Whew, barely managed to stay in the T21 entering threshold. Like predicted, AA last evening was cancer, Surtr, L'Alm, Surtr, L'Alm, Sutr, L'Alm, oh hey LJulia, Surtr, L'Alm, Fallen Tiki, Fallen Tiki, Fallen Tiki, Fallen Corrin, Fallen Corrin.
Had to do multiple runs ... the first one went flawless until the last match. The two wall map (hate hate hate this one), team of 2 +10/+5 Fallen Corrins, 1 +10/+5 Fallen Tiki and L'Alm.
Problem was this being the last match, meaning i had already used all of my anti dragons and anti colorless units in the 6 matches before. Well thanks random japanese arsehole whale for wasting my time.
The game seriously needs units that are effective against colorless and are NOT some weaksauce mage. Physical, melee units. And i still need Close Def 4 for my Oboro.
Maybe Kliff? Would want the Atk debuff and negates the rest with his Prf tome's ability.
Good idea! Although wasn't it proved that a too low Atk stat hurts Kliff in the end? Guess it could work with a neutral Atk one.
If I had fodder for those... I also want Null C-D for him.
IS really needs to work on skill distribution. Null C-D is on one unit, and has been on this only unit for almost a year now. Meanwhile, we have like ... 3 or 4 Swift Sparrow 3 carrying heroes.
As a reward for doing the work of getting the Training Tower orbs, I threw another 20 orbs at the banner and got a second Thrasir (+Res/-Def). The other one is +Def/-Spd.
So what's the play here?
1. Merge into +Def version (26/27 defensive statline), make a Thrasir/Duma anima defense team
2. Merge into +Res version (23/30 statline), make a Thrasir/Duma anima defense team
3. Keep both, dump Duma, and make a double Thrasir defense comp
4. Fodder off Panic Smoke
I'd really like to get rid of that Speed bane, which is why I pulled. I don't feel like having 2 Thrasirs on AR defense would be the most ideal thing ever, but the prospect of dumping Duma would be nice. I need to play around with the defense designer, you'd think there would be some combo of units that would make Thrasir and Duma's skills work together.
I wouldn't get rid of Duma. He brings his own utility and i don't feel it's worth to feed off a unit just for a potential lower Lift loss by using both Thrasirs.
Spd bane is probably the worst bane to have on Thrasir, so merging, if you plan to use her, has a massive advantage over feeding her off for Panic Smoke. Which on the other hand is also a super nice skill, but so is Flashing Blade 4.
Funny thing is, Thrasir herself has less use for Panic Smoke, and more use for someone who applies it on the enemies for her to take advantage on, otherwise you're almost forced to use her with a dancer to take advantage.
Going with my gut in this case, i would merge her. Panic Smoke can be replaced with the Panic Manor and is for AR not "that important". But if you changed your mind to feeding her off in the end, i'd do it for Flashing Blade 4.
Depending on how you plan to apply the Panic penatly for Thrasir and the rest of the team to take advantage, you need at least one dancer for her. Keep that one close to eat the debuff since they aren't really there to fight.
Otherwise, Idunn is likely her best friend, as she simply negates the debuff and instead gets buffed, so with good positioning you could nearly guarantee Idunn gets buffed. Duma, Idunn and Thrasir all have a problem with swords, especially Falchions, so make sure you got some means to get rid of them. ^^
Btw. what's this defense designer you're talking about? Got a link for me? :D