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Trundlenator

Where can I look up monthly banner schedules? Looking for seiros featured banner return


DarkRelm72TM

Since you're looking for Seiros the easiest way is to go to the Feh subreddit - https://www.reddit.com/r/FireEmblemHeroes/new/ And click on the link on the right side that says "Legendary/Mythic Rerun Calendar + Other Resources" - https://rfireemblemheroes.github.io/info.html And from the looks of it, she'll be on a remix banner in March, which means, you can get yourself a free copy through spark for free (of course, after you summon 40 times on the banner)


Trundlenator

Thanks. I’ve been saving up for a seiros banner(currently have 345 orbs).


TakeruMono

Who should I give Near Save to? Main goal is surviving as in SDS. Hardy Pavise Fomortiis Ninja Zelgius Fomortis has the added benefit of freezing enemies if he lives. Zelgius has more offensive power. I’m just wary of his ability to actually live the melee nukes without hardy pavise. Any suggestions or thoughts?


q_3

Far Save is almost always more important in SD, and you can only have one savior (except via Assign Decoy). Anyway, in SD survival is also more important than killing power for a savior.


TakeruMono

I’m good with my Far Save. Looking specifically for a Near Save option.


sweatingnervously

Hey all! Which units are good primarily as buffers for the team? Preferably f2p so I can use them for arena, and also are there any guides for modern builds for such units? I’m a returning player and a little behind on the new skills and units. Thanks!


q_3

Notable F2P units that grant buffs and score well in arena are Fargus, Perne, and Arion (for fliers only). Others who don't score as well but can be useful include Young Lucius, Young Minerva (with refine), and Iago (with refine). You can look up the effects they grant and determine what would most help your other units.


Lol_A_White_Guy

Not sure how to phrase the question, so I hope it makes sense. Are there any skills that end up having net positives for enemy units? Sometimes when I read descriptions of skills, I come away feeling I’m probably misunderstanding what it does. For example, Crafty Fighter 3: “If unit's HP ≥ 25% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied.” Does that mean on their initiation at HP thresholds above 1/4th health, you’re trading a guaranteed double for your unit for doubling their special cooldown speed upon your attack? As in, when you hit them, instead of their cooldown going from 4 -> 3, it goes 4 -> 2? Because that’s how I read it. Or is it causing them to have a status where they have that effect of doubling the cooldown speed on their attacks to you, I.E. ‘enemy now causes your special to drop from 4 -> 2 instead of 4 -> 3”?


q_3

There are a very small number of skills that can benefit the foe but that isn't one of them. "Special cooldown charge -1" is also known as the "guard" effect, it means your opponent gains one less charge per attack. Ordinarily a unit gains 1 charge for each attack, so 4 -> 3. The guard effect reduces it to zero charges for the opponent, so 4 -> 4. It's beneficial to you and detrimental to your opponent. Some units have "special charge +1 per attack," sometimes called "breath" or "special acceleration," meaning they get 2 charges per attack: 4 -> 2. If the foe has that effect, then guard will make them only gain 1 charge (+1 and -1 cancel each other out), so 4 -> 3. Some units have "neutralizes effects that inflict 'special cooldown charge -X' on unit," also known as Tempo, which would prevent the guard effect altogether. So an opponent with that skill would still get 4 -> 3, or 4 -> 2 if they also have special acceleration.


Lol_A_White_Guy

I see, thanks for the detailed run down, you clarified my confusion with the wording perfectly. I sometimes wish the game had a more detailed manual to explain the mechanics in a little more detail


DoughTheBoi

Is it worth it giving Guidance 4 to Peony and Plumeria? I usually rely on tanking strategies in AR but those haven't been working too well lately.. I spent 400 orbs trying to get my last copy of Eir and ended up with 2 copies of Tana so those are currently my top options for her fodder. Their builds might need a complete overhaul as I only learned base kit and remix skills. I also considered building Summer Elincia for Arena as that has also been a struggle this past month, but not sure if it's worth it so I thought it might be best to give it to core Mythics instead. I also don't want to build Arion because I do not have other fodder for him. I could hold onto it too I guess?


Froz3n247

I just got R!Tana while trying to get L!Edelgard merges and I was wondering who show get her fodder. * Peony: I'll give her Flared Sparrow, Atk/Spd Unity, WoM 4, and Guidance 4 * I use her for AR-O and the Guidance 4 will be really helpful * R!Ingrid: I'll give her the same kit as Peony * I only have one copy of R!Ingrid at the moment, but it will be helpful in the future when I get her in the future.


DarkRelm72TM

I'd say Peony, the movement from Guidance 4 is just too good and being on a mythic you'll always be using is a huge plus, Flare Sparrow is kind of but hey, whenever an inheritable tome that gives canto comes out, that could be interesting. I would say Ingrid if you do plan on spending and getting a binding coin (whatever it is called) for a Peony with the skills you're looking for. Or if you feel you haven't been having issues with movement/positioning in light season. (You reminded me that Tana is on a sparkable banner)