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Transferring Skills Via Inheritance [Red Units-Part 2]

Transferring Skills Via Inheritance [Red Units-Part 2]

Overview

Got your eye on that one specific Five Star unit, but can’t seem to roll them? If so, you’ve probably got a lot of weak units taking up space in your barracks.

 

Don’t send them home just yet though. Thanks to the inheritance system, you can make good use of these duplicates by transferring their skills to your stronger units.

 

This series will show you some of the best ways to transfer your skills from these common units.

General Advice

There are several things to take into account before proceeding. First, the tips given here are merely suggestions.

 

You should feel free to make your own choices when it comes to building your army. Second, it’s important to have a good idea of what role you want your chosen unit(s) to fulfill before you inherit.

 

If you inherit skills that you later find out don’t work for that character, you’ll be wasting precious SP, which runs out faster than you might think.

 

Selena

Skills unlocked at 3*

  • Weapon: Armorslayer (Effective against armored units.)
  • Assist: Reposition (Moves adjacent ally to opposite side of unit.)
  • A: Triangle Adept 1 (Gives Atk+10% if weapon-triangle advantage, Atk-10% if disadvantage.)
  • C: Threaten Spd 2 (Inflicts Spd-4 on foes within 2 spaces through their next actions at the start of each turn.)

 

Selena’s most useful skill on her at the level of 3 stars are Reposition and Threaten Speed. Reposition is useful for flying units, as they can use it to move foot-locked units over tiles they could not otherwise pass.

 

Threaten Spd is useful on almost any kind of unit, provided they have other skills that both help them do additional damage, and not be One Hit Knocked Out. Triangle Adept is best used on squishier units that will likely be immediately defeated by enemies with advantage over them anyway.

 

If you want a unit to have Triangle Adept however, you should probably wait for a unit with that skill line at 4 stars. Currently, the only unit in the game to unlock Triangle Adept 3 at 4 stars is Roy, but Triangle Adept 2 is still useful if you feel upgrading Selena to 4 stars is worth foregoing Threaten Spd.

Lon’Qu

Skills unlocked at 3*

  • Weapon: Killing Edge (Accelerates Special trigger (cooldown count-1).)
  • Special: Night Sky (Grants +50% to damage dealt.)
  • A: Speed +1
  • B: Vantage 2 (Unit counterattacks first when attacked at HP ≤ 50%.)

 

What makes Lon’Qu so useful as a transferable unit is his Vantage skill. Vantage works best on units that excel in speed and damage, as it essentially turns their offense into defense.

 

Vantage syncs up well with a variety of skills, so it may be worth your feathers to promote Lon’Qu to 4 stars to get the full benefit out of it. Lon’Qu is the only commonly obtained unit with Vantage, so your best bet is to only use him for that purpose.

 

Tiki (Adult)

Skills unlocked at 3*

  • Weapon: Lightning Breath (Enables counterattack regardless of attacker’s range. Slows Special trigger (cooldown count+1).)
  • Special: Glowing Ember (Boosts damage dealt by 50% of unit’s Def.)
  • A: Defiant Atk 2 (Grants Atk+5 at start of turn if unit’s HP ≤ 50%.)
  • C: Spur Res 1 (Grants adjacent allies Res+2 during combat.)

 

Tiki’s skills are less valuable together than they are individually. If you have another Manakete unit you don’t plan on promoting to 5 stars, Lightning Breath will fit practically on them, especially if they have counter attack skill such as Quick Riposte.

 

Glowing Ember naturally goes well on units with high defense. This can add to the offensive output of units who are tanky, but struggle with dealing damage.

 

Defiant Attack is also goes well on similar units, as they will be able to stay alive for longer, with the added damage boost.

Sophia

Skills unlocked at 3*

  • Weapon: Fenrir
  • Special: Dragon Gaze
  • A: Warding Blow 1 (Grants Res+2 during combat if unit initiates attack.)
  • C: Fortify Res 2 (Grants adjacent allies Res+3 through their next actions at the start of each turn.)

 

Sophia is not the most useful character to use transfer on. He Warding Blow can turn any Bow or Dagger character you own into a useful mage killer, but this is less useful as she only comes with the level 1 version.

 

Dragon Gaze too is practical, however it too is of a lesser tier, so you’ll want to either promote her, or plan your future inheritances accordingly. Fortify Res is probably her most useful skill, as it comes upgraded, and works well on teams with mostly defense.

 

Henry

Skills unlocked at 3*

  • Weapon: Rauorraven (Grants weapon advantage vs. colorless foes.)
  • Special: Glowing Ember (Boosts damage dealt by 50% of unit’s Def.)
  • A: Defiant Def 1 (Grants Def+3 at start of turn if unit’s HP ≤ 50%.)
  • B: G Tomebreaker 2 (If unit’s HP ≥ 70% in combat against a green tome user, unit makes a follow-up attack and foe cannot.)

 

Henry’s combination of skills and his high defense can make him an excellent counter to almost any Green unit. If you can’t find a use for Henry himself, his skills make for good transferables.

 

Glowing Ember, naturally pairs well with Defiant Defense, so it’s best to transfer these two together. If you’d rather not waste 2,000 feathers for the sole purpose of getting Defiant Defense 2, it may be more optimal to transfer Rauorraven and G Tomebreaker.

 

This will allow you to further counter both Colorless and Green tome users.

Raigh

Skills unlocked at 3*

  • Weapon: Rauorwolf (Effective against cavalry units.)
  • Assist: Rally Atk (Grants Atk+4 to an adjacent ally until the end of the turn.)
  • A: HP+3
  • B: Seal Res 2 (After combat, foe suffers Res-5 through its next action.)

 

Raigh’s skills are somewhat mismatched, which makes him a good candidate for transferal. Rally Attack and HP+ are practical enough that they can go on almost any unit you think could benefit from a skill in that slot.

 

Raigh’s Seal Res is probably his most useful skill. Seal skills will affect the opponent even if you are unable to counterattack, so it’s best to put this skill on a unit you think will be tank hits for your magical powerhouses.

 

Images courtesy of feheroes.gamepedia

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