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MightySoiree
Boon+ Res Bane - HP

Skill Set

Hero Build Overview/Explanation

Itsuki and the session skills aren't exactly the most used, and it's understandable, they are quite difficult to work around, instead of running more straight-forward mechanics, however, if used correctly, they can lead to some good value in many sittuations.

First of all, we must understand how session skills (and mirage falchion) work. The way the sessions count how many units have already acted is how many units are greyed out. This makes so the blade session and the offensive capacity of the mirage falchion becomes less exploitable, as dance skills and galeforce units won't work as a way to cheese out this effect. But it's in the enemy phase were this shine, as they work in reverse to the blade session, they work better when there are less greyed out units, and that makes so you can force units to skip their turn or do bad turns in order to reduce your defense, but also, the units that die, won't be counted as greyed out, and as such, will make it easier to buff the unit to the maximum this units can do. Also, it should be noted that they have a minimum, so, in every case, you'll have at least a +3 to atk/def, which isn't great, but it's at least decent, specially in the case of the mirage falchion, where you aren't losing the A skill, which is way too important in ubit building.

Knowing this, we also are aware that our objective with Itsuki is to avoid that the units that engage with him get greyed, so, he will have to defeat the enemy when countering. For such feat, we'll run distant counter to avoid the possibility of units that attack from ending the turn with receiving damage. Then, for the B slot we'll run lull atk/def 3 (ignore the lull atk/def 2 up there, unit builder hates old units or new skills), this will not only allow Itsuki to tank hits from the enemies, but also hit harder thanks to their debuffed def (this is specially helpful since a way units can try to surpass his session effect is by rallying the unit they are going to attack with, so, with this skill, you negate the atk/def buffs).

Threat Atk/Def 3 (or atk/def menace if you have it) works great for him, not only makes the closest unit in a range of 2 (or 4 in case of menace) have their atk/def debuffed by 5, but those same stats get buffed to our unit by 5 also. And well, for the seal, Mirror stance grants +4 atk and res when attacked, which is always nice, and patches itsuki's res, which isn't bad, but is his lowest defensive stat.

For the Special, we'll run sol, because it's a 3 charge special, and in this unit, that isn't running breath effects, and that doesn't run the heavy blade/flashing blade skill, aether wouldn't work all that great, since probably Itsuki would be defeated before being able to heal (if running wrath, this might be viable, but I find the lull skill more important than the special). And the reason for smite is he works great with galeforce units (who love smite for deceptive range) and dancers, because, even if it's true that his session skill isn't able to be cheesed by this units, they are great to defeat a lot of enemies, allowing for him to take advantage of his session effect in the enemy phase.