Rather, Cancel finds its best home on quick, vulnerable units like Swordmasters or Nephenee (less so as Nephenee levels). Leonardo rarely attacks another range unit without assurance of a kill, while Haar rarely benefits from the skill’s effect, as he hardly ever attacks a unit he cannot kill unless he takes very little damage from it. Bastian starts with it, and I’ve put it on many units at one time or another, but I find myself most satisfied when Soren uses it.Ĭancel: Neither unit that starts with Cancel makes good use of it. This gives you more control over whom it may activate on, although the activation itself is almost impossible to predict. Magic units hold the advantage of dissuasion, as their ability to attack from either common range causes enemy units to seek other targets. This issue almost vanishes when the skill is placed on a Sage or other second-line unit, but in my experience, magic users utilize it best. However, they should target clusters with desirable weapons, as it is difficult to predict when the skill will activate and thus not worth attempting to hunt down a particular weapon off of a particular unit.Ĭorrosion: This skill is a bit off-putting, as nobody wants to accidentally break a weapon drop in combat. Sending your Disarm/Rogue pair to pick off weapons is easiest when they face Generals, which will last for multiple combat phases before falling. Mia does have the disadvantage of being less consistent on the front lines than the other two viable options.Īlso, one should target whom they wish to Disarm at the beginning of the battle, when deciding map placement. Once they’ve moved, you can shuffle it as you like, but whichever unit you give it to needs to be in the thick of the battle, without getting instant kills, which limits you to Mia, Oscar, and Nephenee (I just stick with Neph most times). Brom is the only unit that comes with it, but one can easily swap it over from him to Nephenee, who can support Heather to make the most of the arrangement (the support itself isn’t great, but it’s still a good call, since you’ll be moving the three of them to the Greil Mercenaries after Part II). So you need a fast unit that either primarily chips or can carry a chip weapon. Death = less opportunities (user shouldn’t frequently kill opponents in a single encounter).Positioning - (user needs to be near either Sothe or Heather).High skill = greater chance to activate (rate: Skill/2 %).More battles = more opportunities (user should be able to frontline).More attacks = more opportunities to activate (user should be fast).To maximize its use, a few things need to be taken into consideration: Every time a player tries to use it, there’s a setback: it doesn’t activate, or it does activate but the enemy unit dies, rendering it worthless. And because Radiant Dawn is the most-played game in my FE library, I’ve got quite a bit to say.ĭisarm: Disarm is a skill that seems great, and then when it comes to practical use, seems to fall flat. ![]() ![]() Not the Mastery skills, or the obviously useful ones, mind you, but the quirky ones that have little niche uses. In a single post, I hope to enlighten players on making the most out of the skills provided in Radiant Dawn. It could be argued that it still boasts the “Most Original Skill System”, but that’s not ground we’re going to tread at the moment. ![]() ![]() Up until Awakening, Radiant Dawn held the title of “Most Expansive Skill System”.
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