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Atk/Spd Push and weapons that heal after combat?

How does the recoil effect of Atk/Spd Push interact with the healing effects of Carrot Lance (and similar weapons)? Do they apply at the same time, giving a net gain of +3 HP? Does the healing effect occur before the recoil, leaving a unit at max hp at the end of combat -1 hp from their hp cap after both effects occur?

Asked by RaenUE5 months 2 weeks ago
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by Makina 5 months 2 weeks ago

It's Recoil then heal from my undestanding, that's why Fury recoil gets reduced because of Carrot lance's effect.

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Recoil then heal. It's pretty good. That being said, I tend to think that it works well with units that are "one shot wonders" akin to units like Celica, Alm, bladetomes (maybe), healers (absorb works wonders with it), and healing weapons (og spring weapons). I do however find that though it's LnD3 without the bulk drawback, that it's slightly more niche. I'd love to get more variations/easier ways to get these skills.

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Deathblow is only an additional point in Atk and doesn't work during enemy phase.
A single point in Atk can make the difference in a few matchups, but Atk/Spd Push is more comparable to a once-per-turn (with support), mixed phase, marginally stronger Swift Sparrow/Kestrel Stance than "Deathblow but weaker" since it's both Atk and Spd and not just Atk.
Atk/Spd Push is the better choice on builds/teams that can support the unit with it (ie. renewal Celica, any team with a healer, etc), but Death Blow/Fierce Stance (or Swift Sparrow/Kestrel Stance if you also want speed) are better if you're looking for a 'one size fits all' skill along the lines of "just stick Moonbow on anything" builds.

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I think his point is why waste a summer exclusive skill on a unit that cannot benefit from 1 half of the effect (spd in this case) when DB can do what it wants better, youre right in saying that SS is an option, but a unit like Lilina doesnt benefit from SS, only DB, or brave users yada yada the ideal player phase sweeper

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Yeah this was definitely more out of morbid curiosity than anything actually related to what I wanted to do. I'm currently saving my STana for the off chance that CYL Celica ends up being just a stronger version of Vanilla Celica (we've got like a month, month and a half until we find out?), but I definitely wouldn't use to offset a unit's weaknesses (like SpXander's lackluster offenses).
I actually hadn't thought of Absorb synergizing with Atk/Spd push so maybe if they make push skills more common it'd be worth running on a +ATK Nanna? Thanks for bringing it up!

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