Enables target to take another action. Cannot be used on units with Sing or Dance
- Non-Inheritable skill.
Being able to grant an ally a second turn of combat has nearly limitless potential, and single-handedly makes the units who possess Sing or Dance some of the most sought-after in the game. Important to note is that these skills cannot be used on allies who also have them: Azura cannot use Sing on Olivia, if the latter has Dance. The units who possess these skills come with reduced stats, to compensate for the incredible versatility they provide. Sing/Dance lets your team fight varying enemy teams much better. For instance, if you encounter a team with three blue units: You can dance your green unit to increase their impact that game. Next match you can dance your archer to handle the two flying enemies.
Sing/Dance’s sheer utility makes it universally useful. Instead, we’ll look at what these skills give each type of unit. Armoured units benefit from the extra turn, allowing them double their movement radius every turn. Cavalry and Fliers appreciate the mobility, greatly increasing their already large threat range. Users of Daggers, Bows and Tomes are often adept at scoring 2HKO’s, with Sing/Dance they can double their damage output. Units with Brave Weapons can initiate four attacks in one turn. When using Sing/Dance, it’s important to identify which unit on your team needs it most on any given turn, and position them accordingly. In terms of the Sing/Dance user, Wings of Mercy is a vital skill, allowing them to support their foes from across the map. As they possess low combat stats, Fury can help too, and will boost your team’s Base Stat Total.
It is nigh impossible to counter the utility that Sing/Dance provides a team. However, the low combat ability of the users can be exploited by powerful ranged attackers. Also, a unit who uses Sing/Dance cannot make another action that turn.