Gyumao/Strategy

NOTE: This page currently under construction.

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


Overview

☆3/☆5 Gyumao

Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Overview is sufficiently modified.

  Gyumao brings certain powerful perks to the table. First off, he gives a very rare buff in the form of Fervor on demand (which is applied in unconventional ways otherwise), this makes him a very welcome asset to most parties (even as 3☆, if only for that) and a very slight form of CP battery. When the fun starts is once he gets his LB3, if you manage to time it with his Charge, you’ll unleash a mighty nuke that could possibly clean the entire enemy field besides Water enemies, they’ll be set up through Fear and Push if they survive as well. That’s not all either, his Charge gives him an almost illegal total of 3 buffs in the form of Guts, Accel and Fervor, though the last one won’t see much effect due to Charge’s general poor scaling, Fervor+Accel and his LB2 will get his Charge up quickly again, which gives you a handful of ways to abuse it. You can use him either as a Fervor-bot or emphasize on his Charge+LB3 as 5☆. Play with his strengths well and he’ll become a monster, but fail to do so and he’ll be hardly more than a buffbot.


☆4 Gyumao

  Gyumao (Valentine) is a support unit who gives numerous buffs to allies and is quite proficient at healing. Moving Gyumao bestows   Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff) and   Acceleration+8CP/turn for 3 turns (Buff) to nearby teammates and   LimitATK Up by 1x~2x → 2x~4x as HP→0 for 1 turn (Buff) to those to his front and back, giving them nearly on-demand passive CP gain and a 1.5x to 3x attack modifier depending on their relative position to him. He also gives himself   TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff), heals himself, and heals in a large 2x2 cross shape every time he’s moved, which helps him shrug off damage he may take by utilizing his skillset, and his role as an on-move support is further cemented by his expanded horizontal movement, which lets him serve as the team’s ferry.

Aside from his skills that trigger on-move, Gyumao can reliably inflict   OppressionCannot move at will for 2 turns (Debuff) on enemies, which lets him stall, and is immune to   Immobility+12CP/turn, cannot move at will for 3 turns (Buff) and pushback, which helps with team positioning and supports his role as said ferry. His CS is an All-range pulling attack which heals in a large 2x2 cross + 1 square around him per enemy hit, and due to him netting +40 CP per Phase start he’ll most likely be firing off a CS every other turn or so, which further boosts his healing capabilities.


Highlights

☆3/☆5 Gyumao

Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Highlights is sufficiently modified.

Class: Glass Cannon, Offensive Support

Gameplay role:

Pros

+ Traditional increased durability through Default Tenacity, which synergizes with his LB2 very well as payoff for moving him.

+ LB2 applies a very rare offensive+CP buff in the form of Fervor, which he can apply in a great effect range.

+ LB3 Crit+ heavily augments his damage for the turn he gets it for, which also extends to his Charge.

+ His Charge comes with a nasty number of 4-5 effects, a board-cleaning range and damage thanks to LB3.

Cons

- LB1 is anywhere from good to underwhelming, especially since he usually deals plenty of damage to trivialize the flat damage, the new ailment is so-so at best.

- While his Charge sports so many effects, it’s very easy to misuse and needs proper timing with LB3 in order to nuke a map, Fervor won’t be approached due to its scaling effect, which Charges often can’t approach due to their lack of it.


☆4 Gyumao

Class: Team Support, Healer

Gameplay role:

Pros

+ Default, LB1 LB2 offers multiple nearly on-demand buffs, CP, and healing in a generous range around him.

+ LB1, LB2, LB3 lets him become a reliable pillar and ferry.

+ LB1 and Charge grants him a frequent, potent healing CS, which can pull in enemies for other front-line units.

Cons

- Although   Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff) and   Acceleration+8CP/turn for 3 turns (Buff) last three turns each, most of   Gyumao (Valentine)'s support skillset requires him to be moved constantly.

-   Gyumao (Valentine) does not bestow any of his offense-boosting buffs to himself, and as a result will be dealing only paltry damage.


Gameplay Role

☆3/☆5 Gyumao

Gyumao is a character who is the most useful on 5x4 and 5x6 maps, mostly because of his All-range CS, and his weapon type which can easily reach enemies. On smaller maps, he has less of a use, as you'll probably want to use units with vertical range.

Offensive support

With his third skill, he can give favor to adjacent allies by moving who 80% to be activate which is nice. Because of the duration of this buff who is 2 turn and because of the feature of his CS, you need to move him constantly.

Glass canon

His last skill give him critical + on each start phase. He can kill every ennemies who are one square above him who can be guaranted if you give him one offensive buff. Futhermore if his charge is ready in the beginnig of the phase + he has an offensive buff, Gyumao can kill everyone on the map even sin an offensive buff. To reach in this situation, you need to play with his third skill who in addition to give favor, give 20 CP to self. You have to make sure to kill the last ennemis before the next phase by moving and possibly attack the ennemies by Gyumao. Finally if one or some ennemies resist or if you failed the activation of his charge, Gyumao gives the alteration fear to all ennemis where during the five 5 turn can be use to charge his CS by moving him and his fevor and acceleration.

Frontliner

Because of his weapon and because he need to be move constantly, Gyumao his a ok frontliner. Thanks for the beastman skill who reduce the damage each time he moves and his high HP. Furthermore he gain guts each time he use his CS who increase his survability.

Disruptive support

Gyumao had exhauted who has 90% to touch an ennemie. Nevertheless it's not a good debuff but just a little plus. On the other hand, his CS give fear to all ennemis who is useful to avoid bad suprise, charge his CS for the next phase, kill the easily the ennemis and can be useful for the last man (or cow) situation.


☆4 Gyumao

Team Support

  Gyumao (Valentine) serves the role of a support unit well, giving his teammates   Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff),   Acceleration+8CP/turn for 3 turns (Buff), and   LimitATK Up by 1x~2x → 2x~4x as HP→0 for 1 turn (Buff) at reliable rates (boosting their attack, healing them, and giving them passive CP gain). That supportive role is only strengthened with his expanded movement and his resistance to enemy pushback, which allows him to also function as a very capable team ferry.

Healer

Per move,   Gyumao (Valentine) heals himself and teammates in a large cross area. The wide range supplements his ability as a ferry; this healing combined with his   Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff) lets Gyumao easily heal other units from a distance after repositioning. In addition, Gyumao's Charge hits the entire enemy board, and per hit, Gyumao heals himself and his teammates in an even wider range. Both of these factors allow Gyumao to grant healing in most team formations and setups.


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
     7176 9337 2838 4263 2838 4263 1816 2729
     8763 10846 4042 5409 1293 1731 1617 2164
     7145 9126 4047 5627 1133 1576 1214 1688


☆3/☆5 Gyumao

Gyumao's role is that he can be a glass cannon, a frontliner and an offensive support, so using HP seed, ATK seed and LV seed can be a good idea. For the skill seed he can be use but only his third skill can really enjoy and some other character can benefit more.


☆4 Gyumao

  Gyumao (Valentine) benefits the most from Skill and HP Seeds. Many of his skills turn from nearly-guaranteed to fully-guaranteed with the additional 10% chance, and as a team support unit, he’ll need all the health he can get.


Team Synergy

☆3/☆5 Gyumao

Caracter who has an offensive support other than fevor

To make sure that Gyumao can kill everyone in the first turn of every phase but this caracter don't need to move too much.

Caracter who has a strong offensive in attack and CS

This caracter need to benefice of the fevor of Gyumao who increase his attack and CP.

Caracter who can increase the CP

To have the charge of Gyumao more faster.

Caracter who can increase defense allies/decrease attack ennemie

At the exception of Beastman, Gyumao has nothing to reduce the attack ennemies.


☆4 Gyumao

Potent Attackers

  Gyumao (Valentine) offers two relatively-rare offensive buffs,   Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff) and   LimitATK Up by 1x~2x → 2x~4x as HP→0 for 1 turn (Buff), which easily stacks with additional buffs from other units, such as   ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff),   VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff), and   CritATK Up by 2x ~ 4x for 1 turn (Buff).

Damage Mitigation

While   Gyumao (Valentine) offers notable healing, his sole means of defense is his own on-move   TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff). As such, another unit who can provide more defenses for the team such as   Triton would be recommended.

Other Supports

  Gyumao (Valentine) lacks the Phase-start   CritATK Up by 2x ~ 4x for 1 turn (Buff) that his vanilla form offers, so while he can use his Charge frequently, it’s not going to do very much damage by itself. Support units who can bolster his attack, such as   Leannan Sidhe or   Claude (Christmas), can be used in instances where you’d like him to nuke the enemy team.


AR Equipment

☆3/☆5 Gyumao

☆4 Gyumao

ARs that strengthen   Gyumao (Valentine)'s supportive abilities are recommended.   OJT: The Gyumao Way allows Gyumao to bestow   Remove DebuffRemove one debuff (Buff) to the unit in front every time he’s moved. This works well with his base skillset, as the debuff removal aligns with the   Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff),   Acceleration+8CP/turn for 3 turns (Buff) and   LimitATK Up by 1x~2x → 2x~4x as HP→0 for 1 turn (Buff) that he normally grants.

Alternatively, CP-boosting ARs like   Every Cloud Has a Silver Lining can be used for frequent Charges, as it grants an additional +10-20 CP each Phase start and stacks with Gyumao’s innate +40 CP.


Checks and Counters

☆3/☆5 Gyumao

Example counter

Example description


☆4 Gyumao

Movement Restriction

Moving   Gyumao (Valentine) is the only way to utilize most of his skillset; as such, if he gets afflicted with a movement-blocking debuff such as   FearCannot move at will, -10CP/turn for 5 turns (Debuff) or   ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff), his supportive abilities are completely nullified.


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)
 
Licht
【CP Battery, Damage Buffer】
 
Furufumi
【CP Battery, CS Spammer, Defense Debuffer】
 
Gyumao
【Damage Dealer, CS Spammer, Damage Buffer】
 
Typhon
【Damage Dealer, CS Spammer, Damage Buffer】
 
【Anyone / no one】
 
【Anyone / no one】
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


Gameplay examples