Some Thoughts on Skills in Radiant Dawn
Up until Awakening, Radiant Dawn held the title of "Most Expansive Skill System". It could be argued that it still boasts the "Most Original Skill System", but that's not ground we're going to tread at the moment. In a single post, I hope to enlighten players on making the most out of the skills provided in Radiant Dawn. Not the Mastery skills, or the obviously useful ones, mind you, but the quirky ones that have little niche uses. And because Radiant Dawn is the most-played game in my FE library, I've got quite a bit to say.
Disarm: Disarm is a skill that seems great, and then when it comes to practical use, seems to fall flat. Every time a player tries to use it, there's a setback: it doesn't activate, or it does activate but the enemy unit dies, rendering it worthless. To maximize its use, a few things need to be taken into consideration:
More attacks = more opportunities to activate (user should be fast)
More battles = more opportunities (user should be able to frontline)
High skill = greater chance to activate (rate: Skill/2 %)
Positioning - (user needs to be near either Sothe or Heather)
Death = less opportunities (user shouldn't frequently kill opponents in a single encounter)
So you need a fast unit that either primarily chips or can carry a chip weapon. Brom is the only unit that comes with it, but one can easily swap it over from him to Nephenee, who can support Heather to make the most of the arrangement (the support itself isn't great, but it's still a good call, since you'll be moving the three of them to the Greil Mercenaries after Part II). Once they've moved, you can shuffle it as you like, but whichever unit you give it to needs to be in the thick of the battle, without getting instant kills, which limits you to Mia, Oscar, and Nephenee (I just stick with Neph most times). Mia does have the disadvantage of being less consistent on the front lines than the other two viable options.
Also, one should target whom they wish to Disarm at the beginning of the battle, when deciding map placement. Sending your Disarm/Rogue pair to pick off weapons is easiest when they face Generals, which will last for multiple combat phases before falling. However, they should target clusters with desirable weapons, as it is difficult to predict when the skill will activate and thus not worth attempting to hunt down a particular weapon off of a particular unit.
Corrosion: This skill is a bit off-putting, as nobody wants to accidentally break a weapon drop in combat. This issue almost vanishes when the skill is placed on a Sage or other second-line unit, but in my experience, magic users utilize it best. Magic units hold the advantage of dissuasion, as their ability to attack from either common range causes enemy units to seek other targets. This gives you more control over whom it may activate on, although the activation itself is almost impossible to predict. Bastian starts with it, and I've put it on many units at one time or another, but I find myself most satisfied when Soren uses it.
Cancel: Neither unit that starts with Cancel makes good use of it. Leonardo rarely attacks another range unit without assurance of a kill, while Haar rarely benefits from the skill's effect, as he hardly ever attacks a unit he cannot kill unless he takes very little damage from it. Rather, Cancel finds its best home on quick, vulnerable units like Swordmasters or Nephenee (less so as Nephenee levels). If a unit that doubles its enemy activates cancel on the first strike, the effect is almost like using a Brave weapon and attacking with impunity. Of course, if used with a Brave weapon, the chance of this happening doubles. This also helps Mist from time to time, but much less often.
Cancel can be used to halt an enemy's second attack in the event of your unit being doubled, but that's pretty rare on your key units, and the skill activates based on your unit's speed, so that's a poor application of the skill.
Flourish: Okay, Flourish really does suck, but it is activated by command, like Parity or Gamble, so you can use it to turn one of your units into a chip unit for the player phase. It helps Mist, Rolf, Micaiah, etc. get relatively easy mooch kills if you're struggling to train them. It also holds Ike back from soloing every unit if you use him as a lead unit.