![]() This allows her to activate Specials quickly and reliably, and allow allies to do so as well. Worldbreaker is perhaps the most important it grants Thorr +1 Special charge on all attacks in any combat she engages in, both her attacks and her foe’s, as well as doing the same for any allies within 2 spaces of her. In addition, it also slows foe’s special charge, making it more difficult for units to get hit once and unleash a powerful Special in retaliation and helping Thorr survive. The guaranteed follow-up combines well with Flow Guard, which disables any skills the foe might have to block Thorr’s follow-up when she initiates combat, meaning that her follow-ups can only be blocked with the use of Null Follow-Up or a similar effect. This is a great weapon that allows her to deal high damage to armored units as well as many others. War-God Mjolnir has several effects, allowing Thorr to hit harder, activate specials faster, deal bonus damage to armored units, and follow-up attack as long as she is above 25% HP. Thorr is defined by a few things: her weapon War-God Mjolnir, her new inheritable B skill “ Flow Guard ”, and her exclusive C skill “ Worldbreaker ”. That being said, Thorr is still a very useful Mythic. However, as Reginn is available for free as part of Book V, most players likely will not need to pull Thorr for this purpose. It is highly useful to have at least one of these three Mythics, since they essentially allow you to bring a free extra unit during all offense Aether Raids matches during Astra season. She is the third Astra “slot-boosting” Mythic, after Reginn and Ashera. Thorr is an Astra Mythic that boosts the HP and Def of Astra-blessed allies by 5, and allows the use of the extra unit slot on a raiding party, during Astra season. So, overall, Eitri is a highly useful unit in Arena and would be a good addition to many arena teams. With these skills, it is very possible for her to survive and KO units such as Fallen Edelgard and Brave Hector. Her combat potential is also solid, with high Atk, a guaranteed follow-up attack under easy conditions in Grim Brokkr, and a damage reduction into damage boost ability in Divine Recreation that allows her to survive most counterattacks by reducing their damage by 30%, then boosts her next attack by the damage reduced so long as she attacks again in that same combat. This can allow her to KO a unit and then safely retreat out of enemy range in many instances. In addition, Grim Brokkr, Eitri’s unique “tome”, also provides a Canto 2 effect on turns 1 through 4 of the map, allowing her to move 2 spaces after combat. This is immensely useful in some arena maps. ![]() Her flying movement allows her to ignore almost all movement restrictions from terrain effects and freely move across mountains and water tiles with no penalty. So, overall, she is a great unit for scoring in any mode with arena-style scoring (Arena, Arena Assault, Allegiance Battles, Mjolnir Strike) provided she is adequately merged (ideally to +10 legendaries start having a noticeable impact on team scoring compared to similar-scoring non-legendaries at around +5).Įitri is also a highly useful unit in arena matches. In addition, she has a unique B skill ( Divine Recreation ) that costs 300 SP, allowing her to score equivalent to a 190 BST unit that lacks such a skill when all other SP costs are maximized. ![]() She is the first fire legendary to hit 185 BST in her Pair-Up skill, meaning she scores higher in Arena than all previously released fire legendaries. It's a wager and one I can very possibly lose, but I think it's a good one.Eitri is a fire legendary, with the Pair-Up effect (can Pair Up with an ally in modes such as Allegiance Battles, and boosts fire-blessed allies’ HP by 3 when fire is in season). When a legendary banner is as good as this one, I think I'll prefer it over a special heroes banner. Also, you can expect those units to return on legendary banners in around 6 months, when you can just go for the one you wanted and pull for other units at the same time. Variance is like that.Ī lot of the special heroes banners have featured four focus units which means very poor orb prices per focus unit unless they share colour (which is kind of like buy 1 get 1 free). Sometimes yes you will run dry on 160 orbs and get more or less nothing sometimes you will get five or even six focus units. If you pull both blues and greens I'm not sure exactly what to expect but I think it's probably reasonable to expect 1 focus unit from each colour. With 160 orbs if you pull only greens you will most likely get 2 focus units (but nobody can say who they would be) on blues you would get 2 on a good run and 1 on a worse run. ![]()
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