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DehNutCase

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Everything posted by DehNutCase

  1. So apparently there's some kind of special summon event tonight.
  2. Leo's so slow that -Spd is the best bane for him. Just for reference: Reinhardt is faster than Leo. (Yeah...)
  3. Navarre tanks a single Lucina hit, and deals 10 damage in return. (Spoiler Alert: All Lucinas double Navarre for lethal). Hate him, so much.
  4. At least she buffs. My Navarre literally does nothing.
  5. 2, +Spd -Res might work with L&D as a more defensive build, 29 speed isn't that great, but at least it wouldn't get doubled by literally everything. (Merely almost everything.) Probably not worth dumping 20k feather just to test if the +Spd to avoid doubles matters, however. 3, If you want to go full Whale-Mode. Silver Lance+, Aether, Heavy Blade, Seal Attack, third slot free. Run her at tanky things and watch her take 0 damage while demolishing them with Aether. (Basically turns her into blue, distant-counterless Ike. Only good if your Ike had total shit IVs and if blue's a better color than red.)
  6. Wo Dao+ and Bonfire is an interesting choice. (I'm assuming you're using Selena to tank a round, charge her special to 3, and then Bonfire & desperation hit to kill a dude?) With that in mind, the build seems pretty much complete. Off-topic: Only just noticed that the teams I've been fighting in arena were all teams with multiple merges, wonder why I never noticed before. (Probably because Cordelia kills them all anyway.)
  7. Takumi doesn't do as well on offense with his default kit, since Close-Counter on a ranged is pretty much strictly inferior to Distant-Counter on a melee. However, his stat spread is absurd if you make him into Klein+. L&D Brave Bow+ and he goes to town. You can also just use his legendary bow with Fury 3 or L&D, of course, and he still hits like a truck. (Really need to take off close-counter so he can use the good, +stat A-skills).
  8. My numbers were with your IVs, incidentally, although she did have Fury 3 on her. Emerald Axe does work against blue, even if you have -ATK. (She does need a +3 Atk from somewhere, though. Either Fury, +3 Atk, or L&D 1).
  9. I suppose this is a bad time to mention that I get +Atk on half my 5*s. (Let's just say there's a reason I build glass-cannon. Two, if you count my half-dozen Hanas.)
  10. Don't forget her Goad Fliers. Kinshi Knights when? (+12/+12 for everyone, fair and balanced.)
  11. The thing about Alfonse being decent with Brash is that, at 5*, his weapon gives a 5 Atk buff. At 4* he's basically strictly inferior to other options (Chrom, Hinata, Seliph etc.) as a red brash assault user. I like Brash on him because it's one of the skills that gives a reasonably 'complete' Alfonse without having to retool his entire kit. You can keep Sol to have high effective bulk despite technically being under half hp (be under half hp when combat starts, trigger sol and heal up ALOT to tank the counter, then double to finish), you can keep his Prf weapon, you can keep his A-skill etc. All you'd be missing is a assist skill after Brash is inherited, and it's a reasonable unit for cheap (4* Bartre and a 3*) rather than a perfect unit for expensive (multiple 5* inheritances). Alfonse is actually the easiest of the trio to afk grind (that is, auto-battle). His high bulk, atk, and natural sustain means that he can basically solo maps without issue, so long as he has BST advantage. (Whether through low rarity getting SP from way lower leveled units, or being 5*.) That said, all 3 of the starter heroes are pretty easy to get SP for, since they have 4 whole rarities to go through---mine are all still 3*, and have over 1k SP each. From using Vantage (Anna), I find that it functions as a offensive QR. Rather than getting 2 hits when you counter, you get 3 hits when you initiate. You double a dude, go low because you're made of glass, and then vantage KO on EP. Made Anna a lot better during auto-battles once she got it. (I level everyone in auto battle.) First of all, what's Titania doing for you? Hard walling blues or counter-killing? Guard makes her wall blues all day because they never get to trigger their special (Titania has a great speed tier), but she can't counter-kill either due to lack of QR. If she's hard walling, go for the longer CD specials, since you want her damage turns to count when she's going on the offensive. For counter-killing: QR alone already secures kills on everyone except Effie, Gwen, and Lukas. (I tested enemies with =IV and Fury with +2 to spd and atk to simulate L&D's speed tier and Fury's bulk). Swapping her A skill to something that gives 3 Atk makes it so only Gwen survives. Assuming Fury 3 on Titania for the below section. Vs. ranged, 1 or 2 hits won't give Titania enough special charge to KO any of the ranged blues that she doesn't already (Odin and Robin both have the speed and bulk to survive her, albeit with minimal hp). Furthermore, a threaten Def debuff (give it to Titania, she's a wall, so she can wall and then threaten to secure kills) and +2 Atk buff will kill both Odin and Robin. (Or just +6 from Hone Cav.) Threaten Spd also works, letting Titania double everyone except Fury 3 +Spd Odin to death. (Odin is freakishly tanky, for obvious, Atk dumping reasons. Also, the rare L&D Odin won't survive because he gets 1HKOd) You can always just pay 1 orb for 5 slots. It's very efficient if you think about it, basically 1 orb for 5 (shitty) units. If you inherit said units later, well, now it's 5 slots for 5 different (shitty) units, so you don't even lose anything.
  12. Ike should be doubling Lucas, since Lucas is damn slow, and Ike is actually in a decent speed tier. Ike is also stronger than Lucas (technically =Str, but Ike has the better weapon), which means he procs Aether after 1 round of combat thanks to heavy blade. Aether destroys people like Lucas, who rely on their monstrous Def stats to win duels. (Ike heals basically all his HP back, and 2 Aethers should kill Lucas without problems.)
  13. Having a delete button for blues is a bit different from having a person who takes 0 damage from blues. Even with T-Adept a lot of the dangerous blues can force their way through offensive checks. A defensive check, on the other hand, just sits there while they bait the blues out of position and either counter-kills or makes it easy for the team to safely kill them. I run an ultra-aggressive lineup, and, while Navarre's dead weight (10 dmg to L&D Lucina lol) is a big part of why the 690+ tier is very annoying to be in, another part is that none of my units can 'lure' safely, meaning positioning and AI movement prediction becomes very unforgiving.
  14. Guard seems only useful in 2 cases: 1, Your unit can OHKO if the enemy doesn't have their defensive special up, and guard saps -1 from it to guarantee the OHKO. ( 2, Your unit can tank a non-special hit and KO, but can't tank a special hit, so this let's them go second and 1RKO. (Mostly useful during EP or against a Vantage user.) Not a very good offensive skill, but guard, high speed, and a gem weapon or T-Adept would completely shut down the disadvantage color, since it means they'll never proc things like Bonfire, Ignis, Dragon Fang etc. that can brute force through color advantage. In that respect, Titania's skillset has really good synergy.
  15. Anyone else like how Watersweep (the magical counterpart to Windsweep), is on a unit with 29 base res? Man, Soren sure needs to avoid magical counters.
  16. Reprisal allows the Close\Distant counter QR killer weapon build, though. A special proc on every hit!
  17. Oh, right. 2Hp/1Atk/150Spd/0Def/1Res, then. Edit: Because it's basically the shittiest possible stat spread with legal BST distribution. Any other stat, if you pump 150 into it, will turn the unit into a game breaker. 150 HP murders with reprisal, 150 Atk 1HKOs everyone, 150 Def Bonfire (charge this by fighting physicals), 150 Res Glacies (charge this by fighting magicals).
  18. Miracle would be the only special worth running on a non-healer with 1Hp/1Atk/150Spd/1Def/1Res. No damage skill can make the unit deal more than 1 damage, and even with Aegis or Pavise the unit would be 1HKOd by everything, and if you run Galeforce you got problems. Therefore: Miracle, if you run the unit into 3 whole combats without taking a single counter, it can survive a single hit against anyone. If Vantage works while at 1/1 HP the unit can even run Vantage Miracle, requiring only 2 combats. Still 99% useless, but that and reposition\draw back would at least contribute some utility.
  19. You need more reposition Cordelia in your life. (I run her with drawback so it's really easy to have her kill people without being in range during EP, and, worse comes to worst, she can just reposition someone else in to murder.)
  20. Camilla is also a very good skill fodder for Savage Blow. It's not terribly useful on all units, but my Galeforce Cordelia destroy teams with it. (Galeforce means she can move 2 or 3 times a turn with dancer support, so even the people she couldn't normally one round become 1RKOd due to the 7 or 14 damage they took beforehand from Savage Blow, which has a very nice AoE) Edit: It's basically AoE Moonbow, except for Galeforce users.
  21. Anyone will beat my 'I'll just sit there and watch, thanks' 4* Navarre as a bonus unit---the only thing he did out of my 7 arena battles was hit a Lucina once, for 10 damage. (Rein's almost guaranteed, fortunately, and he's good and 5*.) Edit: Personally I'm probably gonna start stockpiling orbs so I can dump them all in one banner for merges. Gotta get those arena scores. (Might even swap to Olivia over Azura for that reason, since it's a lot easier to merge Olivia.)
  22. I'm not too sure about a build like that, to be honest. Marth has really low res. Hector gets away with his low res because of his bucket of HP. On that note: why Marth over, say, Draug or something? (Armors use distant counter the best, and also want distant counter the most. Best because high BST, most because low mov.) Dragonic Aura should also outdamage Bonfire easily. Nothing wrong with the build per se---distant counter almost anything will do work---so you can use him if you want to use him.
  23. To be perfectly frank, Selena isn't suited to the current arena meta, so even a perfect one wouldn't do much. (She basically never gets doubled, and tanks like a champ, but a lot of characters can do that and kill things.) High defense units like Selena really want to have a BST advantage in order to juggernaught---leveling Selena in low level Strata is a breeze, for example, because she doubles things to death while taking 0 damage---but you don't get BST advantages in arena. If reinforcement maps end up giving a lot of enemies with lower BST, however, defense focused units like Selena or Odin might become more viable---same for defensive skills like Noontime and Sol. But that's in the future, and not guaranteed in any case. However, assuming you like using Selena: -Def/+Spd is perfectly usable since she has so much def that it doesn't even matter it's her bane. (29 Defense with -Def, making it 29/28 bulk, still takes 0 damage from greens, +Spd means even L&D users have trouble doubling her, damage is unfortunate, but she's still quite good as a defensive pivot.) Also, for fodder, 3* Selena should work better---she gives Threaten Spd at 4*, yeah, but threaten skills aren't that great compared to buffs, and she gives reposition at 3 already.
  24. Navarre's worthless ass had been surprisingly hard to carry. The run would've been so much smoother if I didn't have to literally 3 man every single fight. (If only Klein had been a bonus unit.)
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