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Summer Helbindi

MightySoiree
Boon+ Def Bane - Spd

Skill Set

Hero Build Overview/Explanation

S!Hellbindi is a really good infantry unit with workable res, really good def and good atk, however, his lack of prf weapon and how difficult it is to get this unit for merges makes him a not so used unit. However, with this build, I think you can get a lot from this unit.

We said that one of his problems is the lack of prf weapon, however, there are some really good weapons in the inheritable ones. One of my favourite is the pledged blade, as long as the unit has a visible buff, they get +1 to their charge every time the enemy hits them, and also atk/def +4 (This weapon is so underrated, it gives breath effect for free basically). This allows him to run aether and other skills like that without worrying too much. But since we need a buff, our C skill will be atk/def menace, a skill that will usually activate every turn due to the big area of effect.

For the A skill, you can run Distant Counter to be able to heal from the hits the enemy gives you more frequently, but that makes it so our unit will be in danger of being used a special that defeats him before being able to counter (since he is pretty bulky, and as such, he will struggle against units that can pass through his defense, like luna and moonbow), so, instead, I recommend using a stance 3 skill, since it will give us the guard effect without HP threshold as long as we are initiated by the enemy, and I decided to boost his decent res since I feel he has already enough def to survive physical attacks.

His B skill will be Lull atk/des 3, since it will negate the enemy's buffs to atk and def, and also debuff those stats with -3 (ignore the Lull atk/def 2 above, the unit builder doesn't have the lull atk/def 3 yet).

S!Hellbindi is a slow unit by nature, and we'll use that as bane (since it benefits our pledged blade's effect) but we'll also run Quick Riposte 3 as our seal, since we'll be able to activate our special almost everytime when initiated on, since we'll get hit (2) we'll hit (3), then get hit again (fully charged) and then hit with the special, and if we defeat our enemy with the first hit or the enemy is distant, so we can't counter, we'll still be ready for the next attack with 3 or 4 charges.

And for the boon, we'll look for a def boon if we are running a pledged blade+ (+res), and a res boon if (+def) refine.