GamePress
Drag Back or Hit&Run ?
Hi !
Apparently Clive, the new gift hero for Tempest Trials, has Hit and Run. So I reconsidered the build I currently used for my Est (just a nuke with Brave Lance+, Death Blow and Drag Back) and I wonder if Hit and Run would be better than Drag Back. What do you think ?
I guess it does not matter too much because this Est kills 95% of the foes I engage the fight with anyway, but if you have any opinions on this, feel free !
Answers
But about the question at hand, although both skills are very similar, the difference comes out if a target survives a bout with you. In those cases, Drag Back would have the possible advantage of relocating the opponent (see donnel ghb strategies on how that helps). Hit and Run lets your attacker take distance from the enemy, which can be combined with repositioning skills to kite an enemy. It's really a question of which strategy you wish to use.
- Log in to post comments
I think that drag back still might be better. Mostly so if you have mages in your team, because the dragged enemy can be close enough for your ranged unit to finish it. Hit and run is a more of an escape tool and I believe it fits best on heroes that don't want to get hit (Firesweep users).
- Log in to post comments
In my opinion, Drag Back is better for general use but Hit & Run is better on flier teams. I run Drag Back on my Sharena and my Eliwood, both of whom are the key melee initiators on magic nuke dominated teams. It's great defensively to retreat away from the enemy's ranged nukes and it's great offensively by pulling an enemy into range of my nukes - pairs extremely well with dancer/singer support.
Hit & Run allows a flier to retreat back into impassable terrain - this can be a devastating strategy when combined with firesweep lance or similar. But, like with most flier strategies, it's entirely dependent on the map and therefore very risky in the arena.
- Log in to post comments

Fate Grand Order
Dragonball Legends
IV Calc
Heroes