Difference between revisions of "Shennong/Strategy"

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==Team Synergy==
==Team Synergy==


'''Example synergy class'''


Example description
'''Units who do not need to move'''
 
{{Transient icon|Shennong|rarity=4}} is a moveslut so it goes without saying that his allies generally should not have to move. There is an exception if using his {{Star|3}} form since his first turn skill is not as useful, so units who only need to move periodically can also be useful here.
 
'''Units who do not remove/nullify debuffs/immune to Poison'''
 
As mentioned previously, the main appeal of Shennong functions only if {{Status|en name=Poison}} is up, so using units who don't negate/remove the debuff actively is important. Since {{Status|en name=Poison reversal}} is rather unique, the buff will stack with most units' kits as a result. This isn't a hard and fast rule since there may be exceptions with regards to skill activation timing, etc.
 
No Dark Lords AR, No Jambavan.
 
'''Units with [After Debuff] skill timing'''
 
Speaking of exceptions, units with skills with [After Debuff] timing generally have some sort of debuff removal, but they can pair well with Shennong since he can force their skills to activate, something that is otherwise not always guaranteed to happen. In particular, {{Transient icon|Breke|rarity=4}} and {{Transient icon|Hanuman|variant=Journey}} greatly benefit. On the other hand, {{Transient icon|Gullinbursti|rarity=4}} does not benefit as much since his skill evolution immediately removes Poison most of the time, not allowing him to enjoy the benefits of Poison reversal.
 
'''Units with extra damage to Poison'''
 
As of writing, the only units that apply here are both forms of {{Transient icon|Astaroth}}. {{Transient icon|Astaroth|rarity=4}} particularly benefits the most due to their role as an attacker and for having a higher damage multiplier than their {{Star|3}} form.


==AR Equipment==
==AR Equipment==

Revision as of 01:51, 30 March 2020

NOTE: This page currently under construction.

(This page is for Shennong strategy guide. For the standard Shennong page, click here.)

Overview

Shennong is an interesting moveslut as he introduces the new status effect [[|No name provided .]]No description provided. (Unknown). After the first turn of each phase and having applied Poison-100~-200HP/turn for 5 turns (Debuff) to allies, he can give Poison Reversal to allies by moving, and it has the effect of boosting attack by 2x, boosting defense by 0.65x, and healing up to 400 HP, thereby counteracting the detrimental effects of Poison by 200 HP. Although these multipliers are relatively low compared to other buffs, this is an extremely powerful effect since it's an offensive and defensive buff rolled into one and has the guarantee of stacking with almost every other unit's kit released beforehand. Since Poison Reversal only lasts one turn, Shennong functionally acts like a low-cost Snow/Aizen/Surtr. While he loses out on defense since their buffs have a better multiplier (0.45x), he has the advantage of boosting allies' attack by a 3x multiplier through the effect of both Poison Reversal and Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff) while having a similar net healing factor. Finally, he also has the nice ability of applying EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) for the first turn of each phase, either only to self or including allies depending on the rarity.

Disadvantage-wise, his main issue lies in needing Poison in order to trigger Poison Reversal. While Poison is not a particularly debilitating status effect, Shennong's skill effectively negates most forms of buff negation from allies. On the flip side, if his allies negate the Poison debuff, they won't be able to benefit from Poison Reversal immediately. Most importantly, this opens up the entire team to other debuffs which could be detrimental, so a team with Shennong will not be able to handle debuffs very well unless planned accordingly through some other means. Finally, Shennong carries all the associated problems/challenges of a moveslut such as weakness to FearCannot move at will, -10CP/turn for 5 turns (Debuff) and the like.

Highlights

Class: Tank, Support

Gameplay Role: Mixed Buffer, Healer, Moveslut

Pros

+ Gives [[|No name provided .]]No description provided. (Unknown) on move to self and allies, raising attack/defense and healing

+ Gives Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff) on move to allies, further boosting attack and healing

+ Gives EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) with fat heal on first turn to self (+ allies for )

+ has Element hero.pngVALIANT which is neutral/resists every elemental attribute except Element world.pngWORLD, can switch to for Element earth.pngWOOD typing

+ TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to self increases tanking abilities

+ Applies Poison-100~-200HP/turn for 5 turns (Debuff) to enemies

Cons

- Applies Poison-100~-200HP/turn for 5 turns (Debuff) to self and allies, making the team vulnerable to debuffs

- Ranges of skill activation can be restricting

- Slightly inconsistent procs without skill seeds, especially for form

- form only protects self on first turn

- Needs to move

Gameplay Role

For clarification regarding the timing of Shennong's skills, Shennong only triggers his EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) on the first turn of each phase. On the other hand, Shennong only triggers his [[|No name provided .]]No description provided. (Unknown) skill on every turn except the first turn of each phase. So they are essentially mutually exclusive effects which will never stack if they come from Shennong.

Mixed Buffer/Moveslut

As mentioned before, the effects of [[|No name provided .]]No description provided. (Unknown) make Shennong comparable to movesluts like Snow/Aizen/Surtr. While the latter three mentioned all have unique aspects to them, they all have in common a skill which gives a defensive buff with a 0.45x multiplier, +16 CP, and +500 HP to self and allies on move. Poison reversal, on the other hand, gives a defensive buff with a 0.65x multiplier, an offensive buff with a 2x multiplier, and a net +200 HP to self and allies on move after taking the effect of Poison-100~-200HP/turn for 5 turns (Debuff) into account. Since Shennong also gives Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff) to allies, this increases the offensive multiplier to 3x and brings back the healing to +500 HP. So for allies, Shennong can be seen as trading some defense and CP charging for a 3x attack multiplier. Since Poison Reversal and Nourishment to a lesser extent are rare effects, Shennong can also stack these effects rather easily with other preexisting offensive/defensive buffs.

Another point of comparison to be made is between other previous offensive buffers such as Babalon (Jiangshi), Tomte, and Tangaroa (Canaan). Jiangshi Babalon and Tomte both give ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff), Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff), and Blessing+300~600HP/turn for 4 turns (Buff) in some way, where Jiangshi Babalon also gives Immobility+12CP/turn, cannot move at will for 3 turns (Buff) for extra CP while Tomte does not need to move. Summarizing, Jiangshi Babalon has a net effect of an offensive buff of 3.6x to allies, +17 CP, and +900 HP while Tomte has a net effect of an offensive buff of 3.6x to allies and +1200-1500 HP. These two trade defense for more offense, healing, or CP but also have some sort of caveat with Jiangshi Babalon restricting movement and Tomte having subpar proc rates. Canaan Tangaroa, on the other hand, is more defensive and closer to Shennong, boasting a potential offensive buff multiplier of 3.6x, a potential 0.19x defensive multiplier, and healing of around +1200 HP, although this value can increase rapidly since it depends on how many enemies hit him. The major downside however is that Canaan Tangaroa needs to be hit for these effects to spread and his procs are inconsistent. Due to skill activation order, this also means that the offensive buffs do not have a 100% uptime since the effects only apply for the following turn, unlike defensive and healing effects.

In a similar vein, Shennong as an offensive buffer also carries a similar major flaw and that regards needing Poison-100~-200HP/turn for 5 turns (Debuff) on allies as previously discussed in the overview. First, it should be mentioned that the 70% proc rate of Shennong's Poison activation skill is not a major issue since Shennong's Poison reversal only applies to the second turn of the phase and onwards. In matters of first application, there is a 91% chance of allies having Poison for an unseeded Shennong and a 96% chance when seeded, which is consistent enough. Since Poison also has a high uptime of five turns, refreshing the debuff is also less of an issue.

What is more pressing of an issue is debuff mitigation. The presence of Poison can mess with attempts to remove or nullify debuffs, making the team open up to potential debuffs. Moreover, it makes it so that an ally will not benefit from Poison Reversal since Poison has been negated. To give an example, consider Wakan Tanka (Fashionista). Since he has a Nullify DebuffPrevent receiving debuff once for 4 turns. Vanishes after use. (Buff) on [Turn Start], Shennong must precede him in team order in order to give the debuff. However, the Poison infliction will also remove Nullify Debuff for every subsequent turn as noted in the skill's description. The main result is that unless tested and planned around properly, using Shennong should be avoided in situations that call for debuff mitigation.

The following table attempts to summarize the previous discussion. Ranges are used to indicate inconsistent procs (<70%).

Summary of Movesluts/Previous Offensive Buffers
Unit Status effects for allies ATK multiplier DEF multiplier HP gain CP gain Range Moveslut Flaws Notes
Icon frame rarity 4.pngValiant element icon.pngThrust weapon icon.png Poison-100~-200HP/turn for 5 turns (Debuff), [[|No name provided .]]No description provided. (Unknown), Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff) 3x 0.65x +500 +0 Directly adjacent Yes Needs Poison, removes debuff immunity. Applies only after first turn of each phase.
Icon frame rarity 5.pngWater element icon.pngSlash weapon icon.png ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) 1x 0.45x +500 +16 One square away Yes Has Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff).
Icon frame rarity 5.pngFire element icon.pngShot weapon icon.png TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff), AdamantineDEF Up by 0.9x ~ 0.45x for 4 turns (Buff) 1x 0.20-0.45x +500 +16 Directly adjacent Yes Can BindCannot activate skills, ATK Down by 0.9x ~ 0.45x for 4 turns. CS effects still apply. (Debuff) enemies.
Icon frame rarity 5.pngInfernal element icon.pngLong Slash weapon icon.png ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff), DEF UpDEF Up by 0.9x ~ 0.45x for 4 turns (Buff) 1x 0.20-0.45x +500 +16 Cross range Yes Element evil.pngINFERNAL typing and occasional BerserkATK Up and DEF Down by 1.3x ~ 2.6x for 4 turns (Buff) weaken survivability. Has EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) on first turn.
Icon frame rarity 4.pngWood element icon.pngSlash weapon icon.png ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff), Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff), Blessing+300~600HP/turn for 4 turns (Buff), Immobility+12CP/turn, cannot move at will for 3 turns (Buff) 3.6x 1x +900-1200 +17 Directly adjacent Yes Immobilizes teammates. Effects do not apply to self.
Icon frame rarity 4.pngAll-Round element icon.pngNone weapon icon.png ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff), Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff), Blessing+300~600HP/turn for 4 turns (Buff) 1.5-3.6x 1x +1200-1500 +0-5 Directly adjacent No None type, inconsistent procs especially for Ardor. Assumes that Blessing and Nourishment trigger.
Icon frame rarity 5.pngWorld element icon.pngShot weapon icon.png VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff), Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff), UnctionDEF Up by 0.85x ~ 0.425x, +150~300HP every turn for 2 turns (Buff), ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) 3.6x 0.19-0.425x +>1200 +0 Directly adjacent Somewhat Needs to be hit, inconsistent procs. Assumes that first three status effects trigger and are spread.

Healer

As demonstrated in the table above, the net healing effect of Shennong's kit is comparable to movesluts of the variety. However, it is small compared to units who specialize in healing such as Jiangshi Babalon or Tomte. Still, it can be concluded that Shennong's HP drain from Poison is not something to be worried about. As an additional note, the healing from Shennong's first turn skill and his CS is somewhat large, improving overall the team's sustainability.

Damage Mitigator

Outside of Poison Reversal, Shennong also has the ability to provide EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) on the first turn of each phase to himself and, in his form, also to allies. Sitri (Christmas) also effectively had this ability, and it's worth mentioning here for Shennong as well for the same reasons. Most of the time, this skill gives the team a free turn for putting out damage and activating skills. In particular, it's worth mentioning that units who have skills which activate [When/After Receiving Damage] are helped by this effect greatly, which includes units like Canaan Tangaroa, Oz, and Maria. Unlike Christmas Sitri, Shennong is also more of an active damage mitigator through Poison reversal as well, so he enables team compositions geared around such skill timings more easily.

The form of Shennong loses out on this ability so he won't be able to perform the same way. Since he functionally still does everything regarding Poison Reversal however, it is not too huge of a loss so this first turn can be used to move a unit who only needs to move periodically like Christmas Sitri. On the other hand, if the number of turns taken to clear each phase is low, the form will be more of a dead weight.

Stats and Seed Usage

Unit (Effective) HP Base ATK ATK per square CS ATK per square (SALV1)
Unseeded Seeded Unseeded Seeded Unseeded Seeded Unseeded Seeded
Icon frame rarity 3.pngWood element icon.pngThrust weapon icon.png 6276 8264 3595 5179 1977 2848 2013 2900
Icon frame rarity 4.pngValiant element icon.pngThrust weapon icon.png 7726 9820 4119 5688 2265 3128 3460 4778
Icon frame rarity 5.pngWood element icon.pngLong Slash weapon icon.png 7927 9864 4753 6305 1521 2018 1901 2522


For consistency purposes, it is highly recommended to skill seed Shennong due to the presence of multiple 90% procs. Following that, since the purpose of Shennong is to tank and support the team as much as possible, HP and Level seeds should be favored. Finally, ATK seeds are nice since they actually influence his damage per square by a rather large percentage.

Team Synergy

Units who do not need to move

Shennong is a moveslut so it goes without saying that his allies generally should not have to move. There is an exception if using his form since his first turn skill is not as useful, so units who only need to move periodically can also be useful here.

Units who do not remove/nullify debuffs/immune to Poison

As mentioned previously, the main appeal of Shennong functions only if Poison-100~-200HP/turn for 5 turns (Debuff) is up, so using units who don't negate/remove the debuff actively is important. Since [[|No name provided .]]No description provided. (Unknown) is rather unique, the buff will stack with most units' kits as a result. This isn't a hard and fast rule since there may be exceptions with regards to skill activation timing, etc.

No Dark Lords AR, No Jambavan.

Units with [After Debuff] skill timing

Speaking of exceptions, units with skills with [After Debuff] timing generally have some sort of debuff removal, but they can pair well with Shennong since he can force their skills to activate, something that is otherwise not always guaranteed to happen. In particular, Breke and Hanuman (Journey) greatly benefit. On the other hand, Gullinbursti does not benefit as much since his skill evolution immediately removes Poison most of the time, not allowing him to enjoy the benefits of Poison reversal.

Units with extra damage to Poison

As of writing, the only units that apply here are both forms of Astaroth. Astaroth particularly benefits the most due to their role as an attacker and for having a higher damage multiplier than their form.

AR Equipment

Example AR Equipment

Example description

Checks and Counters

Example counter

Example description

Teambuilding Options

This section consists of user-submitted builds that may not necessarily be viable for high level quests.

Arbitrary Team Name

Team Details (submitted by UserName)

Shennong
【Debuffer】

Shennong
【Moveslut, CP Battery】

Shennong
【Healer, Tank】

Shennong
【Support unit】
Cost: ≥X

Example team function description.

Gameplay examples