How a Haste System Works

Introduction

I made a quick tutorial on how a System team works and decided it would be best to have it as a stand alone article. I will most likely reference it in the future as a way to explain how haste is valuable in certain monster reviews.

How does a system work?

A system is a term given to a team that is able to utilize haste actives on multiple cards to repeatedly chain multiple actives together. This allows you to cycle your actives quickly as a turn of haste reduces the remaining cooldown of all over actives. Do note that haste will only help your team and not your partner’s subs. Thus, haste has diminishing returns in coop. The two most common systems rely on having cards with a 7 turn cooldown and a single turn of haste in varying amounts.

4 haste actives

The first team has 4 total cards (friend leader is included) that possess haste and a 7-turn cooldown. Your two other cards can be anything you like and will have their skills charged very quickly. In essence, you use one haste active every turn and would then be able to use your first active on your fifth turn again as the haste from the other three would have been able to recharge you. Thus, the cycle continues.

  • Turn 1: use haste #1
  • Turn 2: use haste #2
  • Turn 3: use haste #3
  • Turn 4: use haste #4
  • Turn 5: use haste #1
  • repeat

This system allows you to easily charge up your two other cards as their actives are not being used. This strategy is common on Xiang Mei Xiang Mei, Sumire Ult Sumire, Kaede Ult Kaede, and Awoken Cao Cao A Cao Cao with 4 Scarlet Scarlet Icon subs.

6 haste actives

A team consisting of 6 haste actives is not very practical, but is mostly worth mentioning to showcase how it functions. Essentially, you use 3 actives every turn and this will cause enough haste to loop back to using the original 3 by the third turn.

  • Turn 1: use haste #1, 2, and 3
  • Turn 2: use haste #4, 5, and 6
  • Turn 3: use haste #1, 2, and 3
  • repeat

This was mostly used by the Scarlet System Scarlet Icon and does not have too many applications currently. Mostly just something to keep in mind.

Conclusion

Systems a powerful way to cycle your actives and can transforms what appears to be a lackluster team/leader into a more formidable one.

Happy Puzzling!

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4 thoughts on “How a Haste System Works”

  1. Great article, but you might want to mention 5 card systems (I’ve found it works great for Sumire in arena). Basically it allows you to put inherits on all of the cards and maintain a system with four while you wait for your chosen inherit to come up. I run 4 sumires/A. Isis/sumire with balboa and hades inherited on two of the sumires, which allows me to deal with high defense monsters and kali while maintaining a system at all times. I’ve also considered putting a board change on another sumire but haven’t needed it to this point.

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    1. Also, when you don’t need an inherit, you can use 5 actives over 3 turns, which is nice for dungeons that are shorter or have fewer unusual mechanics.

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      1. Those are good points, but it is quite similar to the 4-card system as you are charging up the two other cards. Main difference is using the 5 actives over 3 turns which will allow you to charge a single sub/card.

        I do see the point of having two dif Sumire inherit varying actives which would allow you to use a 4-system to charge up three different abilities

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