Potential

## *Potentials -The real End Game*

In Heir of Light, especially PvP, one of the biggest impacting sources of combat (both in growth score, and in team performance) is potentials. Potentials allows each person to **customize their own units in the way they like**.

In PvP, potentials are often the biggest difference maker, and can often be the reason why between two similarly geared teams, one will demolish the other. The customization mentioned in potentials can cover the weakness of a team, improve the strengh of another team, or both. What potentials are best used differ wildly depending on what class, type or strength/weakness a unit has.

**Some examples being;**

* Doing 45% more damage to a unit type (Makes killing tanks easier)
* Taking less damage based on a condition (Taking less AoE damage)
* Reducing the enemies speed, making them slower than the clock 5min before you're free.

Now that I have your attention. Lets get down to what they are, and how they work.

### Potentials come in two forms

\*insert picture highlighting the two rows\*.

The requirements for unlockin the potentials differ between Fire/Forest/Water and Light/Dark units.

\*insert pictures of them side by side\*

*The 1st slot in Normal Potentials is ALWAYS a stat boost. It can be ATK, DEF, SPD or Critical Damage for DPS units. Tanks get DEF, Healers get HP, and Supports can get Accuracy, Resistance or Speed*

1. Normal Potentials - Every unit has access to these. - The **Top** Row
2. Special Potentials - Only for Servants of nat 5 grade. - The **Bottom** Row

Normal potentials, these are what really can make a large difference between two people having the same unit. These come in many shapes and forms. They will help you in PvP and/or PvE game modes. There are a lot of potentials in existence. I will go through the most popular/most utilized ones, going in depth about them, where to use them, and how to use them. If you are curious about knowing all of them, go to a unit, click Potentials, in the top right box, then click the box to open a list of all potentials.

*Some Normal potentials are missing from a few spots.*

### Potential List

A list of key potentials (The list is not exclusive, if you feel that there are things missing, please comment below)

*NOTE:* (2-5) - This means the potential exist in slots **2,3,4 and 5**

1. PvP

1. Reduce AoE Damage by % upon being hit in PvP (2-5). - This potential is *very important to protect your units in PvP,* where there are many AoE damage units (example: Mildred/Yarane). This potential reduces the damage units take by up to 85%. There are one for 25% in the 2nd slot, and 3 with 20% in slot 3-5.

Recommened use: 3-4 of these on your main PvP team units who are not a tank. (A DEF DPS can also skip these owners discression)

1. Increase DEF Ignore Accuracy Rate by % in PvP (2-5). - This potential is a ***MUST*** for Def Ignore DPS in PvP. It counteracts the Increase DEF Ignore Resistance.

Recommendation: **Get 3 on your DEF Ignore DPS is crucial.** If you do **NOT** have these, and the enemy tank have Increase Def Ignore Resistance, you will **NEVER** land a def ignore hit.

1. Increase DEF Ignore Resist by % upon being hit in PvP (2-5) - This potential is a ***MUST*** for Tanks (that is *NOT Ceasar*), it is by far the best way to not get killed by Def Ignore DPS, that are very strong and prevalent in PvP.

Recommendation: If your tank is **NOT ceasar, get 4 of these.**

1. Increase damage dealt to Tank/Support/DPS/Healer in PvP (3-5). - This potential is very good to make a unit do more damage to a unit class of your choice.

Recommendation use 3 of these on DPS that are not AoE in your main PvP team. Really good on DEF Ignore DPS.

1. Reduce enemy DPS/Support/Healer/Tank Glancing Hit Rate Upon Attack (3-5). - This potential reduces the chance of your unit landing a Glancing hit on the enemy class. It can be a good idea to add 2 of these if you struggle killing an enemy of the element your DPS is weak to, it will also help if enemy teams tank has a glancing buff. (Elemental Weakness adds +50% glancing hit rate, with this you won't glance)

TIP: If your main DPS in world boss is weak to an element, adding 2 of these will make your DPS never glance the world boss again.

1. Reduce SPD of all enemy DPS/Healer/Support/Tank (3-5). This is a very strong potential, because it reduces the enemy SPD. Lowering SPD will cause their skill gauge to recharge slower, and SPD scaling DPS to deal less damage.

TIP: It works extra well with Forest/Dark Mildred Support, since they stop skill gauge increase for their enemy.

1. Reduce damage recieved upon being hit by multi-hit Combo Skills in PvP (2,4,5) - What it says.

Recommendation: Good on tanks with passives capping damage per hit to 20% (with maxed special slot 2, read more below in Special Potential Section)

1. Increases shield ignore rate by % upon attack (3-5) - Adds a % chance for your damage to by-pass the enemy shilds. (The shild will not be removed).

Recommendation: Good on AoE DPS, since many shilds in PvP protect their targets that are not tank