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Lethality RMT


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There have been a few other Rate-My-Teams this week and since I'm going to start my StreetPass team playthrough soon, I figured it wouldn't hurt to post my team to get some feedback.

The following is pasted from a word document I used for a couple hours in order to organize my options.

---

Skill priority:

Lethality > Rightful King > Counter > Vengeance > Lucky 7 > Miracle

Avatar – xNowi

1. Limit Breaker

2. Lethality

3. Counter

4. Vengeance

5. Lucky 7

- All male classes

Morgan – AvatarxNowi – inherit Counter

1. Limit Breaker

2. Lethality

3. Counter

4. Vengeance

5. Lucky 7

- Manakete

Nah – AvatarxNowi – inherit Counter

1. Limit Breaker

2. Lethality

3. Counter

4. Vengeance

5. Lucky 7

- Manakete

Lucina – ChromxOlivia – inherit Aether

1. Limit Breaker

2. Lethality – from Olivia

3. Rightful King – always

4. Luna – always

5. Hit+20 – always

- Great Lord, Paladin, GK, Bow Knight, Sniper, SM, Assassin, Falcon Knight, Dark Flier

Inigo – ChromxOlivia – inherit Rightful King & Galeforce

1. Limit Breaker

2. Lethality – always

3. Rightful King – from Chrom

4. Counter – always

5. Aegis – from Chrom

- Hero, Bow Knight, SM, Assassin, Berserker, Warrior, Paladin, Great Knight, Sniper

Fathers’ skills:

1. Henry – Lethality, Counter, Vengeance, Lucky 7 – Brady

2. Gaius – Lethality, Counter, Lucky 7 – Cynthia

3. Vaike – Lethality, Counter, Lucky 7 – Noire

4. Gregor – Lethality, Counter

5. Kellam – Lethality, Lucky 7, Miracle

6. Lon’qu – Lethality, Lucky 7 – Gerome

7. Stahl – Lethality

8. Libra – Vengeance, Miracle – Owain

9. Donnel – Counter

10. Ricken – N/A

11. Virion – N/A

12. Frederick – N/A

Brady –HenryxMaribelle – needs Lethality + 2 skills – inherit Galeforce [Miracle – always]

1. Limit Breaker

2. Lethality – from Henry

3. Counter – from Henry

4. Vengeance – from Henry

5. Lucky 7 – from Henry

- War Monk, Sage, Paladin, GK, Dark Knight, Assassin, Trickster, Berserker, Warrior, Sorcerer

Cynthia –GaiusxSumia – needs Lethality + 2 skills – inherit Counter

1. Limit Breaker

2. Lethality – from Gaius

3. Counter – from Gaius

4. Lucky 7 – from Gaius

5. Miracle – always

- Falcon Knight, Dark Flier, GK, General, War Cleric, Sage, SM, Assassin, Trickster

Noire – VaikexTharja – needs Lethality + 2 skills – inherit Counter

1. Limit Breaker

2. Lethality – from Vaike

3. Counter – from Vaike

4. Vengeance – always

5. Lucky 7 – from Vaike

- Bow Knight, Sniper, GK, General, Dark Knight, Sorcerer, Hero, Assassin, Trickster

Gerome – Lon’quxCherche – needs Lethality + Lucky 7 – inherit Dual Support+

1. Limit Breaker

2. Lethality – from Lon’qu

3. Counter – always

4. Lucky 7 – from Lon’qu

5. Miracle – always

- Wyvern Lord, Griffon Rider, Hero, Warrior, War Monk, Sage, SM, Assassin, Trickster

Lon'qu speed > Kellam

Owain – LibraxLissa – needs Vengeance – inherit Galeforce

1. Limit Breaker

2. Lethality – always

3. Counter – always

4. Vengeance – from Libra

5. Miracle – always

- SM, Assassin, Berserker, Warrior, War Monk, Sage, Dark Knight, Sorcerer

---

I gave Nah access all the classes because Nowi doesn't give any of my desired skills. That leaves Brady, Cynthia, and Noire to take fathers 1-3. I know these children aren't optimal for what I'm trying to do, but I just picked what color hair I wanted the kids to have from those 3 parents. I know I could use Severa or Laurent to get more Vengeance, but I really just picked my favorite 9 children and gave them what I could. I'm not using more avatars because I want supports for DLC on this file, too.

Chrom must marry Olivia or Sully to give Lethality to Lucina, but Sully's kid can't get Rightful King. My skill priority for Lucina and

Owain is Counter > Vantage > Luna of their available skills (besides LB, Lethality, and RK). What skills should I give these two, and what do you think of the team?
Edited by BlueFire
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Wow, that looks like a really annoying team to go up against. All I have to say is counter isn't really all that great. I mean, if the other team is 1 locked then it's good, but most people have 1-2 weapons on them... not to mention the unit tends to keep any 1-2 weapon equipped unless the 1 locked weapon is just that much stronger than the 1-2 range. Knowing this, counter wouldn't really pose much of an issue to most people and would actually be self-negated in the end. That's just the problem I have with counter *shrugs*. Good for rebounding lethality back on the person who uses characters who mostly know it-- but that's about it.

Edited by Raine
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Counter is a top-tier skill in Streetpass because it deters your opponent from using Brave weapons and other lethal 1-ranged weapons. If they do decide to use those types of weapons on a character with Counter, then they will eat whatever damage they inflict. Counter is basically a must-have skill then if it can somewhat prevent Brave weapon use from your opponent.

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stack avoid, Galeforce everything with Celica's Gale

no spotpass team can stop this, because the team is fixed and can't use dual/pair up stuff

/buzzkill

Counter is a top-tier skill in Streetpass because it deters your opponent from using Brave weapons and other lethal 1-ranged weapons. If they do decide to use those types of weapons on a character with Counter, then they will eat whatever damage they inflict. Counter is basically a must-have skill then if it can somewhat prevent Brave weapon use from your opponent.

Celica's Gale exists
you know, if you even want to
Edited by shadykid
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Wow, that looks like a really annoying team to go up against. All I have to say is counter isn't really all that great. I mean, if the other team is 1 locked then it's good, but most people have 1-2 weapons on them... not to mention the unit tends to keep any 1-2 weapon equipped unless the 1 locked weapon is just that much stronger than the 1-2 range. Knowing this, counter wouldn't really pose much of an issue to most people and would actually be self-negated in the end. That's just the problem I have with counter *shrugs*. Good for rebounding lethality back on the person who uses characters who mostly know it-- but that's about it.

Counter is actually an extremely solid skill, if used right.

It -cannot- kill if the attacker's HP is higher or equal to the Counter-wielder's, which means used defensively, even if you use a way to dis-encourage Range 2 attacking (Like the 70 SPD Snipers with Luna+ and Brave Bows in Apo do) it's a zero threat skill on the defense (Hello Staves). The trick to it, is to have Counter on units that can only attack at Range 1- so that way it's used offensively (an absolutely -massive- damage boost). The problem is that this doesn't synergize with the Lethality Rush tactic- which wants to use Celica's Gale. It can work with Brave Swords/Lances/Axes, but at the same time, it's not nearly as solid, because deadzone.

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There have been a few other Rate-My-Teams this week and since I'm going to start my StreetPass team playthrough soon, I figured it wouldn't hurt to post my team to get some feedback.

The following is pasted from a word document I used for a couple hours in order to organize my options.

---

Skill priority:

Lethality > Rightful King > Counter > Vengeance > Lucky 7 > Miracle

Avatar – xNowi

1. Limit Breaker

2. Lethality

3. Counter

4. Vengeance

5. Lucky 7

Morgan – AvatarxNowi – inherit Counter

1. Limit Breaker

2. Lethality

3. Counter

4. Vengeance

5. Lucky 7

Nah – AvatarxNowi – inherit Counter

1. Limit Breaker

2. Lethality

3. Counter

4. Vengeance

5. Lucky 7

Lucina – ChromxOlivia – inherit Aether

1. Limit Breaker

2. Lethality – from Olivia

3. Rightful King – always

4. Vantage – from Olivia

5. Luna – always

Inigo – ChromxOlivia – inherit Rightful King & Galeforce

1. Limit Breaker

2. Lethality – always

3. Rightful King – from Chrom

4. Counter – always

5. Vantage – always

Fathers’ skills:

1. Henry – Lethality, Counter, Vengeance, Lucky 7 – Brady

2. Gaius – Lethality, Counter, Lucky 7 – Cynthia

3. Vaike – Lethality, Counter, Lucky 7 – Noire

4. Gregor – Lethality, Counter

5. Kellam – Lethality, Lucky 7, Miracle

6. Lon’qu – Lethality, Lucky 7 – Gerome

7. Stahl – Lethality

8. Libra – Vengeance, Miracle – Owain

9. Donnel – Counter

10. Ricken – N/A

11. Virion – N/A

12. Frederick – N/A

Brady –HenryxMaribelle – needs Lethality + 2 skills – inherit Galeforce [Miracle – always]

1. Limit Breaker

2. Lethality – from Henry

3. Counter – from Henry

4. Vengeance – from Henry

5. Lucky 7 – from Henry

Cynthia –GaiusxSumia – needs Lethality + 2 skills – inherit Counter

1. Limit Breaker

2. Lethality – from Gaius

3. Counter – from Gaius

4. Lucky 7 – from Gaius

5. Miracle – always

Noire – VaikexTharja – needs Lethality + 2 skills – inherit Counter

1. Limit Breaker

2. Lethality – from Vaike

3. Counter – from Vaike

4. Vengeance – always

5. Lucky 7 – from Vaike

Gerome – Lon’quxCherche – needs Lethality + Lucky 7 – inherit Dual Support+

1. Limit Breaker

2. Lethality – from Lon’qu

3. Counter – always

4. Lucky 7 – from Lon’qu

5. Miracle – always

Lon'qu speed > Kellam

Owain – LibraxLissa – needs Vengeance – inherit Galeforce

1. Limit Breaker

2. Lethality – always

3. Counter – always

4. Vengeance – from Libra

5. Miracle – always

---

I gave Nah access all the classes because Nowi doesn't give any of my desired skills. That leaves Brady, Cynthia, and Noire to take fathers 1-3. I know these children aren't optimal for what I'm trying to do, but I just picked what color hair I wanted the kids to have from those 3 parents. I know I could use Severa or Laurent to get more Vengeance, but I really just picked my favorite 9 children and gave them what I could. I'm not using more avatars because I want supports for DLC on this file, too.

Chrom must marry Olivia or Sully to give Lethality to Lucina, but Sully's kid can't get Rightful King. My skill priority for Lucina and

Owain is Counter > Vantage > Luna of their available skills (besides LB, Lethality, and RK). What skills should I give these two, and what do you think of the team?

This team looks about as brutal as one can possibly create. Few StreetPass battles will last longer than 7 turns. Even if they do, it's probable that most of the combat will be over. There are some maps that make Lucky 7 a liability but there are also some that make it fantastic.

EDIT: I forgot to mention that Manaketes are exceedingly potent in StreetPass, as they are one of the very best answers to the Queen of StreetPass: Celica's Galeforce. The reason for this is twofold:

1) Highest defenses in the game. Specifically, a sky-high Res turns an unboosted Celica's Gale into a joke. If the enemy can't kill your unit in one round, they can't Galeforce out of range of your Counter Kamikazes. There are ways around this but the point of making a StreetPass team is to eliminate as many viable strategies as possible, forcing your opponent to execute as complex (or cheap) a strategy as you can. This way lie the most resets, as Lunatic+ shows.

2) There is no Dragonbreaker. This means that Manaketes' Hit and Avo remain low but can't be reduced to the extent that others can. Of course, this is also true for Taguel. However, being locked to 1 range without a Brave weapon is disappointing.

Wow, that looks like a really annoying team to go up against. All I have to say is counter isn't really all that great. I mean, if the other team is 1 locked then it's good, but most people have 1-2 weapons on them... not to mention the unit tends to keep any 1-2 weapon equipped unless the 1 locked weapon is just that much stronger than the 1-2 range. Knowing this, counter wouldn't really pose much of an issue to most people and would actually be self-negated in the end. That's just the problem I have with counter *shrugs*. Good for rebounding lethality back on the person who uses characters who mostly know it-- but that's about it.

Counter is still effective against 1-2 range enemies. Only bows are completely safe versus Counter.

stack avoid, Galeforce everything with Celica's Gale

no spotpass team can stop this, because the team is fixed and can't use dual/pair up stuff

/buzzkill

Celica's Gale exists
you know, if you even want to

/thread

Seriously, though, it's sad how broken the Pair Up + Brave weapon combination is. When all else fails, stack Avo and Celica's Galeforce to victory. Or throw Pass and Galeforce on two Paired Up units with Brave Bows and watch how little the Counter units threaten you.

Any team like that which most people see is going to get an instant dismissal (or item buying), just to let you know.

While this is possibly true, there are those who view that as a victory. An admittedly hollow victory, but a victory nonetheless.

Edited by Rhaegar Targaryen
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With some help from RT, I've chosen these skills for Chrom's kids:

Lucina – ChromxOlivia
1. Limit Breaker
2. Lethality – from Olivia
3. Rightful King – always
4. Luna – always
5. Hit+20 – always
I chose Hit+20 to increase the chances of Lethality activating.
Inigo – ChromxOlivia
1. Limit Breaker
2. Lethality – always
3. Rightful King – from Chrom
4. Counter – always
5. Aegis – from Chrom

Is Res+10 a better option?

I added the class options to the OP. The avatar's kids will be manaketes. Lucina will be a Dark Flier and use Celica's Gale because she's the only one without Counter. In general, what classes do you guys think are the best for StreetPass? I'm thinking the mounted units are the best - especially fliers.

As for weapons, Celica's Gale is obviously the best weapon, but it can't be on most of your team or Tomebreaker will easily beat it. Is using a Brave Bow/Double Bow with Counter on a unit a good idea?

Edited by BlueFire
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Res +10 is better on StreetPass teams because it reduces the damage you take from Dual Strikes with tomes. Aegis is undoubtedly a better skill for the player, since it protects from bow-users and Manaketes as well. Aegis synergizes nicely with Rightful King, of course, but the pocket unit poses a greater threat than the main unit.

Fliers are great because some maps make other units without Acrobat next to useless. However, unless you're willing to spend one of your four skill slots on Iote's Shield, don't be surprised when none of your units manage a single attack during the player phase. The thing is that you need to send as many units at the player at one time as you possibly can. For that reason, fliers are a higher risk, higher reward choice.

Simply having a mount isn't good enough. Great Knights aren't great, Paladins are all right, Bow Knights aren't very good, and Dark Knights are fairly good. It's a shame that Griffon Riders don't get Bows.

Counter is definitely good on bow-users. Braves are essential for maximizing Lethality procs. However, Longbows are definitely annoying. I'd go with Braves.

EDIT: I forgot to mention that Lucky 7 is perfect for fliers because they can make the best use of the skill. It is, however, not so great on Generals.

Edited by Rhaegar Targaryen
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Fun note on Res+10, and this is rather Huge. Res+10 is enough Res to completely negate the MT of a Forged Celica's Gale.

...Fliers need to have Iotes.

Counter is definitely good on bow-users.

Ehh... not Really, once you realize Counter cannot kill without the Counter Wielder's HP being higher than the Attacking unit's HP.

I see a Counter unit with Bows and Lethality, I attack Range 1 and Staff away the damage with my next move if my attacker is still in danger of receiving more attacks. It has a psychological effect somewhat, but that's negligible.

Counter should be used only on Range 1 locked attackers-- it's an offensive skill, not a Defensive one.

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Quick question, does dlcs skills still have an effect even if the person does ot have the dlc? Otherwise your limit breaker skill has no effect. I couldnt find his information I know it shows up as outrealm skill but does that skill still have the desired effecthavent ran across any other in my city using dlc yet.

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Quick question, does dlcs skills still have an effect even if the person does ot have the dlc? Otherwise your limit breaker skill has no effect. I couldnt find his information I know it shows up as outrealm skill but does that skill still have the desired effecthavent ran across any other in my city using dlc yet.

Outrealm Skills have the same effect as the actual skill, but are trunacted from a character's skill list if the unit is recruited.

If a unit is Outrealm Class, you cannot recruit the unit.

Outrealm Items (Dread Scroll, Wedding Bouquet, All+2, Paragon, Iote's Shield, Limit Breaker) do not function as Outrealm Items, and cannot be sold in Streetpass.

If you obtain "Outrealm" stuff (By having the DLC and removing your SD Card), the skills remain, and function normally, and Outrealm Class (Dread Fighter and Bride) do not learn Aggressor or Bonds at Level 15. (And, as stated as before, Outrealm Items do not function), although a Level 30 Outrealm Class can reclass using a Second Seal into Outrealm Class (Doing so will not prompt you to equip Res+10 or Rally Heart if they're not equipped)

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Res +10 is better on StreetPass teams because it reduces the damage you take from Dual Strikes with tomes. Aegis is undoubtedly a better skill for the player, since it protects from bow-users and Manaketes as well. Aegis synergizes nicely with Rightful King, of course, but the pocket unit poses a greater threat than the main unit.

Fliers are great because some maps make other units without Acrobat next to useless. However, unless you're willing to spend one of your four skill slots on Iote's Shield, don't be surprised when none of your units manage a single attack during the player phase. The thing is that you need to send as many units at the player at one time as you possibly can. For that reason, fliers are a higher risk, higher reward choice.

Simply having a mount isn't good enough. Great Knights aren't great, Paladins are all right, Bow Knights aren't very good, and Dark Knights are fairly good. It's a shame that Griffon Riders don't get Bows.

Counter is definitely good on bow-users. Braves are essential for maximizing Lethality procs. However, Longbows are definitely annoying. I'd go with Braves.

EDIT: I forgot to mention that Lucky 7 is perfect for fliers because they can make the best use of the skill. It is, however, not so great on Generals.

In that case I'll only have Lucina fly since her skill choice is more limited than the other kids. What classes should my final units be? I assume high-speed is crucial.

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Counter is still effective against 1-2 range enemies. Only bows are completely safe versus Counter.

Or javelins or hand axes or levin swords or tomes or really any weapon that allows someone to walk up and stand 2 tiles away and attack... which there are plenty of in every weapon type. Sure, if they get rushed by someone with counter, they're in a 'pickle', but that's why they ensure they initiate the attack. Besides, things with counter on them and a 1-2 weapon will NOT come in the unit's face it's attacking-- which means you have to 1 tile lock the unit if you want it to use counter otherwise it's a wasted skill that'll never activate unless the person you streetpassed is just an idiot..

Counter is actually an extremely solid skill, if used right.

It -cannot- kill if the attacker's HP is higher or equal to the Counter-wielder's, which means used defensively, even if you use a way to dis-encourage Range 2 attacking (Like the 70 SPD Snipers with Luna+ and Brave Bows in Apo do) it's a zero threat skill on the defense (Hello Staves). The trick to it, is to have Counter on units that can only attack at Range 1- so that way it's used offensively (an absolutely -massive- damage boost). The problem is that this doesn't synergize with the Lethality Rush tactic- which wants to use Celica's Gale. It can work with Brave Swords/Lances/Axes, but at the same time, it's not nearly as solid, because deadzone.

If used right, and I'm not saying it's not extremely useful on the computer when they've got numerous units with counter all rushing you with 1 tile locked weapons on high mobility units. However, it's not feasible unless you're just making a team focused on that. And when I say focused on that, I mean every unit having counter on a high mobility class like Wyvern Lord, Paladin, Great Knight, or Dark Knight... and giving them all 1 locked weapons of mass destruction.

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More like the power of Rallies and Celica's Gales.

I stomp teams into the dirt without touching my Limit Breakers.

they're all part of the specially delivered package of brokenness

Galeforce is for streetpass teams on the prologue map, where it's so tiny

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Generals have no Res.

The threat is CGs and DF/Sage.

I'm really stumped on what's important in choosing your units' classes for StreetPass. Is high-resistance among the most important? You're never going to outspeed units that have rallies.

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I'm really stumped on what's important in choosing your units' classes for StreetPass. Is high-resistance among the most important? You're never going to outspeed units that have rallies.

the only winning move is not to play

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Fun note on Res+10, and this is rather Huge. Res+10 is enough Res to completely negate the MT of a Forged Celica's Gale.

...Fliers need to have Iotes.

Ehh... not Really, once you realize Counter cannot kill without the Counter Wielder's HP being higher than the Attacking unit's HP.

I see a Counter unit with Bows and Lethality, I attack Range 1 and Staff away the damage with my next move if my attacker is still in danger of receiving more attacks. It has a psychological effect somewhat, but that's negligible.

Counter should be used only on Range 1 locked attackers-- it's an offensive skill, not a Defensive one.

Counter is useful on a unit with a bow because it increases his chances of doing damage in some form. It's very easy to Galeforce your way through 3 enemies with a single pair of units when the enemies are locked to 1 range, as they are unable to counter attack, and therefore are unable to proc Lethality. Attack the Warrior (who has a bow equipped) at 2 range and risk dying to Lethality or attack him at 1 range and take Counter damage. Plus, if the Counter units are locked to 1 range, bows completely negate the skill.

Or javelins or hand axes or levin swords or tomes or really any weapon that allows someone to walk up and stand 2 tiles away and attack... which there are plenty of in every weapon type. Sure, if they get rushed by someone with counter, they're in a 'pickle', but that's why they ensure they initiate the attack. Besides, things with counter on them and a 1-2 weapon will NOT come in the unit's face it's attacking-- which means you have to 1 tile lock the unit if you want it to use counter otherwise it's a wasted skill that'll never activate unless the person you streetpassed is just an idiot..

If used right, and I'm not saying it's not extremely useful on the computer when they've got numerous units with counter all rushing you with 1 tile locked weapons on high mobility units. However, it's not feasible unless you're just making a team focused on that. And when I say focused on that, I mean every unit having counter on a high mobility class like Wyvern Lord, Paladin, Great Knight, or Dark Knight... and giving them all 1 locked weapons of mass destruction.

I agree that it's certainly easy enough to kill 'em with Hand Axes or Javelins. However, unless you kill all of the enemies in range, you will wind up damaging yourself during the enemy phase. Bows circumvent this entirely by being incapable of triggering Counter.

More like the power of Rallies and Celica's Gales.

I stomp teams into the dirt without touching my Limit Breakers.

I'm lazy, so I just Galeforce. Less work than Rallying, anyway. Of course, I don't send in more than 2 units when fighting a StreetPass team. Celica's Galeforce beats StreetPass and Apotheosis alike.

So, to beat Galeforce, would units like Lethality Generals be useful to avoid being ORKO'd, or is that unavoidable?

Everything you do on your team can and will be countered. Res +10 gives Generals an appreciably better chance of activating Lethality, since they can actually survive the first 6 strikes by the enemy. Also, don't worry about the armor weakness, since an effective weapon would mean the enemy isn't using a vastly superior Brave weapon.

Bear in mind that you can also equip a 1-2 range weapon to the General, who can (though may not) switch to his Brave weapon and close the distance. I know for certain that the AI will use bows unless they're unable to do so. Also, your Counter Sorcerers will attack at 2 range, not 1 range, even when facing an enemy with 1-2 range weapons, especially when Counter would probably kill the player's units. The AI is possibly the greatest obstacle.

Generals have no Res.

The threat is CGs and DF/Sage.

Generals have somewhat better Res than many units, oddly enough. It's still rather poor and not at all up to the task at hand but it could certainly be worse.

I'm really stumped on what's important in choosing your units' classes for StreetPass. Is high-resistance among the most important? You're never going to outspeed units that have rallies.

Not that many units have high Res. Not many of those have decent Spd. I would definitely say, though, that Res is important, probably more important than Def. I'll try to explain why.

Let's say you have a Sage and a Warrior, both with Counter, Vengeance, Lethality, and Miracle. Barring skills like Tomebreaker, Aegis, and the like, the Sage will almost certainly do more damage. Let's say that the enemy attacks the Sage at 1 range with a physical weapon. Massive damage is inflicted on the player. Ditto with a tome. Now let's say the Sage is attacked with a Spear. It's not Brave, so the Sage will probably survive the first 3 attacks and retaliate with Celica's Gale, hopefully activating Lethality but probably just activating Vengeance. Still, two consecutive Vengeance procs will do massive damage. If the enemy attacks with Celica's Gale at 2 range, the Sage's higher Res will make it tougher than the Warrior, and therefore likelier to to damage in return. The Sage would most fear a Brave Bow, which would almost certainly ORKO.

Now let's say the Warrior is attacked at 1 range with a physical weapon. He takes less damage than the Sage would but still returns quite a bit with Counter. Probably more, actually, since he might survive long enough to Counter another strike. 1 range with CG is akin to hitting the Sage with an Eirika's Blade. 2 range with a Bow favors the Warrior, while 2 range with CG favors the Sage. Also, 2 range with a Spear favors the Warrior. Since CG is the best weapon for StreetPass, and since Sages have good Res, Sages are generally superior to Warriors. The same can be said for any tome-user.

So, Res is generally more important than Def. Harder to get, too. If they didn't need Iote's Shield, Dark Fliers would reign supreme. Too bad Iote's Shield is not an equipped item anymore...

The general idea is to make the player attack you at 1 range with physical weapons. Having high Res is a great way to do that. You'll either get Counter, Vengeance, or (hopefully) Lethality to activate. Running around with good Def and locked to 1 range is begging to be obliterated by Celica's Galeforce. A unit that does that would need Tomebreaker. Sadly, even that could be defeated by the appropriate Breaker.

Of course, the enemy could always stab your Sages with Brave Swords and counter Counter with Lifetaker...

Edited by Rhaegar Targaryen
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