Board Thread:Card Unit Builds/@comment-29474392-20161105041656/@comment-29349735-20161105052755

The way I like to think about it is probabilities, so let me use a conventional Elemental Hall salvo team as an example. Normally, one might use the following in EH:


 * Salvo (Hiraga)
 * Salvo (Hiraga)
 * Buffer (Huang Long)
 * Unleasher (Hyper Noob)
 * Unleasher (Hyper Noob)

This is a standard, optimized EH team because the unleashers have a higher chance to proc your salvo cards, which is what you would normally want since the buffer only ever needs 1 proc (maybe 2 if you get fielded). The proc rate for a single Hyper Alchemist is 30%; if your buffer has already proc'd, Alchemist has a 67% chance to reach an unleasher - which is pretty good. If you buffer has not proc'd, Alchemist has a 33% chance to reach the buffer, which is unreliable.

Hiraga only has 2 procs, for 4 natural procs each. In order to get off a 25 million overkill, you need to set off both procs of each Hiraga (whether by natural proccing or through unleashers) and THEN have enough unleasher procs left to proc Hiraga again. It often becomes the case when your procs aren't perfect (especially if you waste unleasher procs trying to get your buffs up) that you run out of procs at the end and have to tap down the last enemy, resulting in a 20 million overkill. This, added to the issue of your unleashers mis-proccing when you don't have buffs set up, means that in a cross-element EH where you're getting hammered with wave and don't have time to just wait for the buffer to proc naturally, you stand a pretty fair chance to lose or be forced to hit unbuffed salvos.

What if you replace one of the Hyper Alchemists with a light Team Unleasher, though? The team unleasher has 1/2 of the chance of a Hyper Alchemist to proc and only procs once, but that one proc of a team unleasher is a guaranteed proc on both Hiraga and your buffer, meaning that no matter what happens you can hit 2 buffed salvos with that one proc. Even if you already have your buffer proc, you now have an extra star guaranteed in case if wave comes along. Thus, unlike Hyper Alchemist which has a chance to (and WILL often) misfire or congregate on one card, that one star on the Team Unleasher instantly jump-starts your team. If you ever use a Team Unleasher on a two-salvo EH team, you'll see your success rate (especially in cross-element) rise sharply due to this.

Unlike ST unleashers that can be diluted by having 3+ active procs, a team unleasher is made better the more (useful) active proc cards you have on your team. For example, you might use three buffers (or two strong buffers) and a 10x hit card with a team unleasher; the team unleasher procs all of them and instantly sets off your combo. Using a team unleasher with a standard 1 buffer + 1 multihit, on the other hand, would be a waste. This gets that much better when you have cards with secondary nulls (like Summer Snow), since Team Unleashers will proc the secondary null.

So tl;dr, the advantages of team unleashers are:


 * Reliability - with a well-designed team, a single proc of a team unleasher should either deliver the payload by itself, or be enough to drastically advance your position.
 * Complexity - a team unleasher allows you to have more active procs in your team and still be reliable, whereas ST unleashers start becoming really unreliable when you go above 2. This lets you build crazy teams, like using Multi-hits in bounty hunt for 10s Hiraga kills (see [|Sonata's video]).
 * Team unleashers are great when you need to add a useless active proc card to your team (for example, a HSR point booster from ultimate summon tickets) that has the potential to trap ST unleashers.

The disadvantage is:


 * Sustainability - Team Unleashers only have one proc, and as such are not very sustainable in prolonged battles. This is why you don't see them very often in LAW teams (with one exception: two-proc elemental team unleashers like Phantom X are amazing in LAW teams).

It's a card you can't just insert into any team like a ST unleasher. You really do have to make sure it's useful on your team, but it adds a lot of stability to your team as a result.