Difference between revisions of "Licht/Strategy"

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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 attacks (CAs). Every single one of his base skills is related to CP boosting; however, his own CA has the underwhelming effect of reducing the enemy CP (by about 25 for SA level 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 he uses his CA. Besides this, he reliably bestows [[Vigor]] 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 (by about 25 for SA level 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 he uses his CS. Besides this, he reliably bestows [[Vigor]] 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).


'''CP Battery'''
'''CP Battery'''


To understand {{Companion icon|Licht}}'s utility, quantifying his CP boosts and comparing this to the boosts from other buffs is necessary. [[Rev]] boosts CP by 8 per turn, with a total of 24 over 3 turns; [[Encouragement]] boosts CP by 10 at the end of the turn; [[Ardor]] boosts CP by 5 per turn, with a total of 10 over 2 turns; and [[Envy]] boosts CP by 5 per turn, with a total of 15 over 3 turns. In comparison, Licht has several opportunities to boost ally CP in a single turn, as '''his skills activate once per enemy hit'''.  
To understand {{Companion icon|Licht}}'s utility, quantifying his CP boosts and comparing this to the boosts from other buffs is necessary. [[Rev]] boosts CP by at least 8-16 per turn, with a total of at least 24-42 over 3 turns; [[Encouragement]] boosts CP by at least 10-20 at the end of the turn; [[Ardor]] boosts CP by at least 5-10 per turn, with a total of at least 10-20 over 2 turns; and [[Envy]] boosts CP by at least 5-10 per turn, with a total of at least 15-30 over 3 turns. In comparison, Licht has several opportunities to boost ally CP in a single turn, as '''his skills activate once per enemy hit'''.  


{| class="wikitable"
{| class="wikitable"
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| [[Frenzy Conductor]] || 5 || 35, 70|| 16-19CP (mode = 17CP) and [[Vigor]] to self and allies within two squares ahead
| [[Frenzy Conductor]] || 5 || 35, 70|| 16-19CP (mode = 17CP) and [[Vigor]] to self and allies within two squares ahead
|-
|-
| [[Spreader of Lunacy]] || 3, 4 (Valentine) || 20, 40 || ??CP and [[Vigor]] to self and adjacent allies
| [[Spreader of Lunacy]] || 3, 4 (Valentine) || 20, 40 || 14-?CP (mode = ?) and [[Vigor]] to self and adjacent allies
|-
|-
| (Attack CP bonus) || 5 || 100, 100|| 5-7 (mode = 5) to self
| (Attack CP bonus) || 5 || 100, 100|| 5-7 (mode = 5) to self
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Expected Licht CP boost: 17 + 5 = 22  
Expected Licht CP boost: 17 + 5 = 22  


In theory, his CP boosting potential can be bolstered even further with a [[Barrage]] buff bestowed by {{Companion icon|Mobster}}'s [[連携する者]] skill or {{Companion icon|Volos}}'s [[Sprouter]] skill, and enable consecutive CA 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 CA), where Licht cannot buff the charge-attacking unit with [[Vigor]] 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 [[Barrage]]-boosted attack would prevent the second round of CP boosting.
In theory, his CP boosting potential can be bolstered even further with a [[Barrage]] buff bestowed by {{Companion icon|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 [[Vigor]] 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 [[Barrage]]-boosted attack would prevent the second round of CP boosting.


'''Damage buffer'''
'''Damage buffer'''
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'''Cons'''
'''Cons'''


- Underwhelming CA debuff effect
- Underwhelming CS debuff effect


- Lack of defense buffing and debuffing skills
- Lack of defense buffing and debuffing skills
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'''Characters with attack buffs:''' [[Vigor]]'s main strength is its longevity, which allows for other attacks to be stacked with it. [[Ardor]] 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 with attack buffs:''' [[Vigor]]'s main strength is its longevity, which allows for other attacks to be stacked with it. [[Ardor]] 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 with excellent charge skills:''' When Licht is used properly, the skills associated with CAs become as important if not more important to micromanage as base 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 CS effects:''' 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.


'''Characters with infinite CA 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 CS range:''' 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).


'''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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Evasion (and to a lesser extent other defense buffs) invalidates a successful board-wide nuke (see Teambuilding Options: Nuclear Clock), and leads to wasting the next nuke in the same board. Additionally, Licht works best when boosting allies and simultaneously KOing all enemies in range (perhaps with the final blow from nearby positioned allies), so as to prevent a counterattack from enemies with {{Attribute|AETHER}}, some other damage boost, or otherwise some skill-sealing skill. Defense buffs prevent a decisive KO and let such situations arise.  
Evasion (and to a lesser extent other defense buffs) invalidates a successful board-wide nuke (see Teambuilding Options: Nuclear Clock), and leads to wasting the next nuke in the same board. Additionally, Licht works best when boosting allies and simultaneously KOing all enemies in range (perhaps with the final blow from nearby positioned allies), so as to prevent a counterattack from enemies with {{Attribute|AETHER}}, some other damage boost, or otherwise some skill-sealing skill. Defense buffs prevent a decisive KO and let such situations arise.  


'''CP reducers and Charge skill 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 CA 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 [[Bind]] or [[Skill seal]].


'''{{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 infinite-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 a whopping 9 CP for every enemy hit). Gyumao also gains CP for every time he moves because of [[Hot-Blooded Mystical Demon]]. This coupled with 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.  
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 infinite-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 a whopping 9 CP for every enemy hit). Gyumao also gains CP for every time he moves because of [[Hot-Blooded Mystical Demon]]. This coupled with 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.  


As infinite range has a severe damage multiplier of 0.10×, the key to restoring its lethality is stacking multiple buffs. While Gyumao can self-bestow [[Ardor]] during his CA, the buff would likely be only LVL1 (dependent on SA LVL); thus, it is ideal to bestow [[Ardor]] with your other Support Gyumao by [[Hot-Blooded Mystical Demon]], or bestow [[Concentration]] with your Support Typhon by [[Band Bander]]. Typhon doesn't have any self-CP boosting skills, but his magic range would enable him to gain more CP bonus from attacking further-to-reach enemies. Typhon's CA should be boosted with [[Ardor]] through Gyumao. Coupled with [[Vigor]] from Licht, Gyumao would have three buffs total at the beginning of the next phase([[Vigor]], [[Ardor]]/[[Concentration]], and [[Critical+]] from [[Potter's Wheel Turner]], for (CA base damage = (4 for ☆5 units)×BD)×0.10×2.4×(2.4 or 2.2)×5 = (2.88 or 2.64)×CABD = (11.52 or 10.56)×BD), and Typhon would have two buffs ([[Vigor]] and [[Ardor]] on self for CABD×0.10×2.4×2.4 = 0.576CABD = 2.304BD). 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 charge skills include self-applying [[Rev]]. 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 infinite range has a severe damage multiplier of 0.10×, the key to restoring its lethality is stacking multiple buffs. While Gyumao can self-bestow [[Ardor]] during his CA, the buff would likely be only LVL1 (dependent on SA LVL); thus, it is ideal to bestow [[Ardor]] with your other Support Gyumao by [[Hot-Blooded Mystical Demon]], or bestow [[Concentration]] with your Support Typhon by [[Band Bander]]. Typhon doesn't have any self-CP boosting skills, 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 [[Ardor]] through Gyumao. Coupled with [[Vigor]] from Licht, Gyumao would have three buffs total at the beginning of the next phase([[Vigor]], [[Ardor]]/[[Concentration]], and [[Critical+]] from [[Potter's Wheel Turner]], for (CS base damage = (4 for ☆5 units)×BD)×0.10×2.4×(2.4 or 2.2)×5 = (2.88 or 2.64)×CABD = (11.52 or 10.56)×BD), and Typhon would have two buffs ([[Vigor]] and [[Ardor]] on self for CABD×0.10×2.4×2.4 = 0.576CABD = 2.304BD). 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 [[Rev]]. 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 CA is not readied), as Gyumao's charge skills 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 [[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.


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