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PvP Knight's Guidance Team Build!!!

Discussion in 'Team Help' started by Arcadia_Nights, Sep 12, 2017.

  1. Arcadia_Nights

    Arcadia_Nights New Member

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    I'm looking at making a very specific kind of team that's high in Mobility, Def, and has good attack potential. If you have suggestions, I'd be more than happy to take them! My Knights may not be Top Tier, but they should do the job pretty well. I'd also like to point out how amazing it is to see Knights move around the field like this.

    This build is designed to take advantage of Guidance 3, so the two Armored Units are always there for support, and to be supported. Essentially, Tana acts as the portal to getting the Knights into position to attack. With two of them having both Flying and Guidance 3, The Knights are able to move around very freely. The Knights also have the Swap option to make shifting for position much easier.

    Tana (1) is primarily to be the main survivor, allowing for the Knights to be able to move around. She can also support her Knights Def/Res if she doesn't have much else to do.
    Tana (2) is primarily for supporting the other Knights, as well as debuffing the foes so the Knights can finish them off.
    Zephiel is the primary damage dealer, but also buffs allies so their attacks are more effective.
    Sheena is designed to tank damage, boost the attack of allies, and slow the cooldowns of foes.

    Team Build:
    Hero: Tana (Blue Flyer)
    Attack: Vidofnir (If unit is attacked by a sword, axe, or lance, unit receives Def +7)
    Skill: Rally Def/Res
    Special: Moonbow (Resolve combat as if foe suffered Def/Res -30%)
    A: Armored Blow (Grants Def +4 if unit initiates combat)
    B: Renewal 3 (At the start of every 2nd turn, restores 10 HP)
    C: Guidance 3 (Armored/Infantry Allies within 2 spaces can move to an adjacent space next to the unit.)

    Hero: Tana (Blue Flyer)
    Attack: Vidofnir (If unit is attacked by a sword, axe, or lance, unit receives Def +7)
    Skill: Rally Attack
    Special: Moonbow (Resolve combat as if foe suffered Def/Res -30%)
    A: Grani's Shield (Neutralizes "Effective Against" bonuses)
    B: Seal Def 3 (After Combat, foe suffers Def -7 through it's next action)
    C: Guidance 3 (Armored/Infantry Allies within 2 spaces can move to an adjacent space next to the unit.)

    Hero: Zephiel (Red Knight)
    Attack: Eckesachs (Inflicts Def -4 on foes within 2 spaces through their next actions at the start of each turn.)
    Skill: Swap
    Special: Reprisal (Grants bonus to damage dealt equal to 30% of damage suffered.)
    A: Life and Death 3 (Grants Atk/Spd +5, Inflicts Def/Res -5.)
    B: Wary Fighter 3 (Prevents followup attacks in combat from until and foes if unit's HP is > 50%.)
    C: Hone Attack 3 (Grants adjacent allies Atk +4 through their next actions at the start of each turn.)

    Hero: Sheena (Green Knight)
    Attack: Killer Axe+ (Accelerates Special trigger by 1)
    Skill: Swap
    Special: Escutcheon (Reduces damage inflicted by attacks from adjacent foes by 30%. Charge 2)
    A: Svalinn Shield (Neutralizes "effective against" bonuses.)
    B: Guard 3 (If unit's HP is > 80% at start of combat, enemy is inflicted with Special cooldown charge of -1.)
    C: Spur Atk 3 (Grants adjacent allies Atk +4 during combat.)
     
    Mukimpo likes this.
  2. Arcadia_Nights

    Arcadia_Nights New Member

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    Updating build for 2 Hero's.

    There was a lack of healing that I noticed (Note: all these builds are theories. I have the Heroes and abilities listed, but these Hero's do not actively have all these skills yet) So I decided to make some adjustments to get some in. In current practice, The Tana's don't engage in combat all that often, but that's ok, since the battles are mostly drawn out. What ends up happening though, is a Knight get's taken out, and the team eventually dwindles out, leaving the team with barely enough to win/lose.

    -Tana (1) was adjusted to have Ardent Sacrifice, and Escape Route 3. This allows her to warp to Sheena and swap HP with her when Tana's low. She can now go off and do a one off battle for a few turns, and then bounce back to Sheena to swap health.
    -Sheena has also been adjusted to have Sol as her Special, which gets triggered much sooner due to her Killer Axe+. She also has Renewal 3, so combining that with Sol, she should typically have a large health pool for Tana (1) to play with. I also wanted to make an adjustment to Sheena's A ability since "Effective against Armored Units" isn't prevalent, she'd likely do better with stat increases instead. I'm also considering giving her the C ability Goad Fliers, as she will likely always be near one of her Flying friends.

    Team Build:
    Hero: Tana (Blue Flyer)
    Attack: Vidofnir (If unit is attacked by a sword, axe, or lance, unit receives Def +7)
    Skill: Ardent Sacrifice (Swap HP with an Ally)
    Special: Moonbow (Resolve combat as if foe suffered Def/Res -30%)
    A: Armored Blow (Grants Def +4 if unit initiates combat)
    B: Escape Route 3 (Enables unit who's own HP < 50% to warp adjacent to any ally.)
    C: Guidance 3 (Armored/Infantry Allies within 2 spaces can move to an adjacent space next to the unit.)

    Hero: Sheena (Green Knight)
    Attack: Killer Axe+ (Accelerates Special trigger by 1)
    Skill: Swap
    Special: Sol (Heal 50% of damage dealt. Charge: 4)
    A: Svalinn Shield (Neutralizes "effective against" bonuses.) Or Attack +3, HP +5, Fury 3.
    B: Renewal 3 (At the start of every 2nd turn, restores 10 HP)
    C: Spur Atk 3 (Grants adjacent allies Atk +4 during combat.) Or Goad Fliers (Grants Flying laaies within 2 spaces Spd/Atk +4 during combat.)
     
  3. Locky

    Locky Moderator Staff Member

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    1. Grani's shield is only for Cavalry. You are looking at Iote's shield for fliers. Even then, Tana's HP and def aren't that good vs archers and she will get shot down easily. So invest either in making her tank melees better, or boost her offense, which is very good.
    2. Armored blow and Vidofnir do not synergize. Vidofnir only activates when she is being hit by melee weapons, and is an enemy phase boost, while armored blow is a player phase boost.
    3. Zephiel is a tank, Life and Death may fit his backstory, but it hurts his ability to tank, while a boost in speed is useless because his speed is low, and he has wary fighter anyway. Get rid of it for a def or res boost.
    4. May wanna swap out reprisal for a def-based special attack.
    5. Reciprocal aid swaps HP faster than 10hp from ardent sacrifice, which is generally used to slightly lower hp to activate desperation/vantage etc.
    6. Get rid of Svalinn for Fury. When was the last time you saw anybody use armorslayer?
     
    Arcadia_Nights likes this.

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