Typhon/Strategy

From Tokyo Afterschool Summoners
Revision as of 19:45, 27 June 2019 by Arathun (talk | contribs)
Jump to navigation Jump to search

NOTE: This page currently under construction.

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

Overview

Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Overview is sufficiently modified.

☆3/☆4 Typhon

Typhon is a fairly solid character whose effectiveness lies mostly in vertically larger or wide maps, where his Default and his shoving sees more benefit. His only way of being truly tanky is through LB1 and only after the first hit, burst damage is capable of getting to him and his LB3 heal can be outdone if not under Evasion. You could keep him away from Element earth.pngWOOD just in case Evasion doesn’t proc and he’ll do a very good job at taking most of the hits if you properly manage his LB1. A particularly fun experiment is to Charge-spam with LB3 and Barrage, it won’t be a fully strong thing, but could be played with for some amusement and more-consistent damage.

☆5 Make Sail Typhon

Rocking a brand new outfit, skillset and instrument, Typhon (Make Sail) comes in with a skill set oriented towards oppressive, offensive disruption through a fairly high rate Charm, which he can spread to a lot of enemies to completely shut them down and deal more damage to them. Like his bandmates, he also comes in with the fantastic addition of Concentration to his allies somewhat on demand which not only helps them offensively but also pushes their proc rates. His self-buff along with hitting stunned enemies makes his damage formidable despite his attack range, and only gets even better through team support. Be mindful of his self-Burn and lack of ways to defend himself if he can’t Charm his foes, he’ll greatly appreciate any form of offensive/defensive buffs and/or Barrage, Insight or Concentration.

Highlights

Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Highlights is sufficiently modified.

☆3/☆4 Typhon

Class: Tank

Gameplay Role:

Pros

+ LB1 makes him incredibly sturdy past the first hit he takes.

+ LB2 is mostly approached by 4☆, he can feasibly control enemy positioning and drain their CP, it can serve as small set up for your allies.

+ LB3 is fantastic for self-sustain thanks to 4☆ Mage range, it also pumps his CP up for his great Charge.

+ Charge serves as partial setup thanks to mass shoving and Intimidated preventing movement for your allies to exploit.

Cons

- 3☆ is considerably worse due to LB2 being able to cockblock him and LB3 being much less effective due to Pierce range compared to Mage.

- Burst damage is not good for him, especially against Element earth.pngWOOD, a clean hit before Evasion procs is likely to shut him down.

- LB3 is not always optimally approached regardless of the version, it’ll depend on both how many enemies are alive and how many you manage to hit.

☆5 Make Sail Typhon

Class: Glass Cannon, Offensive Support

Gameplay Role:

Pros

+ Along with his bandmates, owns an amazing Default, Concentration to adjacent allies somewhat on demand is fantastic in a lot of ways.

+ LB1 Charm at a considerably higher rate than usual along with his attack range makes for an impressive, fully disruptive and stunning performance.

+ LB2 helps him not be denied by Fear, an ailment that’d quite hinder his capabilities while giving himself an offensive buff to help his damage.

+ LB3 helps patch up his self-Burn for the most part, activate LB2 and allows him to deal even more damage to enemies under Charm, which he can already apply by himself.

Cons

- Sacrifices his original semi-tank properties to become fairly fragile, especially due to Burn, Element earth.pngWOOD is a glaring weakness of his.

- Charge may sound great on paper, but is specialized towards larger maps, Status Reflect can be anywhere from great to underwhelming depending on what he reflects with it.

Gameplay Role

Example gameplay role breakdown.

Stats and Seed Usage

Unit Max HP (unseeded) Max HP (seeded) Max ATK (unseeded) Max ATK (seeded) Max normal ATK per square (unseeded) Max normal ATK per square (seeded) Max CS ATK per square (unseeded, SALV1) Max CS ATK per square (seeded, SALV1)
Icon frame rarity 3.pngWater element icon.pngThrust weapon icon.png 6201 8175 3806 5403 2093 2971 2131 3025
Icon frame rarity 4.pngWater element icon.pngMagic weapon icon.png 6999 8964 4422 6043 1238 1692 3714 5076
Icon frame rarity 5.pngWater element icon.pngMagic weapon icon.png 7499 9368 5450 7076 1526 1981 2180 2830


Example description

Team Synergy

Example synergy class

Example description

Checks and Counters

Example counter

Example description

Teambuilding Options

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

Nuclear Clock

Team Details (submitted by Arathun)

Licht
【CP Battery, Damage Buffer】

Protagonist
【Damage Dealer, Cleanser】


Unknown icon.png
Anyone
【Flexible】


Gyumao
【Damage Dealer, CS Spammer, Damage Buffer】

Typhon
【Damage Dealer, CS Spammer, Damage Buffer】



Gyumao
【Damage Dealer, CS Spammer, Damage Buffer】

Unknown icon.png
Anyone / no one
【Flexible】
Unknown icon.png
Anyone / no one
【Flexible】
Cost: ≥48

The following assumes Licht, Gyumao, and Typhon (Make Sail) 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