Theatre of Light/Samurai: Difference between revisions
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|active= 3 | |active= 3 | ||
|recovery= 21 | |recovery= 21 | ||
|description= | |description=* Follow up attack, can only be done if ATK hits. | ||
* Follow up attack, can only be done if ATK hits. | * Cannot be done after air ATK. | ||
* Gives Samurai 2 strength next turn. | * Gives Samurai 2 strength next turn. | ||
* Usually a combo ender after S1 ATK, if not enough light is available for S2. | * Usually a combo ender after S1 ATK, if not enough light is available for S2. |
Revision as of 06:24, 18 March 2024
Overview
Samurai | |
Archetype: | All-rounder |
Health Defense Multiplier: |
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Stagger Defense Multiplier: |
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Walk Speed: | 17 |
Max Light: | 3 |
Samurai is a well-rounded character that functions comfortably at all ranges but excels particularly at keeping the opponent at the mid range, where he can land his Overthrow sweetspot for good combos that leave him with potentially large amounts of Strength buffs. With a simple gameplan and the tools to run it, Samurai is a good option for any player.
Strengths | Weaknesses |
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Move List
Normal moves
Draw of the Sword
ATK |
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Slay
ATK~ATK |
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Overthrow
S1 |
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Deflect
S1 (hold) |
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Rising Blade
S2 |
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Gleaming Step
SP |
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Psyches
To Claim Their Bones
S1~ATK |
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Wrathful Rave
S2 (hold), ATK>S2>ATK>S1>ATK>S1>S1 |
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Strategy
Recommended Decks
Kim
EL1: Cardless
EL2: Cardless
EL3: N/A
The best way to play Samurai.