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What's your AR defense strategy and what results have you gotten?

For those who don't mind sharing. I'm about to update my own setup so I thought I'd offer the results of the team that's been defending for me this week. (Builds of other team members shown in the comments)

It's a passive setup designed to stall out the 7 turns. Gunnthra is there just to debuff their atk and spd, and if they want to get her it takes them a while because I've locked her in so she's literally impossible to bait and the tactics room tends to hit any ranged units trying to come in. I've had it broken by a catapult once or twice. Nowi and Hector will generally just rally, rally, rally each other all day instead of getting baited, all the while getting in Maria's way - but even if you bait her, you can't kill her on enemy phase because of dazzle.

The setup doesn't really work because it's too passive so it's really easy for raiding parties to just walk in, set up in the middle of the map, move in slowly, put anyone they want wherever they want without fear of losing a unit. My team normally stalls out 5 turns (I don't think anyone won in under 5 turns), often 6, but never 7 except the one attacker who clearly had no clue what he was doing.

Asked by Seeker1 month 2 weeks ago
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Answers

by Triton 1 month 2 weeks ago

My current one is also my main flier team, but they're mostly losing lol. It's meant to be an offensive team with mobility shenanigans, thanks to Tana's tome (who I've also equipped Flier Formation seal with) and Airzura's WoM.

I've got F Grima defending on the left side, fully buffed from Airzura and Shigure. Instead of QR I wanted to give her Vantage/Brazen so she can be a bigger threat if they fail to one shot her, which can be difficult without effective dragon damage.
Azura is bait on the right side so Tana can fly in and snipe someone who tries to approach her. Shigure has Firesweep with Galeforce for more unpredictable movement. I have Hit and Run equipped but I'm thinking of switching to WoM instead just to be a bigger asshole.

I think there's two reasons why they're not winning more: first is Panic Ploy. 90% of replays I see have Aversa, who makes my team really easy to take out. Second reason is anyone who can get through F Grima easily, mostly Falchions, Naga tome, and brave attackers. Specifically Reinhardt is annoying since he can easily take out my -Res Grima and since he usually carries Lancebreaker, Shigure can't double him.

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Thank you for this.
I missed the first few days of aether raids and came back to a list of defeats that didn't seem to affect me then winning on offense so I thought I'd hold out until it did. I only just figured out that if you spend aether you get dew... so I'm a little behind.
Still I have a couple of questions:
Studying your map a little, 7 turns seems like a lot of time to get to Gunthraa, your aether pots and then the rest of your team. I guess I'm wondering why one of the aether pots isn't somehow in the corner with maria to either bait it early and separate their team or force them into making mistakes later on?

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Ja this is a philosophy thing. On arena def I'm willing to win by gimmick or trickery because I think it's stupid that the AI gets to be overaggressive and we aren't allowed to lose any units, and also I just don't have that much respect for arena as a mode. In contrast, on AR def I try to win by force ("straight up," if you will), so instead of trying to trick people into making mistakes I make my formation as strong as it can be. So I used the pots instead of other buildings to lock Gunnthra in because they're impervious to catapults. Teams that happen to line up their catapult with my tactics room tend to win in 5 turns because Gunnthra gets baited out and the rest of my units start moving toward them.

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I’ve also wondered about using pots to delay or block instead of protecting them. It seems like a lot of mistakes are possible when there is a combined challenge of getting all the pots *without* accidentally getting all the kills first.

I will say my cheerleader marth (without distant counter) has been good for taking hits from ranged and allowing me time to get to the pots

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by andrew 1 month 2 weeks ago

Here’s my current one. A handful of successes so far and several that ruin winless streaks. It pays to use +10 units in your defense, as I think the matchmaking is based on lift rather than BST weights.

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So since making an effort last night after your post, I'm 1/1 on defense.
Two distant counters in front of two ranged units with movement assist skills (aerobatics and Future Vision).
Best defense is offense:
Start of turn 1, they catapulted my Panic Manor

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