Hey guys!
Let's talk a bit about breakthroughs themselves and then we will jump into lineups (the lineups can be used even without breakthroughs, but it's better of course if you have them)
Now I know that currently it's very hard to get these breakthroughs but consider this thread as something to look up in future :p
First of all the new debuff "Strong Poison"
It's just a different kind of poison that's exactly the same as normal poison except for the fact that it can stack together with normal poison
So it's something interesting to stack together with normal poison as it can bring a lot of bonus damage
About the skills
Mystery: This one is nothing special personally, I would recommend leaving this one as a last upgrade
Standard Attack: improves the chances of combo-ing and replaces posion with strong poison, it's decent but nothing special
Passive: can be triggered twice per round, now this is something that can be of good use, especially in GNW/Bond Arena, one of his two best breakthroughs
Chase 1: Removes immunity from the target, it's a very nice addition and can be very useful , I would say to prioritize this breakthrough depending on the team
Chase 2: So only gives a bit of higher combo to this chase, it's nothing special I don't think you will even need it in many teams
So generally this ninja is best used for GNW/Bond Arena due to his hit as a good support ninja
He works with almost all of the main characters, I covered all of them except wind main
Let's jump into some teams
1. Lightning Main
A pretty old school team, however it can still be viable especially in GNW situations Roshi is pretty strong
2. Earth Main
A very cancer-ish team, good amount of heals and clears, works especially great when combined with another partner in bond arena or GNW with a similar or same team
3. Fire Main
The famous 5 kage Madara + Jonin Minato team
Hanzo is a great addition to this team, one of the best, especially now with his chase that removes immunity
4. Water Main
Classic shark bombing, for this one you don't really need the breakthroughs of Hanzo also
But if you have the chase breakthrough for immunity removing then put him at position 3 instead of Kurenai because he can't chase as a pos4
5. Water Main 2
This one is heavy :p
A very hard-to-beat team if you have the initiative advantage, it can do a lot definitely, in this one it would be nice to have the Hanzo breakthrough chase that removes immunity
What happened with the pictures? How come Hanzo is a midget and Sakura a giant? xD
Quote[ First of all the new debuff "Strong Poison"
It's just a different kind of poison that's exactly the same as normal poison
except for the fact that it can stack together with normal poison
So it's something interesting to stack together with normal poison as it can bring a lot of bonus damage "]
So the total stack for strong poison and norm poison is still 5 right. In other words, it's just norm poison with a different name?
Or do you mean it's a different strong poison, works like a norm poison and can stack with norm for 5 each to a totally of 10 altogether?
Quote[ First of all the new debuff "Strong Poison"
It's just a different kind of poison that's exactly the same as normal poison
except for the fact that it can stack together with normal poison
So it's something interesting to stack together with normal poison as it can bring a lot of bonus damage "]
So the total stack for strong poison and norm poison is still 5 right. In other words, it's just norm poison with a different name?
Or do you mean it's a different strong poison, works like a norm poison and can stack with norm for 5 each to a totally of 10 altogether?
The stacks are 4. What strong poison (toxic) do, if i don't mistake, is to make poison impossible to be removed for 3 rounds, like in hanzo sa. You don't land more than 7996 per round.
P. S. His skillbreaktroughs, sadly, are wholly useless until they open the kage treasure collection scroll where danzo frags are free redeemable.
@ICEx: Are you sure about strong poison? I'm pretty sure what strong poison (toxic) do is to make impossible to remove poison for up to 3 rounds unless is renewed, so you just land more damage because even if you heal or clear the debuff the number of stacks do not get reset to 0, but you still land up to 1999 per stack applied, capped at 7996.
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