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Someone help me figure out how armor teams should work?
The last time I seriously tried to do anything with a team of four armors was months ago, and all I had was Draug, Gwendolyn, and double Sheena. No one had DC, no one had positioning skills, and everyone always died. Now that TTs have graced us with BK and Arden, and the RNG has finally blessed me with an Effie, I'm going to try again, but I still have no idea what I'm doing.
The team:
BK
Arden
Effie (+def -spd)
Sheena (+def -res)
I also have Zephiel, Gwendolyn (+spd -res), and Draug (neutral or +spd -res), all at 4*, but I have a feeling the first four are my best options. (Plus a boatload of extra Sheena, Gwendolyn, and Draug for fortify, hone, and ward armor.)
My questions:
1. Who wants which buffs?
2. Who wants which positioning skills? (Is Reposition or Pivot better, or should I go half and half?)
3. Since Sheena is definitely the weakest member of the team, attack-wise, should I just accept that and build her into a healer with Renewal/Reciprocal Aid?
4. Am I crazy to be doing this at all without Hector or Amelia?
Answers
My armor emblem is based on two things; Ward Armor and Swap. On all units. I don't have Amelia or H!Henry, so I have no other mobility skills. You basically move them all as a square of four, and use swap to position your units to tank/kill their corresponding color, and with everyone having ward armor, everyone gets an extra 12 DEF and RES from two spaces away that can't be panic ployed. They're hard hitting enough that I don't think they need any attack buff. That's my comp, personally, I think it works better than the mobility armor comp. Armors are pretty much the best bait characters, so they need a comp built around it.
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1. You'll want to shore up the strengths of each character by playing them alongside their respective buffs (e.g, Hone Armor near BK to add extra oomph to Black Luna's damage, or Ward Armor to make Arden much more of a wall than he currently is—not that he has any problem in that department, mind you).
2. This is relative to how you move your can-opener baits (lol nice term I thought of. Might use it as a team name). From personal experience, Swap works better than Pivot, as I am not really after gaining terrain that much as I am concerned with keeping members intact to lay a proper smackdown on whoever wants to bang their collective heads upon this wall (yes, the armored puns will keep coming).
3. You can slap Bonfire/Ignis on her. Certain builds will allow her to deal damage that isn't even funny; watch whoever attacks her melt.
4. Nope, not as crazy as me who actually HAS Hector but uses him rarely xD
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Thanks, this is awesome!
I still have a question about Hone Armor, though: Obviously BK has the most to gain from its effects, given Black Luna and his ridiculous speed. But which of the remaining three can do without it? Sheena since she has the lowest attack anyway (even though she's the only one who would actually care about the speed boost and the attack boost might actually help her kill things), Effie since she has no use for speed and has ridiculous attack anyway, or Arden since he's meant to be a wall? Probably wouldn't want to run Arden next to BK, though. Is it weird to give Hone to Effie *and* Arden, and Ward to the other two? Probably better to have three Wards. Am I thinking too hard about this yet? ;)
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Barring BK and to a certain extent, Sheena, I personally don't see a lot of mileage on the bonuses that Hone Armor gives (perhaps H!Henry and H!Jakob might benefit more from the damage/speed boost, but I've yet to test this hypothesis—I don't have a H!Jakob yet and H!Henry isn't built up to snuff for the time being). The obvious way to play Armor Emblem is to rely on WTA oftentimes, and if you encounter a full Armor Emblem team built to a T (a tad rare from personal experience) that gave you problems, then it be wise to consider, but munchkin control ought to be your strong suit xD
EDIT: a Gronnblade-toting H!Henry will obviously reap (Halloween pun intended) the benefits of Hone/Ward and whatever bonus you want to cram into that coffin he lugs around.
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Now that we're on the topic, Armor Emblem is shaping up to be more and more interesting, given the introduction of the two Halloween characters. Aside from the obvious need for positioning skills and Armor March, allowing armored characters ranged attacks plays into making Armor Emblem teams that much more unpredictable, although it may be a while before we see the level of unpredictability of, say, Horse or Flier Emblem teams.
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It is important to not have bane def or res or attack on sheena. Best is for her to be bane speed. If you can get DC on her later and distant def, shes very amazing.
In fact, I am not sure if there is another hero in the game that can check more people than she can with that build and with QR instead of Wary fighter. You WANT sheena to get double hit and use bonfire instead of ignis.
She can check pretty much all blues, all colorless, almost all greens, and defensive check some reds.
It is important when you play sheena, you play her defensively. When doing so, depending on builds of hector, she will also win.
For me I require reposition on all my heroes except for healers and dancers of course, but even armor i use reposition since it allows me to tactically move a unit forward, backward, side to side and still attack.
If you are going to use 3 armors and a dancer, by far the best dancer to use is P.Azura. Her buff on a well made sheena is even more amazing since she can use 3 stats very well and decent speed for armor still.
BTW if you can afford slayer axe + it be great but either way, she must use -1 cd weapon.
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