At start of turn, bonuses become penalties on all foes in cardinal directions with HP 1 or more lower than unit through foe's next action.
Panic Ploy 3
- Inheritable by all units.
Although they share similar names, Panic Ploy is largely different from its stat-decreasing brethren. The effects of Panic Ploy are the opposite of Harsh Command: completely reversing the effects of buffs on enemies. Panic Ploy is one of the best answers to teams based around buffs. This includes flier, cavalry and armor teams. Teams that are based around buffing a Blade tome user are also countered by the effects of Panic Ploy. Do keep in mind that invisible buffs provided through Goad, Ward or Spur skills will not be reverted with Panic Ploy. It only affects buffs of the type granted by Hone and Fortify skills (characterized by the stat turning blue on the character’s overlay). Panic Ploy also carries a requirement, that you must have more HP than the unit you are attempting to debuff.
Panic Ploy’s HP requirement is the most important aspect to consider when choosing a user. Tanks in general are good choices, but armored units lack the mobility to capitalize on debuff opportunities. Cavalry and flier units with strong HP stats are excellent choices for Panic Ploy. HP is harder to buff than the other stats, but it can be done with a seal or skill such as HP+5. It’s also a great build choice for a unit with a HP boon that may otherwise be seen as undesirable. The HP requirement is the only major consideration, and it can be used on nearly any unit provided they have enough HP.
Although this skill has a huge range and is especially deadly on maps with tight areas and choke points, it is difficult to inflict on foes when the map is more open. The effect of the skill is applied at the beginning of the user’s turn, giving foes plenty of time to move away. Foes with ranged attacks can bypass the skill by attacking from diagonal angles.