Difference between revisions of "Licht/Strategy"

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'''Characters with excellent charge skills:''' When Licht is used properly, charge attacks become as important if not more important to micromanage as individual skills, so picking a unit with good charge skills can lead to the guaranteed activation of those skills several times in a match.
'''Characters with excellent charge skills:''' When Licht is used properly, charge attacks become as important if not more important to micromanage as individual skills, so picking a unit with good charge skills can lead to the guaranteed activation of those skills several times in a match.


''Characters with infinite charge attack range:''' Being able to affect all enemies with a constant stream of charge skill debuffs regardless of positioning can enable other certain strategies reliant on stalling (e.g. healing and CP building).
'''Characters with infinite charge attack range:''' Being able to affect all enemies with a constant stream of charge skill debuffs regardless of positioning can enable other certain strategies reliant on stalling (e.g. healing and CP building).


'''All of the above:''' There is a particular strategy that can work only if the above situations are met that (with some luck) breaks the game. This is elaborated in the Teambuilding Options section.
'''All of the above:''' There is a particular strategy that can work only if the above situations are met that (with some luck) breaks the game. This is elaborated in the Teambuilding Options section.
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For the above two counters, {{Attribute|NETHER}}-resistant {{Attribute|VALIANT}} enemies are especially problematic for Licht. The three available {{Attribute|VALIANT}} units at the time of writing ({{Companion icon|Seth}}, {{Companion icon|Hogen}}, and {{Companion icon|Horkeu Kamui}}) also have a mixture of defense buffs and skill sealing debuffs.
For the above two counters, {{Attribute|NETHER}}-resistant {{Attribute|VALIANT}} enemies are especially problematic for Licht. The three available {{Attribute|VALIANT}} units at the time of writing ({{Companion icon|Seth}}, {{Companion icon|Hogen}}, and {{Companion icon|Horkeu Kamui}}) also have a mixture of defense buffs and skill sealing debuffs.
'''Formation disruptors'''
After moving for your turn, Licht should ideally always be directly behind an ally, and should have an enemy in range to attack. Skills that prevent movement limits being able to dynamically adjust formation on the fly, and thus obstructs Licht from being in his ideal position. Skills that push him away may leave him out of range, possibly forcing suboptimal movements to reposition. Skills that pull him forward generally don't affect him, since he should be behind someone in most cases anyway (and thus stay neatly out of range for a followup).


==Teambuilding Options==
==Teambuilding Options==
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