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Are infantry tanks still playable without guard?

Seems to me that we're entering an era in which forced doubles are going to be common, and with extra special charges granted for no reason other than that your opponent is armoured. It used to be that when they use breath skills it's still possible to bait them, and then bold fighter made that a headache but maybe still doable, barely. Now it seems that every armour is going to be looking to ignis you just because they have expensive skills. You think?

Armours can perhaps tank these specials by brute force - start with 38-42 def (depending on merges), stack wards, fall back on their massive HP pools, or now they also have special fighter which counters other armours. They might also have mechanisms for blocking forced doubles (Thunder Armads, for instance, or wary fighter). Can the likes of Selena and F.Corrin compete? Or are armour specials going to be the new cancer to take over from horses? In my mind, the very introduction of special fighter and its importance as an anti-armour device (because it delays bold fighter specials, for instance) suggests that we have a new cancer.

Asked by Seeker4 months 1 week ago
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Answers

I could only assume. My Donnel can tank quite a bit, both with his speedy-tank set and with his DC mixed tank set, so I don't think it's much of a necessity.

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Not really too difficult, and if he can't handle it (mostly green units), then I'll just have someone else handle them. Vengeful Fighter, in my experience, is more of a common B skill for armored units than Bold Fighter, and most of the time my Armorsmasher Hana can take care of it with relative ease.

He has about 43 defense on player phase thanks to Shell Lance, so if they're running a mixed set with something like Quick Riposte, he wouldn't have too much of an issue.

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I think so too, actually. I wouldn't be surprised if they end up releasing some kind of armor-exclusive skill that grants not one but two extra charges by attack. Yeah, Guard might be even more useful now, actually...

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I think Shield Pulse + Steady Breath + Escutcheon (or the same set-up, but with a Slaying Weapon and Pavise) are great ways to stop Melee attacks if you have the high quality fodder. (I've been debating on building my Lukas like this eventually, but I lack Shield Pulse, and haven't fully built him because I don't have extra copies to +10 him.)

Otherwise, Guard is going to be much cheaper and more realistic.

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Could it also be the rise of deflect melee ?
I mean, Guard is a way to go, but with all the bold fighter trickery, wouldn't it be a viable option as well ?
I'm quite new so i'm not sure what's the interaction with opponent specials tho, anyone that can clarify if i'm totally out of it or if i'm up to something

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