Switch Out | |||
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Details | |||
User | All | Version | 1.9 |
Stats | |||
Damage | 0 | Type | Universal |
Cost | 0 | Speed | N/A |
D/C | N/A | Range | Dual |
Hit% | N/A | Proc% | N/A |
Use | |||
Effect | Swaps an active character for one from your deck | ||
Description | None |
Strategy[]
Strengths[]
- 100% Dodge/Miss if attacked by opponent while switching
- Automatically enabled once a character dies
- Once a character becomes 'benched' (switched out), they will gain 1 HP after every combat phase, if still alive
Weaknesses[]
- Useless if opponent intercepts you
- Cannot be used twice in a row, if both switchers are alive.
- In some cases, benched characters can still receive damage
- Certain attacks can still hit when switching.
Factors affecting Switch Out[]
- Tafari's innate has a 100% chance to prevents his opponents from switching, so can the Navigator's Sextant (50% if un-intercepted or intercept fails) and The Black Book (100% for 1 turn if pre-intercepted)
- Hero's Flagon cures one debuff and +10 HP when active when switching out
- Marquis Le Morte's innate gains +20 HP when he switches out
- Blood Vial becomes active once the user switches out
- Caltrops, Ring of Bravery, Sigil of Heartache, Yellow Rock of Cowards can deal damage while switching out
- Flash Powder helps you avoid intercepts, making it easier to switch out
- Rumiko and Yoshiro have a 50% and 10% chance (90% and 50% if using Flash Powder) to switch out successfully if intercepted
- Sophie's innate prevents bench healing after switching out
- Knight's Emblem negates bench damage to the equipped user
- The debuff Force Switch