Arc/Strategy

From Tokyo Afterschool Summoners
Jump to navigation Jump to search

NOTE: This page currently under construction.

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

Overview

Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Overview is sufficiently modified.

It’s been quite a long time since a Stigma-focused unit was introduced, and Arc is a fairly peculiar one at that. Unlike Zabaniyya or the angel mobs, they rely on Stigma, its effects and their Charge to wipe enemies off the battlefield, it’s a playstyle that needs proper setup and a bit of patience and timing, but will reward you very well if you manage to pull it off. Their only other redeeming qualities are their Default, which is generally fantastic for eating up buffs and Blessing special damage, but you’ll require very specific units (3☆ Harlot/Babalon or VGrabriel) to even approach it. Still, if you play by their strengths with a proper party, they'll be a somewhat novelty unit that can be exploited in more than one way. You can alternatively use their Stigma to help their allies’ damage, which is just as much of a strategy as an offensive one.

Highlights

Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Highlights is sufficiently modified.

Class: Glass Cannon, Offensive Support

Gameplay role:

Pros

+ Default is a considerable pseudo-Purge, proper management of it can cripple buff-reliant enemies considerably.

+ LB3 Stigma blends very well with their Charge effects, making both skills the centerpiece of their playstyle with Stigma also helping ally damage.

+ Charge benefits from carefully infecting foes with Stigma which is easy and in turn dealing respectable damage to all of them.

Cons

- LB1 Anchored is situational at best, with a less than favorable proc method.

- LB2 isn’t too good if they're used as a frontliner (which is recommended), it can attract harm their way and they aren't very resilient.

- Relies heavily on LB3 and Charge to stand out, meaning they require allies to help reach it and exploit their damage potential.

Gameplay Role

Example gameplay role breakdown.

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.pngFire element icon.pngShot weapon icon.png 5871 7799 3994 5636 1797 2536 799 1127
Icon frame rarity 4.pngFire element icon.pngSnipe weapon icon.png 6636 8573 4614 6242 1200 1623 1384 1873
Icon frame rarity 5.pngFire element icon.pngSnipe weapon icon.png 7207 9060 5473 7110 1423 1849 21892 28439


Example description

Team Synergy

Example synergy class

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

Endless Winter

Endless Winter (submitted by Arathun)

Korpokkur
【Board poisoner】

Snow
【Tank, Healer】

Arc
【CS Denier, Anchorer】

Tsathoggua
【Tank, Healer, Aggro Control】

【Anyone / no one】

【Anyone / no one】
Cost: 64

The following assumes all units are fully built at LB3, but assumes no seeding.

The main strategy of this team is attract enemies to one side of the board at the front, while slowly chipping away all enemy units on the other side at the back. Thus, this team is best suited for large maps, although it can also work on wide and tall ones. Korpokkur slowly chips in enemy HP every turn start, and can build CP quickly whenever he misses (although this can be difficult to do since he has 0.28x ATK penaltyMagic weapon type. His 0.10x ATK penaltyAll type CS can deal more serious damage, ensuring this chipping strategy is not a total slog.

While Korpokkur camps in the back corner and misses, Snow and Tsathoggua tank enemy hits on the opposite corner. Tsathoggua can control aggro with his own CS (which he can generate self-sufficiently) while contributing healing to self and allies. He can also inflict Charm on opponents and activate Tenacity before receiving damage, raising his survivability substantially. However, even with all these, he is still not quite capable of tanking strong hits while remaining positive in HP balance overall. Snow can provide the extra boost he needs to tank more, through healing and Protection bestowal, as well as ferrying Tsathoggua out of harms way when his HP gets critically low.

Lastly, Arc mostly plays a bonus role of denying enemies with problematic CSes with Compensator. She can also keep Korpokkur out of reach with her on-move Anchor, although this is rather situational.

Examples

Sacrificial Shield

Sacrificial Shield (submitted by Arathun)
Unknown icon.png
Ghost
【Damage Attenuator, CP Battery】

Kotaro
【Damage Attenuator, Damage Dealer, CS Spammer, Repositioner】

Arc
【CP Depleter, CS Denier】

Leib
【Debuff Denier, Damage Buffer, Healer】

【Anyone / no one】

【Anyone / no one】
Cost: ≥34

This team works best in tall 3×6 maps.

The core of this team is Kotaro (Beachside) and a Ghost. Kotaro can bestow Evasion to the allied unit ahead of him at a very high rate, Tenacity in the squares surrounding him, and Dazzle to enemy cards in 0.45x ATK penaltyShot range. This grants fantastic protection to the unit directly ahead of him. However, all of these activate only on move. Ghosts can inflict Dazzle and Curse when struck, which further attenuates incoming damage from the enemy. He also bestows a good chunk of CP to adjacent units when struck. Placing the Ghost in the front will ensure that the enemy receives the damage debuffs first before they can hit allies behind the Ghost. Thus, this team relies on constantly moving Kotaro directly behind Ghost every turn.

This duo can be countered by disabling Kotaro's move or skills, so Leib can bestow Nullify Debuff and Remove Debuff to Kotaro cover this blindspot. He's also immune to all skill-locking abilities, and doesn't need to move in this particular formation (he can be ferried by Kotaro), so he can provide debuff protection indefinitely. A very welcome bonus is his skill to bestow Ardor every turn to units around him. This can make Kotaro's CS even more lethal, which is important since Kotaro is essentially the only source of good, reliable damage in this team. Thus, positionally, Leib should be adjacent to Kotaro while attacking someone as much as possible.

Lastly, Arc can keep enemy CP down and thus deny CSes, which are often troublesome for their damage and guaranteed CS effects (which can be numerous and deadly). This team is particularly weak to flat damage, since Leib's healing is rather abysmal (Regeneration restricted to CS). It is also vulnerable to enemies that can penetrate through multiple defense buffs (anyone with Remove Buffs, or Eita (Set Sail)) or enemies that can shrug off debuffs (anyone with Remove Debuffs, or Avarga). In either case, the Ghost is likely the first unit to leave battle, so this team can benefit from having more Ghosts ready in the Sub Member slots.

Examples