Ifrit/Strategy

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NOTE: This page currently under construction.

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

Overview

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

☆3/☆4 Ifrit

Ifrit is has an extremely narrow and situational gimmick that he can’t access from the get go due to his default, which contradicts his main purpose to reach his Charge quick. His best quality is his LB3.

☆4 Make Sail Ifrit

Ifrit (Make Sail) comes in with amazing aspects that will make him a solid staple for a mixed support, being LB1 applying Concentration on his allies, a fantastic offensive+proc rate increasing buff that was once mostly obtained through Charge skills, and Fervor being a great offensive+CP buff that adds up very nicely for Concentration increased damage bit. He may have a poor man’s (pun unintended) Seth LB3 on his LB2 since the ailment he applies is useless, but it combined with 2 offensive buffs makes for a total of 3 buffs with one of them being defensive, making him a fantastic mixed buffbot altogether. Past that he starts falling flat a little since Default locks him out of using his Charge for a bit (at least being Fear-immune allows him to keep moving freely for his skills) which he shares with the original at a much less crippling pace and his Charge isn’t too worthy of mention past possible good damage out of Fervor (which is still a vast improvement from his original Charge). If you wish an unit that provides two rare, amazing offensive buffs as well as fair protection to his mates, then he’s your man for the job.

Highlights

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

☆3/☆4 Ifrit

Class: Healer

Gameplay role:

Pros

+ Great LB3 as 4☆ thanks to being moderately exploited by Ranged range.

+ Self-Cleanse from LB1, shrugging himself off of most ailments with relative ease.

Cons

- Default is useless.

- The whole point of his skillset is to pump his CP for a Charge that, while it has a currently unique effect, doesn’t do anything remarkable.

☆4 Make Sail Ifrit

Class: Mixed support

Gameplay role:

Pros

+ Contrary to his original version, his Default only lasts for its duration and then wears off for the rest of the fight (unless Cleansed by an outer source earlier).

+ Along with his bandmates, owns an amazing LB1, Concentration to adjacent allies somewhat on demand is fantastic in a lot of ways.

+ LB2 Protection can serve fairly well to help allies and himself take a hit in a pinch.

+ LB3 Fervor to adjacent allies, paired with LB1 offers two very strong rare buffs that allow his allies to always strongly benefit from it offensively, also helped by the fact Fear won’t stop his movement.

Cons

- Being Strike, he’s mostly relevant as a buffbot due to Strike range difficulties, he can’t approach LB3 as well as his allies past his Charge either.

- LB2’s ailment is almost useless on enemies since they hardly ever get to use their Charge against you.

- LB3 has a very weird side-effect of applying Burn on his allies on KO, an unfavorable one given Burn can passively eat up their HP.

- While he no longer shoots himself in the foot with his self-ailment, his Charge isn’t particularly great past its range and possible damage under LB3.

Gameplay Role

Offensive support

Band Ifrit is one of the rarest caracter who can give two offensive to adjacent ally by moving. The first is concentration who has 60% to give this buff to adjacent allies and the second is fevor who has 64% to give this buff to adjacent allies and self. To give an idea there are 38,4% that Ifrit give two buff, 47,2% that he give only one buff and 14,4% that he give nothing. Futhermore, if you max skill seed him, there are 51,8% that he give two buff, 40,4% that he give one buff and 7,8% that he give nothing. This has as consequence that he one of the caracters who enjoy the most the skill seed. The real downside of band Ifrit role is that you need to move constantly just to give at least one buff and his two buff have a duration of two turn.

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.pngBlow weapon icon.png 5907 7841 4010 5640 4010 5640 2245 3159
Icon frame rarity 4.pngFire element icon.pngShot weapon icon.png 6540 8434 4744 6415 2135 2887 5313 7184
Icon frame rarity 4.pngAether element icon.pngBlow weapon icon.png 7422 9433 4062 5626 4062 5626 1219 1688


Because he is a blow unit, you don't need at all to invest on ATK seed and therefore by consequence in LV seed. Invest in HP seed can be a good seems in need to survive to avoid is last skill activation where he can burn adjacent allies and also because of his defensive support. Finally use skill seed is a good choice since is dramatically increase is chance to give atleast one buff.

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

Team Details (submitted by UserName)

Ifrit
【Debuffer】

Ifrit
【Moveslut, CP Battery】

Ifrit
【Healer, Tank】

Ifrit
【Support unit】

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

Example team function description.

Gameplay examples