GG2/Izuna/Tribe: Difference between revisions

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| Recipe    = 390 Cost / 750 HP / 80 SPD / 40 RMC
| Recipe    = 390 Cost / 750 HP / 80 SPD / 40 RMC
| content    =
| content    =
A good support unit which increases allies defense and freezes enemies. Some players opt for unlocking Oyuki first as she has alot of utility when Izuna carries her with him.
A good support unit which increases allies defense and {{Tt|Freezes|The opponent is stoped and kept in the same position & knockdown state and given a defense buff. The knockdown state the enemy is in is effected by the last hit before the Freeze state ends.}} enemies. Some players opt for unlocking Oyuki first as she has alot of utility when Izuna carries her with him.


Place Oyuki right next to the enemy Ghosts or the Masterghot because it's melee attack has very high damage. 1 attack can capture a Ghost but only with the melee attack because it's ranged attack has low damage. Since Oyuki chooses which to use based on the context of it's nearest target so {{Ni|6}} (D-Pad) - Order to Hold while pushing her into the Ghost/Masterghost is recommended.
Place Oyuki right next to the enemy Ghosts or the Masterghot because it's melee attack has very high damage. 1 attack can capture a Ghost but only with the melee attack because it's ranged attack has low damage. Since Oyuki chooses which to use based on the context of it's nearest target so '''{{Ni|6}} (D-Pad) - Order to Hold''' while pushing her into the Ghost/Masterghost is recommended.


Despite the high damage on it's melee attack, Oyuki does not do a reliable job of countering Armor due to low damage on it's ranged attack. Still it's the best you have for helping Izuna clear a squad of enemy Armor units so you will still want to use it in that context. Oyuki's Freeze can be reliable for stunning targets but it gives a defense buff to opponents effected by it.
Despite the high damage on it's melee attack, Oyuki does not do a reliable job of countering Armor due to low damage on it's ranged attack. Still it's the best you have for helping Izuna clear a squad of enemy Armor units so you will still want to use it in that context. Oyuki's {{Tt|Freezes|The opponent is stoped and kept in the same position & knockdown state and given a defense buff. The knockdown state the enemy is in is effected by the last hit before the Freeze state ends.}} can be reliable for stunning targets but it gives a defense buff to opponents effected by it.


Against enemy masters Oyuki's Freeze can be useful as any way to open them up is welcome, but keeping Oyuki safe if the enemy master is near is very difficult due to her low health.
Against enemy masters Oyuki's {{Tt|Freeze|The opponent is stoped and kept in the same position & knockdown state and given a defense buff. The knockdown state the enemy is in is effected by the last hit before the Freeze state ends.}} can be useful as any way to open them up is welcome, but keeping Oyuki safe if the enemy master is near is very difficult due to her low health.
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Revision as of 22:41, 18 April 2024




The Backyard

Generally, The Backyard is considered the worst tribe. Their units tend to have an ability unique to them.
Basic units are all a little weak, with Namahage having the only useful unique trait (being a low cost armor unit) and Kappa single-handedly dropping Izuna down a tier with his awful counter.

Elites are similar, but most of the special abilities are actually quite useful in specific situations. This makes them more situational than other tribe's elites, but more powerful in the correct situation than other elites.

Basic Servants

Kappa

Kappa
Melee ●
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210 Cost / 480 HP / 110 SPD / 10 RMC
A rather lackluster Basic Melee Servant with low health, average attack, and high cost. Not a very good unit but Izuna has to use them to maintain map control and vision.

Has a counter which when triggered does an armored attack. This counter is a weakness in disguise though as the opponent can use the armor to hit with high damage attacks that would normally knockdown in order to kill Kappa faster than otherwise possible.

Namahage

Namahage
Armor ■
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360 Cost / 720 HP / 70 SPD / 10 RMC
The cheapest basic Armor Servant in the game. One of the slower units in the game so often needs to be carried to it's location. Izuna sometimes wants to unlock 2nd due to strength against Melee type and the relatively cheap cost to summon.

Somewhat low DPS. Also has a odd weakness in that none of it's attacks can knockdown. Due to it's low damage consider mixxing with other squads with other Servant types.

Nekomata-chan

Nekomata-chan
Mobile ▲
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300 Cost / 500 HP / 125 SPD / 10 RMC
A somewhat mediocre Servant. Does a good job of killing Ranged and Magic type Servants but has a hard time dealing damage to Armor type Servants.

Ittanmomen

IttanmomenMade of Paper
Ranged ↑
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110 Cost / 350 HP / 110 SPD / 10 RMC
Ittanmomen has a unique quirk where it shoots two projectiles instead of one if it reaches max level. Unfortunately this is very rare as this unit can be killed by the enemy Master in one combo with no knockdown.

There isn't much of a reason to summon these sadly.

Elite Servants

Tengu

Tengu
Melee ●°
poster=LazyLoadImageThumbnail.png

360 Cost / 1500 HP / 110 SPD / 40 RMC
Tengu attacks often with good DPS and is Izuna's strongest Servant. A good choice to carry with Izuna as it does good damage to Ghosts, Servants, enemy Masters, and even the enemy Masterghost barrier.


When paired with Tengu; one can drop them buff both with Izuna's purchased Ability C.Crysanthimum, pick them both up so the buff timer freezes, then drop off at the enemy Masterghost to break the barrier very quickly. The threat of this can force your opponent to split their units for map vision or they lose the game.

Tengu's spinning kick almost guard breaks the opponent if they block it. In a large battle scenario they are forced to back off as one more hit of any kind would guard break them.


Tengu can banish one enemy in a tornado for a period of time. This ability is a double edged sword because while the enemy is banished by a tornado they cannot attack or be attacked. If you commanded your squad to keep moving after capturing a Ghost then they might leave the banished unit behind, then when the enemy unit comes back from being banished it simply captures the Ghost with no opposition. Most of the time high priority targets are going to be lost near squads of weaker basic units so it's hard to get the Tornado to banish a unit you really do want gone from the fight.

Daidarabotchi

Daidarabotchi
Armor ■°
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650 Cost / 3000 HP / 75 SPD / 100 RMC
Only hits Ghosts and the Masterghost but does absurdly high damage. Getting Daidarabotchi to the enemy Masterghost is a win condition.

Daidarabotchi's basic attack instantly destroys Masterghost barrier and 3 Basic Attacks will lower Masterghost to 1 HP. Daidarabotchi's walk does 30 damage to enemies launches with low untech.

When 1000 damage is taken, Daidarabotchi will be stunned and drop 4 Mini-Daidarabotchi Minions. This can only happen twice even if you heal Daidarabotchi.

Daidarabotchi isn't without flaws though, it is expensive and walks slow keeping it from being a viable option except in long games. You can position yourself behind Daidarabotchi and do a free lock dash into his back to push Daidarabotchi which can be a viable way of getting him to his destination quicker

Kirin

Kirin
Ranged ↑°
poster=LazyLoadImageThumbnail.png

290 Cost / 1000 HP / 110 SPD / 40 RMC
A decent Servant but not one seen often as it doesn't do anything unique or necessary for Izuna's army. Can make a solid squad with Tengu and Oyuki as their attacks and abilities tend to cover one another but is usually summoned last.

Lays some highly active spinning blade projectiles attacks, basic projectiles, and dashes at enemies.

Izuna's army as a whole is somewhat weak to Armor Servants and Kirin is weak to Armor Servants.

Kirin also has low life so it's hard to keep alive.

Oyuki

Oyuki
Magic ★°
poster=LazyLoadImageThumbnail.png

390 Cost / 750 HP / 80 SPD / 40 RMC
A good support unit which increases allies defense and FreezesThe opponent is stoped and kept in the same position & knockdown state and given a defense buff. The knockdown state the enemy is in is effected by the last hit before the Freeze state ends. enemies. Some players opt for unlocking Oyuki first as she has alot of utility when Izuna carries her with him.

Place Oyuki right next to the enemy Ghosts or the Masterghot because it's melee attack has very high damage. 1 attack can capture a Ghost but only with the melee attack because it's ranged attack has low damage. Since Oyuki chooses which to use based on the context of it's nearest target so 6 (D-Pad) - Order to Hold while pushing her into the Ghost/Masterghost is recommended.

Despite the high damage on it's melee attack, Oyuki does not do a reliable job of countering Armor due to low damage on it's ranged attack. Still it's the best you have for helping Izuna clear a squad of enemy Armor units so you will still want to use it in that context. Oyuki's FreezesThe opponent is stoped and kept in the same position & knockdown state and given a defense buff. The knockdown state the enemy is in is effected by the last hit before the Freeze state ends. can be reliable for stunning targets but it gives a defense buff to opponents effected by it.

Against enemy masters Oyuki's FreezeThe opponent is stoped and kept in the same position & knockdown state and given a defense buff. The knockdown state the enemy is in is effected by the last hit before the Freeze state ends. can be useful as any way to open them up is welcome, but keeping Oyuki safe if the enemy master is near is very difficult due to her low health.

Minions

Dharma

Dharma
Magic ★
poster=LazyLoadImageThumbnail.png

300 HP / 30 sec life
Summoned by Izuna with the ability Dharma Summons he can purchase. Doesn't attack but rather supports with a projectile that FreezesThe opponent is stoped and kept in the same position & knockdown state and given a defense buff. The knockdown state the enemy is in is effected by the last hit before the Freeze state ends. the enemy and a unavoidable slow debuff. Good for engaging the enemy Master with.

Mini-Daidarabotchi

Mini-Daidarabotchi
Armor ■
poster=LazyLoadImageThumbnail.png

440 HP / 40 sec life / unique summon condition
A group of 4 is summoned by Daidarabotchi when it's health lowers to 2000 and 1000.

Mini-Daidarabotchi attack with a 3 punches followed by a kick that knocks the enemy back.

They attack often so if they manage to stay alive they can be useful. Your opponent will probably be able to afford purchasing a Dispel which kills them so this limits how useful they can be.

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