Difference between revisions of "Aegir/Strategy"

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==Stats and Seed Usage==
==Stats and Seed Usage==


{| class="wikitable"
{{Transient stat table|Aegir}}
|-
! 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)
|-
| {{Transient icon|Aegir|rarity=3|size=medium|frame=y}} || 5586 || 7467 || 4350 || 6032 || 2392 || 3318 || 3915 || 5429
|-
| {{Transient icon|Aegir|rarity=5|size=medium|frame=y}} || 7536 || 9421 || 5243 || 6856 || 2884 || 3771 || 9437 || 12342
|}
 


Example description
Example description

Revision as of 11:32, 7 February 2020

NOTE: This page currently under construction.

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

Overview

Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Overview is sufficiently modified.

With the new Buff Snatch coming from him as well as somewhat favorable Push properties, Aegir offers unusual tools that can be exploited under the right circumstances. Buff Snatch is similar to Purge, except the erased buff is then transferred to him, this is especially useful to steal Guts, Evasion or other rare, non-scaling buffs he can make use of. It may sound quite great on paper, but it’s ultimately a glorified Purge due to the stolen buffs scaling off of enemy skill level, which is often not high enough. Past that, his LB1+LB2 offers a permanent push and lock thanks to Fear, allowing him to progressively push enemies up without repercussions. One very noteworthy aspect of his is also his Charge, being able to heal a lot of his HP back if it hits 2-3 enemies, which is heavily recommended. You can try and exploit his Charge for durability and damage (as 5☆ thanks to a nice offensive self-buff).

Highlights

Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Highlights is sufficiently modified.

Class: Disruptive Support

Gameplay role:

Pros

+ Default CP Up allows him to reach his fantastic Charge earlier.

+ LB1 Fear along with LB2 Push will allow him to shove back and hold enemy lines as much as he wants.

+ Buff Snatch is a Purge that, besides erasing enemy buffs progressively, he’ll reapply them to himself.

+ His Charge can heal him for about 40%~50% of his HP if he makes a full hit with it, helping a lot with his survivability.

Cons

- Only 5☆ has an offensive buff to himself, meaning 3☆ misses out on much-needed damage output.

- LB3 has a so-so proc rate, its effect relies on enemies having buffs to begin with and you can’t fully control what he could steal from them.

- The CP Down part of his skills, while it eats up a lot of CP, it’s a bonus at best due to enemies usually not reaching their Charge normally to begin with.

- The fact Buff Snatch scales off enemy skill level greatly limits self-benefit properties given how most buffs scale off of it to be at their peak. Enemies often don’t have high skill level to begin with.

Gameplay Role

Example gameplay role breakdown.

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.pngThrust weapon icon.png 5586 7467 4350 6032 2392 3318 3915 5429
Icon frame rarity 5.pngWater element icon.pngThrust weapon icon.png 7536 9421 5243 6856 2884 3771 9437 12342
Icon frame rarity 5.pngWood element icon.pngShot weapon icon.png 6970 8832 5710 7337 2569 3302 10278 13207


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.

One Shot

Team Details (submitted by milk)

Takemaru
【Offensive Buffer】

Aegir
【Bruiser】

Kengo
【Offensive Buffer】

Wakan Tanka
【Support unit】
Cost: ≥56

This team is designed to grant Aegir (Christmas) a host of offensive buffs for potential challenge quests which may require such damage output. Namely, Christmas Aegir can be moved at turn start in order to have LimitATK Up by 1x~2x → 2x~4x as HP→0 for 1 turn (Buff), ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff), ConcentrationATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns (Buff), BrawnATK Up by 1.15x ~ 2.3x for 4 turns (Buff), CritATK Up by 2x ~ 4x for 1 turn (Buff), InfinitudeATK Up by 1.3x ~ 2.6x, -400~-800HP for 1 turn (Buff), Crit+ATK Up by 2.5x ~ 5x for 1 turn (Buff), ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff), and Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff). This effectively translates to 7.14 million damage per square on phase one, turn one for an unseeded Christmas Aegir. Furthermore, if the enemy is not resistant to Drain-10% skill activation rate, -10CP/turn for 2 turns (Debuff) (which is unfortunately not the case for most challenge quests), Christmas Aegir has extra damage against this debuff which he applies himself, making the total number to be 10.7 million. These numbers can be increased through the use of seeds and ARs. Of course, this team assumes that Christmas Aegir can group his teammates, so this sort of strategy won't work for wide maps, at least in the beginning phase.

Gameplay examples