Difference between revisions of "Kagutsuchi/Strategy"

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''NOTE: This page currently under construction.''


''(This page is for Kagutsuchi strategy guide. For the standard Kagutsuchi page, click [[Kagutsuchi|here]].)''
''(This page is for Kagutsuchi strategy guide. For the standard Kagutsuchi page, click [[Kagutsuchi|here]].)''
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{{Transient icon|Kagutsuchi|variant=Jamboree}} is notable for occupying the niche of passive defensive supports among the likes of {{Transient icon|Triton}}, being able to give {{Status|en name=Protection}} to allies with an After Buff skill timing, and also as a CP battery, giving {{Status|en name=Arousal}} to allies and 12 CP to himself and allies horizontal to him with an After Buff skill timing. These features alone make him notable, since he can provide an easy layer of defense/CP charging without moving. The rest of his kit helps to facilitate these goals: improved survivability through {{Status|en name=Adamantine}} which he triggers from his phase start {{Status|en name=Weakness}}, more improved survivability by giving {{Status|en name=Guts}} to himself and healing allies after receiving damage, and a passive application of {{Status|en name=Nourishment}} to himself and allies for healing. All of these effects make him a great option for adding defense and sustainability to a team lacking some.
{{Transient icon|Kagutsuchi|variant=Jamboree}} is notable for occupying the niche of passive defensive supports among the likes of {{Transient icon|Triton}}, being able to give {{Status|en name=Protection}} to allies with an After Buff skill timing, and also as a CP battery, giving {{Status|en name=Arousal}} to allies and 12 CP to himself and allies horizontal to him with an After Buff skill timing. These features alone make him notable, since he can provide an easy layer of defense/CP charging without moving. The rest of his kit helps to facilitate these goals: improved survivability through {{Status|en name=Adamantine}} which he triggers from his phase start {{Status|en name=Weakness}}, more improved survivability by giving {{Status|en name=Guts}} to himself and healing allies after receiving damage, and a passive application of {{Status|en name=Nourishment}} to himself and allies for healing. All of these effects make him a great option for adding defense and sustainability to a team lacking some.


With that being said, in actuality Jamboree Kagutsuchi is already quite similar to a preexisting unit, and that is {{Transient icon|Daikoku}}. Functionally, Jamboree Kagutsuchi's skill ranges are very much like Daikku's, in which Jamboree Kagutsuchi can only boost CP to allies horizontal to him, making an effective Slash range where he is in the middle. FIn fact, Daikoku is in some ways more consistent especially with regards to healing allies, so one can use Daikoku as a lower cost option to replace Jamboree Kagutsuchi. For example, Daikoku gives +24 CP to allies at a 90% proc rate unseeded, but Jamboree Kagutsuchi would need to buff his +12 CP skill with an 80% proc rate twice to match that numerically. For this reason, one might wonder what niche Jamboree Kagutsuchi has at all if a permanent low and high cost replaceable option exists already. This niche is that his skills rely on an After Buff skill timing, which presents a lot more flexibility in options and will be discussed in more detail further. Still, it is good to keep in mind that Jamboree Kagutsuchi's main weaknesses would be his consistency and the differing ranges in skill application.
With that being said, in actuality Jamboree Kagutsuchi is already quite similar to a preexisting unit, and that is {{Transient icon|Daikoku}}. Functionally, Jamboree Kagutsuchi's skill ranges are very much like Daikku's, in which Jamboree Kagutsuchi can only boost CP to allies horizontal to him, making an effective Slash range where he is in the middle. In fact, Daikoku is in some ways more consistent especially with regards to healing allies, so one can use Daikoku as a lower cost option to replace Jamboree Kagutsuchi. For example, Daikoku gives +24 CP to allies at a 90% proc rate unseeded, but Jamboree Kagutsuchi would need to buff his +12 CP skill with an 80% proc rate twice to match that numerically. For this reason, one might wonder what niche Jamboree Kagutsuchi has at all if a permanent low and high cost replaceable option exists already. This niche is that his skills rely on an After Buff skill timing, which presents a lot more flexibility in options and will be discussed in more detail further. Still, it is good to keep in mind that Jamboree Kagutsuchi's main weaknesses would be his consistency and the differing ranges in skill application.


==Highlights==
==Highlights==
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Earlier in the summary, it was pointed out that {{Transient icon|Kagutsuchi|variant=Jamboree}} was functionally very similar to {{Transient icon|Daikoku}} even down to the range of skill application. As noted, the main distinguishing feature between the two units is that Jamboree Kagutsuchi depends on an After Buff timing, and it was stated that this provides a lot more flexibility. Here is a list of reasons why this timing makes a difference:
Earlier in the summary, it was pointed out that {{Transient icon|Kagutsuchi|variant=Jamboree}} was functionally very similar to {{Transient icon|Daikoku}} even down to the range of skill application. As noted, the main distinguishing feature between the two units is that Jamboree Kagutsuchi depends on an After Buff timing, and it was stated that this provides a lot more flexibility. Here is a list of reasons why this timing makes a difference:


# Upper bound in CP - Jamboree Kagutsuchi's upper bound in CP application per turn is only limited by the number of buffs a team can give to him. Since he gets {{Status|en name=Protection}} to himself After Buff, he actually rolls his CP skill at least twice usually, as long as he received a buff other than Protection. As more and more unique buffs that are uncommon are introduced, this plays to Jamboree Kagutsuchi's favor where he can acquire an higher upper bound in CP over time. Examples include {{Status|en name=Poison reversal}}, {{Status|en name=Taunt}}, {{Status|en name=Weapon Change (Blow)}}, etc. As a more visceral example, using {{Transient icon|Leanan Sidhe|rarity=4}} allows him to give up to 82 CP to himself and allies in one turn since he acquires five buffs from Leanan Sidhe, Protection from himself, and another +!0 CP from the effect of {{Status|en name=Arousal}}.
# Upper bound in CP - Jamboree Kagutsuchi's upper bound in CP application per turn is only limited by the number of buffs a team can give to him. Since he gets {{Status|en name=Protection}} to himself After Buff, he actually rolls his CP skill at least twice usually, as long as he received a buff other than Protection. As more and more unique buffs that are uncommon are introduced, this plays to Jamboree Kagutsuchi's favor where he can acquire an higher upper bound in CP over time. Examples include {{Status|en name=Poison Reversal}}, {{Status|en name=Taunt}}, {{Status|en name=Weapon Change (Blow)}}, etc. As a more visceral example, using {{Transient icon|Leanan Sidhe|rarity=4}} allows him to give up to 82 CP to himself and allies in one turn since he acquires five buffs from Leanan Sidhe, Protection from himself, and another +!0 CP from the effect of {{Status|en name=Arousal}}.
# Positioning - In comparison to Daikoku, Jamboree Kagutsuchi achieves a greater flexibility in positioning, allowing him to tank in the front line and hide in the back line while still providing Protection and CP. This is an important feature since being cognizant of the sources of buffs and how Jamboree Kagutsuchi will apply his effects is essential to using him.
# Timing - While not obvious on paper, this is probably the most important point. After Buff skill timings interject the flow of battle, so Jamboree Kagutsuchi can boost CP in various different situations. For example, his initial acquisition of {{Status|en name=Adamantine}} is on phase start, meaning that he can give a +24 CP on phase start in the beginning of battle. So a team can be constructed to have Jamboree Kagutsuchi give CP on any timing, phase start, turn start, after receiving damage, etc. In particular, being able to give turn start CP is a very rare niche which allows Jamboree Kagutsuchi to counter the CP depletion of {{Status|en name=Fear}}.
# Enemy Independence - Since After Buff timings do not necessarily depend on Jamboree Kagutsuchi attacking or missing, he can generate CP regardless of where enemies are or what state he is in. That is, Jamboree Kagutsuchi will still generate CP even if he is under the effects of {{Status|en name=Charm}} or {{Status|en name=Possession}}.
 
'''Defensive Support'''
 
There are a couple things to note about Jamboree Kagutsuchi's survivability. First, his acquisition of Weakness on phase start is in order for him to trigger his Adamantine, and they effectively cancel each other out that turn. So for most of combat, Jamboree Kagutsuchi will have Protection and Adamantine up, if not at the very least Protection. His after receiving damage skill also allows him to resurrect allies from the dead similar to {{Transient icon|Maria}}, so positioning here is important if going for a risky maneuver. Likewise, that skill giving him {{Status|en name=Guts}} can make him effectively immortal if luck is on your side. Since it's not preferable to have healing be dependent upon being hit, Jamboree Kagutsuchi's main source of healing and sustain will come through his CS, so a team with him should try to make him CS as much as possible in order to improve the team's durability. Likewise, this is one reason to put him earlier in placement in a team but it's not essential.


==Stats and Seed Usage==
==Stats and Seed Usage==


{| class="wikitable"
{{Transient stat table|Kagutsuchi}}
|-
! 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|Kagutsuchi|rarity=3|size=medium|frame=y}} || 6180 || 8160 || 3693 || 5285 || 3693 || 5285 || 3324 || 4757
|-
| {{Transient icon|Kagutsuchi|rarity=4|size=medium|frame=y}} || 7265 || 9276 || 3923 || 5474 || 2158 || 3011 || 5296 || 7390
|}


'''Jamboree Kagutsuchi'''


Example description
Jamboree Kagutsuchi definitely would like Skill seeds in order to improve the consistency of his skills. From there, since he is acting as a defensive support for the most part, HP and Level seeds should be prioritized before ATK seeds.


==Team Synergy==
==Team Synergy==


'''Example synergy class'''  
===Jamboree Kagutsuchi===
 
'''Defensive supports with a buff that isn't Protection'''
 
That is, people who can apply a separate defensive buff like {{Status|en name=Tenacity}} or {{Status|en name=Unction}}. Units such as {{Transient icon|Marchosias}} and {{Transient icon|Kotaro|variant=Beachside}} are good examples.
 
'''Offensive Buffers'''
 
Since Jamboree Kagutsuchi uses a lot of After Buff skills, units who can give a lot of buffs frequently work well with him. Examples include {{Transient icon|Nobuharu|variant=Festival}}, {{Transient icon|Chernobog|variant=Beachside}}, and {{Transient icon|Taurus Mask|variant=Christmas}}. As mentioned before, units with unique status effects and phase/turn start buffs are preferable. The best example of this is {{Transient icon|Shennong|variant=Summer}} who gives {{Status|en name=Poison Reversal}}, a buff unique to him, to allies on turn start.
 
'''Units with good CSes'''
 
This category has a lot of potential people, so it's probably easier to note units that aren't reliant on their attacking/missing skills. All-ranged nukers like {{Transient icon|Cthugha|rarity=5}} or {{Transient icon|Balor|rarity=4}} are some easy examples.
 
==AR Equipment==
 
===Jamboree Kagutsuchi===
 
{{Transient icon|Kagutsuchi|variant=Jamboree}} has a quite a selection of potential ARs to choose from, some with very interesting and powerful effects. {{AR Equipment|en name=A Teacher and Student from Kamata}} allows him to receive a buff every turn start, thus effectively giving him a +24 CP turn start skill. This is a really strong ability as noted before, due its circumvention of CP reduction from status effects like Fear. The second AR which is also interesting is {{AR Equipment|en name=Single Bulls Club}}, which boosts his CP After Buff. Since Jamboree Kagutsuchi is already designed to do that, this AR makes it easier for him to approach his CS and heal the team more frequently and consistently.
 
Other ARs to consider include CS boosting ARs like {{AR Equipment|en name=Summoners Christmas}} and {{AR Equipment|en name=Ooeyama Onis}}. ARs which give him a buff in some form are also nice, such as {{AR Equipment|en name=Servants Side by Side}}.


Example description


==Checks and Counters==
==Checks and Counters==


'''Example counter'''
===Jamboree Kagutsuchi===


Example description
'''CP Reduction'''
 
Units who can perform massive CP reduction such as through a skill like [[Dark Lord]] can counter {{Transient icon|Kagutsuchi|variant=Jamboree}}. As noted before, this type of method isn't fool proof because Jamboree Kagutsuchi's After Buff CP can occur on turn start.
 
'''Buff Reversal/extra damage to buffs'''
 
In other words, {{Transient icon|Bael|rarity=5}}.
 
'''Skill locking debuffs'''
 
Jamboree Kagutsuchi is not immune to skill locking debuffs, so these can shut him down pretty easily.


==Teambuilding Options==
==Teambuilding Options==
'''This section consists of user-submitted builds that may not necessarily be viable for high level quests.'''
'''This section consists of user-submitted builds that may not necessarily be viable for high level quests.'''


===Arbitrary Team Name===
==={{Star|4}} Zao Meta===


{| class="mw-collapsible wikitable" style="text-align: center"
{| class="mw-collapsible wikitable" style="text-align: center"
! colspan="6" | Team Details (submitted by UserName)
! colspan="6" | Team Details (submitted by milk)
|-
|-
|{{Transient icon|Kagutsuchi|size=large|rarity=3}}<br/>[[Kagutsuchi]]<br/>【Debuffer】
|{{Transient icon|Chernobog|size=large|variant=Beachside|rarity=5}}<br/>[[Chernobog]]<br/>【Mixed Buffer, Healer】
|{{Transient icon|Kagutsuchi|size=large|rarity=3}}<br/>[[Kagutsuchi]]<br/>【Moveslut, CP Battery】
|{{Transient icon|Zao|size=large|rarity=4}}<br/>[[Zao]]<br/>【Tank】
|{{Transient icon|Kagutsuchi|size=large|rarity=3}}<br/>[[Kagutsuchi]]<br/>【Healer, Tank】
|{{Transient icon|Kotaro|size=large|variant=Beachside|rarity=4}}<br/>[[Kotaro]]<br/>【Moveslut, Damage Dealer】
|style='background: Honeydew'|{{Transient icon|Kagutsuchi|size=large|rarity=3}}<br/>[[Kagutsuchi]]<br/>【Support unit】
|style='background: Honeydew'|{{Transient icon|Kagutsuchi|size=large|variant=Jamboree|rarity=4}}<br/>[[Kagutsuchi]]<br/>【Support unit, CP Battery】
|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|-|size=large|rarity=3}}<br/>[[Catalog|Anyone]] / no one <br/>【Flexible】
|-
|-
! colspan="6" | Cost: ≥X
! colspan="6" | Cost: ≥58
|}
|}


Example team function description.
This is a team designed for vertical maps to show off using {{Transient icon|Zao|rarity=4}}. In particular, {{Transient icon|Kagutsuchi|variant=Jamboree}} is used to act as a CP battery so that Zao can give {{Status|en name=Guts}} frequently on top of the nukes from {{Transient icon|Kotaro|variant=Beachside}}. Furthermore, it highlights the synergy between both Jamboree Kagutsuchi and Beachside Kotaro, and the synergy between Zao and Beachside Kotaro. Three offensive buffs are in rotation with {{Status|en name=Ardor}} from {{Transient icon|Chernobog|variant=Beachside}}, {{Status|en name=Vigor}} from Zao, and {{Status|en name=Nourishment}} from Jamboree Kagutsuchi. On the other hand, five defensive buffs are in rotation with {{Status|en name=Protection}} from Jamboree Kagutsuchi, {{Status|en name=Adamantine}} from Zao, {{Status|en name=Tenacity}} and {{Status|en name=Evasion}} from Beachside Kotaro, and {{Status|en name=Unction}} from Beachside Chernobog. Thus, for any quest that doesn't feature any major detrimental debuffs, this team is able to tank through most content.
 
Positioning-wise, this team has Beachside Kotaro act as the centerpiece while Beachside Chernobog hides behind him and Zao protects him in the front. Jamboree Kagutsuchi exists on the sides, boosting the CP and defense of whoever needs it. This column formation is important for the activation of Zao's skills. Once these buffs are acquired, it's possible to break this formation as seen fit. With five defensive buffs at any time, breaking formation to do something like put Jamboree Kagutsuchi in the center front to charge his allies' CP is a relatively safe maneuver. Finally, Guts adds one more layer of protection, and Beachside Chernobog can be used to heal that unit from the brink of death.


==Gameplay examples==
==Gameplay examples==


* [https://www.youtube.com/watch?v=Q1rCPPZDldc Example external link]
{{#ev:youtube|B9mEIif09BE}}
 
[[Category:Strategy pages]]
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