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3 hours ago, qrqwqrqrq said:

you must not see the writing on the walls. This is a game is a game of powercreeps, either your strong, or you're out dated.

Anyways, this is a TT (masked marth) variant of Ayra.

CBnF0mr.png

Yeah, but 68 effective attack on player phase (76 if you double up with a second Death Blow 4 on her A slot) with absolute guaranteed doubling chance that activates before the opponent can counter, and special charges per attack, you might as well give the weapon the effect "If this unit initiates an attack, instantly kill their foe."

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1 hour ago, Jotari said:

Yeah, but 68 effective attack on player phase (76 if you double up with a second Death Blow 4 on her A slot) with absolute guaranteed doubling chance that activates before the opponent can counter, and special charges per attack, you might as well give the weapon the effect "If this unit initiates an attack, instantly kill their foe."

Have you seen the armored units IS has shit out since 2018? Not to mention Reinhardt, who's been in the game since Month 1 and still deletes almost every unit almost every unit in the game.

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On 9/19/2018 at 9:51 AM, qrqwqrqrq said:

Have you seen the armored units IS has shit out since 2018? Not to mention Reinhardt, who's been in the game since Month 1 and still deletes almost every unit almost every unit in the game.

Yeah, I use Reinhardt, he's great. He strikes twice consecutively with approximately 40 atk before skills. Your unit strikes twice consecutively with approximately 70 atk before skills. That's an order of magnitude much higher. Even if you get Reinhardt striking four times using brash assault/desperation, there's still plenty of units that can tank him as his output can be reduced to single digits. 70 isn't twice as big as 40, but in this context it's more than twice as good, it's the difference between dealing twenty damage against a unit with 30 Res, and dealing eighty damage against a unit with 30 defense. The only thing holding your Charlotte back is that she's a green unit and most of the cast are red. Even then, I expect she'd tear through pretty much any red unit regardless. Just for example, Vs Ardan, the tankiest unit, with Death Blow 4 as an A skill and an +attack boon.

79-41=38*0.8=25. Guaranteed doubling unless Ardan is packing weary fighter (which he won't be because follow up ring), that's 50 damage. He has 60 HP. All she'd need to kill him is a combat bonus or special proc (which she could do first turn using Quickened Pule). And that is the tankiest red unit in the game, so yeah, I think a unit that can attack consecutively for over 70 damage and over 50 speed is broken. Only a unit specifically designed to combat her with weary fighter and stacked fortress defense could stand a chance. I doubt there's any unit aside from Ardan that can naturally stand up to those stats, and he only lives thanks to WTA.

Edited by Jotari
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Units from Fire Emblem: Hasha no Tsurugi.

Al: Blue Champion

Spoiler

Al: Blue Champion
Red Sword Infantry

Availability: 5★

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

17/18/19

7/8/9

8/9/10

6/7/8

5/6/7

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

50%

60%

65%

45%

45%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

36/40/43

31/34/37

34/37/40

23/26/30

22/25/29

161-163

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Sword

6

1

-

50

-

-

Steel Sword

8

1

-

100

-

-

Silver Sword

11

1

-

200

-

-

Champion’s Blade

16

1

Grants Spd+3. Skills with "effective against dragons" are effective against unit.

If foe has no skills with "effective against dragons," unit’s attacks are made consecutively.

400

5★

-

 

Specials

Name

CD

Effect

SP Cost

Default

Unlock

Dragon Gaze

4

Boosts Atk by 30%.

100

5★

-

Draconic Aura

3

Boosts Atk by 30%.

200

-

5★

 

Passives

Name

Effect

SP Cost

Unlock

Type

Champion’s Bond

If the number of adjacent allies ≥ 2, neutralizes "effective against dragons" bonuses and grants Atk/Spd+6 during combat.

300

5★

A

Special Spiral 1/2/3

If unit initiates combat and unit's Special triggers before or during combat, grants Special cooldown count-1 after combat. / If Special triggers before or during combat, grants Special cooldown count-1/2 after combat.

60/120/240

5★/5★/5★

B

Even Atk Wave 1/2/3

At start of even-numbered turns, grants Atk+2/4/6 to unit and adjacent allies for 1 turn.

(Bonus granted to unit even if no allies are adjacent.)

60/120/240

5★/5★/5★

C

Tiena: Tania's Light

Spoiler

Tiena: Tania’s Light
Colourless Staff Cavalry

Availability: 5★

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

14/15/16

6/7/8

9/10/11

2/3/4

7/8/9

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

40%

50%

65%

30%

50%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

29/32/35

25/29/32

35/38/41

12/16/19

26/30/33

144-145

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Assault

10

2

-

50

-

-

Tiena’s Staff

14

2

After combat, if unit attacked, deals 7 damage to target and foes within 2 spaces, and restores 7 HP to unit and allies within 2 spaces.

400

5★

-

 

Assists

Name

Effect

SP Cost

Default

Unlock

Heal

Restores 5 HP to target ally.

50

-

-

Reconcile

Restores 7 HP to unit and target ally.

100

-

-

Restore

Restores 8 HP. Neutralizes ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action.

200

-

-

Restore+

Restores HP = 50% of Atk. (Minimum of 8 HP.) Neutralizes ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action.

300

5★

-

 

Specials

Name

CD

Effect

SP Cost

Default

Unlock

Imbue

1

When healing an ally with a staff, restores an additional 10 HP to target ally.

50

-

-

Still-Water Balm

1

When healing an ally with a staff, grants Res+4 to all allies for 1 turn.

100

5★

-

Geyser Balm

1

When healing an ally with a staff, grants Def/Res+4 to all allies for 1 turn.

200

-

5★

Geyser Balm+

1

When healing an ally with a staff, grants Def/Res+6 to all allies for 1 turn.

300

-

5★

 

Passives

Name

Effect

SP Cost

Unlock

Type

Spd/Res Bond 1/2/3

If unit is adjacent to an ally, grants Spd/Res+3 during combat.

60/120/240

5★/5★/5★

A

Dazzling Staff 1/2/3

At start of combat, if unit's HP = 100/50%, foe cannot counterattack. / Foe cannot counterattack.

60/120/240

5★/5★/5★

B

Gant: Guardian of the Shell

Spoiler

Gant: Guardian of the Shell
Blue Lance Armour

Availability: 5★

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

24/25/26

9/10/11

3/4/5

11/12/13

3/4/5

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

65%

60%

35%

65%

50%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

50/53/56

33/36/39

16/19/22

37/40/43

22/26/29

173-174

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Lance

6

1

-

50

-

-

Steel Lance

8

1

-

100

-

-

Silver Lance

11

1

-

200

-

-

Gant’s Lance

16

1

At start of combat, if unit's HP ≤ 80%, grants Def/Res+7 during combat.

400

5★

-

 

Assists

Name

Effect

SP Cost

Default

Unlock

Rally Defense

Grants Def+4 to target ally for 1 turn.

150

5★

-

Rally Up Def

Grants Def+3 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.

300

-

5★

Rally Up Def+

Grants Def+6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.

400

-

5★

 

Passives

Name

Effect

SP Cost

Unlock

Type

Steady Stance 1/2/3

If foe initiates combat, grants Def+2/4/6 during combat.

50/100/200

5★/5★/5★

A

Expert Fighter

If foe initiates combat and uses sword, lance, or axe, unit makes a guaranteed follow-up attack. Grants Atk/Def+5 during combat.

300

5★

B

Spur Def 1 / Drive Def 1 / Drive Atk/Def

Grants Def+2 to adjacent allies/allies within 2 spaces during combat. / Grants Atk/Def+2 to allies within 2 spaces during combat.

50/120/300

5★/5★/5★

C

Kilmar: The Falcon

Spoiler

Kilmar: The Falcon
Red Sword Infantry

Availability: 4★-5★ (Tempest Trials)

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

4★

20

9

9

5

2

5★

21

9

9

6

3

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

55%

55%

70%

45%

40%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

4★

42

31

37

23

18

151

5★

45

33

39

25

20

162

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Sword

6

1

-

50

-

-

Steel Sword

8

1

-

100

-

-

Slaying Edge

11

1

Accelerates Special trigger (cooldown count -1).

200

4★

-

Slaying Edge+

14

1

Accelerates Special trigger (cooldown count -1).

400

-

5★

 

Specials

Name

CD

Effect

SP Cost

Default

Unlock

Night Sky

3

Boosts damage dealt by 50%.

100

4★

-

Astra

4

Boosts damage dealt by 150%.

200

-

4★

 

Passives

Name

Effect

SP Cost

Unlock

Type

Death Blow 1/2/3

If unit initiates combat, grants Atk+2/4/6 during combat.

50/100/200

4★/4★/5★

A

Spur Spd 1 / Spur Atk/Spd 1/2

Grants Spd+2 to adjacent allies during combat. / Grants Atk/Spd+2/3 to allies within 2 spaces during combat.

50/120/240

4★/4★/4★

C

 

Edited by MegaBlaziken721
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Dragons of Goldoa Banner [Kurthnaga, Nasir, Ena, Gareth (Tempest Trials), Deghinsea (GHB)]

Kurthnaga (Green infantry dragon BST 167)

Spoiler

 

HP: 42

Atk: 32

Spd: 25

Def: 34

Res: 34

In RD, Kurthnaga was a mixed tank with the same base def and res. He has a higher res growth but lower res cap so he ends up with about the same def and res. He was quite slow with it being his worst base stat and worst capped stat. Kurthnaga's attack was pretty good albeit not top tier and he was shown to have great destructive power but since he's a pacifist with little combat experience, it shouldn't be too high. 

He has trainee BST due to having zero fighting experience but having immense potential due to being a black dragon much like his OP and far stronger and experienced father. 

Weapon: Prince's Breath+ (16 mt)

Calculates damage using the lower of def or res if the opponent attacks at range. Inflicts atk/spd -5 on target and foes within two spaces of target through their next actions. Boosts def/res by 5 to unit and allies within two spaces of unit after this unit attacks.  

When Kurthnaga showed up , his opponents who were dominating the battlefield were forced to fall back while his allies who were being completely decimated ended up surviving.

A Skill: Def/Res Bond

Kurthnaga has a bond support with Deghinsea a fellow black tide user which boosts def/res to units standing next to them. 

B Skill: Wings of Mercy

Kurthnaga suddenly showed up while flying and saving a collapsing army. 

C Skill: Night Tide (non inheritable)

Grants adjacent allies def/res +4. Non inheritable. 

 

 

Nasir (blue infantry dragon 163 BST)

Spoiler

 

HP: 45

Atk: 35

Spd: 20

Def: 28

Res: 35

Nasir had really low speed and meh def but the rest of his stats were really high. 

Weapon: White Breath (16 mt)

Calculates damage using the lower of def or res if the opponent attacks at range. Grants +5 spd to allies within two spaces of unit. In addition, tome and staff allies within two spaces get +5 atk. 

This effect is thematically fitting because Nasir had the skill white pool in RD which gave allies 5 magic and  5 speed. Magic was only useful in boosting attack on magic units though which is why he only gives atk to mage units while all units benefit from speed. 

A Skill: Mirror Stance

Nasir is a white dragon and has the light affinity so this skill fits him perfectly. 

B Skill: Nihil 3 (activates when unit's HP>=70% of unit's total HP)

While unit's HP>+80% of total HP, specials won't activate on unit. 

Nasir comes with the skill nihil which negates enemy skills. Credit goes to Ice Dragon for this skill idea. 

C Skill: Spur Atk/Spd 2

This is to mimic his white pool skill much like Kurthnaga's black tide but I'm not giving every single character a prf skill so he'll get this instead especially since he only grants atk to mage units in RD. 

 

 

Ena (red infantry dragon 163 BST)

Spoiler

 

HP: 40

Atk: 30

Spd: 28

Def: 30

Res: 35

Ena's HP and atk were the lowest out of the Goldoan dragons and but she did have the highest speed growth and base although a low spd cap. Her resistance was very good and her defense was pretty good as well. 

Weapon: Pink Breath (16 mt)

Calculates damage using the lower of opponent's def or res if the opponent attacks at range. At the start of the turn, cures status effects on effected allies within two spaces of unit. Grants non magic allies within two spaces +3 atk.

Ena came equipped with the skill boon which cured status effects. She also comes with blood tide that grants atk to non magic units. 

Special Skill: Miracle

She comes equipped with it in RD. 

A Skill: None

B Skill: Renewal

C Skill: Spur Atk/Def 2

Acts like blood tide.

 

 

Gareth (red infantry dragon 163 BST)

Spoiler

 

HP: 48

Atk: 35

Spd: 18

Def: 35

Res: 27

Weapon: Red Breath (16 mt)

Calculates damage using the lower of opponent's def or res if the opponent attacks at range. Grants +3 atk to non magic allies within two spaces and grants special cool down +1 to any ally (magic or non magic) within two spaces each time they attack.

In RD, blood tide boosted the str and skill of adjacent allies so this skill is thematically fitting. Of course, str was useless on mages so it won't boost their attack as that is Nasir's role. The attack boost on non mages is fitting because that's what the skill did in RD. Ena also had this skill but she also came with boon so I wanted her to instead have the ability to cure status effects as opposed to granting quicker charge or else she'd be too stacked. Though her blood tide ability is referenced by her also granting physical units an attack boost. 

A Skill: Brazen Atk/Def

This will synergize well with brash assault 4 as you'll see below and Gareth's personality is quite brazen considering how angry he got at Ike for crashing into Goldoan territory even though it wasn't his fault. 

B Skill: Brash Assault 4

Brash Assault is considered to be underwhelming due to it's HP threshold requiring you to drop to 50% or less which is worse than vantage and desperation so I've allowed this skill to be activated at or below 75%. Unlike the other dragons who are calm, collected and intelligent, Gareth is hot headed so this skill fits him. 

C Skill: Even Atk Wave

Wave skills reference Tellius biorhythm and Gareth got pretty angry at Ike which causes other dragons to also get angry against Ike so it is fitting that he should boost his and other's attack as well. 

 

 

Deghinsea (Armoured colourless dragon 174 BST)

Spoiler

 

HP: 50

Atk: 35

Spd: 21

Def: 35

Res: 33

The reason he's an armoured dragon is because he had abnormally high stats even compared to other Goldoan dragon units. Furthermore, he's a meme for saying, "Goldoa will not move". He's also a stationary boss. He's colourless to reflect his neutrality. 

Weapon: King's Ire

If foe's range=2, uses the lower of foe's def or res. At the start of unit's turn, does +10 damage on adjacent enemies and 5 damage on enemies within two spaces.

Deghinsea had a shock-wave attack that did AoE damage to units around him that decreased by 5 the further away you go. It's obviously not nearly as strong as Surtr's weapon because that would be game breaking. 

Special: Growing Wind

This is fitting due to his AoE attack in RD and syngergizes well with his weapon. Anyone who comes close to Deghinsea will suffer! 

A Skill: None

B Skill: Wary Fighter 3

Deghinsea was wary of going to war with anyone, so in a sense, he was a wary fighter. It has great synergy with his low speed and weapon which does damage  on enemies already making it harder for them to continue their assault. 

C Skill: Spur Def/Res 2

This is similar to the skill black tide which both he and Kurthnaga have. But he won't have the prf because he'll be a GHB and he's already an unprecedented GHB unit due to being an armored dragon unit. 

 

 

 

Edited by Icelerate
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While I can't think of anything for Maiko, given she doesn't ever use a Mirage (although apparently she was going to be a Dancer originally- so Phina or Olivia), I've decided to throw Barry a bone, despite being the creepy western otaku he is.

 

Shredding Again: Barry Goodman

Spoiler

Axe Infantry

Weapon: Teradeath Axe-

  • Allies with <=50% of Max HP can warp adjacent to this unit.
  • After attacking, will take hits for any adjacent ally. Cannot counter when redirecting hits, Special cooldowns will decrease as normal when redirecting.

A Skill: Session- If an adjacent ally when attacking has WTA and or hits a type weakness, this unit follows up after combat and deals a single hit at half damage. Session hits can be fatal and the enemy cannot counter them. Special cooldown of the this unit and the enemy if they survived is furthered like normal, but Session followups cannot be Specials. Session hits can be strengthened/weakened with buffs/debuffs, but ally buff/debuffs cannot be triggered by Session, nor will initiative skills like Death Blow trigger. Affected by WT, effective bonuses still apply. Inheritable. Multiple adjacent units with Session can trigger off of a single ally's attack.

C Skill: Studio Master- If this unit survives, all allies get +25% SP. Does not stack with any form of Valor.

 

I chose to make Barry Axe Infantry, as opposed to Axe Armor, which he should be given Draug was originally his Mirage. However, since we lack a Carnage Form Barry in TMS, unless you count his possessed rocker outfit as one, I wouldn't force FEH to come up with one for him. So he'd just be fighting in plainclothes with an axe and no Draug, his normal appearance isn't so armory.

His Teradeath Axe is an original weapon. It is derived from the fact that when possessed by Draug, he is in his old rock gear playing an electric guitar (a different kind of axe). Teradeath is stated to be the name of the band he was formerly in before losing Draug and gaining weight, a thinly veiled reference to the IRL band Megadeath.

The first effect of the Teradeath is a reverse Escape Route, allowing allies to flee to the user, instead of the user to them. Derived from one of his three skills in TMS being "Ninja's Escape", which increases the success rate of escaping from battle. It, although the allies will be weakened, has some synergy with Session as well in the right circumstances.

The second effect is actually derived from Mamori's Axe Bomber SP skill. Since that skill invokes Draug, I decided to reference it with Barry being Draug's original Mirage Master. It has some synergy with the first effect on the Teradeath Axe- allies can flee to him and he can protect them. He isn't as defensively supportive as Mamori, and he'd have lower Def probably, but he could still do something of a job at it. I was thinking this or Armor effectiveness b/c Diamondsplitter (anti-Armor command skill) is exclusive to Sword and Axe units in TMS. I couldn't come up with anything else.

Session was based on nothing particular to Barry, but rather a key feature of TMS, that being Sessions. Sessions are triggered when dealing a hit to an enemy's weakness, and all allies who can- by having a skill that Sessions off the initial weakness hit type, or a Session skill that Sessions off a Session skill another character uses- deal followup hits to struck enemy, not necessarily very strong ones, but they add up. The various good and restricting aspects of Session are based on a combination of TMS and making it not too good in FEH. I added inheritability, because Session is certainly something that others might want to have.

Studio Master is an "Omni Valor", with a lower increase given due to working on everyone. References Barry's "One More Mastery" skill, which increases the rate at which all PCs master Carnages, effectively similar to SP gain. Given everyone at Fortuna trains at Barry's Uzume Lesson Studio, it'd further make sense to apply the boost to everyone in FEH.

 

And if only FEW had enough characters I liked that I bought it, I'd be making Rowan, Lianna, Lissa, Elise and Sakura alts too.

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Time to make some Heroes characters of SF users.

Jyosua's up first.

 

Spoiler

Jyosua: Guardian of the Forest

Description: The founder and head moderator of SF. Takes the form of Joshua for reasons unknown.

Unit Type: Axe Infantry

Stats:

HP: 42

ATK: 34 (50 w/weapon equipped)

SPD: 36

DEF: 27

RES:27

Weapon: Banhammer (16 MT/Uninheritable): Effective against armored units. After combat, if unit attacked, moves foes adjacent to target away 2 spaces, and, if unit initiated, foe moves back 1 space.

Special: Glimmer

Slot A: Distant Counter

Slot B: Windsweep 3

Slot C: Odd Spd Wave 3

 

Next up is Pengaius.

Spoiler

Lord of the (Butter)Flies: Pengaius

Desc: One of the many users of SF. Refers to himself as a "butter-fueled ball of angst."

Unit Type: Flying Red Dragon

Stats:

HP: 37

ATK: 39 (57 w/weapon equipped)

SPD: 34 (36 w/weapon equipped)

DEF: 24

RES: 32

Weapon: Pixelated Breath (16 MT/Uninheritable): Grants ATK/Spd +2. After combat, if unit initiated, target and foes within two spaces are inflicted with "Unit cannot counterattack". If foe's range=2, caculates damage using the lower of foe's DEF or RES.

Transformation: Pengauis transforms into a giant Vivillion (pattern changes randomly from map to map.).

Slot A Skill: Death Blow 4

Slot B Skill: Acrobatics 3

 

 

Next up, we have Purple Mage.

Spoiler

Storybook Nonsense: Purple Mage

Desc: A member of SF. Frequently contributed to the FE Nonsense Story, and also a writer of "bad" fanfiction. 

Unit Type: Colorless Dagger Infantry 

Stats:

HP: 40

ATK: 30 (42 w/weapon equipped)

SPD:34

DEF: 9

RES: 33

Weapon: The Book+ (12 MT/Inheritable/Refinable): Neutralizes weapon-triangle advantage granted by unit's skills. If unit has weapon-triangle disadvantage, reverses weapon-triangle advantage granted by foe's skills. After combat, if unit attacked, inflicts -7 Def/Res on target and foes within 2 spaces.

Assist: Rewrite: Allows unit who had previously taken an action to take another action. Units who have this skill are unaffected by Sing, Dance, or Rewrite.

Special: Anima Attack (2 CD/uninheritable): Unit deals +10 damage. Treats damage as if this unit has the weapon-triangle advantage.

Slot B Skill: Wings of Mercy 3

Last and probably least-Me!

Spoiler

Not-So-Great-Knight: Echo

Desc: A member of SF. Really inconsistent with his "class", as well as his Discord name (seriously, are you Ayra or Robin?!).

Unit Type: Calvary Blue Dragon

Stats

HP: 34

ATK: 30 (46 w/weapon equipped) (49 w/weapon and Fury 3)

SPD: 38 (41 w/Fury 3)

DEF: 27 (30 w/Fury 3)

RES: 27 (30 w/Fury 3)

Weapon: Merkava's Flame (16 MT/Uninheritable): Negates dragon effectiveness. After combat, if unit attacked, inflicts 7 damage on target and foes within 2 spaces of target. If foe's range=2, targets the lower of foe's DEF or RES.

Transformation: Summons Merkava from the Under Night series (and the guy in my profile picture).

Special: Sol

Slot A: Fury 3

Slot C: ATK/SPD Smoke 2: After combat, inflicts -5 ATK/SPD on foes within 2 spaces of target.

 

 

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15 minutes ago, GreatKnightEcho said:

Time to make some Heroes characters of SF users.

Sounds like a really fun idea. If you feel like it, maybe you can create a new thread and have other people vote for what skills a person should have, sort of like the interview thread in Far from the Forest.

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Hey all, I am a big fan of Path of Radiance/Radiant Dawn, so I was thinking of posting some concepts for some heroes from FE9/10, starting with one of my favorites.

 

Haar, Black Tempest

Weapon: Iron Axe --> Steel Axe --> Brave Axe --> Brave Axe+ --> Ebon Greataxe  (Exclusive, 16 Might, Boosts user’s Attack, Defense by +4 each when foe initiates combat.)
Assist: None
Special: Ignis
A Skill:  Brazen Atk/Def
B Skill: Earthsweep
C Skill:  Fortify Fliers

Stats
41/44/47
33/36/39
17/20/23
38/41/44
13/16/19

Summoning

<Yawn> I’m Haar, a Wyvern rider with no home.

I will join you if you are okay with me napping.

Leveling up

4-5 stats Ha, if that doesn’t deserve a nap, what will?

2-3 stats Not bad, maybe I can get a nap now.

0-1 stats Hmph, I regret waking up for that.

5* Lv. 40 conversation

<Yawn>, oh, hello [Summoner]. I’ve enjoyed fighting

for you, you’re a pretty easy-going Commander.

Don’t worry, while I love a good nap, you can always

count on me, just like Commander Shiharam.

He was my hero, you see, I served him proudly when

we fought for Begnion, then when we fought for Daein.

He was ultimately betrayed because he was a foreigner,

but you won’t do that, I will fight for you as proudly as him

Maybe one day, when we bring peace to this realm, I will

settle down, away from the military. Maybe package delivery?

Special

Don’t Interrupt my Nap.

You’ve awoken the Beast.

Rest in Pieces.

Defeat

Commander . . .

Turn Action

<Yawn>.

Maybe a nap on the way.

If you say so.

Status Page

Don’t ask about the eye patch.

<Yawn>

The Commander taught me well

I hope the Commander’s daughter isn’t here

I can’t get any sleep with you bothering me

Some people think I’m scary

I hope you let me rest soon

Haar.jpg

 

Thoughts: Haar strikes me as more of an enemy phase hero due to his love of napping in PoR/RD so I gave him a weapon that has a similar theme (name was vaguely inspired by Dark Greatsword/Bright Naginata of Siegbert/Shiro). He boasts high attack, defense, and moderate-high health but has poor speed and resistance, making him a strong physical tank (though bows will hurt due to being a flier) while vulnerable to magic attacks. In both games he appeared in, Haar had a way to attack without counter potentially in Guard/Cancel, which I worked into the new ability Earthsweep which works off of his high defense. I gave him Brazen Atk/Def and Ignis partially cause they seem beneficial to his kit, and Fortify Fliers (I prefer Flier Emblem) but A and C skills could vary, but I think he should have some reference to Cancel/Guard - I was even thinking of something related to Stun but didn't want to introduce Paralyzed as a new debuff.

Edited by MithRevan
Accidentally posted
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Hey all, I am a big fan of Path of Radiance/Radiant Dawn, so I was thinking of posting some concepts for some heroes from FE9/10, starting with one of my favorites.

 

Jill, Red Tornado

Weapon: Iron Lance --> Steel Lance --> Brave Lance --> Brave Lance+ --> Crimson Greatlance  (Exclusive, 16 Might, Boosts user’s Attack, Speed by +4 each when unit initiates combat.)
Support: None
Special: Iceberg
A Skill:  Death Blow 3
B Skill: Flier Formation
C Skill: Hone Fliers

Stats: 

35/38/41
32/35/38
32/35/38
17/20/23
26/29/32

Jill.jpg

Edited by MithRevan
Accidentally double posted, altered to another hero
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So, here are some hopes/guesses for an eventual Binding Blade banner:

Lilina - Leader of Lycia | Red Tome | Armored

Spoiler

HP: 39/42/45
ATK: 37/40/44
SPD: 17/20/23
DEF: 24/28/31
RES: 28/31/34
=165~166

Weapon: Elder Forblaze [MT 14 | Grants ATK +3. If Special activates during combat, grants Special Cooldown -2 after combat.] EXCLUSIVE

Special: Blazing Flame [4 Cooldown: Before combat, inflicts damage equal to 1.5x(unit's ATK - foe's DEF/RES) on target and foes up to two spaces to the left or right of target.]

A Skill: Death Blow 4 [Grants ATK +8 when this unit initiates combat.]

B Skill: Bold Fighter 3 [Grants Special Charge +1 per attack and a guaranteed follow-up attack when this unit initiates combat.]

C Skill: Even ATK Wave 3 [At the start of Even-numbered turns, grants ATK +6 to this unit and adjacent allies for 1 turn.]

 

Lugh - Bright Child | Green Tome | Infantry

Spoiler

HP: 33/36/40
ATK: 29/32/35
SPD: 32/35/38
DEF: 19/22/25
RES: 23/26/30
=151~152

Weapon: Gronnserpent+ [MT 12 | When foe initiates combat and uses Bow, Dagger, Magic or Staff, grants DEF/RES +6 during combat.] INHERITABLE, REFINEABLE

Assist: Rally Up SPD+ [Grants SPD +6 to adjacent ally and allies (excluding unit) within 2 spaces of that ally for 1 turn.]

A Skill: Swift Strike 2 [Grants SPD/RES +4 when this unit initiates combat.]

B Skill: Desperation 3 [When HP < 75%, unit's follow-up attack occurs before foe's counterattack.]

C Skill: ATK Smoke 3 [After combat, if unit attacked, inflicts ATK -7 on foes within 2 spaces of target through their next action.]

Sue - Nomadic Archer | Colorless Bow | Cavalry

Spoiler

HP: 28/31/34
ATK: 28/31/34
SPD: 36/39/43
DEF: 23/26/30
RES: 13/17/20
=145~146

Weapon: Short Bow+ [MT 12 | Grants +10 damage when Special activates.] INHERITABLE, REFINEABLE

Special: Glimmer [2 Cooldown: Adds +50% to damage dealt.]

A Skill: Swift Sparrow 2 [Grants ATK/SPD +4 when initiating combat.]

B Skill: Desperation 3 [When initiating combat with HP < 75%, unit's follow-up attack occurs before foe's counterattack.]

C Skill: DEF Smoke 3 [After combat, if unit attacked, inflicts DEF -7 on foes within 2 spaces of target through their next action.]

 

Wolt - Friendly Archer | Colorless Bow | Infantry

Spoiler

HP: 40/43/46
ATK: 26/30/33
SPD: 32/35/38
DEF: 21/24/28
RES: 17/20/23
=151~152~153

Weapon: Guard Bow+ [MT 12 | When foe initiates combat and uses Bow, Dagger, Magic or Staff, grants DEF/RES +6 during combat.] INHERITABLE, REFINEABLE

Assist: Reposition [Move adjacent ally to opposite side of this unit.]

A Skill: Warding Stance 3 [Grants RES +6 when foe initiates combat.] 4-STAR

B Skill: Guard 3 [When HP > 80%, inflicts Special Charge -1 on foe during combat.] 5-STAR

Guinevere - Princess of Bern | Blue Tome | Infantry [Grand Hero Battle]

Spoiler

HP: 30
ATK: 36
SPD: 36
DEF: 17
RES: 32
=151

Weapon: Luce [MT 14 | Grants Special Cooldown -1. Grants DEF/RES +3 to allies within 2 spaces during combat.] EXCLUSIVE

Special: Luna [3 Cooldown: Foe's DEF/RES are reduced by 50%.]

A Skill: HP SPD 2 [Grants HP +4 & SPD +2.] 5-STAR

B Skill: Windsweep 3 [Unit cannot perform a follow-up attack when initiating combat. When initiating combat, if unit's SPD - foe's SPD > 1, foe cannot counterattack.] 4-STAR

Edited by ILikeKirbys
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I love Elincia, and am hoping to see a Legendary version based on Radiant Dawn (though I doubt it).

Skyflash Amiti (name based on Cipher) is basically Amiti with a new effect - Canto, which allows her to move after combat any remaining spaces she didn't move (i.e. if she moved 1 space to attack, after combat she can move 1 space in any direction, if she doesn't move she can move two spaces, while if she moves 2 spaces, she doesn't get to move) which is based on Canto in FE9 and 10. (Note, 36 Atk does not include Amiti in picture)

Stun is a new special that deals bonus damage (30%) and prevents  the enemy from counter attacking (based on the mastery skill Elincia gets in FE9/10)

She has Renewal in FE9 and 10 so I brought that over, and given her ability to heal, I gave her Ardent Sacrifice and Breath of Life to try and evoke the fact that in her games she was able to heal allies while also being a solid healer (and I don't want her to be our first flying staff hero). Atk/Spd Bond seems to fit (and benefits her two main stats).

Overall, she has less health and defense than standard Elincia, but more attack, speed, and resistance. This could also allow Amiti to be reforged akin to Siegmund/Armads for Ephraim/Hector.

FEH Unit Builder - Elincia.png

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I was bored, so I decided to try my hand at some non-Dragon Laguz.

So far I've only done the Lions, but I'll proceed according to Tribe. They are considered Strike units, or Strikers, with a generic - Strike format to weapon names barring the non-inheritables.

Fortunately, barring the Wolves, we have three of each species, so I divided them by putting one in each color, going for a non-Tribe colored approach to them. Even were they Colorless, it wouldn't make much of a difference, since I'm trying to give no two units of the same Tribe/species the same stats.

I decided to make all the Beasts Infantry, since inventing a new movement type would complicate FEH. I didn't know how to label what either if I had to assign Cavalry or Armor status. Do the Lions or the Tigers become Armor Strikers? Do Cats go Cavalry? I couldn't decide.

 

Also, I couldn't find any hard and fast guide to BST values, but I decided to, despite not playing this game, include them. I did find Infantry Melee is 160 at most, so I just used 160 for all of these units. Being ranged results in -10 BST roughly. Armor +10-12 BST to Infantry. Not aware of what being Flier or Cav does. And I know for non-HP stats, 40 is the max presently, so I set everything at or below that. 

 

For the stats of these Lions, I based them on them on their level 40 RD values. I took each stat unshifted, added half while toying with the decimals, dumped the BST remainder in HP, and then tweaked things as I saw fit.

So without further ado here are the Lions:

King of Red Lions Fearless Lion King: Caineghis

Spoiler

Red Infantry Strike

HP: 48

Atk: 34

Spd: 28

Def: 33

Res: 17

Weapon: Great Fang- +3 Def. At the start of each turn, adjacent allies are granted immunity to non-“enemy Spd is 5 or greater than ally’s Spd” followup attacks. Non-inheritable.

A Skill: Fortune 1/2/3- Decreases damage taken from Specials by 5/10/15. Inheritable.

C Skill: Beasts’ March- At the start of the turn, any Strike units within two spaces of this unit gain +1 Move. Does not stack with other instances of this skill. Inheritable.

 

To explain the Great Fang effect, Caineghis has 5 Authority Stars in RD, the most of any playable unit. I wanted to reference this somehow, but Hit and Avoid don't exist in FEH, so I opted for something novel- getting rid of those nasty unnatural followups. +3 Def is just because some personals have this, and it works for his supportive lean, which requires he lives.

Caineghis comes with Fortune in RD, so I wanted to include it. Outright negating Specials seemed too strong, unless Fortune was a Special itself. So instead, I went with a fixed damage reduction. Bonfire with 40 Def if I have the math right is +32 Atk, which means this would only block about half of it. Is that too weak?

Beasts' March was inspired by Caineghis's personal RD battle theme name- March of the Lion King. And it reminds me of the one movie bit in Goldoa in PoR. Just a little movement buff designed to give Strike units something unique. 

Stat-wise, Caineghis is the balanced bunch of the three Lions. Less HP and Atk than Skrimir, more Spd and Res. Less Spd and Res than Giffca, but more HP, Atk and Def.

 

Lion King’s Shadow: Giffca

Spoiler

Blue Infantry Strike

HP: 44

Atk: 33

Spd: 31

Def: 31

Res: 21

Weapon: Shadow Strike- After combat, reduces enemy Mov to 1. Against 1 Mov enemies, accelerates this unit’s Special cooldown by 2. Inheritable.

A Skill: Nullify (or Solhaut’s Shield)- negates effective bonuses against Strike units. Inheritable by Strike units.

 

Shadow Strike is based on Roar- the Mastery Skill of all Beasts in PoR and of Tigers and Lions in RD.

  • Roar in the origin games decreases Move to 0 of the enemy, but FEH doesn't do this, it just does the Gravity thing.
  • The second effect, which always works against Armors but isn't an effective bonus, was chosen to make the Move drop aspect useful. I had to make it -2 cooldown, since otherwise it is a circumstantial Killer/Slaying effect. An Atk boost or +10 Special damage against 1 Mov foes was considered, but not opted for.

 

Nullify, well if Strike units exist, shouldn't they have weapons effective against them? Giffca is the only unit in Tellius to come equipped with Nullify, so he gets to bring this to FEH as a Strike unit effective bonus null, given the other unit types in need of effective nulls already have them. The alternative name of Solhaut's Shield is derived from the founding King of Gallia, and works better with FEH's naming conventions for anti-effective skills.

Giffca is the least physically durable of the Lions, not that this means much at all. And his Res, while the best, is still bad. I could have slanted him more towards Speed and Res than I did, probably in exchange for Def.

 

The REAL Young Lion Fang of Gallia: Skrimir

Spoiler

Green Infantry Strike

HP: 51

Atk: 36

Spd: 24

Def: 34

Res: 15

Weapon: Prideful Strike- When HP > 50%, +4 Atk to this unit and adjacent allies through their next actions. When HP < 50%, +4 Def/Res to this unit and adjacent allies through their next actions. Inheritable.

A Skill: Resolve: When HP < 50%, increase increase Spd by 6 and add 30% of Spd to Atk. (For Skrimir, this equates to +9 Atk with just this skill alone.) Inheritable.

B Skill: Provoke 1/2/3- When HP > 90/70/50%, if an enemy within two spaces of this unit targets any allied unit other than this one, the damage that unit takes is reduced by 50%. Inheritable.

 

Prideful Strike I went for novelty with.

  • Above half HP, it gives offense, below half HP, it gives durability. The weapon is flexible in a good light, inconsistent when viewed as half empty. The name and effects are inspired by Skrimir in RD's narrative. Skrimir has a lot of pride as a Gallian and Laguz in Part 3 at the start, and he expresses it by being overeager to leap into battle. This explains the +Atk aspect. But come 3-4: The General's Hand, Skrimir loses to Zelgius and the Laguz Alliance is forced onto the retreat, yet Skrimir continues to rally the morale of his comrades. Zelgius nearly killed him, certainly dropping his HP below half, and thus forced him, still prideful, to go defensive.
  • An alternative, based on Skrimir's given Spd issues, would be to have it give a followup when attacking when above 50% HP, and to remove an enemy followup when being attacked below 50% HP. Removes the ally support effects as a result however.

Skrimir has Resolve in his base game, and I thought it'd be a good chance to try my hand at a variant in FEH. It gives Spd below half HP as expected, but rather than a flat +Atk to mirror PoR's version of the skill, or a Special cooldown acceleration as @Icelerate chose to do here, I went for something a little more novel. It's an Atk boost, albeit a non-fixed one. Might be broken on glass cannons with crazy Spd. On a 45 Spd unit factoring in this skill, it'd be +13 Atk. But I have heard the Defiants are awful, so I wanted to make this good.

Provoke was based on some conversation on the GD thread that mentioned Stillness. But seeing how this skill could shield all allies by having just one equip it, I nerfed it from total blocking of attacking units other than this one. 50% damage reduction sufficient? Is the skill balanced? I had to make it inheritable because Shinon, who is certainly Provocative.

Stat-wise, Skrimir is slow, and has nonexistent Res, but hopefully the very high HP, great Atk, and Def all compensate for this. Although lacking access to Armor-exclusive skills, maybe it just consigns him to the giant litter box.

 

 

That strikethrough title was there because Roy is no lion, not even a SImba, he is a kitten. Skrimir develops as a character, can the same be said for Roy?

 

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We have two Sword Celica's now, so redoing my Rigain Celica as a tome user for more variation.

Celica (Infantry, Green Tome)

Image result for rigain celica

HP/42
Atk/46 (including weapon and skill)
Spd/ 38 (including weapon and skill)
Def/25
Res/30

Weapon: Celica's Gale: 9mt. Rng = 2. Spd-5, if unit initiates combat, unit attacks twice. Cannot be inherited.

Assist: 

Special: Flameberge: Cool Down 4. Before combat this unit initiates, foes in an area near the target take damage equal to 1.5 x (unit's atk - foe's def or res, calculate using the lower of the two stats).

A Skill: Ragnarok Omega: Grants Atk/Spd+7. After combat, if unit attacked, deals 5 damage to the unit. Cannot be inherited.

B Skill: Recover Ring

C Skill: Bond: Restore adjacent allied units' HP by 5 at the start of each turn.

Celica doesn't have much wind association in her own game. Sure she learns Excalibur, but she also learns lightning, fire and light attacks. So I'm not sure why they made Celica's Gale in Awakening (or Micaiah's Pyre, or why they made Micaiah a Dark Mage), but it exists now and we don't have any Green Tome Brave Weapons, so let's make use of it. In terms of function, she would work very like regular tome Celica since her refine, except with more focus on multiple attacks than such a massive attack boost. She has Recover Ring to offset the HP loss from Ragnarok Omega (as is likely to be the case in her own game), but you might want to remove it in favor of Desperation for a full four uninterpreted strikes. Bond is there to reflect her healing spell. Really wanted to give something to reflect her sword and tome usage simultaneously, but couldn't really use a counter skill and Ragnarok Omega at the same time, so I settled for making her special Flameberge and basically making an AOE attack that deals adaptive damage. Won't be too great on her as her atk isn't super high, but it is inheritable for other characters to make use of.

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Some Blazing Blade units.

Pent: Mage General

Spoiler

Pent: Mage General
Green Tome Infantry
Availability: 5★

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

16/17/18

7/8/9

7/8/9

3/4/5

7/8/9

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

45%

55%

60%

35%

50%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

33/36/40

29/32/35

31/34/37

16/19/22

26/30/33

150-152

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Wind

4

2

-

50

-

-

Elwind

6

2

-

100

-

-

Fimbulvetr

8

2

Accelerates Special trigger (cooldown count -1).

200

-

-

Fimbulvetr+

12

2

Accelerates Special trigger (cooldown count -1).

300

5★

-

Fimbulvetr+ can be upgraded in the Weapon Refinery.

 

Assists

Name

Effect

SP Cost

Default

Unlock

Rally Speed

Grants Spd+4 to target ally for 1 turn.

150

5★

-

Rally Spd/Res

Grants Spd/Res+3 to target ally for 1 turn.

300

-

5★

Rally Spd/Res+

Grants Spd/Res+6 to target ally for 1 turn.

400

-

5★

 

Specials

Name

CD

Effect

SP Cost

Default

Unlock

New Moon

3

Treats foe’s Def/Res as if reduced by 30% during combat.

100

5★

-

Luna

3

Treats foe’s Def/Res as if reduced by 50% during combat.

200

-

5★

 

Passives

Name

Effect

SP Cost

Unlock

Type

Spd/Res Solo 1/2/3

If unit is not adjacent to an ally, grants Spd/Res+2/4/6 during combat.

60/120/240

5★/5★/5★

A

Res Feint 1/2/3

If a Rally Assist skill is used by unit or targets unit, inflicts Res-3/5/7 on foes in cardinal directions of unit through their next actions.

60/120/240

5★/5★/5★

B

Louise: Lady of Violets

Spoiler

Louise: Lady of Violets
Colourless Bow Infantry

Availability: 5★

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

15/16/17

7/8/9

8/9/10

4/5/6

6/7/8

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

45%

55%

55%

40%

50%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

32/35/39

29/32/35

30/33/36

19/22/25

25/29/32

150-152

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Bow

4

2

Effective against flying foes.

50

-

-

Steel Bow

6

2

Effective against flying foes.

100

-

-

Silver Bow

8

2

Effective against flying foes.

200

-

-

Rienfleche

14

2

Grants Spd/Res+2. Effective against flying foes. If unit’s HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

400

5★

-

 

Assists

Name

Effect

SP Cost

Default

Unlock

Rally Speed

Grants Spd+4 to target ally for 1 turn.

150

5★

-

Rally Up Spd

Grants Atk+3 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.

300

-

5★

Rally Up Spd+

Grants Atk+6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.

400

-

5★

 

Passives

Name

Effect

SP Cost

Unlock

Type

Spd/Res Bond 1/2/3

If unit is adjacent to an ally, grants Spd/Res+3/4/5 during combat.

60/120/240

5★/5★/5★

A

Atk Feint 1/2/3

If a Rally Assist skill is used by unit or targets unit, inflicts Atk-3/5/7 on foes in cardinal directions of unit through their next actions.

60/120/240

5★/5★/5★

B

Spd Tactic 1/2/3

At start of turn, grants Spd+2/4/6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

60/120/240

5★/5★/5★

C

Erk: Studious Mage

Spoiler

Erk: Studious Mage
Blue Tome Infantry

Availability: 5★

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

18/19/20

6/7/8

8/9/10

3/4/5

4/5/6

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

50%

55%

60%

35%

45%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

37/41/44

28/31/34

32/35/38

16/19/22

21/24/28

150-152

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Thunder

4

2

-

50

-

-

Elthunder

6

2

-

100

-

-

Keen Blárwolf

8

2

Effective against cavalry foes.

200

-

-

Keen Blárwolf+

12

2

Effective against cavalry foes.

300

5★

-

Keen Blárwolf+ can be upgraded in the Weapon Refinery.

 

Specials

Name

CD

Effect

SP Cost

Default

Unlock

Rising Thunder

4

Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).

150

5★

-

Growing Thunder

4

Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).

300

-

5★

 

Passives

Name

Effect

SP Cost

Unlock

Type

Brazen Atk/Spd 1/2/3

At start of combat, if unit's HP ≤ 80%, grants Atk/Spd+3/5/7 during combat.

60/120/240

5★/5★/5★

A

Desperation 1/2/3

If unit’s HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

50/100/200

5★/5★/5★

B

Spur Spd 1 / Spur Spd/Def 1/2

Grants Spd+2 to adjacent allies during combat. / Grants Spd/Def+2/3 to adjacent allies during combat.

50/120/240

5★/5★/5★

C

Isadora: Escort of Pherae

Spoiler

Isadora: Escort of Pherae
Red Sword Cavalry

Availability: 5★

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

16/17/18

7/8/9

9/10/11

5/6/7

4/5/6

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

50%

50%

70%

40%

45%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

35/39/42

26/30/33

37/40/44

20/23/26

21/24/28

155-157

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Sword

6

1

-

50

-

-

Steel Sword

8

1

-

100

-

-

Lancereaver

10

1

Inverts the effects of the weapon triangle. Unit cannot equip the skills “Axebreaker” or “G Tomebreaker” while this skill is equipped.

200

-

-

Lancereaver+

14

1

Inverts the effects of the weapon triangle. If unit's HP ≥ 70% in combat against a lance foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. Unit cannot equip the skills “Axebreaker” or “G Tomebreaker” while this skill is equipped.

300

5★

-

Lancereaver+ can be upgraded in the Weapon Refinery.

When upgraded, the description of Lancereaver+ becomes “Inverts the effects of the weapon triangle. If unit's HP ≥ 50% in combat against a lance foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. Unit cannot equip the skills “Axebreaker” or “G Tomebreaker” while this skill is equipped.”

 

Assists

Name

Effect

SP Cost

Default

Unlock

Draw Back

Unit moves 1 space away from target ally. Ally moves to unit’s previous space.

150

5★

-

 

Passives

Name

Effect

SP Cost

Unlock

Type

Triangle Adept 1/2/3

If unit has weapon-triangle advantage, boosts Atk by 10/15/20%. If unit has weapon-triangle disadvantage, reduces Atk by 10/15/20%.

50/100/200

5★/5★/5★

A

Spur Spd 1 / Spur Atk/Spd 1/2

Grants Spd+2 to adjacent allies during combat. / Grants Atk/Spd+2/3 to adjacent allies during combat.

50/120/240

5★/5★/5★

C

Lowen: Swift Knight

Spoiler

Lowen: Swift Knight
Blue Lance Cavalry

Availability: 4★-5★ (Tempest Trials)

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

4★

21

6

7

7

2

5★

22

7

7

7

3

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

60%

50%

50%

60%

35%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

4★

45

26

27

31

16

145

5★

48

29

29

33

18

157

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Lance

6

1

-

50

-

-

Steel Lance

8

1

-

100

-

-

Axereaver

10

1

Inverts the effects of the weapon triangle. Unit cannot equip the skills “Swordbreaker” or “R Tomebreaker” while this skill is equipped.

200

4★

-

Axereaver+

14

1

Inverts the effects of the weapon triangle. If unit's HP ≥ 70% in combat against an axe foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. Unit cannot equip the skills “Swordbreaker” or “R Tomebreaker” while this skill is equipped.

300

5★

5★

Axereaver+ can be upgraded in the Weapon Refinery.

When upgraded, the description of Axereaver+ becomes “Inverts the effects of the weapon triangle. If unit's HP ≥ 50% in combat against an axe foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. Unit cannot equip the skills “Swordbreaker” or “R Tomebreaker” while this skill is equipped.

 

Assists

Name

Effect

SP Cost

Default

Unlock

Reposition

Unit moves 1 space away from target ally. Ally moves to unit’s previous space.

150

4★

-

 

Passives

Name

Effect

SP Cost

Unlock

Type

Close Def 1/2/3

If foe initiates combat and uses sword, lance, axe, or dragonstone, grants Def/Res+2/4/6 during combat.

60/120/240

5★/5★/5★

A

Spur Atk 1 / Drive Atk 1/2

Grants Atk+2 to adjacent allies during combat. / Grants Atk+2/3 to allies within 2 spaces during combat.during combat.

50/120/240

5★/5★/5★

C

Nergal: Dark Druid

Spoiler

Nergal: Dark Druid

Red Tome Infantry

Availability: 3★-4★ (GHB)

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

3★

17

9

3

5

6

4★

17

10

3

5

7

5★

18

10

4

6

7

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

45%

70%

40%

45%

45%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

3★

34

36

18

22

23

133

4★

35

38

19

23

25

140

5★

37

40

21

25

26

149

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Flux

4

2

-

50

-

-

Ruin

6

2

-

100

3★

-

Fenrir

9

2

-

200

4★

3★

Ereshkigal

14

2

Grants Atk+3. At start of combat, if unit’s Atk > foe’s Atk, inflicts Atk/Res-5 on foe during combat.

400

-

5★

 

Specials

Name

CD

Effect

SP Cost

Default

Unlock

Dragon Gaze

4

Boosts Atk by 30%.

100

4★

3★

Dragon Fang

4

Boosts Atk by 50%.

200

-

4★

 

Passives

Name

Effect

SP Cost

Unlock

Type

Dull Ranged 1/2/3

At start of combat, if unit's HP = 100 / ≥50% and foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.

60/120/240

3★/4★/5★

B

Threaten Res 1 / Threaten Atk/Res 1/2

At start of turn, inflicts Res-3 / Atk/Res-3/4 on foes within 2 spaces through their next actions.

50/120/240

3★/3★/4★

C

 

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20 hours ago, Interdimensional Observer said:

So without further ado here are the Lions:

King of Red Lions Fearless Lion King: Caineghis

  Reveal hidden contents

Red Infantry Strike

HP: 48

Atk: 34

Spd: 28

Def: 33

Res: 17

Weapon: Great Fang- +3 Def. At the start of each turn, adjacent allies are granted immunity to non-“enemy Spd is 5 or greater than ally’s Spd” followup attacks. Non-inheritable.

A Skill: Fortune 1/2/3- Decreases damage taken from Specials by 5/10/15. Inheritable.

C Skill: Beasts’ March- At the start of the turn, any Strike units within two spaces of this unit gain +1 Move. Does not stack with other instances of this skill. Inheritable.

 

To explain the Great Fang effect, Caineghis has 5 Authority Stars in RD, the most of any playable unit. I wanted to reference this somehow, but Hit and Avoid don't exist in FEH, so I opted for something novel- getting rid of those nasty unnatural followups. +3 Def is just because some personals have this, and it works for his supportive lean, which requires he lives.

Caineghis comes with Fortune in RD, so I wanted to include it. Outright negating Specials seemed too strong, unless Fortune was a Special itself. So instead, I went with a fixed damage reduction. Bonfire with 40 Def if I have the math right is +32 Atk, which means this would only block about half of it. Is that too weak?

Beasts' March was inspired by Caineghis's personal RD battle theme name- March of the Lion King. And it reminds me of the one movie bit in Goldoa in PoR. Just a little movement buff designed to give Strike units something unique. 

Stat-wise, Caineghis is the balanced bunch of the three Lions. Less HP and Atk than Skrimir, more Spd and Res. Less Spd and Res than Giffca, but more HP, Atk and Def.

 

Lion King’s Shadow: Giffca

  Reveal hidden contents

Blue Infantry Strike

HP: 44

Atk: 33

Spd: 31

Def: 31

Res: 21

Weapon: Shadow Strike- After combat, reduces enemy Mov to 1. Against 1 Mov enemies, accelerates this unit’s Special cooldown by 2. Inheritable.

A Skill: Nullify (or Solhaut’s Shield)- negates effective bonuses against Strike units. Inheritable by Strike units.

 

Shadow Strike is based on Roar- the Mastery Skill of all Beasts in PoR and of Tigers and Lions in RD.

  • Roar in the origin games decreases Move to 0 of the enemy, but FEH doesn't do this, it just does the Gravity thing.
  • The second effect, which always works against Armors but isn't an effective bonus, was chosen to make the Move drop aspect useful. I had to make it -2 cooldown, since otherwise it is a circumstantial Killer/Slaying effect. An Atk boost or +10 Special damage against 1 Mov foes was considered, but not opted for.

 

Nullify, well if Strike units exist, shouldn't they have weapons effective against them? Giffca is the only unit in Tellius to come equipped with Nullify, so he gets to bring this to FEH as a Strike unit effective bonus null, given the other unit types in need of effective nulls already have them. The alternative name of Solhaut's Shield is derived from the founding King of Gallia, and works better with FEH's naming conventions for anti-effective skills.

Giffca is the least physically durable of the Lions, not that this means much at all. And his Res, while the best, is still bad. I could have slanted him more towards Speed and Res than I did, probably in exchange for Def.

 

The REAL Young Lion Fang of Gallia: Skrimir

  Hide contents

Green Infantry Strike

HP: 51

Atk: 36

Spd: 24

Def: 34

Res: 15

Weapon: Prideful Strike- When HP > 50%, +4 Atk to this unit and adjacent allies through their next actions. When HP < 50%, +4 Def/Res to this unit and adjacent allies through their next actions. Inheritable.

A Skill: Resolve: When HP < 50%, increase increase Spd by 6 and add 30% of Spd to Atk. (For Skrimir, this equates to +9 Atk with just this skill alone.) Inheritable.

B Skill: Provoke 1/2/3- When HP > 90/70/50%, if an enemy within two spaces of this unit targets any allied unit other than this one, the damage that unit takes is reduced by 50%. Inheritable.

 

Prideful Strike I went for novelty with.

  • Above half HP, it gives offense, below half HP, it gives durability. The weapon is flexible in a good light, inconsistent when viewed as half empty. The name and effects are inspired by Skrimir in RD's narrative. Skrimir has a lot of pride as a Gallian and Laguz in Part 3 at the start, and he expresses it by being overeager to leap into battle. This explains the +Atk aspect. But come 3-4: The General's Hand, Skrimir loses to Zelgius and the Laguz Alliance is forced onto the retreat, yet Skrimir continues to rally the morale of his comrades. Zelgius nearly killed him, certainly dropping his HP below half, and thus forced him, still prideful, to go defensive.
  • An alternative, based on Skrimir's given Spd issues, would be to have it give a followup when attacking when above 50% HP, and to remove an enemy followup when being attacked below 50% HP. Removes the ally support effects as a result however.

Skrimir has Resolve in his base game, and I thought it'd be a good chance to try my hand at a variant in FEH. It gives Spd below half HP as expected, but rather than a flat +Atk to mirror PoR's version of the skill, or a Special cooldown acceleration as @Icelerate chose to do here, I went for something a little more novel. It's an Atk boost, albeit a non-fixed one. Might be broken on glass cannons with crazy Spd. On a 45 Spd unit factoring in this skill, it'd be +13 Atk. But I have heard the Defiants are awful, so I wanted to make this good.

Provoke was based on some conversation on the GD thread that mentioned Stillness. But seeing how this skill could shield all allies by having just one equip it, I nerfed it from total blocking of attacking units other than this one. 50% damage reduction sufficient? Is the skill balanced? I had to make it inheritable because Shinon, who is certainly Provocative.

That strikethrough title was there because Roy is no lion, not even a SImba, he is a kitten. Skrimir develops as a character, can the same be said for Roy?

 

Do you think it would be best if physical laguz units were all grey? I think so because there is no such thing as a grey one ranged unit right now and laguz can fill that niche. Colourless hell will become a lot more attractive to pull with an influx of laguz units. 

The BST on infantry units is currently 163, not 160. Also I would recommend making it so that the laguz get a boost in BST on even/odd turns and a penalty in BST on odd/even turns. This would replicate the laguz gauge without the complexities of the laguz transformation mechanics. Maybe +/-4 to each stat depending on the turn. 

I think you're wasting too much of the BST on HP making their stats not that great. B skills aren't supposed to benefit allies, that should be C skills. Also 50% reduction is too OP considering the next best skills are things like Lucina's distant guard or Veronica's close guard that only boost def/res by 4 and only on enemy phase against a particular range. Granted this skill has an HP threshold, but it's still too OP for what it does. It would be better balanced if the unit takes some of the damage from the ally which is better representative of what provoke does in Radiant Dawn. It makes you the target of the enemy so you should be taking the hit for your ally. Not the ally getting substantially reduced damage while you go home scott free for provoking the enemy. 

I think your version of resolve doesn't help Skrimir in particular due to his low speed. Resolve also boosted durability by increasing the chance you'll dodge so I can see it giving an increase in def/res as well if you don't want to go with boosting special charge. 

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23 minutes ago, Icelerate said:

Do you think it would be best if physical laguz units were all grey? I think so because there is no such thing as a grey one ranged unit right now and laguz can fill that niche. Colourless hell will become a lot more attractive to pull with an influx of laguz units. 

 

I think you're right actually, not sure why I was insistent in head I had to make them Colored.

 

23 minutes ago, Icelerate said:

I think you're wasting too much of the BST on HP making their stats not that great.

Must be me being too used to normal FEs, the idea of sub-40 HP on bulky units seemed wrong to me. I was also afraid of breaking 40 with non-HP stats- assuming that is too much.160/5 = 32, is that average-ish? But it doesn't sound like it is. Skrimir could dump some HP for Def or Spd then. Skrimir's low Spd was also intended to avoid the seeming Speed creep from what I've heard.

I also admit I could've done better with Provoke, particularly for someone who loves the concept of damage redirection. I doubted I could make it redirect and give it a 2 space radius, although taking some of the damage and not all might be the solution for that as you suggest. Thanks for the Resolve idea too.

 

25 minutes ago, Icelerate said:

The BST on infantry units is currently 163, not 160. Also I would recommend making it so that the laguz get a boost in BST on even/odd turns and a penalty in BST on odd/even turns. This would replicate the laguz gauge without the complexities of the laguz transformation mechanics. Maybe +/-4 to each stat depending on the turn. 

To integrate a transformation-esque effect on stats, what would it apply to? Individual units? Or perhaps part of their weapons, different ones having different patterns? 

 

 

 

I've tried to do the Wolf duo, maybe they'll have the same flaws as my Lion trio, maybe they'll be better. With these units, I still compared averages based on all in the species, but went about much more freely with their stat arrangements.

 

Black Wolf: Volug (had to cut out the “of the Sands” part)

Spoiler

Colorless Infantry Strike

HP: 48

Atk: 35

Spd: 35

Def: 24

Res: 18

Weapon: Savage Strike- After combat, inflicts a debuff on the enemy that halves the damage of their offensive Specials through their next action. Inheritable.

B Skill: Halfshift- Halves Special cooldown (decimals are rounded such that cooldown is reduced by less instead of more), but also halves Special potency. Inheritable. Strike units only.

A glass cannon Strike unit.

I get the perception Specials just nuke any form of defense, so I thought they needed nerfing in some way. Hence the effect of Savage Strike. Savage in RD halves enemy Skl, and so I used the Skl = Crit & Skill proc association to apply it to weakening Specials in this game, Savage Strike is probably junk though. I could make it better. Perhaps applying a debuff that makes attack after the first from a foe deal reduced damage? As if they hit once, but are then whiffing with the other attacks due to lower imaginary aim?

Halfshift, this is a core part of Volug in RD. Halfshift in RD gets Volug shifted immediately, but with weaker stats, this gives near constant Specials, but could every other hit being -15% Def or +25% Res do too much?  No conditional strings attached to this, but with Special cooldown accelerators being so omnipresent it seems, is it worthless?

 

Evil Eye Mistress: Nailah (flipped title from “Mistress of the Evil Eye” as that looks too long)

Spoiler

Blue Infantry Strike

HP: 39

Atk: 32

Spd: 33

Def: 26

Res: 30

Weapon: Silver Fang-  When attacking, reduces enemy Mov to 1, renders them unable to counterattack, and gives them +10 Def through their next action. Non-inheritable.

C Skill: Protective Bond- if an adjacent ally has a Support with this unit, redirects attacks aimed at them to this unit. Inheritable.

 

A fairly balanced Strike unit of an offensive and Res lean.

Silver Fang's effect is Glare from RD, which is exclusive to Nailah and a command skill, hence the "when attacking" part. Move reduction is because the enemy is petrified by Glare and I can't make it drop Move to 0 in FEH. The inability to counterattack is also a referenced to being stoned, which negates all attacking, but this being FEH I again couldn't do that. And the +10 Def is something Glare also gave the enemy, probably because they're as hard as stone, and is boost to them to keep the aforementioned debuffs from being too strong. No Res boost however, so go ahead and destroy the hapless statue with magic, or Adrenaline + Frigid Reap and Helm Splitter.

Protective Bond is RD's Guard, which Nailah has, except I couldn't call it that because Guard is already a skill in FEH, and the easy alternative of Safeguard has also been taken. Making it only work with a unit's Support ally is supposed to make you think about who goes with who a little more. Could I make it a radius of 2 with full damage redirection? Maybe, because it only works on one particular ally.

 

I have other ideas, but now I want to work on them more.

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Illyana: Hungry Mage

Spoiler

Blue Tome Infantry

HP: 32
Attack: 34

Speed: 22

Defense: 30

Resistance: 32

Weapons: Thunder, Elthunder, Rexthunder (Accelerates Special trigger (cooldown count-1)), Rexthunder+ (Accelerates Special trigger (cooldown count-1)).

Assist: Rally Attack/Resistance+

A Skill: Defense/Resistance Solo

C Skill: Drive Defense

 

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21 minutes ago, Corrobin said:

Illyana: Hungry Mage

  Hide contents

Blue Tome Infantry

HP: 32
Attack: 34

Speed: 22

Defense: 30

Resistance: 32

Weapons: Thunder, Elthunder, Rexthunder (Accelerates Special trigger (cooldown count-1)), Rexthunder+ (Accelerates Special trigger (cooldown count-1)).

Assist: Rally Attack/Resistance+

A Skill: Defense/Resistance Solo

C Skill: Drive Defense

 

I think you mean REXBOLT? Just saying. ;):

(Also make it a dragon-killer, just because. :lol:)

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Next up, the Cats, I just hope they aren't so bad they'd be better as violins.

 

Gallia’s Valkyrie: Lethe

Spoiler

Infantry Strike

HP: 46

Atk: 30

Spd: 32

Def: 26

Res: 26

Weapon: Strong Strike- 15 Mt. When multiple allies have this Skill equipped and are adjacent to each other, at the start of the turn, increases their Atk/Spd/Def/Res by 3 through their next action. Inheritable.

A Skill: Quickclaw- When attacked from range 2, inflicts (User’s Spd/2) damage after combat to the enemy. If the enemy dealt multiple hits, doubles damage. Can deal fatal damage. Inheritable. Strike units only.

C Skill: Instant Shift- On turn 1 of a given battle, fully charges the Special of this unit and increases Move by 2. Inheritable. Strike units only.

 

  • The balanced Cat.

 

  • Strong Strike was intended to be the Silver weapon of Strikes. But to make it more than just a filler equip, I added the buff effect, like a Hone/Fortify for Strike units. Since it requires you run multiple units with the skill to get it to activate, I made the buff on the stronger side.
  • I intend to give Strong Strike to Mordecai as well, because he is Lethe’s partner, and to make sure there is more Strong Strike to go around to trigger the effect, instead of needing to pull two Lethes.

 

  • Quickclaw in RD was one of several skills created for Laguz to, not enough unfortunately, reduce the issue of them lacking 1-2 range. Its trigger rate was based on Speed, and I’ve already decided the very similar Maelstrom, which uses Skl for its RD proc rate, will be available to all Strike units, and so will Quickclaw. So I need to differentiate these identical skills. Maelstrom will use Atk for its damage source, and Quickclaw will be based on Spd. To avoid making it too strong, I made the damage dealt only half Spd, but then for slower units, and to reflect the fact it can trigger multiple times in a single round of combat in RD, I decided to make its damage doubled if being doubled.
  • I gave Quickclaw to Kyza/Kysha as well, who actually has it as a skill in RD. Why’d I give it to two units? Because that doubles the availability and makes it more accessible as a budget and inferior Distant Counter, which was part of my intent behind it. No need for using a rare Hector. This too explains its position in the A slot.

 

  • Instant Shift is derived from PoR. Laguz Gauges start at different values when a fight begins. Lethe’s, the first Laguz you get, starts at 16/20, causing her to always start battle shifted. Shifting typically increases Move, and in a way is like Specials being a rhythm that gives a boost, hence the effects.

 

Finder of Secrets: Lyre

Spoiler

Infantry Strike

HP: 38

Atk: 26

Spd: 36

Def: 24

Res: 36

Weapon: Rending Strike- When attacking, this unit target the lower stat of the enemy’s Def and Spd. Inheritable.

B Skill: Satori Sign- Accelerates Special cooldown by 1 when an Assist Skill affects this unit. Also increases Special damage by 5. Inheritable by all units.

 

 

  • Your speedy, weak, but high Spd and Res Cat.

 

  • Rending Strike gets its name from the Cat Mastery Skill Rend, the trigger rate of which in RD is based on Speed, and which immobilizes the enemy. I dropped the later part. And I considered reformulating this for FEH into adding a % of Spd to Atk, or perhaps halving Atk and then adding 50% of Spd to the unit’s Atk. What I chose to do instead was add a Breath-like effect to Rending Strike, except instead of being enemy phase and Def or Res, it became player phase and Def or Spd.

 

  • The title “Finder of Secrets” is not explained at all in RD, but in Part 4, a couple Base Conversations include Satori Signs and other items characters happen to find in a vision-like way. Lyre has nothing to do with these, but why not give her one? It’s based on Wrath, except a weaker damage boost in exchange for a more abusable Special acceleration. The idea is an Assist is like using an item, and Satori Signs teach Laguz Mastery skills, which are basically Specials.
  • I made this skill open to all, because how strong can it be?

 

Friend of Nations: Ranulf

Spoiler

Infantry Strike

HP: 42

Atk: 33

Spd: 29

Def: 34

Res: 22

Weapon: Enduring Strike- Against Infantry and Armor, is guaranteed to survive a fatal blow with 1 HP remaining when HP > 1. Inheritable.

B Skill: Natural Healing- At the beginning of a turn, heals half of all damage received on the prior turn. Inheritable. Strike units only.

 

 

  • The strong and physically durable Cat, but slow and low Res.

 

  • Enduring Strike is derived from Ranulf’s frequency of getting sacked and living in the Tellius games. First he gets shoved by Crimean peasants in PoR, then at the end of that chapter he halts the BK and nearly dies in the process. Come RD, Skrimir brutalizes him after Ranulf tries to stop his aggressiveness, and then Zelgius brings him to the brink of dying once more.
  • From counting the civilians and Skrimir as infantry and Blagius as Armor, the guaranteed Miracle effect was reached. Given Miracle seems to be a junk Special, this shouldn’t be a problem. Allows for even greater bulk via equipping a defensive Special or Sol.

 

 

  • Natural Healing is also derived from the Skrimir fight, where after the little duel Skrimir says Ranulf will heal quickly IIRC. So I decided this was true of Laguz as a whole barring the Herons, for it suits them that lacking the wisdom of creating healing Staffs like Beorc, they would have superior innate biological healing strength. And thus I made it an inheritable Strike skill.
  • Restricting it to just Strikers is also done because it might obsolete Renewal otherwise.

 

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From New Mystery of the Emblem:

Kris: Hero's Guard (Sword Infantry)

Weapon: Reprisal Edge+ - 14 Mt Rng 1 - If foe initiates combat, grants Atk+6 during combat.

Assist: Rally Up Speed+

Special: Draconic Aura

B Skill: Quick Riposte 3

C: Defense Tactic 3

Stats (level 1)

HP: 17/18/19

Atk: 7/8/9

Spd: 8/9/10

Def: 7/8/9

Res: 4/5/6

Stats (level 40)

HP: 36/40/43

Atk: 31/34/37

Spd: 32/35/38

Def: 26/30/33

Res: 21/24/28

Special Quote:

"Look nowhere else, I am your opponent!”

"I'll come at you with everything I've got!”

"For Prince Marth!"

"Prepare yourself."

Status Page:

"No matter what happens... I'll stand by your side."

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8 hours ago, riccochet said:

From New Mystery of the Emblem:

Kris: Hero's Guard (Sword Infantry)

Weapon: Reprisal Edge+ - 14 Mt Rng 1 - If foe initiates combat, grants Atk+6 during combat.

Assist: Rally Up Speed+

Special: Draconic Aura

B Skill: Quick Riposte 3

C: Defense Tactic 3

Stats (level 1)

HP: 17/18/19

Atk: 7/8/9

Spd: 8/9/10

Def: 7/8/9

Res: 4/5/6

Stats (level 40)

HP: 36/40/43

Atk: 31/34/37

Spd: 32/35/38

Def: 26/30/33

Res: 21/24/28

Special Quote:

"Look nowhere else, I am your opponent!”

"I'll come at you with everything I've got!”

"For Prince Marth!"

"Prepare yourself."

Status Page:

"No matter what happens... I'll stand by your side."

I like the idea of him being a support unit, but I think we have too many sword infantry already. I know Kris is shown using a sword on the box art, but I'd prefer if they make use of his malleable class feature and give him (and the female version) something less inundated.

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