This feels familiar. Anyway…
Welcome back to another unit showcase, this time featuring the superior Jötun Princess Dagr of Jötunheimr! Easily one of my favorite OCs with her cheerful, kind, and strong-willed personality. As some of you may already know, I managed to finish merging her to +10 on June’s legendary banner where she shared with Legendary Byleth and Hel. You may be thinking that even with 10 merges, there’s absolutely no way this title could possibly be accurate. Combat mythics are bad, right? No extra stats from mythics. Boooooooo! Well, turns out, Dagr is the exception, not the rule. How, you may ask? Well, I’ll let the build speak for itself:
“Obstruct? Wtf is wrong with you, dumbass”
Obstruct prevents enemies from moving past her so that I can afford to play a little more aggressively with her supports. Since she is not getting mythic bonuses, proper support becomes more necessary. Unity stacks with her weapon’s effect of turning penalties into buffs, meaning she can reach unga bunga levels of power despite her mythic status. “But won’t a sword unit kill-” yeah okay Dagr doesn’t give a shit, do you SEE how much Def she gets from this?
Now, an actual valid concern would be ranged units since Dagr cannot counterattack them. How do we beat them? Well, allow me to introduce you to Dagr’s BFF:
Do I need to say more? Spring Idunn handles most of the ranged units who could hope to threaten Dagr, such as Duo Líf, since Far Save is a fair and balanced skill. Idunn denies follow-ups and neutralizes penalties, which means I neither have to worry about her getting doubled nor falling prey to a Dark Shrine. Being a dragon means that she does not need to worry about Windsweep, as no one uses Watersweep unless for some reason they enjoy getting swept by Bector. All these qualities make Spring Idunn the ideal partner for Dagr.
Since I managed to pull a few Henriettes and it’s Infantry School bonus week, I decided to try this team out to see how it does. The results? Well, only gonna post mock battles since I’ve yet to face a competent defense this season and I want to showcase how well Dagr does vs actual maps. You all know what happens now. Time for some booli!
Vs a B!Catria ball, the bane of end turn comps. Well, most of them.
Dagr does not care about adaptive damage, double attacks, or her inferior sister. Finish features one of the most broken units ever added to the game… as she kills a Fallen Edelgard.
Another Catria ball, but this one has a dancer
Huh. Green actually beating blue? Color me surprised.
Duo Sigurd dance trap, which is actually a good map since I don't use the playpen
Gotta admit, this one took a few tries. I kept messing up my approach. More accurately, I kept messing up turn 2. In one attempt Eldigan doubled and killed Flayn while I was going for pots. Oops.
Catria ball with ARMOR EFFECTIVENESS
Baiting from there allows me to avoid Bow Hinoka’s attack, and then I player phase her on turn 2 after she moves down. No weapon on Duo Peony meant free pots.
Vs Sigurd. No, not that Sigurd. The strong but not broken Sigurd.
NFU Sun-Twin Wing is one hell of a drug. Obstruct was immensely helpful here.
That smile. That damned smile. She’ll wear it proudly as she’s kicking your ass.