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''(This page is for Licht strategy guide. For the standard Licht page, click [[Licht|here]].) | ''(This page is for Licht strategy guide. For the standard Licht page, click [[Licht|here]].) | ||
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===☆3/☆5 Licht=== | ===☆3/☆5 Licht=== | ||
{{Companion icon|Licht}} is simple to understand, a fantastic CP battery support who can optimally fuel whoever is in front of him as well as some of his party if so desired, LB1 fuels allies’ CP in general every now and then, LB2 is the aforementioned CP fuel to whatever ally’s in front quite well with his attacks, LB3 brings it up a notch and also applies {{Status effect|闘志}} along, an offensive buff that can bolster his and his party’s damage. He’s greatly favored towards allies who rely on their Charge skills or have excellent Charge skills, while probably giving them a push in damage, all simply by sitting and attacking, a trait that’s fairly rare among units. His only mediocre | {{Companion icon|Licht}} is simple to understand, a fantastic CP battery support who can optimally fuel whoever is in front of him as well as some of his party if so desired, LB1 fuels allies’ CP in general every now and then, LB2 is the aforementioned CP fuel to whatever ally’s in front quite well with his attacks, LB3 brings it up a notch and also applies {{Status effect|闘志}} along, an offensive buff that can bolster his and his party’s damage. He’s greatly favored towards allies who rely on their Charge skills or have excellent Charge skills, while probably giving them a push in damage, all simply by sitting and attacking, a trait that’s fairly rare among units. His only mediocre aspects lie in his rather situational Charge, which is mostly useful for damage once LB3 is achieved, and that 5☆ is, funnily enough, just a little bit worse than 3☆ for LB3 applying at a less effective range, and being far more rare. | ||
===☆4 Valentine Licht=== | ===☆4 Valentine Licht=== | ||
Valentine | {{Companion icon|Licht|rarity=4|variant=Valentine}} roots a bit into his CP battery prowess and damage increasing fun from the original version with LB2 and LB3, but adds a different spice to his playstyle through Default's Concentration, a damage and proc rate buff that solidifies the rest of his kit very nicely, LB1 is rather fun to exploit given he’ll slap Weakness to whatever hits him, allowing for considerably painful counterattacks from him and his allies and with a very nice side-effect of dealing increased damage to enemies under Tenacity, a lot of the cast has a way to apply Tenacity to themselves and this side effect easily exploits that. He seals the deal with his magnificent Charge, Possession is a very rare ailment for players to use and it's a really good temporary shut down, with formidable range to boot and tremendous damage under Default+LB3 and perhaps even LB1. His only downside is the fact that sacrificing his originally Dark element for Fire is arguably bad since he's now weak to Water like a handful others. Sometimes LB2 won’t be fully approached since you might be trying to exploit LB3 more but play it smart and position him behind the ally who wants the most CP, he’ll do the rest by sitting and shooting things away. | ||
== Highlights== | == Highlights== | ||
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===☆3/☆5 Licht=== | ===☆3/☆5 Licht=== | ||
'''Class:'''Offensive Support, Glass Cannon | '''Class:''' Offensive Support, Glass Cannon | ||
'''Gameplay Role:'''CP Battery, Damage Buffer | '''Gameplay Role:''' CP Battery, Damage Buffer | ||
'''Pros''' | '''Pros''' | ||
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==Gameplay Role== | ==Gameplay Role== | ||
===CP Battery=== | |||
To understand {{Companion icon|Licht}}'s utility, quantifying his CP boosts and comparing this to the boosts from other buffs is necessary. {{Status effect|加速}} boosts CP by ≥8 per turn, with a total of ≥24 over 3 turns; {{Status effect|奮起}} boosts CP by ≥10 at the end of the turn; {{Status effect|熱情}} boosts CP by ≥5 per turn, with a total ≥10 over 2 turns; and {{Status effect|妬}} boosts CP by ≥5 per turn, with a total of ≥15 over 3 turns. In comparison, Licht has several opportunities to boost ally CP in a single turn, as '''his skills activate once per enemy hit'''. | To understand {{Companion icon|Licht}}'s utility, quantifying his CP boosts and comparing this to the boosts from other buffs is necessary. {{Status effect|加速}} boosts CP by ≥8 per turn, with a total of ≥24 over 3 turns; {{Status effect|奮起}} boosts CP by ≥10 at the end of the turn; {{Status effect|熱情}} boosts CP by ≥5 per turn, with a total ≥10 over 2 turns; and {{Status effect|妬}} boosts CP by ≥5 per turn, with a total of ≥15 over 3 turns. In comparison, Licht has several opportunities to boost ally CP in a single turn, as '''his skills activate once per enemy hit'''. | ||
{| class="wikitable" | {|class="wikitable mw-collapsible" | ||
! colspan="4" | CP boost details | |||
|- | |- | ||
! Name of skill !! Applicable rarity/variant (☆) !! Activation chance (% at SLV1, 100) !! Effect (SLV100) | ! Name of skill !! Applicable rarity/variant (☆) !! Activation chance (% at SLV1, 100) !! Effect (SLV100) | ||
|- | |- | ||
| [[Artist]] || 3, 5 || 50, 100 || 16-19CP (mode = 18CP) to self | | [[Artist]] || 3, 5 || 50, 100 || 16-19CP (mode {{=}} 18CP) to self | ||
|- | |- | ||
| [[Ruler]] || 3, 5 || 45, 90 || 12-14CP (mode = 13CP) to allies within two horizontal and/or vertical total squares away | | [[Ruler]] || 3, 5 || 45, 90 || 12-14CP (mode {{=}} 13CP) to allies within two horizontal and/or vertical total squares away | ||
|- | |- | ||
| [[Agitator]] || 3, 4 (Valentine), 5 || 25, 50 || 14-16CP (mode = 15CP) to ally 1 square ahead | | [[Agitator]] || 3, 4 (Valentine), 5 || 25, 50 || 14-16CP (mode {{=}} 15CP) to ally 1 square ahead | ||
|- | |- | ||
| [[Frenzy Conductor]] || 5 || 35, 70|| 16-19CP (mode = 17CP) and {{Status_effect|闘志}} to self and allies within two squares ahead | | [[Frenzy Conductor]] || 5 || 35, 70|| 16-19CP (mode {{=}} 17CP) and {{Status_effect|闘志}} to self and allies within two squares ahead | ||
|- | |- | ||
| [[Spreader of Lunacy]] || 3, 4 (Valentine) || 20, 40 || 14-16CP (mode = 15) and {{Status_effect|闘志}} to self and adjacent allies | | [[Spreader of Lunacy]] || 3, 4 (Valentine) || 20, 40 || 14-16CP (mode {{=}} 15) and {{Status_effect|闘志}} to self and adjacent allies | ||
|- | |- | ||
| (Attack CP bonus) || all || 100, 100 || 5-7 (mode = 5) to self | | (Attack CP bonus) || all || 100, 100 || 5-7 (mode {{=}} 5) to self | ||
|- | |- | ||
| (Overkill CP bonus) || all || 100, 100 || 9-? (mode = ?) to self | | (Overkill CP bonus) || all || 100, 100 || 9-? (mode {{=}} ?) to self | ||
|- | |- | ||
| (Struck CP bonus) || all || 100, 100 || 5-7 (mode = 5) to self | | (Struck CP bonus) || all || 100, 100 || 5-7 (mode {{=}} 5) to self | ||
|} | |} | ||
Three relevant team formations can be used to quantify the gain in CP, listed below (assumes each skill succeeds in activating). These team formations assume the use of 5☆ Licht, but the positioning and scaling CP gains should roughly apply to other variants as well | Three relevant team formations can be used to quantify the gain in CP, listed in the expandable table below (assumes each skill succeeds in activating). These team formations assume the use of 5☆ Licht, but the positioning and scaling CP gains should roughly apply to other variants as well | ||
{| class="wikitable" | {| class="mw-collapsible mw-collapsed wikitable" | ||
! colspan="3" | Team formations and their CP potential | |||
|- | |- | ||
! Ally CP boost and attack formation | ! Ally CP boost and attack formation !! Self CP boost and attack formation !! Nuke formation | ||
|- | |||
| | |||
{| class="wikitable" style="margin-left:auto; margin-right:auto; border:none" | |||
|- | |- | ||
| Enemy | | Enemy | ||
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| Ally | | Ally | ||
|- | |- | ||
! {{Companion icon|Licht}} | |||
|} | |} | ||
|| | |||
{| class="wikitable" style="margin-left:auto; margin-right:auto; border:none" | |||
{| class="wikitable" | |||
|- | |- | ||
| Enemy | | Enemy | ||
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| Enemy | | Enemy | ||
|- | |- | ||
! {{Companion icon|Licht}} | |||
|} | |} | ||
|| | |||
{| class="wikitable" style="margin-left:auto; margin-right:auto; border:none" | |||
{| class="wikitable" | |||
|- | |- | ||
| Enemy | | Enemy | ||
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| Ally | | Ally | ||
|- | |- | ||
! {{Companion icon|Licht}} | |||
|} | |} | ||
|- | |||
|Ally CP boost range: [14*2 + 16*2, 16*2 + 19*2] = [60, 70] | |||
Expected ally CP boost: 15*2 + 17*2 = 64 | |||
Licht CP boost range: [16*2 + 5*2, 19*2 + 7*2] = [42, 52] | |||
Expected Licht CP boost: 17*2 + 5*2 = 44 | |||
|| | |||
Licht CP boost range: [16*3 + 5*3, 19*3 + 7*3] = [63, 78] | |||
Expected Licht CP boost: 17*3 + 5*3 = 66 | |||
|| | |||
Proximal ally boost range: [14 + 16, 16 + 19] = [30, 35] | Proximal ally boost range: [14 + 16, 16 + 19] = [30, 35] | ||
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Expected Licht CP boost: 17 + 5 = 22 | Expected Licht CP boost: 17 + 5 = 22 | ||
|} | |||
In theory, his CP boosting potential can be bolstered even further with a {{Status_effect|連撃}} buff bestowed by {{Companion icon|Fire Mobster}}'s [[連携する者]] skill or {{Companion icon|Volos}}'s [[Sprouter]] skill, and enable consecutive CS activations from the same boosted ally. In practise, this may not be very rewarding because of (1) movement constraints, where coordinating 3 units in a column dynamically forces the Move action on the center unit; and (2) it necessitates Licht's team order number is larger to attack after the charge-attacking ally (Licht cannot pre-emptively CP boost a fully charged ally, and can only charge after they use their CS), where Licht cannot buff the charge-attacking unit with {{Status_effect|闘志}} in the same turn before they attack; and (3) Licht may not be able to activate his skills if the enemies are KOd before he strikes them (they only activate on hitting enemies with non-zero HP), and so KOing opponents with the first hit of a {{Status_effect|連撃}}-boosted attack would prevent the second round of CP boosting. | In theory, his CP boosting potential can be bolstered even further with a {{Status_effect|連撃}} buff bestowed by {{Companion icon|Fire Mobster}}'s [[連携する者]] skill or {{Companion icon|Volos}}'s [[Sprouter]] skill, and enable consecutive CS activations from the same boosted ally. In practise, this may not be very rewarding because of (1) movement constraints, where coordinating 3 units in a column dynamically forces the Move action on the center unit; and (2) it necessitates Licht's team order number is larger to attack after the charge-attacking ally (Licht cannot pre-emptively CP boost a fully charged ally, and can only charge after they use their CS), where Licht cannot buff the charge-attacking unit with {{Status_effect|闘志}} in the same turn before they attack; and (3) Licht may not be able to activate his skills if the enemies are KOd before he strikes them (they only activate on hitting enemies with non-zero HP), and so KOing opponents with the first hit of a {{Status_effect|連撃}}-boosted attack would prevent the second round of CP boosting. | ||
===Damage Buffer=== | |||
Besides {{Companion icon|Licht}}'s CP boosting potential, the one buff {{Status_effect|闘志}} he bestows is one of the best in the game for its longevity (3 turns). This, along with the fact that it activates when attacking rather than when moving, makes stacking buffs much easier (more on this later). Its activation chance isn't too amazing in his 3☆ version ([[Spreader of Lunacy]] 40% at SLV100), but is better in his 5☆ version ([[Frenzy Conductor]] 70% at SLV100). | Besides {{Companion icon|Licht}}'s CP boosting potential, the one buff {{Status_effect|闘志}} he bestows is one of the best in the game for its longevity (3 turns). This, along with the fact that it activates when attacking rather than when moving, makes stacking buffs much easier (more on this later). Its activation chance isn't too amazing in his 3☆ version ([[Spreader of Lunacy]] 40% at SLV100), but is better in his 5☆ version ([[Frenzy Conductor]] 70% at SLV100). | ||
==Stats and Seed Usage== | |||
{{Transient stat table|Licht|rarity=3|note=-|merge=start}} | |||
{{Transient stat table|Licht|rarity=3|atk buff=2.3|cs atk buff=2.3|note=with {{status|en name=Vigor}}}} | |||
{{Transient stat table|Licht|rarity=5|note=-}} | |||
{{Transient stat table|Licht|rarity=5|atk buff=2.3|cs atk buff=2.3|note=with Vigor}} | |||
{{Transient stat table|Licht|rarity=4|note=-}} | |||
{{Transient stat table|Licht|rarity=4|atk buff=2.3, 2.2|cs atk buff=2.3, 2.2|note=with Vigor and {{status|en name=Concentration}}|merge=finish}} | |||
Because of Licht's respectable damage output, investing ATK seeds in him is a good choice, although Licht reliably KOing enemies makes repeated attack-dependent skill activations harder (it's probably better to KO enemies as soon as possible before they can counter, though). Investing HP seeds is an okay decision, as Licht's demise often means the demise of the team that was carefully built around Licht. Increasing the reliability of Licht's skill activation for CP boosting is essential, so he would best benefit from Skill seeds. LV seeds are a good investment for the same reason as HP and ATK seeds are. | |||
==Team Synergy== | ==Team Synergy== | ||
'''Characters with good self-CP increase | '''Characters with good self-CP increase''' | ||
Characters who can boost their own CP quickly can make up for the difference that Licht's CP boost misses to fill the charge gauge quickly. | |||
'''Characters with non-Vigor attack buffs | '''Characters with non-Vigor attack buffs''' | ||
' | {{Status_effect|闘志}}'s main strength is its longevity, which allows for other attacks to be stacked with it. {{Status effect|熱情}} is a perfect match because of its ability to increase both damage output and CP over two turns. Damage buffs that are bestowed at the start of phases are especially quite synergistic because of Licht's [[Ruler]] skill (boosts ally CP at the beginning of phase), which can ensure that the first move of the boosted unit would be a boosted charge strike. | ||
'''Characters | '''Characters with good a CS''' | ||
When Licht is used properly, the effects associated with CAs become as important if not more important to micromanage as base skills, so picking a unit with good effects can lead to the guaranteed activation of those skills several times in a match. Selecting a unit with wide range (magic, all) with CS debuffs is also ideal. Being able to affect all enemies with a constant stream of CS debuffs regardless of positioning can enable other certain strategies reliant on stalling (e.g. healing and CP building). | |||
'''Characters who benefit from frontlining''' | |||
Licht should almost always be behind someone. Naturally, the unit who he is supporting should be able to play the frontline role of taking slash, wide slash, and blow damage directly well. | |||
'''All of the above''' | |||
There is a particular strategy that can work only if the above situations are met that (with some luck) breaks the game. This is elaborated in the Teambuilding Options: Nuclear Clock. | |||
== Checks and Counters== | == Checks and Counters== | ||
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'''This section consists of user-submitted builds that may not necessarily be viable for high level quests.''' | '''This section consists of user-submitted builds that may not necessarily be viable for high level quests.''' | ||
=== Budget Damage Dealing Team | === Budget Damage Dealing Team=== | ||
{ | {| class="mw-collapsible wikitable" style="text-align: center" | ||
| | ! colspan="6" | Team Details (submitted by Kiraidi) | ||
|- | |||
|{{Transient icon|Licht|size=large|rarity=3}}<br/>[[Licht]]<br/>【Damage Buffer】 | |||
|{{Transient icon|Melusine|size=large|rarity=3}}<br/>[[Melusine]]<br/>【Damage Dealer】 | |||
|{{Transient icon|Marchosias|size=large|rarity=3}}<br/>[[Marchosias]]<br/>【Tank, Damage Attenuator】 | |||
<br/>{{Transient icon|Temujin|size=large|rarity=3}}<br/>[[Temujin]]<br/>【Damage Dealer】 | |||
|style='background: Honeydew'|{{Transient icon|Temujin|size=large|rarity=3}}<br/>[[Temujin]]<br/>【Damage Dealer】 | |||
<br/>{{Transient icon|Marchosias|size=large|rarity=3}}<br/>[[Marchosias]]<br/>【Tank, Damage Attenuator】 | |||
|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】 | |||
|- | |- | ||
! colspan="6" | Cost: ≥24 | |||
|} | |||
| | |||
This cost-saving team exploits most features of Licht. Melusine gains a friendship buff with Licht, which raises the proc rate of self-bestowing {{Status effect|CT}} from her [[Dragonborn]] and [[Excavator]] skills. Temujin can also self-bestow {{Status effect|CT}} from [[Marksmen]] along with Rage from [[Avenger]]. These attack buffs stack with Licht's feature Vigor-on-attack from [[Spreader of Lunacy]] or [[Frenzy Conductor]]. These three units would act as a backliners, while Marchosias would act as a frontliner that can protect the back by bestowing Tenacity to the units behind him with [[Tough-Winged Griffon]]. This Tenacity buff also covers Temujin's vulnerability from Rage. | This cost-saving team exploits most features of Licht. Melusine gains a friendship buff with Licht, which raises the proc rate of self-bestowing {{Status effect|CT}} from her [[Dragonborn]] and [[Excavator]] skills. Temujin can also self-bestow {{Status effect|CT}} from [[Marksmen]] along with Rage from [[Avenger]]. These attack buffs stack with Licht's feature Vigor-on-attack from [[Spreader of Lunacy]] or [[Frenzy Conductor]]. These three units would act as a backliners, while Marchosias would act as a frontliner that can protect the back by bestowing Tenacity to the units behind him with [[Tough-Winged Griffon]]. This Tenacity buff also covers Temujin's vulnerability from Rage. | ||
=== Nuclear Clock | === Nuclear Clock=== | ||
{{Team:Nuclear Clock}} | |||
{{ | |||
== Gameplay examples == | |||
* [https://www.youtube.com/watch?v=4tx_rAefqUE Coin daily] | * [https://www.youtube.com/watch?v=4tx_rAefqUE Coin daily] | ||
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* [https://www.youtube.com/watch?v=4X_JSagysYE Challenge quest (LV70)] | * [https://www.youtube.com/watch?v=4X_JSagysYE Challenge quest (LV70)] | ||
[[Category:Strategy pages]] |