Finally, a stat boosting seal such as Atk/Def Solo is ideal if Galeforce isn’t run.Still, his C slot can be changed according to player preference. Sigurd’s innate Fatal Smoke allows him to completely deny the foe’s in-combat recovery, and prevents them from being healed through their next action.Chill Def is also an adequate option on a budget. Lull Atk/Def remains a good option if one wishes to nullify the foe's buffs instead, or if Lull is available and Trace skills aren't(Trace skills are fairly hard to come by). He'll be able to escape almost any situation thanks to his incredible movement and Canto as long as he has at least 2 spaces of movement remaining, and the skill makes Sigurd much more dangerous regardless of gamemode. Trace skills let Sigurd take even greater advantage of his insane movement by granting him Canto+1, which turns him into one of the best hit and run cavaliers in the game.Solos are also active during enemy phase, but this is difficult to take advantage of due to the positioning requirement. Attack boosting A slot skills such as Death Blow and Atk/Res Solo are ideal to give Sigurd more offensive power during Player Phase.Legendary Sigurd can be a workable user of Galeforce thanks to his automatic follow-ups and Slaying weapon, but losing Holy-Knight Aura’s movement bonus is a huge cost and thus Holy-Knight Aura is preferable in most situations.Given more offensive boosts and an Attack asset, Sigurd ends up hitting like a freight train on player phase and becomes a nightmare for most units to tank(unless your name is Brave Hector). A full player phase build is a great option for Legendary Sigurd. Sacred Seal: Atk/Def Solo / Death Blow / Heavy Blade Passive B: A/D Near Trace / Lull Atk/Def / Chill Def Passive A: Death Blow 4 / Atk/Res Solo 3 or 4 / Atk/Def Catch 4 Finally, Quickened Pulse enables an immediate trigger of Holy-Knight Aura, not only making him even harder to tank but enabling a movement bonus to all of his allies even if the foe manages to KO him, meaning his team can easily come in and rush the foe’s unprepared superunit and KO them.Fatal Smoke is much more crucial for AR-D to deny healing specials, which are used by nearly every AR-O superunit for self sustain.Lull Atk/Def remains a decent choice as well, however. A/D Near Trace(and Near Trace skills in general) are easily Sigurd's best choice of B slot at the time of writing, giving him Canto to abuse his incredible movement with and a nice stat debuff on top of that.It’s extremely difficult to acquire though, being locked to Halloween Dozla at the time of writing, so Sigurd’s innate Atk/Def Catch is a workable substitute if AR-D Atk/Def is unavailable. AR-D Atk/Def gives Sigurd a large boost to Attack and Defense on both phases based on the amount of defensive structures remaining, making it his ideal A slot for AR purposes.A lack of Assist is ideal so Sigurd doesn’t end up using his assist skill instead of Attacking an enemy in range.Holy-Knight Aura can enable some truly frightening team compositions thanks to the extra move it grants Sigurd’s allies when it triggers, and that’s not even mentioning how much of a menace he is to tank normally thanks to his high Attack, Hallowed Tyrfing’s automatic follow-up attacks and massive stat buff, and the expanded movement range Holy-Knight Aura grants him. Legendary Sigurd is an incredibly potent threat on AR D as well, even in spite of his status as a Legendary unit. Passive A: AR-D Atk/Def 3 / Atk/Def Catch 4
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