Infantry and armored allies within 2 spaces can move to a space adjacent to unit.
Skillsets that use skill
A Thousand Years of Snicker Bars (Guidance Beacon / Movement Support)
Dance of the Fell Goddess (Aether Raids Offense)
Rebellious Masquerader (Support)
Brigid Pride (Offensive/Utility Hybrid)
Petals on the Water (Full Support)
Blossoming Talent (Full Support)
Dancing with the Wind (Offensive Support)
Feather Dance (Duelist / Special Nuker)
Roots of a Simple Samurai (Raijinto / Budget)
Aerial Aid (Heavy Support)
A skill designed for mixed class teams, Guidance is restricted to being inherited onto flying units only, and can only be used by armor and infantry units. Guidance lets infantry and armor units within two spaces of the skill user to move to any space next the skill user. This can let infantry (and more notably, armor) units move a distance of three spaces. If the skill user is positioned on a single space of water or mountains, it lets them move past those squares they otherwise couldn’t cross. Guidance is similar to Reposition and Wings of Mercy, but unlike those, it does not take a unit’s turn or have a health requirement to be used.
First of all, Guidance requires a minimum of two units to work: At least one flying unit to wield the skill, and then infantry or armor units to move. Armored units have the most to benefit from Guidance, allowing them to triple their movement range, making them a lot more threatening. Two of the best skills to pair with Guidance are Drag Back and Hit and Run. Hit and Run’s property of moving the user back creates a one space gap, where an ally can use Guidance to move to. This is helpful to either finish off an enemy or block their counterattack the following turn. Drag Back works in much the same way, but synergizes with ranged attackers as opposed to melee.
Guidance by nature is tricky to counter, particularly if teams stick closely together. However there are a few important concessions that must be made to make use of the skill. Outside the skill, flying units and armored units work poorly together, thanks to their vastly differing movement types. They also cannot benefit from class buffs when used together, unlike full teams of their respective types. Guidance can be hard to anticipate when on enemy teams, but remaining vigilant and checking skills makes it much easier to predict.