Shino/Strategy

Revision as of 03:57, 8 March 2020 by Spike (talk | contribs) (added AR section)

NOTE: This page currently under construction.

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

Overview

☆3 Shino

  Shino at 3☆ is a very poor unit. His kit provides a mix of personal sustain and defense with a bit of team support added in. Due to his  INFERNAL attribute he is unable to capitalize on his increased defenses as he takes 1.5x damage innately and because he has no buffs to his own ATK, he merely does middling damage from being  INFERNAL. His sustain is also too low to be effective at keeping him alive due to his aforementioned poor defense. His range being  Slash means he absolutely must be on the frontlines which puts him at even more risk of taking large amounts of damage.

☆5 Shino

At first glance, 5☆ Shino has a similar kit to his 3☆, with the initial major difference being a longer range of  Thrust giving him some flexibility and safety and he gains CP on hit letting him charge up his CS faster. He also gains increased defense against  Slash attacks. Unfortunately these traits don't do much to mitigate the flaws that his 3☆ card has since he still doesn't provide his own attack buff, so he is unable to inflict much damage without significant help.

However, 5☆ Shino has a unique skill evolution which changes his Blood of the Beast skill into Head Hunter. This gives him the ability to inflict   Countdown-10000~-20000HP/turn for 2 turns (Debuff) and a 4x damage modifier to enemies with   Countdown-10000~-20000HP/turn for 2 turns (Debuff) on them including the same attack he applies   Countdown-10000~-20000HP/turn for 2 turns (Debuff) with. This gives Shino a much needed boost in damage as it allows him to deal out   CritATK Up by 2x ~ 4x for 1 turn (Buff) level damage at a reliable rate. However, Shino can only apply   Countdown-10000~-20000HP/turn for 2 turns (Debuff) for the first turn with his regular attacks so he must rely on allies or his CS beyond that.

☆5 Valentine Shino

Valentines Shino is a much better implemented version of what the original Shino seemed to be, a self sustaining tank who supports his allies. His attack type is  Shot allowing him to attack at a safer and deeper range and also allows Shino to gain more HP and CP on hit since he can hit more targets than his vanilla 5☆, making him heal up to 1500HP and gain 30CP per turn. His attribute is  ALL-ROUND ensuring that Shino doesn't take increased damage from any element. He has the ability to apply   TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to both himself and his allies horizontally adjacent to him allowing him to protect his row. He can also apply   Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) to allies adjacent to him when he attacks. Combined with his   TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff), he can greatly increase the surviability of any team he's on. He can also inflict decent damage with his   LimitATK Up by 1x~2x → 2x~4x as HP→0 for 1 turn (Buff) buff because he can dip low health somewhat safely with his healing, innate Guts and Tenacity. His CS inflicts a large amount of damage as it applies   Crit+ATK Up by 2.5x ~ 5x for 1 turn (Buff) to him in addition to the CS multiplier of 4.

However, most of Valentine's Shino's power comes with the stipulation that he must be constantly moved to fully benefit from him. His Tenacity and Limit only last for the turn they were used so if Shino is afflicted with any ailment preventing his movement like   FearCannot move at will, -10CP/turn for 5 turns (Debuff) and   OppressionCannot move at will for 2 turns (Debuff), he becomes significantly weaker.

Highlights

☆3/☆5 Shino

Class: Sustain Bruiser

Pros

+ Flowerer gives his allies   ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) on phase start which is a long lasting and uncommon buff.

+ Guaranteed   Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) on phase start ensuring that Shino will live for at least one turn.

+ ☆5 Shino is able to inflict high damage with Head Hunter at a reliable rate of 90% (without Skill Seeds) by inflicting   Countdown-10000~-20000HP/turn for 2 turns (Debuff) to enemies he attacks. Combined with Thrust's good damage multiplier and his Infernal element he can deal fairly high damage.

+ ☆5 Shino's CS also inflicts   Countdown-10000~-20000HP/turn for 2 turns (Debuff) and benefits from Head Hunter's damage buff allowing his CS to do extremely high damage.

+   Countdown-10000~-20000HP/turn for 2 turns (Debuff) ensures that even if his target does not die from his attack that they will be left with extremely low HP from the high damage   Countdown-10000~-20000HP/turn for 2 turns (Debuff) deals.

Cons

- Flowerer has a fairly unreliable proc rate of 60%.

-  INFERNAL attribute makes Shino take increased damage from all elements except  WORLD.

- His healing from Muncher and Peony-Branded Hound aren't high enough to keep him alive for long due to the increased damage he takes.

- 3☆ Shino's attack type of  Slash means he has to be at the front to deal damage and heal which puts him at further risk of taking more than he can heal.

- His only defensive buff,   TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff), requires that Shino move but he provides no other benefit from doing so making him ill suited to be moved.

- Has no personal buffs for his own attack, combined with a relatively low ATK stat results in poor damage output.

- 5☆ Shino's ability to inflict   Countdown-10000~-20000HP/turn for 2 turns (Debuff) only lasts for the first turn of every phase which means Shino will lose his damage output past that unless he CSes or has an ally to apply   Countdown-10000~-20000HP/turn for 2 turns (Debuff) for him.


☆5 Valentine Shino

Class: Sustain Bruiser, Defensive Support

Pros

+  ALL-ROUND attribute means Shino will take neutral damage from all elements except  INFERNAL preventing any enemies from dealing increased damage through type advantage to him. Also means his damage won't be mitigated by any enemy attributes.

+ Grants   TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to himself and allies horizontally adjacent to him making his row much tankier.

+ Grants   Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) to allies adjacent to him on hit, greatly increasing the survivability of his team depending on how often he activates Life Companion.

+ Still has Peony-Branded Hound making him tankier against  Slash units and he can benefit more from the HP and CP gained on hit due to his  Shot type hitting more targets.

+ Gains CP on move allowing him to build up his CS very quickly (as fast as 2 turns on his own) when combined with his CP on hit from Peony-Branded Hound.

+ His CS grants him   Crit+ATK Up by 2.5x ~ 5x for 1 turn (Buff) allowing him to inflict very high damage.

+ Gains guaranteed   Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) on phase start for added survivability.

+ Gains   LimitATK Up by 1x~2x → 2x~4x as HP→0 for 1 turn (Buff) on move which is a very rare buff that he can capitalize on safely due to his innate   Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff),   TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) and constant healing.


Cons

- Becomes crippled if he is not moved or unable to be moved as much of Valentines Shino's utility (specifically his   TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) and   LimitATK Up by 1x~2x → 2x~4x as HP→0 for 1 turn (Buff)) activate on move.

- His need to be constantly moved limits the team compositions he can fit into.

-  ALL-ROUND attribute means he is unable to hit any attributes (except  INFERNAL) for increased damage and he doesn't have resistance to any based on attribute.

- His ATK stat is fairly low so his damage isn't impressive alone unless he is low health for   LimitATK Up by 1x~2x → 2x~4x as HP→0 for 1 turn (Buff) or he activates his CS.

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
     6495 8530 3482 5027 1567 2262 3133 4524
     7994 9893 4725 6303 2599 3466 10394 13866
     8433 10387 4535 6074 2041 2733 8162 10934


Example description

Team Synergy

Example synergy class

Example description

AR Equipment

Example AR equipment

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)
 
Shino
【Debuffer】
 
Shino
【Moveslut, CP Battery】
 
Shino
【Healer, Tank】
 
Shino
【Support unit】
 
Licht
【example of variant call】
 
Anyone / no one
【Flexible】
Cost: ≥X

Example team function description.

Gameplay examples