It looks like you have a pretty solid team already, though I am not sure if you have the right synergy. I'm also keen to understand if any of your team is speed tuned., as well as how many turns on average your team lasts, plus who is the current primary sources of damage. If I were to hazard a guess, I would say that your current strategy deals a lot of damage in a relatively short amount of rounds, with Ninja or Geo being the highest damage sources
Anyway, my thoughts:
It looks like you have a pretty solid team already, though I am not sure if you have the right synergy. I'm also keen to understand if any of your team is speed tuned., as well as how many turns on average your team lasts, plus who is the current primary sources of damage. If I were to hazard a guess, I would say that your current strategy deals a lot of damage in a relatively short amount of rounds, with Ninja or Geo being the highest damage sources
Anyway, my thoughts:
If he continues to use Kal, he will need another poisoner as Kal doesn't have the capability of keeping up more than 1 or 2 poisons at a time during any point after first couple of rounds. For Kal's ENEMY MAX HP ability - OP will want DEF DOWN and atleast 1 poison debuff to hit the cap which makes up about 50% of overall damage from Kal.
Maybe try to squeeze venomage inplace of rector, while finding some other source of healing or ideally a team heal on a 3 turn CD. VM will offer more damage reduction for all allies, places poisons,,ATK and DEF DOWN, while exploding poisons on the A1.
Thanks for all the help guys really appreciate it. My Rector's speeed is sitting at 229 speed, I have my Sepulcher Sentinel running at 225 speed to try and block all incoming stuns. I then have my Geo coming in at 192 just behind ninja so that it replaces ninjas HP burn so that Geos passive works. I may have to swap out Kalv because i do agree it is hard to maintain his poisons over the duration of the fight but definitely got excited to use him as my most recient legendary! thanks again for the help definitely will take all this info on board! Cheers!
If he continues to use Kal, he will need another poisoner as Kal doesn't have the capability of keeping up more than 1 or 2 poisons at a time during any point after first couple of rounds. For Kal's ENEMY MAX HP ability - OP will want DEF DOWN and atleast 1 poison debuff to hit the cap which makes up about 50% of overall damage from Kal.
Maybe try to squeeze venomage inplace of rector, while finding some other source of healing or ideally a team heal on a 3 turn CD. VM will offer more damage reduction for all allies, places poisons,,ATK and DEF DOWN, while exploding poisons on the A1.
If Kalvalax is indeed only maintaining that amount of poisons then I'd straight up swap him with Frozen Banshee in a counter attack set. In the current team Frozen will do less physical damage, but should do considerably more poison damage, which should translate to a damage boost with minimal changes.
void:
Sepulcher sentinel, kalvalax, Venomage, Fahrakin, Deacon.
affinity: Sepulcher sentinel, Kalvalax,Venomage,Geomancer,Deacon
Venomage gives you daamage reduction and backup atk down. Sepulcher atk down and def up, deacon, leech and Fahrakin ally attack, hp burn and poison.
Geomancer really shines on affinity as everyone gets hit more.
Making a killable team without Toragi would be criminal. One of the very best if not best champs to have in these comps.
I'd want to have SepSen/Toragi all the time here, for sure. SepSen will give us block debuffs permanently when speed tuned, attack down, the defensive aura and defense up, while Toragi will give us more attack down, some poisons, ally protect, shield and some heals. Just a ton of sustain there.
Then Geomancer for sure. I like having Ninja freed up for most content, but he's also tremendous in CB, of course.
I'm fine with Kalvalax, though admittedly have no experience running him in Clan Boss, so I can't speak to how well he'd perform as a DPS vs. say, Ninja who we'd have to put in a little work in terms of skill ordering to avoid HP burn overwrite.
The 5th is where I get a bit fuzzy, whether we should be jamming in another DPS or trying to find more sustain with something like Sandlashed (buff extension which would reduce speed requirements, and to a lesser extent her passive) or someone like Ghrush who will give us leech on an A1 and continuous heals.
I don't know if Venomage fits here because I get the idea we're going to have the debuff bar jammed already, but more damage mitigation seems great.
Would be curious to see what @harleQuinn has to say when she checks back in because Clan Boss comps are 100% her wheelhouse.
I think I'd go SepSen/Geo/Toragi/Kalvalax/Ghrush or another sustain champ. Deacon, I am usually leery of due to speed tuning/buffs but he could make a ton of sense due to leech, and again lowering speed reqs.
My two cents:
So, here's the thing with my comp - you have no stun block. That means you're relying on your team lead to be the person being stunned. That'll invariably eventually stop working properly, but the nice thing is, the only person on your team who actually needs to be tuned properly is Giscard's A3 being on turn 1 and him being slowest - so hopefully as long as he doesn't get stunned, you'll be okay.
My two cents:
So, here's the thing with my comp - you have no stun block. That means you're relying on your team lead to be the person being stunned. That'll invariably eventually stop working properly, but the nice thing is, the only person on your team who actually needs to be tuned properly is Giscard's A3 being on turn 1 and him being slowest - so hopefully as long as he doesn't get stunned, you'll be okay.
Sepulcher Sentinel would keep us affinity friendly/worry free about the stun at a 4:3 on UNM.
Sepulcher Sentinel would keep us affinity friendly/worry free about the stun at a 4:3 on UNM.
Yep - but no way to fit her into the team without losing one of the other important parts. I guess you could argue that Giscard could be dropped - but I'm leery about suggesting to OP to run without DEF up, as that's a pretty significant loss in damage to re-gear to support it. Not to mention Giscard does ATK up too.
(and yes, I know, SS does DEF up, but you need to use it to block the stun, so you don't get it for one of the attacks)
Though - good point on affinity. My comp obviously fails on green due to SPD down.
Making a killable team without Toragi would be criminal. One of the very best if not best champs to have in these comps.
I'd want to have SepSen/Toragi all the time here, for sure. SepSen will give us block debuffs permanently when speed tuned, attack down, the defensive aura and defense up, while Toragi will give us more attack down, some poisons, ally protect, shield and some heals. Just a ton of sustain there.
Then Geomancer for sure. I like having Ninja freed up for most content, but he's also tremendous in CB, of course.
I'm fine with Kalvalax, though admittedly have no experience running him in Clan Boss, so I can't speak to how well he'd perform as a DPS vs. say, Ninja who we'd have to put in a little work in terms of skill ordering to avoid HP burn overwrite.
The 5th is where I get a bit fuzzy, whether we should be jamming in another DPS or trying to find more sustain with something like Sandlashed (buff extension which would reduce speed requirements, and to a lesser extent her passive) or someone like Ghrush who will give us leech on an A1 and continuous heals.
I don't know if Venomage fits here because I get the idea we're going to have the debuff bar jammed already, but more damage mitigation seems great.
Would be curious to see what @harleQuinn has to say when she checks back in because Clan Boss comps are 100% her wheelhouse.
I think I'd go SepSen/Geo/Toragi/Kalvalax/Ghrush or another sustain champ. Deacon, I am usually leery of due to speed tuning/buffs but he could make a ton of sense due to leech, and again lowering speed reqs.
Pingping!
Okay, some folks want a lot of changes. And if they do, they need to be recommending Toragi, who is the best champ for a killable team in the entire game. If you want an example of what makes him so good, here's a wonderful video showing a team that features him, although this isn't the tune I am recommending: https://www.youtube.com/watch?v=gyh-Fy8VDQY Ally Protection is just broken, as you can see in this video, and we're going to make use of that.
Then we add in Sepulcher to keep ourselves totall affinity friendy and deal with stuns. She also keeps the Increase Defense going. However this is impossible without a buff extender!
Thankfully we also have Sandlashed Survivor to be extending our buffs! She is going to come in and just keep all kinds of buffs going.
We can pair these with you current DPS to create a fully affinity friendly, stun friendly, ally protect team that should last a long time, and work on UltraNightmare and Nighmare. Here is the speed tune for this:
You can play with this team yourself over at the Deadwood Jedi calculator, the speeds can be tweaked here and there minutely and still have the correct buffs up at the right time. https://deadwoodjedi.info/cb
And here's a BETTER option, to get your Ally Attack AND Defense Down, as well as one of your DPS champs going 4:3 for extra damage, and buffing the rest of your team.
As you can see, this tune will do WORK for you on CB. If you can build these champs with Solid HP/Defensive numbers while hitting these fairly attainable skills, you'll be top chesting UNM just about as soon as you get it going. (Maybe a 3 key, maybe 2....depends on your gearing ofc)
Good luck, and let me know if you have any questions making this tune work!
And here's a BETTER option, to get your Ally Attack AND Defense Down, as well as one of your DPS champs going 4:3 for extra damage, and buffing the rest of your team.
As you can see, this tune will do WORK for you on CB. If you can build these champs with Solid HP/Defensive numbers while hitting these fairly attainable skills, you'll be top chesting UNM just about as soon as you get it going. (Maybe a 3 key, maybe 2....depends on your gearing ofc)
Good luck, and let me know if you have any questions making this tune work!
Well this ended up being considerably more difficult/less simple than I thought it'd be. Looks quite unpleasant to tune. 😇
This is a really, really nice way of sequencing Fahrakin and Geo, too. Get full value and barely a negative interaction with Geo's passive. Awesome stuff.
Well this ended up being considerably more difficult/less simple than I thought it'd be. Looks quite unpleasant to tune. 😇
This is a really, really nice way of sequencing Fahrakin and Geo, too. Get full value and barely a negative interaction with Geo's passive. Awesome stuff.
With him going 4:3 you do a lot of things: 1) Increase Dec Def uptime 2) Prevent overriding Geodude's burn/passive 3) Keep crit rate/crit damage buffed 4) Ally Attack more 5) More poisons