![]() Again, it’s very unlikely that you’ll ever be in a position where his talent will be useful without also being severely out of your depth, but there is the fringe case of intentionally trying to kill off an already low-hp Gepard at a pivotal moment in the fight to instantly get his ultimate back. This not only has the benefit of protecting your more frail teammates, but also helps Gepard to recover energy even faster, getting more and more ultimates off and yet more shields to cover your allies.Ī4 tries to make Gepard’s talent semi-usable by instantly refilling his ultimate upon triggering his talent. However, whatever baggage his talent is dragging, his bonus traces more than make up for it, starting with his A2: Gepard has a higher chance to be attacked by enemies, and I can confirm that it’s substantial, so this goes a long way to making Gepard be the main person getting attacked in battles. The unpleasant truth that’s left from this analysis is the sombre realisation that Gepard simply does not have a talent, certainly not one that’s ever tangibly useful. If you find this self-revive happening often, you’re way out of your depth, but then, if you are well within your depth, you’ll likely never ever see it happen. Unless you fell asleep at the wheel in a fight and made some poor life decisions resulting in Gepard getting hammered, it ain’t gonna be useful to you-the very fact it even activated for you indicates you have far bigger issues, bud. ![]() Now, this is something that you ideally should never see getting used. Gepard won’t die when he dies, he’ll instead heal up to 50% of his max hp and his talent will go on cooldown indefinitely for the remainder of that fight. The potentially contentious part of Gepard’s kit is his talent. 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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