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Solo vs Bond
I want to know what you guys think is superior, because l've read a lot of comments about how Solo overrides Bond for being stronger (+6/+6) and easier to activate but honestly l disagree. How l see it: Bond units also get Spurs and Solo units only gain half the bonuses from ally support. The only major bonus l see to Bond is for Galeforce users.
Answers
I think your comparison might be slightly off. Drives have simply a fantastic range which make them really easy to use, but solo creates a 1-space "black zone" into which none of your allies want to step. If you've ever found yourself with positioning awkwardness because physic requires your unit to be 2 spaces away, this is precisely what solo skills can do to allies.
It's also a lesser version of the Flame Siegmund awkwardness. Flame Siegmund is worse because it works at 2 range, which can get pretty tricky because he probably starts out clumped up with his allies on the edge of the red zone. Solo skills can force allies to stand further back than they want to.
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There are so many options for buffs with two space zones. Until Spurs get their buff, it isn't a contest. Marth will look particularly good for those who know how to use him well. This also frees up a unit from being tied to someone. Typically these handcuffs don't see much action themselves, but this allows that to no longer be the case. Bonds are by no means bad or worthless, far from it, but Solo are better, even if you think it to be but a pinch.
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Great question, thanks for bringing up the topic.
Solo I think is probably worse for enemy phase-dedicated characters. For enemy phase it's relatively easy to set up spurs, as you mentioned, plus you might be rather clumped up because you generally want to sit on the edge of the red zone and put as much pressure as you still can without straight up picking the fights yourself. Plus, if you use a breath skill (not an option for Flora or other ranged units or cavalry or fliers) the extra damage from a higher-charge special probably makes up for the missed attack.
As for player phase, atk/spd solo is going to completely powercreep swift sparrow if it ever comes out. Death blow 4 isn't giving way to anything because of its SP weight and its worth for slow brave weapon wielders.
Solo skills are extremely strong for dual phasers because it gives them freedom of movement during player phase. The only problem it will create for them is that they won't like repositioning glass cannons out even though they probably have the enemy phase potential to do it. But you could just go for DC and get your stats from buffs and debuffs to the opponent.
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With skills such as drives, wards and goads, hell even tactics, I think that Solo is the clear winner. I bring up tactics because you can be 1-2 away from the ally and they'll still receive the buff which is still a good option. Of course I'm not saying bonds can't receive tactics, they obviously can just that a unit with solo can still get that +6 without it's solo skill being interrupted. I personally was never a big fan of bond skills so I'm looking forward to the solo skills.
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Tactics are big winners with solo skills because you don't even need to be that close together to begin with, which makes both skills easier to activate on both player and enemy phase, and a unit that receives tactics buffs can advance out of tactics range to attack before teammates catch up.
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