I wanted to get input from the community here on whether Hardy Fighter is actually good for ARD or if it has too big of a fatal flaw. At first, it seems like an amazing skill because it really unlocks DR specials for armors, particularly ones with the Slaying effect in their weapon, like B!Hector. Technically almost all armors can inherit a Slaying weapon, but the ones with slaying pref weapons definitely outshine those. A!Fjorm probably uses the skill best so far, which makes sense. However, your DR special is not ready on the turn 1 PP because turn 1 EP is when the “pulse” happens. Thus, any Save unit with Hardy Fighter is vulnerable on turn 1.
To combat this, pretty much the only solution is to try to block access to your team with buildings and traps. This seems likely to work against lower-tier folks because they are less likely to have a dedicated Save-cracking team, but I’m not sure it will work at all in the Vault. Vault players already know about the flaw and many use the Safety Fence for hit-and-run turn 1/2 strategies already. It seems to be relatively easy to adapt to Hardy Fighter from an offensive perspective.
So, what are your thoughts here? Can enough buildings and traps be placed to keep your team safe on turn 1 or will Vaulters have this solved within the week? Does it depend on whether you’re running Saves on a mixed team (Catria Balls and whatnot) or on an armor-stall team? Or is Hardy Fighter just a waste in the Vault for ARD?