I'm a paying player, though not a P2W player, if that makes sense... I generally don't spend towards a single ninja (because way too expensive), but simply towards finishing ninja that I happen to have like 60 fragments of, etc, and the Ninja Medal.
In short, I don't have any top tier ninja, besides whatever is available through F2P and pure luck.
So I recently obtained Chiyo and I normally run Water Main. Obviously I threw her into the simulator for some maximum combo's, but reviews for her in end-game aren't exactly stellar. So I read up on all other ninja's and figured that getting a team going that would make true advantage of her chases, rather than just go for maximum combo, would be more efficient, since she doesn't really deal all that much dmg.
That's where Kisame came in. Kisame has been a 'desire' of mine for a long time. I think he's one of the most impressive characters in Naruto as a whole. His design is just top notch and basically, if he wasn't free, I might actually invest in getting him, just for the sake of it. So I also really want to play him.
As you all know, Kisame heals 10% per recovery of Chakra. Chiyo recovers 10 Chakra per chase, and has a total of 6 potential chases per turn, which all trigger off Knockdowns.
Kisame supposedly is a Damage Tank and usually not considered to be a main tank. He's more of a DPS that can take a hit. However, I think that proper utilization of Chiyo does not just involve getting as many combo's as possible, but looking at the whole package and that package provides Kisame with up to 60% healing per turn (70 if you calculate his own ability to absorb Chakra, 80 if you consider Asuma).
There's one caveat, it only triggers when Chakra isn't maxed out. So you need to have some Chakra drains to cover the permanent 100% Chakra. I'm currently using this setup:
http://i64.tinypic.com/qsl1qa.jpg
http://i66.tinypic.com/31325xd.png
Core systems:
- Maximum 11 combo's (4 to 6 heals)
- Up to 100 Chakra recovery per turn.
- Healing between 40% to 100% per turn on Kisame.
- The potential to nuke a single target for a total of 140 Chakra usage on Mystery skills in turn 2.
- Increasing Ninjutsu and Combo rating for Asuma up to 80% each turn. This will occur if anything gets a combo off and Chiyo is alive.
- Increasing Attack and Combo rating for Kisame up to 180% each turn. This will occur if anything gets a combo off and Chiyo is alive.
- The choice to use Asuma's Mystery each turn (free), or as a means to increase healing for that turn.
- No or multiple sources of healing from Water Main.
- No or multiple sources of damage dealing and Chakra drain from Water Main.
- 1-2 Accupuncture per fight, if Water Clone and/or Kisame are alive.
Weakness:
- Ignition (afaik fire prevents all sources of healing).
- Lightning Main. Really, lightning main. Nerfplix.
- Chiyo