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And now make take on the last of the Beasts, the Tigers:

Kindhearted Warrior: Mordecai

Spoiler

Infantry Strike

HP: 49

Atk: 32

Spd: 20

Def: 43

Res: 16

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

Assist: Smite (duh!)

B Skill: Olivi Grass- When HP < 50%, heals this unit for 15 HP and accelerates Special cooldown by 1 at the start of the player’s turn. Inheritable. Strike units only.

The strong, and very physically durable Tiger, but no Resistance or Spd.

Olivi Grass treats HP like the Laguz gauge, and offers a heal even though Olivi Grass doesn't in RD (although Kurthnaga does use one in a bandage for Micaiah earlier). It too treats Specials like the Laguz gauge in its second effect.

 

Desert’s Water: Muarim

Spoiler

Infantry Strike

HP: 41

Atk: 31

Spd: 27

Def: 25

Res: 35

Weapon: Forbearing Strike- Negates one debuff to this unit per turn, if debuff is negated, increases Atk/Res by 4.

A Skill: Howl- When attacked from Range 2, reduces the enemy’s Move and that of enemies within 2 spaces of them to 1 through their next action. Inheritable. Strike units only.

C Skill: Sustained Benefit- Any and all temporary displayed stat boosts obtained on the prior turn, will linger at half potency into this one. Any old buffs when reapplied will override their halved versions from this skill. Inheritable.

The strong Res tank Tiger, trades Def and HP to achieve this.

Forbearing Strike is derived from Muarim being a former slave. He is resilient, and thus can endure a debuff in good stride.

Sustained Benefit is based on the Demi Band, which he joins with in PoR and has as a boss. It allows him to stay shifted all the time, but halves the transformation bonuses. Here, it lets him extent the duration of buffs, albeit at a weaker strength. Not so good as to have to make it Strike restricted.

 

Dutiful Assistant: Kyza/Kysha

Spoiler

Infantry Strike

HP: 43

Atk: 25

Spd: 31

Def: 32

Res: 29

Weapon: Studious Strike- If an ally within 2 spaces has a non-HP stat that is 5 or higher than this unit’s base value (no visible buffs in either case) in that stat, this unit gains +2 to it. Multiple allies can trigger this skill in the same and or different stats. (So placing a 30 Atk and 37 Def ally and a 30 Atk and 36 ally within two spaces of Kyza, he will get +4 Atk +2 Spd/Def.) 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. Cannot deal fatal damage. Strike units only.

The speedy mixed tank Tiger, but trades Atk to achieve this.

The premise behind Studious Strike? Kyza is supposed to be a model soldier, upright, stringent and well-mannered. In FEH willingness to serve his superiors well strengthens him when surrounded by superiors- defined here as anyone with a +5 in a given stat on him.

 

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Crossover Banner: Crossing Fate (BBTAG crossover) 

Spoiler

The Bloodedge: Ragna

Unit Type: Axe Armor

Stats:

HP: 48

ATK: 36

SPD: 25

DEF: 37

RES: 29

Weapon: Bloodscythe (16 MT/Uninheritable): Negates armor effectiveness. Unit heals 30% of damage dealt when special triggers.

Special: Blue Flame

B Skill: Vengeful Fighter

C Skill: Armor March

Lead Investigator: Yu

Unit Type: Blue Breath Infantry

Stats:

HP: 43

ATK: 30

SPD: 33

DEF: 31

RES: 27

Weapon: Frost Breath (16 MT/Uninheritable): Negates Weapon Triangle and dragon effectiveness. Adaptive Damage.

Special: Reprisal

Slot A: Spectrum Bond 2 (Basically just the Ylissean Falchion effect in skill form)

Slot B: Vantage 3

Blade of the Night: Hyde

Type: Sword Infantry

Stats: 

HP: 43

ATK: 32

SPD: 35

DEF: 29

RES: 25

Weapon: Insulator (MT 16/Uninheritable): Distant Counter.

Special: Luna

Slot A: Life and Death 3

Slot B: Wrath 3

GHB Unit= Ruby: Red Like Roses

Type: Axe Infantry

Stats:

HP: 37

ATK: 30

SPD: 40

DEF: 29

RES: 28

Weapon: Crescent Rose (16 MT/Uninheritable): Speed +3 and Double Lion.

Special: Galeforce

Slot A: Brazen ATK/SPD 3

Slot B: Escape Route 3

 

Edited by GreatKnightEcho
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Some unfulfilled dancer niches.

Elffin: Lost Prince (Mounted, Red Tome)

Spoiler

 

Elphin

HP/33
Atk/35 (including weapon)
Spd/31
Def/19
Res/27

Weapon: Bolganone:

Assist: Play: Grants another action to target ally (cannot target ally with Sing, Dance, Play or Renew)

Special: 

A Skill:

B Skill: Arrow Guard: In combat against a bow using foe, enemy cannot make a follow up attack. 

C Skill: Ward Cavalry

Mounted refresher. Sorely needed. Very useful for his movement alone, which means he's pretty useless in every other regard too.

 

 

 

Faye: Village Cleric (Infantry, Staff)

Spoiler

 

FE Echoes Faye

HP/39 (Including skill)
Atk/34(Including weapon)
Spd/34
Def/19
Res/27

Weapon: Absorb:

Assist: Renew: Range = 2. Deal 10 damage to unit and grant another action to target ally (cannot target ally with Sing, Dance, Play or Renew).

Special: 

A Skill: HP+5

B Skill: LitanyWhen using Renew, restore ally's HP by 7. Cannot be inherited.

C Skill: 

A refresher who can refresh from a distance. Absorb is obviously a nod to Nosferatu.

 

 

 

Nils: Oracle of Fate (Armoured, Blue Breath)

Spoiler

 

Nils

HP/44
Atk/39 (including weapon)
Spd/30 
Def/34
Res/31

Weapon: Light Breath+:

Assist: Play: Grants another action to target ally (cannot target ally with Sing, Dance, Play or Renew)

Special: 

A Skill:

B Skill: Thor's Ire: When using Sing, Play, Dance or Renew on an ally, reduce ally's special cooldown count by 1. Cannot be inherited.

C Skill: Ward Dragons

Yeah, it's a bit weird making him an armoured unit, but I don't really see any other option for armoured refreshers.

 

 

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Reworks of the Tellius units I've posted before, as well as some new ones!

Geoffrey: Queen’s Knight

Spoiler

Geoffrey: Queen’s Knight

Blue Lance Cavalry

Availability: 5★

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

18/19/20

7/8/9

6/7/8

7/8/9

3/4/5

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

60%

50%

50%

50%

45%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

42/45/48

26/30/33

25/29/32

26/30/33

20/23/27

155-157

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Lance

6

1

-

50

-

-

Steel Lance

8

1

-

100

-

-

Brave Lance

5

1

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

200

-

-

Brave Lance+

8

1

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

300

-

5★

 

Specials

Name

CD

Effect

SP Cost

Default

Unlock

Daylight

3

Heal 30% of damage dealt.

100

5★

-

Sol

3

Heal 50% of damage dealt.

200

-

5★

 

Assists

Name

Effect

SP Cost

Default

Unlock

Swap

Unit and target ally swap spaces.

150

5★

-

 

Passives

Name

Effect

SP Cost

Unlock

Type

Def/Res Link 1/2/3

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Def/Res+2/4/6 to unit and target ally or unit and targeting ally for 1 turn.

60/120/240

5★/5★/5★

B

Lance Exp. 1/2/3

While unit lives and uses a sword, unit gets 1.5x EXP. / While unit lives, all sword allies on team get 1.5/2x EXP. (Only highest value applied. Does not stack.)

30/60/120

5★/5★/5★

C

Lucia: Tireless Advisor

Spoiler

Lucia: Tireless Advisor

Red Sword Infantry

Availability: 5★

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

16/17/18

8/9/10

9/10/11

5/6/7

5/6/7

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

50%

55%

70%

45%

45%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

35/39/42

30/33/36

37/40/44

22/25/29

22/25/29

161-163

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Sword

6

1

-

50

-

-

Steel Sword

8

1

-

100

-

-

Wo Dao

9

1

Deals +10 damage when Special triggers.

200

-

-

Wo Dao+

13

1

Deals +10 damage when Special triggers.

300

-

5★

Wo Dao+ can be upgraded in the Weapon Refinery.

 

Specials

Name

CD

Effect

SP Cost

Default

Unlock

Night Sky

3

Grants +50% to damage dealt.

100

5★

-

Astra

4

Grants +150% to damage dealt.

200

-

5★

 

Passives

Name

Effect

SP Cost

Unlock

Type

Flashing Blade 1/2/3

If unit's Spd ≥ foe's Spd+5/3/0, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)

60/120/240

5★/5★/5★

A

Parity 1/2/3

If unit’s HP = 100% / ≥ 50% / (no HP threshold), neutralizes unit’s and foe’s bonuses and combat buffs during combat.

60/120/240

5★/5★/5★

B

Hone Spd 1/2/3

At start of turn, grants Spd+2/3/4 to adjacent allies for 1 turn.

50/100/200

5★/5★/5★

C

Rolf: Young Archer

Spoiler

Rolf: Young Archer

Colourless Bow Infantry

Availability: 4★ - 5★

 

Base Stats (Lv. 1)

 

Rarity

HP

Attack

Speed

Defense

Resistance

4★

15/16/17

3/4/5

5/6/7

5/6/7

1/2/3

5★

16/17/18

4/5/6

5/6/7

5/6/7

2/3/4

 

Growth Rates

 

HP

Attack

Speed

Defense

Resistance

60%

60%

70%

50%

35%

 

Max Stats (Lv. 40)

 

Rarity

HP

Attack

Speed

Defense

Resistance

Total

4★

37/40/43

25/28/31

31/34/38

23/26/29

13/16/19

144-145

5★

40/43/46

28/31/34

33/36/40

24/28/31

15/18/21

155-157

 

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

9

2

Effective against flying foes.

200

4★

-

Rolf’s Bow

14

2

Effective against flying foes. If foe uses bow, dagger, magic, or staff, grants Atk/Spd+6 during combat.

400

5★

5★

 

Assists

 

Name

Effect

SP Cost

Default

Unlock

Shove

Push adjacent ally 1 space farther away.

150

4★

-

 

Passives

 

Name

Effect

SP Cost

Unlock

Type

Speed +1/2/3

Grants Spd+1/2/3.

30/60/120

4★/4★/4★

A

Bowbreaker 1/2/3

If unit's HP ≥ 90/70/50% in combat against a colorless bow foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

50/100/200

4★/4★/5★

B

Even Atk Wave 1 / Even Atk/Spd Wave 1/2

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

60/150/300

4★/5★/5★

C

Boyd: Mighty Soldier

Spoiler

Boyd: Mighty Soldier

Green Axe Infantry

Availability: 4★ - 5★

 

Base Stats (Lv. 1)

 

Rarity

HP

Attack

Speed

Defense

Resistance

4★

20/21/22

8/9/10

6/7/8

4/5/6

2/3/4

5★

21/22/23

8/9/10

6/7/8

5/6/7

3/4/5

 

Growth Rates

 

HP

Attack

Speed

Defense

Resistance

70%

70%

55%

35%

35%

 

Max Stats (Lv. 40)

 

Rarity

HP

Attack

Speed

Defense

Resistance

Total

4★

46/49/53

34/37/41

26/29/32

16/19/22

14/17/20

151-152

5★

49/52/56

36/39/43

28/31/34

18/21/24

16/19/22

162-163

 

Weapons

 

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Axe

6

1

-

50

-

-

Steel Axe

8

1

-

100

-

-

Poleaxe

10

1

Effective against cavalry foes.

200

4★

-

Poleaxe+

14

1

Effective against cavalry foes.

300

5★

5★

Poleaxe+ can be upgraded in the Weapon Refinery.

Poleaxe+ can be upgraded with the additional effect "Neutralizes cavalry foes’ bonuses (from skills like Fortify, Rally, etc.) during combat.".

 

Specials

 

Name

CD

Effect

SP Cost

Default

Unlock

Dragon Gaze

3

Boosts damage by 30% of unit's Atk.

100

4★

-

Dragon Fang

4

Boosts damage by 50% of unit's Atk.

200

-

4★

Colossus

4

Boosts damage by 80% of unit’s Atk.

500

-

5★

 

Assists

 

Name

Effect

SP Cost

Default

Unlock

Rally Attack

Grants Atk+4 to target ally for 1 turn.

150

4★

-

Rally Atk/Def

Grants Atk/Def+3 to target ally for 1 turn.

300

-

4★

Rally Atk/Def+

Grants Atk/Def+6 to target ally for 1 turn.

400

-

5★

 

Passives

 

Name

Effect

SP Cost

Unlock

Type

Odd Tempest 1/2/3

At start of odd-numbered turns, grants Atk/Spd/Def/Res+3/4/6 to unit. At start of even-numbered turns, inflicts Atk/Spd/Def/Res-3.

60/120/240

4★/4★/4★

A

Wrath 1/2/3

At start of turn, if unit's HP ≤ 25/50/75% and unit's attack triggers Special, grants Special cooldown count-1. Deals +10 damage when Special triggers.

60/120/240

4★/4★/5★

B

Ashnard: Mad King

Spoiler

Ashnard: Mad King

Red Sword Flier

Availability: 3★ - 4★ (GHB)

 

Base Stats (Lv. 1)

 

Rarity

HP

Attack

Speed

Defense

Resistance

3★

18

9

4

9

2

4★

18

10

4

10

2

5★

19

10

5

10

3

 

Growth Rates

 

HP

Attack

Speed

Defense

Resistance

55%

65%

45%

65%

35%

 

Max Stats (Lv. 40)

 

Rarity

HP

Attack

Speed

Defense

Resistance

Total

3★

39

34

21

34

15

143

4★

40

36

22

36

16

150

5★

43

38

24

38

18

161

 

Weapons

 

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Sword

6

1

-

50

-

-

Steel Sword

8

1

-

100

3★

-

Silver Sword

11

1

-

200

4★

3★

Gurgurant

16

1

Grants Def+3. At start of turn, inflicts the following status on all foes within 2 spaces: "Inflicts Special cooldown charge -1 per attack during combat. (Only highest value applied. Does not stack.)"

400

-

5★

 

Assists

 

 

Name

Effect

SP Cost

Default

Unlock

Smite

Pushes target ally 2 spaces away.

150

5★

-

 

Passives

 

Name

Effect

SP Cost

Unlock

Type

Renewal 1/2/3

At the start of every fourth/third/second turn, restores 10 HP.

60/120/240

3★/4★/5★

B

Panic Smoke 1/2/3

Converts bonuses on foes within 2 spaces of target with HP < unit's HP-5/3/1 into penalties through their next actions.

50/100/200

3★/3★/4★

C

Now for the new units!

Edward: Blade of Justice

Spoiler

Edward: Blade of Justice

Red Sword Infantry

Availability: 5★

 

Base Stats (Lv. 1)

 

 

Rarity

HP

Attack

Speed

Defense

Resistance

5★

18/19/20

5/6/7

7/8/9

3/4/5

2/3/4

 

Growth Rates

 

HP

Attack

Speed

Defense

Resistance

50%

70%

75%

55%

45%

 

Max Stats (Lv. 40)

 

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

37/41/44

33/36/40

37/41/44

25/28/31

19/22/26

167-169

 

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

-

-

Caladbolg

16

1

Grants Spd+3. 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

5★

-

Astra

4

Boosts damage dealt by 150%.

200

-

5★

 

Passives

 

Name

Effect

SP Cost

Unlock

Type

Quickened Pulse 1/2

At the start of turn 1, grants Special cooldown count-1/2.

120/240

5★/5★

A

Wrath 1/2/3

At start of turn, if unit's HP ≤ 25/50/75% and unit's attack triggers Special, grants Special cooldown count-1. Deals +10 damage when Special triggers.

60/120/240

5★/5★/5★

B

Spur Attack 1 / Spur Atk/Def 1/2

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

50/120/240

5★/5★/5★

C

Leonardo: Freedom’s Arrow

Spoiler

Leonardo: Freedom’s Arrow

Blue Bow Infantry

Availability: 5★

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

15/16/17

5/6/7

7/8/9

3/4/5

2/3/4

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

40%

60%

55%

55%

65%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

30/33/36

29/32/35

29/32/35

25/28/31

28/31/34

156

 

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

9

2

Effective against flying foes.

200

-

-

Lughnasadh

14

2

Effective against flying foes. Grants Spd+3. At start of even-numbered turns, grants Atk/Spd/Def/Res+3 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

300

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★

Deadeye

3

Treats foe’s Def/Res as if reduced by 50% during combat. After combat, inflicts status on target and foes within 1 space of target restricting movement to 1 space through their next actions.  

500

-

5★

 

Assists

Name

Effect

SP Cost

Default

Unlock

Shove

Push adjacent ally 1 space farther away.

150

5★

-

 

Passives

Name

Effect

SP Cost

Unlock

Type

Fortress Def 1/2/3/4

Grants Def+3/4/5/7. Inflicts Atk-3.

40/80/160/300

5★/5★/5★/5★

A

Guard 1/2/3

At start of combat, if unit's HP = 100% / ≥ 90/80%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

60/120/240

5★/5★/5★

B

Nolan: Wise Champion

Spoiler

Nolan: Wise Champion

Green Axe Infantry

Availability: 5★

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

19/20/21

8/9/10

6/7/8

8/9/10

2/3/4

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

50%

60%

50%

65%

40%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

38/42/45

32/35/38

25/29/32

34/37/40

17/20/23

162-163

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Axe

6

1

-

50

-

-

Steel Axe

8

1

-

100

-

-

Silver Axe

11

1

Accelerates Special trigger (cooldown count -1).

200

-

-

Tarvos

16

1

Grants Def+3. If foe initiates combat, grants Special cooldown charge+1 per attack. (Only highest value applied. Does not stack.)

400

5★

-

 

Specials

Name

CD

Effect

SP Cost

Default

Unlock

Glowing Ember

3

Boosts damage dealt by 50% of unit’s Def.

100

5★

-

Ignis

4

Boosts damage dealt by 80% of unit’s Def.

200

-

5★

 

Passives

Name

Effect

SP Cost

Unlock

Type

Steady Stance 1 / Sturdy Stance 1/2

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

50/120/240

5★/5★/5★

A

Quick Riposte 1/2/3

If unit's HP ≥ 90/80/70% and foe initiates combat, unit makes a guaranteed follow-up attack.

60/120/240

5★/5★/5★

B

Close Guard 1/2/3

Allies within 2 spaces gain: "If foe uses sword, lance, axe, or dragonstone, grants Def/Res+2/3/4 during combat."

60/120/240

5★/5★/5★

C

Volke: Man of Mysteries

Spoiler

Volke: Man of Mysteries

Colourless Dagger Infantry

Availability: 5★

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

14/15/16

7/8/9

8/9/10

6/7/8

5/6/7

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

50%

50%

65%

45%

35%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

33/37/40

26/30/33

34/37/40

23/26/30

18/21/24

150-152

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Dagger

3

2

After combat, if unit attacked, inflicts Def/Res-3 on foe through its next action.

50

-

-

Steel Dagger

5

2

After combat, if unit attacked, inflicts Def/Res-3 on foe through its next action.

100

-

-

Silver Dagger

7

2

After combat, if unit attacked, inflicts Def/Res-5 on foe through its next action.

200

-

-

Baselard

14

2

Accelerates Special trigger (cooldown count-1). After combat, if unit attacked, inflicts Atk/Spd/Def/Res-6 on target and foes within 2 spaces of target through their next actions.

300

5★

-

 

Specials

Name

CD

Effect

SP Cost

Default

Unlock

Silencer

3

Grants bonus to damage dealt equal to 30% of foe’s current HP.

100

5★

-

Lethality

3

Grants bonus to damage dealt equal to 50% of foe’s current HP.

200

-

5★

 

Passives

Name

Effect

SP Cost

Unlock

Type

Atk/Spd Solo 1/2/3

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

60/120/240

5★/5★/5★

A

Watersweep 1/2/3

If unit initiates combat, unit cannot make a follow-up attack. If unit's Spd ≥ foe's Spd+5/3/0 and foe uses magic, staff, or dragonstone, foe cannot counterattack.

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

Astrid: Unassuming Knight

Spoiler

Astrid: Unassuming Knight

Colourless Bow Cavalry

Availability: 4★ - 5★ (Tempest Trials)

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

4★

19

6

8

4

3

5★

20

6

8

5

4

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

45%

55%

65%

35%

35%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

4★

37

28

34

18

17

134

5★

39

30

36

20

19

144

 

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

9

2

Effective against flying foes.

200

4★

-

Silver Bow+

13

2

Effective against flying foes.

300

5★

5★

Silver Bow+ can be upgraded in the Weapon Refinery.

 

Assists

Name

Effect

SP Cost

Default

Unlock

Rally Resistance

Grants Res+4 to target ally for 1 turn.

150

4★

-

Rally Def/Res

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

300

-

4★

Rally Def/Res+

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

400

-

5★

 

Passives

Name

Effect

SP Cost

Unlock

Type

Speed+1 / Spd/Def 1/2

Grants Spd+1. / Grants Spd/Def+1/2.

30/80/160

4★/4★/4★

A

Canto

If unit completes an action having not exhausted its movement range, unit may move the remaining amount after acting. (Unit cannot act twice in the same turn).

300

5★

B

Spur Res 1/2 / Ward Cavalry

Grants Res+2/3 to adjacent allies during combat. / Grants Def/Res+4 to cavalry allies within 2 spaces during combat.

50/100/200

4★/4★/5★

C

Shinon: Deadly Adept

Spoiler

Shinon: Deadly Adept

Colourless Bow Infantry

Availability: 3★ - 4★ (GHB)

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

3★

17

6

8

6

3

4★

17

6

9

7

3

5★

18

7

9

7

4

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

50%

60%

65%

45%

25%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

3★

36

29

33

23

12

133

4★

37

30

35

25

13

140

5★

40

33

37

26

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

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

200

4★

3★

Silencer

14

2

Effective against flying foes. Accelerates Special trigger (cooldown count-1). If unit's HP ≥ 50% and foe uses a bow, foe cannot make a follow-up attack and unit makes a guaranteed follow-up attack.

300

-

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

4★

3★

Luna

3

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

200

-

4★

 

Passives

Name

Effect

SP Cost

Unlock

Type

Darting Blow 1 / Swift Sparrow 1/2

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

50/120/240

3★/4★/5★

A

Chill Spd 1/2/3

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

60/120/240

3★/3★/4★

B

 

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  • 1 month later...

Reworked my earlier Sacred Stones units, and added some new ones as well!

Ewan: Enthusiastic Student

Spoiler

Ewan: Enthusiastic Student

Red Tome Infantry

Availability: 5★

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

14/15/16

5/6/7

6/7/8

2/3/4

5/6/7

 

Growth Rates

 

HP

Attack

Speed

Defense

Resistance

50%

65%

60%

30%

70%

 

Max Stats (Lv. 40)

 

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

33/37/40

31/34/37

30/33/36

12/16/19

33/36/40

155-157

 

Weapons

 

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Flux

4

2

-

50

-

-

Ruin

6

2

-

100

-

-

Fenrir

9

2

-

200

-

-

Luna

14

2

At start of combat, if unit’s Res > foe’s Res, inflicts Res-7 on foe during combat.

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★

-

Moonbow

2

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

200

-

5★

 

Passives

 

Name

Effect

SP Cost

Unlock

Type

Warding Stance 1/2/3

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

50/100/200

5★/5★/5★

A

Chill Res 1/2/3

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

60/120/240

5★/5★/5★

B

Odd Res Wave 1/2/3

At start of odd-numbered turns, grants Res+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

Ross: The Father’s Son

Spoiler

Ross: The Father’s Son

Green Axe Infantry

Availability: 5★

 

Base Stats (Lv. 1)

 

Rarity

HP

Attack

Speed

Defense

Resistance

5★

16/17/18

7/8/9

5/6/7

5/6/7

2/3/4

 

Growth Rates

 

HP

Attack

Speed

Defense

Resistance

65%

70%

60%

60%

40%

 

Max Stats (Lv. 40)

 

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

42/45/48

35/38/42

29/32/35

29/32/35

17/20/23

167-168

 

Weapons

 

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Axe

6

1

-

50

-

-

Steel Axe

8

1

-

100

-

-

Hatchet

8

1

Slows Special trigger (cooldown count+1). Unit can counterattack regardless of foe's range.

200

-

-

Hatchet+

12

1

Slows Special trigger (cooldown count+1). Unit can counterattack regardless of foe's range.

300

5★

-

Hatchet+ can be refined in the Weapon Refinery.

 

Specials

 

Name

CD

Effect

SP Cost

Default

Unlock

Night Sky

3

Boosts damage by 50%

100

5★

-

Glimmer

2

Boosts damage by 50%.

200

-

5★

 

Passives

 

Name

Effect

SP Cost

Unlock

Type

Fierce Stance 1 / Sturdy Stance 1/2

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

50/120/240

5★/5★/5★

A

Wrath 1/2/3

At start of turn, if unit's HP ≤ 25/50/75% and unit's attack triggers Special, grants Special cooldown count-1. Deals +10 damage when Special triggers.

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

Tethys: Beloved Dancer

Spoiler

Tethys: Beloved Dancer

Red Sword Infantry

Availability: 4★-5★

 

Base Stats (Lv. 1)

 

Rarity

HP

Attack

Speed

Defense

Resistance

4★

14/15/16

2/3/4

9/10/11

2/3/4

4/5/6

5★

15/16/17

3/4/5

9/10/11

3/4/5

4/5/6

 

Growth Rates

 

HP

Attack

Speed

Defense

Resistance

50%

55%

65%

35%

50%

 

Max Stats (Lv. 40)

 

Rarity

HP

Attack

Speed

Defense

Resistance

Total

4★

32/35/38

22/25/28

33/36/39

14/17/20

22/25/28

138

5★

34/38/41

25/28/31

35/38/41

16/19/22

23/27/30

149-150

 

Weapons

 

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Sword

6

1

-

50

-

-

Steel Sword

8

1

-

100

-

-

Barrier Blade

10

1

If foe initiates combat, grants Res+7 during combat.

200

4★

-

Barrier Blade+

14

1

If foe initiates combat, grants Res+7 during combat.

300

5★

5★

Barrier Blade+ can be upgraded in the Weapon Refinery.

 

Assists

Name

Effect

SP Cost

Default

Unlock

Dance

Grants another action to target ally.

(Cannot target an ally with Sing or Dance.)

150

4★

-

 

Passives

 

Name

Effect

SP Cost

Unlock

Type

Speed +1 / Spd/Res 1/2

Grants Spd+1. Grants Spd/Res+1/2.

30/80/160

4★/4★/4★

A

Gale Dance 1 / Tempest Dance 1/2

If Sing or Dance is used, grants Spd+2 to target. / If Sing or Dance is used, grants Spd+2/Res+3 / Spd+3/Res+4 to target.

50/120/240

4★/4★/5★

B

Franz: The Faithful

Spoiler

Franz: The Faithful

Red Sword Cavalry

Availability: 4★-5★ (Tempest Trials)

 

Base Stats (Lv. 1)

 

Rarity

HP

Attack

Speed

Defense

Resistance

4★

17

8

10

6

2

5★

18

8

10

7

3

 

Growth Rates

 

HP

Attack

Speed

Defense

Resistance

50%

55%

60%

50%

40%

 

Max Stats (Lv. 40)

 

Rarity

HP

Attack

Speed

Defense

Resistance

Total

4★

37

30

34

26

18

145

5★

40

32

36

29

20

157

 

 

Weapons

 

 

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Sword

6

1

-

50

-

-

Steel Sword

8

1

-

100

-

-

Slim Sword

10

1

If unit initiates combat, grants Spd+6 during combat.

200

4★

-

Slim Sword+

14

1

If unit initiates combat, grants Spd+6 during combat.

300

5★

5★

Slim Sword+ can be upgraded in the Weapon Refinery.

 

Specials

 

Name

CD

Effect

SP Cost

Default

Unlock

Holy Vestments

3

If foe's Range = 2, reduces damage from that foe's attack by 30%.

100

4★

-

Aegis

3

If foe's Range = 2, reduces damage from that foe's attack by 50%.

200

-

4★

 

Assists

 

Name

Effect

SP Cost

Default

Unlock

Reposition

Target ally moves to opposite side of unit.

150

4★

-

 

Passives

 

Name

Effect

SP Cost

Unlock

Type

Spd/Def Link 1/2/3

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Def+2/4/6 to unit and target ally or unit and targeting ally for 1 turn.

60/120/240

4★/4★/5★

B

Spur Def 1/2 / Ward Cavalry

Grants Def+2/3 to adjacent allies during combat. / Grants Def/Res+4 to cavalry allies within 2 spaces during combat.

50/100/200

4★/4★/4★

C

Glen: Radiant Sunstone

Spoiler

Glen: Radiant Sunstone

Blue Lance Flier

Availability: 3★-4★ (GHB)

 

Base Stats (Lv. 1)

 

Rarity

HP

Attack

Speed

Defense

Resistance

3★

17

9

4

8

4

4★

17

10

4

9

4

5★

18

10

5

9

5

 

Growth Rates

 

HP

Attack

Speed

Defense

Resistance

60%

65%

50%

55%

35%

 

Max Stats (Lv. 40)

 

Rarity

HP

Attack

Speed

Defense

Resistance

Total

3★

40

34

23

29

17

143

4★

41

36

24

31

18

150

5★

44

38

27

33

20

162

 

Weapons

 

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Lance

6

1

-

50

-

-

Steel Lance

8

1

-

100

3★

-

Silver Lance

11

1

-

200

4★

3★

Dragonspear

16

1

Effective against dragon foes.

400

-

5★

 

Assists

 

Name

Effect

SP Cost

Default

Unlock

Rally Defense

Grants Def+4 to target ally for 1 turn.

150

4★

3★

Rally Defense+

Grants Def+7 to target ally for 1 turn.

300

-

5★

 

Passives

 

Name

Effect

SP Cost

Unlock

Type

Atk/Def Push 1/2/3

At start of combat, if unit's HP = 100%, grants Atk/Def+3/4/5, but if unit attacked, deals 1 damage to unit after combat.

60/120/240

3★/4★/5★

A

Swordbreaker 1/2/3

If unit's HP ≥ 90/70/50% in combat against a sword foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

50/100/200

3★/3★/4★

B

New units below.

Duessel: Black Obsidian

Spoiler

Duessel: Black Obsidian

Green Axe Cavalry

Availability: 5★

 

Base Stats (Lv. 1)

 

Rarity

HP

Attack

Speed

Defense

Resistance

5★

19/20/21

8/9/10

5/6/7

6/7/8

3/4/5

 

Growth Rates

 

HP

Attack

Speed

Defense

Resistance

55%

65%

40%

55%

40%

 

Max Stats (Lv. 40)

 

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

41/44/47

34/37/40

20/23/26

28/31/34

18/21/24

156

 

Weapons

 

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Axe

6

1

-

50

-

-

Steel Axe

8

1

-

100

-

-

Silver Axe

11

1

-

200

-

-

Black Garm

16

1

Grants Atk+3. If the number of foes within 2 spaces (excluding target) ≥ the number of allies within 2 spaces (excluding unit), unit makes a guaranteed follow-up attack.

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

Atk/Def Solo 1/2/3

If unit is not adjacent to an ally, grants Atk/Def+2/4/6 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% / (no HP threshold), 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

Def Smoke 1/2/3

Inflicts Def-3/5/7 on foes within 2 spaces of target through their next actions after combat.

60/120/240

5★/5★/5★

C

Selena: Shining Fluorspar

Spoiler

Selena: Shining Fluorspar

Blue Tome Cavalry

Availability: 5★

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

15/16/17

5/6/7

7/8/9

4/5/6

7/8/9

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

45%

55%

55%

35%

45%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

32/35/39

27/30/33

29/32/35

17/20/23

24/27/31

144-145

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Thunder

4

2

-

50

-

-

Elthunder

6

2

-

100

-

-

Bolting

7

2

Unit and foe cannot counterattack.

200

-

-

Bolting+

11

2

Unit and foe cannot counterattack.

300

5★

-

 

Assists

Name

Effect

SP Cost

Default

Unlock

Rally Resistance

Grants Res+4 to target ally for 1 turn.

150

5★

-

Rally Resistance+

Grants Res+7 to target ally for 1 turn.

300

-

5★

 

Passives

Name

Effect

SP Cost

Unlock

Type

Attack+1/2/3

Grants Atk+1/2/3.

30/60/120

5★/5★/5★

A

Res Feint 1/2/3

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

60/120/240

5★/5★/5★

B

Odd Spd Wave 1/2/3

At start of odd-numbered turns, grants Spd+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

Caellach: Tiger Eye

Spoiler

Caellach: Tiger Eye

Green Axe Infantry

Availability: 5★

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

19/20/21

8/9/10

5/6/7

6/7/8

5/6/7

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

55%

60%

50%

50%

50%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

41/44/47

32/35/38

24/28/31

25/29/32

24/28/31

163-164

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Axe

6

2

-

50

-

-

Steel Axe

8

2

-

100

-

-

Slaying Axe

10

2

Accelerates Special trigger (cooldown count -1).

200

-

-

Slaying Axe+

14

2

Accelerates Special trigger (cooldown count -1).

300

5★

-

Slaying Axe+ can be upgraded in the Weapon Refinery.

 

Assists

Name

Effect

SP Cost

Default

Unlock

Shove

Pushes target ally 1 space away.

150

5★

-

 

Specials

Name

CD

Effect

SP Cost

Default

Unlock

Daylight

3

Restores HP = 30% of damage dealt.

100

5★

-

Sol

3

Restores HP = 50% of damage dealt.

200

-

5★

 

Passives

Name

Effect

SP Cost

Unlock

Type

Sturdy Stance 1 / Bracing Stance 1 / Bracing Breath

If foe initiates combat, grants Def+2 / Def/Res+2 / Def/Res+3 and Special cooldown charge +1 per attack.

50/120/300

5★/5★/5★

A

Guard 1/2/3

At start of combat, if unit's HP = 100% / ≥90/80%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

60/120/240

5★/5★/5★

B

Ismaire: Queen of the Dunes

Spoiler

Ismaire: Queen of the Dunes

Red Sword Infantry

Availability: 5★

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

16/17/18

7/8/9

10/11/12

3/4/5

7/8/9

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

40%

55%

65%

45%

60%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

31/34/37

29/32/35

36/39/42

20/23/27

31/34/37

162-163

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Sword

6

1

-

50

-

-

Steel Sword

8

1

-

100

-

-

Slaying Edge

10

1

Accelerates Special trigger (cooldown count -1).

200

-

-

Audhulma

16

2

Grants Res+5. Accelerates Special trigger (cooldown count -1).

400

5★

-

 

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

Death Blow 1 / Mirror Strike 1/2

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

50/120/240

5★/5★/5★

A

Swordbreaker 1/2/3/4

If unit's HP ≥ 90/70/50/30% in combat against a sword foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

50/100/200/300

5★/5★/5★/5★

B

Spur Res 1 / Spur Atk/Res 1/2

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

50/120/240

5★/5★/5★

C

Orson: Grieving Knight

Spoiler

Orson: Grieving Knight

Blue Lance Cavalry

Availability: 3★ - 4★ (GHB)

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

3★

16

8

6

7

4

4★

16

9

6

8

4

5★

17

9

7

8

5

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

55%

60%

45%

50%

45%

 

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

3★

37

31

23

26

21

138

4★

38

33

24

28

22

145

5★

41

35

26

30

24

156

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Lance

6

1

-

50

-

-

Steel Lance

8

1

-

100

3★

-

Spear

8

1

Slows Special trigger (cooldown count+1). Unit can counterattack regardless of foe's range.

200

4★

3★

Spear+

12

1

Slows Special trigger (cooldown count+1). Unit can counterattack regardless of foe's range.

300

-

5★

Spear+ can be upgraded in the Weapon Refinery.

 

Specials

Name

CD

Effect

SP Cost

Default

Unlock

Retribution

3

Boosts damage by 30% of damage dealt to unit.

100

4★

3★

Vengeance

3

Boosts damage by 50% of damage dealt to unit.

200

-

4★

 

Passives

Name

Effect

SP Cost

Unlock

Type

Brazen Atk/Def 1/2/3

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

60/120/240

3★/4★/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

3★/3★/4★

B

 

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2 hours ago, MegaBlaziken721 said:

Reworked my earlier Sacred Stones units, and added some new ones as well!

Ewan: Enthusiastic Student

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Ewan: Enthusiastic Student

Red Tome Infantry

Availability: 5★

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

14/15/16

5/6/7

6/7/8

2/3/4

5/6/7

 

Growth Rates

 

HP

Attack

Speed

Defense

Resistance

50%

65%

60%

30%

70%

 

Max Stats (Lv. 40)

 

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

33/37/40

31/34/37

30/33/36

12/16/19

33/36/40

155-157

 

Weapons

 

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Flux

4

2

-

50

-

-

Ruin

6

2

-

100

-

-

Fenrir

9

2

-

200

-

-

Luna

14

2

At start of combat, if unit’s Res > foe’s Res, inflicts Res-7 on foe during combat.

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★

-

Moonbow

2

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

200

-

5★

 

Passives

 

Name

Effect

SP Cost

Unlock

Type

Warding Stance 1/2/3

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

50/100/200

5★/5★/5★

A

Chill Res 1/2/3

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

60/120/240

5★/5★/5★

B

Odd Res Wave 1/2/3

At start of odd-numbered turns, grants Res+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

Ross: The Father’s Son

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Ross: The Father’s Son

Green Axe Infantry

Availability: 5★

 

Base Stats (Lv. 1)

 

Rarity

HP

Attack

Speed

Defense

Resistance

5★

16/17/18

7/8/9

5/6/7

5/6/7

2/3/4

 

Growth Rates

 

HP

Attack

Speed

Defense

Resistance

65%

70%

60%

60%

40%

 

Max Stats (Lv. 40)

 

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

42/45/48

35/38/42

29/32/35

29/32/35

17/20/23

167-168

 

Weapons

 

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Axe

6

1

-

50

-

-

Steel Axe

8

1

-

100

-

-

Hatchet

8

1

Slows Special trigger (cooldown count+1). Unit can counterattack regardless of foe's range.

200

-

-

Hatchet+

12

1

Slows Special trigger (cooldown count+1). Unit can counterattack regardless of foe's range.

300

5★

-

Hatchet+ can be refined in the Weapon Refinery.

 

Specials

 

Name

CD

Effect

SP Cost

Default

Unlock

Night Sky

3

Boosts damage by 50%

100

5★

-

Glimmer

2

Boosts damage by 50%.

200

-

5★

 

Passives

 

Name

Effect

SP Cost

Unlock

Type

Fierce Stance 1 / Sturdy Stance 1/2

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

50/120/240

5★/5★/5★

A

Wrath 1/2/3

At start of turn, if unit's HP ≤ 25/50/75% and unit's attack triggers Special, grants Special cooldown count-1. Deals +10 damage when Special triggers.

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

Tethys: Beloved Dancer

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Tethys: Beloved Dancer

Red Sword Infantry

Availability: 4★-5★

 

Base Stats (Lv. 1)

 

Rarity

HP

Attack

Speed

Defense

Resistance

4★

14/15/16

2/3/4

9/10/11

2/3/4

4/5/6

5★

15/16/17

3/4/5

9/10/11

3/4/5

4/5/6

 

Growth Rates

 

HP

Attack

Speed

Defense

Resistance

50%

55%

65%

35%

50%

 

Max Stats (Lv. 40)

 

Rarity

HP

Attack

Speed

Defense

Resistance

Total

4★

32/35/38

22/25/28

33/36/39

14/17/20

22/25/28

138

5★

34/38/41

25/28/31

35/38/41

16/19/22

23/27/30

149-150

 

Weapons

 

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Sword

6

1

-

50

-

-

Steel Sword

8

1

-

100

-

-

Barrier Blade

10

1

If foe initiates combat, grants Res+7 during combat.

200

4★

-

Barrier Blade+

14

1

If foe initiates combat, grants Res+7 during combat.

300

5★

5★

Barrier Blade+ can be upgraded in the Weapon Refinery.

 

Assists

Name

Effect

SP Cost

Default

Unlock

Dance

Grants another action to target ally.

(Cannot target an ally with Sing or Dance.)

150

4★

-

 

Passives

 

Name

Effect

SP Cost

Unlock

Type

Speed +1 / Spd/Res 1/2

Grants Spd+1. Grants Spd/Res+1/2.

30/80/160

4★/4★/4★

A

Gale Dance 1 / Tempest Dance 1/2

If Sing or Dance is used, grants Spd+2 to target. / If Sing or Dance is used, grants Spd+2/Res+3 / Spd+3/Res+4 to target.

50/120/240

4★/4★/5★

B

Franz: The Faithful

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Franz: The Faithful

Red Sword Cavalry

Availability: 4★-5★ (Tempest Trials)

 

Base Stats (Lv. 1)

 

Rarity

HP

Attack

Speed

Defense

Resistance

4★

17

8

10

6

2

5★

18

8

10

7

3

 

Growth Rates

 

HP

Attack

Speed

Defense

Resistance

50%

55%

60%

50%

40%

 

Max Stats (Lv. 40)

 

Rarity

HP

Attack

Speed

Defense

Resistance

Total

4★

37

30

34

26

18

145

5★

40

32

36

29

20

157

 

 

Weapons

 

 

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Sword

6

1

-

50

-

-

Steel Sword

8

1

-

100

-

-

Slim Sword

10

1

If unit initiates combat, grants Spd+6 during combat.

200

4★

-

Slim Sword+

14

1

If unit initiates combat, grants Spd+6 during combat.

300

5★

5★

Slim Sword+ can be upgraded in the Weapon Refinery.

 

Specials

 

Name

CD

Effect

SP Cost

Default

Unlock

Holy Vestments

3

If foe's Range = 2, reduces damage from that foe's attack by 30%.

100

4★

-

Aegis

3

If foe's Range = 2, reduces damage from that foe's attack by 50%.

200

-

4★

 

Assists

 

Name

Effect

SP Cost

Default

Unlock

Reposition

Target ally moves to opposite side of unit.

150

4★

-

 

Passives

 

Name

Effect

SP Cost

Unlock

Type

Spd/Def Link 1/2/3

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Def+2/4/6 to unit and target ally or unit and targeting ally for 1 turn.

60/120/240

4★/4★/5★

B

Spur Def 1/2 / Ward Cavalry

Grants Def+2/3 to adjacent allies during combat. / Grants Def/Res+4 to cavalry allies within 2 spaces during combat.

50/100/200

4★/4★/4★

C

Glen: Radiant Sunstone

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Glen: Radiant Sunstone

Blue Lance Flier

Availability: 3★-4★ (GHB)

 

Base Stats (Lv. 1)

 

Rarity

HP

Attack

Speed

Defense

Resistance

3★

17

9

4

8

4

4★

17

10

4

9

4

5★

18

10

5

9

5

 

Growth Rates

 

HP

Attack

Speed

Defense

Resistance

60%

65%

50%

55%

35%

 

Max Stats (Lv. 40)

 

Rarity

HP

Attack

Speed

Defense

Resistance

Total

3★

40

34

23

29

17

143

4★

41

36

24

31

18

150

5★

44

38

27

33

20

162

 

Weapons

 

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Lance

6

1

-

50

-

-

Steel Lance

8

1

-

100

3★

-

Silver Lance

11

1

-

200

4★

3★

Dragonspear

16

1

Effective against dragon foes.

400

-

5★

 

Assists

 

Name

Effect

SP Cost

Default

Unlock

Rally Defense

Grants Def+4 to target ally for 1 turn.

150

4★

3★

Rally Defense+

Grants Def+7 to target ally for 1 turn.

300

-

5★

 

Passives

 

Name

Effect

SP Cost

Unlock

Type

Atk/Def Push 1/2/3

At start of combat, if unit's HP = 100%, grants Atk/Def+3/4/5, but if unit attacked, deals 1 damage to unit after combat.

60/120/240

3★/4★/5★

A

Swordbreaker 1/2/3

If unit's HP ≥ 90/70/50% in combat against a sword foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

50/100/200

3★/3★/4★

B

New units below.

Duessel: Black Obsidian

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Duessel: Black Obsidian

Green Axe Cavalry

Availability: 5★

 

Base Stats (Lv. 1)

 

Rarity

HP

Attack

Speed

Defense

Resistance

5★

19/20/21

8/9/10

5/6/7

6/7/8

3/4/5

 

Growth Rates

 

HP

Attack

Speed

Defense

Resistance

55%

65%

40%

55%

40%

 

Max Stats (Lv. 40)

 

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

41/44/47

34/37/40

20/23/26

28/31/34

18/21/24

156

 

Weapons

 

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Axe

6

1

-

50

-

-

Steel Axe

8

1

-

100

-

-

Silver Axe

11

1

-

200

-

-

Black Garm

16

1

Grants Atk+3. If the number of foes within 2 spaces (excluding target) ≥ the number of allies within 2 spaces (excluding unit), unit makes a guaranteed follow-up attack.

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

Atk/Def Solo 1/2/3

If unit is not adjacent to an ally, grants Atk/Def+2/4/6 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% / (no HP threshold), 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

Def Smoke 1/2/3

Inflicts Def-3/5/7 on foes within 2 spaces of target through their next actions after combat.

60/120/240

5★/5★/5★

C

Selena: Shining Fluorspar

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Selena: Shining Fluorspar

Blue Tome Cavalry

Availability: 5★

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

15/16/17

5/6/7

7/8/9

4/5/6

7/8/9

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

45%

55%

55%

35%

45%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

32/35/39

27/30/33

29/32/35

17/20/23

24/27/31

144-145

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Thunder

4

2

-

50

-

-

Elthunder

6

2

-

100

-

-

Bolting

7

2

Unit and foe cannot counterattack.

200

-

-

Bolting+

11

2

Unit and foe cannot counterattack.

300

5★

-

 

Assists

Name

Effect

SP Cost

Default

Unlock

Rally Resistance

Grants Res+4 to target ally for 1 turn.

150

5★

-

Rally Resistance+

Grants Res+7 to target ally for 1 turn.

300

-

5★

 

Passives

Name

Effect

SP Cost

Unlock

Type

Attack+1/2/3

Grants Atk+1/2/3.

30/60/120

5★/5★/5★

A

Res Feint 1/2/3

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

60/120/240

5★/5★/5★

B

Odd Spd Wave 1/2/3

At start of odd-numbered turns, grants Spd+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

Caellach: Tiger Eye

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Caellach: Tiger Eye

Green Axe Infantry

Availability: 5★

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

19/20/21

8/9/10

5/6/7

6/7/8

5/6/7

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

55%

60%

50%

50%

50%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

41/44/47

32/35/38

24/28/31

25/29/32

24/28/31

163-164

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Axe

6

2

-

50

-

-

Steel Axe

8

2

-

100

-

-

Slaying Axe

10

2

Accelerates Special trigger (cooldown count -1).

200

-

-

Slaying Axe+

14

2

Accelerates Special trigger (cooldown count -1).

300

5★

-

Slaying Axe+ can be upgraded in the Weapon Refinery.

 

Assists

Name

Effect

SP Cost

Default

Unlock

Shove

Pushes target ally 1 space away.

150

5★

-

 

Specials

Name

CD

Effect

SP Cost

Default

Unlock

Daylight

3

Restores HP = 30% of damage dealt.

100

5★

-

Sol

3

Restores HP = 50% of damage dealt.

200

-

5★

 

Passives

Name

Effect

SP Cost

Unlock

Type

Sturdy Stance 1 / Bracing Stance 1 / Bracing Breath

If foe initiates combat, grants Def+2 / Def/Res+2 / Def/Res+3 and Special cooldown charge +1 per attack.

50/120/300

5★/5★/5★

A

Guard 1/2/3

At start of combat, if unit's HP = 100% / ≥90/80%, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

60/120/240

5★/5★/5★

B

Ismaire: Queen of the Dunes

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Ismaire: Queen of the Dunes

Red Sword Infantry

Availability: 5★

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

5★

16/17/18

7/8/9

10/11/12

3/4/5

7/8/9

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

40%

55%

65%

45%

60%

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

5★

31/34/37

29/32/35

36/39/42

20/23/27

31/34/37

162-163

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Sword

6

1

-

50

-

-

Steel Sword

8

1

-

100

-

-

Slaying Edge

10

1

Accelerates Special trigger (cooldown count -1).

200

-

-

Audhulma

16

2

Grants Res+5. Accelerates Special trigger (cooldown count -1).

400

5★

-

 

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

Death Blow 1 / Mirror Strike 1/2

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

50/120/240

5★/5★/5★

A

Swordbreaker 1/2/3/4

If unit's HP ≥ 90/70/50/30% in combat against a sword foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

50/100/200/300

5★/5★/5★/5★

B

Spur Res 1 / Spur Atk/Res 1/2

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

50/120/240

5★/5★/5★

C

Orson: Grieving Kniever really gettingght

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Orson: Grieving Knight

Blue Lance Cavalry

Availability: 3★ - 4★ (GHB)

 

Base Stats (Lv. 1)

Rarity

HP

Attack

Speed

Defense

Resistance

3★

16

8

6

7

4

4★

16

9

6

8

4

5★

17

9

7

8

5

 

Growth Rates

HP

Attack

Speed

Defense

Resistance

55%

60%

45%

50%

45%

 

 

Max Stats (Lv. 40)

Rarity

HP

Attack

Speed

Defense

Resistance

Total

3★

37

31

23

26

21

138

4★

38

33

24

28

22

145

5★

41

35

26

30

24

156

 

Weapons

Name

Mt

Rng

Effect

SP Cost

Default

Unlock

Iron Lance

6

1

-

50

-

-

Steel Lance

8

1

-

100

3★

-

Spear

8

1

Slows Special trigger (cooldown count+1). Unit can counterattack regardless of foe's range.

200

4★

3★

Spear+

12

1

Slows Special trigger (cooldown count+1). Unit can counterattack regardless of foe's range.

300

-

5★

Spear+ can be upgraded in the Weapon Refinery.

 

Specials

Name

CD

Effect

SP Cost

Default

Unlock

Retribution

3

Boosts damage by 30% of damage dealt to unit.

100

4★

3★

Vengeance

3

Boosts damage by 50% of damage dealt to unit.

200

-

4★

 

Passives

Name

Effect

SP Cost

Unlock

Type

Brazen Atk/Def 1/2/3

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

60/120/240

3★/4★/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

3★/3★/4★

B

 

Ii dont really see Ismarie ever getting in, but if she did i susoect shed use her unique Wind Sword since Aludhuma is already in.

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Elincia, Restoration Queen (Legendary Elincia)

Staff Flyer

The Queen of Crimea, fought a war to regain her homeland, now seeks to rule with kindness and wisdom.

Availability: 5* Legendary

Max Stats (Level 40)

HP: 33/36/39

Atk: 33/36/39

Spd: 36/39/42

Def: 17/20/23

Res: 28/31/34

BST: 162

Weapon - Ashera Staff: Might 14; Defense +3. Calculates damage from staff like other weapons. If unit initiates combat, restores 5 HP to all allies.

Assist - Recover+: Restores HP =50% of Atk+10 (Minimum of 15 HP).

Special - Windfire Balm+: When healing an ally with a staff, grants Spd/Res+6 to all allies for 1 turn

Skill A - Atk/Spd Bond: If unit is adjacent to an ally, grants Atk/Spd +5 during combat

Skill B - Dazzling Staff: Foe cannot counterattack.

Skill C - !Speed Opening: At start of turn, grants Spd+6 to ally with the highest Spd for 1 turn.

Notes: Elincia is able to wield swords (Amiti) and staves in Path of Radiance/Radiant Dawn. Rather than giving her the same weapon in her legendary form, I thought it would be a nice (and fitting) decision to have her wield a staff. Elincia boasts moderate health, fairly high attack, speed, and resistance, and low defense, exacerbated by her weakness to Bows. Her staff is a staff devoted to the goddess, Ashera, and possesses an innate +3 Defense (+5 in the original game), Wrathful Staff, and healing allies for 5 HP whenever she initiates combat (in an effort to evoke Ashera Staff global heal in original games). She possesses Recover+ as her heal, and Windwater Balm+ to raise allies Spd/Res+6 following a heal. She possesses Atk/Spd Bond as her A skill to evoke her usual reliance an her allies (Ike, and her retainers). Dazzling Staff is her B skill, and is a vague reference to Stun (which cancels enemies attacks). Speed Opening is her C skill, boosting allies speed.

Since all of this is just fun hypothetical, I also created the Legendary Elincia Banner, though I did not really follow any rules

Legendary Ike, BrideTharja, Original Celica

Legendary Lucina, Summer Cordelia, Morgan

Legendary Hector, Myrrh, Summer Elise

Legendary Elincia, Summer Noire, Eir

Legendary Elincia.png

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Bac too ye olde n' notte foregetton inne Tokio Myrage Sessiones. I tried to make these kinda balanced and not too crazy powerful, which my first set of TMS characters may or may not have been.

Making so many and having already done some, at many points I had to deviate from a strict basing of skills and effects on what a given Class Change offers, and not everything here is bound to be good. Honestly, this is a mess.

I was going to include stat guidelines, but I left them out, too much work. I also mostly left out filler generic skills. The epithets are my own.

 

First, my main reason for doing this round of writeups, Conquerer!Chrom (he has very little personality? Does Possessed Celica offer an argument?):

Lord (Conqueror): Mirage Chrom (Sword Infantry, maaaybe Armor for variety's sake)

Spoiler

Conqueror

Weapon: Carnage Laevateinn (or " Balmung or " Tyrfing), effects:

  • Effective against Armor.
  • Effective Session 2- When an ally attacks an enemy for effective damage and survives the round of combat, this unit will deal a followup hit for 80% of normal damage, can kill.

B Skill: Conquering Mirage- Increases the effective weapon multiplier to 4x. Cannot be inherited.

 

An offense-oriented unit. I tried to to keep the spirit of the Conqueror promotion alive. Which is say that while it lacks in Magic over Great Lord making weaker for Ziodyne/Thoron and healing with Mediarama, its higher Str allows it to use Itsuki's effective damage skills better.

Diamondsplitter (powerful anti-armor) is only available on the Laevateinn Carnage (weapon), which is unlocked by making Chrom a Conqueror. Espada, the powerful anti-Cav, and Dual Dispatch, the anti-Cav & Armor, are both acquired from the Matador, which doesn't require Conqueror to acquire. Wyrmicide is on a Conqueror weapon, but also on the Exalted Falchion, so it was not chosen either.

Effective Session is derived from the fact that beside weakness targeting, hitting for effective damage triggers Sessions. I flipped this for a Session skill that can activate with any color, but only under a different condition.

Conquering Mirage borrows its effect from the Conqueror weapon only Martyr Expertise, but I felt that name would be confusing in FEH, so I changed it. Only Itsuki has access to it, and it increases the damage dealt by effective skills. An extra 14-16 Mt would hopefully enable more OHKOs. Although this Chrom wouldn't have Falchion access, so he could only slay Cavs or Armors.

Blue Session is based on the Session mechanic of TMS. Perhaps 80% is too much, would 50-70% be better? I chose it since two of the three Session skills which the Conqueror Carnages gets are Lance-Slash EX and Ice-Slash EX (as in a lance or ice hit is followed by a slash by Itsuki), both of which are Blue in FEH.

 

Darkfire Knight: Mirage Cain (Technically it be just Dark Knight, but why not improve it a little?) Lance Cavalry

Spoiler

Dark Knight

Weapon: Ruin, effects:

  • After an adjacent ally initiates an attack with WTA against an enemy, debuffs that target so that even on its own turn, it will go after its opponent in battle if they can counter. Negates the enemy's initiative skills, but does not give the attacked the initiative either.
  • If the enemy lacks a player-inflicted stat decrease to any non-HP stat after combat, inflicts -4 to that stat.

Special: Luna

Red Tome Support- Allies within two spaces using Red Tomes receive +3 to all stats at the start of a turn through their next action.

 

Ruin is the ultimate Dark Knight exclusive Carnage, hence my choosing of it. Alternatives are Butcherer and Carnage Gae Bolg.

The first effect is based on Blades of Domination, a skill only on a DK Carnage for Touma, and its weaker version Blades of Restraint is found on one DK Carnage, and one not. Blades of Domination is a passive skill that causes the enemy to have its action delayed within a given turn if Touma participates in a Session. I decided to do without the Session damage component here, and interpreted BoD's effect as removing initiative, although I could have gone with a Special deceleration effect.

The second effect is based on Debilitate, which inflicts the full set of Atk/Def/Hit & Evade decreases in TMS. I had already given it to Eleonora before, so I modified here, enabling it on the enemy phase, but weakening its debuff power. The logic is in TMS, you can't apply multiple of the same debuff, even if delivered from different people.

Luna was tossed in because only Touma gets Luna in TMS as spoken of long ago. And I've noticed only DK Carnages teach it to him. This being a more balanced take on units, I did away with the custom Special I had given Touma.

Red Tome Support was to point out Touma/Cain's Fire use (all done via physical Fire skills save for a weak Maragi spell), but likely inability to get it in FEH. So although able to use fire himself, Cain can buff someone who might be using Fire, if they aren't using Dark, which as Dark Knight, wouldn't be illogical either. +3 to everything is justified I would think by the fact that at most, a player would have no more than two, more likely one, Red Tome fielded at any given time. Consider it a slight reference to Fire Expertise EX as well, which is only available on the Ruin and Touma's ultimate weapon.

 

Gilded Wyvern (Wyvern Knight): Mirage Caeda (Lance Flier)

Spoiler

Dragon Knight

Weapon: Carnage Gradivus (or we can go with Tonbo-Kiri or Dragoon Lance, but Gradivus is the strongest), effects:

  • Effective against Cavalry
  • Red Session 2-  When an adjacent Red ally attacks with WTA, this unit follows up with an attack of their own. With final damage reduced to 80% of its final value. Accelerates the Special cooldown of this unit by 1. Affected by WTC.
  • After combat, if this unit Res is higher than the enemy's, drains HP from the enemy equal to half the difference.

A Skill: Dragonseye- When attacked, reduces damage taken from consecutive hits by 50%, and accelerates Special cooldown by 1.

C Skill: Threaten Atk/Spd 2- Reduces the Atk and Spd of all enemies within 2 spaces by 3 through their next actions. Inheritable.

 

Caeda gets Espada (anti-Cav) from the Gradivus alone, her strongest WK exclusive Carnage. Red Session 2 follows the same logic as Chrom's Blue Session 2, albeit isn't as good, since it is working against WTC here.

The third is based on Life Leech, a magic skill 2/3rds on WK Carnages. It damages the enemy and heals Caeda. Its element is Body, which does have the Flux spell, but is otherwise purely status ailments. I chose Resistance to represent it, since the skill uses Tsubasa's Magic stat, "resistance" to ailments as Resistance sounded good, and I was thinking of FEH's Panic Ploy.

Dragonseye is a significant passive Hit & Evade bonus exclusive to Tsubasa via WK Caeda Carnages. I chose to make this a Breath skill, but not the expected +Spd skill. Instead, it offers an omni-deflect, balanced by Caeda being not terribly slow, nor terribly durable.

Threaten Atk/Spd is there because WK gets Caeda's only access to Fog Breath, the Atk and Hit & Evade debuff of TMS. She is one of three character to have access to it, hence it is inheritable.

 

(Sorcerer) of Chaos: Mirage Tharja (Red Tome Infantry)

Spoiler

Sorcerer

Weapon: Tentarafoo 

  • When attacking, lowers the Atk/Spd/Def/Res of all enemies by 4 in cardinal directions if Res is lower than the user's after combat.
  • Null Panic 2- When current HP is at 75% or higher of max, this unit is immune to stat debuffs.

C Skill: True Casting- When Tome and or Staff-using allies are adjacent to this unit at the start of a turn, grants +5 Atk to them and this unit through their next action.

 

Rather than use the name of an actual weapon, since this is a Tome unit when all her weapons are Rods, which would be labeled Staffs in FEH, I picked a spell exclusive to a Sorcerer Carnage. Tentarafoo deals Body damage and inflicts Confuse to all enemies in TMS, which I converted to omni-Panic in this game. Too much?

As for the second effect, the same weapon that gives Tentarafoo also gives Null Confuse, so why not tack it on in the form of a conditional stat debuff immunity?

True Casting in TMS is just a major passive spell damage buff exclusive to and only working on Kiria, and obtained exclusively from Sorc Carnages. I modified it into a weaker Hone skill based on weapon types and not class, which also applies to Tharja herself.

 

Gentleman (Assassin): Virion (Red Bow Infantry)

Spoiler

Assassin

 

Ame no Kagoyumi (Red Bow)

  • Increases Special damage by 50%.
  • If not in 2 spaces of an enemy before attacking, the enemy will not be able to counterattack.

C Skill: Infernal Circus- Increases after-battle nonfatal damage by 5 for all allies with 2 spaces and this unit.

 

Weapon alternatives would be Gandiva and Carnage Rienfleche.

I copied the Vital Shot from Eleonora, which only found on Assassin Carnages. I tried to think of some effect based on Overload, Assassin only, but couldn't and I already gave DK Cain Overload.

Infernal Circus blends two things for inspiration. The first is Infernal Strike, a physical Fire skill Eleonora gets, mostly from Assassin Carnages. This led me to think of another Fire attack Eleonora participates in, her Ad-Lib with Touma- Crazy Circus, which ends with the enemy taking heavy damage and being Poisoned. The fact that this is a skill that requires two to tango explains why she buffs the Savage Blow/Poison Strike damage of others, and I left in room for those useless AoE Specials to be buffed too.

I couldn't use Infernal Strike as granting her when attacking Red properties, since I already changed Gale Strike to effective against Fliers. I'd have to go back and redo things to have Infernal Strike, Gale Strike, Bolt/Freezing Strike all represented.

 

Steel (Berserker): Draug (Axe Armor)

Spoiler

Berserker

Weapon: Parashurama Axe (alternatives are Carnage Killer Axe and Devil Axe)

  • Effective against Armor
  • Panic Ploy 2
  • Axe Support- Allies within two spaces using Axes receive +3 to all stats at the start of a turn through their next action.

B Skill Shura Charge- When this unit goes a full turn without seeing combat, increases their next hit's damage by 50% and fully charges Special.

 

For the effects of the Parashurama Axe, I based the second on the fact that the first Berserker exclusive Carnage is Mamori's only source of Mindbreaker, which can inflict Confuse. I made Confuse into Panic Ploy here over the other Panics, since Draug would have high HP. 2/3rd of her Diamondsplitter access are on Berserker Carnages explains the anti-Armor. Axe Support on the Axe is because Axe Expertise EX of course.

The Shura Charge combines Yasha/Shura Soul, the passives which increase critical rate in TMS and which Mamori only gets via Berserker Carnages, and that of Charge, which is also only via Berserker Carnages for Mamori. Earlier, I had given Touma a 150% one-hit damage buff Charge with the same one full turn of no fighting condition, but now I feel that is too strong. An accompanying Special charge sounds like sufficient compensation too. Being a slow-moving Armor, Mamori is pretty much guaranteed at least one Shura Charge activation per battle I would think.

 

Fierce (Swordmaster): Navarre (Sword Infantry)

Spoiler

Swordmaster

Weapon: Hi-no-Kagutsuchi (or Hinokagutsuchi, or just Kagutsuchi, or Masamune)

  • When attacking a Cavalry or Armor unit, increases this unit's Atk by +10.
  • After combat against a Red Tome unit, heals this unit for all damage taken.

C Skill: Sword Support- Allies within two spaces using Swords receive +3 to all stats at the start of a turn through their next action.

 

Yashiro joins so late in TMS that he only gets two class-specific Carnages per class, as opposed to the 3 of everyone else, making things harder to go off of.

Hi-no-Kagutsuchi is the stronger of the two SM exclusive Carnages. I also chose it because for old Shin Megami Tensei fans, the sword has a history. It appeared in the light novels that started the series- Digital Devil Story: Megami Tensei, and was the ultimate sword in the older games, while still popping up as an endgame weapon as of late.

The first effect is because the first SM Carnage gives Diamondsplitter and the second Espada, the only sources Yashiro gets for them. So I decided to marry them into the Dual Dispatch effect I had wanted to give Itsuki, but did not. It has to be better than Death Blow 4, since it is being conditional to only two types of units, so I made it add +10 Atk, which is still far less than an effective weapon would offer, and this only works on the player phase.

The second effect is because Hi-no-Kagutsuchi teaches Absorb Fire and passively has that effect already in TMS, unlike any other weapon Yashiro gets. It makes sense, Hinokagutsuchi is a Japanese fire god, who leaving Izanami's womb killed her with the fire which surrounds him. I decided to nerf it for FEH by making it so a Red Tome unit can deal a killing blow to Navarre, but if they fail to kill, they in terms of direct damage did nothing.

Since I converted Fire Expertise EX to what I did for Cain earlier, I decided to do the same for Navarre, even though he can take advantage of it himself, but can't since it can't be applied to him himself. My alternative idea for -Support was +3 Atk and -1 Special cooldown for the properly typed units, and perhaps the one with the skill equipped too. Since all Expertises do in TMS is provide a damage increase to skills of that element, no defensive measure. Think that is better?

 

Phew! That gets through all the "dark" Mirage Class Changes. And onto the "light".:

 

(Great Lord) of Thunder: Mirage Chrom (Blue Tome Infantry)

Spoiler

Great Lord

Weapon: Maziodyne (or Illusory Thoron)

  • Green Session 2- When an adjacent Green ally attacks with WTA, this unit follows up with an attack of their own. With final damage reduced to 70% of its final value. Accelerates the Special cooldown of this unit by 1.
  • After combat against a Blue Tome unit, heals this unit for all damage taken.

Special- Aether

B Skill: Diarahan- At the start of every second turn, heals an adjacent ally for 15 HP. The ally chosen is the one who has taken damage and has the lowest absolute HP. If several units tie, heals depending on the placement of the units. The priority goes north, east, south, west.

 

Great Lord is Itsuki's more balanced Class Change. Whereas Conquerer focuses on physical offense and effective damage, Great Lord has weaker physical, but better Elec magic and access to heal spells.

Green Session 2 is owing to GL Carnages giving Axe-Elthunder and Wind-Elthunder, both Green in FEH. The ultimate GL Carnage also gives Absorb Elec.

Aether is included because GL is the only way Itsuki gets it in TMS.

Diarahan is the name of the single-target full heal spell in SMT games, and which GL gives Itsuki. I wanted to give him healing, and this is how I chose to do it. Is this too much for a non-Staffer? It isn't an Assist, and you can't control its target directly. It heals more than Renewal, but I thought the conditions make it reasonable, and the direct Renewal comparison is why I made it a B Skill.

 

Protective (Paladin): Mirage Cain (Lance Cavalry)

Spoiler

Paladin

Weapon: Spear of Light (or Ote-gine, or Longinus)

  • At the start of a turn, applies to one adjacent ally a buff nullifying one physical attack through their next action. Ally chosen is the one with the lowest Def before factoring in buffs and debuffs (just for the ease of calculating) if there are multiple adjacent allies. If multiple have the same Def, chooses in clockwise order starting from the space north of Cain.
  • Blue Session 2- When an adjacent Blue ally attacks with WTA, this unit follows up with an attack of their own. With final damage reduced to 70% of its final value. Accelerates the Special cooldown of this unit by 1. Can deal fatal damage.

C Skill: Atk Bootup- Grants all allies at the start of a battle +4 Atk for 2 turns.

Tetraguard and Tetrakarn are the inspiration for first effect of the Spear of Light. They null/reflect one physical hit for all allies in TMS and are for Touma only obtained via the Paladin Carnages, I nerfed this to a single-target Tetraguard.

Atk Bootup is based on Tarukaja Bootup, which Touma can get via PL Carnage. It applies the Tarukaja effect automatically at the start of a battle, a 3 turn Atk buff. Due to the shortness of FEH battles, I nerfed it to 2 turns in duration. Although I would consider dropping it to 1 and upping its power more, for a real bright flash-in-the-pan.

 

Azure (Falcon Knight): Mirage Caeda (Lance Flier)

Spoiler

Falcon Knight

Weapon: Ame-no-Noboko (or Winged Lance, or Brave Feather)

  • Heals all allies including this one within 2 spaces for 10 HP every three turns.
  • After combat against a Green Tome unit, heals this unit for all damage taken.

B Skill: Red Session 3- When an adjacent Red ally attacks with WTA, this unit follows up with an attack of their own. With final damage reduced to 80% of its final value. Accelerates the Special cooldown of this unit by 1. Can deal fatal damage.

 

The first effect combines Blessed Wind- self HP regen, with the Caeda Special Performance Aerial Dance- gradual HP restore for all allies. Had to stuff Blessed Wind in here rather than give Renewal, since I made - Sessions B Skills.

Absorb Wind is on the Ame-no-Noboko, which is good for Caeda since it reduces her WTD enemies a little, if she survives a fight with a Green Tome unit, which she probably can.

Red Session is because Falcon Knight Carnages have Fire-Elwind and Sword-Elwind.

 

Sanctimonious (Sage): Mirage Tharja (Staff Infantry)

Spoiler

Sage

Weapon: Asclepius (or Aymur, or Caduceus)

  • Effective against Breath units.
  • Recovers HP= 50% of damage dealt.
  • The usual Dazzling Staff refine effect.

Assist: Mediarama- heals targeted ally and all allies within two spaces of the user for 7 HP, excluding the user.

 

So why is with the anti-Dragon Absorb? Well via Sage exclusive Carnages, Kiria can get both anti-Dragon Naga and Nosferatu. I chose Dazzling over Wrathful, because it adds to her already decent durability by making it so DC Lightning Breath can't rip her apart, and keeps her from wrecking Breath units of all colors so heavily.

Mediarama is the mid-tier party heal in SMT and TMS, and the best heal that Tharja has, available only from Sage. Left out user healing to make it a little less good, and Tharja is already packing HP drain. Easier to add than Samarecarm, and more unique than Amrita (Restore basically).

 

Squall (Sniper): Virion (Colorless Bow Infantry)

Spoiler

Sniper

Weapon: Carnage Yewfelle (or " Parthia or " Double Bow) 

  • Effective against Fliers.
  • Ignores any skill specifically reducing the damage of ranged and or Bow attacks.
  • When attacking, if there is more than one enemy exactly 2 spaces away from this unit, this unit will deal (this unit's Atk - untargeted enemy's Def) damage to each enemy not targeted after combat. However, the final damage is reduced for each enemy and that suffered by the targeted during combat as well. The reduction is a 25% decrease for 2 enemies, a 50% for 3, and a 75% for 4 or more. Can deal fatal damage.

C Skill: Bow Support-  Allies within two spaces using Bows (of any color) receive +2 to all stats at the start of a turn through their next action.

 

Eleonora is unique for having Myriad Arrows, the only heavy damage target-all physical attack in TMS. I took this, and then tweaked it for the second effect of Carnage Yewfelle. It gives Sniper Virion a unique AoE approach of damaging enemies.

Pierce can be found on both Assassin and Sniper, but I gave it to Sniper with its greater damage emphasis.

Bow Support is based on Bow Expertise EX, and it has slightly weaker buffing, since one could make a balanced team of purely Bow units.

 

Golden (General): Mirage Draug (Axe Armor)

Spoiler

General

Weapon: Wunderland (or Carnage Urvan, or Halberd)

  • After attacking, for 1 turn, attack initiated by enemies intended for allies within two spaces will be redirected to this unit. Will not be able to counterattack, but defensive Specials can trigger and Special cooldown will decrease as normal. 
  • When Special triggers, allies within 2 spaces have their Special cooldown halved (rounded down).

A Skill: Iron Wall- Every other round of combat initiated by the enemy, this unit will not counterattack if they can, but will take halved damage. Works even if the unit had no ability to counter the attack.

 

There isn't very little unique to General Draug's Carnages, so I had to resort to things not specifically General. Fortunately, Mamori has a lot to work with.

The first Wunderland effect is because the first Draug-based Special Performance of Mamori enables her ally-shielding effect. Requiring she attack makes it harder to use than Shield of Affection being an Armor unit, but it covers a significantly larger area. Do the two skills need to be rebalanced?

The second Wunderland effect comes from Mamori's Love for You, an Ad-Lib where she holds hands in a kimono with Tiki and make a giant ice heart-shaped stalactite. Deals fairly weak Ice damage and gives 1/2 point of SP. Ad-Libs are sorta like Specials, and SP is used for Special Performances, so that is how I made it make sense. Probably should have put this on Mamori's weapon and removed one of its effects for General Draug.

Iron Wall is a skill exclusive to General Carnages. It sometimes causes her to Guard, halving damage, even when she didn't select the command on her last turn. I basically made it into Special not use in the Special slot, but with a significant cost to it.

 

(Hero) of Fortitude: Navarre (Sword Infantry)

Spoiler

Hero

Weapon: Ame-no-Murakumo (or just Murakumo, or Carnage Amatsu)

  • After combat, negates enemy's stat buffs through their next action.
  • After combat, negates any stat debuffs on this unit through their next action.

Special: Sol

Gale Strike- When attacking a Flier, doubles weapon Mt.

 

The Murakumo's effects are because Dekunda and Dekaja only come from the Hero Carnages for Yashiro. Dekaja is de-kaja, which is to say removes -kajas buffs in SMT. Dekunda is de-kunda, which is say removes debuffs in SMT. Normally they affect all enemies, but that would be too much here.

Sol is only for Yashiro in TMS, and only comes from the Hero Carnages.

Gale Strike is available for Touma and Mamori as well, but lacking for ideas for Yashiro I give it to Navarre. It is available only via the Murakumo, so it something unique to Hero among Navarre's Carnages. It deals physical wind-based damage, but that can't work on Navarre since Wind is Green. So instead, since all fliers in TMS are weak to all Wind elemental attacks, I made it a skill that grants Flier effectiveness. I reduced it to a doubling of Mt and player phase only to try keeping it balanced.

 

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  • 3 weeks later...

I've returned to this topic with an alt partly inspired by the recent Laguz banner:

Central Commander: Zelgius (him in his red Begnion armor) 

Spoiler

Sword Armor (or Lance if they really wanted to make him not Sword again)

Stats:

HP: 46

Atk: 32

Spd: 26

Def: 42

Res: 28

Weapon: General's Sword 

  • If unit’s HP >= 70% in combat against a Beast unit, this unit makes a follow-up attack and foe cannot.
  • When attacking, if this unit kills their target, all allies receive +1 Move through their next action.

Special: Dragon Fang

B Skill: Guard

C Skill: Def or Res Tactic 3, or Def/Res Tactic 2

 

Explanations:

Normally I don't do stats, but I decide to include them this time. Since the BK and Zelgius have identical stats in RD, I used the Zelgius stats tucked away in PoR's data. I then used FEH Zelgius's stats as a base, and modified them against PoR Zelgius as though FEH Zelgius were the PoR Black Knight.  When subtracting 4 Atk and Spd wasn't enough to give Zelgius what I wanted, I opted to take another 3 Spd and transfer them to Res. I left his HP untouched, although it is 3 higher than the BK's in PoR.

 

The effects of General's Sword are derived from Part 3 RD of course.

  • The first effect is because, as I determined here, Zelgius manages to cheat in a double on Ranulf during their 3-3 duel. A Beastbreaker.
  • The second effect is what happens after he bests Skrimir in battle. The Laguz Alliance loses the offensive and spends much of the rest of Part 3 with the Begnion Central Army chasing after it. Zelgius furthermore is known for his charismatic impact on troop morale, and a supportive skill would best suit this.

 

One can certainly question why I opted not for Black Luna. One- I refuse to acknowledge it when Eclipse sounded so much better. Two and more seriously- felt it didn't so suit Zelgius sans the black armor. Anything could work here.

 

Couldn't think of what to throw in the A Slot. I'll just leave it blank.


The choice of Guard might seem strange, but Guard can negate Specials, and Zelgius activates his Nihil during the Skrimir duel. And I can't keep up with the newfangled -Fighters and whatevs IS comes up with. Although the oldie Wary Fighter would allow me to trade that additional 3 Spd for HP, 26 is probably approaching glacial Spd already.

 

As for the Def/Res Tactic, I do not know if the Japanese name is so tactical, but in English, it suits Zelgius as a commander, not a warrior. Brains, not so much brawn. And that is the essence of this alt- Zelgius trading his killer offense for a more supportive and durable role.

A Tactic was chosen as well because he commands the Begnion Central Army, which is an army lacking for nothing and with everything in abundance. He has to issue orders to everyone from infantry to armor to cavalry to wyverns. 

I chose to go for durability because of this particular line from 3-4:

"It does not matter to me who the enemy is. If there is a way to avoid taking a life, that is the path I will choose."  (Although you delighted in the Ranulf duel, and accidentally killed Greil out of lust for battle.)

 

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@Interdimensional Observer I quite like that Zelgius! Wasn't sure about the low SPD at first since Black Knight's SPD is actually pretty alright so that just seemed a bit much to me, but he does lose a point of SPD when he becomes Zelgius so I could see the downward trend continuing on future BK/Zelgius alts. General's Sword is pretty neat too, Beastbreaker would probably come in handy against folks like Naesala and the Herons (not so much Tibarn, since he has a double on his weapon and enough SPD to double naturally, or Nailah, who could run Null Follow-Up to get around it 'cause she's an Infantry unit) and the MOV buff seems too good but probably isn't (unless it also applies to Cavalry, in which case it is, because a Reinhardt who can hit people from 6 spaces away is just not right). Overall, I love it.

...

I've got beasts bouncing around in my head at the moment, so here are all of the ones I thought of (sorry about the length of this post in advance):

Lethe | Red Beast | Infantry

Spoiler

34/38/41 HP | 29/32/35 ATK | 35/38/41 SPD | 23/27/30 DEF | 24/28/31 RES

Weapon: Cat Valkyrie Claw [MT 14 | Grants SPD +3. At start of turn, if no human allies are adjacent, unit transforms. When no human allies are within 2 spaces, grants SPD +4 and "When unit's SPD - foe's SPD > 1, grants Special Charge +1 per attack" during combat. When transformed, unit can move 1 extra space. (That turn only. Does not stack.) When transformed, grants SPD +2.]

Special: Luna [3 Cooldown: Reduce foe's DEF/RES by 50%.]

A Skill: Kestrel Stance 2 [Grants ATK/SPD +4 when foe initiates combat.]

B Skill: Vantage 3 [Unit attacks first when attacked with HP < 75%.]

C Skill: Goad Beasts [Grants ATK/SPD +4 to Beast allies within 2 spaces during combat.]

Ranulf | Blue Beast | Infantry

Spoiler

42/45/48 HP | 32/35/38 ATK | 28/31/34 SPD | 26/30/33 DEF | 19/22/25 RES

Weapon: Cat's Right-Hand Claw [MT 14 | Grants SPD +3. At start of turn, if no human allies are adjacent, unit transforms. When initiating combat with HP > 50%, grants ATK/DEF +4 during combat, and if unit suffers lethal damage, unit survives with 1 HP. (Latter effect activates once per combat.) When transformed, unit can move 1 extra space. (That turn only. Does not stack.) When transformed, grants SPD +2.]

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

A Skill: Bracing Blow 2 [Grants DEF/RES +4 when this unit initiates combat.]

B Skill: SPD/DEF Link 3 [When a positioning Assist skill is used by or targets unit, grants DEF +6 to both units for 1 turn.]

C Skill: Ward Beasts [Grants DEF/RES +4 to Beast allies within 2 spaces during combat.]

Lyre | Red Beast | Infantry

Spoiler

33/36/40 HP | 30/33/36 ATK | 37/40/44 SPD | 19/22/25 DEF | 30/33/36 RES

Weapon: Cat Trainee Claw [MT 14 | Grants SPD +3. At start of turn, if no human allies are adjacent, unit transforms. At start of Turn 1, grants Special Cooldown -1 equal to number of Beast allies (including unit). When transformed, unit can move 1 extra space. (That turn only. Does not stack.) When transformed, grants SPD +2.]

Special: Iceberg [3 Cooldown: Adds 50% of RES to damage dealt.]

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

B Skill: Special Spiral 3 [After combat, if Special activated, grants Special Cooldown -2.]

C Skill: DEF Ploy 3 [At start of turn, inflicts DEF -5 on foes in cardinal directions with lower RES than this unit through their next actions.]

Skrimir | Red Beast | Infantry

Spoiler

39/42/45 HP | 34/37/41 ATK | 32/35/38 SPD | 29/32/35 DEF | 13/17/20 RES

Weapon: Lion Prince Claw [MT 14 | Grants ATK +3. At start of turn, if no human allies are adjacent, unit transforms. Grants ATK +4 and Special Charge +1 per attack when this unit initiates combat. When transformed, grants ATK +2, and if unit transformed at start of turn, grants ATK +6 to unit and adjacent allies for 1 turn.]

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

A Skill: ATK/SPD Solo 3 [When no allies are adjacent, grants ATK/SPD +6 during combat.]

B Skill: Wrath 3 [At start of turn, if HP < 75%, grants Special Cooldown -1. During combat, if HP < 75%, adds +10 damage when Special activates.]

C Skill: Goad Beasts [Grants ATK/SPD +4 to Beast allies within 2 spaces during combat.]

Caineghis | Red Beast | Armored

Spoiler

49/52/55 HP | 38/41/45 ATK | 21/25/28 SPD | 35/38/41 DEF | 14/18/21 RES

Weapon: Lion King Claw [MT 14 | Grants ATK +3. At start of turn, if no human allies are adjacent, unit transforms. Grants ATK/SPD +4 to Beast allies within 2 spaces during combat. When transformed, grants ATK +2, and if unit transformed at start of turn, grants ATK +6 to unit and adjacent allies for 1 turn.]

Special: Dragon Fang [4 Cooldown: Adds 50% of ATK to damage dealt.]

A Skill: King's Fortune [Accelerates Special Trigger (cooldown count -1). When HP > 50% at start of combat, inflicts Special Charge -1 on foe during combat.] EXCLUSIVE

B Skill: Bold Fighter 3 [When unit initiates combat, unit performs a follow-up attack, and grants Special Charge +1 per attack during combat.]

C Skill: Fortify Beasts [At start of turn, grants DEF/RES +6 to adjacent Beast allies through their next actions.]

Giffca | Green Beast | Infantry

Spoiler

36/40/43 HP | 32/35/38 ATK | 24/28/31 SPD | 24/28/31 DEF | 29/32/35 RES

Weapon: Lion Shadow Claw [MT 14 | Grants ATK +3. At start of turn, if no human allies are adjacent, unit transforms. At start of turn, inflicts ATK/DEF -4 on foes with lower RES than this unit through their next actions. When transformed, grants ATK +2, and if unit transformed at start of turn, grants ATK +6 to unit and adjacent allies for 1 turn.]

Assist: Draw Back [Move 1 space back, and pull adjacent ally to unit's current space.]

A Skill: Laguz Shield [Negates foe's skills with "Effective vs. Beast."]

B Skill: DEF/RES Link 3 [When a positioning Assist skill is used by or targets unit, grants DEF/RES to both units for 1 turn.]

C Skill: Ward Beasts [Grants DEF/RES +4 to Beast allies within 2 spaces during combat.]

Volug | Green Beast | Infantry

Spoiler

43/46/50 HP | 25/29/32 ATK | 33/36/39 SPD | 24/28/31 DEF | 21/24/28 RES

Weapon: Wolf Guardian Claw [MT 14 | Accelerates Special Trigger (cooldown count -1). At start of turn, if no human allies are adjacent, unit transforms. During combat, grants bonus DEF/RES equal to number of allies within 2 spaces x2. (Maximum bonus of +6) When transformed, grants ATK +2, and grants "When foe initiates combat and uses Bow, Dagger, Magic, or Staff, grants DEF/RES +4 during combat" to allies within 2 spaces.]

Special: Pavise [3 Cooldown: Reduce damage from foe's melee attack by 50%.]

A Skill: Close DEF 3 [When foe initiates combat and uses Sword, Lance, Axe, Dragonstone, or Beast damage, grants DEF/RES +6 during combat.]

B Skill: Shield Pulse 3 [At start of Turn 1, if unit's Special activates based on foe's attack, grants Special Cooldown -2. When Special activates based on foe's attack, reduces damage taken by 5.] Available At 4-Star

Mordecai | Green Beast | Infantry

Spoiler

44/47/50 HP | 30/33/36 ATK | 22/25/29 SPD | 33/36/39 DEF | 19/22/25 RES

Weapon: Tiger's Gentle Claw [MT 14 | Grants DEF +3. At start of turn, if no human allies are adjacent, unit transforms. Grants DEF/RES +3 to allies within 2 spaces during combat. When transformed, grants ATK +2, and grants DEF/RES +4 when foe initiates combat.]

Assist: Smite [Pushes adjacent ally 2 spaces away.]

A Skill: DEF/RES Bond 3 [Grants DEF/RES +5 during combat when adjacent to at least one ally.] Available At 4-Star

C Skill: Ward Beasts [Grants DEF/RES +4 to Beast allies within 2 spaces during combat.]

Kyza | Red Beast | Infantry

Spoiler

41/44/47 HP | 28/31/34 ATK | 28/31/34 SPD | 23/27/30 DEF | 26/30/33 RES

Weapon: Tiger's Serious Claw [MT 14 | Grants DEF +3. At start of turn, if no human allies are adjacent, unit transforms. At start of turn, inflicts ATK/SPD -4 on foes in cardinal directions with lower RES than this unit. When unit transforms, grants ATK +2, and grants DEF/RES +4 when foe initiates combat.]

Assist: Swap [Switch places with adjacent ally.]

A Skill: Fortress RES 3 [Grants RES +5. Inflicts ATK -3.] Available At 4-Star

C Skill: Spur ATK/RES 2 [Grants ATK/RES +3 to adjacent allies during combat.]

Muarim | Blue Beast | Infantry

Spoiler

36/40/43 HP | 33/36/39 ATK | 24/27/31 SPD | 26/30/33 DEF | 26/30/33 RES

Weapon: Tiger's Desert Claw [MT 14 | Grants DEF +3. At start of turn, if no human allies are adjacent, unit transforms. Grants ATK +6 when this unit initiates combat. When unit transforms, grants ATK +2, and grants DEF/RES +4 when foe initiates combat.]

Special: Bonfire [3 Cooldown: Adds 50% of DEF to damage dealt.]

A Skill: Sturdy Stance 2 [Grants ATK/DEF +4 when foe initiates combat.]

B Skill: Quick Riposte 3 [Unit performs a follow-up attack when attacked with HP > 70%.] Available At 4-Star

And I know he's not a beast, but:

Tormod | Red Tome | Infantry [Tempest Trials+ Reward]

Spoiler

35 HP | 32 ATK | 37 SPD | 25 DEF | 22 RES

Weapon: Emancipator's Flame [MT 14 | Grants DEF +3. Grants ATK/SPD/DEF/RES +3 to Beast and Dragon allies within 2 spaces during combat. Unit is not considered "human" for purposes of transformation.]

Special: Bonfire [3 Cooldown: Adds 50% of DEF to damage dealt.]

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

C Skill: Celerity [At start of turn, unit can move 1 extra space. (That turn only. Does not stack.) Unit cannot be slowed by terrain.] EXCLUSIVE

Also, Dragon Laguz, who aren't Beasts but could work like them:

Dheginsea | Green Dragon | Armored [Grand Hero Battle]

Spoiler

50 HP | 38 ATK | 17 SPD | 37 DEF | 34 RES

Weapon: Dragon King's Breath [MT 14 | Grants RES +3, inflicts Cooldown Count -1. At start of turn, if no human allies are adjacent, unit transforms. Adds 30% of ATK to damage dealt when Special activates. When transformed, damage is calculated using lower of foe's DEF or RES. When unit transforms at start of turn, restores 10 HP.]

Special: Dragon Fang [4 Cooldown: Adds 50% of ATK to damage dealt.]

A Skill: Sturdy Stance 2 [Grants ATK/DEF +4 during combat initiated by foe.]

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

Kurthnaga | Green Dragon | Infantry

Spoiler

43/46/50 HP | 29/32/35 ATK | 26/30/33 SPD | 26/30/33 DEF | 22/25/29 RES

Weapon: Dragon Prince Breath [MT 14 | Grants RES +3. At start of turn, if no human allies are adjacent, unit transforms. During combat, grants bonus ATK/SPD/DEF/RES equal to number of Dragon allies within 2 spaces x2. (Maximum bonus of +6) When transformed, damage is calculated using lower of foe's DEF or RES.]

Special: Draconic Aura [3 Cooldown: Adds 30% of ATK to damage dealt.]

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

B Skill: Null Follow-Up 3 [Foe's skills that guarantee or disable follow-ups are nullified.]

C Skill: Night Tide [Grants DEF/RES +3 and "Inflicts Special Charge -1 on foe during combat" to Dragon allies within 2 spaces during combat.] EXCLUSIVE

Ena | Red Dragon | Infantry

Spoiler

41/44/47 HP | 24/27/31 ATK | 31/34/37 SPD | 22/25/29 DEF | 29/32/35 RES

Weapon: Ena's Breath [MT 14 | Grants RES +3. At start of turn, if no human allies are adjacent, unit transforms. When transformed, damage is calculated using lower of foe's DEF or RES and unit can counterattack regardless of distance.]

Special: Miracle [5 Cooldown: When HP > 1, survive a lethal attack with 1 HP.]

A Skill: Steady Stance 4 [Grants DEF +8 to unit and inflicts Special Charge -1 on foe during combat.]

B Skill: Renewal 3 [At the start of every 2nd turn, unit recovers 10 HP.]

C Skill: Blood Tide [Grants ATK +4 & "When unit's ATK - foe's ATK > 1, grants Special Charge -1 per attack during combat" to Dragon allies within 2 spaces during combat.] EXCLUSIVE

Nasir | Colorless Dragon | Infantry

Spoiler

39/42/45 HP | 32/35/38 ATK | 19/22/25 SPD | 23/27/30 DEF | 34/37/41 RES

Weapon: White Dragon Breath [MT 14 | Grants RES +3. At start of turn, if no human allies are adjacent, unit transforms. Penalties become bonuses on adjacent allies at start of turn. When transformed, damage is calculated using lower of foe's DEF or RES.]

Special: Iceberg [3 Cooldown: Adds 50% of RES to damage dealt.]

A Skill: Warding Stance 4 [Grants RES +8 and inflicts Special Charge -1 on foe during combat initiated by foe.]

B Skill: Quick Riposte 3 [Unit performs a follow-up attack when attacked with HP > 70%.]

C Skill: Goad Dragons [Grants ATK/SPD +4 to Dragon allies within 2 spaces during combat.]

Gareth | Red Dragon | Infantry

Spoiler

49/52/55 HP | 33/36/39 ATK | 16/19/22 SPD | 34/37/41 DEF | 16/19/22 RES

Weapon: Red Dragon Breath [MT 14 | Grants RES +3. At start of turn, if no human allies are adjacent, unit transforms. Grants ATK +3 to allies within 2 spaces during combat. When transformed, damage is calculated using lower of foe's DEF or RES.]

Special: Bonfire [3 Cooldown: Adds 50% of DEF to damage dealt.]

A Skill: Brazen ATK/DEF 3 [When HP < 80% at start of combat, grants ATK/DEF +7 during combat.] Available At 4-Star

C Skill: Infantry Rush 3 [Grants "When unit's ATK - foe's ATK > 1, grants Special Charge -1 per attack during combat" to Infantry allies within 2 spaces during combat.]

Edited by ILikeKirbys
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7 hours ago, Interdimensional Observer said:

I've returned to this topic with an alt partly inspired by the recent Laguz banner:

Central Commander: Zelgius (him in his red Begnion armor) 

  Hide contents

Sword Armor (or Lance if they really wanted to make him not Sword again)

Stats:

HP: 46

Atk: 32

Spd: 26

Def: 42

Res: 28

Weapon: General's Sword 

  • If unit’s HP >= 70% in combat against a Beast unit, this unit makes a follow-up attack and foe cannot.
  • When attacking, if this unit kills their target, all allies receive +1 Move through their next action.

Special: Dragon Fang

B Skill: Guard

C Skill: Def or Res Tactic 3, or Def/Res Tactic 2

 

Explanations:

Normally I don't do stats, but I decide to include them this time. Since the BK and Zelgius have identical stats in RD, I used the Zelgius stats tucked away in PoR's data. I then used FEH Zelgius's stats as a base, and modified them against PoR Zelgius as though FEH Zelgius were the PoR Black Knight.  When subtracting 4 Atk and Spd wasn't enough to give Zelgius what I wanted, I opted to take another 3 Spd and transfer them to Res. I left his HP untouched, although it is 3 higher than the BK's in PoR.

 

The effects of General's Sword are derived from Part 3 RD of course.

  • The first effect is because, as I determined here, Zelgius manages to cheat in a double on Ranulf during their 3-3 duel. A Beastbreaker.
  • The second effect is what happens after he bests Skrimir in battle. The Laguz Alliance loses the offensive and spends much of the rest of Part 3 with the Begnion Central Army chasing after it. Zelgius furthermore is known for his charismatic impact on troop morale, and a supportive skill would best suit this.

 

One can certainly question why I opted not for Black Luna. One- I refuse to acknowledge it when Eclipse sounded so much better. Two and more seriously- felt it didn't so suit Zelgius sans the black armor. Anything could work here.

 

Couldn't think of what to throw in the A Slot. I'll just leave it blank.


The choice of Guard might seem strange, but Guard can negate Specials, and Zelgius activates his Nihil during the Skrimir duel. And I can't keep up with the newfangled -Fighters and whatevs IS comes up with. Although the oldie Wary Fighter would allow me to trade that additional 3 Spd for HP, 26 is probably approaching glacial Spd already.

 

As for the Def/Res Tactic, I do not know if the Japanese name is so tactical, but in English, it suits Zelgius as a commander, not a warrior. Brains, not so much brawn. And that is the essence of this alt- Zelgius trading his killer offense for a more supportive and durable role.

A Tactic was chosen as well because he commands the Begnion Central Army, which is an army lacking for nothing and with everything in abundance. He has to issue orders to everyone from infantry to armor to cavalry to wyverns. 

I chose to go for durability because of this particular line from 3-4:

"It does not matter to me who the enemy is. If there is a way to avoid taking a life, that is the path I will choose."  (Although you delighted in the Ranulf duel, and accidentally killed Greil out of lust for battle.)

 

Make Beast Breaker a B skill instead. It'd be more useful as other units could inherit it and the second effect on General's Sword is already amazing.

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I was thinking on Mythics, and I think I found a solution for a certain BIG bad.

Prince of Demons: Lyon

Spoiler

Lyon crazed

Red Beast Armor

Stats:

HP: 46

Atk: 40

Spd: 23 

Def: 38

Res: 25

BST: 172

Weapon: Ravager

350?cb=20130330161704 (Just pretend his abdomen doesn't exist and Lyon is standing where it is.)

  • When this unit is afflicted with any form of non-Panic Ploy debuff, increases Atk by 4 through their next action. Can activate multiple times in one turn. Note that in the case of a multiple infliction debuff, like say the Peshkatz, the Atk boost will trigger only once.
  • At start of turn if unit is adjacent to any ally, unit takes 2 HP from each and "transforms". If unit transforms, increases Atk/Spd/Def/Res by 1 for every 2 HP drained. Also gains +2 Atk.

Special: Vengeance

A Skill: Brazen Atk/Def 3

C Skill: Malevolent Aura 3- Inflicts 7 damage on foes within 2 spaces at the start of each turn. Inheritable.

 

Explanations:

Is the name confusing when this is Lyon possessed by Formortiis? I'd call him Formortiis, but blame Fallen Robin being called Robin when they should be called Grima.

 

For the stats, I again began with a template offered by FEH, and applied modifications based on the origin game. I took Lyon at 5*, and added stats according to the Demon King's actual stats in SS. He has equal Def and Res, so I added 4 Def. Then I noticed Ravager gives +15 Str and +15 Def and +10 Res, so I added +5 Str and Def. Leaving Res untouched since Demon Light offers +15 Res, so +10 I treated as a 0 value. Not thinking 5 Def over Res to be enough by FEH standards, I shifted 5 more Res elsewhere. The Speed addition is small and worthless, but I didn't want to perfectly min-max. The bit of HP was added because you'd expect the DK to have more than ordinary Lyon, of course 120 HP is impossible.

 

The first effect of Ravager is inspired by the state of mind the Demon King is in when you fight him in SS. His soulless body rages after having his momentarily reunited soul sealed away AGAIN! Pretend that applying debuffs to him in FEH is like trying to seal him again, you're only making him madder.

To keep it from being broken, I opted against letting it count multi-stat debuffs count as separate instances, otherwise Sothe and Beronica would be giving him +12 Atk, too much even if you found a way to exploit the -4 Spd/Def/Res. That is too much of a check on debuffs. 

 

I opted to keep up the "transform" mechanic. I chose to make it any ally can who supply the transformation, since why would the DK care about race? The HP is drain is as if the DK took their life essence to resurrect his form. He isn't a nice guy you know. It's the Fury we all know and love, but with other peoples' HP.

I know the boost is weaker than an -Owl tome, and comes at an HP cost, but you can move and then attack and still get the boost this way, and the HP cost only happens once. And with a higher BST than Tome units, is that needed? And shouldn't the disincentive to debuff him be enough that he won't be suffering as much stat debuffing as other units?

 

Malevolent Aura is based on this line from SS:

"According to legend, the original possessors of the Sacred Stones defeated the Demon King in Darkling Woods. His foul blood seeped into the land, corrupting every seed and every root. The once-pristine forest was transformed by the flood of disease and venom."

So just being in range of him should be harmful. But I opted to make it inheritable, no reason not to, all I had to do is give it a name that was less specific than say "Fetid Corpse".

 

I gave him Vengeance for the reason a lot of its users get it- thematics. Regardless of how useless it may be.

And for Brazen Atk/Def, I just wanted to include another form of Atk and or Def buff. Could've gone for more Fury, but who'd want that on a 5* exclusive? 

I just decided to leave something open that wasn't the Assist again, and made it the B Slot, since I couldn't pick what should go there.  

 

@ILikeKirbys I see you fit Boon on Nasir's weapon. How useless that skill was in Tellius, but here it could be genuinely good. And the Dusk Dragon knows how much Conquest could've used it. Ena getting the Def/Res targeting is perfect for her mixed White-Red heritage. 

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55 minutes ago, Interdimensional Observer said:

I was thinking on Mythics, and I think I found a solution for a certain BIG bad.

Prince of Demons: Lyon

  Hide contents

Lyon crazed

Red Beast Armor

Stats:

HP: 46

Atk: 40

Spd: 23 

Def: 38

Res: 25

BST: 172

Weapon: Ravager

350?cb=20130330161704 (Just pretend his abdomen doesn't exist and Lyon is standing where it is.)

  • When this unit is afflicted with any form of non-Panic Ploy debuff, increases Atk by 4 through their next action. Can activate multiple times in one turn. Note that in the case of a multiple infliction debuff, like say the Peshkatz, the Atk boost will trigger only once.
  • At start of turn if unit is adjacent to any ally, unit takes 2 HP from each and "transforms". If unit transforms, increases Atk/Spd/Def/Res by 1 for every 2 HP drained. Also gains +2 Atk.

Special: Vengeance

A Skill: Brazen Atk/Def 3

C Skill: Malevolent Aura 3- Inflicts 7 damage on foes within 2 spaces at the start of each turn. Inheritable.

 

Explanations:

Is the name confusing when this is Lyon possessed by Formortiis? I'd call him Formortiis, but blame Fallen Robin being called Robin when they should be called Grima.

 

For the stats, I again began with a template offered by FEH, and applied modifications based on the origin game. I took Lyon at 5*, and added stats according to the Demon King's actual stats in SS. He has equal Def and Res, so I added 4 Def. Then I noticed Ravager gives +15 Str and +15 Def and +10 Res, so I added +5 Str and Def. Leaving Res untouched since Demon Light offers +15 Res, so +10 I treated as a 0 value. Not thinking 5 Def over Res to be enough by FEH standards, I shifted 5 more Res elsewhere. The Speed addition is small and worthless, but I didn't want to perfectly min-max. The bit of HP was added because you'd expect the DK to have more than ordinary Lyon, of course 120 HP is impossible.

 

The first effect of Ravager is inspired by the state of mind the Demon King is in when you fight him in SS. His soulless body rages after having his momentarily reunited soul sealed away AGAIN! Pretend that applying debuffs to him in FEH is like trying to seal him again, you're only making him madder.

To keep it from being broken, I opted against letting it count multi-stat debuffs count as separate instances, otherwise Sothe and Beronica would be giving him +12 Atk, too much even if you found a way to exploit the -4 Spd/Def/Res. That is too much of a check on debuffs. 

 

I opted to keep up the "transform" mechanic. I chose to make it any ally can who supply the transformation, since why would the DK care about race? The HP is drain is as if the DK took their life essence to resurrect his form. He isn't a nice guy you know. It's the Fury we all know and love, but with other peoples' HP.

I know the boost is weaker than an -Owl tome, and comes at an HP cost, but you can move and then attack and still get the boost this way, and the HP cost only happens once. And with a higher BST than Tome units, is that needed? And shouldn't the disincentive to debuff him be enough that he won't be suffering as much stat debuffing as other units?

 

Malevolent Aura is based on this line from SS:

"According to legend, the original possessors of the Sacred Stones defeated the Demon King in Darkling Woods. His foul blood seeped into the land, corrupting every seed and every root. The once-pristine forest was transformed by the flood of disease and venom."

So just being in range of him should be harmful. But I opted to make it inheritable, no reason not to, all I had to do is give it a name that was less specific than say "Fetid Corpse".

 

I gave him Vengeance for the reason a lot of its users get it- thematics. Regardless of how useless it may be.

And for Brazen Atk/Def, I just wanted to include another form of Atk and or Def buff. Could've gone for more Fury, but who'd want that on a 5* exclusive? 

I just decided to leave something open that wasn't the Assist again, and made it the B Slot, since I couldn't pick what should go there.  

 

@ILikeKirbys I see you fit Boon on Nasir's weapon. How useless that skill was in Tellius, but here it could be genuinely good. And the Dusk Dragon knows how much Conquest could've used it. Ena getting the Def/Res targeting is perfect for her mixed White-Red heritage. 

This is something I've been hoping they'll do for a long time but don't seriously expect they will (and yeah, Grima should totally be called Grima. He {and probably she} calls himself Grima for crying out loud!). Regarding your set up, I like the idea of Malevolent Aura, but I think it would be mostly useless at seven damage considering Surtr deals a whooping 20 damage with the same effect (although giving it to Surtr would be marginally useful, especially if it's also available as a Seal) Of course a C slot skill that is mostly useless isn't exactly out of keeping with Heros' design. Surtr also tanks way better than the stat lay out you give, so he does the exact same job only way better. In fact just comparing him to Surtr, you could afford to give him a higher BST, maybe more in RES.

The debuffing effect sounds confusing. You're getting positive buffs as you get debuffs? I'd just make it so you get a combat buff for every point of debuff you have, so it'd work in reverse of the Blade Tomes. Maybe that's what you were actually going for but it's worded kind of weird (buffs never stack in Heroes). Lastly the Demon King has like three range in Sacred Stones, so I think Ravager should definitely get the good old Distant Counter (this would give him something Surtr can't do incidentally). I don't think that would violate the number of skills available for a weapon as I expect Beast Transformations are considered "free skills".

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1 hour ago, Jotari said:

This is something I've been hoping they'll do for a long time but don't seriously expect they will (and yeah, Grima should totally be called Grima. He {and probably she} calls himself Grima for crying out loud!). Regarding your set up, I like the idea of Malevolent Aura, but I think it would be mostly useless at seven damage considering Surtr deals a whooping 20 damage with the same effect (although giving it to Surtr would be marginally useful, especially if it's also available as a Seal) Of course a C slot skill that is mostly useless isn't exactly out of keeping with Heros' design. Surtr also tanks way better than the stat lay out you give, so he does the exact same job only way better. In fact just comparing him to Surtr, you could afford to give him a higher BST, maybe more in RES.

The debuffing effect sounds confusing. You're getting positive buffs as you get debuffs? I'd just make it so you get a combat buff for every point of debuff you have, so it'd work in reverse of the Blade Tomes. Maybe that's what you were actually going for but it's worded kind of weird (buffs never stack in Heroes). Lastly the Demon King has like three range in Sacred Stones, so I think Ravager should definitely get the good old Distant Counter (this would give him something Surtr can't do incidentally). I don't think that would violate the number of skills available for a weapon as I expect Beast Transformations are considered "free skills".

I really need to stay out of this topic until I get a far better grasp of things, why didn't I learn my lesson eons ago with that horribly busted Opera of Light? I've some creative ideas I guess, they just aren't tethered to the realities of FEH. I'm like an English major who wants to solve climate change- good heart, but leave it to the scientists and other proper professionals, please!

I'm not caught up with all the BST stuff- I'm neither that kind of player, nor have actually played that long. I guess better mixed tanking would be better then, as a more unique niche.

I was considering 10 damage for Malevolent Aura, a little better, but still not much.

 

As for the debuffing boost,  well you're right a reverse -blade would've just been much better.

 

As for Distant Counter in Ravager, I had ideas of keeping Demon Light out of this. Since if I really wanted to allude to Demon Light, I'd have to make it a distant counter that targets Res, but so far, that has only been done in tandem with being able to alternatively target Def. But that would make Formortiis just a Breath Armor without the Breath weakness and Def targeting up close, and from what I'm aware, Breath Armors are being a bit too annoying powerful for some players. I didn't want to do that.

I would've made a separate Demon Light build instead, with a reference to Nightmare thrown in, although it appears Imhullu has stolen the general idea of what Nightmare could possibly be.

Edited by Interdimensional Observer
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8 hours ago, Interdimensional Observer said:

I really need to stay out of this topic until I get a far better grasp of things, why didn't I learn my lesson eons ago with that horribly busted Opera of Light? I've some creative ideas I guess, they just aren't tethered to the realities of FEH. I'm like an English major who wants to solve climate change- good heart, but leave it to the scientists and other proper professionals, please!

I'm not caught up with all the BST stuff- I'm neither that kind of player, nor have actually played that long. I guess better mixed tanking would be better then, as a more unique niche.

I was considering 10 damage for Malevolent Aura, a little better, but still not much.

 

As for the debuffing boost,  well you're right a reverse -blade would've just been much better.

 

As for Distant Counter in Ravager, I had ideas of keeping Demon Light out of this. Since if I really wanted to allude to Demon Light, I'd have to make it a distant counter that targets Res, but so far, that has only been done in tandem with being able to alternatively target Def. But that would make Formortiis just a Breath Armor without the Breath weakness and Def targeting up close, and from what I'm aware, Breath Armors are being a bit too annoying powerful for some players. I didn't want to do that.

I would've made a separate Demon Light build instead, with a reference to Nightmare thrown in, although it appears Imhullu has stolen the general idea of what Nightmare could possibly be.

Imhullu has an AOE style attack that shuts down counters (despite Gharnef never having something like that in game), that's only one way to implement the idea (granted it's probably the way most resembling how it works in game). The simplest way would be to just have every attack launched come with the added bonus of the null counterattack affect, like Flash and Candlelight. Although the one that would probably gel best with Malevolent Aura would be a version that puts the affect on everyone within two spaces at the start of each turn. That is something we haven't seen before and would be something very useful as anyone baited by Fomortiis would be helpless on the following turn. It would also be pretty inspired too s if I remember correctly, Nightmares hit chance decreases the further a unit is away from him (maybe, to be honest Formortiis has never survived long enough for me to actually see the attack outside of youtube videos).

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1 minute ago, Jotari said:

Imhullu has an AOE style attack that shuts down counters (despite Gharnef never having something like that in game), that's only one way to implement the idea (granted it's probably the way most resembling how it works in game).

Well they couldn't quite give Imhullu its "blocks everything but Starlight" (I wish I could come up with a Gotoh build), but nulling counters is a way of making it block some kind of attack. Notice it only affects physical units, the implication being they can't use magic (Starlight) to kill him.

 

6 minutes ago, Jotari said:

The simplest way would be to just have every attack launched come with the added bonus of the null counterattack affect, like Flash and Candlelight. Although the one that would probably gel best with Malevolent Aura would be a version that puts the affect on everyone within two spaces at the start of each turn.

So the positive half of Firesweep made into a buff? Certainly possible, and sounds quite good.

 

14 minutes ago, Jotari said:

It would also be pretty inspired too s if I remember correctly, Nightmares hit chance decreases the further a unit is away from him (maybe, to be honest Formortiis has never survived long enough for me to actually see the attack outside of youtube videos).

Nightmare counts as a Staff, and Status Staff Avoid in FE8 is calculated as (Resistance x 5) + (Distance from enemy x 2). So you would be correct.

Reminds me how Ashera has her cycle of something like: Multi-Physical, Single Long-Range Physical, Multi-Magical, Single Long-Range Physical, Silence AoE, Stun AoE, repeat. Now that is going to be total clockwork if they try to fit that in, unless they consolidate things via Breath Def/Res targeting. Then it could be AoE damage, "Chill Damage",  and some debuff.

Iago could actually be a fun and unique GHB unit on that note if they ran with his Staff Savant CQ self. First he does something to replace Silence, then he drops someone's Move to 1, then he -4 Atk/Spd/Def/Res, and if they wanted to be really cruel- Hexing, lasting only through 1 action though and when it wears off HP returns to what it was before (or it just halves someone's current HP).

 

 

 

And while I just said I shouldn't do any more create-a-heroes, I did throw yet another one together, this time with a little more care and comparison.

The Berserker: Durban (What? From what little we know, the guy seems rather, coarse, by the standards of FE heroes, and I kinda like it.)

Spoiler

Axe Infantry

HP: 47 Atk: 36 Spd: 35 Def: 25 Res: 17 (160 total)

Weapon: Ancient Armads

  • Grants Def +3.
  • Grants Atk/Spd +4, unit takes 4 damage after combat.
  • When attacked, grants a followup attack, but if performed (as in the enemy is not killed before it is needed), unit takes 6 8 damage after combat.

Special: Dragon Fang

A Skill: Titan Killer 3- When attacking, if this unit’s current HP < enemy’s current HP, Atk +6 and accelerates Special cooldown by 1. Inheritable.

 

Explanations:

I chose Axe Infantry, but I could’ve chosen Axe Armor like Hector, why? Exhibits A (left) and I (right):

 heroeseightlegendsheroesdurbans

Picture A shows Durban, upper right, in armor. Profile I however shows that he is shirtless, which is how Berserkers usually dress. Thus, I choose Infantry, ignoring things like Wharja.

 

A quick search found me a table where I could search for everyone's 5*40 stats, and then I sorted it to show only the Axe Infantry, and thus I compared them to see what Durban should roughly be. I min-maxed, to my dislike, so I then slightly toned it down, could possibly still use more toning down though, trading an Atk or Spd or two for Def.

 

The primary inspiration were these lines, pretty much all we know of Durban:

Durban:
“I am power. Power without peer. I am the dragonhunter. I am the fleshbiter, the bonecrusher, the skullbreaker, the doombringer.”

Hector:
“……”

Durban:
“I require no seals. I have no need of this idleness called peace. Power unused is power wasted. Better to lie spent in the grave than to sit in wait. I care not who… I would fight someone…”

Hector:
“This is one dangerous-looking fellow… Hey, Durban… I mean, Armads… Whatever. Doesn’t matter. Hey, you, lend me your strength!”

Durban:
“You desire strength? Then prepare yourself. Once you have gained such power… Your life will not end in a comfortable bed. You will die on the battlefield. In the savage garden of war’s bloody delights.”

 

Like with other Divine Weapons, no Breath effectiveness was included, despite being so in the base game. 

For the first effect, it’s a Fury where the Def/Res boosts were transferred into Atk/Spd, while maintaining the same HP cost.  I struck out the first effect because I felt the second was too good already, does he need an Atk/Spd buff with an automatic followup? And if I were to include one, something short-lived like Atk/Spd Push would be more balanced. Not all weapons need two effects just because two slots exist.

For the second effect, I went back to base FEH Hector’s Armads, and turned its Quick Riposte into a blood followup. When I got rid of the first effect, I went and increased the HP cost of this one by two to balance it a little more, perhaps a whopping 10 would be sufficiently balanced though. 

 

As for Titan Killer, the name (I thought it was cool) and idea of dealing more damage when HP is lower than the enemy’s, was derived from Etrian Odyssey. One game in the series has a class called Pugilist with that skill. 

So Titan Killer is supposed to work with the massive HP loss he suffers. As he bleeds out from Ancient Armads, you want him to stay bled out to a certain degree.

I was going to make it based on current HP of each unit relative to their max. So if Durban had a +HP Nature for an easy calculable max of 50, and the enemy had a max of 30, and Durban had 40 HP while the enemy had say 30 or 27, he would get the boost. Because 40 of 50 is 80%, and 30/27 of 30 are 100% and 90% of 30, 80 < 100/90%, so Titan Killer activates. 

But I thought this was too complicated. Although it would make the skill less awesome, perhaps for good reason, on glass cannons who can shoot from afar with low Max HP values.

 

Since he is the "fleshbiter", with massive Atk, Dragon Fang is perfect.

I couldn't be bothered to pick another filler skill, whatever floats the boat.

 

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34 minutes ago, Interdimensional Observer said:

Well they couldn't quite give Imhullu its "blocks everything but Starlight" (I wish I could come up with a Gotoh build), but nulling counters is a way of making it block some kind of attack. Notice it only affects physical units, the implication being they can't use magic (Starlight) to kill him.

No, but they could have given it Wary Fighter or Steady Stance or something, not that his AOE is bad per se, in fact it's rather good, it just doesn't scream Gharnef to me. Gharnef should be a tank, under the right conditions. AOEs in Heroes also only activate once (so Ashera/Iago will have to do their full tricks in one turn) in order to stop cheesing difficult maps where enemies wait for you to come to them, so it also doesn't gel with Imhullu who's whole plot point was that it was constantly active. Ideally we should have gotten a unit with Starlight too that could negate whatever Gharnef's effect is. Which means right now we're looking at Starlight being "Negate enemy AOE attacks" which is really weird especially since we don't have an in game term for AOEs. I would have made Imhullu either give him Wary Stance (useually reserved purely for Armours) with Starlight getting a skill that ignore other skills that prevents or causes follow up attacks. Either that or give Imhullu Bracing Stance (maybe the nonexistant Bracing Stance 3 ie +6 def and res when enemy attacks) and Starlight a catch all ignore enemy's combat buffs skill. That would make both weapons very useful but not quite OP.

44 minutes ago, Interdimensional Observer said:

So the positive half of Firesweep made into a buff? Certainly possible, and sounds quite good.

No, it would be the status effect. So say when Foemortiis attacks, the enemy will still be able to counter attack, but after that attack any of your other allies would be able to attack that enemy and the enemy wouldn't be able to counter attack (it also inflicts the status on nearby enemies too). Right now this is an ability on staff units (with staff units useually carrying a skill that stops all enemy counter attacks) where it is more suited as with someone like Fomortiis you're probably hoping to kill the enemy. Hence why I like the currently nonexistant version where he inflits the status on nearby enemies whenever you start your turn. This would make him the perfect unit for baiting enemies and then unleashing a devastating player phase.

 

 

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12 hours ago, Interdimensional Observer said:

@ILikeKirbys I see you fit Boon on Nasir's weapon. How useless that skill was in Tellius, but here it could be genuinely good. And the Dusk Dragon knows how much Conquest could've used it. Ena getting the Def/Res targeting is perfect for her mixed White-Red heritage. 

Glad you liked that! Especially considering that I couldn't come up with anything better to give Nasir.

Although, every Dragon Laguz got only-when-transformed adaptive damage, Ena just got only-when-transformed Distant Counter on top of that.

9 minutes ago, Interdimensional Observer said:

Well they couldn't quite give Imhullu its "blocks everything but Starlight" (I wish I could come up with a Gotoh build), but nulling counters is a way of making it block some kind of attack. Notice it only affects physical units, the implication being they can't use magic (Starlight) to kill him.

Well, you could give him something like "Grants DEF +3. When attacked by foe using weapon other than Magic, damage from first attack is reduced by 50%." Which isn't quite blocking everything but Starlight, but it gets the general point of use-Magic-to-win-easy across, and possibly opens up Gharnef to using Close Counter to take advantage of the fact that he only takes 1/2 damage from the first melee hit and run an anti-melee build if you can get his SPD high enough to reliably avoid getting doubled (and toss Null Follow-Up on him as well, to negate stuff like Bold Fighter and Spirit Breath).

So, uh, here's a Bridal banner, because I pictured one part of it and felt obligated to finish the banner:

Tana - Frelia's Bride | Red Bow | Infantry

Spoiler

33/36/40 HP | 31/34/37 ATK | 33/36/39 SPD | 19/22/25 DEF | 19/22/25 RES

Weapon: Devoted Bow+ [MT 12 | Grants ATK/SPD +3 to self and adjacent allies during combat when adjacent to at least one ally.]

Special: Moonbow [2 Cooldown: Reduce foe's DEF/RES by 30%.]

A Skill: DEF/RES Bond 3 [Grants DEF/RES +5 during combat when adjacent to at least one ally.]

B Skill: Null Follow-Up 3 [Foe's skills that guarantee or prevent follow-up attacks are nullified.]

C Skill: Spur DEF/RES 2 [Grants DEF/RES +3 to adjacent allies during combat.]

Lute - Prodigious Bride | Green Tome | Flying

Spoiler

28/31/34 HP | 34/37/41 ATK | 31/34/37 SPD | 10/13/17 DEF | 32/35/38 RES

Weapon: Practiced Vows+ [MT 12 | Grants ATK/SPD +3 to self and adjacent allies during combat when adjacent to at least one ally.]

Assist: Rally Up RES+ [Grants RES +6 to adjacent ally and allies within 2 spaces of adjacent ally (excluding this unit).]

Special: Iceberg [3 Cooldown: Adds 50% of RES to damage dealt.]

B Skill: RES Feint 3 [When a Rally Assist Skill is used by or targets unit, inflicts RES -7 on foes in cardinal directions of this unit through their next actions.]

C Skill: SPD Ploy 3 [At the start of each turn, inflicts SPD -5 on foes within 2 spaces of unit through their next actions.]

Corrin - Bride of Fate | Colorless Breath | Armored

Spoiler

41/44/47 HP | 28/31/34 ATK | 33/36/39 SPD | 33/36/39 DEF | 23/27/30 RES

Weapon: Blissful Breath+ [MT 14 | Grants ATK/SPD +3 to self and adjacent allies during combat when adjacent to at least one ally.]

Assist: Rally SPD/DEF+ [Grants SPD/DEF +6 to adjacent ally for 1 turn.]

Special: Draconic Aura [3 Cooldown: Adds 30% of ATK to damage dealt.]

A Skill: ATK/SPD Bond 3 [Grants ATK/SPD +5 during combat when adjacent to at least one ally.]

B Skill: Special Fighter 3 [When HP > 50%, grants Special Charge +1 per attack to unit and inflicts Special Charge -1 on foe during combat.]

Robin - Bridal Reincarnation | Blue Breath | Cavalry

Spoiler

34/37/41 HP | 32/35/38 ATK | 33/36/39 SPD | 26/30/33 DEF | 17/20/23 RES

Weapon: True Love's Breath [MT 11 | Inflicts SPD -5. Accelerates Special Trigger (cooldown count -1). Unit attacks twice when initiating combat. When foe's range = 2, damage is calculated using lower of foe's DEF or RES.]

Special: Bonfire [3 Cooldown: Adds 50% of DEF to damage dealt.]

A Skill: Heavy Blade 3 [When unit's ATK - foe's ATK > 1, grants Special Charge +1 per attack during combat.]

B Skill: Chill ATK 3 [At start of turn, inflicts ATK -7 on the foe with the highest ATK through their next action.]

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

 

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Inspired by the above Zelgius anti Laguz unit, here's my anti Laguz suggestion. Heather, not for any character reason, but just because Beast Killer is a knife in Radiant Dawn and we already have Sothe in the game.

Heather: Alluring Rogue (Infantry, Colourless Dagger)

Heather

Spoiler

HP/39
Atk/49 (including weapon)
Spd/34
Def/19
Res/24

Weapon: Beast Killer: Mt 12. Effective against beast units. After combat, if unit attacked, inflict Spd/Def -7 on target and foes within two range of target.

Assist: 

Special: Bane:  Activate only if foe's health > unit's damage. Reduce foe's health to 1. Cooldown 5. 

A Skill: Darting Blow

B Skill: Charming Lady: If unit's spd > foe's sped, foe cannot counter attack. Cannot be inherited.

C Skill:

She's not as dedicatedly anti laguz as the Zelgius (the idea is that Beast Killer is an inheritable weapon that anyone can use), but she has some more tricks up her sleeve. Bane is a very good special skill, especially for knife units, but it has the same charge time as aether so to make use of it you need a dedicated build. Fortunately Heather has that in her B skill which allows her to attack foes before they realise she's swindled them. Her speed isn't the greatest though, so she has Darting Blow to assist in that regard (a +spd heather is also a must). Give her the flashing blade command skill and she'll be using bane to take down even the most dangerous tanks in no time. I think this build strikes a good balance between "OH WOW I NEED TO HAVE THIS" and "Inheritance Fodder." I think it's situational, but undeniably useful.

 

 

And now, inspired by our talk about Starlight above, here's Gotoh finally coming on the scene.

Gotoh: Father of Magic (Armoured, Blue Tome)

Gato

Spoiler

HP/39
Atk/49 (including weapon)
Spd/29
Def/23
Res/39

Weapon: Starlight: Mt 14. Unit is immune to Out of Combat Damage (from skills such as Savage Blow, Pain, etc) caused by other skills (unit still receives damage from Fury etc). Neutralize status effects and prevents skills that disable counter attacks during combat. Cannot be inherited.

Assist: 

Special: Draconic Aura

A Skill: 

B Skill: Chill Res

C Skill: Projection: At the start of turn, grant Atk+6 to Breath and Tome allies within three spaces for one turn.

Made him an armour so his stat line would be more impressive and since the pool for potential armoued mage is so shallow, he's good enough to make the cut. If Tiki can be an armour, than so can Gotoh. Since Imhullu deals an AOE attack and inflicts a no counter status, I gave Starlight the ability to negate any damage caused outside of battle and anything that prevents his own counter attacks. It's also a Blue Tome so it gets WTA over Imhullu (thought hat's standard for Light and Dark Tomes). The rest of his moveset focuses on magic, both by reducing enemy Res (he's the only unit that even has Res in Dark Dragon and the Sword of Light) and buffing magic users with an extra long range attack tactic (that doesn't take movement composition into account). Draconic Aura he gets in reference to the fact that he's a Manakete, but you'll almost certainly want to swap it out for a special that makes use of his massive res stat.

Edited by Jotari
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@Jotari

On Heather:
Her BST is a little too high, unless she's a trainee unit (and if Surtr can somehow be a trainee, then sure, why not?). Bane seemed a little odd on a unit with ATK as high as Heather's (seriously she's stronger than Sothe) at first, but she's Colorless so I can see her not being able to kill as much as she might like and thus getting decent use out of Bane (possibly on Armored foes whose DEF she'll struggle to overcome). Charming Lady seems a little OP to me, if only because it's Windsweep 3 and Watersweep 3 without the can't-follow-up penalty, but it's probably fine.

I wouldn't mind seeing her get into Heroes like this.

On Gotoh:
I quite like this man... although, Starlight feels a tiny bit underwhelming, if only because it doesn't have a stat up (maybe DEF +3? SPD would be largely irrelevant because Armor, while DEF would potentially let him live when he fought DC melee enemies). Draconic Aura is something I'd replace with Iceberg, though I agree with your reasoning for it. Outside of that, I like. Projection is a neat way to buff Magic/Dragon teams (kinda wish it buffed Staves too, but I can live with it not doing so), and while I personally would replace Chill RES with Bold Fighter it's definitely a good thing to have on a mage.

I dunno if I'd pull for this, but I would probably pull for this.

Since you brought up Heather, now I'm thinking of Volke, so:

Volke - "Fireman" | Colorless Dagger | Infantry

Spoiler

39/42/45 HP | 33/36/40 ATK | 36/39/42 SPD | 17/20/23 DEF | 10/13/17 RES

Weapon: Baselard [MT 14 | Accelerates Special Trigger (cooldown count -1). Unit's follow-up attack occurs before foe's counterattack when attacking with HP < 75%. After combat, if unit attacked, inflicts DEF/RES -7 on target and foes within 2 spaces of target through their next actions.] EXCLUSIVE

Special: Lethality [4 Cooldown: Deals 10 damage. If foe's HP < 50%, deals 99 damage.] EXCLUSIVE

A Skill: ATK/SPD Solo 3 [Grants ATK/SPD +6 during combat when no allies are adjacent.]

B Skill: Special Spiral 3 [After combat, if Special activated, grants Special Cooldown -2.]

C Skill: Savage Blow 3 [After combat, if unit attacked, inflicts 7 damage on foes within 2 spaces of target.]

Explanations for Things:
Stats: 
As an Assassin, Volke is lightning fast to get in two shots on most foes, and strong enough to finish his foes in one combat. He has decent HP so he can survive taking a hit, but his defenses are trash, so hook him up with some DEF & RES Tactics.
Baselard: Sothe took Peshkatz. And missed out. Volke's weapon is a Slaying Dagger with Desperation 3 attached, making him a lot more capable of slaying foes once he takes a hit.
Lethality: The skill that makes Volke work. He may not be able to finish his foe in two strikes, but when combined with Flashing Blade Seal and Volke's high offensive stats, he should be able to hit Lethality's insta-kill requirement on his first shot. And if he doesn't, hey, maybe you only needed 10 damage to take 'em to 0 HP anyway.
Also, Lethality deals True Damage, like a Wo Dao. Yes, that's also true for the 99 damage.
ATK/SPD Solo 3: Volke likes being alone, and now he can benefit from that with greater offenses.
Special Spiral 3: So Volke can spam Lethality after using it once. Conveniently, this puts it on 1 Cooldown, so Volke can use it every combat once he's in Desperation range.
Savage Blow 3: To put foes into Lethality's instant-kill zone, or get them to a place where Volke can put them there with one shot and then Lethality them.

And since Smash is on my mind, here's some Castlevania crossover:

Simon - Vampire Killer | Blue Lance | Infantry

Spoiler

43/46/50 HP | 35/38/41 ATK | 19/22/25 SPD | 26/30/33 DEF | 24/27/30 RES

Weapon: Vampire Killer [MT 16 | Effective vs. Beast. Grants ATK +3. Deals 10 damage when Special activates.] EXCLUSIVE
[NOTE] Simon's attack animation when he initiates combat is to slowly walk over to his foe before attacking, as opposed to the quick dash-up everyone else has.

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

A Skill: ATK/DEF Solo 3 [Grants ATK/DEF +6 during combat when no allies are adjacent.]

B Skill: Dull Close 3 [Nullifies bonuses on foe using Sword, Lance, Axe, Dragonstone, or Beast damage during combat.]

C Skill: Panic Ploy 3 [At start of turn, turns bonuses to penalties on foes in cardinal directions with lower HP than this unit through their next actions.]

Explanations for Things:
Stats: 
As anyone who's played Castlevania knows, Simon is sloooooooooooooooooooooow, but makes up for it with very high ATK and HP and decent defenses.
Vampire Killer: The Belmonts hunt monsters, so logically they should have a Beast-killing Prf. Simon's Vampire Killer, which he shares with his ancestor Trevor, also makes him even stronger and has a Wo Dao effect that makes his Special activations stronger.
Glimmer: A quick-activation Special that should go off every other combat or so, which is probably good for Simon.
ATK/DEF Solo 3: Unlike his ancestor, Simon didn't travel with allies, so he'd benefit from a Solo skill to boost his massive ATK and not-as-massive DEF.
Dull Close 3: To prevent Dracula from getting an edge over Simon with field buffs.
Panic Ploy 3: Makes buffs even less desireable to have against Simon, since he can invert them against lower-HP foes (sadly, not Dracula, but he has an effective weapon and sky-high ATK to deal with him).

Trevor - First Hunter | Blue Lance | Infantry

Spoiler

48/51/54 HP | 33/36/39 ATK | 19/22/25 SPD | 34/36/39 DEF | 14/18/21 RES

Weapon: Vampire Killer [MT 16 | Effective vs. Beast. Grants ATK +3. Deals 10 damage when Special activates.] EXCLUSIVE
[NOTE] Trevor's attack animation when he initiates combat is to slowly walk over to his foe before attacking, as opposed to the quick dash-up everyone else has.

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

A Skill: ATK/DEF Bond 3 [Grants ATK/DEF +5 during combat when adjacent to at least one ally.]

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

C Skill: Infantry Pulse 3 [At start of Turn 1, grants Special Cooldown count -1 to Infantry allies with lower HP than this unit.]

Explanations for Things:
Stats: 
As the first Belmont to actively go hunting for Dracula, Trevor is a simple man, with high HP, ATK and DEF in exchange for minimal SPD and RES (he has allies who can be fast and resist magic for him).
Vampire Killer: The Belmonts hunt monsters, so logically they should have a Beast-killing Prf. Trevor's Vampire Killer, which he shares with his descendant Simon, also makes him even stronger and has a Wo Dao effect that makes his Special activations stronger.
Glimmer: A quick-activation Special that should go off every other combat or so, which is probably good for Trevor.
ATK/DEF Bond 3: As someone who had allies when he fought Dracula, Trevor would understand the importance of bonds. As such, he gets the Bond skill that boosts his most important stats.
Guard 3: Prevents anyone from Specialing down his HP until after he's been harmed a bit.
Infantry Pulse 3: As someone who had allies when he fought Dracula, Trevor would want to give his allies a helping hand. As such, since all of his allies are Infantry, he comes with Infantry Pulse to help all of them Special people faster.

Sypha - Belnades Witch | Green Tome | Infantry

Spoiler

33/36/40 HP | 35/38/41 ATK | 16/19/22 SPD | 19/22/25 DEF | 32/35/38 RES

Weapon: Belnades Tome [MT 14 | Grants ATK +3. When unit's RES - foe's RES > 5, foe cannot perform a follow-up attack.] EXCLUSIVE

Special: Iceberg [3 Cooldown: Adds 50% of RES to damage dealt.]

A Skill: ATK/RES Bond 3 [Grants ATK/RES +5 during combat when adjacent to at least one ally.]

B Skill: Mystic Boost 3 [Disables foe's skills that "calculate damage using lower of DEF or RES" and "calculate damage from staff like other weapons." Restores 6 HP after combat.]

C Skill: RES Ploy 3 [At start of turn, inflicts RES -5 on foes in cardinal directions with lower RES than this unit through their next actions.]

Explanations for Things:
Stats: 
Sypha is a magical glass cannon, having very high ATK and solid RES in exchange for low DEF, HP and especially SPD.
Belnades Tome: In addition to bolstering her high ATK, Sypha also gets a Great Flame-style effect with RES to allow her to tank better despite her SPD being low enough to otherwise guarantee that she'll get doubled.
Iceberg: Sypha has an Ice spell in Castlevania III, so this is a nice reference that also doubles as just being a good Special for her thanks to her high RES.
ATK/RES Bond 3: As someone who had allies when she fought Dracula, Sypha would understand the importance of bonds. As such, she gets the Bond skill that boosts her most important stats.
Mystic Boost 3: It makes sense for her to have this so she can tank dragons and staff-users, as well as enhancing her ability to tank mages thanks to the HP recovery.
RES Ploy 3: A Ploy that helps Sypha tank better by lowering the RES of foes who might otherwise barely be able to get past Belnades Tome's RES check.

Alucard - Vampire Rebel | Red Sword | Infantry

Spoiler

36/40/43 HP | 32/35/38 ATK | 31/34/37 SPD | 24/27/30 DEF | 24/27/30 RES

Weapon: Crissaegrim [MT 11 | Inflicts SPD -5. Unit attacks twice when initiating combat. Grants ATK/SPD +5 during combat when adjacent to at least one ally.] EXCLUSIVE

Special: Moonbow [2 Cooldown: Foe's DEF/RES is reduced by 30%.]

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

B Skill: Wings of Mercy 3 [Unit can warp to a space adjacent to any ally with HP < 50%.]

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

Explanations for Things:
Stats: 
Alucard is similar to his father Dracula, except that he is not as durable or strong, but in exchange he's significantly faster.
Crissaegrim: Alucard's best Symphony of the Night sword is the one he chose to bring to Heroes, and it's easy to see why: It's a Prf Brave Sword with a lesser SPD penalty and ATK/SPD Bond 3 attached, which is pretty nice.
Moonbow: Not as strong as his father's Luna, but it's still helpful considering that Crissaegrim isn't quite as strong as a non-Brave Prf.
Swift Sparrow 2: Allows Alucard to regain some of the SPD Crissaegrim takes from him on Player Phase, as well as bolster his already-respectable ATK, and lets him do so even when not next to an ally.
Wings of Mercy 3: Lets Alucard take advantage of Crissaegrim's ATK/SPD Bond more easily.
ATK Smoke 3: Lets Alucard weaken foes for his allies after he Crissaegrims a foe down.

Dracula - Vampire Terror | Red Beast | Armored [Mythic: Dark - DEF]

Spoiler

49/52/55 HP | 36/39/42 ATK | 26/19/22 SPD | 32/35/38 DEF | 32/35/38 RES

Weapon: Dracula's Fang [MT 14 | Grants ATK +3. When no human allies are adjacent at start of turn, unit transforms (otherwise, unit reverts). Recover HP equal to 30% of damage dealt when Special activates. When transformed, grants ATK +2, and unit can move to a space adjacent to any ally within 2 spaces.] EXCLUSIVE

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

A Skill: Sorcery Blade 3 [When adjacent to Magic-using ally, damage is dealt using lower of foe's DEF or RES.]

B Skill: Wrath 3 [At start of turn, when HP < 75%, grants Cooldown Count -1. During combat, when HP < 75%, deals 10 damage when Special activates.]

C Skill: Dracula's Curse [During combat, grants bonus ATK/SPD/DEF/RES equal to number of allies within 2 spaces x2 (maximum bonus of +6). After combat, inflicts damage to allies within 2 spaces equal to 30/(number of allies within 2 spaces).] EXCLUSIVE

Explanations for Things:
Stats: 
Dracula is very strong and able to take quite a few hits, so his ATK and HP are high an his defenses are both balanced and decent. However, he isn't notable for his speed, so that's pretty low.
Dracula's Fang: I figure Dracula wouldn't be all too happy about aiding humanity, so making him a Beast is a good way to have him hold back when he's helping them (plus it makes him weak to Belmonts, which is nice too). This also comes with Daylight because Vampire, and a warp-to-allies effect to reference Drac's teleportation.
Luna: Gives Dracula a pseudo-Aether and just generally hurts when it goes off.
Sorcery Blade 3: References Dracula's magic usage, despite being a unit type that hits for physical damage in Heroes. Plus it helps him be a bit better against the Belmonts, though it's less helpful against Alucard and Richter since their DEF and RES are identical.
Wrath 3: Dracula probably has some things to be angry about. As such, Wrath, which also helps him get Luna faster once he's weakened.
Dracula's Curse: Besides being Castlevania III's subtitle, Dracula's Curse allows him to strengthen himself by stealing the vitality of nearby allies, which translates to post-combat damage that decreases for each ally being drawn from, giving an incentive to keep Dracula surrounded by allies, or to keep allies away so he can put one or two allies into range for stuff like Brash Assault+Desperation.

Death - The Reaper | Colorless Dagger | Flying [Grand Hero Battle]

Spoiler

39 HP | 37 ATK | 32 SPD | 23 DEF | 18 RES

Weapon: Death's Scythe [MT 9 | Inflicts SPD -5. Unit attacks twice when initiating combat. After combat, if unit attacked, inflicts DEF/RES -7 on target and foes within 2 spaces of target through their next actions. Unit is not considered "human" for purposes of transformation.] EXCLUSIVE

Special: Moonbow [2 Cooldown: Foe's DEF/RES is reduced by 30%.]

A Skill: Life And Death 3 [Grants ATK/SPD +5. Inflicts DEF/RES -5.] AVAILABLE AT 4-STAR

B Skill: Chill SPD 3 [At start of turn, inflicts SPD -7 on the foe with the highest DEF through their next actions.]

Explanations for Things:
Stats: 
Death doesn't seem like he should have high defenses, so he doesn't. To compensate, Death hits fairly hard and has alright HP. His SPD is middling because I couldn't decide whether he should be slow or not.
Death Scythes: A Brave Dagger, because Death likes spamming his scythes. It doesn't interfere with Beast transformations because this way he can work with Dracula, and also because I'm not sure if Death would count as human or not so maybe he wouldn't bother Beasts too much.
Moonbow: Lets Death put more damage on people with high DEF.
Life And Death 3: He is literally Death, of course he's got this. Conveniently papers over his weapon's SPD decrease and makes him hit like he has a 14-MT Prf, but drops his defenses to a dangerously low 18 DEF and 13 RES, so anyone who gets to hit him should vanquish the reaper with ease.
Chill SPD 3: Lets Death slow down faster enemies with a deathly chill, so his faster allies can double more often (Death can use this to quad too, but without Desperation that could be dangerous with his minimal defenses).

Richter - Vampire Hunter | Blue Lance | Infantry [Tempest Trials+ Reward]

Spoiler

41 HP | 34 ATK | 34 SPD | 29 DEF | 29 RES

Weapon: Vampire Killer [MT 16 | Effective vs. Beast. Accelerates Special Trigger (cooldown count -1). Deals 10 damage when Special activates.] EXCLUSIVE

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

A Skill: Brazen ATK/SPD 3 [When HP < 80% at start of combat, grants ATK/SPD +7 during combat.]

B Skill: Quick Riposte 3 [Unit performs a follow-up attack when attacked with HP > 70%.] AVAILABLE AT 4-STAR

Explanations for Things:
Stats: 
Richter is quite different from his ancestors Simon and Trevor. For starters, he's got an actual SPD stat, and his defenses, while nothing special, are balanced (notably, his RES is higher than either Simon's or Trevor's). His HP and ATK are low when compared to Simon and Trevor, though.
Vampire Killer: The Belmonts hunt monsters, so logically they should have a Beast-killing Prf. Richter's Vampire Killer is slightly different from his ancestors', accelerating his Special's cooldown instead of having an ATK boost, but it still retains the Wo Dao effect and effectiveness against Beasts.
Luna: Lets Richter get around his bulkier foes' DEF.
Brazen ATK/SPD 3: Richter can take a hit, and afterward he responds by becoming stronger and faster.
Quick Riposte 3: Despite having passable SPD, Richter will probably need this to double before Brazen ATK/SPD kicks in.

And because I thought of something for Kaden:

Kaden - Kitsune Braggart | Green Beast | Infantry

Spoiler

35/39/42 HP | 30/33/36 ATK | 35/38/41 SPD | 22/25/29 DEF | 24/28/31 RES

Weapon: Nine-Tails Claw [MT 14 | Grants SPD +3. When number of allies within 2 spaces > 2, unit transforms (otherwise, unit reverts). At the start of Even numbered turns, grants ATK +6 to unit and adjacent allies for 1 turn. When transformed, grants ATK/SPD +2.]

Assist: Reciprocal Aid [Unit and adjacent ally swap HP. (Neither can go above their max HP)]

A Skill: SPD/DEF Bond 3 [Grants SPD/DEF +5 during combat when at least one ally is adjacent.] AVAILABLE AT 4-STAR

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

Explanations for Things:
Nine-Tails Claw: Kaden doesn't seem like someone who would mind being around people, so instead of the Laguz's no-humans-please condition, Kaden only transforms when there are plenty of friends around. He comes with Even ATK Wave 3 on the weapon to reference the Kitsune class's Evenhanded skill from Fates, 
Reciprocal Aid: Kinda sorta references Reciprocity from Fates.
SPD/DEF Bond 3: Makes Kaden a bit faster and a bit better at taking physical hits when he's got an ally nearby.
Even RES Wave 3: So Kaden gives/gets +6 to two stats on Even turns.

 

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4 hours ago, ILikeKirbys said:

@Jotari

On Heather:
Her BST is a little too high, unless she's a trainee unit (and if Surtr can somehow be a trainee, then sure, why not?). Bane seemed a little odd on a unit with ATK as high as Heather's (seriously she's stronger than Sothe) at first, but she's Colorless so I can see her not being able to kill as much as she might like and thus getting decent use out of Bane (possibly on Armored foes whose DEF she'll struggle to overcome). Charming Lady seems a little OP to me, if only because it's Windsweep 3 and Watersweep 3 without the can't-follow-up penalty, but it's probably fine.

I wouldn't mind seeing her get into Heroes like this.

On Gotoh:
I quite like this man... although, Starlight feels a tiny bit underwhelming, if only because it doesn't have a stat up (maybe DEF +3? SPD would be largely irrelevant because Armor, while DEF would potentially let him live when he fought DC melee enemies). Draconic Aura is something I'd replace with Iceberg, though I agree with your reasoning for it. Outside of that, I like. Projection is a neat way to buff Magic/Dragon teams (kinda wish it buffed Staves too, but I can live with it not doing so), and while I personally would replace Chill RES with Bold Fighter it's definitely a good thing to have on a mage.

I dunno if I'd pull for this, but I would probably pull for this.

Since you brought up Heather, now I'm thinking of Volke, so:

Volke - "Fireman" | Colorless Dagger | Infantry

  Hide contents

39/42/45 HP | 33/36/40 ATK | 36/39/42 SPD | 17/20/23 DEF | 10/13/17 RES

Weapon: Baselard [MT 14 | Accelerates Special Trigger (cooldown count -1). Unit's follow-up attack occurs before foe's counterattack when attacking with HP < 75%. After combat, if unit attacked, inflicts DEF/RES -7 on target and foes within 2 spaces of target through their next actions.] EXCLUSIVE

Special: Lethality [4 Cooldown: Deals 10 damage. If foe's HP < 50%, deals 99 damage.] EXCLUSIVE

A Skill: ATK/SPD Solo 3 [Grants ATK/SPD +6 during combat when no allies are adjacent.]

B Skill: Special Spiral 3 [After combat, if Special activated, grants Special Cooldown -2.]

C Skill: Savage Blow 3 [After combat, if unit attacked, inflicts 7 damage on foes within 2 spaces of target.]

Explanations for Things:
Stats: 
As an Assassin, Volke is lightning fast to get in two shots on most foes, and strong enough to finish his foes in one combat. He has decent HP so he can survive taking a hit, but his defenses are trash, so hook him up with some DEF & RES Tactics.
Baselard: Sothe took Peshkatz. And missed out. Volke's weapon is a Slaying Dagger with Desperation 3 attached, making him a lot more capable of slaying foes once he takes a hit.
Lethality: The skill that makes Volke work. He may not be able to finish his foe in two strikes, but when combined with Flashing Blade Seal and Volke's high offensive stats, he should be able to hit Lethality's insta-kill requirement on his first shot. And if he doesn't, hey, maybe you only needed 10 damage to take 'em to 0 HP anyway.
Also, Lethality deals True Damage, like a Wo Dao. Yes, that's also true for the 99 damage.
ATK/SPD Solo 3: Volke likes being alone, and now he can benefit from that with greater offenses.
Special Spiral 3: So Volke can spam Lethality after using it once. Conveniently, this puts it on 1 Cooldown, so Volke can use it every combat once he's in Desperation range.
Savage Blow 3: To put foes into Lethality's instant-kill zone, or get them to a place where Volke can put them there with one shot and then Lethality them.

And since Smash is on my mind, here's some Castlevania crossover:

Simon - Vampire Killer | Blue Lance | Infantry

  Reveal hidden contents

43/46/50 HP | 35/38/41 ATK | 19/22/25 SPD | 26/30/33 DEF | 24/27/30 RES

Weapon: Vampire Killer [MT 16 | Effective vs. Beast. Grants ATK +3. Deals 10 damage when Special activates.] EXCLUSIVE
[NOTE] Simon's attack animation when he initiates combat is to slowly walk over to his foe before attacking, as opposed to the quick dash-up everyone else has.

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

A Skill: ATK/DEF Solo 3 [Grants ATK/DEF +6 during combat when no allies are adjacent.]

B Skill: Dull Close 3 [Nullifies bonuses on foe using Sword, Lance, Axe, Dragonstone, or Beast damage during combat.]

C Skill: Panic Ploy 3 [At start of turn, turns bonuses to penalties on foes in cardinal directions with lower HP than this unit through their next actions.]

Explanations for Things:
Stats: 
As anyone who's played Castlevania knows, Simon is sloooooooooooooooooooooow, but makes up for it with very high ATK and HP and decent defenses.
Vampire Killer: The Belmonts hunt monsters, so logically they should have a Beast-killing Prf. Simon's Vampire Killer, which he shares with his ancestor Trevor, also makes him even stronger and has a Wo Dao effect that makes his Special activations stronger.
Glimmer: A quick-activation Special that should go off every other combat or so, which is probably good for Simon.
ATK/DEF Solo 3: Unlike his ancestor, Simon didn't travel with allies, so he'd benefit from a Solo skill to boost his massive ATK and not-as-massive DEF.
Dull Close 3: To prevent Dracula from getting an edge over Simon with field buffs.
Panic Ploy 3: Makes buffs even less desireable to have against Simon, since he can invert them against lower-HP foes (sadly, not Dracula, but he has an effective weapon and sky-high ATK to deal with him).

Trevor - First Hunter | Blue Lance | Infantry

  Reveal hidden contents

48/51/54 HP | 33/36/39 ATK | 19/22/25 SPD | 34/36/39 DEF | 14/18/21 RES

Weapon: Vampire Killer [MT 16 | Effective vs. Beast. Grants ATK +3. Deals 10 damage when Special activates.] EXCLUSIVE
[NOTE] Trevor's attack animation when he initiates combat is to slowly walk over to his foe before attacking, as opposed to the quick dash-up everyone else has.

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

A Skill: ATK/DEF Bond 3 [Grants ATK/DEF +5 during combat when adjacent to at least one ally.]

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

C Skill: Infantry Pulse 3 [At start of Turn 1, grants Special Cooldown count -1 to Infantry allies with lower HP than this unit.]

Explanations for Things:
Stats: 
As the first Belmont to actively go hunting for Dracula, Trevor is a simple man, with high HP, ATK and DEF in exchange for minimal SPD and RES (he has allies who can be fast and resist magic for him).
Vampire Killer: The Belmonts hunt monsters, so logically they should have a Beast-killing Prf. Trevor's Vampire Killer, which he shares with his descendant Simon, also makes him even stronger and has a Wo Dao effect that makes his Special activations stronger.
Glimmer: A quick-activation Special that should go off every other combat or so, which is probably good for Trevor.
ATK/DEF Bond 3: As someone who had allies when he fought Dracula, Trevor would understand the importance of bonds. As such, he gets the Bond skill that boosts his most important stats.
Guard 3: Prevents anyone from Specialing down his HP until after he's been harmed a bit.
Infantry Pulse 3: As someone who had allies when he fought Dracula, Trevor would want to give his allies a helping hand. As such, since all of his allies are Infantry, he comes with Infantry Pulse to help all of them Special people faster.

Sypha - Belnades Witch | Green Tome | Infantry

  Reveal hidden contents

33/36/40 HP | 35/38/41 ATK | 16/19/22 SPD | 19/22/25 DEF | 32/35/38 RES

Weapon: Belnades Tome [MT 14 | Grants ATK +3. When unit's RES - foe's RES > 5, foe cannot perform a follow-up attack.] EXCLUSIVE

Special: Iceberg [3 Cooldown: Adds 50% of RES to damage dealt.]

A Skill: ATK/RES Bond 3 [Grants ATK/RES +5 during combat when adjacent to at least one ally.]

B Skill: Mystic Boost 3 [Disables foe's skills that "calculate damage using lower of DEF or RES" and "calculate damage from staff like other weapons." Restores 6 HP after combat.]

C Skill: RES Ploy 3 [At start of turn, inflicts RES -5 on foes in cardinal directions with lower RES than this unit through their next actions.]

Explanations for Things:
Stats: 
Sypha is a magical glass cannon, having very high ATK and solid RES in exchange for low DEF, HP and especially SPD.
Belnades Tome: In addition to bolstering her high ATK, Sypha also gets a Great Flame-style effect with RES to allow her to tank better despite her SPD being low enough to otherwise guarantee that she'll get doubled.
Iceberg: Sypha has an Ice spell in Castlevania III, so this is a nice reference that also doubles as just being a good Special for her thanks to her high RES.
ATK/RES Bond 3: As someone who had allies when she fought Dracula, Sypha would understand the importance of bonds. As such, she gets the Bond skill that boosts her most important stats.
Mystic Boost 3: It makes sense for her to have this so she can tank dragons and staff-users, as well as enhancing her ability to tank mages thanks to the HP recovery.
RES Ploy 3: A Ploy that helps Sypha tank better by lowering the RES of foes who might otherwise barely be able to get past Belnades Tome's RES check.

Alucard - Vampire Rebel | Red Sword | Infantry

  Reveal hidden contents

36/40/43 HP | 32/35/38 ATK | 31/34/37 SPD | 24/27/30 DEF | 24/27/30 RES

Weapon: Crissaegrim [MT 11 | Inflicts SPD -5. Unit attacks twice when initiating combat. Grants ATK/SPD +5 during combat when adjacent to at least one ally.] EXCLUSIVE

Special: Moonbow [2 Cooldown: Foe's DEF/RES is reduced by 30%.]

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

B Skill: Wings of Mercy 3 [Unit can warp to a space adjacent to any ally with HP < 50%.]

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

Explanations for Things:
Stats: 
Alucard is similar to his father Dracula, except that he is not as durable or strong, but in exchange he's significantly faster.
Crissaegrim: Alucard's best Symphony of the Night sword is the one he chose to bring to Heroes, and it's easy to see why: It's a Prf Brave Sword with a lesser SPD penalty and ATK/SPD Bond 3 attached, which is pretty nice.
Moonbow: Not as strong as his father's Luna, but it's still helpful considering that Crissaegrim isn't quite as strong as a non-Brave Prf.
Swift Sparrow 2: Allows Alucard to regain some of the SPD Crissaegrim takes from him on Player Phase, as well as bolster his already-respectable ATK, and lets him do so even when not next to an ally.
Wings of Mercy 3: Lets Alucard take advantage of Crissaegrim's ATK/SPD Bond more easily.
ATK Smoke 3: Lets Alucard weaken foes for his allies after he Crissaegrims a foe down.

Dracula - Vampire Terror | Red Beast | Armored [Mythic: Dark - DEF]

  Reveal hidden contents

49/52/55 HP | 36/39/42 ATK | 26/19/22 SPD | 32/35/38 DEF | 32/35/38 RES

Weapon: Dracula's Fang [MT 14 | Grants ATK +3. When no human allies are adjacent at start of turn, unit transforms (otherwise, unit reverts). Recover HP equal to 30% of damage dealt when Special activates. When transformed, grants ATK +2, and unit can move to a space adjacent to any ally within 2 spaces.] EXCLUSIVE

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

A Skill: Sorcery Blade 3 [When adjacent to Magic-using ally, damage is dealt using lower of foe's DEF or RES.]

B Skill: Wrath 3 [At start of turn, when HP < 75%, grants Cooldown Count -1. During combat, when HP < 75%, deals 10 damage when Special activates.]

C Skill: Dracula's Curse [During combat, grants bonus ATK/SPD/DEF/RES equal to number of allies within 2 spaces x2 (maximum bonus of +6). After combat, inflicts damage to allies within 2 spaces equal to 30/(number of allies within 2 spaces).] EXCLUSIVE

Explanations for Things:
Stats: 
Dracula is very strong and able to take quite a few hits, so his ATK and HP are high an his defenses are both balanced and decent. However, he isn't notable for his speed, so that's pretty low.
Dracula's Fang: I figure Dracula wouldn't be all too happy about aiding humanity, so making him a Beast is a good way to have him hold back when he's helping them (plus it makes him weak to Belmonts, which is nice too). This also comes with Daylight because Vampire, and a warp-to-allies effect to reference Drac's teleportation.
Luna: Gives Dracula a pseudo-Aether and just generally hurts when it goes off.
Sorcery Blade 3: References Dracula's magic usage, despite being a unit type that hits for physical damage in Heroes. Plus it helps him be a bit better against the Belmonts, though it's less helpful against Alucard and Richter since their DEF and RES are identical.
Wrath 3: Dracula probably has some things to be angry about. As such, Wrath, which also helps him get Luna faster once he's weakened.
Dracula's Curse: Besides being Castlevania III's subtitle, Dracula's Curse allows him to strengthen himself by stealing the vitality of nearby allies, which translates to post-combat damage that decreases for each ally being drawn from, giving an incentive to keep Dracula surrounded by allies, or to keep allies away so he can put one or two allies into range for stuff like Brash Assault+Desperation.

Death - The Reaper | Colorless Dagger | Flying [Grand Hero Battle]

  Reveal hidden contents

39 HP | 37 ATK | 32 SPD | 23 DEF | 18 RES

Weapon: Death's Scythe [MT 9 | Inflicts SPD -5. Unit attacks twice when initiating combat. After combat, if unit attacked, inflicts DEF/RES -7 on target and foes within 2 spaces of target through their next actions. Unit is not considered "human" for purposes of transformation.] EXCLUSIVE

Special: Moonbow [2 Cooldown: Foe's DEF/RES is reduced by 30%.]

A Skill: Life And Death 3 [Grants ATK/SPD +5. Inflicts DEF/RES -5.] AVAILABLE AT 4-STAR

B Skill: Chill SPD 3 [At start of turn, inflicts SPD -7 on the foe with the highest DEF through their next actions.]

Explanations for Things:
Stats: 
Death doesn't seem like he should have high defenses, so he doesn't. To compensate, Death hits fairly hard and has alright HP. His SPD is middling because I couldn't decide whether he should be slow or not.
Death Scythes: A Brave Dagger, because Death likes spamming his scythes. It doesn't interfere with Beast transformations because this way he can work with Dracula, and also because I'm not sure if Death would count as human or not so maybe he wouldn't bother Beasts too much.
Moonbow: Lets Death put more damage on people with high DEF.
Life And Death 3: He is literally Death, of course he's got this. Conveniently papers over his weapon's SPD decrease and makes him hit like he has a 14-MT Prf, but drops his defenses to a dangerously low 18 DEF and 13 RES, so anyone who gets to hit him should vanquish the reaper with ease.
Chill SPD 3: Lets Death slow down faster enemies with a deathly chill, so his faster allies can double more often (Death can use this to quad too, but without Desperation that could be dangerous with his minimal defenses).

Richter - Vampire Hunter | Blue Lance | Infantry [Tempest Trials+ Reward]

  Reveal hidden contents

41 HP | 34 ATK | 34 SPD | 29 DEF | 29 RES

Weapon: Vampire Killer [MT 16 | Effective vs. Beast. Accelerates Special Trigger (cooldown count -1). Deals 10 damage when Special activates.] EXCLUSIVE

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

A Skill: Brazen ATK/SPD 3 [When HP < 80% at start of combat, grants ATK/SPD +7 during combat.]

B Skill: Quick Riposte 3 [Unit performs a follow-up attack when attacked with HP > 70%.] AVAILABLE AT 4-STAR

Explanations for Things:
Stats: 
Richter is quite different from his ancestors Simon and Trevor. For starters, he's got an actual SPD stat, and his defenses, while nothing special, are balanced (notably, his RES is higher than either Simon's or Trevor's). His HP and ATK are low when compared to Simon and Trevor, though.
Vampire Killer: The Belmonts hunt monsters, so logically they should have a Beast-killing Prf. Richter's Vampire Killer is slightly different from his ancestors', accelerating his Special's cooldown instead of having an ATK boost, but it still retains the Wo Dao effect and effectiveness against Beasts.
Luna: Lets Richter get around his bulkier foes' DEF.
Brazen ATK/SPD 3: Richter can take a hit, and afterward he responds by becoming stronger and faster.
Quick Riposte 3: Despite having passable SPD, Richter will probably need this to double before Brazen ATK/SPD kicks in.

And because I thought of something for Kaden:

Kaden - Kitsune Braggart | Green Beast | Infantry

  Reveal hidden contents

35/39/42 HP | 30/33/36 ATK | 35/38/41 SPD | 22/25/29 DEF | 24/28/31 RES

Weapon: Nine-Tails Claw [MT 14 | Grants SPD +3. When number of allies within 2 spaces > 2, unit transforms (otherwise, unit reverts). At the start of Even numbered turns, grants ATK +6 to unit and adjacent allies for 1 turn. When transformed, grants ATK/SPD +2.]

Assist: Reciprocal Aid [Unit and adjacent ally swap HP. (Neither can go above their max HP)]

A Skill: SPD/DEF Bond 3 [Grants SPD/DEF +5 during combat when at least one ally is adjacent.] AVAILABLE AT 4-STAR

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

Explanations for Things:
Nine-Tails Claw: Kaden doesn't seem like someone who would mind being around people, so instead of the Laguz's no-humans-please condition, Kaden only transforms when there are plenty of friends around. He comes with Even ATK Wave 3 on the weapon to reference the Kitsune class's Evenhanded skill from Fates, 
Reciprocal Aid: Kinda sorta references Reciprocity from Fates.
SPD/DEF Bond 3: Makes Kaden a bit faster and a bit better at taking physical hits when he's got an ally nearby.
Even RES Wave 3: So Kaden gives/gets +6 to two stats on Even turns.

 

You're right, I should probably need Heather's ark quite a bit. Didn't realize I'd made it so high.

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You're right, I should probably nerf Heather's ark quite a bit. Didn't realize I'd made it so high. The idea I had in mind is that she'd deal poor damage but still get kills with bane. I guess I just wasn't paying attention or something.

Regarding Starlight I modelled it off Imhullu which doesn't have a stat boos and is only 14 Mt. I think this could still be useful though as it gives him immunity to the area of effect specials like Blazing Thunder etc and Fire Sweep weapons etc. Basically to fight Gotoh you need to engage him in combat and he'll always be able to counter attack. 

Edited by Jotari
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12 hours ago, Jotari said:

And now, inspired by our talk about Starlight above, here's Gotoh finally coming on the scene.

Gotoh: Father of Magic (Armoured, Blue Tome)

Thanks for the Gotoh idea! And while I get where you're coming from with the title, the title he actually is referred to by Marth in SD is "White Sage". (And nice Heather- Bane + Beast Killer is great.)

 

My unorganized ideas for Gotoh would've given him fairly good Def and lower than usual Atk. Why? Because of FE1. There, he joins with 15 Def, which is actually the second highest at base, just one point less than Lorenz, and a point short of double of Wendell's.

Given he joins two short of the HP cap, has capped Spd, and is the only unit with any natural Res value, the Atk stat would be the one to pay the most for his good Def. Sure he has the highest base Atk of any Mage, but in FE1, magic didn't use the Atk stat, only the equipped tome's Might. Not sure which I'd make the second stat to feel the pain.

Given Caeda and Draug got sworded because FE1 (and the need for flier and armor weapon variety at launch), making Gotoh real retro in inspiration sounded like a good idea.

Edited by Interdimensional Observer
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5 hours ago, Interdimensional Observer said:

Thanks for the Gotoh idea! And while I get where you're coming from with the title, the title he actually is referred to by Marth in SD is "White Sage". (And nice Heather- Bane + Beast Killer is great.)

 

My unorganized ideas for Gotoh would've given him fairly good Def and lower than usual Atk. Why? Because of FE1. There, he joins with 15 Def, which is actually the second highest at base, just one point less than Lorenz, and a point short of double of Wendell's.

Given he joins two short of the HP cap, has capped Spd, and is the only unit with any natural Res value, the Atk stat would be the one to pay the most for his good Def. Sure he has the highest base Atk of any Mage, but in FE1, magic didn't use the Atk stat, only the equipped tome's Might. Not sure which I'd make the second stat to feel the pain.

Given Caeda and Draug got sworded because FE1 (and the need for flier and armor weapon variety at launch), making Gotoh real retro in inspiration sounded like a good idea.

I chose to give him slightly above average speed for an armour because of his capped speed too. I get what you're saying and I do enjoy heroes FE1 appreciation (we even got Tiki's book one divine dragon form before her book 2) but I think buffing everything and nerfing his attack runs into problems where he's basically just a wall. He doesn't do anything but sit there and tank hits, which with in combination with my ideas for Starlight would be good unit, but not necessarily Gotoh. Gotoh, as the archetypical 11th hour super unit is good at everything. It's not like he can't defeat enemies when he comes with the best tome and can double everything. Even though his defense is high, it's one of his worst stats (taking into account he's the only one with Res and it's at the cap). That's why I chose to make it his lowest.

Although, maybe it could work if we make Starlight have a skill that simply ignores resistance entirely. That would simulate FE1 magic mechanics quite well (or maybe make it a B Skill so Starlight can keep anti Imhullu properties). He'd be fast and bulky but his weapon deals set damage, meaning his counter would be units with high HP instead of high defenses. 

Edited by Jotari
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