Zabaniyya/Strategy

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NOTE: This page currently under construction.

(This page is for Zabaniyya strategy guide and is currently under construction/maintenance. For the standard Zabaniyya page, click here.)

Overview

☆3/☆5 Zabaniyya

Zabaniyya's primary role is pretty straightforward as a Glass Cannon/Minor Debuffer in both his lower and higher rarities, with the latter being made much more viable with the recent skill specific evolution. His high damage output comes primarily from his natural high Attack stat, his StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) and Burn-300~-600HP/turn for 5 turns (Debuff) exploitation, in his ☆5 only, ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) and his high CP charge potential. Both rarities require no movement (barring the application of Blessing+300~600HP/turn for 4 turns (Buff) to allies, however the application of this buff is quite irrelevant to his primary role and mostly exists for flavor purposes), making it so building a team around him should pose less issue. As a unit fully focused on offense, he is extremely frail and requires others for survivability.

The ☆3 version of his card has been quite outdated for a while, being unreliable with the StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) application and also being unable to benefit from the extra damage from it due to its timing of application being After Attack. It also boasts a smaller damage bonus against Burn-300~-600HP/turn for 5 turns (Debuff).

The ☆5 version of his card is now able to take full advantage of the damage bonus provided by both StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) and Zabaniyya's innate debuff exploitation due to its trigger timing being changed to When Attacking, significantly boosting his damage output. His rates have also become much more consistent by being, so far, the only unit with access to Prayer+10% skill activation rate for 6 turns (Buff) within his own kit. Due to his Burn-300~-600HP/turn for 5 turns (Debuff) infliction being only on CS, he has been given CP generation tools when being hit and when he gets debuffed as well to reach the exploitation stage of it much faster. It also boasts one of the highest attack stats in the whole game, making attack buffs on him quite effective and his role much clearer. Due to his damage coming mostly from debuff exploitation, he also works well with most offensive boosters to reach even greater heights of on-demand damage. He is however, severely limited due to his low range and no survivability or sustain whatsoever to take advantage of his new CP generation tools.


☆5 Fashionista Zabaniyya

Zabaniyya (Fashionista)'s variant turns around completely from his regular card, becoming a very solid tank with self sustain whilst also not discarding his potential offensive capabilities from his regular card and shifting more of that power to his CS. He also gained some supportive presence, earning him the status of a "jack of all trades" unit but master of none. His primary function is to serve as a spearhead, keeping him in the front line and taking all the enemies hits in with ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) and TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) and retaliating with StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff), a status that will both help the team's overall damage and also boost his CS damage significantly as well. He possesses tools to also keep the party safe by bestowing them with ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) and Blessing+300~600HP/turn for 4 turns (Buff) and can also bolster them periodically with ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) and CP. All of this turned him into a very solid all-rounder, being able to provide a little bit of everything to the team.

Highlights

☆5 Zabaniyya

Class: Glass Cannon

Gameplay role: Damage Dealer

Pros

+ Very high possible damage output on demand thanks to ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff), StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) and the extra damage multiplier against it

+ No movement required for him to function makes him a flexible unit to work around with

+ Guaranteed and Increased rates for the first 5 turns thanks to Prayer+10% skill activation rate for 6 turns (Buff) making him more reliable for the duration

+ His CS inflicts Burn-300~-600HP/turn for 5 turns (Debuff) which he also deals extra damage against, helping his damage reach even higher

Cons

- Being Thrust range severely limits his reach and potential

- CP generation tools are locked behind enduring damage and debuffs, something he cannot do on his own

- The rate for ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) is very low, even with Prayer+10% skill activation rate for 6 turns (Buff)

- The exploitation multipliers are fairly low, both of them combined only reaching about the same level as a singular regular attack buff

☆5 Fashionista Zabaniyya

Class: Tank

Gameplay Role: Versatile Support

Pros

+ Extremely high survivability and board presence due to TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff), ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) and Blessing+300~600HP/turn for 4 turns (Buff)

+ StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff), ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) in junction with his high attack stat helps him not feel like dead weight in the team in terms of damage

+ Increased vertical movement gives extra incentive for his movement and easier to push the advance

+ The application of StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) on enemies, ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff), ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff), Blessing+300~600HP/turn for 4 turns (Buff) and CP on allies makes him a versatile supportive unit, providing both offensive and defensive properties to the team

Cons

- Lack of extra horizontal movement and his supportive abilities only working on directly adjacent allies and left and right makes it tougher to reposition team and ensure everyone will benefit from his buffs

- Due to his mixed presence shifting between a tank, an offensive unit, a healer, an offensive support, a defensive support, a CP battery and the fact that he requires movement makes him a unit that may be slightly harder to build around due to his lack of focus and specialization on any given one

- His Blessing+300~600HP/turn for 4 turns (Buff), TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) and ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) rates are somewhat unreliable and more noticeable when there are less enemies in the board to hit

Gameplay Role

☆5 Regular Zabaniyya

Damage Dealer

The only thing to note is that he deals heavy damage on Thrust range, however, since he applies StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff), it would probably be wise to place him before any other damage dealer so they can take advantage of it as well, using him as a debuffer for that purpose. He offers very little outside heavy damage constantly with no Phase Start/Turn Start restrictions which in itself is quite rare to have at such a good reliable rate as most Thrust range Damage dealers have this limitation. The best comparison would be Aegir, with a free 4.4x multiplier but even half of it is restricted by a Phase Start condition that cannot be renewed until the next phase, whilst in the meantime, Zabaniyya has a constant renewable (and partly dependant on proc rates), 8.1x damage multiplier, this without even factoring the attack stat difference of the two. His turn 1 presence is however not the strongest out there as Wakan Tanka (Fashionista) beats him to it with his first turn Crit+. Overall just a solid unit that can be used with potential attack buffers to quickly delete units in thrust range or used as a constant source of high damage throughout the fight, using him with defensive supports to keep him alive.

☆5 Fashionista Zabaniyya

Defensive Support

Fashionista Zabaniyya's primarily role as said previously, is to tank hits and protect the team. He functions similarly to Aizen and Snow in that regard, however his supportive range is a lot more restricted and not as flexible as he trades some of defensive support potential for other types of utility. His positioning is very strict, being only able to bestow CP to units left and right and ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) and Blessing+300~600HP/turn for 4 turns (Buff) only to the directly adjacent units, meaning a square formation would leave one unit without benefiting from anything, meaning an ideal formation would be a T formation with Zabaniyya in the center. This coupled with the fact that he has no extended horizontal movement, can cause various issues when handling positioning, however his extended vertical movement can somewhat remedy this by allowing him to perform 90º rotated T formations with Zabaniyya in the center.

Mixed Role Support

Adding to his primary function is a lot of potential offensive oriented capabilities, whenever he is hit, he inflicts StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) to the attacker, making them take more damage in the next turn by all sources, functioning similarly to Maria. Due to being a Fashionista unit, he can also further boost allies offensive potential by providing Ardor on Phase Start, so it is always recommended to terminate a phase with him positioned in the center. His CS is the most indicative source of versatility, by allowing him to heal in 1 square radius around him by a large amount and dealing extra damage against StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff), further enforcing his hybrid nature. Whilst he requires movement for the CP charge and ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff), he does not require movement for his healing, damage or debuffing so it's possible to alternate between moving units whenever the situation does not deem the extra defense necessary.

Stats and Seed Usage

Unit (Effective) HP Base ATK ATK per square CS ATK per square (SALV1) Notes
Unseeded Seeded Unseeded Seeded Unseeded Seeded Unseeded Seeded
Icon frame rarity 3.pngFire element icon.pngThrust weapon icon.png 5511 7380 16332 23523 9419 12938 26373 36225 SA1, StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff)
Icon frame rarity 5.pngFire element icon.pngThrust weapon icon.png 7103 8913 39283 59947 25466 32971 162980 211014 SA1, ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff), StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff)
Icon frame rarity 5.pngValiant element icon.pngShot weapon icon.png 7454 9298 25864 38157 13265 17171 106120 137366 SA1, ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff), StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff)


The Standard version should prioritize Attack and Level Seeds the most to fully take advantage of the high damage potential. Skill seeds then later so his good rates can outlast Prayer+10% skill activation rate for 6 turns (Buff).

The Fashionista version should prioritize Level Seeds and HP seeds, with Attack and Skill seeds following right after due to the majority of his skills being already 100% and most of the ones who aren't, wouldn't reach that threshold either.

Team Synergy

Standard Zabaniyya

Defensive Supports

Since Zabaniyya requires no movement, he can pair quite well with most units that bestow defense buffs such as ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) and UnctionDEF Up by 0.85x ~ 0.425x, +150~300HP every turn for 2 turns (Buff) that require movement, preferably with healing properties as well such as Snow, Tangaroa (Canaan). Aizen (Jamboree) is also a great to handle debuff management and bestow AdamantineDEF Up by 0.9x ~ 0.45x for 4 turns (Buff) since Zabaniyya charges faster against teams with debuffs but has no way to handle them.

Offensive Supports

Zabaniyya's damage can ramp up pretty quickly when pairing him with offensive buffers that preferably do not bestow ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff). Units such as Leannan Sidhe or Hephaestus (Summer). Units that also inflict StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) and Burn-300~-600HP/turn for 5 turns (Debuff) reliably can also ramp up his damage in certain situations where his CS is up but the enemy doesn't have StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) ( Nekros&Bacchus and Balor who can also dampen enemy damage potential) or during downtimes where the CS isn't up and he can't inflict Burn, with Ifrit (Make Sail) who is already an offensive buffer on his own and can also inflict ConflagrationWhen user is burned: enemies deal 3000 extra damage for 2 turns (Debuff) which will boost his damage even further by a fixed amount.

Pullers

Units that can pull enemies from afar are also good picks to use, such as Arc, Dagon and Hephaestus (Summer), all of these having additional properties that can help with Zabaniyya's role even further by either providing StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) uptime, extra damage, ferry potential and even damage dampening.

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)

Zabaniyya
【Debuffer】

Zabaniyya
【Moveslut, CP Battery】

Zabaniyya
【Healer, Tank】

Zabaniyya
【Support unit】

Licht
【example of variant call】
Unknown icon.png
Anyone / no one
【Flexible】
Cost: ≥X

Example team function description.

Gameplay examples