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Found 129 results

  1. This is the Thread for people who are looking for specific Skills for Certain characters. Please List the Characters and the Skills you need below. Please note that Skills from DLC / Amiibo Classes ARE NOT LEARNABLE from MyCastle Battles You also CAN'T LEARN skills from Characters with the BLUE SHIELDS, you also CAN'T RECRUIT them, so don't include them on your team. For people who are replying to Skill Requests, please try to do the following to make it easier for others Have the Throne Empty for Easy Capture Set your characters on HOLD and/or Remove all of their Equipments Remove DLC Class abilities from that Character to increase skills available If you want to include the Dusk Dragon, please put it close to entrance so we can break them easily. Don't Bait People by Using all Characters with BLUE Shields since they are not recruitable / learnable Also Remember to Hit Update Castle after you finish making changes.
  2. This should be a much shorter post; partly because there are much fewer master classes, partly because the skills are pretty terrible across the board. In theory the skills should also probably have their cost cut in half, most master classes aren't even achieve Mastery without grinding. Don't know how good this list will be, having to come up with so many replacements is tough. Instead of tiers, I'm just gonna go down the list. Warmaster: Quick Riposte is the one good skill in master to me. It fits thematically and lets fists be good on EP. You can't use it over and over, but that's how it should be. Falcon Knight: Defiant Avoid certainly has a place in an evasion build, but is pointless if you aren't building for that. Instead I would give them air superiority. Although technically niche itself, it skill works against the only classes that can actually catch a falcon knight. Wyvern Lord: Vantage + Wrath + Defiant Crit is literal guaranteed crits, so that's cool. I used trample last time, but upon thinking about it I think it makes more sense here, and then give wyvern rider lunge. Motalr Savant: What a weird class to give warding blow. I can't think of a snazzy name, but give it a skill that allows the class to use physical attack strength for the magic damage calc so it can actually the hybrid class it claims to be. Great Knight: Give it Luna like we all know it should have had. Activation = Dex% Dark Knight: Tbh I would just axe the kind of pointless dark bishop and just give this class lifetaker. Holy Knight: I got stuck on this one for awhile, probably because the class itself is pointless. Dark Knight is better at offense, bishop is better at healing. Heck, give it galeforce just so there's some reason to go into this class. Gremory: I actually think warding blow makes a lot more sense here. Mages generally only engage other mages late game, at least in terms of things that actually counterattack them. Bow Knight: Give it a skill that triples super effective damage, make it a true flying / monster killer. Not sure how well this little mini series came out, but I had fun with it.
  3. You know, I didn't realize how many advanced classes there were, had to make a cheat sheet with 12! classes going on. Sorry if this post runs long as a result. I also remembered that not every class gives you skills when you master it, hence the title change. Anyway, I had a lot of trouble with this one. Not only are there a lot of things, but some of them are simultaneously great sometimes and useless other times. And in thinking of replacements, it was hard to decide what to use here and what to save for master classes. I'm only taking class Mastery things into account, not the classes themselves unless it directly applies to mastery critique. I added tiers since there are so many more items than intermediate. As always, the below is simply my opinion. Great tier: Pavise, Aegis Classic skills, solid results. The activation rate is a little bit lower than recent games but they are still skills that pretty much any unit doesn't mind having. I actually think their biggest weakness is the fact that you aren't getting these skills together without excessive grinding since fort knight and paladin have no skill rank synergy. (FWIW, I would have loved to see obstruct on fortress knights. Or wary fighter. Fort knight has a lot of potential) Almost great tier: Astra, Hunter's Volley, Lifetaker Hunter's Volley is one of the best combat arts in the game, but it's stuck on sniper when every bow user wants bow knight (or Wyvern Lord). Astra would be incredible but that -9 durability penalty means you're only using cheap weapons; it's over a third of a silver sword in one use. Lifetaker is great in a vacuum but essentially locked to mages, who typically aren't taking damage anyway. It would be a high level skill if physical had reasonable access. And of course, male only for some reason. Niche tier: Wrath Pair it with Vantage and it's straight up unfair. Otherwise you probably aren't getting much from it. 50%+ flat boost is comical and is one of the few skills I think straight up needs a nerf. Meh tier: Bowbreaker, Lethality Bows are the one thing that can regularly counter magic, so it's not useless. But bow classes also have low avoid and high hit, so you don't get a lot of practical use out of it. Maybe odd, but I actually think savage blow would be a good fit for warlock mastery. Go look at the animation for Bolganone or Ragnarok and tell me splash damage makes less sense than swinging a sword causing splash damage. Lethality working on any damage check is a neat idea, but with dex/4 its activation will almost always be in the single digits. I think dex/3 would have been better, keep below 20% but have it activate more than the paltry rate it does it now. Bad tier: Defiant Strength, Assassinate, Seal Defense, Tomebreaker, Renewal Tomebreaker being locked to fists puts it all the way down here. Something is pretty off if you don't already have sky high hit and the ability to one shot a mage with fists. Instead I think grappler could have used a skill allowing them to counter at 2 range. If bows get to easily counter at 1, I think it's fair to allow fist to give up a skill slot to get 2 range on EP. There's no reason to use assassinate over other sword skills, and I would just cut it since the class already gets a mastery skill. The seal skills took big hits in this game, and there's little reason to run seal defense on any class. Give them trample instead and have it do +5 to all Non mounted / flying. I think most of the defiant skills suck, and strength is no exception. Have less than 15 HP and die to a slight breeze in exchange for a strength boost? Just give hero sol like it deserves. It's crazy to me to put renewal so low, but 20% is nothing when the skill is basically mage locked. Getting 8ish HP per turn isn't accomplishing anything, mages in 3H can generally take one hit at full health and not much else. To top it off, it's very easy for most mages to nosferatu a 60 HP enemy fort knight and heal to full. Since all bishop can do is throw out physic (and warp and whatnot), give it live to serve in that spot (Sorry Mercedes). That took almost 30 minutes to write up! But if I'm not coming up with replacements / balances, then it's just a tier list as opposed to a balance discussion, and those are boring. Maybe if almost half the advanced class skills weren't bad, this wouldn't be a problem!
  4. Game has been out a couple weeks, long enough I think you can have meaningful discussion on it. We all know the balance is all over the place, so I thought it'd be fun to talk about what you would change to help that. If it catches on, I'd love to keep it going. Starting with one I think isn't too bad for day 1. I'm separating classes from skills i this entry to focus the discussion. The rest is my opinion. Great skills: Death blow, darting blow, fiendish blow, hit +20 This is a player phase focused game, and those are great PP focused skills.+6 is huge at the beginning and good all the way to the end. And more hit is always nice and allows archers to mitigate their range penalty. Niche skills: Vantage, Desperation These aren't bad per se, but have limited use in this game. You need to have a plan with these skills. Just slapping them on a unit isn't going to accomplish much, but they can be really good with the right builds. Meh skills Armored blow, poison strike Poison strike is less good because the 3H is all about burst damage, only in the very early game are you hitting things you don't kill outright. I can't figure out what to do with this class to differentiate it from mage. Armored blow giving defense on player phase is just weird, I would instead have a new skill similar to Dedue's personal but higher; Defensive Stance: +5 def on wait. Bad skills: Unarmed Combat, Miracle There is never a reason to get these. You're doing something wrong if miracle is proccing in 3H, and +10 crit isn't a reason to give up a skill slot over just using gauntlets. However, I think +10 crit with fists would be a good replacement. Incentivize using fists, and +10 is meaningful when it's guaranteed two hits. For priest, give it +10 heal as an equipable skill. I know bishop has it innately, let them stack; it's not like Bishop can do much besides physic and warp with its lol 4 move. Misc: Steal This would be such an incredible skill to learn permanently in so many other entries, but there's nothing worth stealing in this game outside of a couple very specific items. That's not the skill's fault though. Long post but if nothing else I had fun with it. Tomorrow I was thinking advanced class skills if anyone is interested.
  5. So, I'm curious to know how everyone handled tutoring Authority while also keeping their other weapon/mobility skills up to task, especially for the ones with a weakness in it (Caspar/Felix/Hilda, interesting that every house had at least one.) On my first play-through I kinda just ignored it, stuck a battalion on everyone and just played through, by end-game the highest level was like a C. So on my Blue Lions play-through I'm making a conscious effort to increase it, although the balance makes me fudge up at times. What has been your strategy so far?
  6. I thought that we should probably seperate the skill requests for the US and Europe/Australia as they are region locked. This way, we can avoid mess inside the original thread. Otherwise, the same rules apply here as they do in the other one: Please state the characters and the skills you need below. Please note that skills from DLC / Amiibo Classes ARE NOT LEARNABLE from MyCastle Battles You also CAN'T LEARN skills from Characters with the BLUE SHIELDS, you also CAN'T RECRUIT them, so don't include them on your team. For people who are replying to Skill Requests, please try to do the following to make it easier for others Have the Throne Empty for Easy Capture Set your characters on HOLD and/or Remove all of their Equipments Remove DLC Class abilities from that character to increase skills available If you want to include the Dusk Dragon, please put it close to entrance so we can break them easily. Don't bait people by only using characters with blue shields since they are not recruitable / learnable Also Remember to Hit Update Castle after you finish making changes.
  7. I'm really interested in how both Magic and Combat Arts work in 3H; I find it really interesting how they seem to be counterparts to one another; with each unit seeming to have a learnset when they level up their levels of the specific weapon type; unique to each unit. For example; upon reaching C+ in Axes; Edelgard learns the Monster Breaker Combat Art while Caspar learns the Wild Abandon Combat Art. It will most likely be the exact same levelling both Reason and Faith Magic. As for the "split" in Reason Magic; I'm pretty sure that both types of Reason magic(Black and Dark) can be learned by levelling the Reason rank; but the type of magic that's focused on in their learnset depends on the unit; for example it seems like Hubert will lean more towards the Dark side of Reason magic while Dorothea looks to be leaning towards the Black side of Reason magic. I'm sure both types will be usable on a unit when the class is able to use Reason magic; it won't be an Awakening/Fates situation where specific dark magic spells are locked on mages that aren't dark mages; but Dark Mages are just mages that just sway to the dark side of Reason, in terms of the class skills granting access to specific dark magic spells. EDIT: Screw it; let's talk about skills in here too; since they're sorta linked to the Magic system I guess.
  8. Guest

    FE4 Nightmare skill help

    So, I'm trying to give skills to characters, but the Nightmare Modules leave me really confused. For my example, I'd like to give Sigurd Pavise and Charm. Can anyone explain how do I do this?
  9. I'm really lost at how much was shown until now and mostly is because I want to avoid most of non-mechanics trailers. But now I got myself wondering..is there any evidence (or a straight forward reveal) of skills at this game? Also, you don't need to actually give a explanation if you don't want to, a simples YES or NO is enough.
  10. So, as the title might suggest, I'm experiencing a problem with the patch that allows to add skills into FE8: since I enabled it, my thief (15 Speed) can't seem to steal an item from an enemy (4 Speed). I tried with a personal skill, without it, even with double Cunning. Any idea or suggestion? (Also, is it the right section to ask this in?)
  11. Out of all of the personal skills in Fates the one I found the most difficult to activate is Selena's Fierce Rival. Just the idea of following up a critical hit with a critical hit sounds like an overkill. Did anyone got it to work?
  12. I'm doing a new run of revelations with Corrin as an Adventurer with +Magic using the Shining bow. What would be some good skills for her? Right now i'm thinking... Bowfaire, Trample, Lifetaker, Swordbreaker Also does anyone have a Corrin with Bowfaire because i can't find anyone who does. Thank ;)
  13. Personally i think that the stance skills along with stuff like desperation and brash assault would make cool additions to a main line game
  14. Exactly as the title says, this is where you can throw around your personal ideas of what skills you'd like to see as well as discussing what others have proposed. Skill Name (passive/activate, class it's designed for): Description (Notes) is how I've formatted mine, and it makes sense when you see it below. Feel free to format your's however you want. A small note beforehand is that I personally dislike the percentage based skills common in the series, and would instead replace them with arts from Echoes, except instead of costing hp, skills require a cooldown after use or a build-up in order to use them. A lot more of these skills make sense with that in mind. Also, these are just ideas, and the specifics would obviously change after play-testing. So without further ado: Personal Skill Ideas: General Skills Ideas: I may add more later, as my mind blanked as I got to near end, and I've already spent more time than I'd have liked to on typing these up already. So what are your thoughts on the matter?
  15. Note, this thread is pure speculation and does not indicate any specific upcoming content. Sacred Seals have been somewhat interesting since their inception in April last year, starting out as simple stat boosts and slowly expanding to include special skills exclusive to Sacred Seals (Quickened Pulse was the first), Fortify and Spur skills, and at some point Sacred Seals simply became "flexible Passive Skills". They only later gained the ability to be upgraded to have stronger, or more accurately "max level", effects via the Sacred Seal forge, as well as gaining access to crafting old Sacred Seals we may have missed and a few new seals. There are now more than 60 unique player available Sacred Seals available to us, and only some of them are skills unique to Sacred Seals (though some are available as effects on personal weapons and personal skills), and with each Tempest Trial and Squad Assault, the number steadily grows. Of course that number is mostly padded out by the variations of stat boosting skills... I'd like to ask you, what do you think lies in store for the future of Sacred Seals, now that it's been a year and a month? Is there any specific skill or effect you hope gets translated to a Sacred Seal? For the moment, let's discuss Sacred Seals here, those things I remember once being referred to as "items" to be given to a unit in an inventory slot...? My opinion in the spoiler...
  16. I'm kind of thinking of doing a balitician run just for something different. I took my new MU to 15 in On I Chieftain for counter. I will probably keep counter on and put in last slot for Kana. But i am wondering if I should run him through tactician or another class first before using sighting lens. I'm thinking I will want to get my unit Pavise, Renewal, Astra, Lethality and or Pointe Blank. Not sure who I should make her mother. I think his boon is skill or strength and his bane is luck. Does anyone have any advice on who would be best choice for Kana's mother? I know children can't inherit DLC skills.
  17. First off, the poll above is a question I often wonder about myself. I've thought about it for a while, but there should be ways that the skills and builds we give our units can apply to daily life, right? Such as using Falchion to peel apples or Astra to plow fields. Do you yourself have a skill that best fits you or would enhance your daily life? We're in the Heroes mindset right now, but if a skill from a different game would fit better (or the skill you list works differently in another game), then that's fine to. Here are links to the skills in Fire Emblem Heroes (Gamepedia FEH Wiki), for Weapons, Assists, Specials, Passives, and Sacred Seals. If I had to describe myself, it'd probably be a combination of Fury and a B passive that triggers at lower percentages of HP (Desperation, Vantage, etc), since in a way that could be described as doing better when things wear you down, and also you are the one wearing yourself down.
  18. Hey! First of all, new here, and second of all, I'm thinking of a Shigure(or Kana) with both Better Odds and Even Better(maybe Renewal as well) so he can be extremely hard to beat on the battlefield. To start off, you will need to buy either Even Better or Better Odds off a Shigure/Kana from a previous game or from Streetpass. Since he and Kana are the only non-beastman(wolfskin/kitsune) characters that can become those classes, you have very few options to make this type of build by yourself. Kana with these skills is more self-sufficient, due to her personal skill, though I prefer keeping a male avatar so for people like me, Shigure is the only option. Either way, both characters need to have Keaton/Kaden as their parents, and Keaton/Kaden need to already be Wolfssegner/Nine-Tails(respectively) at Lv. 5 or above, in order to pass down their healing skill. After the kids gain both skills, they can either be a tanker, a badass DPS, a nuker, hatever you want them to be, really, as long as they can reliably survive the Enemy phases. (Disclaimer: I am just a person that has many experimental ideas, none of which are really meant to be put into use in competitive play. If any readers decide to use any of my ideas in competitive play, thank you for thinking my ideas are good enough for the competitive scene. If you like these ideas, please let me know.)
  19. Hello, As you can guess from the title, I've begun a Lunatic run. Well, Prologue is a real pain (in the ***), but it's manageable. Gamble and Focus are the only really annoying skills the ennemies have. Still, without the water trick, only Frederick can take down most of the ennemies. But when you face Counter users...well, they just reck you if you don't play full ranged attackers. The gae's balance is totally broken. Some classes aren't even useful. When you make a Griffon Rider, you only want it's skills, but you would really prefer a wyvern lord, which is much more cool-looking and has generations of FEs of existence. You would like to promote your fighter into a hero because hero has more reliable overall stats and sol? You won't before long, because you NEED that Couner skill if you want to hit back your opponents like they dare with you. You nearly can't fight a Warrior at 1 range because you'll get severely wounded by the Counter. That skill was supposed to deal 30% of the damage back or not far from that, but in Awakening they decided that this skill would be cheated, and in Lunatic, as if the +13 HP to everybody, and the +5 HP skill to Fighters weren't enough, they also put Counter 100% activation and 100% damage returned. Even in the Exp DLC you face 1 luck/level shadows and the lv 30 have counter and some have counter + miracle...the ultimate skill abuse... It happened even in easy mode that I died from trying to kill them in close combat, just because the 2nd hit was returned thanks to damn miracle. Galeforce i lower difficulties is a 3 turns/map skill, but in Lunatic it's just a hit and run skill. Because you can get really bad from one only fight. I've bought Ashnard because he's so good, and I've used him in 2 or 3 chapters because the beginning of the game doesn't keep my attention, but even with his 29 res, he took 15 damage in one hit in the chapter where you defend the castle of Ylisse from Vallsomething. It means chapter 5 or something like that had a 44 magic damage unit outside of the boss (I think it was a wind magic, but even like that it means that you need 15 res and 30 HP to block it, and it let you with 1 HP). Skills I would never want in an easy or even a hard mode run are totally worth or even OP in Lunatic, you really want them (for example, you would probably like a MU with anti-bows, anti-swords, anti-spears, anti-axes and anti-tomes, because basically you gain 50% accuracy and avoid against all of these annoying 40-60 Mt ennemies and it means you will mostly dodge everything, but also you won't be dodged by insane avoid ennemies). Lunatic ennemies are so annoying. You see in the chapter where you recruit Cordelia, there is a lv5 Fighter with 32 HP (with HP+5), 16 strength and 11 speed. Then, WHY THE **** DOES MY VAIKE HAVE 6 SPD, 8 STRENGTH OR SO AND NOTHING ELSE? Seriously. I'm running lunatic only to see what the last chapters are like in Hell, but if not for curiosity, I would never run such a no-brain mode. It's not about you having to deal with more ennemies, or choose a little character pannel to go further, it's about EACH SINGLE ENNEMY HAVING MORE STATS THAN YOU + SKILLS! And that from the very beginning, where your Lord can't even 1v1 a little swordsman without taking 2 potions or dealing a critical hit! you get hit, even a potion doesn't heal enough for you to fully heal. Every single ennemy starts with A rank in every weapon, but you start E or D... Even Frederick's 14 base def let 5-9 damage pass through during the first 3 chapters, and then it's even worse since wyvern riders are even more abused with more strength, more mobility, much more def etc. than fighters and barbarians. I think I'm really gonna put everything into Chrom until I get Lucina, then put Chrom in the support position and never use him ever again to avoid certain death! What I intend to do: Chrom lv 20/15 Lord, then reclass into Great Knight/Bow Knight, take dual guard+/anti-bows then go for Bow Knight/Paladin and go for anti-bows/aegis, then the last one (I think I'll go for GN last because it gives +1 movement as a support character). Sumia 20/15 Dark flier, then GN/general, then the other one, and finish with war cleric/Valkyrie for bonus res to Lucina (the only stat which won't cap otherwise when you get her lv 10). This way I get Lucina maxed stats everywhere, with Galeforce Aether, promote her for Majesty, then switch for a more useful class, depending on what I'll need by then. After that, as always, rush to Yggdrasil map, finish it, and unlock Scolaris for grinding the units I want to use, and make an anti-everything MU and see if he needs it all the time or not, depending on the ennemies' cheatedness. If you have more advice to give me, (assuming I'm using EXP DLC and gold DLC), don't hesitate. If you just want to dicuss about how Lunatic is really dumb as full of stats-cheaters and annoying skills, there you are! I made this topic for that, and you can also tell us what skills they possess that makes you COMPLETELY MAD MAWAHAHAHAHA! See you!
  20. Hello, So I got Birthright when it first came out last year. Played it for a few weeks and got to around chapter 18 or so, then got sidetracked with life and other things. Recently, I got back into FE stuff and decided it was time to finally finish the game. However, it was a lot worse than I remember it being last year. The characters seemed boring and I'm pretty sure I invested in poor choices for my main units on that file (yeah, I know, "Birthright is so easy!" you will say...). I'm on Ch 22 on that file and my Hana gets wrecked constantly, Rinkah sucks, my Mozu is crap. I didn't use units like Oboro and Scarlet, who are highly acclaimed. Not that I knew then, I was just using units I thought would be good (Mozu = Donnel!? Not in this game). I remembering enjoying Awakening much more than Fates (I found I like the 'normal' medieval themed units of FE - cavalier, knight, hero, sage, etc. - more than the Japanese themed units...). ANYWAY, since I'm giving BR another go, I figured I'd start a new file and give it a fresh start. I'm planning on using some of the kids this time around - I'm most excited for Sophie and Shiro. I figured the kids would give me more customizability with skills, as I loved training units for skills and planning out OP kids in Awakening (My favorites being Kjelle [Aegis, Pavise, Luna, Lethality, Dual Guard], Noire [Astra, Vengeance with a 102% proc rate!, Bowfaire, Lifetaker, Slow Burn], and Donnel [HP +5, Counter, Sol, Zeal, Armsthrift with 98% proc). So I started looking into Sophie first and I based my Avatar around her - Silas (Great Knight) + Avatar (Hoshidan Noble) = Sophie (Paladin) [Skills: Aegis, Pavise, Luna/Dragon Fang, Sol, Hoshidan Unity] I selected her skills and was making a plan for class changes and inheritances from Silas and Avatar (who's secondary class is Knight). However, I started reading that class changes are finite, in contrast to Awakening where we could do as much as we wanted, and BR added a lot of new class change options with new seals and relationships (S, A+, and A with certain characters). Needless to say, I feel like BR is way harder to plan out kids and training than Awakening, and it's been awhile since I took FE as seriously as I did years ago with Awakening... I'm getting confused with the route here. I was hoping to do the following: Silas class change to Knight - General (S relationship with Avatar) to grab Pavise - back to Great Knight for final class. Avatar change to Hoshidan Noble to get Hoshidan Unity. Recruit Sophie with Pavise and Hoshidan Unity inherited from parents. Change Sophie into Merc - Hero to grab Sol. Change to Nohr Princess (through mother's class inheritance) to get Dragon Fang AND/OR class back to Cavalier - Great Knight to get Luna. Finally, change to Paladin (end class) to finish with Aegis. Is this possible? I definitely feel as if it is not optimal. I'm aware of buying skills on MyCastle. If I just buy stuff like Sol and Pavise for Sophie, will she miss out on growths and stuff from leveling her more on other classes to get certain skills? I'm not opposed to buying some skills if I can find a Sophie with some of the promoted class level 15 skills (Pavise). Looking for any advice besides "Just make Sophie and then go buy all the skills" (which is obvious) to make this skill set as easily obtained and streamed lined as possible while maxing Sophie's stats. Also, any advice on maximizing kids and tips for skill hunting (without using MyCastle) would be appreciated, as it would help me plan out other kids after Sophie. I just feel as if this game is not as intuitive as Awakening was with this stuff and is more confusing. Maybe I'm just getting old and stupid. Thank you! Tl;dr I don't like BR as much as Awakening - planning kids and skills is not as fun this time around. --- I want Avatar!Sophie. Avatar class at creation is Knight. Sophie ends as Paladin with Aegis, Pavise, Luna/Dragon Fang, Sol, Hoshidan Unity. Most efficient path to make this Sophie with maxed stats (aside from buying every skill from MyCastle)?
  21. So I'm turning my Hayato into a Dark Knight. Here are the growths and caps. Hayato: HP/65% Str/50% Mag/50% Skl/35% Spd/55% Lck/65% Def/55% Res/25% HP/55 Str/32 Mag/32 Skl/27 Spd/29 Lck/32 Def/33 Res/29 There are like no websites on good skills to give Hayato since barely anyone uses him. I was thinking about Death Blow and Certain Blow to patch up his shaky Skill, and maybe some Seal- skills since he isn't ORKOing any foes. What do you think I should give him?
  22. Aight, back at it again, this time with Subaki. What would be some good S-Support partners, final class, and skills for Mr. Perfect himself, Subaki. I heard Oboro was a good partner for him, what are your thoughts?
  23. I'm trying to optimize every unit, so it would be appreciated if I could have some advice on who to pair Hana with, what would her best class be, and what skills should I give her.
  24. Aight, back at it again, this time with Subaki. What would be some good S-Support partners, final class, and skills for Mr. Perfect himself, Subaki. I heard Oboro was a good partner for him, what are your thoughts?
  25. I'm planning to optimize almost every unit on a Revelation-Classic Lunatic Run that i plan to be doing. I'm up to Sakura on the list, and I saw that her best class was Priestess. What would be some supportive skills to put on her?
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