A faster Hero does not always get the extra attack you expected. The missing follow-up may come from the Speed comparison, an active restriction, a skill that only works when you initiate, or an effect that changes attack order without granting another attack.
Work out which problem you have before changing the build. Often the useful decision is to change the attacking Hero, position or support arrangement—not to add more Speed without knowing what it needs to overcome.
Start with the ordinary Speed check, not the number of hits
The ordinary Speed-based follow-up requires a lead of at least five points. Treat that as the baseline: follow-up guarantees, prevention and effects that change the required difference can alter the result. The examples below isolate the stated effects rather than assuming that every modern combat follows the baseline alone.
A counterattack is also a separate question. A defender normally needs to be able to attack at the engagement's range. If your real problem is that a Hero never retaliates, investigate counterattack eligibility rather than trying to solve it with the follow-up Speed calculation.
Before doing the arithmetic, read the relevant weapon and skill conditions on both sides. Note who initiates, any HP requirement and any nearby-ally condition. A rule that is not active for this particular combat should not be included in your explanation.
Compare the combat stats, not just the earlier display
The combat forecast includes a row showing stat changes. Position-dependent skills can change those values, so moving a Hero or an ally may change the comparison even though you have not replaced any equipment.
Consider this hypothetical example with no follow-up manipulation or changed Speed threshold:
| Stage of the comparison | Your Hero's Spd | Foe's Spd | Your lead |
|---|---|---|---|
| Before the stated in-combat change | 50 | 44 | 6 |
| Foe gains 4 Spd during this combat; your value is unchanged | 50 | 48 | 2 |
| A different legal support arrangement results in your final Spd being 53 | 53 | 48 | 5 |
The first row looks sufficient, but it is not the final comparison in the second row. The third row meets the ordinary requirement because the resulting combat values are 53 and 48. It is not a claim that every support skill stacks or that moving any ally will provide three Speed.
Use this as a controlled comparison. First inspect the forecast for the attack you intended. Then consider one available change whose skill text actually applies, and compare the resulting stat row and HP outcome. If the opponent receives another benefit from the new position, include that too; do not keep the old foe value merely because your own number improved.
If the gap is now sufficient but the expected follow-up is still absent, stop treating Speed as the only suspect. Move on to the active follow-up effects.
Null Follow-Up is not a promise to attack twice
The Null Follow-Up status has its own condition: your unit must have greater Spd than the foe during combat. When active, it neutralizes effects guaranteeing the foe's follow-up and effects preventing your unit's follow-up. This example concerns that status specifically; read the full conditions of a similarly named equipped skill separately.
Now suppose your Hero has that status and the foe has an effect preventing your Hero's follow-up. There are no other follow-up modifiers, and the listed numbers are final combat Spd.
| Your Spd versus foe's Spd | Status's greater-than check | Ordinary five-point lead | Result for your natural follow-up |
|---|---|---|---|
| 40 versus 40 | Not met | Not met | Not available |
| 44 versus 40 | Met | Not met: the lead is 4 | Not available even though this prevention is neutralized |
| 45 versus 40 | Met | Met: the lead is 5 | Available under the stated conditions |
The middle row is the important trap. Removing a barrier and satisfying the underlying requirement are different steps. You have solved one problem, but not yet both.
That distinction also tells you what to change. In the middle row, a legal adjustment that makes the final values 45 and 40 would address the remaining Speed gap. Repeatedly adding the same kind of neutralization would not address that arithmetic.
Check whether the effect belongs to the phase you are planning
A guarantee that applies when your unit initiates is not the same as a guarantee that applies during combat including enemy initiation. Desperation is different again: it moves an eligible initiating follow-up earlier, rather than supplying the eligibility itself.
These distinctions affect which unit should start the engagement and whether waiting for the enemy is sensible.
Case: your plan depends on being the attacker
Suppose a Hero lacks the ordinary Speed lead but has an active initiation-only follow-up guarantee. You preview an attack and see a useful outcome. It is tempting to leave that Hero in range and assume the same sequence will happen when the foe attacks instead.
Those are different proposed combats. The second plan cannot rely on the initiation-only benefit. Reassess the defensive matchup using the conditions that apply when the foe starts, including whether your Hero can counter at that range. Another ally may be a better defender, or it may be better to take the favorable initiating attack while it is available.
Do not turn this into a prediction that a particular enemy will choose your intended target. The useful conclusion is narrower: a benefit that made one attacking matchup work does not automatically validate an enemy-phase plan.
Case: you wanted the second strike before the counter
Suppose your intended sequence relies on Desperation, but an active effect still prevents your Hero's follow-up. The question to solve first is whether the extra attack is available at all. A change in its position in the sequence does not solve the missing eligibility.
Separate the two jobs when comparing your options. One support or skill effect may help make a follow-up possible; another may affect when it occurs. If your Hero needs both to survive the exchange, check both conditions before committing. Improving only one part can still leave the unfavorable HP outcome unchanged.
Recognize when the five-point model no longer describes the combat
Some effects increase the Speed difference required for a follow-up; the status list includes a +10 modifier. Do not force those cases into the ordinary five-point test.
For a simple threshold illustration, assume the ordinary requirement is increased by ten and nothing else changes it. The required lead becomes 5 + 10 = 15. A Hero with 54 Spd against 40 has a lead of 14, while 55 against 40 reaches 15. A ten-point lead would not be enough in that isolated example.
The practical lesson is to identify the requirement before calculating how far you are from it. If you mistakenly use five when the active comparison needs fifteen, a small Speed adjustment may improve the displayed stat without fixing the missing attack.
Use the final HP prediction to choose the attack
The forecast's basic damage figure is not a complete damage total: Specials and damage mitigation can change what actually happens. Prioritize the predicted final HP values over simply multiplying the basic damage number by the attack count.
Imagine a hypothetical preview displaying 12 × 2 while the enemy's predicted HP goes from 30 to 14. Simple multiplication suggests 24 damage and 6 HP left, but the predicted result is a loss of 16 HP. That discrepancy is a reason to inspect the effects involved—not to assume the enemy will be left at 6.
The same principle applies when you repair a missing follow-up. An extra attack may appear, yet the final matchup may still be bad because your Hero does not survive the exchange or because the remaining damage is insufficient. The goal is a useful combat result, not merely making a multiplier appear.
Compare the available alternatives before releasing the attack: a different initiating Hero, a position that changes an active support condition, or another target. Keep the comparison tied to the actual proposed positions. The forecast for a Hero standing beside an ally is not evidence for the result after that ally has moved away.
A short diagnosis before you commit
- Identify the attack you are missing: a counter, an ordinary follow-up, an earlier follow-up or an extra strike from another effect.
- Compare the relevant combat Spd and the active required difference.
- Separate guarantees, prevention and neutralization; check the exact effect's own conditions.
- Confirm who initiates and whether any attack-order effect has an eligible follow-up to move.
- Compare one useful legal change, then judge the final HP prediction rather than the basic damage multiplier alone.
Once you know which condition failed, your next decision becomes much smaller. You can choose the right support, position or matchup instead of rebuilding a Hero to solve the wrong problem.
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