Difference between revisions of "Shino/Strategy"

45 bytes added ,  22:55, 8 March 2020
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(3☆ Shino is bad but at least he cute)
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==Gameplay Role==
==Gameplay Role==
===3☆/5☆ Shino===
===3☆/5☆ Shino===
As a 3☆ card {{Companion icon|Shino}} is not particularly worth using. His [[Flowerer]] skill provides {{Status|en=ATK Up}} on phase start but at an unreliable rate of 60% unseeded so Shino should be placed near any other teammates who want to benefit from {{Status|en=ATK Up}} at the end of each phase. While Shino does gain {{Status|en=Tenacity}} on move, he has no other skills which activate on move which leaves it as a poor choice to move Shino since there is little benefit for how much the movement slot could provide. His [[Muncher]] skill allows him to heal up to 1200HP per turn assuming he hits the maximum amount of targets. Coupled with his {{Attribute|Infernal}} this is nowhere near enough HP restored to actually keep him healthy and alive. While his innate {{Status|en=Guts}} does allow him some longevity he has practically no real use, as he can neither tank for long periods of time nor deal any respectable damage due to his very low attack stat of 3481 at level 60 and his lack of personal attack buffs.  
As a 3☆ card {{Companion icon|Shino}} is not particularly worth using. His [[Flowerer]] skill provides {{Status|en name=ATK Up}} on phase start but at an unreliable rate of 60% unseeded so Shino should be placed near any other teammates who want to benefit from {{Status|en name=ATK Up}} at the end of each phase. While Shino does gain {{Status|en name=Tenacity}} on move, he has no other skills which activate on move which leaves it as a poor choice to move Shino since there is little benefit for how much the movement slot could provide. His [[Muncher]] skill allows him to heal up to 1200HP per turn assuming he hits the maximum amount of targets. Coupled with his {{Attribute|Infernal}} this is nowhere near enough HP restored to actually keep him healthy and alive. While his innate {{Status|en name=Guts}} does allow him some longevity he has practically no real use, as he can neither tank for long periods of time nor deal any respectable damage due to his very low attack stat of 3481 at level 60 and his lack of personal attack buffs.  


On the other hand with the addition of [[Head Hunter]] his 5☆ card gains a much needed boost in damage. For the first turn of every phase {{Companion icon|Shino}} is able to inflict {{Status|en=Countdown}} at a 90% rate with no skill seeds. He also deals 4x damage to any enemies afflicted with Countdown. This gives Shino a large boost in damage for the first turn of each phase and can be treated similar to other units like {{Companion icon|Babalon}} or {{Companion icon|Garmr}} who gain a huge damage buff for the first turn then peter out. With [[Head Hunter]] giving Shino {{Status|en=Crit}} levels of damage combined with his {{Attribute|Infernal}} and his {{Weapon|Thrust}} he can deal over 10,000 damage with no buffs on an enemy with {{Status|en=Countdown}} (less against {{Attribute|All}} and {{Attribute|Valiant}} units). Because his CS also inflicts {{Status|en=Countdown}} it benefits from [[Head Hunter]] as well, making his CS do a massive amount of damage of over 60,000 with no other buffs. Aiming to get his CS can give Shino some use past the first turn of a phase since he can still benefit from the damage boost of [[Head Hunter]] after turn 1. Combined with his phase start {{Status|en=Guts}} Shino is quite deadly as he will likely stay alive even after moving to the frontlines to deliver a [[Head Hunter]] boosted attack for the first turn.
On the other hand with the addition of [[Head Hunter]] his 5☆ card gains a much needed boost in damage. For the first turn of every phase {{Companion icon|Shino}} is able to inflict {{Status|en name=Countdown}} at a 90% rate with no skill seeds. He also deals 4x damage to any enemies afflicted with Countdown. This gives Shino a large boost in damage for the first turn of each phase and can be treated similar to other units like {{Companion icon|Babalon}} or {{Companion icon|Garmr}} who gain a huge damage buff for the first turn then peter out. With [[Head Hunter]] giving Shino {{Status|en name=Crit}} levels of damage combined with his {{Attribute|Infernal}} and his {{Weapon|Thrust}} he can deal over 10,000 damage with no buffs on an enemy with {{Status|en name=Countdown}} (less against {{Attribute|All}} and {{Attribute|Valiant}} units). Because his CS also inflicts {{Status|en name=Countdown}} it benefits from [[Head Hunter]] as well, making his CS do a massive amount of damage of over 60,000 with no other buffs. Aiming to get his CS can give Shino some use past the first turn of a phase since he can still benefit from the damage boost of [[Head Hunter]] after turn 1. Combined with his phase start {{Status|en name=Guts}} Shino is quite deadly as he will likely stay alive even after moving to the frontlines to deliver a [[Head Hunter]] boosted attack for the first turn.
==Stats and Seed Usage==
==Stats and Seed Usage==


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