Difference between revisions of "Triton/Strategy"

From Tokyo Afterschool Summoners
Jump to navigation Jump to search
m
 
(2 intermediate revisions by 2 users not shown)
Line 6: Line 6:
==Overview==
==Overview==


{{Transient icon|Triton}}, in both rarities, fills in the role of a Defense-Oriented Support with plenty of tools to diminish damage taken by allies. His primary gimmick, which is still to this day currently unique to him, is being able to apply {{Status|en name=Reflect Debuff}} to self and allies around him just by hitting enemies regularly, this allows him to potentially grant it to the entire team every turn. He can also purge buffs and CP from enemies, grant defensive buffs to allies ({{Status|en name=Protection}} and {{Status|en name=Evasion}}), {{Status|en name=Ardor}}, CP, HP and pushback every enemy with his Charge, leaving them rooted in their place. All this utility is balanced around his skills having relatively weak proc rates, though considering his Magic range allowing him to hit five enemies, his effectiveness increases exponentially by giving him multiple chances per turn to trigger his skills.  
{{Transient icon|Triton}}, in both rarities, fills in the role of a Defense-Oriented Support with plenty of tools to diminish damage taken by allies. His primary gimmick, which is still to this day currently unique to him and {{Transient icon|Tsukuyomi}}, is being able to apply {{Status|en name=Reflect Debuff}} to self and allies around him just by hitting enemies regularly, this allows him to potentially grant it to the entire team every turn. He can also purge buffs and CP from enemies, grant defensive buffs to allies ({{Status|en name=Protection}} and {{Status|en name=Evasion}}), {{Status|en name=Ardor}}, CP, HP and pushback every enemy with his Charge, leaving them rooted in their place. All this utility is balanced around his skills having relatively weak proc rates, though considering his Magic range allowing him to hit five enemies, his effectiveness increases exponentially by giving him multiple chances per turn to trigger his skills.  
His 3☆ card also has Mentor as his LB2 skill, being one of the four possible EXP boosting characters, which ends up being extremely significant when clearing dungeons and leveling units with {{AR Equipment|id=2002}}. This skill is also the only one that differs across both rarities.
His 3☆ card also has Mentor as his LB2 skill, being one of the four possible EXP boosting characters, which ends up being extremely significant when clearing dungeons and leveling units with {{AR Equipment|id=2002}}. This skill is also the only one that differs across both rarities.
Overall a solid unit that can allow the team to stall and survive through tough opponents with high damage and potentially damaging debuffs.
Overall a solid unit that can allow the team to stall and survive through tough opponents with high damage and potentially damaging debuffs.
Line 84: Line 84:
===Default Triton===
===Default Triton===


{{Transient icon|Triton}} has some decent options for ARs that can support his role further and complementing aspects of gameplay that he lacks. Some of these boost his low damage output through CS, turning him from a high defensive support to a map clear DPS during Charge with the right buffs, these ARs being {{AR Equipment|id=5014}}, {{AR Equipment|id=5040}} and {{AR Equipment|id=5042}}. Swimmer+ can also help reach this stage faster which is something to keep in mind. Other aspects that can be improved are his sustainability, which luckily there are some ARs that can grant a fragment of help with that between phases, such as {{AR Equipment|id=5030}} and {{AR Equipment|id=5032}} which can help him recover some health across phases, {{AR Equipment|id=5004}} which helps him get access to Evasion as well on the first turn of each phase and also {{AR Equipment|id=5043}} which can help him get an additional measure of defense against enemies inflicting a multitude of debuffs.
{{Transient icon|Triton}} has some decent options for ARs that can support his role further and complementing aspects of gameplay that he lacks. Some of these boost his low damage output through CS, turning him from a high defensive support to a map clear DPS during Charge with the right buffs, these ARs being {{AR Equipment|id=5014}}, {{AR Equipment|id=5040}} and {{AR Equipment|id=5042}}. Swimmer+ can also help reach this stage faster which is something to keep in mind. Other aspects that can be improved are his sustainability, which luckily there are some ARs that can grant a fragment of help with that between phases, such as {{AR Equipment|id=1007}}, {{AR Equipment|id=5030}} and {{AR Equipment|id=5032}} which can help him recover some health across phases, {{AR Equipment|id=5004}} which helps him get access to Evasion as well on the first turn of each phase and also {{AR Equipment|id=5043}} which can help him get an additional measure of defense against enemies inflicting a multitude of debuffs.


==Checks and Counters==
==Checks and Counters==
Line 172: Line 172:


* [https://youtu.be/em3VKdBYCFQ Nerima Ward Seed Quest]
* [https://youtu.be/em3VKdBYCFQ Nerima Ward Seed Quest]
[[Category:Strategy pages]]

Latest revision as of 09:33, 7 September 2020

NOTE: This page currently under construction.

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

Overview

Triton, in both rarities, fills in the role of a Defense-Oriented Support with plenty of tools to diminish damage taken by allies. His primary gimmick, which is still to this day currently unique to him and Tsukuyomi, is being able to apply Reflect DebuffReflect debuff once for 4 turns. Vanishes after use. (Buff) to self and allies around him just by hitting enemies regularly, this allows him to potentially grant it to the entire team every turn. He can also purge buffs and CP from enemies, grant defensive buffs to allies ( ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) and EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff)), ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff), CP, HP and pushback every enemy with his Charge, leaving them rooted in their place. All this utility is balanced around his skills having relatively weak proc rates, though considering his Magic range allowing him to hit five enemies, his effectiveness increases exponentially by giving him multiple chances per turn to trigger his skills. His 3☆ card also has Mentor as his LB2 skill, being one of the four possible EXP boosting characters, which ends up being extremely significant when clearing dungeons and leveling units with Revere Thy Teachers. This skill is also the only one that differs across both rarities. Overall a solid unit that can allow the team to stall and survive through tough opponents with high damage and potentially damaging debuffs.

Highlights

Class: Defensive Support/Reflector

Gameplay role:

Pros

+ Can have an impressive amount of up-time of ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) and Reflect DebuffReflect debuff once for 4 turns. Vanishes after use. (Buff) on the entire team, including self

+ Capable of walling off most opponents from damaging the rest of the team through EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff)

+ Purging buffs and depleting CP from enemies can set them up for the rest of the team and prevent them from retaliating with a nasty Charge

+ Immune to being pushed and pulled around the battlefield can help him keep units anchored or ready for quick re-positioning

+ Capable of bringing a unit from the brink of death with a nice boost to retaliate

+ Charge skill can help stall the entire fight a while longer with OppressionCannot move at will for 2 turns (Debuff)

Cons

- Can't bestow EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) to self

- Maps with a single enemy make his low proc rates more noticeable

- Charge prevents him from triggering almost the entirety his other skills

- No real sustainability, be it thanks to his low HP or through lack of self-healing

Gameplay Role

Default Triton

Defensive Support

Triton has the unique niche of being able to bestow Reflect DebuffReflect debuff once for 4 turns. Vanishes after use. (Buff) to all allies, this will generally allow him to keep him and his allies safe from dangerous ailments such as BindCannot activate skills, ATK Down by 0.9x ~ 0.45x for 4 turns. CS effects still apply. (Debuff) in a lot of situations, this of course requirement proper positioning with Triton on the center. Thanks to Wave Bender+, he gained a slight boost to his rates on this, and gained two new buffs he could bestow as well, these being ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) and EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff), the latter at a lower proc rate than the rest and not applying to self. As such, he will generally seem less able to take damage, though ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) will help him a lot still. As these all trigger After Attacking, the more squares of enemies he hits, the higher the chance he will have of granting these buffs, so it's generally beneficial to keep him on a position that allows him to hit as much enemies as possible. This is primarily the utility you will want to use him for, albeit the other abilities he has complement him nicely as well. Being able to Remove BuffRemove one buff (Debuff) and lower CP of enemies is a neat addition as in stalling strategies, enemy Charges can ruin the run, couple that with enemies having access to defensive buffs on demand and things could look nasty.

The only difference between his 3☆ and 4☆ is a single skill, Mentor and Swimmer respectively. Both of these are On-Move activation which doesn't quite complement with his movement-free kit, but can provide some extra utility if the situation demands it. Swimmer can help with re-positioning after the first row of enemies is defeated, and Mentor can be used in junction of Revere Thy Teachers in Dungeons to further boost EXP gain efficiency.

It's probably not a good idea to rely on his Ardor/Heal/CP gain on his LB3 due to his low activation rate, but it can be a nice surprise from time to time. Putting him directly in front of enemies to hope for it to trigger is usually not a good idea unless he has additional support to help dampen the damage or recover it. As such, the safest placement is usually below a unit that will be able to tank the hit very well, assuming EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) procs.

Stats and Seed Usage

Unit (Effective) HP Base ATK ATK per square CS ATK per square (SALV1)
Unseeded Seeded Unseeded Seeded Unseeded Seeded Unseeded Seeded
Icon frame rarity 3.pngWater element icon.pngMagic weapon icon.png 5885 7822 4049 5690 1134 1593 810 1138
Icon frame rarity 4.pngWater element icon.pngMagic weapon icon.png 6602 8498 4605 6257 1289 1752 1381 1877


Default Triton

Skill seeds are very much appreciated here for increasing the likely-hood of triggering all of his skills, as it's important to note that most his skill activations will trigger more than once per turn, exponentially increasing the % trigger rate. Regarding HP/ATK/Level seeds, HP seeds should be prioritized here since Triton's base HP is relatively low. He's likely not going to be used for his damage, so ATK seeds aren't as important.

Team Synergy

Default Triton

Enablers

Characters that can enable Triton's skills to proc more often are very good team-mates overall as it'll increase his effectiveness in battle. These are many characters that can bestow statuses like Glint+10% skill activation rate for 2 turns (Buff) , ConcentrationATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns (Buff) and even ComboATK Down by 0.6x (excepting charge attacks), attack twice each turn for 2 turns (Buff), since it will give him an additional chance to proc his skills. Duo in particular can bestow both the first ones, making him an excellent choice as well as being a Phase Start Coverer with EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) bestow, whilst any Mobster, Volos and Seth (Beachside) fill in for the combo bestowing.

Healers/Coverers

Due to his lack of self-sustain, having someone that can heal can be a boon to help sustain the team. An excellent choice for this role is Gabriel as she can also fill a minor role as a Phase start Enabler with Glint+10% skill activation rate for 2 turns (Buff), whilst having the extra horizontal movement to help in re positioning and possessing tools to shut-down the enemies temporarily through CharmCannot attack for 3 turns (Debuff) if the situation allows it. Having someone that can cover him for his lack of ability to bestow Evasion to self is also a good idea, most noticeably Tangaroa (Canaan) that can bestow it right after getting hit and also possessing the ability to heal through multiple means. Also, Astaroth and Ganglie for their ability to add an additional layer of defense through DEF UpDEF Up by 0.9x ~ 0.45x for 4 turns (Buff), the former also having the ability to heal and the latter the ability to add an additional layer of debuff prevention. Kotaro (Beachside) in particular is quite possibly one of the best Coverer as well due to his ability to bestow both EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) to Triton at a high percentage, but also TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to complement his ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) and DazzleATK Down by 0.7x ~ 0.35x for 3 turns (Debuff) to enemies, heavily decreasing enemies' damage output, on top of being a well rounded Self-Sufficient Damage Dealer as well.

Self-Sufficient Damage Dealers

Due to Triton's usual low damage output, it's often good to bring a good amount of self-sufficient attackers that can deal high damage from long range without requiring offensive buffers to get them going. Good examples of this are Krampus (Jiangshi) amd Andvari (Beachside). Snipe units like Kalki (Christmas) and Robinson (Canaan) can fill this role quite well too as well as complement his kit through different ways.

Offensive Buffers

Albeit unconventional usage of Triton's potential, it is a perfectly viable option to bring offensive buffers alongside him as his Attack stat isn't as low as what may perceived through full defensive teams. That, coupled with the new Charge multiplier boosting ARs can make his CS reach devastating numbers on top of attenuating damage for the team at other times. Some units that can allow him to become a Mixed-Role Attacker whilst also covering for some of his weaknesses in the Defensive department are Hephaestus, Kenta (Valentine) and Astaroth.

AR Equipment

Default Triton

Triton has some decent options for ARs that can support his role further and complementing aspects of gameplay that he lacks. Some of these boost his low damage output through CS, turning him from a high defensive support to a map clear DPS during Charge with the right buffs, these ARs being The Ogres of Mt. Oe, From the Depths and A Very Summoner Xmas. Swimmer+ can also help reach this stage faster which is something to keep in mind. Other aspects that can be improved are his sustainability, which luckily there are some ARs that can grant a fragment of help with that between phases, such as Written in the Here and Now, My First Omelet Rice! and Bonded Brothers which can help him recover some health across phases, Vow of Eradication which helps him get access to Evasion as well on the first turn of each phase and also Beneath the Same Moon which can help him get an additional measure of defense against enemies inflicting a multitude of debuffs.

Checks and Counters

Default Triton

Fixed Damage

Much of Triton's kit relies on mitigating enemy's direct damage, as such, it's natural that skills that inflict a fixed amount of damage would hurt him the most, especially since he has no means of sustainability. This includes enemies that can inflict multiple debuffs that deal fixed damage over time, since he can reflect at least one, but another can go through and permanently damage him if the team he's on has no healing/debuff cleansing potential.

Buff Purge/Steal

Triton's usage relies on the buffs he bestows to self and allies, enemies that can purge them easily can significantly harm his overall utility or even turn it against him.

Single Enemies

Due to Triton's reliability on hitting multiple enemies, fights containing one enemy occupying a single square with an extremely high amount of HP (and potentially other enemies with much much less than it) will render his skills activation almost completely unreliable and his role near obsolete.

Skill sealing

Triton is not immune to skill sealing effects, even being able to reflect them back at his opponents, statuses like BindCannot activate skills, ATK Down by 0.9x ~ 0.45x for 4 turns. CS effects still apply. (Debuff) and Skill LockCannot activate skills for 5 turns. (Debuff) can still be detrimental to his role if they can get through the reflect.

Teambuilding Options

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

"Infinite" Evasion

Team Details (submitted by Erbie)

Triton
【Deffensive Support】
Unknown icon.png
Anyone/ no one
【Flexible】
Unknown icon.png
Anyone/ no one
【Flexible】

Kotaro
【Support unit】
Unknown icon.png
Anyone/ no one
【Flexible】
Unknown icon.png
Anyone/ no one
【Flexible】
Cost: ≥?

Due to the fact that Triton's kit synergizes so well with Kotaro (Beachside), these two on their one can make quite the turtle team thanks to their access to so many damage attenuators. Kotaro starts immediately with a tool to quickly position right next to Triton so they can start stalling right from turn 1 without any issues with initial unit positioning. It's usually best to keep moving Kotaro directly below Triton to bestow him Evasion and then Triton will return the favor by duplicating the same action to him, as well as two other units besides him. With some luck, this will also result in distribution of Ardor and CP to everyone.

Well-Rounded

Team Details (submitted by Erbie)

Hephaestus
【Offensive Support】

Triton
【Defensive Support】

Astaroth
【CP Battery/Healer/Support】

Tangaroa
【Support unit】
Unknown icon.png
Anyone/ no one
【Flexible】
Unknown icon.png
Anyone/ no one
【Flexible】
Cost: ≥50

This team is exceptional at keeping consistently high damage whilst also consistently maintaining a high defense, heals and CP charging. Triton's role in this team is to bestow Reflect DebuffReflect debuff once for 4 turns. Vanishes after use. (Buff), ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) and EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) to his allies, most importantly, to Tangaroa (Canaan). His role is to spread his own VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff), UnctionDEF Up by 0.85x ~ 0.425x, +150~300HP every turn for 2 turns (Buff) and Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff) as well as all the buffs being granted to him, such as sending EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) or ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) right back at Triton or simply spreading buffs to units not positioned directly adjacent to the bestower. He will also be the team's main ferry unit. Hephaestus debuffing the enemy team, buffing allied team with CritATK Up by 2x ~ 4x for 1 turn (Buff) and Nullify DebuffPrevent receiving debuff once for 4 turns. Vanishes after use. (Buff), maintaining two layers of Debuff protection every turn. Astaroth will keep the party healed, CP charged and buffed even further with DEF UpDEF Up by 0.9x ~ 0.45x for 4 turns (Buff) and ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff).

Mentoring Team

(This team is only recommended for Dungeons!)

Team Details (submitted by Erbie)

Triton
【Deffensive Support】
Unknown icon.png
Anyone
【Flexible】

Ded
【DPS/Healer】

Ded
【Support Unit】

Jinn
【Mentor】

Avarga
【Mentor】
Cost: ≥64

This team is designed to maximize Dungeon EXP gains up to 70000 by equipping Revere Thy Teachers on the Unit to Level. It is recommended only to use on units 4☆+ after LB3 since in most instances, this much experience isn't needed until reaching the next LB step. It is recommended to run this team on the Ikebukuro Dungeon instead of the Shinjuku one solely because the enemies at Shinjuku contains enemies that inflict two debuffs at the same time, one of them being FearCannot move at will, -10CP/turn for 5 turns (Debuff), which can ruin the run completely. The idea of this team is to alternate movement between all Mentors to maximize their effectiveness. Moving units to bestow Glint+10% skill activation rate for 2 turns (Buff) and Blessing+300~600HP/turn for 4 turns (Buff) is vital to the success of this team. It is also important that Triton attacks first as so to prevent the rest of the team from killing the enemies before Triton activates his defensive skill.

Gameplay examples