Difference between revisions of "Licht/Strategy"

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===☆3/☆5 Licht===
===☆3/☆5 Licht===


{{Companion icon|Licht}} is simple to understand, a fantastic CP battery support who can optimally fuel whoever is in front of him as well as some of his party if so desired, LB1 fuels allies’ CP in general every now and then, LB2 is the aforementioned CP fuel to whatever ally’s in front quite well with his attacks, LB3 brings it up a notch and also applies {{Status effect|闘志}} along, an offensive buff that can bolster his and his party’s damage. He’s greatly favored towards allies who rely on their Charge skills or have excellent Charge skills, while probably giving them a push in damage, all simply by sitting and attacking, a trait that’s fairly rare among units. His only mediocre aspect s lie in his rather situational Charge, which is mostly useful for damage once LB3 is achieved, and that 5☆ is, funnily enough, just a little bit worse than 3☆ for LB3 applying at a less effective range, and being far more rare.
{{Companion icon|Licht}} is simple to understand, a fantastic CP battery support who can optimally fuel whoever is in front of him as well as some of his party if so desired, LB1 fuels allies’ CP in general every now and then, LB2 is the aforementioned CP fuel to whatever ally’s in front quite well with his attacks, LB3 brings it up a notch and also applies {{Status effect|闘志}} along, an offensive buff that can bolster his and his party’s damage. He’s greatly favored towards allies who rely on their Charge skills or have excellent Charge skills, while probably giving them a push in damage, all simply by sitting and attacking, a trait that’s fairly rare among units. His only mediocre aspects lie in his rather situational Charge, which is mostly useful for damage once LB3 is achieved, and that 5☆ is, funnily enough, just a little bit worse than 3☆ for LB3 applying at a less effective range, and being far more rare.


===☆4 Valentine Licht===
===☆4 Valentine Licht===
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===☆3/☆5 Licht===
===☆3/☆5 Licht===


'''Class:'''Offensive Support, Glass Cannon
'''Class:''' Offensive Support, Glass Cannon


'''Gameplay Role:'''CP Battery, Damage Buffer
'''Gameplay Role:''' CP Battery, Damage Buffer


'''Pros'''
'''Pros'''
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==Team Synergy==
==Team Synergy==


'''Characters with good self-CP increase:''' Characters who can boost their own CP quickly can make up for the difference that Licht's CP boost misses to fill the charge gauge quickly.
'''Characters with good self-CP increase'''  


'''Characters with non-Vigor attack buffs:''' {{Status_effect|闘志}}'s main strength is its longevity, which allows for other attacks to be stacked with it. {{Status effect|熱情}} is a perfect match because of its ability to increase both damage output and CP over two turns. Damage buffs that are bestowed at the start of phases are especially quite synergistic because of Licht's [[Ruler]] skill (boosts ally CP at the beginning of phase), which can ensure that the first move of the boosted unit would be a boosted charge strike.
Characters who can boost their own CP quickly can make up for the difference that Licht's CP boost misses to fill the charge gauge quickly.


'''Characters with good a CS:''' When Licht is used properly, the effects associated with CAs become as important if not more important to micromanage as base skills, so picking a unit with good effects can lead to the guaranteed activation of those skills several times in a match. Selecting a unit with wide range (magic, all) with CS debuffs is also ideal. Being able to affect all enemies with a constant stream of CS debuffs regardless of positioning can enable other certain strategies reliant on stalling (e.g. healing and CP building).
'''Characters with non-Vigor attack buffs'''


'''Characters who benefit from frontlining:''' Licht should almost always be behind someone. Naturally, the unit who he is supporting should be able to play the frontline role of taking slash, wide slash, and blow damage directly well.
{{Status_effect|闘志}}'s main strength is its longevity, which allows for other attacks to be stacked with it. {{Status effect|熱情}} is a perfect match because of its ability to increase both damage output and CP over two turns. Damage buffs that are bestowed at the start of phases are especially quite synergistic because of Licht's [[Ruler]] skill (boosts ally CP at the beginning of phase), which can ensure that the first move of the boosted unit would be a boosted charge strike.


'''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: Nuclear Clock.
'''Characters with good a CS'''
 
When Licht is used properly, the effects associated with CAs become as important if not more important to micromanage as base skills, so picking a unit with good effects can lead to the guaranteed activation of those skills several times in a match. Selecting a unit with wide range (magic, all) with CS debuffs is also ideal. Being able to affect all enemies with a constant stream of CS debuffs regardless of positioning can enable other certain strategies reliant on stalling (e.g. healing and CP building).
 
'''Characters who benefit from frontlining'''
 
Licht should almost always be behind someone. Naturally, the unit who he is supporting should be able to play the frontline role of taking slash, wide slash, and blow damage directly well.
 
'''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: Nuclear Clock.


== Checks and Counters==
== Checks and Counters==
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