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Best NO DC Summer Tiki build?

I don't have any distant counters to give her but that seems to be the most suggested A skill for her. What's the best build without that because she's literally never going to get it. Side note: +ATK -spd because the world sucks.

Asked by championofdogs5 months 1 week ago
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Answers

Just build her to bait melee units. Distant Counter is used to counter bow, dagger, magic, and staff units.

Without Distant Counter, you can focus more on having her counter melee units, then have someone else worry about ranged units.

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by Daily 5 months 2 weeks ago

Yikes. That bane changes things. I think you want to patch that speed up. Hate to suggest it again, but Brazen Atk/Spd with Speed Smoke Seal, this should give her what she'd need in order to not only prevent doubles, but perform them herself.

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If you want to insist on playing aggressive, brazen atk/spd is a very good attempt on a flier team and has excellent potential. The challenges are getting into brazen range and then staying alive when she's below 32HP (realistically, she will often be in the mid 20s or lower) and 35def.

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I suppose a bond with the smoke would probably be better for a more methodical play, but then you'd want QT and Vantage, which means she cannot carry a flier buff, which is fine.

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by Seeker 5 months 2 weeks ago

+atk -spd isn't terrible. Definitely not preferable but not disgusting by my standards, not when QR exists. (So you know my first suggestion for the build.)

Atk/def bond is quite good, especially with flier formation, but you might want to stack a close def (which helps her when taking enemy dragons on enemy phase, especially Nowi) so you could consider switching to some brazen. I wouldn't switch to stance skills because I don't expect her to have issues positioning for a bond to be active on enemy phase.

As a footnote, don't bait any anti-dragon breath. You have +atk so look for the OHKO. In any contest of Naga-breaths (is that term correct? I'm not deeply knowledgeable about this), first strike wins 90% of the time or more.

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I do feel like ATK/def bond is a bit harder to get positioned on a flier, so admittedly that brazen is far more tempting. Interesting point either way, thank you.

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How curious. What movement type has the easiest time activating bond skills, then? In my play style probably fliers, because the map almost never gets in the way

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Personally I find it easiest with armour units since they stick together. My Lynn has an owl time and her default A skill so it works very well. I'm willing to try this however!

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Ah ok, this makes sense. It's that with armours we tend to be in a more conservative mindset anyways because we already sense some restrictions on mobility, whereas with fliers we tend to want to get frisky and we don't focus as much on how we finish the turn.

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At least you got a +atk boon. I used to hate stuff like that, until I started getting shit like -atk/+crap stat. or -spd/+crap stat. Those are even worse.

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