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Overcoming an ATK Bane

Sorry if this has already been addressed... (just switched my major to Criminal Justice and it's been intense) I haven't had much time to pay attention, but how does one overcome an attack bane? I think I have an ATK bane and a DEF boon (again I haven't had muxh time to check, sorry)?? I really like her and want to build her up, but not sure what to do about her lower attack. Thanks in advance, I always appreciate the advice as I'm still about 2 months in...

Asked by HavocRayne2 months 3 weeks ago
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Answers

I generally don't mind atk banes in favor of having a good boon,so it typically doesn't bother me much.

My fix is high damage specials or atk+3 seal and the occasional LnD3, it just really depends on the units other strengths.

Give her ignis or bonfire.

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Tiki is one of those units that I think won't perform horribly at all with an Atk bane because she just has so many stat points allocated to her, in general. She'll still hit very hard because she hits Res instead of Def, which most units have as the lower defensive stat, and possesses adaptive damage against Ranged units due to being a Dragon. (Plus, the Def boon is really nice because she is so physically bulky.)

You can stick with her default kit for the most part, and she'll still be killing a lot of units even with the Atk bane. You might want to run Bonfire for greater damage on Special procs, but Moonbow works fine as a budget skill. If you are still worried about her damage output, there's always the Atk+3 seal, but that comes with the opportunity cost of not running something like Armor Boots (and I don't really think she needs it).

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Yeah, her Atk is about even with Sais and she is still hovering near 50... just figuring more attack would help get through the tougher fights. Some get insanely crazy... thanks for the tips. I gave her Ignis, would Bonfire be the better choice? I know one less turn could make a difference, but wouldn't 35 Spd and 40 Def be high enough to not make the extra turn too terrible of a thing??

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Both work well, but I like having Bonfire because the shorter cooldown allows it to proc on both Phases.

In tandem with Bold Fighter, she'll trigger it every round of combat she initiates as long as the enemy doesn't have Guard. (Tiki hits, Bonfire: 3->1; enemy hits, Bonfire: 1->0; she hits again, Bonfire procs.)

A similar thing happens on Enemy Phase. Her Fierce Breath's effect allows her to also trigger Bonfire (even Ignis) every round of combat if she is fast enough to double the enemy or if she carries the Quick Riposte seal.

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by Seeker 2 months 3 weeks ago

I only know of three generalized solutions for atk banes:
- on units who already have low atk (like, IV of 31-ish or less) you're probably going to need a special.
- on mages with spd IV of at least...35 maybe? More if you want to target fast units. Blade tome. The thing about blade tome is that you might OHKO the super-fast units so you might not even need more than that amount of spd except against tanks.
- on any unit, atk buff. Especially for fliers who can just spam goads and get +12 to +14 (if there's a hone) the atk bane might not matter at all.

Tiki in particular is quite good if she receives hone armour because now she has +6/+6/+5/+5, which puts her spd into the 40s, making her quite hard to double and extremely thick-skinned. Don't worry too much about her atk; manaketes are often ok with atk in the mid to upper 40s. The nicest thing about (most) manaketes, I think, is that they don't hit that hard but they hit most units where it hurts (res, or adaptive damage vs ranged) and they put their stat points into defenses and even avoiding natural doubles which makes their defenses even better.

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