SP:
150
Slot:
B

If unit initiates combat, unit moves 1 space away after combat.

Inheritable Restrictions?

Melee

  • Restricted to melee units.

Unlocks at 5 ★

Unlocks at 4 ★

Unlocks at 3 ★

Skillsets that use skill

Flying Myrmidon (Offensive)

OG Hinoka (Brave Lance)

Offensive (Brave)

The Bravest Bride (Brave Build)

Hit and Run

Overview

This skill can be considered the sister of Drag Back, and the cousin of Lunge. It’s one of the skills that can move your unit after battle. Hit and Run functions nearly identically to Drag Back, pulling your unit back one space when attacking. However, it does not move the target of the skill: meaning the enemy is guaranteed to stay in place. The fact that it does not move the enemy makes it less effective for weak attackers, and much better for stronger ones, who intend to finish their target off anyway. Hit and Run’s primary advantage over Drag Back is that it always moves the attacker back. Drag Back does not work if the target cannot move onto the square that the attacker starts on.

Synergy

Hit and Run synergizes well with many of the same things as Drag Back: It facilitates a playstyle based on assassination. Hit and Run’s ability to bypass the movement of their target make it an extremely good choice for Fliers: They will have nearly unlimited attack angles this way. Fliers can also take advantage of another trick: they can initiate attacks over mountains and rivers, and retreat safely back over them. It synergizes very well with Brave weapons, which are likely to finish off their target. Instead of a Brave Weapon, a Firesweep Lance can also be used to score a lot of free damage.

Weaknesses

Hit and Run is less versatile and much harder to obtain than Drag Back, making it a less popular choice. And it cannot be used to move enemies closer to your team: which is one of the main advantages to Drag Back. It also requires your unit to initiate attack, which in some cases, is not ideal. Having a strong ranged unit can help when fighting foes with this skill, in order to prevent them from retreating over impassable terrain. Bows are particularly good, as the best users of the skill are Fliers.