GamePress
Barst Theorycraft
Hey guys its been quite a while since I've posted on the site. I'm here now though and I have something spicy for you all.
Today I will be presenting to everyone my first crack at a theorycraft. As you could tell by the title this one will be for Barst.
So starting off I decided to utilize a +Atk and -Res statspread. Now a resistance bane is par for the course, but, as I have found in my research, an attack boon is rather unorthodox given that the majority of fellow lumberjack supporters opt for a speed boon. I ended up choosing an attack boon because with the skills I have in mind and a full +10 merge our burly wood chopper won't have to worry about getting doubled, unless it is by the infamous Ayra and/or Mia, and thus we can focus more on further maximizing his damage output.
I am not a big fan of the Brave weapons for the fact that they offer low might and deminish a units speed greatly, but hey that's just me. I decided to swap put his Brave Axe+ with a Slaying Axe+. Slaying Axe+ is a safe investment as it offers greater might and yeilds refinery benefits. On this Barst, I've opted for a defense refine as to further advance his tanking capabilities and/or help compensate for the results of Life and Death 3. It is a rather synergistic build pathway.
The assist is pretty self explainatory. The plus is that Reposition is a native skill.
Draconic Aura was not my first choice, but the more I thought about Barst's options for a special and the inclusion of Life and Death 3 it seemed like it would be the best choice. I will say that if Life and Death is not your cup of tea then Bonfire is equally viable as he can conjure some solid burst damage with all his defenses intact.
Alright so now we have finally arrived to Barst's A Skill, Life and Death 3. This is the one single skill that defines the rest of the build. Barst possesses decent speed and above decent attack and with Life and Death will push him to new limits he never thought possible. Barst's doubling capacity will be upgraded and further protect him from getting doubled by most foes.
Now Barst's B Skill, Chill Speed, is both hard to come by and an expensive skill that most players will feel put off by sacrificing a Fallen Celica in order to maximize this build. But, for those that will go the extra mile to make our favorite wood chopper shine, you won't regret it. This skill will further maximize his doubling capacity and it will be pivotal in putting Ayra, Mia, and other speed demons on a level playing field, which should be a rather appealing concept.
As for Barst's C Skill, Panic Ploy all the way. After weapon refinement and +10 merging Barst's Hp comes to a toasty total of 55. The units that usually reach Hp levels such as that are armored units. Though, even then armored fortresses like Amelia don't domestically reach 50 Hp. ANYWAYS, Barst's Hp makes him the perfect candidate for a Panic Ploy. Some will argue that due to his Hp Infantry Pulse would be a better choice. To that I'll just say that the two skills are equally suitable for Barst.
To give Paul Bunyan an extra edge we will be giving him an Atk +3 skill to bring his attack up to a spicy 62, which is absolutely scary since that is just raw damage. Add in buffs and you'll be wreaking havoc on the battle field.
So what do you guys thing? I worked pretty hard on this and I hope it shows. Feel free to leave any compliments, concerns, questions, criticism, or etc. below!
Answers
refine his weapon for speed not defense
give him swift sparrow and desperation
give him the heavy blade seal and earth blessing (with ike)
bonfire/luna
I also gave mine infantry pulse
procs bonfire on most units while in desperation, and can be given renewal fury and carrot axe for a tt build instead
- Log in to post comments
Hm... this seems pretty expensive, but it could work. I personally don't feel like Chill Speed is necessary since there should be another unit on the team that can shut down any annoying sword users, Ayra included, whether it's a Guard Lukas, or a Swordbreaker... whoever. For the B skill, I'd probably change it to Desperation. With his decent bulk, he can take a few hits before having to tread carefully, so while he's tanking hits the rest of his team doesn't, he's getting closer and closer to Desperation range, and he won't be doubled by most of the cast unless they're using Brave/Dire, or have Axebreaker (which is not really common in my experience).
For his C skill, it's good, but it's heavily reliant on merges. Until he's actually at max merges, then I'd probably go with something that helps with his tanking ability, like Threaten Atk, or even Threaten Spd.
For the S skill, I'd probably ditch the Atk +3 seal and go for something that'll help his bulk (Close Defense) or something like Heavy Blade (if it's not taken) or Atk Smoke (helps the team as a whole).
Your build is, in my opinion, pretty solid. The only thing that I have a 'problem' with (if you could really call it a problem) is the B skill, but that's preference.
- Log in to post comments
That's a pretty good idea. I actually never got a Fallen Celica and now that you mention it desperation does make more sense in his case.
Oho and I never thought of giving him a Close Def seal. You strike again!
Thank you for the advice, I like doing these theorycrafts because they aren't set in stone and other people can help out.
(I'm glad you didn't tell me to get rid of his def refine, I'm trying to conserve at least some of his bulk ( ͡°ᗜ ͡°) )
- Log in to post comments

Fate Grand Order
Dragonball Legends
IV Calc
Heroes