Difference between revisions of "Kagutsuchi/Strategy"

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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.
# 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}}.
# 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}}.
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'''Offensive Buffers'''
'''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.  
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'''
'''Units with good CSes'''
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{{#ev:youtube|B9mEIif09BE}}
{{#ev:youtube|B9mEIif09BE}}
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