
Landgrid: Featuring Skills to Snipe the Frontline
From Block Rate Reduction to Specialized Weak Point Attack Options
Landgrid, currently available via pickup summon in Seven Knights Re:BIRTH, has drawn significant attention as a key component for attack decks since its release. Looking at its passive, it provides both block rate reduction and defense reduction for all enemies. Defense reduction is a staple in most team compositions, while block rate reduction is an especially effective option in PvP content.
Furthermore, if Landgrid is hit with crowd control (CC), it cleanses all debuffs from all allies and grants immunity to CC for 2 turns. Landgrid also boasts high survivability: upon death, it revives with 1 HP and gains 'Indomitable' (preventing death until hit 8 times) along with 2 turns of immunity to all damage. Activating a skill while in the Indomitable state extends the effect by one additional hit. Overall, the passive is well-rounded, covering constant enemy debuffs, ally support, and personal survivability.
Its basic attack is a standard single-target hit. However, its second skill is what truly defines Landgrid. It prioritizes targeting one enemy in the frontline, dealing piercing damage four times while swapping HP. If the target's attack power is low, it deals additional piercing damage. The HP swap, frontline prioritization, and attack-based bonus damage make it easy to snipe enemy tanks positioned alone in the front. Note, however, that the HP swap effect only activates when five attack-type heroes are deployed.
The first skill, 'Promised Battlefield,' deals damage to three enemies and grants Landgrid a 3-turn buff that increases weak point attack damage. When upgraded, the skill also reduces the block rate of the three targets. Since block rate reduction is already in the passive, this adds good synergy. In fact, the weak point attack ability also ties into the passive; reaching Transcendence level 2 grants a permanent 39% increase in weak point attack probability. In short, a gear setup focused on weak point attacks is recommended for Landgrid.
For reference, at Transcendence level 6, the second skill, 'Absolute Spear: Just,' is enhanced. If an enemy is defeated with this skill, the skill's cooldown is reset. While it doesn't allow for continuous chain-casting, it is still a solid transcendence effect.
Landgrid's Main Stage: PvP Content
Serving as a New Card for Attack Decks
Looking at Landgrid, it is clearly designed for use in the Arena. Its ability to reduce block rates and snipe frontline heroes feels tailored to counter defensive decks. Additionally, the full debuff cleanse is a vital response to the CC effects that have recently dominated the Arena.
Since its release, Landgrid has been widely used in PvP. Because the second skill's HP swap requires five attack-type heroes, it is naturally paired with other attackers. Simply put, it can be seen as a replacement for Alicia or Ace, who also carried defense-reduction passives.
Attack deck compositions have shifted as well. While Lu Bu, with his excellent carry potential, and the high-value sub-dealer duo Branz & Bransel remain in use, the remade Teo has pushed Kyle out of the starting lineup. With Landgrid filling another slot, the final spot is split between Phee or Kagura, depending on player preference and investment. Phee is generally favored for raw firepower, while Kagura is chosen if the player lacks Phee transcendence or needs more utility.
With this setup, Landgrid appears in 5-player PvP content like the Arena, Advanced Arena, and Real-Time Arena. Interestingly, Landgrid is well-regarded in Real-Time Arena because the first skill's efficiency varies by opponent, and the second skill requires precise timing.
Landgrid also shines in Total War. Following the release of Landgrid and the Teo remake, many top-tier players are opting to split their attack decks. Landgrid is typically placed in the first attack team alongside Lu Bu, Kagura, Branz & Bransel, and Teo. The second attack team usually consists of Kyle, Phee, Colt, Ace, and Trude. Some players have also been observed using Amelia instead of Trude.
Potential in Guild Wars is also being tested. While there is a structural limitation in that the second skill's HP swap cannot be used, players are still experimenting with firepower-focused combinations alongside heroes like Lu Bu or Phee. Even without the HP swap, the second skill has a high hit count and retains its frontline targeting, so its utility is currently being evaluated.
Can Also Be Used as a 'Totem' in PvE
However, It Is Not a Must-Pick for PvE
Landgrid can be deployed in PvE content like Adventure, the Infinite Tower, or the Tower of Trials. Since it carries a permanent defense-reduction passive like Ace or Alicia, it fits right into an attack deck. You don't need to overthink the composition; the same team used in PvP works perfectly fine for Adventure.
However, Landgrid is not as essential in PvE as it is in PvP. Its biggest features—frontline sniping and block rate reduction—are less critical in PvE. In content like the Infinite Tower or Tower of Trials, CC cleansing becomes more important, and Alicia is more useful there because players can choose exactly when to trigger her skill. Ace can also cleanse debuffs, albeit for only three targets. While Landgrid can serve as a 'totem' (passive buffer), its utility is lower compared to PvP.
Gear Setup: Focused on 'Seeker
Utilizing 'Effect Resistance' for a More Robust Build
As mentioned, Landgrid excels in weak point attack probability. Reaching Transcendence level 2 grants a permanent 39% increase, and level 4 adds another 20%. Furthermore, the first skill increases Landgrid's own weak point attack damage. Therefore, the 'Seeker' gear set is recommended.
The goal is to get the weak point attack probability as close to 100% as possible (including transcendence effects) and maximize critical hit rate. At Transcendence level 4 or higher, you only need 5% weak point attack probability from Seeker sub-stats to hit 99%. With that, you can set both weapons to critical hit rate and focus on maximizing critical hit rate in the sub-stats as well.
For armor, 'All Attack %' is a safe choice, but top-tier PvP players sometimes opt for 'Effect Resistance.' This is a way to minimize variables not just for Landgrid, but for the entire attack deck. While Landgrid's passive (cleansing debuffs and gaining damage immunity when CC'd) might make effect resistance seem less important, many players still choose it. It appears to be an effort to ensure greater stability while in the 'Indomitable' state.
In summary, Landgrid is a great hero for PvP attack decks, especially when countering defensive teams. However, some argue it is not a perfect counter because it lacks a 'healing received reduction' effect, making it difficult to suppress the opponent's sustainability.
Still, if you enjoy PvP content with an attack deck as your main, Landgrid offers significant value. It has good survivability, supports allies, and can even function as a sub-dealer. If you are focusing on other team compositions, however, Transcendence level 6 does not seem strictly necessary. You could aim for level 2 or 4 to make gear setting easier and secure the hero for the long term. Since the level 6 effect, 'Absolute Spear: Just,' resets the cooldown rather than allowing for continuous activation, it may not feel as impactful as expected. If you are debating the level of transcendence, keep this in mind.
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