
- Charge effects can prove arbitrary, sometimes very useful, sometimes not noticeable.
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) |
---|---|---|---|---|---|---|---|---|
6183 | 8163 | 3696 | 5288 | 3696 | 5288 | 7392 | 10575 | |
6809 | 8748 | 4386 | 6009 | 2412 | 3305 | 7237 | 9914 | |
7599 | 9658 | 3607 | 5106 | 1623 | 2298 | 3030 | 4289 |
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) | |||||
---|---|---|---|---|---|
Ikutoshi 【Debuffer】 |
Ikutoshi 【Moveslut, CP Battery】 |
Ikutoshi 【Healer, Tank】 |
Ikutoshi 【Support unit】 |
Licht 【example of variant call】 |
Anyone / no one 【Flexible】 |
Cost: ≥X |
Example team function description.