This initially seems odd, but is a decent tradeoff Gepard’s shields are ‘free’ in that the only cost is the energy required to use his ultimate, thus meaning he can access shields without needing to consume SP, which you will find, especially later on in the game, is a very favourable tradeoff. It has a below-average energy cost of 100, meaning it’s noticeably easier to get often than other characters’ ultimates, which is good, since this is the only way for Gepard to actually access shields. His ultimate is undoubtedly the focal point of any setup he applies a shield to all allies, absorbing up to 45% of Gepard’s def plus a flat 600 at max trace level, and these shields last for 3 turns. You won’t always get to use this skill because you usually want to be basic attacking to let your allies use that SP, but this can be invaluable to try and go for in a pinch. Just like March 7th’s ultimate, with a little bit of investment into effect hit rate, Gepard’s skill can become a very reliable source of crowd control, while dealing not-insignificant damage. Gepard’s skill deals single-target damage of up to 200% atk, and has a 65% base chance to outright freeze the target for 1 turn. He is a simple character, but that is by no means a sleight against him. Gepard is a resilient tank who can take a lot of punishment and deal it right back, gaining access to DEF scaling at later levels and having some of the strongest unconditional shields in the game with his ultimate. Tall, Blonde, and Noble is a fantastic defensive support designed with the primary goal of preventing as much injury as possible, and being quite successful at it to boot.
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