Fenrir/Strategy
NOTE: This page currently under construction.
(This page is for Fenrir strategy guide. For the standard Fenrir page, click here.)
Overview
Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Overview is sufficiently modified.
3☆/5☆ Fenrir
Fenrir is a different take on a character that can Bind his foes through being attacked instead of the other way around, while this sounds simple on paper, it’s immensely powerful in practice due to his frontline playstyle. Through this, he also gets a comfortable damage increase thanks to Fighting Spirit and a way to self-sustain and reach his Charge faster through LB3, Charge being a humongous self-heal and packing a punch if he manages to fully hit it, which isn’t at all difficult. He’s arguably one of the best last-resorts/last man standing units in the game thanks to his fully synergic skill set (thanks to great flavorful design), granted neither Status Reflect or Bind/Fear gets in the way, but if it’s anything to go by, he can still be suited in a party that augments his strengths even more.
☆4 Make Sail Fenrir
Fenrir (Make Sail) trades off most of his amazing self-sufficient playstyle for a slightly different, more supportive one thanks to Default, with Concentration being a fantastic offensive+proc rate increasing buff that’ll greatly help a great chunk of the cast. The rest of his skills define him as an absolute, somewhat self-sustained frontline tank, retaining his original’s LB1 and LB2 to help his durability (with the latter now being able to be approached at potentially double/triple the effect compared to the original due to attack range) and further supported by LB3 Curse to help it to a greater extent while also somewhat helping his allies through its damage reduction in the process. He’s not without some flaws however, trading his amazing self-buff and Bind for his newfound abilities can be a bit of a hard sell since Curse only partially helps him in comparison, and while his Charge helping with Branded and his LB3, his attack range encourages exploiting his self-heal much more than trying to gear him towards damage, it’s possible though a bit difficult. Consider Barrage on him, it’ll very much double his already potentially fantastic self-sustain.
Highlights
3☆/5☆ Fenrir
Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Highlights is sufficiently modified.
Class: Bruiser
Gameplay role:
Pros
+ Able to cripple his aggressors through Bind whenever he’s hit while increasing his damage output through LB2.
+ LB1 Tenacity paired with Bind’s effects and LB2 allow him to comfortably fight nearly any foe without concern, even Grass.
+ LB3 serves as small sustain and method to reach his brutal Charge faster, which by itself heals a lot of his HP back if he manages to fully hit it.
Cons
- Ironically, if his Bind is reflected or applied when he’s damaged, he’s done for (this is an issue for anyone who has Bind applied to, regardless).
- Misusing his Charge means a lot of his sustain is thrown away, therefore effectively cutting his one-man stand power.
- Prefers to have his potential exploited by having as few allies as possible or making him the focus of the party.
☆4 Make Sail Fenrir
Class: Bruiser, Offensive Support
Gameplay role:
Pros
+ Along with his bandmates, owns an amazing Default, Concentration to adjacent allies somewhat on demand is fantastic in a lot of ways.
+ Traditional Tenacity on demand by moving, helping him take hits whenever necessary.
+ Retains his original LB2, now at a potentially double/triple effect due to his attack range, his CP is further steroided by LB3 as well as this skill’s.
+ Helps his allies (but mostly himself as a frontliner) thanks to Curse on whatever he hits in order to reduce incoming damage.
Cons
- His attack range, while astounding to exploit LB2 much better than his original, makes him offensively subpar.
- While it sounds great that he can exploit Branded, it’s only provided through his Charge at its bare minimum effect, making it a bit of a waste.
- Even though he can reach his Charge at a potentially very fast rate, it’s not too good past trying to exploit LB3 and its damage.
Gameplay Role
Example gameplay role breakdown.
Stats and Seed Usage
Unit | Max HP (unseeded) | Max HP (seeded) | Max ATK (unseeded) | Max ATK (seeded) | Max normal ATK per square (unseeded) | Max normal ATK per square (seeded) | Max CS ATK per square (unseeded, SALV1) | Max CS ATK per square (seeded, SALV1) |
---|---|---|---|---|---|---|---|---|
6248 | 8232 | 3687 | 5269 | 3687 | 5269 | 4056 | 5796 | |
6924 | 8877 | 4402 | 6017 | 2421 | 3309 | 7264 | 9928 | |
7769 | 9828 | 3690 | 5199 | 1181 | 1664 | 3543 | 4991 |
Example description
Team Synergy
Example synergy class
Example description
Checks and Counters
Example counter
Example description
Teambuilding Options
This section consists of user-submitted builds that may not necessarily be viable for high level quests.
Arbitrary Team Name
Team Details (submitted by UserName) | |||||
---|---|---|---|---|---|
Fenrir 【Debuffer】 |
Fenrir 【Moveslut, CP Battery】 |
Fenrir 【Healer, Tank】 |
Fenrir 【Support unit】 |
Licht 【example of variant call】 |
Anyone / no one 【Flexible】 |
Cost: ≥X |
Example team function description.