Theatre of Light/Vigilante: Difference between revisions

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| '''Health Defense Multiplier:''' ||  
| '''Health Defense Multiplier:''' ||  


* Melee: x1.5
* Melee: x1.25
* Ranged: x1
* Ranged: x1.25
|-
|-
| '''Stagger Defense Multiplier:''' ||  
| '''Stagger Defense Multiplier:''' ||  


* Melee: x2
* Melee: x1.5
* Ranged: x1.5
* Ranged: x1.5
|-
|-
Line 21: Line 21:
| '''Max Light:''' || 3
| '''Max Light:''' || 3
|}
|}
this fixer applies 11,640 stacks of bleed per second
This fixer applies 11,640 stacks of bleed per second
{{ProConTable
{{ProConTable
|pros=
|pros=
* '''Really fast:''' His rushdowns pretty fast
* '''Fast-paced Valor:''' As a rushdown class, Vigilante excels in closing the gap between him and his opponent via his nimble mobility, as well as his swift, range-extended melee attacks.
* '''Bleed:''' Can consistently apply 30+ bleed per combo, making the opponents next combo be near fatal to themselves.
* '''Combo Vacuum:''' All of his moves are able to be used as a combo starter and extended with his Special. Additionally, certain attacks of Vigilante can reposition/magnet opponent into the front on hit, allowing easier continuation for his combo.
* '''Claim Thy Veins:''' Bleed becomes a secondary type of damage. The status effect becomes lethal as it is easily stacked subsequent each combo. Furthermore, Bleed mechanism causes combo-reliant classes to suffer from their own attacks.
* '''Poking Vermin:''' Vigilante is able to safely do subtle damage and apply Bleed moving in and perform a free combo that costs 1 Light which can be recovered after turn ends, then return to neutral.
* '''Timing is Valued:''' The passive Flux grants incredible damage multiplier for most of Vigilante's Combo Enders, especially his S1. It is encouraged to time his moves efficiently to bring out the most damage.
* '''End-game Vendetta:''' Upon reaching emotion level 2 and level 3, Vigilante gains access to Sky Cearing Cut and Boost Mode respectively. The former enhances S2 scaling with Bleed. The latter increases his mobility and reduces Light Cost for his moves.
|cons=
|cons=
* '''Literally No Defense:''' Has NO Defensive options other than "moving better"
* '''Vulnerable:''' Has only one evasive option that is accessible at emotion level 1. Said evasive option also requires set up and the cost of his most valuable approaching tool, which is frail towards the opponent's usual fast offensibility.
* '''Emotion-Reliant Victim:''' Vigilante's moveset is limited during emotion level 0 and 1, which is prone to being pressured by other classes early in the battle. His lost is almost guaranteed if his emotion level stays at below 2 throughout the entire round.
* '''Card-Reliant Victim:''' Vigilante becomes dependent on Abnormality Cards due to being vulnerable at low emotion level and shortage of defensive option. He is also limited to certain choices of Abnormality Cards instead of being given a vast freedom of build. Activating these Cards may decide his victory.
* '''Ping Victim:''' Combos are easy to drop if you or your opponent have high ping.
|width=75}}
|width=75}}
<p style="clear:right"></p>
<p style="clear:right"></p>
==Move List==
==Move List==
{{Content Box|header=Passive|content=
{{Content Box|header=Passive|content=

Revision as of 09:16, 18 March 2024

Overview

Vigilante
TOLVigilantePortrait.png
Archetype: Rushdown
Health Defense Multiplier:
  • Melee: x1.25
  • Ranged: x1.25
Stagger Defense Multiplier:
  • Melee: x1.5
  • Ranged: x1.5
Walk Speed: 16
Max Light: 3

This fixer applies 11,640 stacks of bleed per second

Strengths Weaknesses
  • Fast-paced Valor: As a rushdown class, Vigilante excels in closing the gap between him and his opponent via his nimble mobility, as well as his swift, range-extended melee attacks.
  • Combo Vacuum: All of his moves are able to be used as a combo starter and extended with his Special. Additionally, certain attacks of Vigilante can reposition/magnet opponent into the front on hit, allowing easier continuation for his combo.
  • Claim Thy Veins: Bleed becomes a secondary type of damage. The status effect becomes lethal as it is easily stacked subsequent each combo. Furthermore, Bleed mechanism causes combo-reliant classes to suffer from their own attacks.
  • Poking Vermin: Vigilante is able to safely do subtle damage and apply Bleed moving in and perform a free combo that costs 1 Light which can be recovered after turn ends, then return to neutral.
  • Timing is Valued: The passive Flux grants incredible damage multiplier for most of Vigilante's Combo Enders, especially his S1. It is encouraged to time his moves efficiently to bring out the most damage.
  • End-game Vendetta: Upon reaching emotion level 2 and level 3, Vigilante gains access to Sky Cearing Cut and Boost Mode respectively. The former enhances S2 scaling with Bleed. The latter increases his mobility and reduces Light Cost for his moves.
  • Vulnerable: Has only one evasive option that is accessible at emotion level 1. Said evasive option also requires set up and the cost of his most valuable approaching tool, which is frail towards the opponent's usual fast offensibility.
  • Emotion-Reliant Victim: Vigilante's moveset is limited during emotion level 0 and 1, which is prone to being pressured by other classes early in the battle. His lost is almost guaranteed if his emotion level stays at below 2 throughout the entire round.
  • Card-Reliant Victim: Vigilante becomes dependent on Abnormality Cards due to being vulnerable at low emotion level and shortage of defensive option. He is also limited to certain choices of Abnormality Cards instead of being given a vast freedom of build. Activating these Cards may decide his victory.
  • Ping Victim: Combos are easy to drop if you or your opponent have high ping.

Move List

Passive

Serrated Blade

Upon starting a turn, an invisible counter is kept within Vigilante, this counter goes up by using "Kicks", and upon using any bladed ender move (e.g S1,) the bleed scales off the amount of kicks done in a combo.

Flux

Cloudburst has a Timing box that improves its damage, scaling, and bleed amount. At Emo 3 all of Vigilante's string enders will also receive Flux.

Normal moves

Cloud Cutter
ATK (x2)
Version Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
First hit 2 1 0.9 0 0 Melee - - - -
Second hit 2 0.9 0.9 0 0 Melee - - - -


Killer Kick Combo
ATK~S1(x5)
when adding the images here please just put all the kicks in one image
when adding the images here please just put all the kicks in one image
Version Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
First kick
ATK~S1
2 0.9 0.9 0 0 Melee - - - -
Consecutive kicks
ATK~S1(x2-4)
2 1 0.9 0 0 Melee - - - -
Last kick
ATK~S1(x5)
  • 3 (Normal)
  • 6 (Perfect)
1
  • 0.9 (Normal)
  • 1 (Perfect)
0 0 Melee - - - -


Clean up
ATK(x3) or ATK~S1(x3)~ATK
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
  • 4 (Normal)
  • 6 (Perfect)
  • 0.9 (Normal)
  • 1.2 (Perfect)
0.95
  • 1 (Perfect)
0 1 Melee - - - -


Beehive
ATK~S1~ATK~ATK
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
  • 12 (Normal)
  • 14 (Perfect)
1
  • 0.9 (Normal)
  • 1 (Perfect)
0 2 - - - - -


Cloudburst
S1
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
  • 4 (Normal)
  • 17 (Perfect)
  • 1 (Normal)
  • 1.2 (Perfect)
  • 0.8 (Normal)
  • 1 (Perfect)
1 0 Melee - - - -


Scattering Slash
S2
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
2+(Bleed x 1.2) (rounded down) 1 0.8 2 0 Melee - - - -


Ferocious Assault
SP
Version Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
Grounded 6 0.85 1 1 0 Melee - - - -
Aerial 6 1.1 0.9 1 - Melee Evade - - -

Psyches

Sky Clearing Cut
S2 (Hold)
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
(Bleed x 1.75) (rounded down) 1 0.8 3 2 Melee - - - -
  • Does 0 (zero) damage if used on someone with no bleed stacks. Don't do that.


Extreme Boost Mode
ATK~S2
Misinput
Misinput
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
- - - 1 2 - - - - -

Gain an install

  • Spends 1 light per turn until you're out of light, ending the install.

Strategy


Recommended Decks



EL1: Cardless
EL2: Predation
EL3: N/A
Move faster so you can try avoid the hellish rain of fire

Theatre of Light Navigation

General
Controls
Systems
HUD
Glossary
FAQ
Mechanics
Chapter 1
Samurai
Brawler
Ranger
Charger
Vanguard
Vigilante
Gunner
Assassin
Single Entry 1
Knight