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Null Follow Ups

So I got a A!MCorrin for my free summon which was pretty cool, and planned on foddering him for Null Follow Ups after hearing how good of an ability it sounds. Checked his IVs, -Atk +Res, perfect.

Thing is I'm not entirely sure who would be a good candidate for this skill, as it's so broad. Would any of you know how to possibly make use of this in a build, I'm happy making any build around this as it is a pretty neat ability, but I'm not sure what.

Asked by Bippy Boop1 month 2 weeks ago
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I pulled on that banner specifically for one copy of that skill, and got a +def-atk iv (grateful sometimes for the gamble of undesirable ivs). I would say give it to a unit that is offensively focused, can naturally double, and can at least take a couple hits (but ideally with this skill you wont need to), so maybe not for glass canons but for someone you know that might not 100% OHKO all the time but can survive a hit from the tanky armor/dragon that mostly use QR/ Fighter skill that you're going after. I gave it to my recently finished +10 male Morgan and he is awesome with it with stacked Atk/Bond skills

Just a warning though, when I did a recent AA run today I noticed the usual dragon emblem teams now are equipping Vantage instead of Quick Reposte... most likely because of this

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If you're building to destroy armours and only armours, I don't agree. Just use an anti-armour weapon with a breaker for the same colour in case they have wary fighter (because you will OHKO if you have colour advantage so you won't need a breaker). Bartre with slaying hammer+spd (NB spd is necessary for a double once the breaker forces through wary fighter), death blow, and axebreaker is to my knowledge 100% against blue and green armours except possibly M.Grima, against whom I think he wins most of the time via natural double because wary fighter is uncommon on that guy.

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by Seeker 1 month 2 weeks ago

There's actually an argument to be made for using that IV - he has enough atk, especially with the prf and hitting most units' lower defensive stat, that he can give some up and boost his otherwise mediocre res to a better level.

That said, if you want to fodder null follow-up, I would say it's actually quite specific. It doesn't make much sense unless you have spd and can take a counterattack, so as an infantry unit it's hard to have enough stat points left to have a lot of atk. I've recommended it on three types of units:
- fast tanks, especially if their atk stat is too low to one-round very consistently against bold fighters (ex: F.Kana using breath skill). If you can just attack into bold fighters, double them, and bust them, I don't think null follow-up is necessary.
- debuffers with good bulk, which is actually quite narrow. We're looking at stuff like Jakob and Legault, and Jakob can potentially get into trouble if he finds himself against a bunch of fast ranged units. Legault has so much speed naturally that I think he can just go for fortress def/res and be unexpectedly tanky.
- specifically for arena def, Sothe or someone with strong offense similarly capable of inflicting debuffs like that. Add hardy bearing and support with a WoM dancer. Basically the idea is that anyone who tries to play enemy phase against you can't QR you, so you attack, drop into WoM range, and hit them again while all the debuffs are in effect, possibly with a special.
I think there's also a case for using it on duelists with good atk, spd, and def and very low res (ex: Ogma) because you can potentially throw yourself into positions where bold fighters are around and laugh at them, hit them twice on either phase and leave them for a teammate to clean up even if they survive.

If you want details, have a look at this. https://fireemblem.gamepress.gg/q-a/null-follow-and-direction-game

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