Difference between revisions of "Licht/Strategy"

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(→‎Nuclear Clock: Specify damage output and CP gains)
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The following assumes {{Companion icon|Licht}}, {{Companion icon|Gyumao}}, and {{Companion icon|Typhon}} are all LV70, SLV100, SALV100, and unseeded.  
The following assumes {{Companion icon|Licht}}, {{Companion icon|Gyumao}}, and {{Companion icon|Typhon}} are all LV70, SLV100, SALV1, and unseeded.  


The ordering of the units is critical, as it is important to have Gyumao next to Licht turn 1 in order to optimize the next move for CP boosting. Licht would ideally go first, as explained in the end of section Overview: CP Battery describing Licht's interaction with [[Barrage]]. Licht can somewhat reliably boost ≥30CP each turn for one unit in a particular position (Licht in range to attack one enemy, with CP-boosted ally directly on square up), and can even potentially boost ≥60CP for one unit in the Ally CP boost and attack formation (see Overview).
The ordering of the units is critical, as it is important to have Gyumao next to Licht turn 1 in order to optimize the next move for CP boosting. Licht would ideally go first, as explained in the end of section Overview: CP Battery describing Licht's interaction with [[Barrage]]. Licht can somewhat reliably boost ≥30CP each turn for one unit in a particular position (Licht in range to attack one enemy, with CP-boosted ally directly on square up), and can even potentially boost ≥60CP for one unit in the Ally CP boost and attack formation (see Overview).
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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 ~9CP 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 [[Beach Hunter]] skill self-bestows ≥20CP, and combined with Licht's Ruler ability (and ignoring [[Ardor]] or other CP boosting buffs on Typhon), Typhon will have his CS ready for the next phase if he has at least 70CP. SLV100 [[Ardor]] 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 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 ~9CP 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 [[Beach Hunter]] skill self-bestows ≥20CP, and combined with Licht's Ruler ability (and ignoring [[Ardor]] or other CP boosting buffs on Typhon), Typhon will have his CS ready for the next phase if he has at least 70CP. SLV100 [[Ardor]] provides an additional ≥10CP every turn for two turns.   


As infinite 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 [[Ardor]] during his CA, the buff would likely be only SLV1 (dependent on SALV); thus, it is ideal to bestow a SLV100 [[Ardor]] with your other Support Gyumao by [[Hot-Blooded Mystical Demon]], or bestow SLV100 [[Concentration]] with your Support Typhon by [[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 [[Ardor]] through Gyumao. Coupled with SLV100 [[Vigor]] from Licht, Gyumao would have three buffs total at the beginning of the next phase (SLV100 [[Vigor]], [[Ardor]]/[[Concentration]], and [[Critical+]] from [[Potter's Wheel Turner]], for 1617×2.4×(2.4 or 2.2)×5 = 46567 or 42689 damage, and Typhon would have two buffs ([[Vigor]] and [[Ardor]] on self for 2180×0.10×2.4×2.4 = 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 [[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 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 [[Ardor]] during his CA, the buff would likely be only SLV1 (dependent on SALV); thus, it is ideal to bestow a SLV100 [[Ardor]] with your other Support Gyumao by [[Hot-Blooded Mystical Demon]], or bestow SLV100 [[Concentration]] with your Support Typhon by [[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 [[Ardor]] through Gyumao. Coupled with SLV100 [[Vigor]] from Licht, Gyumao would have three buffs total at the beginning of the next phase (SLV100 [[Vigor]], [[Ardor]]/[[Concentration]], and [[Critical+]] from [[Potter's Wheel Turner]], for 1617×2.4×(2.4 or 2.2)×5 = 46567 or 42689 damage), and Typhon would have two buffs ([[Vigor]] and [[Ardor]] on self for 2180×0.10×2.4×2.4 = 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 [[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 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 [[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.
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