Difference between revisions of "Bael/Strategy"

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Since he's a Magic so his damage modifier won't be high but that got cover-up because of his elemental ( {{Attribute|Infernal}} ) advantage and his cluster truck of an ability that is LB1.
Since he's a Magic so his damage modifier won't be high but that got cover-up because of his elemental ( {{Attribute|Infernal}} ) advantage and his cluster truck of an ability that is LB1.


So FYI, His LB1 basically multiplies his damage by 2 for every buff that the enemy has. If I got this right, he would deal around ~40k damage (doesn't include elemental advantage, Seed and debuff) if the enemy has 5 buffs on them and it's increase the more buff the enemy has. So in theory, his damage is limitless.
So FYI, His LB1 basically multiplies his damage by 2 for every buff that the enemy has. If I got this right, he would deal around ~40k damage (doesn't include elemental advantage, Seed and debuff) if the enemy has 5 buffs on them and it's increase the more buff the enemy has. His damage can get as high as the like of {{Transient icon|Ophion|rarity=5}}, {{Transient icon|Aizen|rarity=5}} or {{Transient icon|Andvari|Variant:Beachside}} so he a good source of damage.  





Revision as of 16:33, 2 May 2020

NOTE: This page currently under construction.

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

Overview

Let us welcome a "new" face to the Housamo family, Bael, and looking at his skill set it's clear that he's a mix between disruptive support and bruiser. For starter, he specializes against the enemy that has (too) many buffs on their hand. His Default is a clear example of this, with buff reversal he's able to reduce enemy damage as well as their defense, though CP deplete is pretty situational but it's good nonetheless. His LB1 multiplies his damage against the enemy that has buffs, furthermore increase if they have many and to top it off a nice little defense buff for his entire team. LB2 buffs his allies with a price of a 1000 of their health. LB3 makes him shine as a disruptive support: OppressionCannot move at will for 2 turns (Debuff), WeaknessDEF Down by 1.2x ~ 2.4x for 1 turn (Debuff), CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff) which synergize well with his LB1 and LB2. Furthermore with his attack type, Magic, he could lock down the entire enemy team, making them weaker while dealing ton of damage and making his allies stronger.

So if I were to rank him, His 5-star Bael would be an A+ tier or even an S tier. His 3-star Bael would be around A tier

Highlight

Class: Infernal Disruptive Support, Bruiser

Gameplay Role: Debuffer, Buffer, Damage Dealer

Pros

+ Boost his allies damage and defense

+ Makes the enemy unable to move, deal less damage and take more damage from your team

+ Deals ton of damage if the enemy has buff(s) on them

+ He's Element evil.pngINFERNAL so he deals more damage against every elemental except Valiant and All-round

+ A pretty good frontliner considering he has ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) and CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff)

+ All of his skill has a high proc chance

+ His CS is very useful: Deal an amazing amount of damage and make the enemy deal literally 0 damage to him and his team.

Cons

- He pretty mediocre until LB3

- Though LB2 is useful but chipping away 1000 (600, in the case of his 3-star) health from everyone is a huge cost, if not careful he can be the team demise

- As mentioned, his LB2 is risky so he is forced to be a sentry for most of the time

- His 3-star is missing CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff) and DEF UpDEF Up by 0.9x ~ 0.45x for 4 turns (Buff) compare to his 5-star, outside that the two of them are pretty much the same

- Since his kit rely heavily on the enemy if they have buff or not, teammate who can remove buff from the enemy is going to a hinder to Bael

  • As a normal 5☆, he’s incredibly difficult to obtain.

Gameplay Role

First off let talk about the timing of his skill. The only skill that needs him to move is his LB2, his LB1 and LB3 apply when he attacks and when the phase start so they sorta encourage you to not move Bael around a lot and make him a sentry (which is good since the drawback of his LB2).

Debuffer

As previously mentioned, the three things that make Bael shine as a Disruptive Support are OppressionCannot move at will for 2 turns (Debuff), WeaknessDEF Down by 1.2x ~ 2.4x for 1 turn (Debuff), CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff) and since his attack type is Magic so he can spread all three of this debuffs to the enemy.

OppressionCannot move at will for 2 turns (Debuff) is a good CC but mobs that have Shot, Snipe, or Magic this debuff won't be effective against them (Thrust would be a problem too if they are at a good position).

WeaknessDEF Down by 1.2x ~ 2.4x for 1 turn (Debuff) make the enemy take more damage, that it's.

CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff) is a good cover-up for the weakness (heh) of OppressionCannot move at will for 2 turns (Debuff). It's made enemy deal less damage so that long-range enemy won't hurt as much

Buffer

So we have covered the Disruptive part of Bael's kit so what about his Support side. Bael has a basic buff kit: 1 offensive buff ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff); and two defensive one DEF UpDEF Up by 0.9x ~ 0.45x for 4 turns (Buff), ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) and all three of them are easy to access (high proc chance). But one downside is the drawback of his LB2 make the 2 buffs often absent from the team and since his ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) only proc once at phase start and last one turn, making him need to rely on his LB2 (and I pretty sure you know why that's a bad thing). In conclusion, Bael, for the most game, gonna be a Disruptive more than a Buffer.

But if you're willing to take the risk then your team will have more damage against enemies with WeaknessDEF Down by 1.2x ~ 2.4x for 1 turn (Debuff) while taking much more less damage against enemies with CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff). I would say that's a pretty fair trade-off.

Damage Dealer

Since he's a Magic so his damage modifier won't be high but that got cover-up because of his elemental ( Element evil.pngINFERNAL ) advantage and his cluster truck of an ability that is LB1.

So FYI, His LB1 basically multiplies his damage by 2 for every buff that the enemy has. If I got this right, he would deal around ~40k damage (doesn't include elemental advantage, Seed and debuff) if the enemy has 5 buffs on them and it's increase the more buff the enemy has. His damage can get as high as the like of Ophion, Aizen or Andvari so he a good source of damage.


Comparing Bael and Bael, his 5-star would be the obvious choice. A new debuff and a new buff for the team never hurt anyone but if you have sh!tty luck and only draw him as a 3-star. It's ok, his 3-star is still viable as much as his 5-star.

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.pngInfernal element icon.pngMagic weapon icon.png 6625 8672 3246 4770 909 1336 1818 2671
Icon frame rarity 5.pngInfernal element icon.pngMagic weapon icon.png 8706 10728 4325 5844 1211 1636 4844 6545


Since all of his skill has a high proc chance (ranging from 80%-100%) you don't really need skill seed. And his role is a Disruptive Support and a Bruiser, so ATK seed and Level seed should be more favored than HP seed.

Team Synergy

Units who can apply buffs to the enemy

Since Bael is a good counter to the enemy that likes to buff so why don't we straight up give them buff. More buff = More damage, Transient like Licho or Sitri (Christmas) is the prime example. With this trio, you can obliterate the entire enemy team if done right.

Units that can heal themselves or apply heal to others

It's pretty trivial but if you want Bael to be a moveslut but LB2 is holding you back from doing so why don't add a healer to the team. Unit like Arsalan, Yasuyori, or the Protagonist (though they have a pretty bad synergy with Bael since they remove buffs from the enemy) who can heal themselves or apply heal to others. In this team synergy, you can make your entire team constantly have ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) and DEF UpDEF Up by 0.9x ~ 0.45x for 4 turns (Buff) while no one dying. (or you could just establish a love relationship)

AR Equipment

To be honestly honest, Bael can synergize well with any AR Equipment that has Infernal or Magic restrictions. (If you have any recommendation, let me know)

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)

Bael
【Debuffer】

Bael
【Moveslut, CP Battery】

Bael
【Healer, Tank】

Bael
【Support unit】

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

Example team function description.

Gameplay examples