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Draw Back OR Reposition!!

For "Move Unit" skill, do you have a favorite according strategies
or just use the one available at the moment of complete the build

Asked by -JvanC-1 year 3 months ago
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Answers

As far as I'm aware, Draw Back tends to be better equipped to ranged units and supportive ones hiding behind their tanks, while Reposition is given to tanky units to bring frail offensive units who step into the enemy range back behind their protection. Swap is also an option I use on Ike and similar units, specifically to put them into the enemy range if a fragile teammate is there, as sometimes the effectiveness of Reposition gets messed with due to terrain.

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I put Reposition on everything since my playstyle is quite aggressive, it's so flexible and has a lot of uses both offensively and defensively.
The only other skill I really use is Swap for tankier units so that I don't get cockblocked by terrain.

Draw Back is a more defensive movement skill for pulling people out of range and allowing you to do a hit an run strategy with your units. The only unit I use Draw Back on that fits my playstyle is Caeda on my Flier Emblem. Since her job is just to be a pair up bot for S!Corrin by giving her buffs and checking her weaknesses, Draw Back actually suits her better than Reposition despite being on a Flier team.

So summarising my point, Reposition gives the most flexibility and is the most useful but is grounded by terrain, Swap is best for bulky frontline units that want to bait enemies and doesn't have to take terrain into account, and Draw Back is good on squishy glass cannon or support type characters that don't want to take a hit since Draw Back pulls them back too allowing then to stay safe while moving their team mate around.

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by Drizzy 1 year 3 months ago

I tend to use reposition for all heroes except for heroes and dancers. It is the best all around option though it has a weakness, but other movements have way more limitations.

From a tactical standpoint, reposition is the best one. I do also have pivot on armor guys as well, but tend to use reposition. If I must only have one, reposition is best since it can be used defensively, gain ground, chain movement, offensively, and ambush style. None of the other movements can do all that.

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Reposition hands down
It might be hindered by terrain, but, Reposition is easily the most versatile movement skill as it could get your allies out of danger zone AND moving allies forward to give them more movements to attack your enemies, in other word, Reposition can be used both defensively and offensively

Draw Back, though it does as well as reposition in getting your allies out of danger zone, but it won't help you at all offensively

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You can draw back in a different way to help offensively. Instead of pulling teammates away, you can step in front of them and pull them one space to closer to battle. This will also allow the unit using the skill to move 3 spaces and let them slide into a forest square.

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I second this, although I don't find myself pulling my units forward very often since it's risky, but I do use it over Reposition so I can move a unit specifically 1 space in a certain direction instead of 2.
It can actually make the difference of whether my ranged unit can attack something or not and whether my melee units can actually reach to attack as well.

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I generally do the following -
Pivot/Swap on Armor Units
Draw Back on Infantry
Reposition on Fliers/Cavalry

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by Rhin 1 year 3 months ago

Drawback for ranged units that have to step into enemy territory to get their kills, like mages and bowmen. It works really well with dancers for a hit'n'run play style.
Reposition for melee characters, our horses with great movement range.
It helps to put squishy units behind the tanks that protect them.
I don't rally like swap all that much, with careful pay terrain shouldn't screw your movement plays, and pivot only works kinda well-ish on armors, though now that they have armor march, i see no point on it anymore.

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There is surprisingly one other usage for Pivot and that's to help a unit escape. This works for most offensive units that run in deep and get caught out in a bad position on the next phase, but it works even better on Galeforce users like Brave Roy.
With Pivot, B!Roy can run in, kill something, activate Galeforce and can either keep killing or escape without ever getting caught out (unless you somehow block his escape route with your entire team, in which case I don't know what to say lol).

As a side gimmick, spur buffers or enemy phase oriented builds can also utilise Pivot to get into position since they don't need to actually perform an action on the player phase.
For example, units like B!Lucina, Delthea, or DC units can potentially move 4 spaces, across basically the entire map, and buff/bait an unit.

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