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  1. I've always been quite fond of the avoid stack. For those unfamiliar with the term, this is where you pile up avoid boosting abilities onto a unit, making them nigh on unhittable. But my question today is, how good is it, really? Is running a set like Odd Rhythm, Lucky Seven, Quick Burn, Outdoor Fighter, Limit Break a bad idea on a Nah!Morgan, for example? Or ingame, giving Sully Outdoor Fighter, Tantivity then reclassing to Myrmidon? What about using single avoid boosting skills on their own. Outdoor Fighter in Apotheosis for example for the universal +10 avoid/+10 hit boost, is that not good? Is Charm for +5 avoid and hit to everyone near Chrom worthwhile? In game, should I look to remove those avoid boosting skills earlier if there's other options (although, I guess in game you're not likely to see more than about 6-8 skills...)? Are avoid boosting skills underrated, or am I overvaluing them? 10 avoid seems pretty decent on it's own, to me, for example. It's mathematically better than DG+ on a front unit, unless the enemy has 80ish+ hit (although running DG+ on a front unit is questionable).
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