![]() ![]() There is no cap to the Atk/Def penalty applied, allowing Freyr to completely neuter his opponents if set up properly.ĭream Horn also grants Freyr a guaranteed follow-up attack and 30% damage reduction on his foe's attacks and area-of-effect Specials.ĭream Horn also has the modern cavalry beast transformation conditions and effects which grant Freyr Atk+2, the Atk/Def Clash effect, and an additional 30% damge reduction on his foe's first attack. Freyr Strengths Dream Horn applies Atk/Def debuffs and grants damage reductionįreyr's exclusive Dream Horn inflicts Atk/Def penalties onto his foe during combat equal to 6 plus 50% of the highest total bonuses among unit and all allies within 3 spaces of unit. Therefore, when not accounting for the Weapon Triangle, the amount of damage he deals will be equivalent to his Atk minus the foe's Def stat. Freyr Roles, Strengths, and Weaknesses Freyr Roles Freyr - Dream-King Rolesįreyr is a close physical attacker (range = 1). Note: Stats bonuses from skills are not taken into account. We recommend +Atk when merging Freyr up to +10 to maximize his damage output. ![]() Spd is a clear dump stat and should be the bane of choice. This allows Freyr to deal damage on top of his supportive capabilities to ensure he isn't dead weight after he triggers Dream Deliverer. Atk is a Superboon and boosts his already high Atk stat even further, up to base 50. The best IVs for Freyr are +Atk and -Spd. If not, consider what stat your hero needs most. When using an Ascendant Floret, we recommend getting the next superboon if it fits the hero. ◯ = Stat gains +4 with a superboon, ✕= Stat goes down by -4 with a superbane, - = No assets or flaws See the IV Checker for All Units If unit is within 3 spaces of an ally, grants Def/Res+4 to unit and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied does not stack). At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 and 【Resonance: Shields】 to unit and allies within 2 spaces of unit for 1 turn. At start of player phase or enemy phase, if unit is within 2 spaces of an ally, neutralizes any 【Penalty】 that takes effect on unit or allies within 2 spaces of unit at this time. ![]()
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