Jaina (Yomi)

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Yomi Jaina character card

Jaina Stormborne, Phoenix Archer

Contents

Kick ass, take names, use fire!

Jaina's fiery temper goes hand-in-hand with her fiery attacks. Don't look at her wrong, or cross her brother Grave, or she'll have some words for you, and maybe her knee, too. She fights with a magic bow, strung with fire, and she taps the power of red phoenix dragons.

Jaina often overextends herself in combat, trying things beyond her mastery. This extra spunk can overwhelm enemies, but also results in her own injuries and burns. Master Midori does not approve.


Card images

Yomi Jaina 2 Yomi Jaina 3 Yomi Jaina 4
Yomi Jaina 5 Yomi Jaina 6 Yomi Jaina 7
Yomi Jaina 8 Yomi Jaina 9 Yomi Jaina 10
Yomi Jaina J Yomi Jaina Q Yomi Jaina K
Yomi Jaina A Yomi Jaina Joker Yomi Jaina Character Card


Deck (text)

Life: 85

Max Combo: 5

Innate:
Burning Vigor: At the end of combat, if you attacked, you may return any of your combo cards to your hand other than Queens or Aces. Take 3 damage for each card returned this way.

Burning Desperation: If you have 35 or less life, you may also return Queens and Aces and take 4 damage for each.


Normal attacks: x damage, Speed x.4

Normal throws: 7 damage, Speed x.6, 3 CP Starter, Knocks down


2: Attack 2 (1) dmg, speed 2.6, 1 CP normal // Dodge

3: Attack 3 (2) dmg, speed 3.6, 1 CP normal // Dodge

4: Attack 4 (3) dmg, speed 4.6, 1 CP normal // Dodge

5: Attack 5 (4) dmg, speed 5.6, 1 CP normal // Dodge

6: Attack 6 (5) dmg, speed 6.6, 1 CP normal // Knee Bash: Throw 7+4 (+2 Any) dmg, speed 8.6, Can't Combo

7: Block // Throw (KD) 7 dmg, speed 7.6, 2 CP Starter // *Unstable Power
Unstable Power: [Draw Phase] Knocked down opponents stand up. You can't play Aces this turn, but you can rotate your combat-revealed attack 180 degrees. If you hit the opponent this combat, search your deck or discard pile for 2 Aces. Otherwise, take 7 damage.

8: Block // Throw (KD) 7 dmg, speed 8.6, 2 CP Starter

9: Block // Throw (KD) 7 dmg, speed 9.6, 2 CP Starter

10: Block // Throw (KD) 7 dmg, speed 10.6, 2 CP Starter // *Smoldering Embers
Smoldering Embers: [Combat Reveal] Whenever the opponent dodges while this card is in your discard pile, they take 2 damage. You can't power up with this card. (It's too hot.)

Jack: Flame Arrow: Attack 6 (5) dmg, speed 2.6, 1 CP Ender // Charged Shot: Attack 8 (7) dmg, speed 4.6, 2 CP Starter

Queen: Dragonheart: Attack 8+5 (+1 Any) (1) dmg, speed 0.2, 3 CP Ender

King: Crossfire Kick: Attack 6+7 (+K+K+K) (3) dmg, speed 2.4, 2 CP Linker

Ace: Letter J: Attack 18 (4) dmg, speed 0.2, 2 CP Ender AA // Red Dragon: Attack 10+9 (+A+A+A) (2) dmg, speed 0.8, Can't Combo

FAQ

Q: Can I return cards to my hand with Burning Vigor that I discarded to pump up my attacks?

A: Yes. Optional discards to pump up your Queens, Kings, and Aces can be returned to your hand with Burning Vigor.


Q: If I attack but do not hit my opponent, can I still return my attack card (or two cards in the case of my Ace’s "Letter J") to my hand with Burning Vigor?

A: Yes.


Q: Can I dodge or throw, then play attacks and return them to my hand with Burning Vigor?

A: No. This ability does not trigger unless ATTACK was your Rock/Paper/Scissors choice in combat.


Q: Does a Joker (Rewind Time) somehow prevent me from activating Burning Vigor?

A: No.


Q: If I have multiple copies of Smoldering Embers in my discard pile, do they all trigger if the opponent dodges?

A: Yes.


Q: If I play Unstable Power, then hit the opponent for 0 damage (after a Combo Escape Joker, or hitting a Bubble Shield Argagarg or Long Range BBB), can I still fetch two Aces?

A: Yes. Hits for 0 damage are still hits.


Strategy

Note: This strategy guide was written for 1st Edition. Some content may be outdated.

Introduction

Jaina is a "control" character. Her main plan is to build up a large hand and become unstoppable. Few characters can deal with a full-hand Jaina. Her late-game power is brutal since Unstable Power
Jaina 7
Jaina 7
allows her to "cheat" a combat win from a loss, and a single successful combat can lead to 30 damage. In the late game, characters need to dodge more, but Jaina's Smoldering Embers
Jaina 10
Jaina 10
can make that too painful.


Jaina 7

The basics

Jaina's most powerful move: Unstable Power.

Attack is clearly Jaina's best option. The ability to buyback cards for a bit of life is amazing, and being able to get card advantage for a low price makes using attacks as combat cards very good.


Jaina's weaknesses

Jaina has few blocks and throws, and one of her blocks is on her most powerful ability
Jaina 7
Jaina 7
. She needs to block, and a successful block for her is better than most of the cast, but she has very few block cards to use, which can be problematic. Her throws are slow, and she does not have many. One of her throws can't even combo. Her throws overlap her blocks; when you throw someone, you are also losing a block. Jaina is card efficient because of her innate
Jaina Char
Jaina Char
... which doesn't trigger on throws! This makes it a large sacrifice to combo off of her throws in the early game.


The common mistake

Most people think that since she has powerful attacks, the best plan is to attack early and often. This doesn't actually work well because she lacks good throws, especially early on, so there is little to prevent the opponent from spamming blocks. As you desperately throw to force them to open themselves to attacks, you realize you have no blocks left, and are looking at a hand full of dodges and attacks. With no options left, you proceed to lose.


The plan

Early game

Jaina's late-game is very powerful, so your plan is to reach that point. Spam blocks to grow your hand. The purpose of your attacks, at this point, should be to protect those blocks: the threat of your attacks should make your opponent scared to throw. The fact that you are spamming blocks should dissuade your opponent from attacking. In the end, many combats will end up as Block vs. Block, which is exactly what you want. So let your opponent try to get at you, and try to connect your attacks into their throws.

As a recap: Spam blocks, play attacks to threaten the opponent's throws. Only throw if they decide to settle into a predictable Block vs Block rhythm. If you are sure you are going to win, then go ahead and throw... but unless you have a throw-heavy hand, it is a disaster to lose combat on a throw.


Late game
So, you have lots of damage in hand. You have a couple of Unstable Power
Jaina 7
Jaina 7
, and some Smoldering Embers
Jaina 10
Jaina 10
in the discard pile. You have the nuts. What to do now? Spam dodges. If they attack, kill. If they throw, use Unstable Power and kill. If they dodge, enjoy the damage from Embers
Jaina 10
Jaina 10
and powerup with them for an Ace
Jaina A
Jaina A
or two to immediately get them back into your discard pile. If they block, just shrug and repeat.

That said, you should still throw sometimes. Otherwise, your opponent can just block back until you run out of dodges.

  • What if I'm facing Grave
    Grave 10
    Grave 10
    or Argagarg
    Argagarg 10
    Argagarg 10
    , who can counter my Unstable Power
    Jaina 7
    Jaina 7
    ?

For that reason, Grave and Argagarg are the hardest matchups for Jaina. What to do? Well, you still have a stronger lategame. With a big hand, your combos are stronger than theirs. You are faster than Argagarg. They still will suffer if they want to dodge, but Arg doesn't need to dodge to beat you.

Against Grave, you still have a good game if you manage to put 2+ Smoldering Embers
Jaina 10
Jaina 10
in the discard pile. Then he is going to have trouble dodging your attacks. Against Argagarg, just use your superior speed and stronger combos to win.


Card Analysis

2
Jaina 2
Jaina 2
, 3
Jaina 3
Jaina 3
, 4
Jaina 4
Jaina 4
, 5
Jaina 5
Jaina 5
A/D: Use them as straights in the early game, and as dodges in the late game. You'll often want to buy them back, since it's important to have dodges late. Early on, it's ok to play straights to get Aces
Jaina A
Jaina A
. Throwing into a 3 card straight is sometimes ok, but sometimes not - it's a hard decision. In the late game, these cards are also good to fill the throw combo: Throw -> 5 -> AA
Jaina A
Jaina A
.


6
Jaina 6
Jaina 6
A/T: This is a very good card because it's a throw that's not on a block card. It's not a fast throw, it doesn't KD, and it can't combo. But, well, it's a throw. If I want to throw, I use them quite a bit. I find it particularly good against grapplers if I have an Unstable Power in hand, as you can flip into 6-attack -> K+
Jaina K
Jaina K
-> AA
Jaina A
Jaina A
, and then buy back the cards. It's also the best combo filler, and enables a 31 damage throw combo.


7
Jaina 7
Jaina 7
B/T UP: Unstable Power and her fastest throw. This card should probably be used as Unstable Power 99% of the time against characters without counter abilities. The ability is brutally good. The most common way to use this is to dodge and flip into attack, but blocking and flipping into a throw is ok too.


8
Jaina 8
Jaina 8
T/B, 9
Jaina 9
Jaina 9
T/B 10
Jaina 10
Jaina 10
T/B: The throws and blocks.


Jack
Jaina J
Jaina J
A/A: This card exists mostly as combo food. In certain situations, especially early game, you can use the Charged Shot side. It's good to use if you know the opponent is going to block and you don't have blocks and throws (this happens sometimes early on). This is also good to use if you know the chances of the opponent attacking early on are close to zero (a common situation against Rook and Midori, but it also happens against others). That said, you will mostly use J to end a combo or to trade for Aces
Jaina A
Jaina A
.


Queen
Jaina Q
Jaina Q
A/A: Your main combo attack. Some Jaina players rely a lot on spamming Q. Some others barely spam it, since it doesn't combo into anything. It's still very fast and does quite a bit of damage if pumped.


King
Jaina K
Jaina K
A/A: This is a decent combat card, as it does quite a bit of chip damage and can be comboed from. It's also nice to to do combos like (normal -> K+K+K -> AA
Jaina A
Jaina A
). It's also ok to throw into it (Throw -> K+K+K -> J
Jaina J
Jaina J
). It's a sad card if you only have one, though. When that's the case, you'll generally just throw it away as a pumper to Q
Jaina Q
Jaina Q
, or as a facedown bluff.


Ace
Jaina A
Jaina A
A/A: This is Jaina's core source of damage. This is how your combos do a lot of damage. It's also a good combat card. You can open with Letter J (AA), too: it does 4 chip damage and is very fast. Have in mind that if you don't have three aces, your dodges are not scary. Since dodges are the core of Jaina's late-game strategy, try to keep four aces in your hand so your dodges are a threat to your opponent.


Jokers
Jaina Joker
Jaina Joker
: Use as combo escape. Always. You need life, which is what combo escapes give you. You have great attacks, and don't need Gold Bursts to fill your attacking range. If you ever Gold Burst, you made the wrong move.


Credit to WaterD for this strategy guide.


Yomi Characters

GraveMidoriRookValerieLum
QuinceTroqMenelkerGloriaVendetta
JainaSetsukiDeGreyGeigerArgagarg
OnimaruBBBPersephoneGwenZane


See also: Jaina (PS), Jaina (FD)

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