With the release of Arval, my defense team benefits a lot from having access to a unit that can help with Hardy Fighter by running an AOE build and also being an actually good 7th slot enabler. The problem I’ve now run into is that I’m not quite sure what the best way to precharge his special is with my team restriction. Here’s the team I’m running.
In the past, the way I got around Elemine was by having a lot of redundancy. When I had Otr, since my 7th slot mythic was a cavalry unit I was able to run F!Ninian as my dancer. My priorities at the time were having precharged Deadeyes on D!Dagr and D!Chrom. Even if Hector got False Started, Chrom was covered by having Time’s Pulse and Ninian’s IP, and I had QP on Dagr to at least get her down to one charge. Without an infantry dancer, I now have a dilemma of how best to juggle skills to ideally allow Arval, Chrom, and Dagr to have their specials precharged fairly consistently.
My initial idea for getting Arval’s special ready was to have him run QP, Time’s Pulse, and use Ostia’s Pulse to get the last charge, but since I need countermeasures for having Ostia’s Pulse turned off, I figured that I could have Chrom run IP. This causes problems for both other units, as Dagr now doesn’t have QP to accelerate her own special and Chrom is both without Time’s Pulse and also doesn’t have a way to get the last charge of his special even if he gets hit by Ostia’s Pulse. I could run IP on Arval to charge Chrom’s special, but then I have no way to charge his special.
Does anyone have any ideas for skills or potential other units I could run that have prfs that could help with this dilemma? One thought I had was using Pent but he doesn’t do a whole lot for the rest of the team and probably wouldn’t be worth replacing Chrom with, and I while I could try relying on To Change Fate! to charge two specials if they try to bait on the right side, it doesn’t seem very consistent.