Difference between revisions of "Vindicator - Greatsword Shiro"
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| designed for = Conquest | | designed for = Conquest | ||
| rating = great | | rating = great | ||
− | | focus = | + | | focus = strike damage |
− | | | + | | difficulty = 2 |
+ | | xpac = EoD | ||
}} | }} | ||
==Overview== | ==Overview== | ||
− | A PvP Vindicator power build with high damage and | + | A PvP Vindicator power build with high damage, medium sustain and some utility, making it suitable for anything from 1v1s to teamfights. |
Line 18: | Line 19: | ||
| weapon1 = greatsword | | weapon1 = greatsword | ||
| weapon2 = | | weapon2 = | ||
− | | weapon3 = | + | | weapon3 = staff |
− | | weapon4 = | + | | weapon4 = |
| legend1 = shiro | | legend1 = shiro | ||
| legend2 = archemorus | | legend2 = archemorus | ||
}} | }} | ||
− | + | <!--===Skill Variants=== | |
− | ===Skill Variants=== | ||
'''Legends''' | '''Legends''' | ||
* {{Skill|Legendary Dwarf Stance}} over {{Skill|Legendary Alliance Stance}} - both legends are perfectly fine and offer a good mix of pressure and sustain, with Dwarf (Jalis) being more on the defensive side. Jalis is also more beginner friendly in general as there's 1 less legend to worry about. | * {{Skill|Legendary Dwarf Stance}} over {{Skill|Legendary Alliance Stance}} - both legends are perfectly fine and offer a good mix of pressure and sustain, with Dwarf (Jalis) being more on the defensive side. Jalis is also more beginner friendly in general as there's 1 less legend to worry about. | ||
+ | |||
+ | |||
+ | '''Weapons''' | ||
+ | * '''Sword/Sword''' over '''Staff''' - more burst damage, worse sustain.--> | ||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQkMKwMZRRncEQAABhIAACsSAADUEQAAyhEAAAIHAADUESsSBhIAAAAAAAACMgAzAAA=] |
}} | }} | ||
==Specializations== | ==Specializations== | ||
− | {{Specialization| | + | {{Specialization|Salvation|bot|mid|mid}} |
− | + | {{Specialization|Invocation|top|mid|top}} | |
− | + | {{Specialization|Vindicator|top|mid|top}} | |
− | {{Specialization| | + | ''Variants'' |
− | {{Specialization|Vindicator|mid| | + | * {{Trait|Vassals of the Empire}} gives up damage to make the build more tanky and add some group utility. |
− | + | <!-- | |
− | * | ||
− | |||
− | |||
===Specialization Variants=== | ===Specialization Variants=== | ||
− | ''' | + | '''Retribution''' over '''Invocation''' makes the build even more tanky: |
− | {{Specialization| | + | {{Specialization|Retribution|top|mid|top|variant=y}}--> |
Line 54: | Line 55: | ||
| weapon1 = greatsword | | weapon1 = greatsword | ||
| weapon2 = | | weapon2 = | ||
− | | weapon3 = | + | | weapon3 = staff |
− | | weapon4 = | + | | weapon4 = |
| sigil1 = Intelligence | | sigil1 = Intelligence | ||
| sigil2 = Energy | | sigil2 = Energy | ||
− | | sigil3 = | + | | sigil3 = Escape |
− | | sigil4 = | + | | sigil4 = Cleansing |
− | | rune = | + | | rune = Scrapper |
| amulet = Berserker | | amulet = Berserker | ||
+ | | relic = Relic of the Daredevil | ||
}} | }} | ||
+ | |||
+ | |||
+ | ===Equipment Variants=== | ||
+ | '''Runes''' | ||
+ | * {{Rune|Dolyak}} - even more tanky option. | ||
+ | |||
+ | '''Relics''' | ||
+ | * {{Relic|Relic of Evasion}} - more dodges for self-defense and trait synergies. | ||
+ | |||
+ | * {{Relic|Relic of the Defender}} - more healing. | ||
+ | |||
+ | * {{Relic|Relic of the Flock}} - frequent healing proc for extra sustain and group utility, but the Legendary Alliance heals are channeled and you need to finish the entire cast to get the heal, so one interrupt could deny you the healing. | ||
+ | |||
+ | * {{Relic|Relic of Isgarren}} - damage boost that can be effortlessly maintained in 1v1s. | ||
Line 68: | Line 84: | ||
'''General''' | '''General''' | ||
− | *Invoking a legend resets energy to 50 | + | *Invoking a legend resets energy to 50, removes 1 condition, procs {{Trait|Song of the Mists}}, and could even proc the sigils of your current weapon set if they're no longer on CD. Swapping legends is basically the main '''resource management''' tool in the build - swap whenever you're out of CDs, low on energy, or need to cleanse. As the CD on legend swap is 10 seconds you want to plan ahead with your energy pool accordingly. |
− | * {{Skill|Legendary Alliance Stance}} Vindicators have access to 3 legends in a way, but swapping between the Kurzick legend Saint Viktor and the Luxon legend Archemorus does not proc legend swap related traits and class mechanics. | + | * {{Skill|Legendary Alliance Stance}} Vindicators have access to 3 legends in a way, but swapping between the '''Kurzick''' legend Saint Viktor and the '''Luxon''' legend Archemorus does not proc legend swap related traits and class mechanics. |
− | ** You can swap between the two with | + | ** You can swap between the two with Alliance Tactics (F3 by default). |
− | * {{ | + | * The build works just fine from 1v1s to teamfights. |
+ | |||
+ | * Spam {{Skill|Nomad's Advance}} for mobility while roaming between capture points. Alternatively if you're on Shiro Turn turn {{Skill|Impossible Odds}} on and off every 5 seconds in order to maintain permanent {{Tooltip|Swiftness}} through {{Trait|Rapid Flow}}. | ||
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*{{Skill|Impossible Odds}} can augment any skill and increase your damage output significantly while active. It's quite expensive though, so don't maintain it for more than a few seconds at a time, use it only for bursts. Note that it's only single target damage, doesn't cleave. | *{{Skill|Impossible Odds}} can augment any skill and increase your damage output significantly while active. It's quite expensive though, so don't maintain it for more than a few seconds at a time, use it only for bursts. Note that it's only single target damage, doesn't cleave. | ||
**Always stop maintaining this skill if you're about to hit 0 energy - turning it off sends it on a 1 second CD while running out of energy results in a 4 second CD. | **Always stop maintaining this skill if you're about to hit 0 energy - turning it off sends it on a 1 second CD while running out of energy results in a 4 second CD. | ||
+ | ** Most Greatsword skills are rather slow, you only really want to use this for {{Skill|Eternity's Requiem}} (or autoattack spam with Quickness) before turning it off unless you really need to squeeze out all the damage you can in your situation. Works much better with the faster Staff autoattacks in case you're on your defensive set but need to pressure someone. | ||
*{{Skill|Phase Traversal}} is great for initiating fights from range and immediately starting off with {{Tooltip|Quickness}} coupled with unblockable attacks. {{Tooltip|Quickness}} can be used to do burst damage or cleave downed targets better through auto attacking, while the unblockable attacks could seal the fate of enemies relying on blocking as their last resource option for sustain. | *{{Skill|Phase Traversal}} is great for initiating fights from range and immediately starting off with {{Tooltip|Quickness}} coupled with unblockable attacks. {{Tooltip|Quickness}} can be used to do burst damage or cleave downed targets better through auto attacking, while the unblockable attacks could seal the fate of enemies relying on blocking as their last resource option for sustain. | ||
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'''Weapons and damage''' | '''Weapons and damage''' | ||
− | * | + | * Greatsword is the set you'll be using to pressure targets, but it does have some defensive capabilities too. |
− | * {{Skill|Imperial Guard}} is great for blocking attacks under pressure and {{Skill|Phantom's Onslaught}} could be used not only as a gap closer but also a gap builder (just make sure you don't have an enemy targeted). These are not purely defensive skills though, their damage shouldn't be underestimated either. | + | * {{Skill|Imperial Guard}} is great for blocking attacks under pressure and {{Skill|Phantom's Onslaught}} could be used not only as a gap closer but also a gap builder (just make sure you don't have an enemy targeted). These are not purely defensive skills though, their damage shouldn't be underestimated either. Imperial Guard hits particularly hard once it's charged up. |
+ | <!-- | ||
+ | * {{Skill|Shackling Wave}} and {{Skill|Deathstrike}} will serve as the primary burst skills in the build, they are quick and deal high damage. | ||
− | * {{Skill| | + | * {{Skill|Unrelenting Assault}} works best in 1v1s, where the damage isn't split. In teamfights it's mainly used for the evasion.--> |
− | * {{Skill| | + | * {{Skill|Mist Unleashed}} and {{Skill|Eternity's Requiem}} are great AoE skills, but the latter deals more damage against single targets. Use these on CD. |
− | * | + | * Archemorus in a way acts as your second offensive set in case your GS skills are on CD or you need better range. |
− | * | + | * {{Skill|Scavenger Burst}} and {{Skill|Spear of Archemorus}} add a bit of extra reach to an otherwise very melee focused build. Use these to poke from a safe distance if you don't want to go melee for some reason. The Spear has a huge delay so you could even precast it in a fight and line it up with other damage sources for burst damage, or burst targets while the spear is charging which forces them to choose between using their defensives to avoid the spear or your other attacks. |
** Swapping legends doesn't cancel {{Skill|Spear of Archemorus}}. | ** Swapping legends doesn't cancel {{Skill|Spear of Archemorus}}. | ||
+ | ** {{Skill|Scavenger Burst}} applies {{Tooltip|Quickness}} which makes it a great setup skill for GS burst combos or it could speed up your attacks when you need downed cleave. | ||
+ | |||
+ | * {{Skill|Nomad's Advance}} does a lot of damage on a very short CD, if your GS skills are not available this is a solid option for pressuring targets at a reasonable energy cost. Being a mobility tool is a nice added bonus and makes it more versatile. | ||
+ | |||
+ | '''Combo examples''' | ||
− | + | ''Greatsword/Shiro melee'' | |
− | :# {{Skill|Enchanted Daggers}} | + | :# {{Skill|Enchanted Daggers}} |
− | :# {{Skill| | + | :# {{Skill|Eternity's Requiem}} |
− | :# {{Skill|Impossible Odds}} | + | :# {{Skill|Impossible Odds}} - activate this right before Eternity's Requiem starts dealing damage and maintain it for the rest of the chain |
− | :# {{Skill| | + | :# Dodge while ER's doing damage, land on top of your enemy |
− | :# {{Skill| | + | :# {{Skill|Mist Unleashed}} |
+ | |||
+ | ''Defensive/counterpressure combo'' | ||
+ | :# Block attacks with {{Skill|Imperial Guard}} | ||
+ | :# Dodge | ||
+ | :# Hit them with {{Skill|True Strike (Vindicator)}} (IG's chain skill) | ||
+ | :# CC them and gain {{Tooltip|Stability}} with {{Skill|Reaver's Rage}} | ||
+ | :# Heal up with {{Skill|Selfish Spirit}} | ||
+ | |||
+ | ''Disengaging if you're getting chased'' | ||
+ | |||
+ | :# About face into {{Skill|Riposting Shadows}} for moblity, cleansing and to avoid damage while swapping to Alliance Stance | ||
+ | :# {{Skill|Nomad's Advance}} away from the fight, without a target | ||
+ | :# Use {{Skill|Selfish Spirit}} if you can afford it, swap to Kurzick and keep running if they're still on you | ||
+ | :# ''Optional'' About face once more and use {{Skill|Battle Dance}} to build more distance while evading attacks | ||
+ | :# ''Optional'' {{Skill|Phantom's Onslaught}} without a target to build even more distance | ||
+ | :# Heal up with {{Skill|Selfless Spirit}} | ||
'''Sustain/Support''' | '''Sustain/Support''' | ||
− | * | + | * Staff is the defensive set in the build, offering ways to avoid damage via {{Skill|Surge of the Mists}} and {{Skill|Warding Rift}} or AoE cleanse conditions through {{Skill|Renewing Wave}}. |
+ | |||
+ | * Dodging removes a condition via {{Trait|Eluding Nullification}}. | ||
+ | |||
+ | * {{Trait|Unyielding Devotion}} provides passive damage mitigation, you should aim for a permanent uptime. {{Trait|Rapid Flow}} is a big help here, taking care of 40% uptime on its own (assuming you proc it every 5 seconds). {{Skill|Impossible Odds}} is a great instant trigger for Rapid Flow even if you get caught in a stun. Another huge help is {{Tooltip|Regeneration}} from {{Trait|Balance in Discord}}. | ||
+ | |||
+ | * {{Trait|Resilient Spirit}} passively grants you barrier every few seconds for each boon you have (up to 5 boons). You don't have to try too hard to achieve that, but do keep an eye on your boons and try to make sure you're at the cap. Easiest ones to maintain are: | ||
+ | ** {{Tooltip|Swiftness}} from {{Trait|Rapid Flow}} (using a skill with an energy cost every 5 seconds). | ||
+ | ** {{Tooltip|Might}} from dodging (when playing with {{Trait|Vassals of the Empire}}). You get Protection from the same source too but it has a very short duration, whether you'll have it at the right time or not comes down to luck. | ||
+ | ** {{Tooltip|Fury}} from various Invocation passives. | ||
+ | ** {{Tooltip|Regeneration}} from legend swapping and Kurzick skills. | ||
+ | ** For the 5th you'll have to work a little and get it from much more limited or expensive sources, but several key skills grant boons so usually you'll have more than 4 boons. | ||
+ | |||
+ | * Alliance stance can be defensive on both of its legends, in fact one of the Luxon ones could be better for survival than any of the Kurzick ones: {{Skill|Reaver's Rage}}. The CC is great for taking pressure off you even against multiple opponents and the {{Tooltip|Daze}} is just long enough to cover a cast of {{Skill|Selfish Spirit}}. Even if the CC didn't work the skill itself has {{Tooltip|Stability}} to protect your casts. You may also extend the Stability with dodges when playing with {{Trait|Vassals of the Empire}}. | ||
+ | ** This is quite an expensive skill, but could make all the difference if you're seriously pressured. | ||
+ | ** If you can choose between using {{Skill|Reaver's Rage}} and {{Skill|Awakening}} to break a stun, Reaver's Rage is usually the better choice. | ||
+ | |||
+ | * {{Skill|Tree Song}} is your best source of source of mass condition cleansing. | ||
+ | ** '''Tip:''' if you need to cleanse a lot of conditions and you're on Shiro, try to use {{Skill|Riposting Shadows}} first. This way you'll potentially get rid of a few non-damaging conditions, increasing the chance of {{Skill|Tree Song}} cleansing the damaging ones. Proccing {{Sigil|Escape}} also works. | ||
+ | ** This is an AoE skill, keep an eye on allies and share it with them if you can. | ||
+ | |||
+ | * Both Shiro and Saint Viktor have tools for evading attacks, these are {{Skill|Riposting Shadows}} and {{Skill|Battle Dance}}. Quite useful when you've got energy to spare but not enough endurance to dodge and you need to avoid attacks. | ||
+ | ** Both skills can be used to avoid attacks while {{Tooltip|Immobilize}}d. While {{Skill|Battle Dance}} doesn't remove this condition, it will apply {{Tooltip|Resistance}} which allows you to move and ignore the immob. | ||
+ | |||
+ | * Try to share {{Skill|Selfless Spirit}} with allies whenever you can. | ||
− | * {{Skill| | + | * The Kurzick elite skill {{Skill|Urn of Saint Viktor}} offers strong on-demand damage mitigation when you're being pressured, but you CANNOT be healed while it's active! Use it for a few seconds to survive burst damage if you can't avoid it, then turn it off or swap legends as soon as you want to heal back up. |
− | ** | + | ** This is also a solid support skill that heals allies (but not you). |
+ | <!--* {{Trait|Vassals of the Empire}} transforms your dodge into a source of AoE boon application, try to land on top of as many allies as possible to share it with them.--> | ||
− | |||
− | * | + | ==Related Builds== |
+ | * [[Build:Vindicator_-_Retribution_Greatsword_Roamer|Vindicator - Retribution Greatsword Roamer]] - closest WvW counterpart of this PvP build. |
Latest revision as of 11:05, 21 June 2024
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage
Designed for: PvP Conquest
Difficulty:
Normal
This build was last updated on June 21, 2024 and is up to date for the October 8, 2024 patch.
Overview
A PvP Vindicator power build with high damage, medium sustain and some utility, making it suitable for anything from 1v1s to teamfights.
Skill Bar
Greatsword
Staff
Utility
Utility
Template Code
[&DQkMKwMZRRncEQAABhIAACsSAADUEQAAyhEAAAIHAADUESsSBhIAAAAAAAACMgAzAAA=]
Specializations
Variants
- gives up damage to make the build more tanky and add some group utility.
Equipment
Greatsword
Sigil
Sigil
Staff
Sigil
Sigil
Rune
Amulet
Relic
Equipment Variants
Runes
- - even more tanky option.
Relics
- - more dodges for self-defense and trait synergies.
- - more healing.
- - frequent healing proc for extra sustain and group utility, but the Legendary Alliance heals are channeled and you need to finish the entire cast to get the heal, so one interrupt could deny you the healing.
- - damage boost that can be effortlessly maintained in 1v1s.
Usage
General
- Invoking a legend resets energy to 50, removes 1 condition, procs , and could even proc the sigils of your current weapon set if they're no longer on CD. Swapping legends is basically the main resource management tool in the build - swap whenever you're out of CDs, low on energy, or need to cleanse. As the CD on legend swap is 10 seconds you want to plan ahead with your energy pool accordingly.
- You can swap between the two with Alliance Tactics (F3 by default).
Vindicators have access to 3 legends in a way, but swapping between the Kurzick legend Saint Viktor and the Luxon legend Archemorus does not proc legend swap related traits and class mechanics.
- The build works just fine from 1v1s to teamfights.
- Spam Swiftness through . for mobility while roaming between capture points. Alternatively if you're on Shiro Turn turn on and off every 5 seconds in order to maintain permanent
Shiro
Damage, mobility, CC, minor sustain through evasion and condition cleansing
- Protection or even . That being said it still can't go through evasion or invulnerabilities such as . It's not a great healing skill, so most of the time it'll be used to boost your burst damage. is a skill with life steal, which means the damage it deals bypasses any damage mitigation including
- Always stop maintaining this skill if you're about to hit 0 energy - turning it off sends it on a 1 second CD while running out of energy results in a 4 second CD.
- Most Greatsword skills are rather slow, you only really want to use this for (or autoattack spam with Quickness) before turning it off unless you really need to squeeze out all the damage you can in your situation. Works much better with the faster Staff autoattacks in case you're on your defensive set but need to pressure someone.
can augment any skill and increase your damage output significantly while active. It's quite expensive though, so don't maintain it for more than a few seconds at a time, use it only for bursts. Note that it's only single target damage, doesn't cleave.
- Quickness coupled with unblockable attacks. Quickness can be used to do burst damage or cleave downed targets better through auto attacking, while the unblockable attacks could seal the fate of enemies relying on blocking as their last resource option for sustain. is great for initiating fights from range and immediately starting off with
- won't be used often because it exhausts most of your energy pool, leaving you defenseless and with barely anything to capitalize on the CC. This should only be used to set up kills for your teammates, or to interrupt very important channels like a rez or a stomp.
Weapons and damage
- Greatsword is the set you'll be using to pressure targets, but it does have some defensive capabilities too.
- is great for blocking attacks under pressure and could be used not only as a gap closer but also a gap builder (just make sure you don't have an enemy targeted). These are not purely defensive skills though, their damage shouldn't be underestimated either. Imperial Guard hits particularly hard once it's charged up.
- and are great AoE skills, but the latter deals more damage against single targets. Use these on CD.
- Archemorus in a way acts as your second offensive set in case your GS skills are on CD or you need better range.
- Swapping legends doesn't cancel .
- Quickness which makes it a great setup skill for GS burst combos or it could speed up your attacks when you need downed cleave. applies
and add a bit of extra reach to an otherwise very melee focused build. Use these to poke from a safe distance if you don't want to go melee for some reason. The Spear has a huge delay so you could even precast it in a fight and line it up with other damage sources for burst damage, or burst targets while the spear is charging which forces them to choose between using their defensives to avoid the spear or your other attacks.
- does a lot of damage on a very short CD, if your GS skills are not available this is a solid option for pressuring targets at a reasonable energy cost. Being a mobility tool is a nice added bonus and makes it more versatile.
Combo examples
Greatsword/Shiro melee
- - activate this right before Eternity's Requiem starts dealing damage and maintain it for the rest of the chain
- Dodge while ER's doing damage, land on top of your enemy
Defensive/counterpressure combo
- Block attacks with
- Dodge
- Hit them with (IG's chain skill)
- CC them and gain Stability with
- Heal up with
Disengaging if you're getting chased
- About face into for moblity, cleansing and to avoid damage while swapping to Alliance Stance
- away from the fight, without a target
- Use if you can afford it, swap to Kurzick and keep running if they're still on you
- Optional About face once more and use to build more distance while evading attacks
- Optional without a target to build even more distance
- Heal up with
Sustain/Support
- Staff is the defensive set in the build, offering ways to avoid damage via and or AoE cleanse conditions through .
- Dodging removes a condition via .
- Regeneration from . provides passive damage mitigation, you should aim for a permanent uptime. is a big help here, taking care of 40% uptime on its own (assuming you proc it every 5 seconds). is a great instant trigger for Rapid Flow even if you get caught in a stun. Another huge help is
- Swiftness from (using a skill with an energy cost every 5 seconds).
- Might from dodging (when playing with ). You get Protection from the same source too but it has a very short duration, whether you'll have it at the right time or not comes down to luck.
- Fury from various Invocation passives.
- Regeneration from legend swapping and Kurzick skills.
- For the 5th you'll have to work a little and get it from much more limited or expensive sources, but several key skills grant boons so usually you'll have more than 4 boons.
passively grants you barrier every few seconds for each boon you have (up to 5 boons). You don't have to try too hard to achieve that, but do keep an eye on your boons and try to make sure you're at the cap. Easiest ones to maintain are:
- Alliance stance can be defensive on both of its legends, in fact one of the Luxon ones could be better for survival than any of the Kurzick ones: Daze is just long enough to cover a cast of . Even if the CC didn't work the skill itself has Stability to protect your casts. You may also extend the Stability with dodges when playing with .
- This is quite an expensive skill, but could make all the difference if you're seriously pressured.
- If you can choose between using and to break a stun, Reaver's Rage is usually the better choice.
. The CC is great for taking pressure off you even against multiple opponents and the
- Tip: if you need to cleanse a lot of conditions and you're on Shiro, try to use first. This way you'll potentially get rid of a few non-damaging conditions, increasing the chance of cleansing the damaging ones. Proccing also works.
- This is an AoE skill, keep an eye on allies and share it with them if you can.
is your best source of source of mass condition cleansing.
- Both Shiro and Saint Viktor have tools for evading attacks, these are
- Both skills can be used to avoid attacks while Immobilized. While doesn't remove this condition, it will apply Resistance which allows you to move and ignore the immob.
and . Quite useful when you've got energy to spare but not enough endurance to dodge and you need to avoid attacks.
- Try to share with allies whenever you can.
- The Kurzick elite skill
- This is also a solid support skill that heals allies (but not you).
offers strong on-demand damage mitigation when you're being pressured, but you CANNOT be healed while it's active! Use it for a few seconds to survive burst damage if you can't avoid it, then turn it off or swap legends as soon as you want to heal back up.
Related Builds
- Vindicator - Retribution Greatsword Roamer - closest WvW counterpart of this PvP build.
Ratings
The most recent nerfs have reduced both your sustain and kill pressure. The build still has amazing sustain but will struggle to get kills against good players. Still a solid choice for trolling far until you get a plus, though I would argue the devastation - dps/roamer variant is more valuable to a team.
Gained a surge in popularity after the October patch gave Vindis a second dodge. Got about a dozens nerfs in a week since then but it's still great, lots of dodges and crazy boon uptime plus decent damage. Probably the easiest revenant build out there right now.
This build provides us an easier way with more sustain, more defense and more mobility than power herald. It can win almost 1v1 fights against almost specs. However, still can be cc to death if you join combat carelessly. I prefer using Dwarf and Alliance for more survivablity. The Assassin Stance costs a bit more energy and has bad heal plus no condi cleaner
A very powerful build, the evade traits for sustain is super powerful, it's like another heal, you get 3k+ barrier + 3k+ healing, to you AND Allies. Plus still some pretty insane dps, the only reason I give it 4 stars is because the chances of you getting to do all that and dealing any damage is most likely not gonna happen realistically.
Realistically, Power Herald is far more practical and viable. It's got a great combination of defense, offense, utility AND isn't 100% braindead, it's a well balanced build without trying to be something really stupid.
Comments
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