Hyper[edit | edit source]
Hime's Hyper is Binding Chains. Binding Chains causes all players except the player that activated the Hyper to skip their next chapter as well as have their MOV reduced by -1 and their EVD reduced by -2 EVD for two chapters.
Hyper Strategy[edit | edit source]
Binding Chains is a unique Hyper that can be used for offensive and utility purposes. Binding Chains ensures that the player who activates it will be the only one to move during the chapter, acting as a 3 wayagainst opponents. Thanks to its low cost, a player can potentially string more than one Binding Chains consecutively, barring other players from moving for more than one turn. In addition, opponents will lose a substantial amount of EVD and MOV for the following chapters, forcing them to rely on their DEF for survival and limiting their ability to flee.
There are numerous applications for Binding Chains. It can be used immediately before theor event to deny everyone but the player the benefits of those events. The player should pay attention to the chapter count, however, since any players before the activation will still be able to move on the chapter when you using the Hyper. It can also help increase distance between oneself and a chasing player, close the gap between oneself and a target, delay the level up of opponents, or setup for an event such as a explosion. It can be used to stall out effects like or by skipping one of the opponent's precious buffed chapters.
The main disadvantage of the Binding Chains is that it doesn't bother most tank characters with high health and defense. While it does lower the opponents evasion stat for the time it is active, these characters do not use their evasion stat very often, usually relying on their high DEF to reduce damage. In the event that they do need to try and dodge, the evasion debuff is usually overkill due to the poor EVD these characters tend to have. The Hyper can also be essentially wasted if the player does not roll well during the chapter that it is activated.