Difference between revisions of "Ded/Strategy"

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(Created page with " ''NOTE: This page currently under construction.'' ''(This page is for Ded strategy guide. For the standard Ded page, click here.)'' ==Overview== ''Adapted with per...")
 
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==Overview==
==Overview==


''Adapted with permission from [https://docs.google.com/document/d/1pbHcWTbVyKPGWYgbZnys_fFGH6RSelgq5kfe03O9bkY/edit# the Housamo Gameplay-Based Tier List]''
==={{Star|5}} Ded===


Both Regular Ded have a similar skill set, down to the useless LB2, but greatly differ through LB3. For {{Transient icon|Ded|rarity=3}}, he’s a nice support thanks to Blessing and LB3’s Insight through attacks, which has been stated can potentially break some characters even if it doesn’t affect him, with a side-CP increase effect as a nice bonus, while also having slightly above-average survivability thanks to self-Regen. Just be mindful for the fact he’s Pierce, he needs to get exposed to allow LB3 to take full effect, and can be outclassed in this field. Consider either offensive or defensive buffs depending on how you want to approach him. For {{Transient icon|ded|rarity=5}}, he’s slight support thanks to Blessing, and has slightly above-average survivability thanks to self-Regen, but he becomes much better thanks to LB3, an on-hit Critical, nice self-heal and nice increased damage on Charm, which he safely applies through his awesome Charge, which by itself is a great mass-stun. Consider Insight/Concentration along offensive and/or defensive buffs.
Ded is an old unit who tries to juggle between sustaining his team and doing damage to decent effectiveness. LB1 provides him with some sustain at a decent rate while LB3 further adds to it plus {{Status|en name=Crit}} for damage, where the less than ideal activation rate is remedied by his range. LB2's evolved combat use is minimal but can help since he is encouraged to move. The evolved Default is the only truly notable aspect of his kit, giving him potent positioning at phase start and allowing him to inflict a considerable HP Down to enemies in a large area every two turns while the other turns he can heal his team. While the flat healing combined with {{Status|en name=Blessing}} is not bad, the lack of damage reduction his kit offers makes this less than ideal defensive support. Lastly, his CS is simple but effective disruption that can appreciate some external CP boosting to reach.
 
==={{Star|5}} Christmas Ded===
 
With a warm and sunny take on the festive season, {{Transient icon|Ded|variant=Christmas}} is an interesting unit who mainly focuses around {{Status|en name=Acceleration}} and {{Status|en name=Burn}}. With the former, he can nicely round up most of his activation rates in addition to approaching his powerful CS quicker, or forgo it for increased defense. While the defensive option is not bad by itself, the rest of his kit encourages constant moving and leaves its likely best use for when Ded may have his movement restricted. With {{Status|en name=Burn}} and {{Status|en name=Burn Weakening}}, Ded and his whole team can enjoy increased damage to enemies he hits and even greater when using his CS, though unfortunately his regular attacks cannot get immediate use of the damage increase. {{Status|en name=Ardor}} and {{Status|en name=Protection}} give his team good offensive and defensive support while increased horizontal movement can help with positioning. If his CS can hit enough enemies, this can add some sustain as well. With a bit of everything to support his team, Christmas Ded can fit well anywhere as the primary unit to move.


==Highlights==
==Highlights==


''Adapted with permission from [https://docs.google.com/document/d/1pbHcWTbVyKPGWYgbZnys_fFGH6RSelgq5kfe03O9bkY/edit# the Housamo Gameplay-Based Tier List]''
==={{Star|5}} Ded===


'''Class:''' Glass Cannon (☆5), Disrputive Support
'''Class:''' Glass Cannon, Defensive Support


'''Gameplay Role:'''  
'''Gameplay Role:''' Damage Dealer, Healer


'''Pros'''
'''Pros'''


+ Default Blessing serves as a moderate passive heal for his allies.
+ Good damage with Crit and HP Down every two turns.


+ LB1 allows him to passively heal whatever damage he takes thanks to Regen being a great passive heal.
+ Offers good sustain for himself and his team, plus great positioning at phase start.


+ ☆3 LB3 is moderately good for giving Insight just by attacking, allowing for some interesting interactions.
+ CS can effectively shut down attackers at good range.


+ ☆5 LB3 is great to pronounce his self-heal prowess, adding Critical to exponentially increase his damage and dealing additional damage on enemies under Charm, which his Charge applies en-masse.
'''Cons'''


+ Charge is amazing for mass-stunning targets, especially priority ones.
- No means of defense for himself or his team to supplement his healing.
 
- HP Down is restricted to every two turns, otherwise having to rely on Crit.
 
==={{Star|5}} Christmas Ded===
 
'''Class:''' Mixed Support
 
'''Gameplay Role:''' Damage Dealer, Positioner, Offensive/Defensive Support
 
'''Pros'''
 
+ Offers offensive and defensive support for his team at good range, plus some disruption with LB3.
 
+ Can quickly approach his CS, especially if not hitting anything, to heal high damage and heal his team.


'''Cons'''
'''Cons'''


- Default and LB1 can be ho-hum, especially since LB1 is his only way to be slightly durable.
- Aside from his CS, he is mostly defensive and relies on his team to do the damage.


- LB2 is useless, even with its upgrade.
- No sustain for himself and needs his CS to hit plenty of targets to provide decent healing for his team.


- LB3 needs constant clean hits because of his Pierce range compared to similar characters with broader and safer attack ranges.
- The defense reduction to Burned enemies is rather modest, and aside from it the status does little.


==Gameplay Role==
==Gameplay Role==
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==Stats and Seed Usage==
==Stats and Seed Usage==


{| class="wikitable"
{{Transient stat table|Ded}}
|-
! Unit !! Max HP (unseeded) !! Max HP (seeded) !! Max ATK (unseeded) !! Max ATK (seeded) !! Max normal ATK per square (unseeded) !! Max normal ATK per square (seeded) !! Max CS ATK per square (unseeded, SALV1) !! Max CS ATK per square (seeded, SALV1)
|-
| {{Transient icon|Ded|rarity=3|size=medium|frame=y}} || 6174 || 8153 || 3705 || 5290 || 2037 || 2910 || 2075 || 2962
|-
| {{Transient icon|Ded|rarity=5|size=medium|frame=y}} || 8225 || 10178 || 4826 || 6398 || 2172 || 2879 || 5406 || 7166
|}
 


Example description
Example description
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|{{Transient icon|Ded|size=large|rarity=3}}<br/>[[Ded]]<br/>【Healer, Tank】
|{{Transient icon|Ded|size=large|rarity=3}}<br/>[[Ded]]<br/>【Healer, Tank】
|style='background: Honeydew'|{{Transient icon|Ded|size=large|rarity=3}}<br/>[[Ded]]<br/>【Support unit】
|style='background: Honeydew'|{{Transient icon|Ded|size=large|rarity=3}}<br/>[[Ded]]<br/>【Support unit】
|style='background: Gainsboro'|{{Transient icon|Licht|size=large|rarity=4|variant=Valentine}}<br/>[[Licht#transient2|Licht]]<br/>【example of variant call】
|style='background: Gainsboro'|{{Transient icon|Yasuyori|size=large|rarity=5|variant=Christmas}}<br/>[[Yasuyori#transient2|Yasuyori]]<br/>【example of variant call】
|style='background: Gainsboro'|{{Transient icon|-|size=large|rarity=3}}<br/>[[Catalog|Anyone]] / no one<br/>【Flexible】
|style='background: Gainsboro'|{{Transient icon|-|size=large|rarity=3}}<br/>[[Catalog|Anyone]] / no one<br/>【Flexible】
|-
|-
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==Gameplay examples==
==Gameplay examples==
* [https://www.youtube.com/watch?v=Q1rCPPZDldc Example external link]

Latest revision as of 19:26, 17 December 2021

NOTE: This page currently under construction.

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

Overview

Ded

Ded is an old unit who tries to juggle between sustaining his team and doing damage to decent effectiveness. LB1 provides him with some sustain at a decent rate while LB3 further adds to it plus CritATK Up by 2x ~ 4x for 1 turn (Buff) for damage, where the less than ideal activation rate is remedied by his range. LB2's evolved combat use is minimal but can help since he is encouraged to move. The evolved Default is the only truly notable aspect of his kit, giving him potent positioning at phase start and allowing him to inflict a considerable HP Down to enemies in a large area every two turns while the other turns he can heal his team. While the flat healing combined with Blessing+300~600HP/turn for 4 turns (Buff) is not bad, the lack of damage reduction his kit offers makes this less than ideal defensive support. Lastly, his CS is simple but effective disruption that can appreciate some external CP boosting to reach.

Christmas Ded

With a warm and sunny take on the festive season, Ded (Christmas) is an interesting unit who mainly focuses around Acceleration+8CP/turn for 3 turns (Buff) and Burn-300~-600HP/turn for 5 turns (Debuff). With the former, he can nicely round up most of his activation rates in addition to approaching his powerful CS quicker, or forgo it for increased defense. While the defensive option is not bad by itself, the rest of his kit encourages constant moving and leaves its likely best use for when Ded may have his movement restricted. With Burn-300~-600HP/turn for 5 turns (Debuff) and Burn WeakeningWhile user has Burn: DEF Down by 1.5x for 999 turns (Irremovable Debuff), Ded and his whole team can enjoy increased damage to enemies he hits and even greater when using his CS, though unfortunately his regular attacks cannot get immediate use of the damage increase. ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) and ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) give his team good offensive and defensive support while increased horizontal movement can help with positioning. If his CS can hit enough enemies, this can add some sustain as well. With a bit of everything to support his team, Christmas Ded can fit well anywhere as the primary unit to move.

Highlights

Ded

Class: Glass Cannon, Defensive Support

Gameplay Role: Damage Dealer, Healer

Pros

+ Good damage with Crit and HP Down every two turns.

+ Offers good sustain for himself and his team, plus great positioning at phase start.

+ CS can effectively shut down attackers at good range.

Cons

- No means of defense for himself or his team to supplement his healing.

- HP Down is restricted to every two turns, otherwise having to rely on Crit.

Christmas Ded

Class: Mixed Support

Gameplay Role: Damage Dealer, Positioner, Offensive/Defensive Support

Pros

+ Offers offensive and defensive support for his team at good range, plus some disruption with LB3.

+ Can quickly approach his CS, especially if not hitting anything, to heal high damage and heal his team.

Cons

- Aside from his CS, he is mostly defensive and relies on his team to do the damage.

- No sustain for himself and needs his CS to hit plenty of targets to provide decent healing for his team.

- The defense reduction to Burned enemies is rather modest, and aside from it the status does little.

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.pngAether element icon.pngThrust weapon icon.png 6174 8153 3705 5290 2037 2910 2075 2962
Icon frame rarity 5.pngNether element icon.pngShot weapon icon.png 8225 10178 4826 6398 2172 2879 5406 7166
Icon frame rarity 5.pngWater element icon.pngSlash weapon icon.png 8176 10112 4503 6057 2026 2726 1801 2423


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

Team Details (submitted by UserName)

Ded
【Debuffer】

Ded
【Moveslut, CP Battery】

Ded
【Healer, Tank】

Ded
【Support unit】

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

Example team function description.

Gameplay examples