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Jaffar, which tactic/build?

So I now have a +5 Jaffar and I chose to keep a +Res -HP version. My reasoning is that with +Res and summoner support (cause he's my fav, unfortunately for me lol) he can rather safely make use of LnD3. With +5, the support, and +Res, both his defenses are still 24 while his Spd sky-rockets and his Atk becomes usable lol

The thing is, if I put Fury on him both his defenses jump to 32, that's not something to scoff at since most mage units don't even surpass that Res without it being a boon. So I'm considering switching to it (have a 4* Hinata to give up, so no biggie) and then trying to get my Mathew to 5* and giving the Rogue Dagger+ to my now beefy Jaffar. When the dagger activates his defenses will both be 37, that's just down right awesome.

So my question for you guys, do you think that's a good strat considering I'd be sacrificing his legendary dagger and his Atk would be dropping back to 40 instead of 44? I would ofc also switch his Luna to Bonfire/Iceberg, unless that's also a bad idea since his Atk is so low?

Idk, I'm theory crafting basically and would like some input, I'm so close to making Jaffar a good unit to use and any help would be appreciated lol

Asked by VicariousXIV1 year 2 months ago
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Answers

I would personally keep his legendary dagger, both for the extra atk, and for the poison strike 2 effect. For specials, you'd probably be wise to go with Iceberg or Bonfire. Can't really lose with either.. An extra 16 damage when it hits, and that's pretty good. Cooldown is fairly good too. I never got lucky enough to get enough Jaffars for that.

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I got real lucky, didn't get one when he was first released, then only had two from the LnD focus banner and both had horrible IVs (one was -Atk and the other was -Spd, because obviously lol) , but then with only 25 gems saved up I got THREE of them all in just two summon attempts, it defied all known logic and probability! lol

And thnx for the input, I guess 32 in both defenses is strong enough on their own lol

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I too have been theory crafting for Jaffar, and a build I've come up with that I like which I have yet to implement, for reasons I will later explain.

The build is: (+spd -hp)
Deathly Dagger
Moonbow
Reposition/Draw back
Life and death
Windsweep
Savage Blow

Now for some explaining. First of all, I wanted to utilize his legendary dagger, because it is pretty unique and the only legendary dagger in the game as of now. With this build he can safely chip away at both melee and ranged units, because it is likely he won't take enough damage from the ranged units to kill, and he won't have to worry about distant counter, all the while chipping away at not only their hp but those around them. Because of the nature of his chipping and lack of ability to double because of Windsweep this build works best with a dancer so that he can chip, and then kill on the second hit (because of def debuffs and the extra 7 damage). Moonbow was chosen because of the low cooldown, considering he won't be doubling, thus he won't get much time to charge his special. +spd was chosen so that he won't have to worry about being countered by +spd fury Ryoma, and so that he can potentially double on defense (since the penalty of Windwseep only occurs on initiation). As for -hp, over something like -def (since he won't be taking hits from distant counter anyway) ~ his hp is still very decent at negative, whilst his defense is not. Draw back or Reposition, as always, are great for helping your teammates get out of a pinch, or for propelling them forward. I also like Reciprocal aid in general, so you could use that too.

Why haven't I done this myself? That would be because I have yet to pull any Alm, and because I've pulled one, +res -spd Jaffar... someday...

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Poison strike 3 can also be used, considering that in conjunction with Deathly Dagger, Jaffar deals 17 passive damage. But I like Windsweep better since you'll likely need that much damage for a tank, many of which run distant counter.

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Yeah that's the general "optimal" build for Jaffar. I do currently run him with a Dancer and Desperation, so if he gets hit on the first attack he'll likely get desperation the second time around, kind of like a make-shift Windsweep/Dancer combo lol

I to have yet to pull an Alm, his shit stats made me shy away form him early on and I hadn't considered Windsweep on any of my fav units at the time of his focus on a banner, so I never even tried to get him :P

If I ever to get Alm I'll likely run this build, cause it's objectively hit most optimal build especially when paired with a dancer, but as of right now I don't have that as an option. Thus my tanky 32/32 Fury Jaffar was born lol

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Like you I really enjoy the idea of a good Rogue Dagger user, here is my dream build...

Dagger Anna? ANYONE WITH DECENT BALANCED STATS (I'm looking at you Jakob :/)

my ideal realistic statline: 39hp, 29atk, 31spd, 26 def, 26 res

at - the stats would be 36, 26, 28, 22, 22... at + they would be 43, 32, 35, 29, 29...

This BST is only two above the current highest for a dagger unit (151 vs Summer Frederick's 149)

They would be an infantry unit, and their base kit would include A legendary dagger which has rogue dagger effect, Moonbow, Seal atk/spd 2, and spd smoke.

Moonbow is a budget special (and the one I'd go with if not using Aether) and both seal atk/spd 2, and spd smoke are both in the set I want, so that's nice... it means not having to sacrifice a Summer Frederick. That said, the amount of investment is still high considering you have to sacrifice a Takumi and a unit with Aether (Lucina/brave, Ike/brave, or Chrom). An alternate c slot would be Dagger valour, which would help with the high sp cost, but mean you would have to sacrifice a brave Lyn for atk smoke (because there is no spd smoke as of now, and that skill would be 2nd best).

The legendary dagger would have a might of 11, just as Jaffar's deathly dagger does.

The Build:

Legendary Rogue Dagger, Aether, Draw back, Close counter, seal atk/spd 2, spd smoke 3...

Nature with above stats? +spd -hp (Neutral could work, but not as well)... with the weapon, their stats would be 36/40/35/26/26. With the effect of the weapon, and his seal atk/spd, he would essentially have 36 hp with 45 attack, 41 def and res, and 40 spd (42 against those affected by spd smoke), all of this with close counter and the ability to heal himself through his special, which also helps his damage output.

As for why some stats receive -/+4 points instead of 3 (IS do this as well)... for def/res I didn't want people to focus on one defensive stat, so this is to deter them from that. hp receives +4 with a boon in case people want to take a more defensive approach to the build (rather than my very mixed build), and as for spd I think that an extra 4 really helps the build, and makes it so that I didn't have to make the neutral 32, which would have added another point to the bst. The atk of 29 means that the legendary dagger is the best weapon for them since it makes their attack quite usable (especially with the debuffs, and fact that you can take advantage of them no matter what because of their bulk and close counter... as such it's best to get the first hit off on something that can't counter-attack, so that you can get those buffs and debuffs ready for 1 on 1 combat).

Hope you like it :P.

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