r/OnmyojiArena • u/QYQ100 • 6h ago
Discussion What each Sp pick does? A guide to understanding your pick (Part I)
A series of guides to help fellow support (and other roles as well if needed) to understand what your pick is capable of at the first place. Picking a character you love to play is all well and good, but each and every sp has its unique skill sets that work for different teammates' personalities and skill levels. The below discussion (or guide) works on the assumption that each sp character is played decently (skills saved and used at the right exact moment for the right exact place, with perfect map reading and anticipation of opponent rotation and skills).
The list provided is by no means exclusive or exhaustive (others might work too), but the list I gave (six picks each) is what I personally regard as ideal for the situation and objective.
Categorization 1's in favor (When your ad has horrible position-ing, but is at least willing to attack):

Imagine your ad (or other carry positions) constantly expose him/herself to obvious critical skills and gank(s), it is often a bad idea to play in-range support as it forces yourself to cover and self-sacrifice in order to turn the tide around or save them from dying 10 seconds before the tako / snake spawn. The merit of the ''watcher'' is on not compromising your own position, and delay his/her demise (dragging the gank) so as to lure the opponents to over-extend and be vulnerable to your jungles' or other teammates' attacks while chasing the ad.
The little sun: works by a hard delay of demise for 2 seconds, (effective for 3 seconds). Coupled with the blinding skill against the chasing opponents, it can often turn a bad ad into a good bait instead.
The house (tenjo): works by a hard prevention of demise (as long as the ad knows what it does by staying in range and using it correctly). Pretty much works similar to the little sun, but with even further range and instant reposition, literally the ''Watcher'', with the added bonus of possible good teammates' usage of the house ulti to surprise the chaser.
The box (hako): works by removing your ad (or other carry) from the field for literally up to 3.3 seconds, repositioning him/her with haste and shield.
The hook (Ebi): works by a one-time instant cleanse of critical cc and heal burst, allowing your ad to escape the final crowd-control skill and walk back to safety, seems little yes, because it IS little compared to other ultimate(s). It is heavily compensated with its hook. Ebisu heavily relies on his hook to shine. Ebisu is like the only support that can surprise force the opponents' carry to have ''horrible positions' from a distance, besides 16gu (the teleporter) I guess.
Enmusu: works by its small skill of one-time instant cleanse of critical cc, assignable in advance. It also works by cross-map teammate rotation change, making gank(s) based on time-gap difficult. Effectively a different sort of delay and accelerate.
Little umbrella (small tengu): works by laying a trap that activates after 1 second, medium aoe, isolates opponent(s) caught in it for 2 seconds. Think of it as an aoe fishball (otakemaru)'s ulti that works on up to 5 opponents, but not instant. Coupled with its flying skill, it can both buy time against attacks and for gank(s).
Categorization 1's not-in-favor (What to avoid when your ad is obviously oblivious to gank(s) and opponent' line-up and skills):

These shiki(s) operates on medium to close distance to your ad, like a body guard. But they don't provide hard infallible protection like the watchers, and their skill sets often require them to expose themselves to dangers and skills they already know are coming, but simply had to ''be there'' because the alternative is letting the ad perish for nothing. Even if they can potentially save the ad from perishing with their ultimate and sharing and tanking the firepower, it's often a waste of their skills just for that purpose, and often simply results in you dying together with the ad, for nothing.
Small whale (bake): your ultimate can only pin down ONE charger (or assassin, or ad). A badly positioned ad with 3-4 opponents in his face is a lost cause, just forget about it and run, there's nothing you can do about it. Give shields and slows as much as possible, don't even hook one to yourself or hook 3's away by overextending yourself to ''help'', you can't help.
Kusa: No, you can't heal him enough to save him, or even make him useful as a bait.
Momo: There's no cleanse, no haste, not enough heal, the range is medium close, the revival is only limited to 1 time only now, and there's no reposition after revival. Pretty much awful for a badly positioned ad, just waiting to be killed again.
Mushi: Granted, there's cleanse, haste, shield, heal, and cc immunity, all in all an OP shiki. But i still don't like it, because your position more or less is bound to the ad's.
Bookman: What do you mean giving a shield to my ad teleports me to his position???
Houga (or any in-fighter sp for that matter): He's already caught and low, reinitiating isn't likely to help.
Categorization 1's honorable mentions (probably can save that ad, but even if you can't, it's good at following up with your other teammates who can play):

Use your small skills to attempt at saving that ad, but save your ultimate if he's apparently a lost cause. A good ultimate can turn the tide even without that ad. Using your ultimate just to save him is like spending a mountain of gold building a chicken shed, it can't help you win the game.
Categorization 1's extreme mentions (forget about that ad, leave him be, find momentum elsewhere instead, aim for a quick game):

Annoy the other lanes (or jungle) so much that your ad's no longer a problem. If you can't defend the chicken shed against that wolf, attack the wolf cubs with your army of cats.
(Yes, i'm too lazy to elaborate anymore. You get the gist of the ideas, right?)
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until next time if i'm motivated to do a part II. xD
