Kagutsuchi/Strategy
NOTE: This page currently under construction.
(This page is for Kagutsuchi strategy guide. For the standard Kagutsuchi page, click here.)
Overview
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Kagutsuchi
As an early unit, Kagutsuchi has a very outdated and mediocre skill set. Moving a unit only to give himself
ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff), an extremely common offensive buff now, and to allies
Regeneration+400~800HP/turn for 4 turns (Buff) is not very impressive, especially with no access to defensive status effects. Don't expect much if anything from him until he gets an upgrade by means of skill evolution.
Jamboree Kagutsuchi
Kagutsuchi (Jamboree) is notable for occupying the niche of passive defensive supports among the likes of
Triton, being able to give
ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to allies with an After Buff skill timing, and also as a CP battery, giving
Arousal+10CP/turn for 1 turn (Buff) to allies and 12 CP to himself and allies horizontal to him with an After Buff skill timing. These features alone make him notable, since he can provide an easy layer of defense/CP charging without moving. The rest of his kit helps to facilitate these goals: improved survivability through
AdamantineDEF Up by 0.9x ~ 0.45x for 4 turns (Buff) which he triggers from his phase start
WeaknessDEF Down by 1.2x ~ 2.4x for 1 turn (Debuff), more improved survivability by giving
Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) to himself and healing allies after receiving damage, and a passive application of
Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff) to himself and allies for healing. All of these effects make him a great option for adding defense and sustainability to a team lacking some.
With that being said, in actuality Jamboree Kagutsuchi is already quite similar to a preexisting unit, and that is Daikoku. Functionally, Jamboree Kagutsuchi's skill ranges are very much like Daikku's, in which Jamboree Kagutsuchi can only boost CP to allies horizontal to him, making an effective Slash range where he is in the middle. FIn fact, Daikoku is in some ways more consistent especially with regards to healing allies, so one can use Daikoku as a lower cost option to replace Jamboree Kagutsuchi. For example, Daikoku gives +24 CP to allies at a 90% proc rate unseeded, but Jamboree Kagutsuchi would need to buff his +12 CP skill with an 80% proc rate twice to match that numerically. For this reason, one might wonder what niche Jamboree Kagutsuchi has at all if a permanent low and high cost replaceable option exists already. This niche is that his skills rely on an After Buff skill timing, which presents a lot more flexibility in options and will be discussed in more detail further. Still, it is good to keep in mind that Jamboree Kagutsuchi's main weaknesses would be his consistency and the differing ranges in skill application.
Highlights
Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Highlights is sufficiently modified.
Class: Healer, Glass Cannon
Gameplay role:
Pros
+ All of his skills are done by a single proc method, have fairly lengthy and very benefitious buffs.
+ LB2 Regen serves as a great passive healing buff, with its proc rate safely bolstered by Default and affecting his party if done well.
+ LB3 Fervor is a fantastic buff that allows him to reach his Charge faster and is a rare offensive buff that easily stacks with others of its kind.
+ Charge boasts of respectable damage and a sufficiently good effect despite it being a scaling buff.
Cons
- LB1 is generally a bonus at most, otherwise it has no use.
- He needs to move sometimes in order to keep all of his effects up and needs proper positioning as well.
Gameplay Role
Example gameplay role breakdown.
Stats and Seed Usage
Unit | Max HP (unseeded) | Max HP (seeded) | Max ATK (unseeded) | Max ATK (seeded) | Max normal ATK per square (unseeded) | Max normal ATK per square (seeded) | Max CS ATK per square (unseeded, SALV1) | Max CS ATK per square (seeded, SALV1) |
---|---|---|---|---|---|---|---|---|
6180 | 8160 | 3693 | 5285 | 3693 | 5285 | 3324 | 4757 | |
7265 | 9276 | 3923 | 5474 | 2158 | 3011 | 5296 | 7390 |
Example description
Team Synergy
Example synergy class
Example description
Checks and Counters
Example counter
Example description
Teambuilding Options
This section consists of user-submitted builds that may not necessarily be viable for high level quests.
Arbitrary Team Name
Team Details (submitted by UserName) | |||||
---|---|---|---|---|---|
![]() Kagutsuchi 【Debuffer】 |
![]() Kagutsuchi 【Moveslut, CP Battery】 |
![]() Kagutsuchi 【Healer, Tank】 |
![]() Kagutsuchi 【Support unit】 |
![]() Licht 【example of variant call】 |
![]() Anyone / no one 【Flexible】 |
Cost: ≥X |
Example team function description.