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1 hour ago, Azure in a Roundabout said:

Slot C.

And Seal.

Slot C would be ideal, but that might be too powerful.

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Here are a bunch of characters from the Shadow Dragon and Mystery of the Emblem remakes that probably won't ever make it into Heroes, but we'll see.

Kris (M): Aspirant Knight

Spoiler

Kris (M): Aspirant Knight

Red Sword Infantry

Availability: 5★

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

19/20/21

7/8/9

9/10/11

7/8/9

2/3/4

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

60%

60%

65%

55%

35%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

43/46/49

31/34/37

35/38/41

29/32/35

15/18/21

168

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Sword

6

1

-

50

-

-

Steel Sword

8

1

-

100

-

-

Quick Sword

5

1

Inflicts Spd-5. If foe initiates combat, unit attacks twice.

200

-

-

Quick Sword+

8

1

Inflicts Spd-5. If foe initiates combat, unit attacks twice.

300

5★

-

 

Assists

Name

Effect

SP Cost

Default

Unlock

Reposition

Target ally moves to opposite side of unit.

150

5★

-

 

Passives

Name

Effect

SP Cost

Unlock

Type

Darting Stance 1 / Kestrel Stance 1/2

If foe initiates combat, grants Spd+2 / Atk/Spd+2/4 during combat.

50/120/240

5★/5★/5★

A

Vantage 1/2/3

If unit's HP ≤ 25/50/75% and foe initiates combat, unit can counterattack before foe's first attack.

50/100/200

5★/5★/5★

B

Kris (F): Hero's Guard

Spoiler

Kris (F): Hero’s Guard

Blue Bow Infantry

Availability: 5★

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

17/18/19

8/9/10

7/8/9

7/8/9

2/3/4

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

45%

60%

60%

55%

35%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

34/37/41

32/35/38

31/34/37

29/32/35

15/18/21

156-157

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Bow

4

2

-

50

-

-

Steel Bow

6

2

-

100

-

-

Cleave Bow

8

2

Effective against flying and armoured foes.

200

-

-

Cleave Bow+

12

2

Effective against flying and armoured foes.

300

5★

-

Cleave Bow+ can be upgraded in the Weapon Refinery.

 

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 30% during combat.

200

-

5★

 

Passives

Name

Effect

SP Cost

Unlock

Type

Darting Blow 1 / Swift Sparrow 1/2

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

50/120/240

5★/5★/5★

A

Chill Defense 1/2/3

At start of turn, inflicts Def-3/5/7 on foe on the enemy team with the highest Def through its next action.

60/120/240

5★/5★/5★

B

Etzel: Spell Slinger

Spoiler

Etzel: Spell Slinger

Green Tome Infantry

Availability: 5★

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

14/15/16

6/7/8

8/9/10

6/7/8

7/8/9

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

45%

55%

60%

45%

50%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

31/34/38

28/31/34

32/35/38

23/26/30

26/30/33

155-157

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Wind

6

2

-

50

-

-

Elwind

8

2

-

100

-

-

Gronnowl

6

2

During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.

200

-

-

Gronnowl+

10

2

During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.

300

5★

-

Gronnowl+ can be upgraded in the Weapon Refinery.

 

Specials

Name

CD

Effect

SP Cost

Default

Unlock

Chilling Wind

4

Boosts damage by 50% of unit's Res.

100

5★

-

Iceberg

3

Boosts damage by 50% of unit's Res.

200

-

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

Threaten Atk 1/2/3/4

At start of turn, inflicts Atk-3/4/5 on foes within 2 spaces through their next actions. / At start of turn, inflicts Atk-7 on foes within 3 spaces through their next actions.

50/100/200/300

5★/5★/5★/5★

C

Nagi: Dragon Ruler

Spoiler

Nagi: Dragon Ruler

Green Breath Infantry

Availability: 5★

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

15/16/17

7/8/9

9/10/11

6/7/8

7/8/9

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

60%

60%

65%

55%

35%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

39/42/45

31/34/37

35/38/41

28/31/34

20/23/26

168

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Fire Breath

6

1

-

50

-

-

Fire Breath+

8

1

-

100

-

-

Flametongue

11

1

-

200

-

-

Divine Breath

16

1

Effective against dragon foes. During combat, boosts unit's Atk/Spd/Def/Res by number of allies within 2 spaces + 2.

300

5★

-

 

Specials

Name

CD

Effect

SP Cost

Default

Unlock

Dragon Gaze

4

Boosts damage by 30% of unit's Atk.

100

5★

-

Draconic Aura

3

Boosts damage by 30% of unit's Atk.

200

-

5★

 

Passives

Name

Effect

SP Cost

Unlock

Type

Atk/Spd Bond 1/2/3

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

60/120/240

5★/5★/5★

A

Null Follow-Up 1/2/3

At start of combat, if unit's HP = 100% / ≥ 50/0%, disables foe's skills that guarantee foe's follow-up attack and foe's skills that prevent unit's follow-up attack.

60/120/240

5★/5★/5★

B

Hone Atk 1/2/3 / Joint Hone Atk

At start of turn, grants Atk+2 to adjacent allies for 1 turn. / At start of turn, if unit is adjacent to an ally, grants Atk+5 to unit and adjacent allies for 1 turn.

50/100/200/300

5★/5★/5★/5★

C

Norne: The Volunteer

Spoiler

Norne: The Volunteer

Colourless Bow Infantry

Availability: 4★ - 5★ (Tempest Trials)

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

4★

15

8

9

6

5

5★

16

8

9

7

6

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

45%

55%

65%

45%

45%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

4★

33

30

35

24

23

145

5★

35

32

37

26

25

155

 

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

-

-

Firesweep Bow

7

2

Effective against flying foes. Unit and foe cannot counterattack.

200

4★

-

Firesweep Bow+

11

2

Effective against flying foes. Unit and foe cannot counterattack.

300

5★

5★

 

Specials

Name

CD

Effect

SP Cost

Default

Unlock

Night Sky

3

Boosts damage dealt by 50%.

100

4★

-

Glimmer

2

Boosts damage dealt by 50%.

200

-

4★

 

Passives

Name

Effect

SP Cost

Unlock

Type

Speed+1/2/3

Grants Spd+1/2/3.

30/60/120

4★/4★/4★

A

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

4★/4★/5★

C

Wolf: Aurelian Hero

Spoiler

Wolf: Aurelian Hero

Red Bow Cavalry

Availability: 3★ - 4★ (GHB)

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

3★

17

6

7

6

3

4★

17

7

8

6

3

5★

18

7

8

7

4

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

50%

60%

60%

50%

25%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

3★

36

29

30

25

12

132

4★

37

31

32

26

13

139

5★

40

33

34

29

14

150

 

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

3★

-

Slaying Bow

8

2

Accelerates Special trigger (cooldown count-1). Effective against flying foes.

200

4★

3★

Slaying Bow+

12

2

Accelerates Special trigger (cooldown count-1). Effective against flying foes.

300

-

5★

Slaying Bow+ can be upgraded in the Weapon Refinery.

 

Specials

Name

CD

Effect

SP Cost

Default

Unlock

Glowing Ember

4

Boosts damage by 50% of unit's Def.

100

4★

3★

Bonfire

3

Boosts damage by 50% of unit's Def.

200

-

4★

 

Passives

Name

Effect

SP Cost

Unlock

Type

Armored Blow 1 / Steady Blow 1/2

If unit initiates combat, grants Def+2 / Spd/Def+2/4 during combat.

50/120/240

3★/3★/4★

A

Even Def Wave 1/2/3

At start of even-numbered turns, grants Def+2/4/6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

60/120/240

3★/4★/5★

C

 

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Just a random Xenoblade character for personal kicks.

Full Metal Jaguar: Elma

Colorless Dagger Infantry (or Armor since her "body" is technically mostly metal)

161 BST: HP 36 Atk 34 Spd 35 Def 28 Res 28 

Weapon: Diamond Ralzes- Noninheritable. When initiating combat, if the target enemy's current HP is 70% or less of their maximum, prevents them from counterattacking and increases damage dealt by 4. When initiating combat, inflicts -7 Def/Res to the target enemy and all other enemies within two spaces of them.

Special: Glimmer

B Skill: Special Conversion Atk/Spd 3- Inheritable. When Special triggers, cancels the Special's effect and instead provides this unit with +6 Atk and Spd. This effect lasts through this unit's next action, but if this unit's Special triggers beforehand, the duration of the buff is extended until the following next action of this unit. Can only possess an extension for one action at any time.

  • So to explain this, player Elma procs Glimmer, no damage increase but instead +6 Atk/Spd in the midst of that battle. Either Elma gets refreshed or its the start of a new player phase, Elma attacks and does not proc Glimmer, at the end of this round the +6 Atk/Spd ends. If Elma had proc'ed Glimmer, then the effect would have continued into her action. If she then got into enough combat on the enemy phase that Glimmer proc'ed again, she would either not have any effect happen or it'd just be Glimmer normally (I don't know which would be more balanced), and the Atk/Spd bonus would still wear off after her next initiated action (unless she proc'ed Glimmer during it).

C Skill: Ghost Factory- Noninheritable. If an ally or allies are adjacent to this unit at the start of a turn, applies a buff this unit and the others reducing the damage received from the next hit by 30%.

 

 

 

Explanations:

I balanced the Def and Res because I don't recall there being defense growths in XCX, it's all HP, arts, and the multiple aspects of armor. If I had to slant them, Elma would probably lean Res, since I think her default armor gives her very high Beam Resistance.

 

The Ralzes are the Grenada Galactic brand Dual Sword Elma starts with in XCX, Diamond is the highest melee weapon tier quality- like Iron/Steel/Silver in FE. Though Dual Swords, they're not full FE sword size, they're called Dual Swords because they are bigger than Knives- another weapon type in XCX, but smaller than Longswords. Elma never throws her Dual Swords, but she does use Dual Guns too, so it isn't like she doesn't know ranged combat.

  • The Ralzes are carrying Shadowstrike, the first of Elma's two Signature Arts.
  • Shadowstrike deals more damage from behind the enemy- which the HP condition represents- the idea that somebody other than Elma has distracted the enemy by damaging them.
  • Shadowstrike also inflicts Stagger- which momentarily stuns them from whatever they were doing (and makes them more vulnerable to Topple- but that didn't get referenced).

 

Ghost Factory is Elma's other Signature Art.

  • It in XCX applies the Decoy buff to her and nearby allies, negating a fixed number of hits altogether.
  • I converted this into a less broken for FEH damage reduction for a single hit, the first hit in contrast to the Deflect skills. And also because the weakness of the Decoy buff in XCX is multi-hit attacks, even weak ones shred right through them.
  • Could have made this an Assist easily, but I chose to go C Skill.

 

Special Conversion Atk/Spd 3 is me trying to find a way to shoehorn Overdrive into her setup without making another personal skill.

  • Overdrive in XCX is a state of heightened awareness which in gameplay makes Arts recharge faster with tertiary cooldown unlocked for additional power, allowing for you to unload more damage more quickly. That explains the Atk/Spd boost in this particular case.
  • The ability to extend the buff while already under it is because it's possible to extend Overdrive's duration while in Overdrive and you can break things by doing so.
  • Why does one sacrifice their Special for this? In XCX, Overdrive requires Tension Points, which are also used for reviving and powerful Tension Arts. Whilst it is possible to go into Overdrive and then use Tension Arts while in it, you do have something of a choice to be made. XC2 if you obtain Elma via DLC gives you the option of using the Party Gauge to fuel the game's usual Chain Attacks or her Overdrive, but you can't use Chain Attacks during Overdrive. So this is my logic for having to pick and chose. A stronger single burst in the Special? Or a buff that could improve multiple attacks in the Conversion?
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  • 2 weeks later...
On 5/22/2019 at 8:33 AM, MegaBlaziken721 said:

Here are a bunch of characters from the Shadow Dragon and Mystery of the Emblem remakes that probably won't ever make it into Heroes, but we'll s

Kris (F): Hero's Guard

Cleave Bow sounds really fun. I've been thinking recently that Bows would really benefit from having some dual-weakness-exploiting options. Especially if they were non-prf weapons. 

Maybe the current Daggers already fill that niche, but since all Bows already hit Flying weakness, it still keeps them distinct due to Daggers NOT hitting Flying weakness. 

Out of curiosity, why Bows for KrisF?

Edited by DjinnAndTonic
can't quote things properly...
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Spoiler

 

Title: King of Thracia

Name: Leif

Status: Light Legendary Hero

Movement Type: Cavalry

HP: 45

Atk: 50

Spd: 40

Def: 35

Res: 23

Weapon (Lance): Gáe Bolg/Light Brand- Grants Atk/Def+3. If foe's Def >= foe's Res+5, deals +7 damage. Unit can counterattack regardless of foe's range.

Assist: Reposition

Special: Holy Light- During combat, treats foe's Def/Res as if reduced by 50%. Restores HP = 50% of damage dealt.

A-Skill: Steady Impact- If unit initiates combat, grants Spd+6, Def+10 during combat and foe cannot make a follow-up attack.

B-Skill: Two Bloodlines- If unit's HP >= 50% in combat against an axe or sword foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

C-Skill: Drive Atk 3- Grants+5 Atk to allies within 2 spaces during combat.

 

Yes, I know canonically Leif cannot use Gáe Bolg. But this is based off the Fire Emblem Cipher card where he wields it alongside Light Brand.

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  • 3 weeks later...

Some more creative seasonal Haloween units than we might be used to.

Nergal: Mad Scientist (Blue Dagger, Armoured)

 

Spoiler

HP/41
Atk/40 (including weapon)
Spd/30 
Def/25
Res/30

Weapon: Explosive Chemicals: Might = 12, Range = 2. After combat, if unit attacked inflict status on foe preventing counterattacks until next action and inflicts res/spd -7 on foe.

Assist: It's Alive!: If Ally's HP <= five, restore 30 HP. Cannot be inherited.

Special: 

A Skill: 

B Skill: Wings of Mercy

C Skill: QuintessenceIf an ally or foe is defeated within two squares of unit, unit gains atk/spd/def/res +4 and Mov+1 until next actions. If ally or foe is a dragon, grant atk/spd/def/res +7 instead. Cannot be inherited.

Nergal is the closest thing we have to a mad scientist in Fire Emblem, so let's put him in a white lap coat and see him cackle. His weapon involves throwing vials at enemies which prevent counter attacks. His assist is a major healing skill on a non staff unit, but can only work when allies are near death. He gets Wings of Mercy to better make use of this. His C skill allows him to absorb the quintessence of nearby defeated units, regardless of alliance. The power of this is increased if the killed unit is a dragon.

 

 

Limstella: Devoted Nurse (Staff, Infantry)

 

Spoiler

HP/38
Atk/46 (including weapon)
Spd/32 
Def/16
Res/30 

Weapon: Mal Practise: Might = 11, Range = 2. if unit initiates attack, grant atk+6. Calculates Damage from Staffs like other weapons. Can be upgraded to include "Foe Cannot Counter Attack."

Assist: Rehabilitate+

Special: 

A Skill: 

B Skill: Live to Serve

C Skill: Fortify Res (4): At the start of turn, grant Res+6 to adjacent allies for one turn.

Limstella comes dressed as a nurse to assist Nergal. Her weapon makes her a combat staffer (and it's inheritable allowing many staff units to go down that road), coming automatically with Wrathful Staff and Death Blow. Live to Serve is in there as a sort of joke about Limstella's character and Fortify Res 4 is there out of my desire to see those specific skills get a boost as they're now far outclassed by Tactics and Wave skills.

Might do my other two later, Kishuna as a Werewolf (beast unit) and Denning Dressed as a postman.

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  • 2 weeks later...

Came up with more skillsets, this time for Archanean characters.

Nyna

Spoiler

Nyna: Eternal Princess

Infantry Blue Mage

  • Weapon: *Starlight- Res +3. During combat against magic enemies unit gains Atk/Spd +6 and neutralizes foes bonuses (Forify, Rally, ect.) during combat. Not inheritable.
  • Assist-n/a
  • Skill- Iceberg
  • Slot A- Mirror Impact
  • Slot B-n/a
  • Slot C: Joint Hone Speed

BST:

  • HP-34
  • Atk-35
  • Spd-40
  • Def-16
  • Res-32
  • BST-157

Hardin (Shadow Dragon)

Spoiler

Hardin: Coyote

Cavalry Lance

  • Weapon: *Coyote's Lance- Def +3. Effective against cavalry units. During combat against cavalry units neutralizes combat bonuses (Fortify, Rally, etc.) Not inheritable.
  • Assist-n/a
  • Skill- n/a
  • Slot A- *Brazen Def/Res 4
  • Slot B- Lancebreaker 3
  • Slot C: Hone Cavalry

BST:

  • HP-37
  • Atk-34
  • Spd-36
  • Def-27
  • Res-23
  • BST-157

Wolf

Spoiler

Wolf: Aurelian Hero

Cavalry Red Bow

  • Weapon: *Hunter's Bow+ Effective against cavalry and beast units. Can be inherited and refined. Note-Applies normal damage against flying enemies.
  • Assist-
  • Skill- Luna
  • Slot A- Swift Sparrow 3
  • Slot B-
  • Slot C- Speed Smoke 3

BST:

  • HP-37
  • Atk-33
  • Spd-37
  • Def-23
  • Res-21
  • BST-151

 

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Jill

Spoiler

HP: 43
atk: 36
spd: 35
def: 30
res: 23

Wpn - Hand Axe
assist - spur spd/def
special - stun: The enemy cannot counter
A - str/def+2
B - Lancebreaker
C - Laguzguard: reduce damage received from beast and dragon units by 20%

 

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  • 3 weeks later...

The Black Eagles:

Edelgard: The Future
Already in the game.

Hubert: Loyal Shadow

Spoiler

Class: Infantry/Red Mage

Stats (no weapon): 36 HP, 37 Atk, 25 Spd, 24 Def, 33 Res (BST: 155)

Weapon: Banshee+ (Mt 13, Rng 2, After combat, if unit attacked, inflicts [Gravity] on foe.)

Support: Ardent sacrifice

A: Spd/Res solo 3

B: Seal Spd/Def 2

Bernadetta: Best Girl Shy Sniper

Spoiler

Class: Cavalry/Colourless Bow

Stats (no weapon): 34 HP, 37 Atk, 30 Spd, 22 Def, 27 Res (BST: 150)

Weapon: Curved Shot+ (Mt 11, Rng 3)

Special: Indech's Bravery (Cooldown 2, unit deals double damage. Prerequisite: Glimmer. Cannot be inherited)

A: Close Counter

😄 Rouse Spd/Res 3

Caspar: Enthusiastic Brawler

Spoiler

Class: Infantry/Axe

Stats (no weapon): 40 HP, 42 Atk, 24 Spd, 33 Def, 27 Res (BST: 166)

Weapon: Brave Axe+

Special: Luna

A: Certain blow (If unit initiates combat, grants Atk+4 and special cooldown charge +1 per attack. Prerequisite: Death Blow 2. Cannot be used by mounted or ranged units.)

😄 Fortify Infantry (At start of turn, grants Def/Res+6 to adjacent infantry allies for 1 turn)

Dorothea: Middle-class Magician

Spoiler

Class: Infantry/Blue Mage

Stats (no weapon): 35 HP, 35 Atk, 33 Spd, 18 Def, 34 Res (BST: 155)

Weapon: Agnea's arrow (Mt 20, Rng 2. Cannot be inherited)

Special: Snipe (Cooldown 4. At start of turn, grants Rng+1 and immunity to counterattacks for 1 turn. Cannot be used by melee units)

B: Seal Spd/Res 2

C: Spur Spectrum (Grants adjacent allies Atk/Spd/Def/Res+2 during combat)

Ferdinand: Pure Noble

Spoiler

Class: Infantry/lance

Stats (no weapon): 43 HP, 37 Atk, 24 Spd, 36 Def, 28 Res (BST: 168)

Weapon: Noble lance (Mt 19, Rng 1, If foe's HP =/= 100%, grants Atk/Spd/Def/Res+4 during combat. Cannot be inherited)

Support: Resposition

A: Spectrum Bond 2 (If unit is adjacent to an ally, grants Atk/Spd/Def/Res+4 for 1 turn)

B: Cichol's protection (Foe cannot counterattack. If unit initiates combat, no follow up attacks occur. Prerequisite: Windsweep 3. Cannot be inherited)

Linhardt: In Need of a Nap

Spoiler

Class: Infantry/Green Mage

Stats (no weapon): 33 HP, 33 Atk, 35 Spd, 23 Def, 30 Res (BST: 154)

Weapon: Giga Excalibur

Support: Prayer (Restores 5 HP to target ally)

A: Bracing stance 2

B: Renewal 3

Petra: Brigid's Huntress

Spoiler

Class: Infantry/Sword

Stats (no weapon): 35 HP, 28 Atk, 46 Spd, 28 Def, 30 Res (BST: 167)

Weapon: Hunter's knife+ (Mt 15, Rng 1, Effective against beast units)

Special: Thousand Cuts (Cooldown 3: Boosts damage by 50% of unit's speed)

A: Flashing blow (If unit initiates combat, grants Spd+4 and special cooldown charge +1 per attack. Prerequisite: Darting Blow 2. Cannot be used by ranged or mounted units.)

B: Escape Route 3

 

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Some Cipher OC's

Yuzu: Swift Crane of Hoshido

Spoiler

Infantry/Sword
Stats: 38/37/40/26/21 (spd superboon, res and defense superbane)
Weapon: Warriors Sword:
16 mt. Effective against armors. If unit initiated combat, if unit has there special charged after combat, unit gains another action after combat (Once Per Turn)
Special: Draconic Aura
A Slot: Swift Sparrow 3
C Slot: Sword Valor

Shade: Dark Teacher of the Shadows

Spoiler

Infantry/Red Mage
Stats: 39/32/35/30/26 (hp superboon, atk superbane)
Weapon: Teachers Tome
14 mt. At the start of your turn, all allies adjacent to this unit gains +4 to atk/spd/def/res for 1 turn
Assist: Draw Back
B Slot: Def/Res Rouse 1/2/3
Inflicts Def/Res -3 on Foe and neutralizes foes bonuses to Def/Res during combat
C Slot: Fortify Def 4
At the start of turn, grants Adjacent allies +7 def for 1 turn

Randal: Dual Wielding Gambler

Spoiler

Cavalier/Sword
Stats: 43/38/22/39/20 (spd and atk superboon, no superbane)
Weapon: Dual Blades
16 mt. -5 spd. Unit attacks twice, regardless of whether or not this unit intiated
Assist: Smite
A Slot: Fierce Stance 3
B Slot: Atk/Def Link 3
C Slot: Rouse Atk/Def 

Emma: Sky Flying Pegasus Knight

Spoiler

Flier/Lance
Stats: 34/33/41/26/30
Weapon: Trainee's Lance
16 mt. For every flying ally within 2 spaces from this unit, this unit makes an additional attack (max of 4)
Special: Luna
A Slot: Steady Impact
If unit initiates combat, unit gains +6 spd and +10 def, and foe can't make a follow up atk
B Slot: Flier Formation

 

Edited by Poimagic
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Gharnef: Dark Spector (Red Tome, Flying)

GhostGharnef

HP/39
Atk/52 (including weapon)
Spd/14
Def/29
Res/32

Weapon: Eternal Imhullu: Might = 14. Unit and foe Cannot make follow up attacks. Neutralises effective against flying bonuses Cannot be inherited.

Assist: 

Special: Blazing Thunder

A Skill: Mirror Strike

B Skill: 

C Skill: Dark Rite: Deal 7 damage to all allies at the start of turn 1, fully charge unit's special. Cannot be inherited.

Mystery of the Emblem Gharnef with a more appropriate Imhullu effect making him a bit of a tank. Flying because he's now a ghost and flying mages aren't all that common. Imhullu also provides arrow protection as it doesn't make a tonne of sense for him to be weak to arrows.

His C skill is based on how he gathered the maidens for sacrifice. Not only is it good for powering himself up, but it can be used to more quickly get units into desperation/brazen range, especially if said allies heal the seven damage using Ardent Sacrifice.

Edited by Jotari
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  • 1 month later...

Conrad: Masked Knight (Lance, Cavalry)

Conrad unmasked

HP/40
Atk/47 (including weapon)
Spd/30
Def/26
Res/30

Weapon: Blessed Lance+: Might = 14. At the start of every second, restores 10hp.

Assist: 

Special: Sol

A Skill: Mask of Mystery: If unit's HP = 100%, unit may ignore terrain that impedes movement (including forests, however unit may not end turn on a forest). Cannot be inherited.

B Skill:

C Skill: Gallant Savior: At the start of turn, Unit and adjacent allies gain status "Double the potency of recovery effects (includes Renewal, Sol and assists)" for one turn. Cannot be inherited.

Conrad is designed to be a recovery tank. His defenses aren't great, but his unique C skill and weapon allows him to recover 20hp at the start of every turn. In addition,  his Sol recovers all HP dealt, not just 50%, thanks to his C Skill. This effect can even be passed on to allies making your whole team HP recovering tanks. He comes with two prf skills, but his weapon can be inherited. I needed to reference his Mask somewhere as a skill. The actual effect is kind of unrelated, the idea being that he comes to Celica's aid no matter where he is. In practice, this makes him a cavalry that can pass over trenches and through forests, giving him great mobility, which should be useful for continually passing his C skill effect onto other units. As far as melee cavalry go, he also has pretty good res.

Edited by Jotari
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Oh, this thread's been brought back! Didn't know Conrad was ever seen without his mask on though, he's kinda cute! Can't comment on this idea for him much though, I never saw much of him in Echoes since I never finished the game.

Anyway, I'll just put this here then since I made up a possible Sylvain skillset not long ago. 🙂

Sylvain: Gautier's Lady Lover

Color: Blue (Lance)
Movement Type: Cavalry

Weapon: Lance of Ruin - Mt 16. Grants Atk/Def+2. Effective against dragon and flying foes. If user's Def is higher than foe's Def, calculates damage using the lower of foe's Def or Res.
Special: Ruined Sky - 2 Cooldown. Boosts damage by 20% of foe's Atk. If in combat against a dragon foe or flying foe, boosts damage by 40% instead of 20%. (Prerequisites are Dragon Gaze and Draconic Aura.)

A: Sturdy Ground (an enemy phase version of Sturdy Impact) or Sturdy Stance 3 (both would be new)
B: Vantage 3
C - Def Tactic 3

HP: 42
Atk: 37
Spd: 27
Def: 35
Res: 24

BST: 165

Hope this doesn't seem too powercreepy or anything. I don't actually believe IS will give Sylvain a full ABC set due to how they tend to treat males in this game. 😕 But if he were to get one, I feel like this is a realistic idea. And the idea's nice anyway. Lance of Ruin gets dragon and flying effectiveness because in Three Houses, Ruined Sky has that and it's the Lance of Ruin-only combat art. And here, I decided Ruined Sky is just a slightly different version of Byleth's Ruptured Sky. Makes sense, I think.

Stats and skills are partly based off of my own experiences using Sylvain in Three Houses (which is more or less him hitting like a freakin' truck and taking hits like a boss), and partly to compliment the effects I gave the Lance of Ruin. And as an enemy in TH, he's basically a tank on a horse anyway, so yeah. But I gave him a more decent Res stat here so he doesn't simply look like Silas/blue Frederick statwise.

 

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Fallen Heroes Banner: The Four Maidens Edition. Though it is the hypnotized versions, I've kind of designed them to represent the characters as a whole since none of them are in the game so far save Maria.

Elice: Exalted Sacrifice (Infantry, Staff)

Elice (Posessed)

Spoiler

HP/41
Atk/29 (including weapon)
Spd/28 
Def/24 
Res/38 

Weapon: Slow+: 

Assist: Aum: Slows special trigger (Special Cooldown Count+1). Restores HP = 50% of attack and target ally receive status "At start of combat, if unit's HP ≥ 50%, grants: “If unit’s HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP. (Once per combat. Does not stack.)" through their next actions. Cannot be inherited.

Special: Healing Light

A Skill: 

B Skill: 

C Skill: Bond: Restore 7HP to allies within two spaces at the start of turn and, if unit is adjacent to an ally, increase unit's Special Charge by 1. Cannot be inherited.

Basically grants Seliph's miracle to allies. This can be a very potent skill for helping allies survive enemy phase. Slows the special trigger to reflect how it only has 1 use in it's original game (and because it's meant to be a pretty great skill so it gets a nerf). Comes with Bond and Healing Light to reflect how she carries a Reserve staff in the original.

 

Lena: Angelic Sacrifice (Infantry, Staff)

Lena (Posessed)

Spoiler

HP/45
Atk/23 (including weapon)
Spd/31 
Def/26 
Res/35 

Weapon: Pain+: 

Assist: Hammerene: Restores Atk+10 HP and reduce target's special cooldown count by 1. Cannot be inherited.

Special: Miracle

A Skill: 

B Skill: Wings of Mercy

C Skill: 

Comes with her signature Hammerene. Obviously there's no Durability system in Heroes, so instead it reduces Special charge. This can only be done units that have suffered damage however, to prevent abuse in stages where you need to aggro the enemy. Her B skill Wings of Mercy reflects the fact that she comes with a Warp staff in the first game, though she uses it to warp others while here she's warping herself. She uses Pain because she actually comes with a tome when used as a sacrifice in Mystery.

 

Nyna: Royal Sacrifice (Infantry, Blue Tome)

File:Nyna (Posessed).png

Spoiler

HP/41
Atk/50 (including weapon)
Spd/41
Def/17
Res/22

Weapon: Archanea's Thunder: If unit is adjacent to an ally, grant atk/spd/def/res +4 during combat. Grants atk/spd/def/res+4 to adjacent units after combat.

Assist: Ardent Sacrifice

Special: Attack/Speed Bond 4: If Unit is adjacent to an ally during combat, grant atk/spd + 6 and inflicts Special Cooldown Charge -1 on foe per attack.

A Skill: 

B Skill: Desperation

C Skill:  

She comes with a Thoron Tome in Mystery. Boah also is said to have a Thoron so we can guess it's associated with Archanea in some way.Bonds are the theme of this unit, given how important her bond (or lack thereof) with Camus is. Desperation obviously reflects her general desperation as a character, in almost all facets of her life.

 

Maria: Beloved Sacrifice (Infantry, Green Tome)

Maria (Posessed)

Spoiler

HP/33

Atk/54 (including weapon and fury)
Spd/25 (including fury)
Def/26(including fury)
Res/40 (including fury)

Weapon: Macedonia's Wind: If unit is within 2 spaces of a flying unit, grants atk/res+6 during combat. At the start of turn, if unit's HP < 100%, grants atk/spd+6 to all flying allies for 1 turn.

Assist:

Special: 

A Skill: Fury 4

B Skill: 

C Skill: Flight for SurvivalIf unit's HP < 100%, flying units may move to any space adjacent to this unit.

She comes with a fire tome in Mystery, but I'd rather we see more green units than red ones. Her theme is support from flying units, reflecting how Michalis and Minerva wanted to save her (yet another reason I made her green tome, as Sanaki already kind of pulls this with a red tome). The effects only work when she has less than full health however. Fortunately she's packing fury to make sure that happens.

 

Edited by Jotari
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So I just thought about two and got some proper wording from existing skills, both both are quite spoiler heavy for their games, 3Houses and Fates. 

So the 3houses one

Spoiler

The first one is Rhea, the immaculate one, she is the final boss in two routes and in three she has a major role. She deserves to be good. The one here is the normal Archbishop one unless they make her a staff, then she would be the Seiros version, (the silver snow one could be in next year's fallen heroes banner). 

 

Rhea: Immaculate oneo

 

Colorless or Green infantry dragon 

BST:173 

Hp: 45(-4) Atk:41(+4) Spd:22 Def:35 Res:30

 

Crest Stone of Seiros 

Mt:11 Rng:1

Inflicts Spd-5. Unit attacks twice. (Event if foe initiates combat, unit attacks twice.). If foe's Range = 2, damage calculated using the lower of foe's Def or Res.

 

Dragon Fang 

CD:4 

Boosts Atk by 50%

 

Distant Counter

Enables unit to counterattack regardless of distance to attacker.

 

Immaculate Light 

At start of combat, if unit's or foe's HP > 100%, neutralizes status effects and disables skills that prevent counterattacks during combat and if foe initiates combat, unit can counterattack before foe’s first attack. 

 

Savage Blow 4

After combat, foes within two spaces of target take 11 damage

 

She is pretty simple, working in a similar fashion to sword Reinhardt and Keaton with that weapon. With DC and her B skill active she can counterattack before foe regardless of range or skills. I gave her a unique B slot because I thought she could qualify as a mythic. Also I believe she has enough bulk to survive an attack from most non-Ophelia or effective damagers hardy bearings users. As for her Savage Blow 4, it works on both phases and deals 11 damage because I think 10 is the biggest Hp healing that activates at start of turn. Also I gave it to her so that she can activate her B slot properly and help her Vantage sweep multiple foes and as a reference to her AOE attacks she dealt in her game.

Now for the fates one

Spoiler

The next one is Anankos, the silent dragon. So for him I decided to make him similar to the dragon corrins and give him some power of the song he wrote.

 

Anankos: Silent Dragon

 

Blue/Green infantry dragon

BST: 173

Hp: 42 Atk: 34 Spd: 37 Def: 34 Res: 26

 

Silent Breath

Mt: 16 Rng: 1

Grants Atk/Spd+2 and accelerates Special trigger (cooldown count-1). Grants bonus to Atk/Spd/Def/Res during combat = highest bonus on unit at start of combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. 

 

Draconic Aura 

CD:3

Boosts Atk by 30%.

 

Distant Counter 

Enables unit to counterattack regardless of distance to attacker. 

 

Song of Vala

Neutralizes unit's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.)

 

Atk smoke 4

After combat, inflicts Atk-7 on foes within 2 spaces of target through their next action and grants Atk+5 to unit and allies within 2 spaces for 1 turn.

 

So his weapon has gives 2 stats +2 as a sout out to Refined Yato, the slaying effect comes from the adrift dragons that introduced slaying breaths and the base effect is essentially prayer wheel but for in-combat buffs, for example he has a +6 Atk visible buff, during combat he gets +6 to all stats as in-combat buffs a shout out to fallen Corrin's Savage breath. With +6 to all stats it  essentially becomes a Bonus Doubler. DC is self explanatory. His unique B slot comes from the fact he is a mythic candidate. It blocks all debuffs, negative effects and foe's buffs, it works wonders with his weapon and is a based off his in-game skills in fates but changed for Heroes standards. Atk smoke 4 is like Veronica's staff as it gives debuffs to enemies and buffs to unit and allies, the reason for the +5 Atk is because of Threaten Atk/spd 4 that also gave stats and I didn't feel like surpassing 7 for visible debuffs that could be turned to buffs that could be singed by Azura (+9 to all stats would be a nightmare). 

This is it. Actually, theory-crafting units is pretty fun so I could post again when I have ideas. 

Edited by SuperNova125
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  • 2 weeks later...

Duo idea on my mind

Name: Hinoka (Hinoka + Sakura)
Weapon/Movement: Lance Flier
Stats: 42/33/41/30/35
Superboon/Superbane: Def / Atk
Weapon Name: Guard Naginata
Weapon Might/Effect: 16 Might. If foe's Range = 1 and if unit's Special triggers based on foe's attack, triggers unit's Special as Escutcheon during this combat. If unit's Special is originally named Buckler, Escutcheon, or Pavise, further reduces foe's damage by 30% when unit's Special triggers instead.
Assist: none
Special: Sacred Cowl
A Passive Name: Defiant Def/Res 3
A Passive Effect: Grants Def/Res+5 at start of turn if unit's HP ≤ 50%. Grants Def/Res+10 instead if unit's HP ≤ 25%. Penalties during combat become bonuses during combat instead.
B Passive: Aerobatics 3
C Passive: none

Duo Skill: Allies within 3 spaces of unit can warp to a space adjacent to unit. At the end of the Player Phase, unit and adjacent allies recover 10 HP.

Edited by MilodicMellodi
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46 minutes ago, MilodicMellodi said:

Duo idea on my mind

Name: Hinoka (Hinoka + Sakura)
Weapon/Movement: Lance Flier
Stats: 42/33/41/30/35
Superboon/Superbane: Def / Atk
Weapon Name: Guard Naginata
Weapon Might/Effect: 16 Might. If foe's Range = 1 and if unit's Special triggers based on foe's attack, triggers unit's Special as Escutcheon during this combat. If unit's Special is originally named Buckler, Escutcheon, or Pavise, further reduces foe's damage by 30% when unit's Special triggers instead.
Assist: none
Special: Sacred Cowl
A Passive Name: Defiant Def/Res 3
A Passive Effect: Grants Def/Res+5 at start of turn if unit's HP ≤ 50%. Grants Def/Res+10 instead if unit's HP ≤ 25%. Penalties during combat become bonuses during combat instead.
B Passive: Aerobatics 3
C Passive: none

I've long been of the opinion that all of the weapons that come with Stance effects like the Bright Naginata should be Fates characters and should be called Guard/Venge weapons. Instead they make up a bunch of new weapons and give them to any random unit in the series.

Who is this character though?  You say Hinoka Shakira? Are both of them riding the Pegasus or something?

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Another Duo unit idea.

Name: Yen'fay (Yen'fay + Say'ri)
Weapon/Movement: Sword Infantry
Stats: 45/34/35/25/20
Superboon/Superbane: Spd / Atk and Def
Weapon Name: Parallel Amatsu
Weapon Might/Effect: 16 Might. Grants Atk+3. If unit's HP ≥ 75%, disables foe's skills that disable other skills during combat.
Assist: none

Special: Sol
A Passive Name: Kestrel Boost 3
A Passive Effect: If unit has at least 3 more HP than foe at the start of combat, grants unit Atk/Spd +6 during combat. If unit has at least 10 more HP than foe at the start of combat, inflicts Atk/Spd-6 on foe during combat.
B Passive: Swordbreaker 3
C Passive: none

Duo Skill: Grants the following effect to unit and melee allies in 3 rows centered on unit through their next actions: "If unit initiates combat, unit moves 1 space away after combat."

Edited by MilodicMellodi
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4 hours ago, MilodicMellodi said:

No, Sakura's using her imouto powers to carry her sister through the air =.=
Just letting you know, that was sarcasm.

That doesn't actually help me understand what the concept is. Are Duo units something new added to the series that I've missed? We already have a Lance version of Hinoka.

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I will join the duo fun. The units are broken on purpose.

— — — — — — —

Laevatein (Laevatein+Laegjarn; Laevatein rides a flying Laegjarn transformed into a dragon)
Color/Weapon/Movement: Colorless Staff Flier

Stats Level 1:
14/13/12/3/3
Growth Rates:
35%/80%/80%/30%/30%
Growth Points:
15/35/35/13/13
Stats Level 40:
29/48/47/16/16

Weapon: Sheathed Blade
Calculates damage from staff like other weapons. Neutralizes effects that prevent unit's counterattacks during combat. Adds total bonuses on unit to damage dealt. Grants bonus to unit's Atk = total penalties on foe during combat.
Assist: Rite of Flame
Unit and target loses 10 HP but cannot go below 1. Target ally moves to opposite side of unit.
Special: Miracle
A: Close Counter
B: Vantage
C: Res Smoke

Duo: Grants unit and enemies within 3 columns and 3 rows centered on unit Atk/Spd/Def/Res+7. Inflicts on unit and enemies within 3 columns and 3 rows centered on unit Atk/Spd/Def/Res-7. Converts penalties on unit to bonuses. Converts bonuses into penalties on enemies within 3 columns and 3 rows centered on unit.

— — — — — — —

Laegjarn (Laegjarn+Laevatein; Laegjarn is giving Laevatein a piggyback ride.)
Color/Weapon/Movement: Colorless Dragon Flier

Stats Level 1:
24/8/8/5/5
Growth Rates:
50%/60%/60%/50%/50%
Growth Points:
22/26/26/22/22
Stats Level 40:
46/34/34/27/27

Weapon: Searing Breath
Neutralizes "effective against flying" bonuses. Adds 50% of total bonuses on unit to unit's Atk/Spd/Def/Res during combat. Adds 50% of total penalties on foes to unit's Atk/Spd/Def/Res during combat. Adds 50% of total damage dealt to unit to unit's Atk/Spd/Def/Res during combat.
Assist: Rite of Flame
Unit and target loses 10 HP but cannot go below 1. Target ally moves to opposite side of unit.
Special: Noontime
A: Distant Counter
B: Lull Atk/Spd
C: Pulse Smoke

Duo: Grants unit and enemies within 3 columns and 3 rows centered on unit Atk/Spd/Def/Res+7. Inflicts on unit and enemies within 3 columns and 3 rows centered on unit Atk/Spd/Def/Res-7. Converts penalties on unit to bonuses. Converts bonuses into penalties on enemies within 3 columns and 3 rows centered on unit.

1 hour ago, Jotari said:

That doesn't actually help me understand what the concept is. Are Duo units something new added to the series that I've missed? We already have a Lance version of Hinoka.

Yeah, it is a new thing.

Edited by XRay
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So I would want a dragon duo but I don't see what characters could be one so I thought of something close. Some 3Houses spoilers beware. 

Spoiler

 

Byleth and sothis

Byleth. Enlightened One (with sothis on his back like Micaiah and Yune) 

Infantry sword  

Hp. 42 (has a -4 flaw), Atk. 36 (52 with weapon), Spd. 38 (41 with weapon, has a +4 asset) , Def. 33, Res. 24

The Duo effect is the same as Hector's since I don't know what else could be done. 

Sublime Creator's Sword

Mt 16 Rng 1

Grants Spd +3. Unit can counterattack regaldles of foe's distance. Disables foe's skills that guarantee foe's follow-up attack and foe's skills that prevent unit's follow-up attack.

 

Sirius.

Boost damage by 30% of unit's Spd. Restores HP = 30% Of damage dealt. 

 

Atk/Spd Form 3

Grants Atk/Spd+X to unit during combat. (X = 2 x number of allies within 2 spaces, + 1; max 7.)

 

Null Sp-Charge 3

Neutralizes skills that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.  

Hone Res 4

At start of turn, grants Res+7 to adjacent allies for 1 turn.

His weapon is DC with Null Follow-Up and his B slot is original Creator sword's second effect. Matching and the original's effects and its DC properties (in 3 houses). Hone res is a callback to Sothis shield a +7 res buff sothis can give in NG+. Sirius is there as he has her powers and Atk/Spd Form is there to boost his offensive powers. 

 

Does anyone have an idea who could be in a dragon Duo? 

Edited by SuperNova125
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2 hours ago, XRay said:

I will join the duo fun. The units are broken on purpose.

— — — — — — —

Laevatein (Laevatein+Laegjarn; Laevatein rides a flying Laegjarn transformed into a dragon)
Color/Weapon/Movement: Colorless Staff Flier

Stats Level 1:
14/13/12/3/3
Growth Rates:
35%/80%/80%/30%/30%
Growth Points:
15/35/35/13/13
Stats Level 40:
29/48/47/16/16

Weapon: Sheathed Blade
Calculates damage from staff like other weapons. Neutralizes effects that prevent unit's counterattacks during combat. Adds total bonuses on unit to damage dealt. Grants bonus to unit's Atk = total penalties on foe during combat.
Assist: Rite of Flame
Unit and target loses 10 HP but cannot go below 1. Target ally moves to opposite side of unit.
Special: Miracle
A: Close Counter
B: Vantage
C: Res Smoke

Duo: Grants unit and enemies within 3 columns and 3 rows centered on unit Atk/Spd/Def/Res+7. Inflicts on unit and enemies within 3 columns and 3 rows centered on unit Atk/Spd/Def/Res-7. Converts penalties on unit to bonuses. Converts bonuses into penalties on enemies within 3 columns and 3 rows centered on unit.

— — — — — — —

Laegjarn (Laegjarn+Laevatein; Laegjarn is giving Laevatein a piggyback ride.)
Color/Weapon/Movement: Colorless Dragon Flier

Stats Level 1:
24/8/8/5/5
Growth Rates:
50%/60%/60%/50%/50%
Growth Points:
22/26/26/22/22
Stats Level 40:
46/34/34/27/27

Weapon: Searing Breath
Neutralizes "effective against flying" bonuses. Adds 50% of total bonuses on unit to unit's Atk/Spd/Def/Res during combat. Adds 50% of total penalties on foes to unit's Atk/Spd/Def/Res during combat. Adds 50% of total damage dealt to unit to unit's Atk/Spd/Def/Res during combat.
Assist: Rite of Flame
Unit and target loses 10 HP but cannot go below 1. Target ally moves to opposite side of unit.
Special: Noontime
A: Distant Counter
B: Lull Atk/Spd
C: Pulse Smoke

Duo: Grants unit and enemies within 3 columns and 3 rows centered on unit Atk/Spd/Def/Res+7. Inflicts on unit and enemies within 3 columns and 3 rows centered on unit Atk/Spd/Def/Res-7. Converts penalties on unit to bonuses. Converts bonuses into penalties on enemies within 3 columns and 3 rows centered on unit.

Yeah, it is a new thing.

Hmm. So it seems the only new thing really is making an AOE attack on a button rather than some kind of pair up system. There doesn't really seem to be any innate need for that to be on a duo. Shame fallen Takumi came so early in the game's life. He could have made a Duo with himself. Control of the Skadi attack would make it quite a hit more useful.

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  • 1 month later...

Mind if I bring this back? I made an OC!

RFS5FED.png

This is Hrid and Sharena's daughter, Frea. I ship those two. XD Frea rides a Pegasus because I wanted her to be a movement type not represented among the Nifls and I don't care for armors. Pegasus knight is one of my favs anyway. Frea's sword used to be called Verdandi, but then dancer Berkut stole that, so I had to change it. xP

Svanhild - Mt 16. Grants Res+3 to allies within 2 spaces during combat. Targets Res instead of Def.

Snowflake Seal - If foe's Res > foe's Def, deals +10 damage.

Ground Orders actually wasn't available in the unit builder I used, so I had to download the icon and add it in manually. I also took Hrid's Freezing Seal icon and recolored it to make the Snowflake Seal. Frea is Hrid's daughter, so why not have a similar icon? 😛

I also did something I'd never done with any character before: I voiced her! I'm no VAing expert, and I don't think my voice is the BEST fit for this character, but I felt like giving it a try. XD The last four lines are special trigger lines, btw.

Spoiler

 

Her full quality art is here.

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1 hour ago, Anacybele said:

Mind if I bring this back? I made an OC!

RFS5FED.png

This is Hrid and Sharena's daughter, Frea. I ship those two. XD Frea rides a Pegasus because I wanted her to be a movement type not represented among the Nifls and I don't care for armors. Pegasus knight is one of my favs anyway. Frea's sword used to be called Verdandi, but then dancer Berkut stole that, so I had to change it. xP

Svanhild - Mt 16. Grants Res+3 to allies within 2 spaces during combat. Targets Res instead of Def.

Snowflake Seal - If foe's Res > foe's Def, deals +10 damage.

Ground Orders actually wasn't available in the unit builder I used, so I had to download the icon and add it in manually. I also took Hrid's Freezing Seal icon and recolored it to make the Snowflake Seal. Frea is Hrid's daughter, so why not have a similar icon? 😛

I also did something I'd never done with any character before: I voiced her! I'm no VAing expert, and I don't think my voice is the BEST fit for this character, but I felt like giving it a try. XD The last four lines are special trigger lines, btw.

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Her full quality art is here.

That voice acting is actually a lot better than I was expecting.

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