Grants adjacent allies Def+4 during combat.
Spur Def 3
- Inheritable by all units.
Despite having different names, these skills all do the same thing. However, some variants only work on specific unit types. They boost the stats of units standing next to them who enter combat. This means that the user must be next to the person they want to buff, when they enter combat. Unlike buffs provided by Hone/Fortify skills, these are invisible, and can have multiple of the same type stacked at once. Goad and Ward skills are divided into flier, cavalry and armor variants, and only boost the stats of their respective types. However, these skills boost two stats at once, Goad skills boosting attack and speed, and Ward skills boosting defense and resistance. Additionally, they can also buff units at two spaces instead of one, allowing for a much greater freedom of movement around the field.
Like all buffing skills, they are versatile by nature, and can be applied to nearly any type of team. Unlike Hone/Fortify buffs, they cannot be used to buff a Blade tome user. Spur skills can be used interchangeably with regular Hone/Fortify skills, but come with different rules for their activation. Which buffs you decide to run is dependent on your own playstyle. Users of flier, cavalry and armor teams have a more difficult choice, as the differences between their Hone/Fortify skills and Goad/Ward skills are much more pronounced. Running a Blade tome user means you must carry some units with Hone/Fortify. Flier and cavalry teams that want to utilize their unique movement options may opt for the freedom granted by Goad/Ward skills.
The buffs granted by these skills are temporary, and can potentially put more units in danger, as the buffer must be within radius of the unit receiving as they enter combat. Class-specific Goad/Ward buffs grant a lesser boost compared to Hone/Fortify skills, and cannot be used to boost powerful Blade tome users. Flier, cavalry and armor teams kitted out with the appropriate Goad/Ward buffs are incredibly difficult to stop, thanks to their increased buff range. Care must be taken when these skills are on the field, as the buffs are invisible, and may throw off your damage calculations.