![]() ![]() ![]() Robin-F in particular tricky as she has great physical durability (survives melee rushes) along with being a Green Mage (counters ranged approaches), which makes it hard to take down with losses or damage outside specific units and setups.It also doesn’t help that there is no unit who hard counters Blue units in the cavalry lineup. Ursula is even more dangerous as she matches cavalry mobility and is a Blue Mage with even better SPD than Raigh.While his ATK isn’t high, he will kill most non-blue cavalry units if he doubles. Raigh is not popular, but he is a fast Red Mage.Therefore, the guide will always reference the performance of various units against them, regardless of their popularity in the meta. However, these 3 units (Raigh/Ursula/Robin-F) are very dangerous as they often have the ability to instantly defeat any cavalry unit who they do not have WTD against. This is a far smaller number than the number of flying unit counters (all archers + Merric), or the number of armored unit counters. Otherwise, it will make it not much better than a all-flier team.Īt this stage of the game, there is only 3 direct counter units to cavalry in the game. Therefore it is important that a cavalry team not run x4 melee units. This is something all-armored teams cannot do, and all-flying teams can only rarely do. This allows an all-cavalry team to focus its firepower to take down dangerous units on the enemy team. In my view,while the mobility advantage (for armored), or the relative lack of hard counters (for both) are important factors, the key reason is an all-cavalry team has good mix of ranged and melee units that can go into it. Since Flying and Armored units also get the same “type” of buff, it is important to understand why an all-cavalry team is more viable. This thinking is what led me to experiment with obligate cavalry teams, in order to maximize their effectiveness. If cavalry opts to wait for their slower allies, their mobility advantage is gone and they become gimped infantry. Furthermore, the mobility difference creates situations where firepower of a mixed team cannot be concentrated on the enemy. Yet this creates a dilemma of incompatibility with other non-cavalry units. To compensate for their BST weakness, cavalry units have access to unique buffs which only affect cavalry units, which helps them close the BST gap. This is because the maps in this game are often small, narrow and full of choke points.As a result, when used by themselves a lot of cavalry units are inferior versions of their armor/infantry counterpart. This can be devastating, but it is not something to be relied on. When the map permits, cavalry units will always get the first strike on enemy. This is because the designers of the game seem impose a BST (Base Stats Total) penalty of at least 5-10 points on all cavalry units (compared to Infantry) to compensate for their higher movement. Ursula (Blue Tome) ****In progress*****Ĭavalry units are generally inferior to their armor/flying/infantry counterparts in a straight fight.
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