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How to Armor Emblem?

I don't understand how anybody is able to effectively win with an all armor team. Their Mobility is such a liability... blocking each other at choke points, can't get first strike on horses, and getting doubled constantly... I know I am not very good, honestly. But any advice?

Asked by Bluevu1 year 3 months ago
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Answers

two words. Distant Counter.

Hector, Black Knight, and Zephiels that 'ate' Hector lets you give zero fucks, also armor units are bulky as hell and are not *supposed* to attack first. You let the enemy come to you, do minimal damage, then murder them.

Amelia comes with Armor March which gives them all 2 movement that ignores forest movement restriction as well.

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by Drizzy 1 year 3 months ago

I always defend with armor and usually play armor and no in general. Although I only use reposition and distant counter with either wary fighter or vantage.

Vantage Hector and BK are super tough.

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Yeah, what Ryu said. The main aspect to any Armour team is Distant Counter, Armour March, and Guidance for hybrid teams. Giving them their 'whale' reputation.

With the additional buffs, movement, high stats, ability to retaliate from multiple ranges, and their irrelevance from all the new counter meta skills, they are one of the most dominating synergy teams in the player's hands right now.

Not to mention that their higher BST generally makes Cavalry unit's less likely to appear in your Arena matches, which is the biggest bane for many players right now. This of course goes double for whales.

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Also, running 3 Ward Armor and 1 Goad is just plain ridiculous. +12 def/res and +4 Atk/Spd......gross

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Armor Emblem sucks in the current meta in tier 20 because of brave lyn. She is in 70% of the teams and often merged. She can easely catch yours units offguards without fearing DC...

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I haven't found her to be that challenging to handle with armor. Yes, she bypasses Distant Counter...but it's not that hard to tank her attacks (avoiding quads through boosted speed or Wary Fighter) and then close in for the KO next turn.

Reinhardt, on the other hand, continues to be a constant headache... Especially when accompanied by a dancer and running QP/Moonbow.

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There are four great weaknesses to running a pure armor team...
o One square movement.
o No ranged attack.
o No source of magic damage.
o No natural support units (dancers, healers, etc).

Now that we've identified the weaknesses we can start developing strategies to counter them.

o Distant Counter - This allows ranged counterattacks which give armored units a fighting chance. This can be a win condition when accompanied by armor buffs and Vantage.

o Armor March - This relatively rare skill gives armor the same movement as infantry when in formation. It allows them to close on the enemy quickly enough to avoid being chipped to death.

o Armor Buffs - On average, armored units have the highest HP totals in the game so they don't need to fear Panic Ploy as much as Horse or Flier Emblem. Also of note B!Ike/B!Lyn's antibuff abilities don't affect them. So it's not only safe...it's highly recommended to use Hone/Fortify Armor. Pushing armored stats to insane heights is how we compensate for the lack of magical damage - if we have to overcome defense we'll do it either by buffing up so we can survive to fire off Specials or by buffing up until our attack can pierce the enemy's defenses.

o Panic Ploy - As noted, armor units have the highest HP totals in the game so they are excellent Panic Ploy users. This helps them handle their more mobile competitors.

o Diversified Armor Roles - There's very little theory on armor emblem team comps... I think that's a mistake that leads to weak teams. Running four offensive armors who don't have good synergy isn't going to accomplish much... I highly recommend putting a support armor, one example is my own Healer Gwendolyn - another would be Amelia running Armor March, at the core of a pure armor type drastically strengthens the performance of the team.

o Reinhardt Counter - I think it's essential to have a dedicated counter to this one specific unit on any pure armor emblem team. Otherwise, with dancer support and QP/Moonbow he can rip apart the strongest resistance.

o Hybrid Emblem - More often than not, I don't run pure armor emblem but instead run two fliers/two armor. This mitigates both movement type's weaknesses as my armored units have no problem with archers (even B!Lyn) while my flying units include S!Corrin for ranged magic damage and run reposition to help with movement. Just including a single flier running Guidance is transformative to an armor emblem team on the mobility front.

You don't need to implement all of those strategies...but I think you'll find that putting together a team with two or three of them in place will greatly improve your armored team's performance.

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