Difference between revisions of "Licht/Strategy"

From Tokyo Afterschool Summoners
Jump to navigation Jump to search
(→‎Nuclear Clock: Specify damage output and CP gains)
 
(46 intermediate revisions by 2 users not shown)
Line 1: Line 1:
''(This page is for Licht strategy guide. For the standard Licht page, click [[Licht|here]].)
''(This page is for Licht strategy guide. For the standard Licht page, click [[Licht|here]].)


==Overview==
==Overview==


{{Companion icon|Licht}} is a unit that does not stand out on his own, but truly shines as a support for units with strong charge skill (CS). Every single one of his base skills is related to CP boosting; however, his own CS has the underwhelming effect of reducing the enemy CP (by about 25 for SA level 1), so his self-boosting [[Artist]] serves his kit the least. In fact, it is preferable that Licht minimizes his own CP level since his main CP-boosting skills only activate when he attacks normally, and not when he uses his CS. Besides this, he reliably bestows [[Vigor]] to buff ally damage. One nice part of incorporating Licht in your team is that he necessitates the careful consideration of which teammates would synergize best with him, making teambuilding more challenging but also more fun (and potentially more rewarding).
''Adapted with permission from [https://docs.google.com/document/d/1pbHcWTbVyKPGWYgbZnys_fFGH6RSelgq5kfe03O9bkY/edit# Kiraidi's Tier List]
 
===☆3/☆5 Licht===
 
{{Companion icon|Licht}} is simple to understand, a fantastic CP battery support who can optimally fuel whoever is in front of him as well as some of his party if so desired, LB1 fuels allies’ CP in general every now and then, LB2 is the aforementioned CP fuel to whatever ally’s in front quite well with his attacks, LB3 brings it up a notch and also applies {{Status effect|闘志}} along, an offensive buff that can bolster his and his party’s damage. He’s greatly favored towards allies who rely on their Charge skills or have excellent Charge skills, while probably giving them a push in damage, all simply by sitting and attacking, a trait that’s fairly rare among units. His only mediocre aspects lie in his rather situational Charge, which is mostly useful for damage once LB3 is achieved, and that 5☆ is, funnily enough, just a little bit worse than 3☆ for LB3 applying at a less effective range, and being far more rare.
 
===☆4 Valentine Licht===
 
{{Companion icon|Licht|rarity=4|variant=Valentine}} roots a bit into his CP battery prowess and damage increasing fun from the original version with LB2 and LB3, but adds a different spice to his playstyle through Default's Concentration, a damage and proc rate buff that solidifies the rest of his kit very nicely, LB1 is rather fun to exploit given he’ll slap Weakness to whatever hits him, allowing for considerably painful counterattacks from him and his allies and with a very nice side-effect of dealing increased damage to enemies under Tenacity, a lot of the cast has a way to apply Tenacity to themselves and this side effect easily exploits that. He seals the deal with his magnificent Charge, Possession is a very rare ailment for players to use and it's a really good temporary shut down, with formidable range to boot and tremendous damage under Default+LB3 and perhaps even LB1. His only downside is the fact that sacrificing his originally Dark element for Fire is arguably bad since he's now weak to Water like a handful others. Sometimes LB2 won’t be fully approached since you might be trying to exploit LB3 more but play it smart and position him behind the ally who wants the most CP, he’ll do the rest by sitting and shooting things away.
 
== Highlights==
 
''Adapted with permission from [https://docs.google.com/document/d/1pbHcWTbVyKPGWYgbZnys_fFGH6RSelgq5kfe03O9bkY/edit# Kiraidi's Tier List]''
 
===☆3/☆5 Licht===
 
'''Class:''' Offensive Support, Glass Cannon
 
'''Gameplay Role:''' CP Battery, Damage Buffer
 
'''Pros'''
 
+ LB1 shares considerable CP in a huge effect range for his allies to approach.
 
+ LB2 serves greatly to steroid whatever ally he has in front with potentially huge amounts of CP.
 
+ LB3 packs him with even more CP and a damage buff for his allies, which also bolsters his damage.
 
'''Cons'''
 
- ☆5 is slightly worse for the fact LB3 applies in a far less effective range, with 3☆ being the cheaper and essentially more-efficient option.
 
- While his Default and LB3 CP affects him, his Charge is deemed mostly situational past potential damage, making Default kind of a waste.
 
- Exclusively a CP battery, damage buff is mostly a bonus and is a very common one, CP is important only to units with good Charges, limiting his viability.
 
 
 
===☆4 Valentine Licht===
 
'''Class:''' Glass Cannon, Offensive Support
 
'''Role:''' Damage Dealer, CP Battery, Damage Buffer
 
'''Pros'''
 
+ Boasts of increased proc rates and damage thanks to Default Concentration, which greatly helps the rest of his skill set.
 
+ LB1 helps pinpointing vulnerable targets whenever he’s hit, which allows him to counterattack with tremendous damage thanks to his other buffs.
 
+ LB2 serves greatly to steroid whatever ally he has in front with potentially huge amounts of CP, along with LB3 giving even more CP and a damage buff for his allies, which also bolsters his damage and stacks with Default and LB1.
 
+ Charge boasts of fantastic damage and can turn the tide of a fight thanks to Possessed turning enemy attack ranges around.
 
'''Cons'''
 
- Without Default, his performance sees a considerable drop in both damage and proc rates.
 
- While LB1 sounds great, he needs to be hit for it, having no way to reduce incoming damage by himself to exploit it.
 
- LB2 and partially LB3 rely on how good his allies’ Charge skills are in order to get maximum benefit out of them, gating him partially to party composition in that sense.


'''CP Battery'''
==Gameplay Role==


To understand {{Companion icon|Licht}}'s utility, quantifying his CP boosts and comparing this to the boosts from other buffs is necessary. [[Rev]] boosts CP by at least 8-16 per turn, with a total of at least 24-42 over 3 turns; [[Encouragement]] boosts CP by at least 10-20 at the end of the turn; [[Ardor]] boosts CP by at least 5-10 per turn, with a total of at least 10-20 over 2 turns; and [[Envy]] boosts CP by at least 5-10 per turn, with a total of at least 15-30 over 3 turns. In comparison, Licht has several opportunities to boost ally CP in a single turn, as '''his skills activate once per enemy hit'''.
===CP Battery===


{| class="wikitable"
To understand {{Companion icon|Licht}}'s utility, quantifying his CP boosts and comparing this to the boosts from other buffs is necessary. {{Status effect|加速}} boosts CP by ≥8 per turn, with a total of ≥24 over 3 turns; {{Status effect|奮起}} boosts CP by ≥10 at the end of the turn; {{Status effect|熱情}} boosts CP by ≥5 per turn, with a total ≥10 over 2 turns; and {{Status effect|妬}} boosts CP by ≥5 per turn, with a total of ≥15 over 3 turns. In comparison, Licht has several opportunities to boost ally CP in a single turn, as '''his skills activate once per enemy hit'''.
 
{|class="wikitable mw-collapsible"  
! colspan="4" | CP boost details
|-
|-
! Name of skill !! Applicable rarity/variant (☆) !! Activation chance (% at SLVL1, 100) !! Effect (SLVL100)
! Name of skill !! Applicable rarity/variant (☆) !! Activation chance (% at SLV1, 100) !! Effect (SLV100)
|-
|-
| [[Artist]] || 3, 5 || 50, 100 || 16-19CP (mode = 18CP) to self
| [[Artist]] || 3, 5 || 50, 100 || 16-19CP (mode {{=}} 18CP) to self
|-
|-
| [[Ruler]] || 3, 5 || 45, 90 || 12-14CP (mode = 13CP) to allies within two horizontal and/or vertical total squares away
| [[Ruler]] || 3, 5 || 45, 90 || 12-14CP (mode {{=}} 13CP) to allies within two horizontal and/or vertical total squares away
|-
|-
| [[Agitator]] || 3, 4 (Valentine), 5 || 25, 50 || 14-16CP (mode = 15CP) to ally 1 square ahead
| [[Agitator]] || 3, 4 (Valentine), 5 || 25, 50 || 14-16CP (mode {{=}} 15CP) to ally 1 square ahead
|-
|-
| [[Frenzy Conductor]] || 5 || 35, 70|| 16-19CP (mode = 17CP) and [[Vigor]] to self and allies within two squares ahead
| [[Frenzy Conductor]] || 5 || 35, 70|| 16-19CP (mode {{=}} 17CP) and {{Status_effect|闘志}} to self and allies within two squares ahead
|-
|-
| [[Spreader of Lunacy]] || 3, 4 (Valentine) || 20, 40 || 14-?CP (mode = ?) and [[Vigor]] to self and adjacent allies
| [[Spreader of Lunacy]] || 3, 4 (Valentine) || 20, 40 || 14-16CP (mode {{=}} 15) and {{Status_effect|闘志}} to self and adjacent allies
|-
|-
| (Attack CP bonus) || 5 || 100, 100|| 5-7 (mode = 5) to self
| (Attack CP bonus) || all || 100, 100 || 5-7 (mode {{=}} 5) to self
|-
| (Overkill CP bonus) || all || 100, 100 || 9-? (mode {{=}} ?) to self
|-
| (Struck CP bonus) || all || 100, 100 || 5-7 (mode {{=}} 5) to self
|}
|}


Three relevant team formations can be used to quantify the gain in CP, listed below (assumes each skill succeeds in activating). These team formations assume the use of 5☆ Licht, but the positioning and scaling CP gains should roughly apply to other variants as well
Three relevant team formations can be used to quantify the gain in CP, listed in the expandable table below (assumes each skill succeeds in activating). These team formations assume the use of 5☆ Licht, but the positioning and scaling CP gains should roughly apply to other variants as well


{| class="wikitable"
{| class="mw-collapsible mw-collapsed wikitable"
! colspan="3" | Team formations and their CP potential
|-
|-
! Ally CP boost and attack formation
! Ally CP boost and attack formation !! Self CP boost and attack formation !! Nuke formation
|-
|
{| class="wikitable" style="margin-left:auto; margin-right:auto; border:none"
|-
|-
| Enemy
| Enemy
Line 38: Line 110:
| Ally
| Ally
|-
|-
| {{Companion icon|Licht}}
! {{Companion icon|Licht}}
|}
|}


Ally CP boost range: [14*2 + 16*2, 16*2 + 19*2] = [60, 70]
||


Expected ally CP boost: 15*2 + 17*2 = 64
{| class="wikitable" style="margin-left:auto; margin-right:auto; border:none"
 
Licht CP boost range: [16*2 + 5*2, 19*2 + 7*2] = [42, 52]
 
Expected Licht CP boost: 17*2 + 5*2 = 44
 
{| class="wikitable"
|-
! {{Companion icon|Licht}} CP boost formation
|-
|-
| Enemy
| Enemy
Line 59: Line 123:
| Enemy
| Enemy
|-
|-
| {{Companion icon|Licht}}
! {{Companion icon|Licht}}
|}
|}


Licht CP boost range: [16*3 + 5*3, 19*3 + 7*3] = [63, 78]
||


Expected Licht CP boost: 17*3 + 5*3 = 66
{| class="wikitable" style="margin-left:auto; margin-right:auto; border:none"
 
{| class="wikitable"
|-
! Nuke formation
|-
|-
| Enemy
| Enemy
Line 76: Line 136:
| Ally
| Ally
|-
|-
| {{Companion icon|Licht}}
! {{Companion icon|Licht}}
|}
|}
|-
|Ally CP boost range: [14*2 + 16*2, 16*2 + 19*2] = [60, 70]
Expected ally CP boost: 15*2 + 17*2 = 64
Licht CP boost range: [16*2 + 5*2, 19*2 + 7*2] = [42, 52]
Expected Licht CP boost: 17*2 + 5*2 = 44
||
Licht CP boost range: [16*3 + 5*3, 19*3 + 7*3] = [63, 78]
Expected Licht CP boost: 17*3 + 5*3 = 66
||


Proximal ally boost range: [14 + 16, 16 + 19] = [30, 35]
Proximal ally boost range: [14 + 16, 16 + 19] = [30, 35]
Line 90: Line 168:


Expected Licht CP boost: 17 + 5 = 22  
Expected Licht CP boost: 17 + 5 = 22  
|}


In theory, his CP boosting potential can be bolstered even further with a [[Barrage]] buff bestowed by {{Companion icon|Mobster}}'s [[連携する者]] skill or {{Companion icon|Volos}}'s [[Sprouter]] skill, and enable consecutive CS activations from the same boosted ally. In practise, this may not be very rewarding because of (1) movement constraints, where coordinating 3 units in a column dynamically forces the Move action on the center unit; and (2) it necessitates Licht's team order number is larger to attack after the charge-attacking ally (Licht cannot pre-emptively CP boost a fully charged ally, and can only charge after they use their CS), where Licht cannot buff the charge-attacking unit with [[Vigor]] in the same turn before they attack; and (3) Licht may not be able to activate his skills if the enemies are KOd before he strikes them (they only activate on hitting enemies with non-zero HP), and so KOing opponents with the first hit of a [[Barrage]]-boosted attack would prevent the second round of CP boosting.


'''Damage buffer'''
In theory, his CP boosting potential can be bolstered even further with a {{Status_effect|連撃}} buff bestowed by {{Companion icon|Fire Mobster}}'s [[連携する者]] skill or {{Companion icon|Volos}}'s [[Sprouter]] skill, and enable consecutive CS activations from the same boosted ally. In practise, this may not be very rewarding because of (1) movement constraints, where coordinating 3 units in a column dynamically forces the Move action on the center unit; and (2) it necessitates Licht's team order number is larger to attack after the charge-attacking ally (Licht cannot pre-emptively CP boost a fully charged ally, and can only charge after they use their CS), where Licht cannot buff the charge-attacking unit with {{Status_effect|闘志}} in the same turn before they attack; and (3) Licht may not be able to activate his skills if the enemies are KOd before he strikes them (they only activate on hitting enemies with non-zero HP), and so KOing opponents with the first hit of a {{Status_effect|連撃}}-boosted attack would prevent the second round of CP boosting.


Besides {{Companion icon|Licht}}'s CP boosting potential, the one buff [[Vigor]] he bestows is one of the best in the game for its longevity (3 turns). This, along with the fact that it activates when attacking rather than when moving, makes stacking buffs much easier (more on this later). Its activation chance isn't too amazing in his 3☆ version ([[Spreader of Lunacy]] 40% at SLVL100), but is better in his 5☆ version ([[Frenzy Conductor]] 70% at SLVL100).
===Damage Buffer===


== Highlights==
Besides {{Companion icon|Licht}}'s CP boosting potential, the one buff {{Status_effect|闘志}} he bestows is one of the best in the game for its longevity (3 turns). This, along with the fact that it activates when attacking rather than when moving, makes stacking buffs much easier (more on this later). Its activation chance isn't too amazing in his 3☆ version ([[Spreader of Lunacy]] 40% at SLV100), but is better in his 5☆ version ([[Frenzy Conductor]] 70% at SLV100).
'''Role:''' CP Battery


'''Pros'''
==Stats and Seed Usage==


+ Extremely good CP generation for both self and allies
{{Transient stat table|Licht|rarity=3|note=-|merge=start}}
{{Transient stat table|Licht|rarity=3|atk buff=2.3|cs atk buff=2.3|note=with {{status|en name=Vigor}}}}
{{Transient stat table|Licht|rarity=5|note=-}}
{{Transient stat table|Licht|rarity=5|atk buff=2.3|cs atk buff=2.3|note=with Vigor}}
{{Transient stat table|Licht|rarity=4|note=-}}
{{Transient stat table|Licht|rarity=4|atk buff=2.3, 2.2|cs atk buff=2.3, 2.2|note=with Vigor and {{status|en name=Concentration}}|merge=finish}}


+ Reliable damage due decent base damage, skills that self-bestow [[Vigor]], and only having reduced damage output to {{Attribute|VALIANT}}
Because of Licht's respectable damage output, investing ATK seeds in him is a good choice, although Licht reliably KOing enemies makes repeated attack-dependent skill activations harder (it's probably better to KO enemies as soon as possible before they can counter, though). Investing HP seeds is an okay decision, as Licht's demise often means the demise of the team that was carefully built around Licht. Increasing the reliability of Licht's skill activation for CP boosting is essential, so he would best benefit from Skill seeds. LV seeds are a good investment for the same reason as HP and ATK seeds are.


+ Reliable damage buffer due to skills with potentially multiple activation chances that bestow [[Vigor]] to allies
==Team Synergy==


+ Does not rely on moves that activate on move to boost ally CP
'''Characters with good self-CP increase'''


+ Reliable activation chance of [[Frenzy Conductor]] in 5☆ {{Companion icon|Licht}}
Characters who can boost their own CP quickly can make up for the difference that Licht's CP boost misses to fill the charge gauge quickly.


'''Cons'''
'''Characters with non-Vigor attack buffs'''


- Underwhelming CS debuff effect
{{Status_effect|闘志}}'s main strength is its longevity, which allows for other attacks to be stacked with it. {{Status effect|熱情}} is a perfect match because of its ability to increase both damage output and CP over two turns. Damage buffs that are bestowed at the start of phases are especially quite synergistic because of Licht's [[Ruler]] skill (boosts ally CP at the beginning of phase), which can ensure that the first move of the boosted unit would be a boosted charge strike.


- Lack of defense buffing and debuffing skills
'''Characters with good a CS'''


- Unreliable activation chance in [[Agitator]] and [[Spreader of Lunacy]] in 3☆ {{Companion icon|Licht}}
When Licht is used properly, the effects associated with CAs become as important if not more important to micromanage as base skills, so picking a unit with good effects can lead to the guaranteed activation of those skills several times in a match. Selecting a unit with wide range (magic, all) with CS debuffs is also ideal. Being able to affect all enemies with a constant stream of CS debuffs regardless of positioning can enable other certain strategies reliant on stalling (e.g. healing and CP building).


- Highly positionally reliant
'''Characters who benefit from frontlining'''


==Team Synergy==
Licht should almost always be behind someone. Naturally, the unit who he is supporting should be able to play the frontline role of taking slash, wide slash, and blow damage directly well.
'''Characters with good self-CP increase:''' Characters who can boost their own CP quickly can make up for the difference that Licht's CP boost misses to fill the charge gauge quickly.


'''Characters with attack buffs:''' [[Vigor]]'s main strength is its longevity, which allows for other attacks to be stacked with it. [[Ardor]] is a perfect match because of its ability to increase both damage output and CP over two turns. Damage buffs that are bestowed at the start of phases are especially quite synergistic because of Licht's [[Ruler]] skill (boosts ally CP at the beginning of phase), which can ensure that the first move of the boosted unit would be a boosted charge strike.
'''All of the above'''  


'''Characters with excellent CS effects:''' When Licht is used properly, the effects associated with CAs become as important if not more important to micromanage as base skills, so picking a unit with good effects can lead to the guaranteed activation of those skills several times in a match.
There is a particular strategy that can work only if the above situations are met that (with some luck) breaks the game. This is elaborated in the Teambuilding Options: Nuclear Clock.
 
'''Characters with infinite CS range:''' Being able to affect all enemies with a constant stream of CS debuffs regardless of positioning can enable other certain strategies reliant on stalling (e.g. healing and CP building).
 
'''All of the above:''' There is a particular strategy that can work only if the above situations are met that (with some luck) breaks the game. This is elaborated in the Teambuilding Options section.
 
==Star Level Differences==
All of Licht's variants have both the necessary skills required for both CP building and damage buffing: [[Agitator]], [[Spreader of Lunacy]], and [[Frenzy Conductor]]. The 3 and 5☆ versions essentially only have these strategies, though, where the former is less positionally reliant but the latter is more reliable in skill activation.
 
==Seed Usage==
Because of Licht's respectable damage output, investing ATK seeds in him is a good choice, although Licht reliably KOing enemies makes repeated attack-dependent skill activations harder (it's probably better to KO enemies as soon as possible before they can counter, though). Investing HP seeds is an okay decision, as Licht's demise often means the demise of the team that was carefully built around Licht. Increasing the reliability of Licht's skill activation for CP boosting is essential, so he would best benefit from Skill seeds. LVL seeds are a good investment for the same reason as HP and ATK seeds are.


== Checks and Counters==
== Checks and Counters==
Line 147: Line 218:
'''CP reducers and CS blockers'''
'''CP reducers and CS blockers'''


Enemy skills that reduce the CP of allies by even a bit prevent the CP meter from ever completely filling, thus preventing CAs from ever happening. Licht's utility almost exclusively depends on CP boosting and CS activation, so even minor CP debuffs severely guts him. Skill sealers are often not a threat to Licht due to his ability to stay out of range, but he is similarly rendered near-useless if debuffed by either [[Bind]] or [[Skill seal]].
Enemy skills that reduce the CP of allies by even a bit prevent the CP meter from ever completely filling, thus preventing CAs from ever happening. Licht's utility almost exclusively depends on CP boosting and CS activation, so even minor CP debuffs severely guts him. Skill sealers are often not a threat to Licht due to his ability to stay out of range, but he is similarly rendered near-useless if debuffed by either {{Status effect|束縛}} or {{Status effect|S封印}}.


'''{{Attribute|VALIANT}}-type enemies'''
'''{{Attribute|VALIANT}}-type enemies'''


For the above two counters, {{Attribute|NETHER}}-resistant {{Attribute|VALIANT}} enemies are especially problematic for Licht. The three available {{Attribute|VALIANT}} units at the time of writing ({{Companion icon|Seth}}, {{Companion icon|Hogen}}, and {{Companion icon|Horkeu Kamui}}) also have a mixture of defense buffs and skill sealing debuffs.
For the above two counters, {{Attribute|NETHER}}-resistant {{Attribute|VALIANT}} enemies are especially problematic for Licht. Many available {{Attribute|VALIANT}} units ({{Companion icon|Seth}}, ☆5 Summer Festival variant {{Companion icon|Hogen}}, ☆5 {{Companion icon|Horkeu Kamui}}, ☆5 Setsubun variant {{Companion icon|Oniwaka}}) also have a mixture of defense buffs and skill sealing debuffs.


'''Formation disruptors'''
'''Formation disruptors'''


After moving for your turn, Licht should ideally always be directly behind an ally, and should have an enemy in range to attack. Skills that prevent movement limits being able to dynamically adjust formation on the fly, and thus obstructs Licht from being in his ideal position. Skills that push him away may leave him out of range, possibly forcing suboptimal movements to reposition. Skills that pull him forward generally don't affect him, since he should be behind someone in most cases anyway (and thus stay neatly out of range for a followup from blow- and slash-type enemies).  
After moving for your turn, Licht should ideally always be directly behind an ally, and should have an enemy in range to attack. Skills that prevent movement limits being able to dynamically adjust formation on the fly, and thus obstructs Licht from being in his ideal position. Skills that push him away or sideways may leave him out of range, possibly forcing suboptimal movements to reposition. Skills that pull him forward generally don't affect him, since he should be behind someone in most cases anyway (and thus stay neatly out of range for a followup from blow- and slash-type enemies).  


==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.'''


=== Nuclear Clock ===
=== Budget Damage Dealing Team===


{{Catalog
{| class="mw-collapsible wikitable" style="text-align: center"
|title=Team Details (at least 48 cost)
! colspan="6" | Team Details (submitted by Kiraidi)
|-
|-
|{{Catalog:Companion|name=Licht|rarity=5}}
|{{Transient icon|Licht|size=large|rarity=3}}<br/>[[Licht]]<br/>【Damage Buffer】
 
|{{Transient icon|Melusine|size=large|rarity=3}}<br/>[[Melusine]]<br/>【Damage Dealer】
|Anyone
|{{Transient icon|Marchosias|size=large|rarity=3}}<br/>[[Marchosias]]<br/>【Tank, Damage Attenuator】
 
<br/>{{Transient icon|Temujin|size=large|rarity=3}}<br/>[[Temujin]]<br/>【Damage Dealer】
{{Catalog:Companion|name=Protagonist|rarity=3}}
|style='background: Honeydew'|{{Transient icon|Temujin|size=large|rarity=3}}<br/>[[Temujin]]<br/>【Damage Dealer】
 
<br/>{{Transient icon|Marchosias|size=large|rarity=3}}<br/>[[Marchosias]]<br/>【Tank, Damage Attenuator】
|{{Catalog:Companion|name=Gyumao|rarity=5}}
|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】
|{{Catalog:Companion|name=Gyumao|rarity=5}}
|-
 
! colspan="6" | Cost: ≥24
{{Catalog:Companion|name=Typhon|rarity=5}}
|}
 
| Anyone (or no one)
 
| Anyone (or no one)
 
}}


The following assumes {{Companion icon|Licht}}, {{Companion icon|Gyumao}}, and {{Companion icon|Typhon}} are all LV70, SLV100, SALV100, and unseeded.  
This cost-saving team exploits most features of Licht. Melusine gains a friendship buff with Licht, which raises the proc rate of self-bestowing {{Status effect|CT}} from her [[Dragonborn]] and [[Excavator]] skills. Temujin can also self-bestow {{Status effect|CT}} from [[Marksmen]] along with Rage from [[Avenger]]. These attack buffs stack with Licht's feature Vigor-on-attack from [[Spreader of Lunacy]] or [[Frenzy Conductor]]. These three units would act as a backliners, while Marchosias would act as a frontliner that can protect the back by bestowing Tenacity to the units behind him with [[Tough-Winged Griffon]]. This Tenacity buff also covers Temujin's vulnerability from Rage.


The ordering of the units is critical, as it is important to have Gyumao next to Licht turn 1 in order to optimize the next move for CP boosting. Licht would ideally go first, as explained in the end of section Overview: CP Battery describing Licht's interaction with [[Barrage]]. Licht can somewhat reliably boost ≥30CP each turn for one unit in a particular position (Licht in range to attack one enemy, with CP-boosted ally directly on square up), and can even potentially boost ≥60CP for one unit in the Ally CP boost and attack formation (see Overview).
=== Nuclear Clock===
{{Team:Nuclear Clock}}


This team specializes in clearing the board completely for every turn (hence the name Nuclear Clock), beginning with phase 2. The board clearers are 2 Gyumao (or 1 Gyumao and 1 Typhon), which will alternate in turns when using their infinite-range charge specials. Gyumao works best in boards 5 squares in length, in order to maximize the potential amount of units he can hit with his wide slash range and maximize his CP gain (he gains ~9CP for every OHP enemy hit, ~4CP for >0HP enemy hit). Gyumao also gains ≥20CP for every time he moves because of [[Hot-Blooded Mystical Demon]]. This coupled with ≥12CP Licht's [[Ruler]] makes it possible for you to time Gyumao's final CP boost that would fill his meter to 100, so that it coincides with the beginning of the next phase. Additionally, Typhon's [[Beach Hunter]] skill self-bestows ≥20CP, and combined with Licht's Ruler ability (and ignoring [[Ardor]] or other CP boosting buffs on Typhon), Typhon will have his CS ready for the next phase if he has at least 70CP. SLV100 [[Ardor]] provides an additional ≥10CP every turn for two turns. 
== Gameplay examples ==


As infinite range has a severe damage multiplier penalty, the key to restoring its lethality is stacking multiple buffs. Gyumao deals 1617 base damage per square with his CS, accounting for both CS multiplier bonus (4×) and all range multiplier penalty (0.1×). Similarly, Typhon's base CS damage per square is 2180. While Gyumao can self-bestow [[Ardor]] during his CA, the buff would likely be only SLV1 (dependent on SALV); thus, it is ideal to bestow a SLV100 [[Ardor]] with your other Support Gyumao by [[Hot-Blooded Mystical Demon]], or bestow SLV100 [[Concentration]] with your Support Typhon by [[Band Bander]]. Typhon only has one CP self-boosting skill (on phase start), but his magic range would enable him to gain more CP bonus from attacking further-to-reach enemies. Typhon's CS should be boosted with SLV100 [[Ardor]] through Gyumao. Coupled with SLV100 [[Vigor]] from Licht, Gyumao would have three buffs total at the beginning of the next phase (SLV100 [[Vigor]], [[Ardor]]/[[Concentration]], and [[Critical+]] from [[Potter's Wheel Turner]], for 1617×2.4×(2.4 or 2.2)×5 = 46567 or 42689 damage, and Typhon would have two buffs ([[Vigor]] and [[Ardor]] on self for 2180×0.10×2.4×2.4 = 12557 damage). In either case, both should supply enough damage for a board clear for enemies at least up to level 50 (e.g. Elite dailies). Gyumao can continue gaining CP quickly because his CS effects include self-applying [[Rev]]. Board wipes should be possible to keep up for at least three consecutive phases, before Licht gains enough CP for his own charge strike (and thus is unable to attack regularly to boost ally CP again).
* [https://www.youtube.com/watch?v=4tx_rAefqUE Coin daily]


In the case that a board-wipe fails, stalling strategies becomes an immediate option (if another board-wiping CS is not readied), as Gyumao's CS effects include applying [[Fear]] and blow back one square, and Typhon applies [[Paralysis]] and blow back one square. This extra stalling period can be used to position yourself up for a final blow that would CP-boost enough for the next board-wiping CA. It might be a good period of time too to willingly exhaust Licht's CA, to enable him to boost CP again.
* [https://www.youtube.com/watch?v=t7d3EXIGIjE Spar daily]


While this team trivializes dailies and some challenge quests, keep in mind that it is still heavily dependent on the chance of skill activation.
* [https://www.youtube.com/watch?v=humqZkmbx8U Challenge quest (6x5 board)]


=== Gameplay examples ===
* [https://www.youtube.com/watch?v=4X_JSagysYE Challenge quest (LV70)]


https://www.youtube.com/watch?v=4X_JSagysYE
[[Category:Strategy pages]]

Latest revision as of 04:45, 20 May 2020

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

Overview

Adapted with permission from Kiraidi's Tier List

☆3/☆5 Licht

Licht is simple to understand, a fantastic CP battery support who can optimally fuel whoever is in front of him as well as some of his party if so desired, LB1 fuels allies’ CP in general every now and then, LB2 is the aforementioned CP fuel to whatever ally’s in front quite well with his attacks, LB3 brings it up a notch and also applies VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) along, an offensive buff that can bolster his and his party’s damage. He’s greatly favored towards allies who rely on their Charge skills or have excellent Charge skills, while probably giving them a push in damage, all simply by sitting and attacking, a trait that’s fairly rare among units. His only mediocre aspects lie in his rather situational Charge, which is mostly useful for damage once LB3 is achieved, and that 5☆ is, funnily enough, just a little bit worse than 3☆ for LB3 applying at a less effective range, and being far more rare.

☆4 Valentine Licht

Licht (Valentine) roots a bit into his CP battery prowess and damage increasing fun from the original version with LB2 and LB3, but adds a different spice to his playstyle through Default's Concentration, a damage and proc rate buff that solidifies the rest of his kit very nicely, LB1 is rather fun to exploit given he’ll slap Weakness to whatever hits him, allowing for considerably painful counterattacks from him and his allies and with a very nice side-effect of dealing increased damage to enemies under Tenacity, a lot of the cast has a way to apply Tenacity to themselves and this side effect easily exploits that. He seals the deal with his magnificent Charge, Possession is a very rare ailment for players to use and it's a really good temporary shut down, with formidable range to boot and tremendous damage under Default+LB3 and perhaps even LB1. His only downside is the fact that sacrificing his originally Dark element for Fire is arguably bad since he's now weak to Water like a handful others. Sometimes LB2 won’t be fully approached since you might be trying to exploit LB3 more but play it smart and position him behind the ally who wants the most CP, he’ll do the rest by sitting and shooting things away.

Highlights

Adapted with permission from Kiraidi's Tier List

☆3/☆5 Licht

Class: Offensive Support, Glass Cannon

Gameplay Role: CP Battery, Damage Buffer

Pros

+ LB1 shares considerable CP in a huge effect range for his allies to approach.

+ LB2 serves greatly to steroid whatever ally he has in front with potentially huge amounts of CP.

+ LB3 packs him with even more CP and a damage buff for his allies, which also bolsters his damage.

Cons

- ☆5 is slightly worse for the fact LB3 applies in a far less effective range, with 3☆ being the cheaper and essentially more-efficient option.

- While his Default and LB3 CP affects him, his Charge is deemed mostly situational past potential damage, making Default kind of a waste.

- Exclusively a CP battery, damage buff is mostly a bonus and is a very common one, CP is important only to units with good Charges, limiting his viability.


☆4 Valentine Licht

Class: Glass Cannon, Offensive Support

Role: Damage Dealer, CP Battery, Damage Buffer

Pros

+ Boasts of increased proc rates and damage thanks to Default Concentration, which greatly helps the rest of his skill set.

+ LB1 helps pinpointing vulnerable targets whenever he’s hit, which allows him to counterattack with tremendous damage thanks to his other buffs.

+ LB2 serves greatly to steroid whatever ally he has in front with potentially huge amounts of CP, along with LB3 giving even more CP and a damage buff for his allies, which also bolsters his damage and stacks with Default and LB1.

+ Charge boasts of fantastic damage and can turn the tide of a fight thanks to Possessed turning enemy attack ranges around.

Cons

- Without Default, his performance sees a considerable drop in both damage and proc rates.

- While LB1 sounds great, he needs to be hit for it, having no way to reduce incoming damage by himself to exploit it.

- LB2 and partially LB3 rely on how good his allies’ Charge skills are in order to get maximum benefit out of them, gating him partially to party composition in that sense.

Gameplay Role

CP Battery

To understand Licht's utility, quantifying his CP boosts and comparing this to the boosts from other buffs is necessary. Acceleration+8CP/turn for 3 turns (Buff) boosts CP by ≥8 per turn, with a total of ≥24 over 3 turns; Arousal+10CP/turn for 1 turn (Buff) boosts CP by ≥10 at the end of the turn; ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) boosts CP by ≥5 per turn, with a total ≥10 over 2 turns; and Envy+5CP/turn for 3 turns (Irremovable Buff) boosts CP by ≥5 per turn, with a total of ≥15 over 3 turns. In comparison, Licht has several opportunities to boost ally CP in a single turn, as his skills activate once per enemy hit.

CP boost details
Name of skill Applicable rarity/variant (☆) Activation chance (% at SLV1, 100) Effect (SLV100)
Artist 3, 5 50, 100 16-19CP (mode = 18CP) to self
Ruler 3, 5 45, 90 12-14CP (mode = 13CP) to allies within two horizontal and/or vertical total squares away
Agitator 3, 4 (Valentine), 5 25, 50 14-16CP (mode = 15CP) to ally 1 square ahead
Frenzy Conductor 5 35, 70 16-19CP (mode = 17CP) and VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) to self and allies within two squares ahead
Spreader of Lunacy 3, 4 (Valentine) 20, 40 14-16CP (mode = 15) and VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) to self and adjacent allies
(Attack CP bonus) all 100, 100 5-7 (mode = 5) to self
(Overkill CP bonus) all 100, 100 9-? (mode = ?) to self
(Struck CP bonus) all 100, 100 5-7 (mode = 5) to self

Three relevant team formations can be used to quantify the gain in CP, listed in the expandable table below (assumes each skill succeeds in activating). These team formations assume the use of 5☆ Licht, but the positioning and scaling CP gains should roughly apply to other variants as well

Team formations and their CP potential
Ally CP boost and attack formation Self CP boost and attack formation Nuke formation
Enemy
Enemy
Ally
Licht
Enemy
Enemy
Enemy
Licht
Enemy
Ally
Ally
Licht
Ally CP boost range: [14*2 + 16*2, 16*2 + 19*2] = [60, 70]

Expected ally CP boost: 15*2 + 17*2 = 64

Licht CP boost range: [16*2 + 5*2, 19*2 + 7*2] = [42, 52]

Expected Licht CP boost: 17*2 + 5*2 = 44

Licht CP boost range: [16*3 + 5*3, 19*3 + 7*3] = [63, 78]

Expected Licht CP boost: 17*3 + 5*3 = 66

Proximal ally boost range: [14 + 16, 16 + 19] = [30, 35]

Expected proximal ally CP boost: 15 + 17 = 32

Distal ally boost range: [16, 19]

Expected distal ally CP boost: 17

Licht CP boost range: [16 + 5, 19 + 7] = [21, 26]

Expected Licht CP boost: 17 + 5 = 22


In theory, his CP boosting potential can be bolstered even further with a ComboATK Down by 0.6x (excepting charge attacks), attack twice each turn for 2 turns (Buff) buff bestowed by Fire Mobster's 連携する者 skill or Volos's Sprouter skill, and enable consecutive CS activations from the same boosted ally. In practise, this may not be very rewarding because of (1) movement constraints, where coordinating 3 units in a column dynamically forces the Move action on the center unit; and (2) it necessitates Licht's team order number is larger to attack after the charge-attacking ally (Licht cannot pre-emptively CP boost a fully charged ally, and can only charge after they use their CS), where Licht cannot buff the charge-attacking unit with VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) in the same turn before they attack; and (3) Licht may not be able to activate his skills if the enemies are KOd before he strikes them (they only activate on hitting enemies with non-zero HP), and so KOing opponents with the first hit of a ComboATK Down by 0.6x (excepting charge attacks), attack twice each turn for 2 turns (Buff)-boosted attack would prevent the second round of CP boosting.

Damage Buffer

Besides Licht's CP boosting potential, the one buff VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) he bestows is one of the best in the game for its longevity (3 turns). This, along with the fact that it activates when attacking rather than when moving, makes stacking buffs much easier (more on this later). Its activation chance isn't too amazing in his 3☆ version (Spreader of Lunacy 40% at SLV100), but is better in his 5☆ version (Frenzy Conductor 70% at SLV100).

Stats and Seed Usage

Unit (Effective) HP Base ATK ATK per square CS ATK per square (SALV1) Notes
Unseeded Seeded Unseeded Seeded Unseeded Seeded Unseeded Seeded
Icon frame rarity 3.pngNether element icon.pngShot weapon icon.png 6421 8441 3752 5354 1689 2409 3377 4818 -
Icon frame rarity 3.pngNether element icon.pngShot weapon icon.png 6421 8441 8365 12314 3884 5541 7768 11083 with VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff)
Icon frame rarity 5.pngNether element icon.pngShot weapon icon.png 8217 10175 4813 6395 2166 2878 8663 11510 -
Icon frame rarity 5.pngNether element icon.pngShot weapon icon.png 8217 10175 10031 14708 4981 6618 19926 26474 with Vigor
Icon frame rarity 4.pngFire element icon.pngShot weapon icon.png 6846 8790 4577 6224 2060 2801 4394 5975 -
Icon frame rarity 4.pngFire element icon.pngShot weapon icon.png 6846 8790 21390 31494 10422 14172 22234 30234 with Vigor and ConcentrationATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns (Buff)


Because of Licht's respectable damage output, investing ATK seeds in him is a good choice, although Licht reliably KOing enemies makes repeated attack-dependent skill activations harder (it's probably better to KO enemies as soon as possible before they can counter, though). Investing HP seeds is an okay decision, as Licht's demise often means the demise of the team that was carefully built around Licht. Increasing the reliability of Licht's skill activation for CP boosting is essential, so he would best benefit from Skill seeds. LV seeds are a good investment for the same reason as HP and ATK seeds are.

Team Synergy

Characters with good self-CP increase

Characters who can boost their own CP quickly can make up for the difference that Licht's CP boost misses to fill the charge gauge quickly.

Characters with non-Vigor attack buffs

VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff)'s main strength is its longevity, which allows for other attacks to be stacked with it. ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) is a perfect match because of its ability to increase both damage output and CP over two turns. Damage buffs that are bestowed at the start of phases are especially quite synergistic because of Licht's Ruler skill (boosts ally CP at the beginning of phase), which can ensure that the first move of the boosted unit would be a boosted charge strike.

Characters with good a CS

When Licht is used properly, the effects associated with CAs become as important if not more important to micromanage as base skills, so picking a unit with good effects can lead to the guaranteed activation of those skills several times in a match. Selecting a unit with wide range (magic, all) with CS debuffs is also ideal. Being able to affect all enemies with a constant stream of CS debuffs regardless of positioning can enable other certain strategies reliant on stalling (e.g. healing and CP building).

Characters who benefit from frontlining

Licht should almost always be behind someone. Naturally, the unit who he is supporting should be able to play the frontline role of taking slash, wide slash, and blow damage directly well.

All of the above

There is a particular strategy that can work only if the above situations are met that (with some luck) breaks the game. This is elaborated in the Teambuilding Options: Nuclear Clock.

Checks and Counters

Evasion and other defense buff bestowers

Evasion (and to a lesser extent other defense buffs) invalidates a successful board-wide nuke (see Teambuilding Options: Nuclear Clock), and leads to wasting the next nuke in the same board. Additionally, Licht works best when boosting allies and simultaneously KOing all enemies in range (perhaps with the final blow from nearby positioned allies), so as to prevent a counterattack from enemies with Element light.pngAETHER, some other damage boost, or otherwise some skill-sealing skill. Defense buffs prevent a decisive KO and let such situations arise.

CP reducers and CS blockers

Enemy skills that reduce the CP of allies by even a bit prevent the CP meter from ever completely filling, thus preventing CAs from ever happening. Licht's utility almost exclusively depends on CP boosting and CS activation, so even minor CP debuffs severely guts him. Skill sealers are often not a threat to Licht due to his ability to stay out of range, but he is similarly rendered near-useless if debuffed by either BindCannot activate skills, ATK Down by 0.9x ~ 0.45x for 4 turns. CS effects still apply. (Debuff) or Skill LockCannot activate skills for 5 turns. (Debuff).

Element hero.pngVALIANT-type enemies

For the above two counters, Element dark.pngNETHER-resistant Element hero.pngVALIANT enemies are especially problematic for Licht. Many available Element hero.pngVALIANT units ( Seth, ☆5 Summer Festival variant Hogen, ☆5 Horkeu Kamui, ☆5 Setsubun variant Oniwaka) also have a mixture of defense buffs and skill sealing debuffs.

Formation disruptors

After moving for your turn, Licht should ideally always be directly behind an ally, and should have an enemy in range to attack. Skills that prevent movement limits being able to dynamically adjust formation on the fly, and thus obstructs Licht from being in his ideal position. Skills that push him away or sideways may leave him out of range, possibly forcing suboptimal movements to reposition. Skills that pull him forward generally don't affect him, since he should be behind someone in most cases anyway (and thus stay neatly out of range for a followup from blow- and slash-type enemies).

Teambuilding Options

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

Budget Damage Dealing Team

Team Details (submitted by Kiraidi)

Licht
【Damage Buffer】

Melusine
【Damage Dealer】

Marchosias
【Tank, Damage Attenuator】



Temujin
【Damage Dealer】


Temujin
【Damage Dealer】



Marchosias
【Tank, Damage Attenuator】

Unknown icon.png
Anyone / no one
【Flexible】
Unknown icon.png
Anyone / no one
【Flexible】
Cost: ≥24

This cost-saving team exploits most features of Licht. Melusine gains a friendship buff with Licht, which raises the proc rate of self-bestowing CritATK Up by 2x ~ 4x for 1 turn (Buff) from her Dragonborn and Excavator skills. Temujin can also self-bestow CritATK Up by 2x ~ 4x for 1 turn (Buff) from Marksmen along with Rage from Avenger. These attack buffs stack with Licht's feature Vigor-on-attack from Spreader of Lunacy or Frenzy Conductor. These three units would act as a backliners, while Marchosias would act as a frontliner that can protect the back by bestowing Tenacity to the units behind him with Tough-Winged Griffon. This Tenacity buff also covers Temujin's vulnerability from Rage.

Nuclear Clock

Nuclear Clock (submitted by Arathun)

Licht
【CP Battery, Damage Buffer】

Furufumi
【CP Battery, CS Spammer, Defense Debuffer】

Gyumao
【Damage Dealer, CS Spammer, Damage Buffer】

Typhon
【Damage Dealer, CS Spammer, Damage Buffer】

【Anyone / no one】

【Anyone / no one】
Cost: ≥48

The following assumes all units are fully built, but does not assume seeding.

The specialty of this team set-up is constant, hard-hitting 0.10x ATK penaltyAll CSes. It's a neat coincidence that these CSes are composed of the main three worldly attributes Element fire.pngFIRE, Element water.pngWATER, and Element earth.pngWOOD.

The lethatity is sourced from Licht's Vigor, Gyumao's Ardor, and Typhon's Concentration. Occasionally Furufumi will inflict Stigma to all enemies to amplify this damage further, but this aspect is less reliable due to its staggered occurrence over multiple turns, so it's more of a bonus.

The CP sources primarily come from Licht's CP bestow skills Ruler, Agitator in the Shadows, and Frenzy Conductor; Gyumao's CP-on-move Celestial Hot-Head, and

Substitutions

Furufumi's contribution is the least in the group, although he does stabilize the CP gains more with turnwise Arousal to complement Licht's less predictable CP offerings. Furufumi can be substituted with Baron, who also bestows Arousal every turn. Keep in mind substituting Furufumi will also substitute out the only source of healing in the team.

The positions of Typhon and Gyumao are interchangeable. Having two Gyumaos is also acceptable, as Concentration bestows will be substituted with a fully skill leveled Ardor. Having two Typhons, however, is less acceptable, due to the lack of the extra CP gain and damage up from Ardor, being substituted with a weaker Concentration at a more restricted bestow range.

The base rarity Licht can substitute his higher rarity card since they function nearly identically. The main issue is reduced activation rate of his main CP bestow skill, which is a heavy trade-off given this team setup depends on constant reliable upkeep of CP.

Examples

Gameplay examples