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Arcadia_Nights

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  1. I'm considering turning my Bridal Lyn into a Miracle user. I feel like she could be a good candidate for the ability with Martyr+. Here's how I see her ending up: - Candlelight+ - Martyr+ - Miracle A - HP +5 B - Dazzling Staff 3 C - Flexible (Savage Blow?) S - HP +5 Since her speed is so high naturally, she could double hit enemies to help charge her Miracle faster. I also feel like she should have some amount of self healing so her Miracle has a chance to trigger again. With that, I think Martyr+ would be a good choice. This build is primarily for Tempest Trial runs. My goal is to get a team that can survive Lvl 40 Tempest runs with a single team on Auto Play.
  2. I got inspired by the Miracle Special and decided to make an offensive character around it. I also think having a team with 3 Miracle workers on it would be a huge pain to defeat. The one non-Miracle worker I have is Festive tactician Robin with Wings of Mercy, so when someone does get low, he can come in and to protect and kill. Enigmatic Blade Marth (Masked Lucina) -Falchion - Ardent Sacrifice - Miracle A - Fury 3 B - Renewal 3 C - Threaten Spd 3 S - Heavy Blade 3 This build is pretty brutal and can work really well for her, especially if she has someone else to heal her. She can get her Miracle charged really quickly and forces opponents to double up to kill her. With her giving a reduction to their speed, it makes it so she can double most characters on her own, and adding the Heavy Blade 3, it allows her to go from a charge of 5 to 0 with one attack. Her self healing allows her to maintain that flow and advantage with Miracle, as there's only one turn where she doesn't self heal, and there's another turn where she'll heal 20 HP. This build is fantastic in Tempest events, and more focused Arena.
  3. I'm looking at making a very specific kind of team that's high in Mobility, Def, and has good attack potential. If you have suggestions, I'd be more than happy to take them! My Knights may not be Top Tier, but they should do the job pretty well. I'd also like to point out how amazing it is to see Knights move around the field like this. This build is designed to take advantage of Guidance 3, so the two Armored Units are always there for support, and to be supported. Essentially, Tana acts as the portal to getting the Knights into position to attack. With two of them having both Flying and Guidance 3, The Knights are able to move around very freely. The Knights also have the Swap option to make shifting for position much easier. Tana (1) is primarily to be the main survivor, allowing for the Knights to be able to move around. She can also support her Knights Def/Res if she doesn't have much else to do. Tana (2) is primarily for supporting the other Knights, as well as debuffing the foes so the Knights can finish them off. Zephiel is the primary damage dealer, but also buffs allies so their attacks are more effective. Sheena is designed to tank damage, boost the attack of allies, and slow the cooldowns of foes. Team Build: Hero: Tana (Blue Flyer) Attack: Vidofnir (If unit is attacked by a sword, axe, or lance, unit receives Def +7) Skill: Rally Def/Res Special: Moonbow (Resolve combat as if foe suffered Def/Res -30%) A: Armored Blow (Grants Def +4 if unit initiates combat) B: Renewal 3 (At the start of every 2nd turn, restores 10 HP) C: Guidance 3 (Armored/Infantry Allies within 2 spaces can move to an adjacent space next to the unit.) Hero: Tana (Blue Flyer) Attack: Vidofnir (If unit is attacked by a sword, axe, or lance, unit receives Def +7) Skill: Rally Attack Special: Moonbow (Resolve combat as if foe suffered Def/Res -30%) A: Grani's Shield (Neutralizes "Effective Against" bonuses) B: Seal Def 3 (After Combat, foe suffers Def -7 through it's next action) C: Guidance 3 (Armored/Infantry Allies within 2 spaces can move to an adjacent space next to the unit.) Hero: Zephiel (Red Knight) Attack: Eckesachs (Inflicts Def -4 on foes within 2 spaces through their next actions at the start of each turn.) Skill: Swap Special: Reprisal (Grants bonus to damage dealt equal to 30% of damage suffered.) A: Life and Death 3 (Grants Atk/Spd +5, Inflicts Def/Res -5.) B: Wary Fighter 3 (Prevents followup attacks in combat from until and foes if unit's HP is > 50%.) C: Hone Attack 3 (Grants adjacent allies Atk +4 through their next actions at the start of each turn.) Hero: Sheena (Green Knight) Attack: Killer Axe+ (Accelerates Special trigger by 1) Skill: Swap Special: Escutcheon (Reduces damage inflicted by attacks from adjacent foes by 30%. Charge 2) A: Svalinn Shield (Neutralizes "effective against" bonuses.) B: Guard 3 (If unit's HP is > 80% at start of combat, enemy is inflicted with Special cooldown charge of -1.) C: Spur Atk 3 (Grants adjacent allies Atk +4 during combat.)
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