Theatre of Light/Assassin: Difference between revisions
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* '''Comeback Mechanics:''' Assassin's skills become enhanced while she is below 50% HP. Her enhanced skills provide additional properties to help with her gameplan. | * '''Comeback Mechanics:''' Assassin's skills become enhanced while she is below 50% HP. Her enhanced skills provide additional properties to help with her gameplan. | ||
* '''Ease of Access:''' Assassin has 3 moves, making her an incredibly low floor and low ceiling character thats easy to pick up and play. | * '''Ease of Access:''' Assassin has 3 moves, making her an incredibly low floor and low ceiling character thats easy to pick up and play. | ||
* ''' | * '''Clear Body:''' Due to her incredibly low speed, both Haste [[File:TOL_StatusHaste.png|15px]] and Bind [[File:TOL_StatusBind.png|15px]] do negligible effects to her aside from changing her universal dash, as uniquely her SP dash is unaffected by both Haste [[File:TOL_StatusHaste.png|15px]] and Bind [[File:TOL_StatusBind.png|15px]]. This allows her to shrug off the negative effects of Abnormality Pages such as Metallic Ringing and Cocoon, as well as allows her to run the Forsaken Murderer pages without suffering from their maluses as much. | ||
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* '''Overexhaustion:''' Assassin starts every stock with no light at all, requiring her to take large risks or sacrifice health in order to get the ball rolling on round start or after respawning. | * '''Overexhaustion:''' Assassin starts every stock with no light at all, requiring her to take large risks or sacrifice health in order to get the ball rolling on round start or after respawning. | ||
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* '''Light Reliance:''' Assassin is reliant on her SP as a neutral, offensive and defensive tool, and as such requires a constant supply of Light to keep up with her opponent. Running out of Light will put her at a severe disadvantage and likely cost her a good chunk of health or even a stock. | * '''Light Reliance:''' Assassin is reliant on her SP as a neutral, offensive and defensive tool, and as such requires a constant supply of Light to keep up with her opponent. Running out of Light will put her at a severe disadvantage and likely cost her a good chunk of health or even a stock. | ||
* '''Punished for playing the game:''' In her current state, it can be argued that some of the enhanced moves can be straight up worse than the regular moves, such as Enhanced Parry doing less than a simple string off regular block, or Hold M1 gaining a much longer windup, her ATK~ATK is also nearly universally bad, as it trades off health for slight combo length and heavy proration. | * '''Punished for playing the game:''' In her current state, it can be argued that some of the enhanced moves can be straight up worse than the regular moves, such as Enhanced Parry doing less than a simple string off regular block, or Hold M1 gaining a much longer windup, her ATK~ATK is also nearly universally bad, as it trades off health for slight combo length and heavy proration. | ||
* '''Extreme Linearity:''' Due to her predictable and limited options with and without light, having a character with a guardpoint or evade almost completely shuts down her options as she becomes unable to start a combo or approach due to her slow speed and predictable get in options. | * '''Extreme Linearity:''' Due to her predictable and limited options with and without light, having a character with a guardpoint or evade almost completely shuts down her options as she becomes unable to start a combo or approach due to her slow speed and predictable get in options. Her combo routes are also incredibly linear, as attempting to extend them will lead to having to pay health. | ||
* '''Limited Combos:''' Assassin suffers greatly from damage scaling, as such extending combos beyond 2 or 3 hits is generally not worth it for the extra Light and/or health cost. | * '''Limited Combos:''' Assassin suffers greatly from damage scaling, as such extending combos beyond 2 or 3 hits is generally not worth it for the extra Light and/or health cost. | ||
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Revision as of 15:10, 19 March 2024
Overview
Assassin | |
Archetype: | Pixie |
Health Defense Multiplier: |
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Stagger Defense Multiplier: |
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Walk Speed: | 6 |
Max Light: | 4 |
Assassin is a fragile pixie character who darts around the screen in short bursts to catch the opponent lacking with high damage burst combos. While Assassin is easy to pick up and play, as you get better with her, her shortcomings start to show: Her moveset is very small and it makes her offense quite linear as a result. Additionally, she is very reliant on Light to run her gameplan and becomes extremely vulnerable without it, thus demanding good Light management from the player. If you can overcome these flaws, Assassin will still prove to be a tricky yet rewarding character to play.
Move List
Normal moves
Extreme Edge
ATK |
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Flying Sword
S1 |
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Deflect Assault
S2 |
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Overcome Death
S2 (Below 50%) |
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Extreme Speed
SP |
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Psyches
Flashing Strike
ATK > ATK |
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Boundary of Death
S1 > S2 (HOLD) |
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Strategy
Recommended Decks
Standard
EL1: Cardless/Cocoon
EL2: Predation
EL3: N/A
The average deck of most Assassin players, alleviates some speed and trades off some of her already low health to gain more mobility.
Shi Association: South Section 2 Director
EL1: Violence
EL2: Chained Wrath
EL3: N/A
Turns Assassin into a highly volatile burst monster, making her combos do upwards of 30-40 damage on even the tankier classes like Charger, and making her boundary able to crack the 70+ damage barrier and potentially instant kill lighter classes such as Ranger with over 112 damage. The bind given is also not too much of an issue, as it does not affect her SP or S1, but only impacts her universal dash.
Gameplan
Assassin has a very solid and set in stone gameplan being: Get to the enemy using S1, use ATK, and then get away before they recover with an SP or another S1, or attempt to bait and punish with your parry. Through the entire game, this is essentially set in stone, as contrary to how the kit suggests, going below 50% Health can prove incredibly detrimental and has little applications. Due to combo scaling and heavy P2 from most loops, a combo that extends and capitalises off looping S1 ATKATK ends up doing near fatal self damage, while the opponent only takes around 40% due to minimum combo scaling. While your basic parry can lead into a heavy punish through ATKATK S1 ATK, your enhanced parry only does a maximum of 18 damage, and thats if you have 4 haste when you usually only have 2, making it only deal 12.
Upon reaching EL3 and gaining Boundary of Death (shortened to just BoD,) a consistent way to combo into it is through ATKATK BoD, with the combo doing 40 damage, while there are longer routes you can do, it costs too much health and ends up doing usually less.
For cards, Fairies Care can end up saving your life if fighting shorter combo characters, but absolutely fatal against characters such as Vanguard and Knight, while Violence ends up being a good damage increase due to your incredibly low speed not being too tarnished by the Bind. Upon reaching Emotion Level 2, it is important to note that Predation's built in Haste does NOT affect Overcome Death, making it a simple "get faster dashes and do 30% more damage in exchange for a lower health bar," Chained Wrath has the same effect as violence but instead of neutering your damage, leads to a much higher burst damage combo.
Combos
No combos: S1, ATK: 20 damage
Boundary confirm: ATK~ATK, S1~[S2]: 42 dmg
Death: S1, ATK~ATK > SP > S1, ATK~ATK > SP > S1, ATK~ATK > SP > S1, ATK~ATK: like 40 damage