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

  Gyumao, being one of the early  All-ranged nukers, is notable in a lot of ways especially with his skill evolution. One of the most noticeable aspects of his skills is having access to a phase start   Crit+ATK Up by 2.5x ~ 5x for 1 turn (Buff), which lends itself to a strong board clear if he has proper support and his CS is timed right. Furthermore, he can also bolster his team's damage by giving   ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) to allies and with his skill evolution,   BreakCannot move at will, DEF Down by 1.2x ~2.4x for 2 turns (Debuff) to enemies, thereby giving two sources of offensive power. Additionally, he has an ability to drain HP and CP through his own Dark Lord-like skill. This makes him someone who is both able to provide offensive support but also have the capacity to dish out damage himself if timed properly.
As an All-ranged nuker, he stands out due to his CS applying   FearCannot move at will, -10CP/turn for 5 turns (Debuff), pushing back enemies, and buffing himself with   Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) and   ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff). For challenge quests where the enemies are not immune to movement restriction, this makes it possible to control the field before retaliating by buffing allies. It also improves his survivability, especially if the team allows him to CS often. For dungeons, he can be paired with phase start CP boosters like   Ryota (Christmas) to wipe the board almost every phase using his phase start Crit+. This flexibility further cements Gyumao as both someone who can support his allies through enemy control or deal damage himself.

☆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 Charge 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 likely be firing off a Charge every other turn or so, which further boosts his healing capabilities.


Highlights

☆3/☆5 Gyumao

Class: Glass Cannon, Offensive Support

Gameplay role:

Pros

  • Gives   ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) to allies and with his skill evolution,   BreakCannot move at will, DEF Down by 1.2x ~2.4x for 2 turns (Debuff) to enemies after moving, helping to improve the team's damage output
  • Phase Start   Crit+ATK Up by 2.5x ~ 5x for 1 turn (Buff) makes for great one turn damage, potentially a board wipe through CS if timed right
  • CS gives   FearCannot move at will, -10CP/turn for 5 turns (Debuff) to enemies and pushes them back, allowing for board control
  • Some survivability through   TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) from moving and   Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) from CS
  • Minor flat damage/CP drain from LB1

Cons

  • Low damage outside of first turn of phase without proper support or timing
  • Needs to move for several skills
  • Can have better proc rates especially regarding the skill evolution

☆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 frequent, potent healing, and the ability to pull in enemies for other front-line units.

Cons

- Although Nourishment and Acceleration last three turns each, most of   Gyumao (Valentine)'s support skillset requires him to be moved constantly.

- Gyumao 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 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 LB2, he can give Ardor to adjacent allies after moving, with an 80% activation chance. Because of the short duration of Ardor (2 turns) and because of the feature of his CS, you need to move him constantly.

Glass Cannon

His LB3 gives him Crit+ on the start of each phase, which can easily kill every enemy within his weapon range. Furthermore, if you manage to time his Charge with the beginning of the phase, Gyumao can kill everyone on the map. To achieve this, you need to play with his LB2 such that he reaches 100CP just after the last enemy dies.

☆4 Gyumao

Team Support

  Gyumao (Valentine) serves the role of a support unit well, giving his teammates Nourishment, Acceleration, and Limit 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 heals himself and teammates in a large cross area. The wide range supplements his ability as a ferry; this healing combined with his Nourishment 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.

Comparison to Leanan Sidhe

Due to the relatively narrow gap in time between the introductions of Valentine Gyumao and   Leannan Sidhe and their similarities in gameplay role, one might wonder why one would use Valentine Gyumao instead of Leanan Sidhe, who is known for her offensive boosting prowess which greatly overshadows Valentine Gyumao's own capabilities. There are a few advantages that Valentine Gyumao offers which bear repeating:

  1. Defense/healing - as Valentine Gyumao gives   TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) and healing to himself, he can handle more easily situations in which damage is unavoidable. For example, challenge quests have introduced several ways to allow enemies to retaliate, with the most glaring being   Nullify DamageDEF Up by 0x for 5 turns (Irremovable Buff) which appeared during the level 70 challenge quest for Virtual Summer Memory. As a healer in general, this leads to a more resilient team composition which is good for when a quest requires both damage and defense.
  2. Debuff cleansing - as mentioned later,   OJT: The Gyumao Way allows Valentine Gyumao to clear one debuff from the ally in front of him after moving. This is a very strong ability to have since challenge quests sometimes feature debuffs which are unavoidable, which was shown again in the level 70 challenge quest for Virtual Summer Memory in which phase one enemies gave debuffs upon leaving. Having a source of debuff cleansing on demand is a great niche which is one advantage Valentine Gyumao over Leanan Sidhe.
  3. Enemy AI manipulation - since Valentine Gyumao applies   OppressionCannot move at will for 2 turns (Debuff) to enemies, he can be used to manipulate the enemy AI's behavior to an extent which can be useful in some situations.

The next few points are areas in which Leanan Sidhe outperforms Valentine Gyumao, but not as much as shown on paper:

  1. Positioning - Leanan Sidhe having omnidirectional movement is definitely stronger than Valentine Gyumao only having expanded horizontal movement. In practice however, this difference is not as drastic as immediately described. The reason is that Valentine Gyumao prefers to occupy the middle row of the player's battle zone due to the range of his   LimitATK Up by 1x~2x → 2x~4x as HP→0 for 1 turn (Buff) application. Within this row, his movement range for repositioning allies is the same as Leanan Sidhe's. Of course, this is untrue if he ever moves out of the row or if the enemy line is pushed forward, which in the latter case Leanan Sidhe would have the advantage of being able to advance the player's units forward through her extended vertical movement. On the other hand, due to Valentine Gyumao resisting forced movement, he can also stop backline allies from being attracted to the front of the line while still offensively buffing them. So while Leanan Sidhe has better movement options, it's not as cut and dry of an advantage as shown on paper.
  2. Offensive buffing - while Leanan Sidhe can give much more offensive power to a unit in comparison, this is done through the buffs   VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) and   ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) which are relatively common offensive status effects. As these are common status effects, Valentine Gyumao and Leanan Sidhe will have about the same efficacy when paired with units who have innately or give these buffs to allies, since these buffs will overlap with Leanan Sidhe's. She will still outperform Valentine Gyumao in this department, but the difference is not as drastic.

As a reminder, this section is not a statement that Valentine Gyumao is better than Leanan Sidhe as a unit or vice-versa. Rather, it is intended to show situations which Valentine Gyumao is more well-equipped for so that as more people use Leanan Sidhe, the differences between the two are highlighted.

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

Offensive Buffers

In order to have   Gyumao's CS deal a decent amount of damage outside of phase start, offensive buffers are recommended. For these reasons, units such as   Tangaroa (Canaan),   Licht, and   Sitri (Christmas) are recommended.

CP Batteries

In order to use Gyumao's CS, CP batteries which do not have to move are preferable. Units with the skill Spreader of Lunacy,   Daikoku, and   Arachne are some examples. As mentioned before, phase start CP batteries such as   Ryota (Christmas) are also ideal if the goal is to clear something like dungeons quickly.

☆4 Gyumao

Potent Attackers

  Gyumao (Valentine) offers two relatively-rare offensive buffs, Nourishment and Limit, 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). A very good example of such a unit is   Heracles who deals very strong damage, can have his debuffs removed by Gyumao through an AR, and also gives a friendship buff to Gyumao, boosting his proc rates further.

Damage Mitigation

While Gyumao 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 defense passively for the team such as   Triton or   Wakan Tanka (Fashionista) would be recommended.

Other Offensive Buffers

Gyumao lacks the Phase-start   Crit+ATK Up by 2.5x ~ 5x 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   Babalon (Jiangshi) 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, Acceleration and Limit 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, 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