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If you could make a Skill, what would it be


robotic jo
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Brave Fighter: A skill that makes both units always perform follow-up attacks in combat (so, everyone doubles, unless their weapon outright prevents doubling, and Brave-type weapons would perform 4 attacks when the unit wielding them initiates combat).

Vital Seal: A skill that, after any combat with the unit with this skill, prevents the enemy from recovering HP for one turn (so, prevents using HP-recovering items, or being healed by staves/rods, or being healed by skills, for one turn. This could be annoying if given to enemies bulky enough to be reasonably capable of surviving a round of combat). This is also how I would've had the Hexing Rod work.

Pair Up swapping sounds interesting.

Oh, and yeah, bring back Canto.

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Canto for mounted units and Shove for unmounted!

fe15skill_99.pngCombat Medic: When the lead unit in a Guard Stance, the support unit heals %20 HP at the start of your turn.

fe15skill_200.pngExecute: Select the 'Execute' command to increase your damage by 5 and critical hit by 20. Defense and Resistance -5 and critical evade -20 after combat.

bond.pngFeedback: Damage increased by an amount equal to Enemy Magic/2

slowburn.pngTag-team: Paired allies may switch after taking an action and take another action.

veteran.pngArms Mastery: If you have the weapon triangle advantage, double the bonuses.

Vital Seal: A skill that, after any combat with the unit with this skill, prevents the enemy from recovering HP for one turn (so, prevents using HP-recovering items, or being healed by staves/rods, or being healed by skills, for one turn. This could be annoying if given to enemies bulky enough to be reasonably capable of surviving a round of combat). This is also how I would've had the Hexing Rod work.

This sounds like a much more reasonable alternative to the Hexing Rod. Heck, they could design a whole level designed around all the enemies having that skill.

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Canto for mounted units and Shove for unmounted!

Well, Shove came back in Fates, but I agree that it should just be a thing unmounted units can do instead of a skill.

fe15skill_99.pngCombat Medic: When the lead unit in a Guard Stance, the support unit heals %20 HP at the start of your turn.

fe15skill_200.pngExecute: Select the 'Execute' command to increase your damage by 5 and critical hit by 20. Defense and Resistance -5 and critical evade -20 after combat.

bond.pngFeedback: Damage increased by an amount equal to Enemy Magic/2

slowburn.pngTag-team: Paired allies may switch after taking an action and take another action.

veteran.pngArms Mastery: If you have the weapon triangle advantage, double the bonuses.

Combat Medic is simple, but useful. I like.

Execute sounds really useful, mostly because it'd be easy to make sure your now-debuffed attacker was protected from enemies who can now critkill them, but also high-risk (mess up and you're eating at least one crit). I like.

Feedback would be really useful for mage murdering. I wish Nyx had it as her Personal, it'd be much better than Countercurse.

Tag-team seems like it would be really useful, especially combined with Quick Salve (attack>switch to injured ally>heal/tonic/other-item>attack again). I like.

Arms Mastery is something I wish was on Master of Arms instead of Life and Death. It'd make sense.

This sounds like a much more reasonable alternative to the Hexing Rod. Heck, they could design a whole level designed around all the enemies having that skill.

That would be something, wouldn't it? Actually, I had an idea on that subject:

[spoiler=Going A Little Bit Off-Topic Here, But...]The idea would be Yukimura defending Castle Shirasagi (or whatever the big castle in Hoshido was called) in a last stand with a handful of souped-up units, who would have various skills, and an army of automata, all of whom had the Self-Destruct skill (which is listed under Skills on the Fire Emblem Fates page on SF with the enemy-only and DLC skills, but I've never seen it, maybe because I haven't played all the child paralogues yet or because it doesn't appear on Normal; it makes enemies below half HP at the start of their turn explode, killing themselves and dealing 20% damage to units within 2 spaces). Adding Vital Seal to this would make it a lot more interesting, I think.

It'd look like that Conquest chapter where you fight Iago (chapter 26, I believe), but with Yukimura (equipped with Barb Shuriken/3 Elixirs, and Potent Potion/Quick Salve/Seal Defense/Inevitable End/Vital Seal) in the center where Iago would be, flanked by an Onmyoji (with Snake Spirit/Wane Festal/Hexing Rod-with-Vital-Seal-effect, and Amaterasu/Rally Defense/Rally Resistance/Rally Skill/Rally Spectrum (behold, the only unit on the entire map without Vital Seal... is a Rallybot and a Staff Asshole and heals Yukimura with Amaterasu), and capped Magic) hiding behind him and a Basara (with Silver Nageyari/Dragon Spirit, and Seal Defense/Seal Speed/Seal Strength/Seal Magic/Vital Seal, with near-capped Defense and Resistance) right in front of the door to Yukimura's chamber. In front of Yukimura's chamber, there would be several Automata (with Big Saw/Silver Yumi, and Self Destruct/Inevitable End/Savage Blow/Grisly Wound/Vital Seal), with a Swordmaster (with Venge Katana, and Duelist's Blow/Vantage/Darting Blow/Astra/Vital Seal, and capped Speed) and Oni Chieftain (with Horse Spirit/Silver Club, and Seal Resistance/Death Blow/Counter/Miracle/Vital Seal, and near-capped Defense and Resistance) on each side.

In the side corridors, a few Automata (same loadout as the previous ones). On the left side, they would be accompanied by a Priestess (with Silver Yumi/Enfeeble/Freeze, and Inevitable End/Bowfaire/Counter/Vital Seal), a Spear Master (with Waterwheel, and Seal Defense/Seal Speed/Death Blow/Vital Seal), and a Sniper (with Silver Hankyu, and Quick Draw/Certain Blow/Counter/Vital Seal). On the right side, they would be accompanied by a Great Master (with Venge Naginata/Enfeeble/Freeze, and Inevitable End/Miracle/Pavise/Aegis/Vital Seal, and capped Skill and Luck), a Blacksmith (with Venge Club/Silver Katana, and Seal Resistance/Shurikenbreaker/Bowbreaker/Tomebreaker/Vital Seal), and an Onmyoji (with Dragon Spirit/Great Festal/Silence, and Lancebreaker/Shurikenbreaker/Tomefaire/Amaterasu/Vital Seal). The corridor leading up to the top of the map from each side area would have a few Automata (with the same loadout as the others)

In the center area below where you start the map, a couple of Automata (do I need to say it?), backed up by a Mechanist (with Silver Shuriken, and Inevitable End/Replicate/Rally Spectrum/Self Destruct) in the exact center of that area, a Merchant (with Silver Naginata/Silver Yumi/3 Gold Bars, and Profiteer/Spendthrift/Luck +4/Life And Death/Vital Seal, and capped Luck) on near the center of the room, a Master Ninja (with Flame Shuriken/Magic Tonic, and Potent Potion/Quick Salve/Inevitable End/Vital Seal) on the left closer to Yukimura's chamber, a Basara (with Dragon Spirit, and Rend Heaven/Quixotic/Vital Seal) on the right closer to Yukimura's chamber, and two Master of Arms (with Dual Katana/Naginata/Club, and Swordfaire/Lancefaire/Axefaire/Arms Mastery (thanks mate)/Vital Seal), one on each side by the doors to the rest of the map. Also, after a certain amount of time (which would be shorter on higher difficulties), two Master Ninja (with Silver Shuriken, and Movement +1/Inevitable End/Void Curse/Vital Seal, paired up with two more Master Ninja with the same loadout) appear from the top of the map every turn to chase you.

Most of those skills on enemies (except Vital Seal, Self Destruct, Void Curse, and Staff Savant) wouldn't be there on Normal, and only one or two per enemy would be equipped on Hard (not sure which one or two), maybe have the number of automata increase on higher difficulties too.

The idea here is that you can't really complete the map quickly becuase you'll be ground down by a constant stream of damage from enemy attacks and self-destructing Automata that you can't heal unless you stop your advance due to Vital Seal (and Hexing-Rod-with-Vital-Seal-effect asshole), but you can't take too long to finish or the neverending stream of Master Ninja reinforcements will catch up and wreck you. I'm not sure this is good chapter design at all, but eh, it's just an idea.

Edited by ILikeKirbys
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Illusionary Distance: A skill for a magic unit, that makes enemies within a 7 tile range have their movement range cut in half, rounding up to the nearest whole number. It works by making the enemies think the distance between them and the unit with the skill is longer then it is. Opposing magic units are immune, but only if their magic score is higher then the unit with the skill.

slowburn.pngTag-team: Paired allies may switch after taking an action and take another action.

The only issue I could see with this is if both allies have the ability, they could, theoretically, attack endlessly. With a pair of healers paired up following them, also with the ability, they could also be endlessly healed. Some restrictions would have to apply. Perhaps it could only work on a percent chance based on their support level? 5% for no support, 10% for C support, 15% for B support, 20% for A support, and 25% for S support? Or, at the very least, if both paired up units have the ability, add in a counter to the skill that prevents the ability from activating if a unit with the skill is switched in by another unit with the skill.

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These are a bunch of skills I came up with for an old mod idea. These are probably not very balanced.

-Victory Runes: When using a weapon with an engraved name, damage inflicted +2.

-Synergy: When adjacent to an ally with a C or higher support level, +10Hit/Avoid for both this unit and the ally. Does not stack.

-Devil's Luck: Hit/Avoid+20 when HP is under 20%.

-Tactical Advantage: Doubles all terrain bonuses.

-Ruthless Strategy: All allies deal +3 damage to wounded enemies.

-Steel Nerves: +10 Hit/Avoid for every adjacent enemy.

-Starlight Blade: Half of Luck added to attack, Swords only; trigger% = Skill.

-Smoke Bomb: Hit -20 when enemy initiates an attack.

-Snakeskin: Magic% chance of halving damage from all attacks.

-And a revised version of Poison Strike: Luck% chance of poisoning enemy on attack if attack connects.

Edited by AzureSen
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I'd also have:

Trickshot: This unit's attack uses the opposite damage to what it normally should. (I know this doesn't make sense but it would make a Bolt Naginata use the opponent's defence. It would make stuff like a Brave Sword use the opponent's resistance.)

Vallarian Hope (revelation only): 10% increased damage when paired up or supported by any unit.

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Arms Mastery is something I wish was on Master of Arms instead of Life and Death. It'd make sense.

My idea for Master of Arms was for them to have Arms Mastery at level 5 and Bowbreaker at level 15. I think I guy deflecting arrows with his sword makes more sense than a Sorcerer having that skill.

The only issue I could see with this is if both allies have the ability, they could, theoretically, attack endlessly. With a pair of healers paired up following them, also with the ability, they could also be endlessly healed. Some restrictions would have to apply. Perhaps it could only work on a percent chance based on their support level? 5% for no support, 10% for C support, 15% for B support, 20% for A support, and 25% for S support? Or, at the very least, if both paired up units have the ability, add in a counter to the skill that prevents the ability from activating if a unit with the skill is switched in by another unit with the skill.

Ah, I should have been more specific. By "act again" I mean they can take any action besides movement. Say you have two paired allies, you have them move > attack > switch > [any action that doesn't require movement]. There would probably be a clause that says "only once per turn" like Galeforce.

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My idea for Master of Arms was for them to have Arms Mastery at level 5 and Bowbreaker at level 15. I think I guy deflecting arrows with his sword makes more sense than a Sorcerer having that skill.

I always saw Sorceror having Bowbreaker as the Sorceror magicing arrows away with their minds, personally, though I agree that a guy deflecting arrows with his weapon makes sense for a Master of Arms (and it'd open up the extra skill slot on Sorcerors so they could have Tomefaire. Kinda bugged me that they don't, honestly).

Though that does bring up the question of which class would get Seal Strength...

I'd also have:

Trickshot: This unit's attack uses the opposite damage to what it normally should. (I know this doesn't make sense but it would make a Bolt Naginata use the opponent's defence. It would make stuff like a Brave Sword use the opponent's resistance.)

That makes sense. I'm surprised this one isn't already a thing in some way (even just as a weapon effect).

Another few from me:

Revenant: When this unit is defeated, it revives in the same spot after 2 turns. (Enemy-only skill to make a gimmick chapter around; Couldn't come up with a better name)

High Stakes: Damage dealt and taken is increased by 50% when below 50% HP.

Counterstrike: Returns half of the damage from physical attacks when the enemy initiates combat. (Think Nyx's Countercurse, but for physical attacks)

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Just a little something silly I wanted to try.

Usurpation: Grants user ability to use the USURP WEAPON command, which allows them to attack the enemy using their own weapon's stats, bonuses, etc. The user's stats (Magic, Strength, Skill, Speed, etc) are taken into account for damage with specific bonuses granted by weapons applying. Classes that cannot normally wield the enemy's weapon or lack the proper proficiency can still use it (e.g. a Paladin using a Fimbulvetr tome against a Sorcerer). However, Staves remain offlimits even to the proper users as they cannot be equipped. The user cannot double attack with said weapon unless it is a Brave weapon, and normal attack rules still apply (an enemy will counterattack with said weapon after being attacked). Debuffs that effect the user's stats/health still apply as used for the usurping attacker. Lastly, this powerful skill comes at the cost of leaving the user unequipped and vulnerable during the following enemy phase. Even Dancing/Singing, trading a new weapon over using another character, or Galeforce will not allow them to reequip until the following Player Phase!

Edited by Lucina's Husband
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None, really.

Just downright make Resist Status a useable skill. Need it to deal with those Hexing Rod users in online play since we should have those banned otherwise. Plus halving Status reduction skills still make it a fair game!

But if to invent one...it would be something that doubles support bonuses. :D Like Duel Support in Awakening! :D

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just imagine if Nihil made a return.

Just imagine.

-------

"I guess a skill that negates criticals for both you and the enemy? I don't exactly have a clever name for it."

Maybe we should "borrow" Lucky Chant. It's not like any Pokémon players remember this move exists in their games

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But wait, there's more!

fe15skill_147.pngTrap Master:Daggers reduce enemy stats by an additional 2 points.

fe15skill_25.pngAssassinate: When the enemy can’t counterattack, damage +5 and critical hit +20.

fe15skill_220.pngLongbolt: Range with bows +1

fe15skill_156.pngBlood Magic: When equipped with a tome or magic weapon, deal +4 damage but lose 10% health after combat.

fe15skill_164.pngPhantom Curse: When the user triggers the battle and defeats an enemy, a phantom is summoned. The phantom has the stats and equipment of the unit but only 1 HP.

Edited by NekoKnight
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I'm using some skills in my Fire Emblem Dungeons and Dragons campaign that I made up myself:

- Backstab -> if you would leave an enemy alive during battle, perform an additional knife attack with a 50% hit penalty

- Re-arm -> any time an opponent initiates an attack against you, you may choose to equip another weapon

- Spark -> divide your magic by 5, every unit within range will receive that much damage, cannot be avoided, ignores resistance.

- Scorch -> create a fiery tile within range, whenever an opponent moves over it or start their turn on it, they receive between 2 and 5 damage

- Blind -> upon successful hit, the opponent's hit gains a penalty of 30%

- Enchant -> choose 1 weapon, it gains +1 damage, 1-2 range and an anima weapon type. this bonus is removed after reclass or when another weapon is enchanted.

- Flier -> You may choose to fly over an opponent, but if you do, you can no longer attack this phase

- Cut Through -> after battle, switch places with your opponent

- Weapon Specialist -> any weapon triangle bonuses or penalties are doubled

- Bulky -> your HP stat cap is raised by five and your defense and resistance stat caps are raised by two. Also start with 1 additional point in either of these three stats. Your movement is 1 less than regular.

I also changed a lot of other existing skills to work within my setting (like splitting tomefair/breaker into light/dark/fire/wind/thunder-fair/breaker, and making shove the wind mage class skill with which they shove an enemy upon successful hit), but those won't count as self-made, I guess.

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Duality: Reverses the weapon triangle during any combat with this unit.

Augmented Spire: Allows an equipped lance to attack at Range 2.

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So this idea came to mind today...

Neutralize - Suppresses all battle skills when in battle.

This is supposed to be one of those double-edged swords that someone will have to make work in their favour. Basically, it removes a lot of RNG from battles. No battle skills (Vengeance, Astra, Sol, Miracle, Pavise, Vantage, etc... basically anything that activates in a battle under certain conditions rather than being always active or activating on the map like, say, Lifetaker) can activate. It's supposed to be a situational skill - for example, taking a lot of the risk out of attacking an enemy loaded with skills like Astra and Aether, or being able to reliably damage an enemy with Aegis and Pavise.

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Dead Eye: For every 10 points of skill, increase bows range by 1. Lowers hit by 10 when attacking from further away.

Example: 2 spaces no reduction(normal bow range) 3 spaces away -10, 4 spaces away -20, 5 spaces -30 and so on.

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So this idea came to mind today...

Neutralize - Suppresses all battle skills when in battle.

This is supposed to be one of those double-edged swords that someone will have to make work in their favour. Basically, it removes a lot of RNG from battles. No battle skills (Vengeance, Astra, Sol, Miracle, Pavise, Vantage, etc... basically anything that activates in a battle under certain conditions rather than being always active or activating on the map like, say, Lifetaker) can activate. It's supposed to be a situational skill - for example, taking a lot of the risk out of attacking an enemy loaded with skills like Astra and Aether, or being able to reliably damage an enemy with Aegis and Pavise.

It's already a skill from POR and RD called Nihil except it only works on enemies. It would def make the game more easy/unbalanced especially in PvP

Edited by CrimsonRaven
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