![]() But to recruit him, you must forgo Senhime. In army battles, he has Charge, Full Power Warrior Attack 2, and 5 actions. 徳川家康 Tokugawa Ieyasu: Incredible in dungeons-he has a piercing charge-attack, costing 1 action, which deals 2.0 damage.And therefore, it's wise to deploy him troopless in defending battles. Also, after he becomes a demon, he cannot be harmed by almost all enemies. For instance, he's the only other character able to reach level 99 he's the best damage-dealer in dungeons. 小川健太郎 Ogawa Kentarou: He's somewhat similar to Rance.Hence she's a good candidate for action increasing items. Furthermore, her high level makes her great in dungeons. Her passive skill Power of the Goddess of War (軍神の威光) takes away 1 action from enemies in army battles (to a minimum of 1 - it won't render Musket units moveless). 上杉謙信 Uesugi Kenshin: A useful commander with Commander Charge.If character cleared, she gains ATK and DEF buffs when deployed alongside Katsuie. However, she is quickly outclassed by others. 乱丸 Ranmaru: Probably the best starting commander.(If Rance's unit is defeated, it's always a game over.) Moreover, a character cleared commander deployed with him gains 1 Affection point. And in dungeons, the skill deals 2x damage. In army battles, his Rance Attack is the same as Commander Charge. Besides Kentarou, only Rance can reach level 99. Also, there are Satisfaction bonuses to increase his actions and stats. His passive skill "Auto-Heal ( Sill)" initially regenerates 30 troops every turn. The initial attack doesn't reduce a Foot Soldier's guard rate. If the enemy is guarded by Shikigami, the commander's attack will be blocked but the follow-up attack will not. And then the entire troop attacks regularly. The first hit (initiated by the commander) deals 20 damage plus 3 damage per commander's level. 武将突撃 (Commander Charge) - Special attack preventing enemy counterattack.Light Attack does not have to be the final blow, but the target must still be defeated. Any enemy hit by this attack will likely be captured. 手加減攻撃 (Light Attack) - Special attack dealing a fifth of the normal damage.大声突撃 (Shouting Charge) - Probably glitched, ignore.Useful for slow commanders who aren't likely to expend all their actions, but wasted on anyone else. 迂回突撃 (Side Attack) - Costs two actions, but keeps your troops unharmed from counterattack damage.Furthermore, this move is an obvious choice if you want to quickly remove a particular enemy commander or if your target can not counterattack you. ![]() Putting these numbers together, it can be argued that using Full Power Warrior Attack 2 is a better move than using Warrior Attack twice. Strangely, the original version has a recovery time of 20 and the upgraded version has a recovery time of 25 (compare to Warrior Attack's 15). 全力武士突撃(2) (Full Power Warrior Attack (2)) - Costs two actions for either version and takes twice the counterattack damage, but the original version does 1.5x damage compared to the normal Warrior Attack and the upgraded version does 2x.This could make Warriors more viable on high difficulties, but two affection bonuses is a large investment. Notable for giving massively reduced counterattack damage (a fifth of Warrior Attack's). ガード ?し (Guard Break) - Regular attack which does 0.8x damage and ignores the defensive boost that guarding Foot Soldiers receive.Notable for being the only first skill for Warriors and for being one of the fastest moves in the game. By spending one action, all your future attacks become stronger (unless debuffed by enemy Tacticians). 力を貯める (Charge) - Passive skill raising damage by 70%.However, as they often receive counterattacks from enemies, their usage dwindles when the enemy outnumbers them, which is often the case on higher difficulties. At lower difficulties, they are a typical player's main source of damage. They are swordsmen focusing on offensive skills.
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