Difference between revisions of "Licht/Strategy"

110 bytes added ,  22:18, 14 March 2019
divided overview into two parts: overview and gameplay role; other fixes
(divided overview into two parts: overview and gameplay role; other fixes)
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==Overview==
==Overview==


{{Companion icon|Licht}} is a unit that does not stand out on his own, but truly shines as a support for units with strong charge skill (CS). Every single one of his base skills is related to CP boosting; however, his own CS has the underwhelming effect of reducing the enemy CP (30CP for SALV 1), so his self-boosting [[Artist]] serves his kit the least. In fact, it is preferable that Licht minimizes his own CP level since his main CP-boosting skills only activate when he attacks normally, and not when attacking with his CS. Besides this, he reliably bestows {{Status_effect|闘志}} to buff ally damage. One nice part of incorporating Licht in your team is that he necessitates the careful consideration of which teammates would synergize best with him, making teambuilding more challenging but also more fun (and potentially more rewarding).
{{Companion icon|Licht}} is a unit that does not stand out on his own, but truly shines as a support for units with strong charge skill (CS). Every single one of his base skills is related to CP boosting; however, his own CS has the underwhelming effect of reducing the enemy CP (30CP for SALV 1), so his self-boosting [[Artist]] serves his kit the least. In fact, it is preferable that Licht minimizes his own CP level since his main CP-boosting skills only activate when he attacks normally, and not when attacking with his CS. Besides this, he reliably bestows {{Status effect|闘志}} to buff ally damage. One nice part of incorporating Licht in your team is that he necessitates the careful consideration of which teammates would synergize best with him, making teambuilding more challenging but also more fun (and potentially more rewarding).
 
== Highlights==
'''Role:''' CP Battery, Damage Buffer
 
'''Pros'''
 
+ Extremely good CP generation for both self and allies
 
+ Reliable damage due decent base damage, skills that self-bestow {{Status effect|闘志}}, and only having reduced damage output to {{Attribute|VALIANT}}
 
+ Reliable damage buffer due to skills with potentially multiple activation chances that bestow {{Status_effect|闘志}} to allies
 
+ Does not rely on moves that activate on move to boost ally CP
 
+ Reliable activation chance of [[Frenzy Conductor]] in 5☆ {{Companion icon|Licht}}
 
'''Cons'''
 
- Underwhelming CS debuff effect
 
- Lack of defense buffing and debuffing skills
 
- Unreliable activation chance in [[Agitator]] and [[Spreader of Lunacy]] in 3☆ {{Companion icon|Licht}}
 
- Highly positionally reliant
 
==Gameplay Role==


'''CP Battery'''
'''CP Battery'''
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In theory, his CP boosting potential can be bolstered even further with a {{Status_effect|連撃}} buff bestowed by {{Companion icon|Fire Mobster}}'s [[連携する者]] skill or {{Companion icon|Volos}}'s [[Sprouter]] skill, and enable consecutive CS activations from the same boosted ally. In practise, this may not be very rewarding because of (1) movement constraints, where coordinating 3 units in a column dynamically forces the Move action on the center unit; and (2) it necessitates Licht's team order number is larger to attack after the charge-attacking ally (Licht cannot pre-emptively CP boost a fully charged ally, and can only charge after they use their CS), where Licht cannot buff the charge-attacking unit with {{Status_effect|闘志}} in the same turn before they attack; and (3) Licht may not be able to activate his skills if the enemies are KOd before he strikes them (they only activate on hitting enemies with non-zero HP), and so KOing opponents with the first hit of a {{Status_effect|連撃}}-boosted attack would prevent the second round of CP boosting.
In theory, his CP boosting potential can be bolstered even further with a {{Status_effect|連撃}} buff bestowed by {{Companion icon|Fire Mobster}}'s [[連携する者]] skill or {{Companion icon|Volos}}'s [[Sprouter]] skill, and enable consecutive CS activations from the same boosted ally. In practise, this may not be very rewarding because of (1) movement constraints, where coordinating 3 units in a column dynamically forces the Move action on the center unit; and (2) it necessitates Licht's team order number is larger to attack after the charge-attacking ally (Licht cannot pre-emptively CP boost a fully charged ally, and can only charge after they use their CS), where Licht cannot buff the charge-attacking unit with {{Status_effect|闘志}} in the same turn before they attack; and (3) Licht may not be able to activate his skills if the enemies are KOd before he strikes them (they only activate on hitting enemies with non-zero HP), and so KOing opponents with the first hit of a {{Status_effect|連撃}}-boosted attack would prevent the second round of CP boosting.


'''Damage buffer'''
'''Damage Buffer'''


Besides {{Companion icon|Licht}}'s CP boosting potential, the one buff {{Status_effect|闘志}} he bestows is one of the best in the game for its longevity (3 turns). This, along with the fact that it activates when attacking rather than when moving, makes stacking buffs much easier (more on this later). Its activation chance isn't too amazing in his 3☆ version ([[Spreader of Lunacy]] 40% at SLV100), but is better in his 5☆ version ([[Frenzy Conductor]] 70% at SLV100).
Besides {{Companion icon|Licht}}'s CP boosting potential, the one buff {{Status_effect|闘志}} he bestows is one of the best in the game for its longevity (3 turns). This, along with the fact that it activates when attacking rather than when moving, makes stacking buffs much easier (more on this later). Its activation chance isn't too amazing in his 3☆ version ([[Spreader of Lunacy]] 40% at SLV100), but is better in his 5☆ version ([[Frenzy Conductor]] 70% at SLV100).
== Highlights==
'''Role:''' CP Battery
'''Pros'''
+ Extremely good CP generation for both self and allies
+ Reliable damage due decent base damage, skills that self-bestow {{Status_effect|闘志}}, and only having reduced damage output to {{Attribute|VALIANT}}
+ Reliable damage buffer due to skills with potentially multiple activation chances that bestow {{Status_effect|闘志}} to allies
+ Does not rely on moves that activate on move to boost ally CP
+ Reliable activation chance of [[Frenzy Conductor]] in 5☆ {{Companion icon|Licht}}
'''Cons'''
- Underwhelming CS debuff effect
- Lack of defense buffing and debuffing skills
- Unreliable activation chance in [[Agitator]] and [[Spreader of Lunacy]] in 3☆ {{Companion icon|Licht}}
- Highly positionally reliant


==Team Synergy==
==Team Synergy==
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'''CP reducers and CS blockers'''
'''CP reducers and CS blockers'''


Enemy skills that reduce the CP of allies by even a bit prevent the CP meter from ever completely filling, thus preventing CAs from ever happening. Licht's utility almost exclusively depends on CP boosting and CS activation, so even minor CP debuffs severely guts him. Skill sealers are often not a threat to Licht due to his ability to stay out of range, but he is similarly rendered near-useless if debuffed by either [[Bind]] or [[Skill seal]].
Enemy skills that reduce the CP of allies by even a bit prevent the CP meter from ever completely filling, thus preventing CAs from ever happening. Licht's utility almost exclusively depends on CP boosting and CS activation, so even minor CP debuffs severely guts him. Skill sealers are often not a threat to Licht due to his ability to stay out of range, but he is similarly rendered near-useless if debuffed by either {{Status effect|束縛}} or {{Status effect|S封印}}.


'''{{Attribute|VALIANT}}-type enemies'''
'''{{Attribute|VALIANT}}-type enemies'''
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This team specializes in clearing the board completely for every turn (hence the name Nuclear Clock), beginning with phase 2. The board clearers are 2 Gyumao (or 1 Gyumao and 1 Typhon), which will alternate in turns when using their All-range charge specials. Gyumao works best in boards 5 squares in length, in order to maximize the potential amount of units he can hit with his wide slash range and maximize his CP gain (he gains ≥8CP for every OHP enemy hit, ≥4CP for >0HP enemy hit). Gyumao also gains ≥20CP for every time he moves because of [[Hot-Blooded Mystical Demon]]. This coupled with ≥12CP Licht's [[Ruler]] makes it possible for you to time Gyumao's final CP boost that would fill his meter to 100, so that it coincides with the beginning of the next phase. Additionally, Typhon's [[渚の狩人|Beach Hunter]] skill self-bestows ≥20CP, and combined with Licht's Ruler ability (and ignoring {{Status effect|熱情}} or other CP boosting buffs on Typhon), Typhon will have his CS ready for the next phase if he has at least 70CP. SLV100 {{Status effect|熱情}} provides an additional ≥10CP every turn for two turns.   
This team specializes in clearing the board completely for every turn (hence the name Nuclear Clock), beginning with phase 2. The board clearers are 2 Gyumao (or 1 Gyumao and 1 Typhon), which will alternate in turns when using their All-range charge specials. Gyumao works best in boards 5 squares in length, in order to maximize the potential amount of units he can hit with his wide slash range and maximize his CP gain (he gains ≥8CP for every OHP enemy hit, ≥4CP for >0HP enemy hit). Gyumao also gains ≥20CP for every time he moves because of [[Hot-Blooded Mystical Demon]]. This coupled with ≥12CP Licht's [[Ruler]] makes it possible for you to time Gyumao's final CP boost that would fill his meter to 100, so that it coincides with the beginning of the next phase. Additionally, Typhon's [[渚の狩人|Beach Hunter]] skill self-bestows ≥20CP, and combined with Licht's Ruler ability (and ignoring {{Status effect|熱情}} or other CP boosting buffs on Typhon), Typhon will have his CS ready for the next phase if he has at least 70CP. SLV100 {{Status effect|熱情}} provides an additional ≥10CP every turn for two turns.   


As All range has a severe damage multiplier penalty, the key to restoring its lethality is stacking multiple buffs. Gyumao deals 1617 base damage per square with his CS, accounting for both CS multiplier bonus (4×) and all range multiplier penalty (0.1×). Similarly, Typhon's base CS damage per square is 2180. While Gyumao can self-bestow {{Status effect|熱情}} during his CA, the buff would likely be only SLV1 (dependent on SALV); thus, it is ideal to bestow a SLV100 {{Status effect|熱情}} with your other Support Gyumao by [[Hot-Blooded Mystical Demon]], or bestow SLV100 [[Concentration]] with your Support Typhon by [[バンドを組む者|Band Bander]]. Typhon only has one CP self-boosting skill (on phase start), but his magic range would enable him to gain more CP bonus from attacking further-to-reach enemies. Typhon's CS should be boosted with SLV100 {{Status effect|熱情}} through Gyumao. Coupled with SLV100 {{Status_effect|闘志}} from Licht, Gyumao would have three buffs total at the beginning of the next phase (SLV100 {{Status_effect|闘志}}, {{Status effect|熱情}}/[[Concentration]], and [[Critical+]] from [[ろくろを回す者|Potter's Wheel Turner]], for 1617×2.4×(2.4 or 2.2)×5 = 46567 or 42689 damage), and Typhon would have two buffs ({{Status_effect|闘志}} and {{Status effect|熱情}} on self for 2180×2.4×2.4 = 12557 damage). In either case, both should supply enough damage for a board clear for enemies at least up to level 50 (e.g. Elite dailies). Gyumao can continue gaining CP quickly because his CS effects include self-applying {{Status effect|加速}}. Board wipes should be possible to keep up for at least three consecutive phases, before Licht gains enough CP for his own charge strike (and thus is unable to attack regularly to boost ally CP again).
As All range has a severe damage multiplier penalty, the key to restoring its lethality is stacking multiple buffs. Gyumao deals 1617 base damage per square with his CS, accounting for both CS multiplier bonus (4×) and all range multiplier penalty (0.1×). Similarly, Typhon's base CS damage per square is 2180. While Gyumao can self-bestow {{Status effect|熱情}} during his CA, the buff would likely be only SLV1 (dependent on SALV); thus, it is ideal to bestow a SLV100 {{Status effect|熱情}} with your other Support Gyumao by [[Hot-Blooded Mystical Demon]], or bestow SLV100 {{Status effect|集中}} with your Support Typhon by [[バンドを組む者|Band Bander]]. Typhon only has one CP self-boosting skill (on phase start), but his magic range would enable him to gain more CP bonus from attacking further-to-reach enemies. Typhon's CS should be boosted with SLV100 {{Status effect|熱情}} through Gyumao. Coupled with SLV100 {{Status_effect|闘志}} from Licht, Gyumao would have three buffs total at the beginning of the next phase (SLV100 {{Status effect|闘志}}, {{Status effect|熱情}}/{{Status effect|集中}}, and {{Status effect|CT+}} from [[ろくろを回す者|Potter's Wheel Turner]], for 1617×2.4×(2.4 or 2.2)×5 = 46567 or 42689 damage), and Typhon would have two buffs ({{Status effect|闘志}} and {{Status effect|熱情}} on self for 2180×2.4×2.4 = 12557 damage). In either case, both should supply enough damage for a board clear for enemies at least up to level 50 (e.g. Elite dailies). Gyumao can continue gaining CP quickly because his CS effects include self-applying {{Status effect|加速}}. Board wipes should be possible to keep up for at least three consecutive phases, before Licht gains enough CP for his own charge strike (and thus is unable to attack regularly to boost ally CP again).


In the case that a board-wipe fails, stalling strategies becomes an immediate option (if another board-wiping CS is not readied), as Gyumao's CS effects include applying [[Fear]] and blow back one square, and Typhon applies [[Paralysis]] and blow back one square. This extra stalling period can be used to position yourself up for a final blow that would CP-boost enough for the next board-wiping CA. It might be a good period of time too to willingly exhaust Licht's CA, to enable him to boost CP again.
In the case that a board-wipe fails, stalling strategies becomes an immediate option (if another board-wiping CS is not readied), as Gyumao's CS effects include applying {{Status effect|恐怖}} and blow back one square, and Typhon applies {{Status effect|マヒ}} and blow back one square. This extra stalling period can be used to position yourself up for a final blow that would CP-boost enough for the next board-wiping CA. It might be a good period of time too to willingly exhaust Licht's CA, to enable him to boost CP again.


While this team trivializes dailies and some challenge quests, keep in mind that it is still heavily dependent on the chance of skill activation.
While this team trivializes dailies and some challenge quests, keep in mind that it is still heavily dependent on the chance of skill activation.
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