Theatre of Light/Assassin: Difference between revisions
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* Can be held to increase damage at the cost of increased startup and 1 Light. While below 50% health, the held version consumes ALL of your remaining light to deal even more damage. This version is usually relegated to high reward stagger punishes. When you get one though, you can cash out for huge damage, especially if you have 3 or 4 Light. | * Can be held to increase damage at the cost of increased startup and 1 Light. While below 50% health, the held version consumes ALL of your remaining light to deal even more damage. This version is usually relegated to high reward stagger punishes. When you get one though, you can cash out for huge damage, especially if you have 3 or 4 Light. | ||
** Each additional light spent also increases the range. | ** Each additional light spent also increases the range. | ||
** At EL3, spending the light for a enhanced Hold ATK is generally not worth over just using boundary of death. | |||
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* Cannot be SP cancelled | * Cannot be SP cancelled | ||
* Due to it's evade, can counter unblockables and close range projectiles. | * Due to it's evade, can counter unblockables and close range projectiles. | ||
* With 2 Haste [[File:TOL_StatusHaste.png|15px]], does 12 damage, while with 4 Haste[[File:TOL_StatusHaste.png|15px]], does 18 damage. | * With 2 Haste [[File:TOL_StatusHaste.png|15px]], does 12 damage, while with 4 Haste [[File:TOL_StatusHaste.png|15px]], does 18 damage. | ||
* Not affected by Predation | * Not affected by Predation | ||
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<span style = "color: #CA0101;">EL2: </span>Chained Wrath<br> | <span style = "color: #CA0101;">EL2: </span>Chained Wrath<br> | ||
<span style = "color: #C067EF;">EL3: </span>N/A <br> | <span style = "color: #C067EF;">EL3: </span>N/A <br> | ||
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 | 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 4 Bind [[File:TOL_StatusBind.png|15px]] given is also not too much of an issue, as it does not affect her SP or S1, but only impacts her universal dash. | ||
<h2> Gameplan </h2> | <h2> Gameplan </h2> | ||
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 | 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, ATK~ATK 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 ATK~ATK, S1, ATK, your enhanced parry only does a maximum of 18 damage, and thats if you have 4 Haste [[File:TOL_StatusHaste.png|15px]] 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. | 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 <b>NOT</b> 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 | 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 <b>NOT</b> 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. | ||
<h2> Combos </h2> | <h2> Combos </h2> |
Revision as of 15:14, 19 March 2024
Overview
Assassin | |
Archetype: | Pixie |
Health Defense Multiplier: |
|
Stagger Defense Multiplier: |
|
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 |
---|
Flying Sword
S1 |
---|
Deflect Assault
S2 |
---|
Overcome Death
S2 (Below 50%) |
---|
Extreme Speed
SP |
---|
Psyches
Flashing Strike
ATK > ATK |
---|
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 4 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, ATK~ATK 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 ATK~ATK, 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