In my ongoing series of general strategy articles, this time I’m taking a look at the card statistics themselves. Note that this is primarily meant to allow new players to evaluate the actual value of certain statistics or buffs. Some cards will be able to take advantage of the pluses and minus of a certain statistic better than others, while having large or small groups of units on the field will effect what pluses and minuses are more meaningful as well. You’ll have to take that into account when making the final decision about what cards are useful to you and what cards are not.
Negative: inablity to put enemy units down.
Positive: if this unit isn’t going to be attacking,
having anything other than low AT is a waste. Also
AT is fairly inexpensive to increase so it’s not a
Negative: inablity to put enemy units down is almost
as bad as low AT, since there is a huge difference in
wounding and closing an enemy.
Positive: AT is fairly inexpensive to increase.
Positive: Ability to consistently put enemies in the cemetery.
Very High AT
Negative: Not very efficient. Whenever you hit anything other than a tanker, you’re effectively wasting most of your potential.
Positive: Ability to consistently put enemies in the cemetery, even if they are tankier
Negative: Lowers survivability.
Positive: If you have good HP, it’s not a huge problem on average.
Negative: It’s not as easy to get as other “average” values, and it’s rather easy to debuff.
Positive: Greatly increases survivability on average, most non-Refess opponents will hesitate to debuff you in case you have bigger DF later. Scales well with HP.
Negative: It’s no harder to debuff than 5 DF, and will attract a debuff quickly.
Positive: Can make you nearly invulnerable.
Negative: The enemy can pretty much close this unit at will, with no effort. Salmander, Salamander Soldier, Lillith, Magic Bolt, you name it. In addition, DF almost never helps.
Positive: Makes it easy to sacrifice for a Soul Skill or act as a meat shield to decrease the efficiency of your enemies’ high AT units.
Below Average HP
Negative: Most ranged units can close this unit with little effort.
Positive: Immunity to Salmanders and their level of incidental damage highly increases survivability on average compared to Low HP units.
Negative: Most Soul Skills and Grimoires can close this unit with little effort, as can almost all front line fighters.
Positive: Good survivability against low and incidental damage, greatly helped by DF on average.
Above average HP
Negative: Heavy hitters can close these units with high efficiency, still not high enough to protect against Grimoires or single target soul skills.
Positive: Avoiding 30 damage soul skills greatly increases survivability of ranged units or early game front line units.
Negative: Doesn’t protect against real heavy hitters, still able to be closed by single target soul skills and Grimoires. High AT is much cheaper than High HP.
Positive: Very high survivability against average attackers. Benificial to Living Dead and Undying “regenerators”.
Very High HP
Negative: Lower Survivability than Average HP with Average DF. High AT is much cheaper than High HP.
Positive: Extremely beneficial to Living Dead and Undying “regenerators”. High survivability against almost all units, except when outnumbered.
Negative: Heavily decreases chance of acting.
Positive: Allows use of “standby” after damage is taken, guarantees healing if hit. Generally units with this AGI are significantly more tankier or powerful then otherwise.
Negative: Generally, units with 4 AGI are significantly more fragile than average. When up against AGI 5 units, their advantage is elimiated completely.
Positive: Heavily increases chance of acting, and increases chance of defeating enemy units before they act, if possible.
Very high AGI
Negative: Generally, units with 5 AGI are the most fragile units. When up against AGI manipulation, this disadvantage is amplified.
Positive: Heavily increases chance of acting, and increases chance of defeating enemy units before they act, if possible. AGI 5 can also completely eliminate the advantage of an enemy’s AGI 4 unit.