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 here.)

Overview

/ Kagutsuchi

As an early unit, Kagutsuchi has a very outdated and mediocre skill set. Moving a unit only to give himself ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff), an extremely common offensive buff now, and to allies Regeneration+400~800HP/turn for 4 turns (Buff) is not very impressive, especially with no access to defensive status effects. Don't expect much if anything from him until he gets an upgrade by means of skill evolution.

Jamboree Kagutsuchi

Kagutsuchi (Jamboree) is notable for occupying the niche of passive defensive supports among the likes of Triton, being able to give ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to allies with an After Buff skill timing, and also as a CP battery, giving Arousal+10CP/turn for 1 turn (Buff) 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 AdamantineDEF Up by 0.9x ~ 0.45x for 4 turns (Buff) which he triggers from his phase start WeaknessDEF Down by 1.2x ~ 2.4x for 1 turn (Debuff), more improved survivability by giving Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) to himself and healing allies after receiving damage, and a passive application of Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff) 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 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.

Highlights

/ Kagutsuchi

Class: Healer, Glass Cannon

Gameplay role: Damage Dealer

Pros

+ Can give Regeneration+400~800HP/turn for 4 turns (Buff) to allies, which is a less common healing buff in comparison to Blessing+300~600HP/turn for 4 turns (Buff)

+ Can give ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) to himself after moving to boost damage

Cons

- Needs to move, doesn't do great damage even after moving

- Ardor is a very common offensive buff, so moving for just that to himself is not very impressive.

- No defensive options as a unit who needs to move to be useful

- CS effect is not great

- Limited weapon range

Jamboree Kagutsuchi

Class: Healer, Tank

Gameplay role: Defensive Support, CP Battery

Pros

+ Passive application of ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to adjacent allies through After Buff skill timing

+ Arousal+10CP/turn for 1 turn (Buff) and CP to allies horizontal to him through After Buff skill timing, CP also to self

+ Very high survivability due to Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) and AdamantineDEF Up by 0.9x ~ 0.45x for 4 turns (Buff)

+ Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff) to self and allies

+ CS gives decent healing to himself and allies

Cons

- Application of skill ranges differ and can be restricting

- Unseeded skill rates are inconsistent

- After Buff timing means that you will hear him a lot

Gameplay Role

Example gameplay role breakdown.

Stats and Seed Usage

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)
Icon frame rarity 3.pngFire element icon.pngBlow weapon icon.png 6180 8160 3693 5285 3693 5285 3324 4757
Icon frame rarity 4.pngFire element icon.pngThrust weapon icon.png 7265 9276 3923 5474 2158 3011 5296 7390


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)

Kagutsuchi
【Debuffer】

Kagutsuchi
【Moveslut, CP Battery】

Kagutsuchi
【Healer, Tank】

Kagutsuchi
【Support unit】

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

Example team function description.

Gameplay examples