Do you know of strategies which are designed to fight multiple rounds, not necessarily take down the opponent in one round, but whittle them down while taking very little damage or healing it back up?
It's become relevant for me because I've committed myself against turning combat units - armours, fliers, dragons, doesn't matter - into buffbots. In my play style, units like L.Hector are not for carrying the team's chill and def tactic; they are there to exchange hits with opponents. However, I think I could accept an adjustment to my play style which aims to fight enemies over multiple rounds, allowing bonus units to get the last hit. It's still a bit artificial, but I've long been interested in strategies which deny the ORKO meta.
Ideas I've had so far:
- wary fighter, but I really prefer to target opponents' res and the only armoured dragon we have hits like a monster and I wouldn't have him any other way. Plus, he's 5* exclusive
- pain+ and other chip damage builds, but I'm not convinced I want to merge a healer when they generally do just fine without merges (unless we're talking Azama or Sakura, who are good at tanking and therefore really use extra stats really well)
- rogue dagger with atk smoke, but it's hard to find a way to initiate safely both against dragons and against armours.
- along similar lines, light breath + atk smoke, with the same issue.
- Some sort of thing involving guard but not QR. Hawkeye might be quite good at this. The problem I sense with such a build is that it wants to be used with brazen def/res, but it's impossible to have both that and guard active at the same time. Could it really be time to switch to armours for special fighter?