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(Added an Overview for Krampus (Jiangshi).) |
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===☆5 Krampus=== | ===☆5 Krampus=== | ||
( | Much like his other cards, {{Transient icon|Krampus|variant=Jiangshi}} also offers strong offensive capabilities, reliable debuffs, CP drain, and slight team support, but he does so in ways which are comparatively more reliable (and useful) to the player. | ||
{{Transient icon|Krampus|variant=Jiangshi}}'s main source of damage is through his {{Status|en name=Stigma}} infliction every five turns, his bonus damage to said {{Status|en name=Stigma}}, his {{Status|en name=ATK Up}} when he appears, his nearly-constant source of {{Status|en name=Limit}}, and his {{Status|en name=Break}} on Charge. His skills are structured such that his temporary {{Status|en name=ATK Up}} will never overlap with his natural {{Status|en name=Stigma}}; even so, he'll always have at least a x2 to x4 attack modifier just by being on the field, depending on his health. | |||
In a longer battle, even after his {{Status|en name=ATK Up}} has worn off, his many offense-boosting statuses can still coincide. His {{Status|en name=Limit}} is practically constant, his {{Status|en name=Stigma}} can be easily exploited by using another debuffer or simply accounting for turn progression, he naturally has an innate x2 attack bonus against {{Status|en name=Stigma}}, and his Charge inflicts {{Status|en name=Break}}, further reducing enemy defenses. Under normal gameplay, it's possible for Krampus to routinely gain a x9 attack modifier, and if you also apply his Charge, his initial {{Status|en name=ATK Up}}, or any other attack buffs, that modifier goes even higher. | |||
{{Transient icon|Krampus|variant=Jiangshi}} retains his ability inflict debuffs, keeping {{Status|en name=Stigma}} but trading the others for {{Status|en name=Nullify Buff}} and {{Status|en name=Remove Buff}}. While Krampus cannot inflict {{Status|en name=Stigma}} by attacking, he can inflict {{Status|en name=Nullify Buff}} and {{Status|en name=Remove Buff}} by doing so, and his weapon range now allows him to potentially disable enemies' status buffs and their CP in a more generous range than his other cards. {{Status|en name=Stigma}} is now a 5-turn nuke, and will hit every enemy on the map regardless of their position; while Krampus cannot inflict this status per attack like his other cards, it is still guaranteed to trigger regardless of Phase and is still quite an advantage. The 5-turn {{Status|en name=Stigma}} nuke also doubles as a slight team support, due to it effectively doubling your whole team's offense, quadrupling Krampus', and also bestowing {{Status|en name=Blessing}} to your entire field. | |||
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