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Moonbow vs luna on brave weapons

I have 4* Cherche +atk -res using hammer until most important projects are finished and I switch to brave axe. I picked -res instead of -spd because she might actually quad slow units (I mean like 25-ish or less spd) with multiple buffs and I'm wondering whether it's worth going with moonbow so that it fires in 2/3 initiations. The only brave weapon I've used in advanced play is Dire Thunder so I really don't have much experience.

If anybody has recommendations on axebreaker vs hit-and-run vs QR, I would be interested to hear a case for one of these, too.

Asked by Seeker5 months 2 weeks ago
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I like to think of it in the practical fashion that she should 2HKO consistently enough without a special and kill a lot of counter-triangle characters with a stronger special like Luna. It's the dilemma I went through my Charlotte.

I'm also assuming you'd be running Heavy Blade > Moonbow/Luna.

Axebreaker is lame, eemo. You're likely onerounding Hector/Sheena with a Moonbow as it is. Hit n' Run seems very Player Phase-oriented, which would be completely different from QR. Brave builds tend to be very offense-oriented, but it's not like she can't double an Enemy Phase build with QR...albeit, not as strong as with another weapon.

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Thanks for the quick reply. I'll think more about it tomorrow when my mind is fresher.

She's a great candidate for heavy blade, in which case I think I would go for moonbow, but if I'm playing AA there's a decent chance someone else wants to be using that seal.

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For Cherche, I would say consider Glimmer, it's a 2 turn cool down and boosts her damage dealt. You might get more out of that skill verses Moonbow. Consider Luna if she is able to reliably quad units.

If you'd like Cherche to quad hit more frequently give her Darting Blow and Axebreaker. She will quadruple even fast Axe units every time she initiates. Likewise you could give her Lancebreaker for the same effect, but she won't need the extra help winning against most blues due to color advantage. I prefer same color breaker skills because it's almost like having a color advantage against the unit's own color.

I also suggest Iote's Shield for her seal so she can deal with archers.

I don't recommend Hit & Run or QR for different reasons. OR is best on units with high def and distant counter. And nothing is going to let a Brave Weapon quad hit on enemy initiation. Only Sword Reinhart can do that atm thanks to his weapon.

Hit & Run would prevent using Axebreaker and would miss out on guaranteed quads from using the breaker skill. Also, with careful positioning/Flier Formation and the Reposition skill, allies can move Cherche out of harm's way if her target manages to survive or has reinforcements waiting.

Hope that helps ^w^

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I'm using Est with brave lance on my main team, and still don't know about the special but imo the best B slot is hit-and-run. On a flier it is so helpful to hit a unit and then get out, especially when allies on her team have draw back/reposition. In my experience any breaker skill is just overkill.

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If you are debating between Moonbow and Luna on a Brave Weapon build, then I suggest that you stick to Luna on non-Heavy Blade variants because both skills will only activate on the second round of combat that Cherche is involved in. At that point, Luna is strictly better because it ignores more Def. You could also look into Draconic Aura or Bonfire for more consistent options compared to Luna, but I don't know if those two are strictly better than Luna for certain match-ups.

Heavy Blade builds would prefer Moonbow because she would be able to trigger the skill (provided that she has higher Atk than the enemy) in mostly every round of combat that she initiates. Glimmer could also be used over Moonbow, but I don't think it's that good outside of -Blade tome or Effective weapons sets. (How I see it is that Cherche is going to one-shot most squishy units regardless of whether Moonbow or Glimmer triggers, but may struggle to one-shot more bulky units with Glimmer because the skill depends on damage dealt, which is naturally less against the bulkier units.)

As for B-Skills, I think that Hit-and-Run is probably the best choice for her because it allows her to get out of the range of other units after combat, especially when combined with Flier movement and Reposition from you other (presumably Flier) allies. Though, Axebreaker is pretty useful against all forms of Hector that run Wary Fighter or Thunder Armads, as it cancels the "no follow-up" effect and allows her to quad if she naturally has 5 more Spd .

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3 turns cooldown skills are better than 2 turns for brave weapon users, exept reinhardht since QP+Moonbow is a thing.
The reason behind my logic is that you deal 2 hits on your enemy and in many cases you should be able to kill them with those 2 hits, after that your 3 turn cooldown skill still misses 1 hit to be charged, in the second fight you will activate it and deal a great amount of dmg thanks to Luna

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