Difference between revisions of "Krampus/Strategy"

4,516 bytes added ,  06:38, 18 May 2020
Added first draft of information for Krampus (Jiangshi)'s Strategy page.
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(Added first draft of information for Krampus (Jiangshi)'s Strategy page.)
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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.  
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.  
{{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. To supplement this role, Krampus is also immune to all status effects which reduce his attack, which makes his offense that much more consistent.


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 {{Transient icon|Krampus|variant=Jiangshi}} 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.  
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 {{Transient icon|Krampus|variant=Jiangshi}} 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 drain 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 bestowing {{Status|en name=Blessing}} to your entire field.  
{{Transient icon|Krampus|variant=Jiangshi}} retains his ability to 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 drain their CP in a more generous range than his other cards. {{Status|en name=Stigma}} is now an every-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 every-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 bestowing {{Status|en name=Blessing}} to your entire field.  




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===☆5 Krampus===
===☆5 Krampus===


(Placeholder text)
'''Class:''' Glass Cannon, Debuffer, Disruptive Support


'''Gameplay Role:'''
'''Pros'''
+ Default, LB2, and LB3 give {{Transient icon|Krampus|variant=Jiangshi}} very high damage output due to the numerous buffs he gives himself and the debuffs he inflicts, notably {{Status|en name=Stigma}}. LB2 also allows him to maintain his damage at high levels due to being immune to all attack reduction debuffs. 
+ Krampus doesn't need to be moved to trigger any of his skills, making him self-sufficient and able to be used in many team setups and compositions.
+ LB1 lets Krampus inflict both {{Status|en name=Nullify Buff}} and {{Status|en name=Remove Buff}}. While these skills only have a 50-60% chance to trigger per attack, it's noteworthy that Krampus can potentially remove many enemy buffs by simply attacking.
+ LB3 gives Krampus an every-5-turn {{Status|en name=Stigma}} and {{Status|en name=Blessing}} nuke, essentially granting him slight team support.
'''Cons'''
- In the instances where {{Transient icon|Krampus|variant=Jiangshi}} needs to be moved, he offers absolutely nothing to himself, nor his team.
- {{Status|en name=ATK Up}} and {{Status|en name=DEF Up}} only trigger when Krampus appears; while they grant him a strong opening hand, they do not reapply themselves at any other point during battle. As such, Krampus is encouraged to attack quickly to maximize his initial offensive power.
- Krampus offers no defensive abilities after his {{Status|en name=DEF Up}} runs out, and will take the full brunt of any attack unless properly shielded.


==Gameplay Role==
==Gameplay Role==
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===☆5 Krampus===
===☆5 Krampus===


(Placeholder text)
'''Glass Cannon'''
 
{{Transient icon|Krampus|variant=Jiangshi}} excels at attack power through {{Status|en name=Stigma}}, {{Status|en name=Limit}}, {{Status|en name=ATK Up}}, and his bonus damage to {{Status|en name=Stigma}}. However, he lacks defense, and after his initial {{Status|en name=DEF Up}} wears off he is completely defenseless.
 
'''Debuffer'''
 
While {{Transient icon|Krampus|variant=Jiangshi}} lacks the amount of debuffs his regular card can inflict, he can still routinely inflict {{Status|en name=Stigma}} every few turns, and can inflict {{Status|en name=Nullify Buff}} and {{Status|en name=Remove Buff}} by attacking. 
 
'''Disruptive Support'''
 
In the situation where {{Transient icon|Krampus|variant=Jiangshi}} cannot attack or his attacks do not hit any enemies, his {{Status|en name=Stigma}} and {{Status|en name=Blessing}} nuke can still be launched every 5 turns, granting his team additional attack power and passive healing to help them clear Phases.




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===☆5 Krampus===
===☆5 Krampus===


(Placeholder text)
{{Transient icon|Krampus|variant=Jiangshi}} serves as a very potent damage dealer and debuffer. Thankfully, most of his skills are guaranteed or nearly guaranteed to trigger, save for his on-attack {{Status|en name=Nullify Buff}} and {{Status|en name=Remove Buff}}; while he'd appreciate Skill seeds, they aren't vital. Krampus would benefit the most from Attack, HP, and Level seeds, in order to compensate for his lack of defenses and strengthen his offense as much as possible.




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'''Damage Mitigation'''
'''Damage Mitigation'''


{{Transient icon|Krampus}}' only means of reducing enemy damage is through his {{Status|en name=Curse}} infliction, and he takes full damage regardless if the skill triggers or not. Because of this, he's virtually defenseless. It's highly recommended to pair him with units who can bolster his defenses, such as {{Transient icon|Surtr}}, {{Transient icon|Triton}}, or {{Transient icon|Marchosias}}.
{{Transient icon|Krampus}}' only means of reducing enemy damage is through his {{Status|en name=Curse}} infliction, and he takes full damage regardless if the skill triggers or not. Because of this, he's virtually defenseless. It's highly recommended to pair him with units who can bolster his defenses, such as {{Transient icon|Surtr}} or {{Transient icon|Triton}}.


'''Healers'''  
'''Healers'''  


Similarly, {{Transient icon|Krampus}} has no means of healing himself or other teammates. If you're attempting to trigger his {{Status|en name=Curse}}, then taking units who can heal his HP is especially vital, such as {{Transient icon|Choji}}, {{Transient icon|Chernobog|variant=Beachside}}, or {{Transient icon|Gyumao|variant=Valentine}}.  
Similarly, {{Transient icon|Krampus}} has no means of healing himself or other teammates. If you're attempting to trigger his {{Status|en name=Curse}}, then taking units who can heal his HP is especially vital, such as {{Transient icon|Choji}} or {{Transient icon|Gyumao|variant=Valentine}}.  


'''Debuff Exploitation'''
'''Debuff Exploitation'''
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===☆5 Krampus===
===☆5 Krampus===


(Placeholder text)
'''Damage Boosters'''


{{Transient icon|Krampus|variant=Jiangshi}}'s offensive capabilities will mostly hinge on his {{Status|en name=Stigma}} and {{Status|en name=Limit}}. Given that that amounts to a single debuff and single buff, Krampus is an excellent target for additional buffs in order to further boost his damage. Units that can do so, such as {{Transient icon|Kenta|variant=Valentine}} or {{Transient icon|Thunderbird}}, would be recommended.


'''Damage Mitigation'''


==AR Equipment==
{{Transient icon|Krampus|variant=Jiangshi}} gains a single means of defense through {{Status|en name=DEF Up}}, but after that runs out, he's completely vulnerable. Pair him with units who can give him defense, such as {{Transient icon|Marchosias}}.
 
'''Healers'''


===☆3/☆4 Krampus===
While he can heal himself through {{Status|en name=Blessing}} every 5 turns, {{Transient icon|Krampus|variant=Jiangshi}} cannot heal himself or other teammates through any other means. Use units who can supplement additional healing, like {{Transient icon|Chernobog|variant=Beachside}}.


ARs that bolster {{Transient icon|Krampus}}'s damage output are recommended, as that is his strength. Both {{AR Equipment|en name=Every Cloud Has a Silver Lining}} and {{AR Equipment|en name=Chocolate From The Abyss}} offer damage boosts against enemies inflicted with {{Status|en name=Curse}}, and those damage boosts stack with Krampus' innate one. Similarly, {{AR Equipment|en name=A Teacher and Student from Kamata}} gives Krampus a progressively stronger attack boost as the battle proceeds.


Alternatively, you can play to Krampus' lesser strengths. If you'd like to shut enemies down even further past {{Status|en name=Curse}}, you could try {{AR Equipment|en name=Battle between Swordsmith and Swordsman}}, which gives Krampus the chance to apply {{Status|en name=Remove Buff}} after he attacks, or {{AR Equipment|en name=Double Hero of the Holy Eve!}}, which gives Krampus a failsafe {{Status|en name=Guts}} in case he takes too much damage trying to trigger said {{Status|en name=Curse}}.
==AR Equipment==


===☆3/☆4/☆5 Krampus===


===☆5 Krampus===
ARs that bolster {{Transient icon|Krampus}} and {{Transient icon|Krampus|variant=Jiangshi}}'s damage output are recommended, as that is his strength. Both {{AR Equipment|en name=Every Cloud Has a Silver Lining}} and {{AR Equipment|en name=Chocolate From The Abyss}} offer damage boosts against enemies inflicted with {{Status|en name=Curse}}, and those damage boosts stack with {{Transient icon|Krampus}}' innate one. Similarly, {{AR Equipment|en name=A Teacher and Student from Kamata}} gives {{Transient icon|Krampus|variant=Jiangshi}} a progressively stronger attack boost as the battle proceeds, which aligns with his every-5-turn {{Status|en name=Stigma}} nuke.


(Placeholder text)
You can also play to Krampus' lesser strengths. If you'd like to shut enemies down even further, you could try {{AR Equipment|en name=Battle between Swordsmith and Swordsman}}, which gives {{Transient icon|Krampus|variant=Jiangshi}} the chance to apply an additional {{Status|en name=Remove Buff}} after he attacks, or {{AR Equipment|en name=Double Hero of the Holy Eve!}}, which gives {{Transient icon|Krampus}} a failsafe {{Status|en name=Guts}} in case he takes too much damage trying to trigger said {{Status|en name=Curse}}.




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===☆5 Krampus===
===☆5 Krampus===


(Placeholder text)
'''Attack Prevention'''
 
{{Transient icon|Krampus|variant=Jiangshi}} truly shines through his attacks, so if he is inflicted with {{Status|en name=Charm}} or is locked out of range with something like {{Status|en name=Oppression}} or {{Status|en name=Paralysis}}, his capabilities are practically moot.