If unit's Atk - foe's Atk ≥ 1, unit gains Special cooldown charge +1 attack.
(If using other similar skill, only highest value applied.)
One of the more unique skills in the game, Heavy Blade gives units the potential to charge their specials very quickly, in order to win duels or quickly eliminate enemies. Although the skill itself is very one-dimensional, it can be applied to a great many ends. When using Heavy Blade, it is important to remember the skill’s two limitations. Firstly, the user must have an attack stat higher than that of the target, and must be the one actually performing the attack. Receiving hits from the enemy will not activate Heavy Blade, and only build one charge on your special attack.
The most important thing when using Heavy Blade is to pick an appropriate special. The most popular choices are Moonbow for speed and Bonfire/Ignis/Iceberg/Glacies for power. Choosing Moonbow allows for many activations of the skill, but it tends to be stronger on units with lower attack stats, meaning that other options can be better. Bonfire/Ignis (and their resistance counterparts) are perhaps the best general choices. With a Quickened Pulse seal and a Brave weapon, Bonfire and Iceberg can be activated within a single attack. Keep in mind that Brave weapons will lower your unit’s attack, which may make it hard to activate Heavy Blade without an attack boon. Lastly, keep in mind that performing double attacks will charge specials just as quickly as Heavy Blade. To get the most out of the skill, your chosen unit should have both high speed and attack.
Heavy Blade’s two weaknesses limit it from seeing general use, as much as other A slot skills. Equipping a Quick Pulse seal or Brave weapon are much easier ways to increase special speed, and have smaller opportunity costs than Heavy Blade. When fighting a Heavy Blade user, try to eliminate them during your own team’s phase, or have them fight a unit with higher speed or attack.