Licht/Strategy

From Tokyo Afterschool Summoners
Revision as of 02:50, 17 March 2019 by Arathun (talk | contribs)
Jump to navigation Jump to search

Transient Information

[Speaker of the Roppongi Guild]  Licht
【六本木の議長】リヒト
Weapon Spread Shot.png
Rarity 3 Cost 8
HP 404+101.98*(Lv-1) ATK 204+60.143*(Lv-1)
HP @ Lv 60 6420.82 ATK @ Lv 60 3752.437
Max HP+20 Lv, +2000 HP 10460.42 Max ATK+20 Lv, +2000 ATK 6955.297
Skills
Artist [After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.] +8~16 CP to self / 50~100%
Ruler [Phase StartTriggers on their player's first turn of each phase, before [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.] +6~12 CP to allies in a 2-square diamond radius around self / 45~90%
Agitator in the Shadows [After HittingFor each unit with >0HP hit. Triggered and applied after damage calculation, after attack damage is applied, after the target's [When Hit] effects. Effects of the same timing from same unit are all triggered together before they are applied.] +7~14 CP to allies in front of self / 25~50%
Spreader of Lunacy [Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.] Apply VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) to self and allies directly adjacent to self
    +7~14 CP to self and allies directly adjacent to self / 20~40%
政殺誉奪トロヤニッヒ・エルベ
-30~-60 CP to hit units Weapon Spread Shot.png
2x
Show equipable ARs (83)

AR icon frame rarity 2.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 5.pngAR icon frame rarity 5.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 3.png

Illustration BomBom
Scenario ――
Voice Kazushige Shimofusa
Sex/GenderAs defined in the game data, might not be accurate to official localization Male
Guild Tycoons
School Roppongi Academy
Weight (kg) 96
Height (cm) 166
Summon Date 8/7
Strategy
Enemy-only

Research Files

Official English
"Master of the Roppongi Guild (in name only). He is half-Japanese and half-German. He is passionate about dressing in military costume and mixes German words into his everyday speech. Though not particularly talented, he loves to draw. He belongs to his high school's art club and respects any who are skilled artists."
Translated from Japanese
Official Japanese
実権をまるで持たない、六本木ギルドの形式上のマスター。日本人とドイツ人のハーフ。軍服風の衣装を好んで身に着けるオタクで、ドイツ語を混ぜて会話する。あまり上手く無いながらも、絵を描くのが大好きで、高校では美術部に所属しており、絵が上手い相手には敬意を払う。
Relation From Others To Others
Like Melusine
Itzamna
Kuniyoshi
Dislike Ose
[Pillager of Legacies]  Licht
【遺産略奪】リヒト
Weapon Spread Shot.png
Rarity 5 Cost 24
HP 1601+95.878*(Lv-1) ATK 799+58.173*(Lv-1)
HP @ Lv 70 8216.582 ATK @ Lv 70 4812.937
Max HP+20 Lv, +2000 HP 12134.142 Max ATK+20 Lv, +2000 ATK 7976.397
Skills
Artist [After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.] +8~16 CP to self / 50~100%
Ruler [Phase StartTriggers on their player's first turn of each phase, before [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.] +6~12 CP to allies in a 2-square diamond radius around self / 45~90%
Agitator in the Shadows [After HittingFor each unit with >0HP hit. Triggered and applied after damage calculation, after attack damage is applied, after the target's [When Hit] effects. Effects of the same timing from same unit are all triggered together before they are applied.] +7~14 CP to allies in front of self / 25~50%
Frenzy Conductor [Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.] Apply VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) to self and allies in Thrust range
    +8~16 CP to self and allies in Thrust range / 35~70%
Skill Evolution(s)
Cornered Demagogue [After HittingFor each unit with >0HP hit. Triggered and applied after damage calculation, after attack damage is applied, after the target's [When Hit] effects. Effects of the same timing from same unit are all triggered together before they are applied.] +7~14 CP to allies anywhere in front of self / 35~70%
[Phase StartTriggers on their player's first turn of each phase, before [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply Spread Buffs When LeavingAcquire skill for 5 turns: [When Leaving] Spread Buffs to allies on the entire board / 100% (Irremovable Buff) to allies on the entire board / 50~100%
[After Not MovingTriggers after their player's movement phase, provided this unit was not held during their player's movement phase. Triggered and applied after [After Moving] effects, before [If Stationary] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply Remove Enemy Buffs When LeavingAcquire skill for 1 turn: [When Leaving] Remove all buffs from enemies on the entire board / 100% (Irremovable Buff) to allies directly adjacent to self / 45~90%
[After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply Remove Enemy Buffs When LeavingAcquire skill for 1 turn: [When Leaving] Remove all buffs from enemies on the entire board / 100% (Irremovable Buff) to allies directly adjacent to self / 45~90%
[After Not MovingTriggers after their player's movement phase, provided this unit was not held during their player's movement phase. Triggered and applied after [After Moving] effects, before [If Stationary] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) to allies anywhere in front of self / 35~70%
[After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) to allies anywhere in front of self / 35~70%
[After Not MovingTriggers after their player's movement phase, provided this unit was not held during their player's movement phase. Triggered and applied after [After Moving] effects, before [If Stationary] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply SpiritDeal extra 400~800 damage to enemies for 2 turns (Buff) to allies anywhere in front of self / 40~80%
[After MovingAfter this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply SpiritDeal extra 400~800 damage to enemies for 2 turns (Buff) to allies anywhere in front of self / 40~80%
政殺誉奪トロヤニッヒ・エルベ
-30~-60 CP to hit units Weapon Spread Shot.png
4x
Show equipable ARs (83)

AR icon frame rarity 2.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 5.pngAR icon frame rarity 5.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 3.png

Illustration BomBom
Scenario ――
Voice Kazushige Shimofusa
Sex/GenderAs defined in the game data, might not be accurate to official localization Male
Guild Tycoons
School Roppongi Academy
Weight (kg) 96
Height (cm) 166
Summon Date 8/7
Strategy
Enemy-only
Official English
"His skilled negotiation takes advantage of the darkness in other's hearts, allowing him to garner passionate support. His problem is that the executives of the guild he belongs to are not of the type to be so swayed. His Will and Testament Sacred Artifact can steal ownership from others. Combined with his penchant for foresight, this encourages him to a pursue masterplan to take over the guild. He is a prodigy in regards to ruling over others and agitating crowds, but deep down, he desires someone an equal of his own."
Translated from Japanese
Official Japanese
彼の話術は、心に陰を抱える者たちの心に付け入り、熱烈な支持を得る。問題は彼の属するギルド幹部たちがそういった部類に属さない存在であることか。所有権を略奪する遺産目録の神器と深謀遠慮を胸に、彼はギルドの掌握を狙う。支配と扇動に対して天才を持つが内心、対等な関係に心焦がれている。
[At the Heart of the Blaze]  Licht
【火照る胸の奥に】リヒト
Weapon Spread Shot.png
Rarity 4 Cost 16
HP 808+94.347*(Lv-1) ATK 436+64.704*(Lv-1)
HP @ Lv 65 6846.208 ATK @ Lv 65 4577.056
Max HP+20 Lv, +2000 HP 10733.148 Max ATK+20 Lv, +2000 ATK 7871.136
Skills
Greed Gatherer [Phase StartTriggers on their player's first turn of each phase, before [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply ConcentrationATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns (Buff) to self / 32~64%
[Attack ModifierAll modifiers stack with each other. Piercing modifiers do not stack with other piercing modifiers of the same status.] Deal 1.5x damage to Love Trapper enemies / 100%
Devourer of the Strong [When Hit′This unit must have >0HP before being hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 13; occurs before trigger id 12)] Apply WeaknessDEF Down by 1.2x ~ 2.4x for 1 turn (Debuff) to hitting units / 25~50%
[Attack ModifierAll modifiers stack with each other. Piercing modifiers do not stack with other piercing modifiers of the same status.] Deal 1.5x damage to TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff)-affected enemies / 100%
Agitator in the Shadows [After HittingFor each unit with >0HP hit. Triggered and applied after damage calculation, after attack damage is applied, after the target's [When Hit] effects. Effects of the same timing from same unit are all triggered together before they are applied.] +7~14 CP to allies in front of self / 25~50%
Spreader of Lunacy [Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.] Apply VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) to self and allies directly adjacent to self
    +7~14 CP to self and allies directly adjacent to self / 20~40%
Skill Evolution(s)
Devourer of the Strong+ [When Hit′This unit must have >0HP before being hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 13; occurs before trigger id 12)] Apply WeaknessDEF Down by 1.2x ~ 2.4x for 1 turn (Debuff) to hitting units / 45~90%
[Attack ModifierAll modifiers stack with each other. Piercing modifiers do not stack with other piercing modifiers of the same status.] Deal 1.5x damage to TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff)-affected enemies / 100%
[After HittingFor each unit with >0HP hit. Triggered and applied after damage calculation, after attack damage is applied, after the target's [When Hit] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply Buff ReversalWhen holding buffs: ATK Down by 0.25x, DEF Down by 2.5x for 3 turns. (Debuff) to hit units / 45~90%
計転愛人トロヤニッヒ・エルベ?
Apply PossessionBlock CS activation and on-attack skills, vertically reflect range, disables ability to hit enemies, and enable friendly fire for 2 turns. (Debuff) to hit units Weapon Spread Long Slash.png
3x
Show equipable ARs (88)

AR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 5.pngAR icon frame rarity 3.pngAR icon frame rarity 5.pngAR icon frame rarity 5.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 5.pngAR icon frame rarity 4.pngAR icon frame rarity 4.pngAR icon frame rarity 3.pngAR icon frame rarity 5.png

Illustration BomBom
Scenario ――
Voice Kazushige Shimofusa
Sex/GenderAs defined in the game data, might not be accurate to official localization Male
Guild Tycoons
School Roppongi Academy
Weight (kg) 96
Height (cm) 166
Summon Date 8/7
Strategy
Enemy-only
Official English
"Filling the role of Roppongi Guild master, he never bows to the mockery he invites, using his own semblance of powerlessness as a weapon. In this way, he positions himself to manipulate his enemies and removes all obstacles in his path without ever having to dirty his own hands. However, after a recent incident within the guild, he sensed that the power balance had shifted, causing him to seek a new strategy yet again. He has a habit of speaking in a vaguely suggestive manner due to spending a great deal of time among his fellow Rulers. He becomes flustered when someone faces him with raw emotion, showing his immaturity."
Translated from Japanese
Official Japanese
道化と嘲笑される事を恐れず、無力である事を武器として独自の立ち位置を構築、敵すらも操り、自ら手を汚さずに障害を排除する六本木のギルドマスター。港区・六本城学園の学生でもある。しかし、先日の騒動で、ギルド内の力関係および立場にいささか変化が出ている様子。その立ち位置の変化を感じ取り、新たな行動を開始した。支配者たちの中で、遠まわしな含みのある会話に慣れ切ったせいか、感情を直接的にぶつけてくる相手に対しては、年齢相応の戸惑いを見せることも。

(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 aspect s 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

Valentine Licht 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.

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 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

Ally CP boost and attack formation
Enemy
Enemy
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 formation
Enemy
Enemy
Enemy
Licht

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

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

Nuke formation
Enemy
Ally
Ally
Licht

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

Rarity (☆) Variant 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) Max CS ATK per square (seeded, SALV1)
3 Regular 6421 8441 3752 5354 1689 2409 3377 4818
4 Valentine 6846 8790 4577 6224 2060 2801 4394 5975
5 Regular 8217 10175 4813 6395 2166 2878 8663 11510

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 (≥24 cost)

Team Details (submitted by Kiraidi)
Licht 3star icon.png
Licht
【Damage Buffer】
Melusine 3star icon.png
Melusine
【Damage Dealer】
Marchosias 3star icon.png
Marchosias
【Tank, Damage Attenuator】
Temujin 3star icon.png
Temujin
【Damage Dealer】
Temujin 3star icon.png
Temujin
【Damage Dealer】
Marchosias 3star icon.png
Marchosias
【Tank, Damage Attenuator】
Anyone (or no one) Anyone (or no one)

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 (≥48 cost)

Team Details (submitted by Arathun)
Licht 5star icon.png
Licht
【CP Battery, Damage Buffer】
Anyone
Protagonist 3star icon.png
Protagonist
【Flexible】
Gyumao 5star icon.png
Gyumao
【Damage Dealer, Damage Buffer, CS Spammer】
Gyumao 5star icon.png
Gyumao
【Damage Dealer, Damage Buffer, CS Spammer】
Typhon Golden Treasure Ship 5star icon.png
Typhon
【Damage Dealer, Damage Buffer, CS Spammer】
Anyone (or no one) Anyone (or no one)

The following assumes Licht, Gyumao, and Typhon are all LV70, SLV100, SALV1, and unseeded.

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 ComboATK Down by 0.6x (excepting charge attacks), attack twice each turn for 2 turns (Buff). 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).

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 All-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 ≥8CP 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 ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) or other CP boosting buffs on Typhon), Typhon will have his CS ready for the next phase if he has at least 70CP. SLV100 ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) provides an additional ≥5CP every turn for two turns.

As All 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 ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) during his CA, the buff would likely be only SLV1 (dependent on SALV); thus, it is ideal to bestow a SLV100 ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) with your other Support Gyumao by Hot-Blooded Mystical Demon, or bestow SLV100 ConcentrationATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns (Buff) 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 ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) through Gyumao. Coupled with SLV100 VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) from Licht, Gyumao would have three buffs total at the beginning of the next phase (SLV100 VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff), ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff)/ ConcentrationATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns (Buff), and Crit+ATK Up by 2.5x ~ 5x for 1 turn (Buff) 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 ( VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) and ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) on self for 2180×2.4×2.4 = 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 Acceleration+8CP/turn for 3 turns (Buff). 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).

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 FearCannot move at will, -10CP/turn for 5 turns (Debuff) and blow back one square, and Typhon applies ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff) 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.

While this team trivializes dailies and some challenge quests, keep in mind that it is still heavily dependent on the chance of skill activation.

Gameplay examples