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MilodicMellodi

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Everything posted by MilodicMellodi

  1. If I made it 3 cooldown, I'd have to reduce its power to Glimmer's in order to keep the Vantage effect. I could also instead make it 4 cooldown, with its power equal to Deadeye's. But I can't just make a skill that's a better version of another without having a drawback compared to the original skill. That being said...maybe I could possibly get away with having it at 4 cooldown if it were an upgrade of Astra, like Galeforce and Regnal Astra. In fact, it seems obvious in retrospect. Though I'll keep Hurricane Winds as-is, I'd feel a bit awkward about reducing it to 4 when it's as powerful as it is here. Plus, its Growing effect can be used by the enemy to get within Desperation/Brazen range, so it's not like it's a perfect skill.
  2. This is a question that should be placed the general questions thread... Though to answer your question...no. It depends on your team and how it operates.
  3. Lethality Special Exclusive Upgraded: Astra Cooldown: 4 (previously 5) Effect: Boosts damage dealt by 150%. If Special is ready before combat and foe initiates combat, unit can counterattack before foe's first attack. Astra with a built-in Vantage if it's ready before combat. It's a worse Astra against those with Hardy Bearing effects, and suffers heavily against effects that slow or reset Special cooldowns, but when not against those kinds of effects it makes high-Atk units more than capable of dealing with opponents without worrying too much about their defenses. If the unit has DC built into their weapon, LnD4 wouldn't be a bad choice of an A skill alongside this. Hurricane Winds Special Non-Staff only Upgraded: Blazing Wind or Growing Wind Cooldown: 5 Effect: Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res). Before combat foe initiates, foes in a wide area around foe take damage equal to (unit's Atk minus foe's Def or Res). Blazing Wind, plus an Enemy Phase Growing Wind. The Blazing part is most effective during the Player Phase since it deals the most damage, while the Growing part is most effective during Enemy Phase because of how the extra AoE range screws with the enemies' positioning. I feel like these might be over-powered, but I hope raising their cooldown to 5 (like how the referenced Specials used to be a long time ago) is good enough for now. EDIT: Lowered Lethality's cooldown to 4.
  4. Omg omg omg Please PLEASE tell me that IS isn't implying that the below spoiler is true
  5. I spent mine on Summer!Elise and turned her from +HP to +Atk. I feel that might have been a mistake though, since IS hasn't ever been keen on giving us previous seasonal banners.
  6. Axe of Ukonovasara Weapon (Axe) Exclusive (Timeskip!Lorenz) Might/Effect: 16 Might. Accelerates Special trigger (cooldown count -1). Effective against armored foes. If unit deals damage during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)
  7. A person on a Discord server I frequent speculated that this would be a good chance to have Genealogy-like Dance effect, or at least like Reyson's. Considering how likely it is that the silhouette's a Duo unit, I wouldn't discount IS doing something over-the-top. A Duo unit being a Dancer...I have a feeling this one will be even more meta-changing than Legendary!Azura was.
  8. B-But the meeeeemes! Being serious though, I agree. Honestly, I'm getting equal Eliwood/Ninian and Sigurd/Dierdre vibes from this one.
  9. It looks like we're getting a dance banner like we thought. And if we're going off of TMS, one of the silhouettes looks like Touma (though along that logic, it also looks like Sylvain from 3H...and I'd really love a dancer Sylvain in FEH).
  10. I'm just gonna go and say I like the idea of this being separate from Create A Hero. CAH carries with it the implication that you should make the stats for the unit as well. This, however, is much more laid-back without the need to create stats, and yet carries its own rules. That being said...I do at least want to give my units a small number of skills and descriptions of their prf skills. Let's keep it going~ My idea will be...turning the lords into fallen manaketes! These are heroes who, for some reason or another, gained the ability to become manaketes...but also inherited their fatal weakness of madness, or simply chose to become dark or evil. I'll be refraining from doing either of the Robins or Corrins, since they have already done this for them in FEH. Note that I won't be listing their weapon type. They'll all be using Breaths. I'm also only doing three right now, though I might do another later if I feel up to it. Lucina - Fell Princess Though Grima had been destroyed, its blood still lived on. Inheriting the powers of both Naga and Grima, she had become a powerful asset to the Kingdom of Ylisse...but her power came at a cost too great to bear, and she now wages a war within her own mind she's doomed to lose. A version of Lucina whose mother was Robin. This used to be a pretty powerful theory back when Awakening was a popular game. She's a Blue Infantry whose role in combat is to act alone, like other Fallen units, to the point where she damages allies close to her. But unlike other Fallen units, she damages all units within 2 spaces to her due to her weapon Chaos Breath. Not only does it have Expiration's DC effect and the dragons' adaptive damage against ranged, but it also has adaptive damage against physical melee units, and it grants her a Dragon Shield if she starts the turn with perfect HP. The cost for such power, however, is that all allies within 2 spaces of her take 20 damage. In terms of her other skills, they're all focused around improving her power and sustain during the Enemy Phase (with her Special being Aether). Byleth - Dark Star Something went wrong when Sothis merged with Byleth and gave him her power. Though he's able to escape the Forbidden Spell of Zaharas, Byleth isn't able to control the power within himself and goes on a mindless rampage afterwards. Being that Rhea's a manakete, it's more than fair to say that Sothis is one too (especially since both versions of Sothis in FEH are dragon units). Since Byleth has Rhea's (and by extension, Sothis') blood in him/her, as well as having Sothis' Crest Stone implanted near his/her heart, it's not that out of the way to think that Byleth's capable of the same kind of transformation that Rhea has. Anyhow, this version of male Byleth loses control of himself when he and Sothis become one with each other; while he's gained the ability to transform into a dragon with similar power to the Immaculate One, he's also pretty much lost his mind and control of his actions. He's a Red Flier, and his combat role is to wipe out the enemy team as quick and efficiently as possible by himself, and he does this by sacrificing the health and stats of all of his own allies. With his weapon Singularity, he gains Amyr's pseudo-Galeforce and All+5 when initiating combat; in return, all of his allies take 10 damage and are inflicted with All -5 after each of his combats. He also carries Sothis' Special, Sirius, giving him plenty of damage and sustain very often. The rest of his kit increases his solo effectiveness, with one of his skills being Atk/Spd Solo 4. Roy - Mad Oracle (Honestly, I put most of my creativity for his description into his backstory below...so I'll just leave him without an in-game description for now. If anyone wants to instead, feel free.) In a timeline where Roy became a dragon like his mother, he grew up as a sickly child due to the condition of Elibe's atmosphere not being very good for dragonkind. Frustrated and delirious from his sickness, he never got along with Lilian despite her best attempts, and when his own father is powerless to do anything to help him, he reads up on magic himself. Eventually, he was corrupted by his own magic; though he was no longer on his deathbed, he was also no longer able to be considered human in any way. Now working with Idunn against Eliwood, he combines the darkest magic with his mother's abilities to destroy his foes with ease. This one is Colorless Armor, and his own prowess in combat is quite unique. His weapon, which I don't have a name for yet, has two effects. The first grants him some Def/Res against non-Dragon units. The second is an effect that requires for an ally to Rally him while he has ≥ 50% HP; when they do so, he gains Distant Ward and a sort of reverse-effectiveness against anti-Dragon foes. What I mean by this is that instead of those foes dealing more damage to him with anti-dragon weapons, they instead deal less (like how a unit with Triangle Adept ends up doing less damage instead when pitted against a foe with Cancel Affinity). His role in combat pretty much makes him a tank against non-Dragons, and a hard counter to anti-Dragon weaponry (as long as an ally has a Rally skill). Hope you all like my ideas lol
  11. I hope the name length's cap keeps that from ever happening...but you never know.
  12. Okay, so apparently the right nickname can change your Friend Greeting? I have a friend named $EBt|Face_C| with Default!Lyon as his character, and in his second window of speech he changes to his third portrait and says "May my visit sustain your friendship with ." I never knew that XD
  13. Honestly, I put most of my creativity into the title of this thread, so you won't have to read much before you scroll down to another comment. I'll just say my stuff that's on my mind and let the ball start rolling. Trait Fruits (or as I like to call them, IVcados), affect units of different merge levels...well, differently. Unmerged units are by far the most affected by them, because for the most part an unmerged unit can potentially have 4 of their 5 stats altered (boon gained, boon lost, bane gained, bane lost); this is only if the first boon and bane are both different from the second boon and bane. I feel it's a good point to make because merged units can only have a max of 2 stats affected since they lack banes, making them less affected by the stat changes than unmerged units. And so...merging. With each new copy of a unit, there's a chance that one of the units' boons will already be the desired one. And so, for up to 22k feathers (if the desired unit is unluckily at 3 stars) you can raise your stats and eliminate your bane; and even if you didn't get the desired boon this time, you have a seemingly infinite number of chances to merge on a unit with the right boon (since merging only stops when the main unit is at +10). Suddenly, the IVcado doesn't seem all that important...at least, to commonly summoned units it doesn't. Rare units, however, have a much higher need for them. When a unit just isn't getting any merges, the ability to change its IVs without merging becomes very important. This is even more important to units that don't have natural access to IVs, because even with merging they'd require IVcados to gain a boon (and bane if unmerged). What are your guys' thoughts on the worth of changing boons/banes? I'd like to see your opinions 🙂
  14. Battalion Wrath 3 (Tier 4) B Passive Non-Staff only Effect: At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special before combat, grants Special cooldown count -2, and deals +10 damage when Special triggers. {Tier 1 is Wrath 1, Tier 2 is Battalion Wrath 1 at ≤ 25% HP, Tier 3 is ≤ 50%} Wrath with its Special cooldown boosted, but at the cost of only being usable with AoE Specials. If the unit happens to have a Special-charging effect (like Time's Pulse for Infantry, Dark Mystletainn's Special Spiral effect for Ares and Eldigan, etc.), then their Special will be ready at the start of each turn. In fact, any Infantry unit with a Killer-type effect in their weapon (Creator Sword on the Byleths, Vassal's Blade on Karla, or Slaying Lance+ on an Infantry Lance unit) would be able to use Time's Pulse with this skill to fully charge their AoE Special each turn. Battalion Desperation 3 (Tier 4) B Passive All Units Effect: If unit initiates combat and triggers their Special before combat while their HP ≤ 75%, unit can make a guaranteed follow-up attack before foe can counterattack during combat. {Tier 1 is Renewal 1, Tier 2 is Battalion Desperation 1 at ≤ 25% HP, Tier 2 is ≤ 50%} Desperation for AoE Special users. Its upgrade is that it grants the unit a guaranteed follow-up attack at the same time, meaning that even slow units with Brave-type effects will quad before the foe can even counterattack (for a total of 5 attacks, counting the AoE, before the foe gets their chance to counter). Battalion Renewal 3 (Tier 4) B Passive All Units Effect: At start of turn, if unit's attack triggers Special before combat, restores 15 HP. {Tier 1 is Renewal 1, Tier 2 is Battalion Renewal 1 at every third turn for 15 HP, Tier 3 is every odd turn} Renewal for AoE Special users. Its upgrades are that the restoration happens every turn instead of every odd turn (making the unit capable of good quality self-sustain even without a healing Special like Noontime or Aether) and that the HP restored is 15 rather than 10 (which, combined with the other upgrade, effectively restores 20 more HP every 2 turns than normal Renewal does). Atk Theft 3 C Passive Non-Staff only Effect: After combat, if unit attacked, grants Atk+6 to unit for 1 turn and inflicts Atk -6 on foe through its next action. This is to Atk Smoke as Poison Strike is to Savage Blow. However, I also made it act a little like the Tier 4 Threaten skills, in which the skill seems to "absorb" or "steal" the stat from the foe. You could also consider this a direct upgrade of Seal Atk, but in the C slot rather than B. Mainly, this is my interpretation of the Taker skills from Fates (this one would be like Strength-/Magictaker). Except instead of having you defeat your foe to get the effect, it instead acts more like a Seal or Smoke and triggers regardless of defeating the foe. Freedom Status Effect Effect: Unit is unaffected by status effects that reduce movement or prevent teleportation. Makes the unit unaffected by movement-reduction effects like Gravity and Glare. And though I don't know if there are any skills that would prevent teleportation (except Obstruct, I guess), this also makes the unit unaffected by those.
  15. Thank you! And fair enough, I gave it the NFU effect to make it appeal to Desperation and Dive-Bomb users as well. Taking away the foe-based part of that wouldn't affect its performance. I never thought of that...I've been looking for excuses to name something Caduceus Staff but missed my chance when the best idea came along lol That's a good idea 😄 I feel like 10 HP might be a bit much, but that's just me? What if it was 6, like Mystic Boost? Otherwise I really love it.
  16. Alright, what if we met in the middle here... What would you say about there being Infantry-effective weaponry, but having the effectiveness against them be a 125% rather than 150%? This would also leave room for other effects on the weapons that have this effect, since the effectiveness modifier isn't as powerful as it is against other movement types.
  17. Fire Emblem's entire battle system is based on killing everything faster. There are different skills for different strategies, but 90% of gameplay in all FE games is "kill everything as quickly as possible". And effective damage isn't a "lazy solution", it's an easy solution. As in easy for the player. As in not some kind of convoluted, dumb strategy that isn't worth pulling off in the end. Effective damage is a check against strong opponents, making the person wanting to use said strong unit judge whether it's a smart thing to do. Armor effectiveness was made because of those units' high BSTs. Flying effectiveness (from bows and Excalibur) was made because of those units' positional supremacy (because let's face it, a ranged unit with effective damage is a great check against a unit type that ignores terrain). And Cavalry effectiveness was made because that unit type can swarm the opposing team faster than they can properly set up for. Like I said in the original post, Infantry didn't have anything to stand out with, they just had the lack of the other unit types' weaknesses at the cost of lower BST. But that clearly isn't the case anymore. Heck, thanks to dragonflowers a great number of units who were here from the start can achieve pretty awesome stats, and that's ignoring Weapon Refinery. And with clearly powerful and exclusive skills now, Infantry can and does stand out now. You say that effective damage is a lazy solution that ignores trying to determine why a unit is strong. I say that not having effective damage lets units be stronger than they have any right to be, and the "why" of these units being so strong is because they don't have a proper check in place. In fact, this also works the other way around; if Infantry had a proper check in place, that would be a proper reason for IS to make them more powerful as a whole even more.
  18. A majority of the Legendary units (10/23, a little under 45%) are Infantry, and all of them are very powerful in their own ways. And out of the five Legendary units you mentioned...guess what? 3 of them are Infantry and can inherit Infantry-exclusive or semi-exclusive skills. And while we're talking about Blessing-based units, and since you mentioned Sothis, let's get into Mythics. 5/13 (almost 40%) of them are Infantry, and all of them are very powerful units as well. Bramimond, Thrasir, and Mila are especially powerful outside of AR, and more so in it. In fact, Bramimond destroys Legendary!Julia either way so...yeah. As a recap, 15/36 of Blessing-based units are Infantry...and they're great right from the start. But when you add in Infantry-exclusive or semi-exclusive skills, they get more powerful than the other non-Infantry Legends/Mythics. Honestly, this is one of the biggest reasons why Poison Dagger+ needs to be a useful check at the very least. So many powerful units, and they have nothing to take them out except for specific units with specific, powerful prf skills. And most units capable of using said skills are either seasonal or incredibly rare, making them hard to get for most people — especially F2Pers.
  19. Name: Charlotte (Default!Charlotte) Unit Type: Axe Infantry HP: 44 Atk: 40 (56 w/ weapon) Spd: 38 Def: 37 (40 w/ weapon) Res: 26 BST: 185 Weapon: Money Maker Might/Effect: 16 Might. Grants Def +3. Effective against infantry foes. If unit is not adjacent to an ally, grants Atk/Def +6 during combat. Assist: NONE Special: Bonfire A Passive: Atk/Spd Solo 3 B Passive: Lance Hunter 3 (回避・槍殺し, or "Avoidance / Spear killing"...I thought "hunter" was a good word to use for the act of killing while avoiding the target, that's kinda what hunters do) B Effect: If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Rokkr area-of-effect Specials) by percentage = difference between stats x 3 (max 30%). If foe is a lance user, reduces damage by percentage = difference between stats x5 (max 50%) instead, and unit makes a guaranteed follow-up attack while the foe cannot make a follow-up attack. C Passive: Axe Valor 3 Charlotte's skills make her the ultimate anti-Infantry Lance unit, capable of dueling most if not all Infantry Lance users, and even many non-Infantry Lance users in general, and coming out on top. Her weapon, Money Maker, grants her effectiveness against Infantry and gives her both Defense +3 and Atk/Def Solo 3. Her B, Lance Hunter 3, combines the Evasion effect with Lancebreaker, and ties in the latter into the former's Spd comparison. Her A is Atk/Spd Form 3, but I'm more interested in talking about Lance Hunter. With Lance Hunter, the unit gets less damage reduction against non-Lances than you'd normally get with other Parry skills. In return, though, it gives you more damage reduction against Lances and also gives you Lancebreaker's guaranteed follow-up and foe's follow-up prevention effects, making the unit more than able to combat them effectively. Against Lances, the damage reduction is 50%; not only is this superior to the typical Evasion effect by 10%, but it also gives you a comfort zone of 2 Spd for the same damage reduction % (8 Spd, compared to the normal 10). Anyhow, her last skill are Bonfire and Axe Valor...we really don't have that many units with Valor skills, so I felt giving her that as her C would be appreciated. Meanwhile, Bonfire (when combined with her weapon) gives her 23 extra damage.
  20. Lance Hunter 3 (回避・槍殺し, or "Avoidance / Spear killing"...I thought "hunter" was a good word to use for the act of killing while avoiding the target, that's kinda what hunters do) B Passive non-Green Infantry only Effect: If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Rokkr area-of-effect Specials) by percentage = difference between stats x 3 (max 30%). If foe is a lance user, reduces damage by percentage = difference between stats x5 (max 50%) instead, also unit makes a guaranteed follow-up attack while the foe cannot make a follow-up attack.
  21. I've always been of the mind that to parry means to block (or, like you said, avoid). That still constitutes a form of damage taken, though (with avoiding, you use up more energy and your stance becomes uncentered as a consequence; with blocking, you take recoil to account for the force behind the opponent's blow). In FEH's case, I see it as "the opponent using their higher Spd (or in Dimitri's case, his Def) to avoid taking full damage from the opponent's attack". That being said, I won't force anyone to use it, it's just my personal label for that specific effect. To Karimlan: that's a fairly nice idea on paper, about separating them between melee and ranged. Makes them more like Aegis and Pavise in a way. The only problem I have with it is that, in practice, people would opt for the ranged version since many ranged Infantry units have low Def and are therefore more open to getting one-shotted, especially Nuke Mages and Glass Cannons as a whole. While the melee version might be used on occasion (especially if the weapon itself is melee, and the unit could use Lull/Dull skills), it wouldn't be used nearly as much since many melee Infantry units have better defenses than their ranged folk. I think this is a better way to balance it out. Though I also think that, over time, IS could introduce anti-Infantry effects into inheritable weapons...in the form of Seasonal alts, perhaps? Still, I like your idea very much. Fair enough about Fliers and Armored units having no ranged options early on. Although, considering how strong they were (and the fact that Distant Counter was available from the beginning...not to mention that Sweep effects were very limited for a while) I'd say that they didn't really care unless they came across a particularly powerful mage (or bow user, in the case of Fliers). In terms of weakness, Infantry were weak in the way that they were unable to stand out in any way. Always being the middle ground between the other three movement types; not having their glaring weaknesses, but not having any real strength themselves. They were useful as support, but it was incredibly rare to ever see a pure Infantry team in Arena back then. Of course, this was also during the time where most of the community shied away from Enemy Phase builds; I'm happy to say that I exploited the hell out of this in Arena, and strongly advocated for the Slaying Lance/Aether/Steady Breath combo when most people laughed about it. That build got me incredibly high in Arena, and I'll always remember it fondly...but I'm getting off point now. Brave!Lyn was pretty much the turning point in FEH. Before her, Reinhardt was the king of Arena and destroyed most of the opposition. And before skill inheritance existed, Takumi was an insanely popular unit and even he got destroyed by the Rein because of his low Res. When Brave!Lyn came out, it wasn't necessarily the comeback of Horse Emblem...but rather the emergence of a new meta, centered around Brave!Lyn. If you had the time and patience, I daresay you could probably try and find topic threads of people complaining that putting her in FEH was a mistake. In terms of build cost, Sheena was one of the most powerful units in the game — not only was she easy and inexpensive to build (at least before the Fighter skills were introduced), but she was also strong in her own right and used Distant Counter very effectively. She's but an example of Armored powerhouses that were available back then, but she was very much a leading example. I'm pretty sure that even now she's still fairly meta-relevant in her own right.
  22. Remember Poison Dagger+? Only Pepperidge Farm remembers. Jokes aside, that weapon is and has always been a joke. And yet it's the only thing in the game that has anti-Infantry effectiveness, other than Kitty Paddle+ (which has effectiveness against Magic foes, but suffers almost as badly in its Might loss as Poison Dagger+). With FEH reaching into Gen 5, IS comes out with newer units with higher and higher BST totals. They also come out with shiny new movement-exclusive skills...for Infantry units. As someone who played FEH since it came out, I remember how terrible Infantry units as a whole were. Back then, Armored and Flying units dominated the game, with Cavalry only being held back by their lack of positional versatility in maps densely packed with obstacles (like forests and water). Infantry, however, were...well, they were trash. With below-average BST, they were destroyed by Armored units. With the inability to move quickly through forested areas, they were thrashed by Fliers. With their lower movement and lack of useful skills, they were picked off by Cavalry before they could properly set themselves up. Infantry's complete lack of exclusive skills (especially Hone/Goad/Fortify/Ward skills) was one of their greatest weaknesses, and it was one of their weaknesses that made them unpopular to use as a whole...I myself was one of the people most adamant on Infantry getting their own skills and the like. It was only when Infantry started to get access to useful skills like Steady Breath that they finally started to make a comeback. And as they continued to get more and more quality skills, they eventually began to fight back with a vengeance. Now, in this day and age, Infantry are the ones fighting Armored for the leaderboards, with Fliers sometimes making their own impact...and Cavalry's left in the dust. The subject of upgrading Poison Dagger+ (its Might at the very least) has always been something of a touchy subject to the community. With an overwhelming majority of the units both back then and even now being Infantry (as of now, 282 units are Infantry and 276 are non-Infantry), many have complained that Poison Dagger+ getting a buff would be giving dagger units the ability to have effectiveness against over half the roster. Before, that used to be a good reason to keep Poison Dagger+ in check; now, it's the best reason for Poison Dagger+ to get a buff, and to introduce similar weapons to the game...especially now that Infantry has their exclusive Parry skills (what I call the damage reduction skills, being Close Call, Repel, and Spurn). That's all I really have to say right now, mainly because putting all that down took a lot out of me, but I'm firmly in the belief that this is the right thing for IS to do. I'd love to hear what opinions you all have about this, though, so feel free to discuss it below. Thank you for taking the time to read what I had to say.
  23. Triangle Adept 4 A Passive Effect: If unit has weapon-triangle advantage, boosts Atk by 20%. The simplest upgrades are sometimes the best. With this upgrade, having WTD no longer puts the unit down -40%, but instead leaves them at -20% as though they were fighting without it. Other than that, nothing else is changed. Note that if the unit has a Triangle Adept effect in play other than this (like one of the Gem weapons, or Tome of Order's +Eff refine), the -20% on WTD from that effect will still take place even though the boost from WTA doesn't change. Poison Dagger+ (change) Weapon (Dagger) Inheritable Might/Effect: 12 Might. Effective against Infantry foes. Neutralizes effects of Infantry foes that neutralize your effects (from Null skills, Hardy Bearing, etc.) or nullify your bonuses (from Dull, Lull skills, etc.) during combat. Gives Poison Dagger+ the same Might as weapons like Sky Maiougi+, and also gives the weapon an effect that eliminates in-combat effects that would neutralize your own effects or nullify your bonuses, as long as the foe is Infantry. This allows the unit to use skills that grant them guaranteed follow-ups, or grant them field bonuses, without having to worry about them being erased during combat. Note that this doesn't neutralize Impenetrable Dark (as it only nullifies effects that affect you, and ID only affects your allies). It also doesn't work against effects that work outside of combat, like Ploys and other such skills. It also doesn't stop the opponent from using effects during combat that don't attempt to do these things, so an opponent using Guard or Spurn will still be able to use those effects. G Tomebreaker 4 B Passive Effect: If unit's HP ≥ 50% in combat against a non-red tome foe, unit makes a guaranteed follow-up attack, and if foe is a green tome user, foe cannot make a follow-up attack. My idea for upgrading the Tomebreakers, using my Silver Wreath idea above as a reference point. Against red tomes, it wouldn't do anything. Against colorless and blue tomes, it would give the unit a guaranteed follow-up attack, but nothing else. Against green tomes, it would both grant the follow-up attack to the unit AND prevent the foe from making a follow-up attack. Essentially...it doesn't buff the user's ability to go after green tomes, but instead increases their ability to go after non-reds while still keeping green as their best foe to go against.
  24. What's the might for the weapon? What's his base Atk? You can't just leave this kind of thing out, especially when the unit has a weapon with Meistershwert's effect. I'd assume, when comparing Mesitershwert to a 16 Might prf sword, and then looking at Default!Tibarn's weapon, that Mourning Crest Stone would have 9 Might, and his base Atk would be 38. Is this correct?
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