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Crazy marth build imo

So I managed to pull marth twice, one had aweful ivs and the other one had decent ivs, I was thinking of giving the one with decent ivs this build but who knows if it'll work
Weapon:exalted falchion
Support:reposition
Special: fire emblem
A:LnD 3
B:wrath3
C:flashing pulse
Ss:spd+3 pr flashing blade3
And of course I was planning on summoning supporting him, he's marth

Asked by purpleheart4274 months ago
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Answers

Pretty good way to do it if he's on a tactics team, but then infantry flash wouldn't make sense. Basically just turning him into the team's offensive powerhouse, yes?

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IMO...it is terrible.
Really awful. No offense but it is like...the worse build possible. He will kill one unit then die. A chess pawn. This unit has great potential: it is rather good on offensive, but not overwhelming, why not increase his defense ?
Life and death is horrible here. Get for him steady breath, DC, fury 3, ...or even nothing. Nothing is better than this.

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Also..he is anti dragon meta. If you do not use his shield...well. it is stupid..plain and simple.
You took a great unit, and made it into a terrible red glass cannon.

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If he's receiving def tactic he actually gets +12 def and res which means you probably shouldn't sac his defenses. In any case, I don't recommend wrath if you die before you can even get the second hit off (and he will need to, because he's using a 2CD special so it's not fully charged before he enters combat). Swift sparrow is maybe ideal if you want to go player phase.

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Mockery?

The unit comes at you with 66 atk, 52 spd, 44 def, 33 res (subtract 4 from atk and spd if you initiate on him, because I'm assuming swift sparrow). That's neutral, 0 merges, full tactics buffs. By the way, if he doubles any of your units with that 52 speed and they aren't using guard, his special triggers for 25 extra damage unless you failed to damage him enough because of his superior defenses, in which case you get off for just 15 damage. Probably doesn't matter; most galeforcers I see max out at around 66 atk with buffs, except at +10, whereas this guy would have 70 atk at +10. But let's just deal with the unmerged version. How many of your units survive that?

It's clear that you're dead set on the idea that he was designed a certain way and that it's the only acceptable way to play him. The mechanics of the game will prove that the OP's idea is valid on a tactics team, just that L&D is a waste when he's receiving +12 to def and res.

If there is a mockery here, it's your groundless analysis. If you encounter his build in arena and the full tactics buffs are on, I assure you that you will not be laughing.

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How one-dimensional and uncreative do you get? Are you completely ignorant of how Eirika functions when both she and a nearby ally have tactics buffs active?

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Still a mook. He may (or not) kill an enemy, then get killed on enemy turn.
While he is an anti dragon meta master, balanced on stats, just weak vs casters (low res).
What Op did was just increase his weaknesses, barely improve his strengths, remove his unique features, and create a underwhelming unit.
Epic fail.

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