GamePress

Deft Harpoon+

Weapon SP Rng. Mt.
Deft Harpoon+At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit. 300 1 14
Weapon Upgrades
Weapons HP SP Rng. Mt.
Deft Harpoon+ (+Atk) At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit. +5 350 1 16
Deft Harpoon+ (+Spd) +3At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit. +5 350 1 14
Deft Harpoon+ (+Def) +4 At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit. +5 350 1 14
Deft Harpoon+ (+Res) +4 At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit. +5 350 1 14
Inheritable Restrictions?

"Fury 2 at 100% HP" Weapons

Overview

This line of weapons is notable for their Fury-like effect, granting a bonus of two to each stat if the unit is at full health during combat, and sapping the user’s HP by two. This effect is complicated, but can be explained easily: All of the unique effects these weapons have only take effect when the user is at full HP. Also, user will only lose health if they either attack or counterattack. If they are unable to do so, they will remain at full HP. The way the rules work with these weapons makes them more than viable for many builds, and like Fury, they remain a great general-use choice when specific weapons are not required.

Synergy

Perhaps the most obvious skill to combine with these weapons is Fury. With Fury, the unit will have an effective boost of five to all stats. The health sap prevents returning to full HP anyway, so this combo has great synergy. Just beware that Fury’s own drain will reduce your HP even if your unit cannot counterattack. These weapons are best for units that function in both player and enemy phases, thanks to their stat boost. Enemy phase builds can run Quick Riposte to score two attacks out of the boosted stats. Since the stat boosts can only be used once, It can be a great idea to pair users of these weapons up with healers, or even a user of Ardent Sacrifice. That way the boost can be obtained many time over, and the Ardent Sacrifice user can go down into threshold range of skills such as Desperation.

Weaknesses

The unique rules for these weapons mean that they have few real weaknesses. The biggest perhaps is the health loss, which prevents the user from being at full HP for more than one round of combat. This weakness can be patched easily, making it very robust, and solidifying it as a great general choice of weapon. However, they lack strong advantages as well. Oftentimes, Brave weapons are better choices for offensive units and Slaying weapons for defensive units. This family of weapons functions well at both, but not individually as well as others.

Units with Skill