Triton/Strategy

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NOTE: This page currently under construction.

(This page is for Triton strategy guide. For the standard Triton page, click here.)

Overview

Triton, in both rarities, fills in the role of a Defense-Oriented Support with plenty of tools to diminish damage taken by allies. His primary gimmick, which is still to this day currently unique to him, is being able to apply Reflect DebuffReflect debuff once for 4 turns. Vanishes after use. (Buff) to self and allies around him just by hitting enemies regularly, this allows him to potentially grant it to the entire team every turn. He can also purge buffs and CP from enemies, grant defensive buffs to allies ( ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) and EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff)), ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff), CP, HP and pushback every enemy with his Charge, leaving them rooted in their place. All this utility is balanced around his skills having relatively weak proc rates, though considering his Magic range allowing him to hit five enemies, his effectiveness increases exponentially by giving him multiple chances per turn to trigger his skills. His 3☆ card also has Mentor as his LB2 skill, being one of the four possible EXP boosting characters, which ends up being extremely significant when clearing dungeons and leveling units with Revere Thy Teachers. This skill is also the only one that differs across both rarities. Overall a solid unit that can allow the team to stall and survive through tough opponents with high damage and potentially damaging debuffs.

Highlights

Class: Defensive Support/Reflector

Gameplay role:

Pros

+ Can have an impressive amount of up-time of ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) and Reflect DebuffReflect debuff once for 4 turns. Vanishes after use. (Buff) on the entire team, including self

+ Capable of walling off most opponents from damaging the rest of the team through EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff)

+ Purging buffs and depleting CP from enemies can set them up for the rest of the team and prevent them from retaliating with a nasty Charge

+ Immune to being pushed and pulled around the battlefield can help him keep units anchored or ready for quick re-positioning

+ Capable of bringing a unit from the brink of death with a nice boost to retaliate

+ Charge skill can help stall the entire fight a while longer

Cons

- Can't bestow EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) to self

- Maps with a single enemy make his low proc rates more noticeable

- Charge prevents him from triggering almost the entirety his other skills

- No real sustainability, be it thanks to his low HP or through lack of self-healing

Gameplay Role

Default Triton

Defensive Support

Triton has the unique niche of being able to bestow Reflect DebuffReflect debuff once for 4 turns. Vanishes after use. (Buff) to all allies, this will generally allow him to keep him and his allies safe from dangerous ailments such as BindCannot activate skills, ATK Down by 0.9x ~ 0.45x for 4 turns. CS effects still apply. (Debuff) in a lot of situations, this of course requirement proper positioning with Triton on the center. Thanks to Wave Bender+, he gained a slight boost to his rates on this, and gained two new buffs he could bestow as well, these being ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) and EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff), the latter at a lower proc rate than the rest and not applying to self. As such, he will generally seem less able to take damage, though ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) will help him a lot still. As these all trigger After Attacking, the more squares of enemies he hits, the higher the chance he will have of granting these buffs, so it's generally beneficial to keep him on a position that allows him to hit as much enemies as possible. This is primarily the utility you will want to use him for, albeit the other abilities he has complement him nicely as well. Being able to Remove BuffRemove one buff (Debuff) and lower CP of enemies is a neat addition as in stalling strategies, enemy Charges can ruin the run, couple that with enemies having access to defensive buffs on demand and things could look nasty.

The only difference between his 3☆ and 4☆ is a single skill, Mentor and Swimmer respectively. Both of these are On-Move activation which doesn't quite complement with his movement-free kit, but can provide some extra utility if the situation demands it. Swimmer can help with re-positioning after the first row of enemies is defeated, and Mentor can be used in junction of Revere Thy Teachers in Dungeons to further boost EXP gain efficiency.

It's probably not a good idea to rely on his Ardor/Heal/CP gain on his LB3 due to his low activation rate, but it can be a nice surprise from time to time. Putting him directly in front of enemies to hope for it to trigger is usually not a good idea unless he has additional support to help dampen the damage or recover it. As such, the safest placement is usually below a unit that will be able to tank the hit very well, assuming EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) procs.

TBC

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
Icon frame rarity 3.pngWater element icon.pngMagic weapon icon.png 5885 7822 4049 5690 1134 1593 810 1138
Icon frame rarity 4.pngWater element icon.pngMagic weapon icon.png 6602 8498 4605 6257 1289 1752 1381 1877


Default Triton

Skill seeds are very much appreciated here for increasing the likely-hood of triggering all of his skills, as it's important to note that most his skill activations will trigger more than once per turn, exponentially increasing the % trigger rate. Regarding HP/ATK/Level seeds, HP seeds should be prioritized here since Triton's base HP is relatively low. He's likely not going to be used for his damage, so ATK seeds aren't as important.

Team Synergy

Default Triton

TBC

AR Equipment

Default Triton

Triton has some decent options for ARs that can support his role further and complementing aspects of gameplay that he lacks. Some of these boost his low damage output through CS, turning him from a high defensive support to a map clear DPS during Charge with the right buffs, these ARs being The Ogres of Mt. Oe, From the Depths and A Very Summoner Xmas. Swimmer+ can also help reach this stage faster which is something to keep in mind. Other aspects that can be improved are his sustainability, which luckily there are some ARs that can grant a fragment of help with that between phases, such as My First Omelet Rice! and Bonded Brothers which can help him recover some health across phases, Vow of Eradication which helps him get access to Evasion as well on the first turn of each phase and also Beneath the Same Moon which can help him get an additional measure of defense against enemies inflicting a multitude of debuffs.

Checks and Counters

Default Triton

Fixed Damage

Much of Triton's kit relies on mitigating enemy's direct damage, as such, it's natural that skills that inflict a fixed amount of damage would hurt him the most, especially since he has no means of sustainability. This includes enemies that can inflict multiple debuffs that deal fixed damage over time, since he can reflect at least one, but another can go through and permanently damage him if the team he's on has no healing/debuff cleansing potential.

Buff Purge/Steal

Triton's usage relies on the buffs he bestows to self and allies, enemies that can purge them easily can significantly harm his overall utility or even turn it against him.

Single Enemies

Due to Triton's reliability on hitting multiple enemies, fights containing one enemy occupying a single square with an extremely high amount of HP (and potentially other enemies with much much less than it) will render his skills activation almost completely unreliable and his role near obsolete. This

Skill sealing

Triton is not immune to skill sealing effects, even being able to reflect them back at his opponents, statuses like BindCannot activate skills, ATK Down by 0.9x ~ 0.45x for 4 turns. CS effects still apply. (Debuff) and Skill LockCannot activate skills for 5 turns. (Debuff) can still be detrimental to his role if they can get through the reflect.

Teambuilding Options

This section consists of user-submitted builds that may not necessarily be viable for high level quests.

TBC

Gameplay examples

TBC