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Vanguard Corrin?


Ngtunganh
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If what Serenes Forest shows for growth rates and stats for each class, Vanguard is a melee tank. Growth-wise: Strength and Defense are great with decent HP and Skill and somewhat average Speed. Magic and Resistance suck so you will want to consider Tomebreaker, Aegis or Magic Counter to cope with magic casters who will pry off your Vanguard if they catch you in battle. +Speed is best for a unit who has a hard time with Speed Growths...if Ike is any indication in his Radiant Dawn and Fates incarnations regarding growths. Stat-wise: Vanguard can tank and deal with just about any melee only-oriented unit, unless they have the likes of Rend Heaven (goes off your insane Strength Stat), Ignis (if your opponents have balanced attacking stats), Aether (Luna) or Vengeance (if you fail to KO the target) which will really sting you. That said, +Strength isn't bad for a Vanguard, but your skills will need to help keep you safe due to Vanguard's average Speed Growth and stat is...average to low.

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If what Serenes Forest shows for growth rates and stats for each class, Vanguard is a melee tank. Growth-wise: Strength and Defense are great with decent HP and Skill and somewhat average Speed. Magic and Resistance suck so you will want to consider Tomebreaker, Aegis or Magic Counter to cope with magic casters who will pry off your Vanguard if they catch you in battle. +Speed is best for a unit who has a hard time with Speed Growths...if Ike is any indication in his Radiant Dawn and Fates incarnations regarding growths. Stat-wise: Vanguard can tank and deal with just about any melee only-oriented unit, unless they have the likes of Rend Heaven (goes off your insane Strength Stat), Ignis (if your opponents have balanced attacking stats), Aether (Luna) or Vengeance (if you fail to KO the target) which will really sting you. That said, +Strength isn't bad for a Vanguard, but your skills will need to help keep you safe due to Vanguard's average Speed Growth and stat is...average to low.

Darting Blow or Speedtaker could work also, or have a pairup Ninja/Berserker.

Sorry to jump on your thread but how would a +Strength -Defense Corrin fare?

I am not fond for that on a vanguard set, I would go for -Luck, you lose a point in strength but is better than 4 in defense for a tanking class.

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Darting Blow or Speedtaker could work also, or have a pairup Ninja/Berserker.

I am not fond for that on a vanguard set, I would go for -Luck, you lose a point in strength but is better than 4 in defense for a tanking class.

Speedtaker is better than Darting Blow in that case then if you want your Vanguard to go solo. Darting Blow only works on your turn while Speetaker's effect is applied whenever you defeat an opponent on your turn and you keep that boost until your unit is defeated or the battle ends. Vanguards naturally have decently high Strength so better to invest in a partner that offers Skill (you want to hit enemies a lot), Speed (due to Vanguards having average speed growths and caps) or Resistance (magic casters can potentially KO you in one hit if you're not full HP). Just keep in mind that unless you're a JP user (or an NA user with the JP version) and transferred information to your NA game (if you do that), NA users only have one Hero and Exalt Brand. DLC skills can't be learned by using logbooks...which stings but is fair.

Vanguards could go for +Strength/Skill/Speed and/or -Mag/Luck/Resistance. If you go -Resistance, make sure that you run something to help you survive meddlesome magic users who are constantly threats to weakened Vanguards.

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Sorry to jump on your thread but how would a +Strength -Defense Corrin fare?

Glass cannon. You'd hit like a truck but take hits like a marshmallow. Don't forget you have to be able to survive to the next turn. Granted you could take one or two hits, but not much more than that

Edited by Shadow Knight
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Glass cannon. You'd hit like a truck but take hits like a marshmallow. Don't forget you have to be able to survive to the next turn. Granted you could take one or two hits, but not much more than that

Ah I see! So considering this what would be a good final class since Vanguard might not be so good.

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Ah I see! So considering this what would be a good final class since Vanguard might not be so good.

Vanguard is a good class even with its flaws. This specific DLC class has no use for Magic and its' Resistance Growth and cap are average to low, but it's still a great class for tanking hits from melee attackers. Stat-wise, enemy magic users such as Malig Knights, Dark Knights, Grandmasters, Strategists, and Sorcerers can pick you off by your much lower Resistance (the last two should only attack you if they can KO you when they initiate the battle) so you'll want Aegis or Tome Breaker. Being a melee tank, you can easily beat up any non-tank or just about anything that lacks Pavise and/or Wary Fighter which helps the opponents stall for time.

Some enemies/points that really hurt are:

*Rend Heaven. Rend Heaven will use your very high Strength Stat to make you take more damage (your Defense isn't high enough to take cover for the 18+ boost that the enemy gets if they are Generals, Snipers, Heroes, Lodestars or Great Lords).

*Counter: This skill will make you struggle especially if on Snipers.

*Wary Fighter: If on units that don't let you double and can really hit hard, better hope you get Rend Heaven or Aether off as much as possible.

*Magic casters, if you are low on HP in battle.

*Any combination of the above.

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Vanguard is a good class even with its flaws. This specific DLC class has no use for Magic and its' Resistance Growth and cap are average to low, but it's still a great class for tanking hits from melee attackers. Stat-wise, enemy magic users such as Malig Knights, Dark Knights, Grandmasters, Strategists, and Sorcerers can pick you off by your much lower Resistance (the last two should only attack you if they can KO you when they initiate the battle) so you'll want Aegis or Tome Breaker. Being a melee tank, you can easily beat up any non-tank or just about anything that lacks Pavise and/or Wary Fighter which helps the opponents stall for time.

Some enemies/points that really hurt are:

*Rend Heaven. Rend Heaven will use your very high Strength Stat to make you take more damage (your Defense isn't high enough to take cover for the 18+ boost that the enemy gets if they are Generals, Snipers, Heroes, Lodestars or Great Lords).

*Counter: This skill will make you struggle especially if on Snipers.

*Wary Fighter: If on units that don't let you double and can really hit hard, better hope you get Rend Heaven or Aether off as much as possible.

*Magic casters, if you are low on HP in battle.

*Any combination of the above.

Feels like the amiibo classes are just bragging rights, huh.

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Feels like the amiibo classes are just bragging rights, huh.

That's because they are mostly bragging rights. They have as many advantages as they have weaknesses which makes fitting in a character into any of those classes not so easy as making decisions on skills for them even harder than it would be if they were in any of their original classes. *sighs* It would be easier to just have the Amiibo skills and weapons and not the classes since the classes require stat set-ups to avoid being bait for those that can easily trap and defeat the actual characters in the Amiibo classes.

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Ah I see! So considering this what would be a good final class since Vanguard might not be so good.

Though there are ways to cope with the issues to make it a solid class. Corrin is a great choice for Vanguard because his Yato stat boosts can cover the speed issues. Using a Katana is a good choice as well. It will help with your speed and your strength growths will cope with the decreased might of the weapon. You can also use skills such as speed taker, darting blow, and plus 2 speed to cover the low speed cap. And tbh, bc guard stance is generally encouraged on the last couple missions pairing with a speed character will easily fill the gap.

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