Weekly Unit Spotlight: Schall

I'm catching up by posting all of the Unit Spotlights I have done so far. It will be weekly, it has come on Friday every time.
Schall, the naive knight, enters the battlefield with the presence of a child, but the skill of a trained mage. His description:
​A NEWLY APPOINTED ROYAL GUARD, HE IS RENOWNED FOR HIS PROWESS IN MAGIC. HE IS KIND TO A FAULT, BUT EXTREMELY NAIVE AND IMMATURE. HIS MOOD ON THE BATTLEFIELD IS ALWAYS SCARED AND UNHAPPY, AS HE IS NOT ADJUSTED TO VIOLENCE, BUT HE HAS ALWAYS DREAMED OF BEING A KNIGHT. HIS PARENTS ARE VERY WEALTHY NOBLES, AND HE WAS RAISED AS A SHELTERED CHILD. HIS ADOPTIVE BROTHER, MICHAEL, IS JEALOUS OF HIS POSITION.
Schall is the game's only troubadour. He is also the only character to start with light magic, because troubadours now have access to magic attacks from the get-go, as well as staves, like usual. This may make some prefer him over Annika, but Schall has his own quirks, good and bad, that make him serve a different role than Annika. Here's the good stuff:
  • Superb tank bulk and role as a wall: Schall is a great physical tank. He has an HP growth of 70% and a defense growth of 65%, making it difficult to kill him with any physical weapons. He can serve a fitting role as a chokepoint block, because he can attack/counterattack from one to two spaces away because of magic, unlike physical units, who cannot counter bows and mages without a ranged weapon.
  • Good magic growth: With a 50% magic growth, Schall can perform well on the offensive, although light magic has the lowest might of the tome types.
  • Decent strength: Schall has good strength for a magic-based unit at 25%, meaning he won't have too much of an issue carrying lightweight light-tomes.
  • Naiveté: Schall's signature skill reduces adjacent allies' magic damage taken by 5 and reduces adjacent allies' physical damage taken by 2. It also reduces adjacent ally damage output by 2, however.
  • Mobility and utility: Schall has high movement as a mounted unit, so he can go farther than Annika and Harley to heal allies.
Schall's bad quirks:
  • Low speed, resistance, and mediocre skill: Schall gets doubled a lot, his speed growth is only 25%, making him one of the slowest units in the game, and his resistance rests at a poor 30%, meaning fast mages will abuse Schall and be his downfall. His skill also is not too stellar, at 40%, but luckily, Schall's attacks are supported by the high hit rate of light magic.
  • Horse mount: While being mounted is great for movement amount, being on horseback means Schall cannot traverse mountains and more issues getting through forests, whereas Annika has less of a problem and Harley has no problem thanks to her class skill that allows easy travel over terrain. Horseback also means a weakness to Beast Killers.
  • Weird personal skill: Schall's personal skill reduces damage his allies take, but it also reduces damage they dish out, meaning that when he heals an ally, if the ally cannot move away from Schall, he will do less damage when attacking/counterattacking.
  • Class change confusion: Schall has a nice niche as the game's only natural troubadour, but if you wish to change that, be aware that mage growths are weird for him. While he appreciates the boost in power, he has no experience with anima magic and he cannot support his allies by being a wall as well as he could as a troubadour, due to a 15% HP and defense drop after class change to mage. His strength also may not be high enough to hold anima magic without penalty, depending on how much he's grown in the strength stat.
  • Competition for main healer: All of the healing classes have advantages and disadvantages over the others, but Troubadour has the least merit for being a regular healer, because of Schall's other more prominent role as a damage sponge. Annika and Harley both have workable healer magic, at 80% and 45%, respectively, and can evade better than Schall due to their higher speed, as well as hit more accurately than Schall due to better skill (for Annika, that only applies upon promotion or class change).
In conclusion, Schall is a great physical damage taker, as well as good support, but despite being a magic unit, he can't take magic attacks. He also is slow and has an odd double-edged personal skill, but his mounted status means he has high mobility, and a solid magic stat allows a strong ability for self-defense.

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