Talk:Lady Reines Case Files/@comment-37997811-20190501124521/@comment-25848535-20190501224552

^Team Comp: the composition of a specific teams that shared a mutual synergy for effective game play.

Example, an Archer Artoria, Waver, Tamamo team

Key Benefits from this team:

1. Fast NP gain&spam. This team has a total of 8 Arts cards out of a possible 15, plus 3 Arts NPs. This tranforms into excellent NP gaining for all three members as you can frequently forming triple Arts chains. The NP gain is further enhanced with Tamamo's targetable Arts buff, NP, Waver's skills, and Artoria's own Arts buff plus her NP. With good RNG and appropriate CE usages, it's possible that you can continuously spamming Artoria's NP every turn or two. This contributes to the 2nd benefit of this team.

2. Enemy's NP delay. Waver's NP reduce enemies' NP charge, while Tamamo's first skill and Artoria's NP reduce a single enemy's NP charge. If you play properly, you may never see your enemy(or enemies)  able to use their NP even for once.

3. Other utilities. Tamamo NP can heal, charge party NP, and reduce skill CD, Waver's NP can land a potential Stun to buy yourself a turn. There is no hard defense such as Evade or Invincibility but if your enemy can't use their NP, that is no big deal. Artoria can heal herself on a low cost and CD.