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Hero_Lucina
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I've seen this but with Heroes so why not make skills? 

Here's all of the one's I've made for my custom heroes. 

Spoiler

Dark Boost: A,+5 def, +3 spd +1 res if unit has 3 or more hp
Thunder Boost: A, +5 atk +3 spd +1 def if unit has 3 or more hp
Spirit's Blessing: B, Effective Damage towards Armored Units. 
Lightning's Ward: B, Close range attacks reduced by 80% after the second attack
Magical Ward: B, Rallies on foes within 2 spaces are considered debuffs. Can't be inheirited
Earthsweep: B, +4 defense, no follow up attack occurs
Kutolah Blessing: B, Ranged Weapons cannot be counter attacked. Rath only
Reverse Affinity: B, Reverses Weapon Triangle
Lightning's Rain: C, Foes within 2 spaces take 9 damage
Dagger Valor: C, 2x Sp for Dagger Users
Live for Glory: C, 2x Exp for unit and 2x badges if unit survives
Red Tome Experience: C, 2x for red mages
Fortify Magic: +6 def and res to mages and healers

 

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I've thought of a bunch that I thought seemed fair, and would add to the game.

  • Quick Blade 3: If unit's Spd - foe's Spd ≥ 1, unit gains Special cooldown charge +1 per attack. (If using other similar skill, only highest value applied.) A
  • Wary Counter 3 - Unit can not make follow-up attacks when attacked by foe. If unit is attacked at HP ≥ 50%, any consecutive attack is negated until unit counterattacks. B

    (Separates attacks from Brave Weapons, Dire Thunder, and Desperation while you give up being able to make follow-up attacks when counterattacking.)

  • Accelerate - Accelerates adjacent ally's Special Trigger (target's cooldown count-1). Slows unit's Special trigger (cooldown count+1). Support

  • Shadow Gift 3: At  HP ≤ 75% negates foe's weapon effect during combat, if foe is using magic, staff or dragonstone. (Limited to magic users.) B

  • Hone Infantry: Grants adjacent Infantry allies, that use Sword, Axe, Lance, Dagger, and Bow, Atk/Spd+4 through their next actions at the start of each turn. C

  • Fortify Infantry: Grants adjacent Infantry allies, that use Sword, Axe, Lance, Dagger, and Bow, Def/Res+4 through their next actions at the start of each turn. C

Weapon "Skills"

  • Chakram - Mt:Rng:Eff: After combat, inflicts Def/Res-5 on foe through its next action. Spd-5. Attack twice when initiating combat. (Type: Dagger/Shuriken) (Exclusive to Kaze)
  • Butcher's Axe+ Mt: 14 Rng: 1 Eff: If unit's Atk - foe's Atk ≥ 2, unit gains Special cooldown charge +1 per attack. (If using other similar skill, only highest value applied.)
  • Mjölnir: Mt:14 Rng:Eff: Spd +3. If unit initiates combat with HP ≥ 70%, follow-up attacks occur immediately after unit's attack. (Exclusive)
  • Loptyr: Mt:14 Eff: Grants Res+5, while at HP ≥ 50%. If unit receives consecutive attacks, damage from second attack onward reduced by 50%. (Exclusive)
Edited by Logos
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{C}Ambush 1-3:
[1] Foes in Cardinal Directions suffer 3 damage on Turn start.
[2] Foes in Cardinal Directions suffer 5 damage on Turn start.
[3] Foes in Cardinal Directions suffer 5 damage on Turn start and movement range is reduced to 1 for the turn.
[Dagger Users Exclusiv]

{C}Forrest Tracker 1-3:
[1] Unit suffers no movement penalty when moving through Forrests.
[2] Unit suffers no movement penalty when moving through Forrests. Atk/Spd/Def/Res +1 during combat when standing on Forrest ground.
[3] Unit suffers no movement penalty when moving through Forrests. Atk/Spd/Def/Res +2 during combat when standing on Forrest ground.
[Dagger Users Exclusiv]

{C}Mountain Tracker 1-3:
[1]If Unit stands adjacent to mountain ground, unit gains Atk/Spd/Def/Res +1 during combat.
[2]If Unit stands adjacent to mountain ground, unit gains Atk/Spd/Def/Res +2 during combat.
[3]If Unit stands adjacent to mountain ground, unit gains Atk/Spd/Def/Res +2 during combat. Attack range increased by 1.
[Dagger Infantery and Bow Infantery only]

{A} Salvage:
[1]Allies (Only Armorers and Infantery units) in cardinal directions can move to a space adjacent of unit.
[Staff Users Exclusiv, there arent multiple tiers for this skill]

{A} Warp:
[1] Allies (Only Armorers and Infantery units)within 2 spaces of unit can move freely, within 2 spaces away from unit.
[Staff users Exclusiv, there arent multiple tiers for this skill]

{A}Deploy:
[1] Allies (Only Armorers and Infantery units) adjacent to unit can move freely into cardinal directions of unit. Ally cannot initiate combat if moveing outside of regular movement space.
[Staff users Exclusiv, there arent multiple tiers for this skill]

{B} Cure Potency 1-3:
[1] Enhances Cure Potency by 5 HP.
[2] Enhances Cure Potency by 7 HP.
[3] Enhances Cure Potency by 10 HP. Accelerates special trigger (cooldown count -1).[note: Killer weapon effect]
[Staff users Exclusiv]

{B} Full Potential 1-3:
[1] Unit's C slot ability (Spur/Drive/Smoke/Threaten/Savage Blow) range is enhanced by 1 spaces and effect is enhanced by 1.
[2] Unit's C slot ability (Spur/Drive/Smoke/Threaten/Savage Blow) range is enhanced by 2 spaces and effect is enhanced by 2.
[3] Unit's C slot ability (Spur/Drive/Smoke/Threaten/Savage Blow) range is enhanced by 3 spaces and effect is enhanced by 3.
[Staff user exclusiv, movement: only Infantery (Staff horse users cant use this), Enhances the range and effect of following C-Slot skills: All *-Spurs, All *-Drives, All*-Smokes, All *-Threaten, Breath of Life, Savage Blow.
Example: Atk-Smoke 3 would change from a 2 range - 7 Attack ----> 5 range -10 attack.
Example: Savage Blow 3 would change from 2 range 7 Damage suffered ----> 5 range 10 damage suffered.

{Special} Dread Spikes:
If foe's special triggers during foe's attack, damage taken reduced by 50% and suffered damage is reflected on to foe.

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{B}
Bandit's way. Allows Infanterie unit to walk on Water/Mountain (Infanterie only)
{B} 
Generals support - Movement of Generals increased by 1 if they use support skills (General only)
{B}
Blood thirst - after successfully defeating an enemy -  Rally 4  on atk/def/res/SPD

{B} Life drain - absorbs half of damage and converts them to HP (Succubus Camilla exklusiv :ph34r: ok.. rather Vampire Camilla) 

 

Weapons -
Levin sword - Range 2
Damage counts as Magic damage
Berserk Axe -
included Life and Death

 

Edited by Stroud
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Earthsweep (B) - If unit initiates attack, no follow-up occurs. if unit’s Def - foe’s Def ≥ 5/3/1 and unit's HP - foe’s HP ≥ 5/3/1, foe can’t counterattack. (probably will be broken on Arden)

Pressure Ploy (C) - At start of turn, reduce movement to 1 on all foes in cardinal directions with HP 5/3/1 or more lower than unit through foe's next action.

Defiant Atk Spd (A) - Grants Atk/Spd +5 at start of turn if unit's HP ≤ 50%.

Defiant Def Res (A) - Grants Def/Res +5 at start of turn if unit's HP ≤ 50%.

First Aid (A) - After combat, unit restores 4/7/10 HP.

Armor Break (A) - Unit's attacks deal effective damage vs armored. No levels.

Wing Clip (A) - Unit's attacks deal effective damage vs fliers. No levels.

Horsebane (A) - Unit's attacks deal effective damage vs mounted. No levels.

Status Immunity (seal) - No Debuffs. Enemy Only

Dragonskin (seal) - Half damage from anything. Halts enemy Special charge. Enemy Only

Force of Askr (???) - Can deal damage through Embla's Ward. Summoner only. (those last 3 for story maps only)

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What I really want is Hone/Fortify/Goad/Ward (Character).

I want Lucina Emblem to be official. Xander and Lyn Emblem are next.

I also want fun stuff like Berserk Staff and Bifröst, although I doubt they will make something like that.

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Dirty Trick  (A) - Abilities that activate at the end of the battle (Seal Skills, Poison Strike, Daggers) trigger before combat instead. Dagger and Staff users only.

Baselard - Mt: 11 Rng: 2 - If unit has 100% HP at the start of combat, unit deals effective damage regardless of unit type. After combat, inflicts Def/Res-7 on foe through its next action. (Exclusive to Volke)

Serenity - (B) - Grants Atk/Spd/Def/Res-1. Unit restores 3/5/7 health after combat.

Adept (A)  - If unit initiates combat and has a Special that is ready to activate, unit makes a follow-up attack immediately after unit's attack. (Melee units only)

Kriemhild - Mt: 16 Rng: 1 - Distant Counter. Fortress Res 2. (Exclusive to Berkut)

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C Passive: I've Got You!
Effect: Adjacent allies cannot be moved by enemy skills (like Drag Back, Lunge, etc.). (Exclusive to non-Flier units)

A Passive: Spendthrift 1/2/3
Effect: Unit with ≥10 HP takes 5 damage when initiating attack; if so, grants +4/6/8 Atk to unit during combat.

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Light Brand (Weapon, 16 Mt, 1 Range, Sword only, cannot be inherited)
Innate Distant Counter. When this unit is attacked by a foe 2 spaces away, this unit is treated as a Blue Tome. Leaf only.

Wind Sword+ (Weapon, 11 Mt, 1 Range, Sword only)
Innate Distant Counter. When this unit is attacked by a foe 2 spaces away, this unit is treated as a Green Tome.

Flame Lance (Weapon, 16 Mt, 1 Range, Sword only, cannot be inherited)
Innate Distant Counter. When this unit is attacked by a foe 2 spaces away, this unit is treated as a Red Tome. Petrine only.

This means the user is vulnerable to the corresponding Tomebreaker skill when attacked at range (and not vulnerable to Swordbreaker or Lancebreaker) and has field bonuses nullified by Mulagir.

 

Fortify (Assist, 1 Range, Staff only)
Restores 8 HP. Accelerates special trigger (cooldown −1).

Latona (Assist, 1 Range, Staff only)
Restores 5 HP. Greatly accelerates special trigger (cooldown −2).

Matrona (Assist, 1 Range, Staff only)
Restores 8 HP and reduces special trigger by 2. Cannot be used on allies with full health.

Venge (Assist, 1 Range, Staff only)
Until the start of the next turn, the targeted ally always performs a follow-up attack when attacked.

Barrier (Assist, 1, Range, Staff only)
Grants Res +10 to a unit that uses swords, lances, axes, bows, daggers, or dragonstones until the start of the next turn.

Aura Boost 1/2/3 (Passive B, Staff only)
Any skill this unit has that affects another unit's stats has its effect boosted by 4/7/10% of this unit's corresponding stat (damage is affected by HP), not including bonuses or penalties.

For example, Savage Blow, Breath of Life, and Pain have their effects increased by 4/7/10% of this unit's current HP. Hone Atk, Spur Atk, Threaten Atk, and Fear have their effects increased by 4/7/10% of this unit's Atk stat.

Aura Extend (Passive B, Staff only)
Any skill this unit has that affects other units in an area has its range increased by 1 square.

Wide Area (Passive B, Staff only)
Secondary effects on this unit's weapon are also applied to units within 1 square of the target.

Light Rune 1/2/3 (Passive B, Staff only)
Any foe killed by this unit leaves behind a Light Rune on that foe's square for 1/2/3 turns. Foes cannot move onto or through a square occupied by a Light Rune.

A Light Rune lasting 1 turn dissipates after the opponent's next turn.

Obstruct Rune 1/2/3 (Passive B, Staff only)
Any foe killed by this unit leaves behind an Obstruct Rune on that foe's square for 1/2/3 turns. Foes cannot move through squares adjacent to an Obstruct Rune.

Fortify Rune 1/2/3 (Passive B, Staff only)
Any foe killed by this unit leaves behind a Fortify Rune on that foe's square for 4 turns. Allies standing on a Fortify Rune have their Def and Res increased by 10/20/30% (in the same manner as a fortification tile).

Staff Barrage (Passive B, Staff only)
This unit's weapon range is increased by 1.

Chain Strike 1/2/3 (Passive B, Staff only)
When this unit attacks an opponent, the weapon's secondary effect is applied for the next 1/2/3 turns at the beginning of the unit's turn.

Chain Heal 1/2/3 (Passive B, Staff only)
When this unit uses an assist skill, the assist skill's effect is applied at 50/50/100% effectiveness for the next 1/2/2 turns at the beginning of the unit's turn.

 

Shade 1/2/3 (Passive B, Dagger only)
If this unit's HP ≥ 75/50/25%, this unit cannot be attacked by a foe if it can target other units. If a similar effect is active on all other units a foe can target, this skill has no effect.

Provoke 1/2/3 (Passive B)
If this unit's HP ≥ 75/50/25% and a foe can target this unit with an attack, it cannot initiate an attack on any other unit unless the other unit has a similar effect active.

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These are really good. I am impress. There are a few small balance things I kinda question (below in green) but on the whole, applaus

5 hours ago, Ice Dragon said:

Light Brand (Weapon, 16 Mt, 1 Range, Sword only, cannot be inherited)
Innate Distant Counter. When this unit is attacked by a foe 2 spaces away, this unit is treated as a Blue Tome. Leaf only.

Wind Sword+ (Weapon, 11 Mt, 1 Range, Sword only)
Innate Distant Counter. When this unit is attacked by a foe 2 spaces away, this unit is treated as a Green Tome.

Flame Lance (Weapon, 16 Mt, 1 Range, Sword only, cannot be inherited)
Innate Distant Counter. When this unit is attacked by a foe 2 spaces away, this unit is treated as a Red Tome. Petrine only.

This means the user is vulnerable to the corresponding Tomebreaker skill when attacked at range (and not vulnerable to Swordbreaker or Lancebreaker) and has field bonuses nullified by Mulagir.

These seem totally reasonable to me in everything but Mt. Why have different mights between weapon types? 16 seems too powerful for such a strong, versatile effect; I'd think a universal Mt of 11 would be the balancing factor to weapons that are otherwise pretty powerful despite the exploitable weaknesses. 

5 hours ago, Ice Dragon said:

Fortify (Assist, 1 Range, Staff only)
Restores 8 HP. Accelerates special trigger (cooldown −1).

Latona (Assist, 1 Range, Staff only)
Restores 5 HP. Greatly accelerates special trigger (cooldown −2).

^ minor point of clarification with these; I assume this means the user's special trigger? Or is it the recipient?

Matrona (Assist, 1 Range, Staff only)
Restores 8 HP and reduces special trigger by 2. Cannot be used on allies with full health. <- doesn't this qualifier already apply to all healing staves by default? But given the secondary effect I guess it might warrant specification... nvm I guess.....??

Aura Extend (Passive B, Staff only)
Any skill this unit has that affects other units in an area has its range increased by 1 square. I feel like this might be a bit too powerful on skills like drives. Maybe it should have an HP qualifier analagous to Quick Riposte's?

Light Rune 1/2/3 (Passive B, Staff only)
Any foe killed by this unit leaves behind a Light Rune on that foe's square for 1/2/3 turns. Foes cannot move onto or through a square occupied by a Light Rune.

A Light Rune lasting 1 turn dissipates after the opponent's next turn.

Obstruct Rune 1/2/3 (Passive B, Staff only)
Any foe killed by this unit leaves behind an Obstruct Rune on that foe's square for 1/2/3 turns. Foes cannot move through squares adjacent to an Obstruct Rune.

Fortify Rune 1/2/3 (Passive B, Staff only)
Any foe killed by this unit leaves behind a Fortify Rune on that foe's square for 4 turns. Allies standing on a Fortify Rune have their Def and Res increased by 10/20/30% (in the same manner as a fortification tile).

^ I'm not sure if these 3 would be possible to program in, but it's certainly an interesting idea. And hey maybe I'm wrong, IDK jack about programming. 

 

Shade 1/2/3 (Passive B, Dagger only)
If this unit's HP ≥ 75/50/25%, this unit cannot be attacked by a foe if it can target other units. If a similar effect is active on all other units a foe can target, this skill has no effect. hahahahaha cool. 

Provoke 1/2/3 (Passive B)
If this unit's HP ≥ 75/50/25% and a foe can target this unit with an attack, it cannot initiate an attack on any other unit unless the other unit has a similar effect active.

 

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11 minutes ago, BANRYU said:

These seem totally reasonable to me in everything but Mt. Why have different mights between weapon types? 16 seems too powerful for such a strong, versatile effect; I'd think a universal Mt of 11 would be the balancing factor to weapons that are otherwise pretty powerful despite the exploitable weaknesses. 

16 Mt for being legendary weapons. Wind Sword is the only one of those that is inheritable, and I gave it the same Mt as Lightning Breath+.

 

11 minutes ago, BANRYU said:

^ minor point of clarification with these; I assume this means the user's special trigger? Or is it the recipient?

The user. Fortify makes Balm skills have zero cooldown. Latona makes Balm skills and Heavenly Light have zero cooldown.

 

11 minutes ago, BANRYU said:

<- doesn't this qualifier already apply to all healing staves by default? But given the secondary effect I guess it might warrant specification... nvm I guess.....??

Just had to make sure due to the secondary effect.

 

11 minutes ago, BANRYU said:

I feel like this might be a bit too powerful on skills like drives. Maybe it should have an HP qualifier analagous to Quick Riposte's?

I'm more surprised you didn't mention Hone Cavalry, which now activates at a 2-square radius around Elise, Priscilla, and Clarine. Or Goad Cavalry with a 3-square radius.

I want staff users to be unequivocally the best support units in the game.

 

11 minutes ago, BANRYU said:

^ I'm not sure if these 3 would be possible to program in, but it's certainly an interesting idea. And hey maybe I'm wrong, IDK jack about programming. 

Anything can be done with programming given enough effort.

 

11 minutes ago, BANRYU said:

hahahahaha cool. 

Just to make sure you can't run 4 units with Shade and prevent all opponents from attacking at all.

Edited by Ice Dragon
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Here's More!

A:

Spoiler

Fortress Def/Res: Both def and RES raised by 4. -3 atk

B: 

Spoiler

Purple Tome Breaker: If units HP is equal or more to 70% against a red or blue tome user, unit makes a follow-up attack and the foe cannot (Inspired by someone on here's Teal Tomebreaker)

Sword Intimidation: Enemy sword users within 2 spaces -5 spd/ atk

Seal Spd/Res 2: Spd/Res -5 after combat

Reverse Affinity: Reverses Weapon Triangle

Green Breaker: If Unit's HP is equal or more to 70% against any green unit, unit makes a follow up attack and the foe cannot. Non Inheirtable by Blues

C:

Spoiler

Hone Swords: Sword Wielders gain +4 atk

 

Thunder Burst: Allies within 2 spaces gain 4 spd/def

 

 

Hone Lances: Lance wielders gain +4 atk if next to unit at beginning of turn

 


 

Exclusive Skills

Spoiler

 

Golden Boost : Exclusive to Mathilda (alt). +5 def +3 Res +1 atk if unit has 3 or more HP

Obsidian Boost: A, Exclusive to Berkut (alt). +5 atk +3 def +1 SPD if unit has 3 or more HP

Occult's Spirits: B, Units in range lose 7 HP after battle and -7 SPD. Exclusive to Redo! Henry

Light's Piercing: B, After combat, units within 2 spaces lose 5 HP and -6 in all stats. Exclusive to Redo! Lucius

Crimson Wall: B, All units in combat cannot double aside from brave weapons. Exclusive to Brave!Lukas

Precise Slash: C, After combat, enemies within 2 spaces lose 5 HP. Exclusive to Brave!Lon'qu

 

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21 hours ago, Ice Dragon said:

Just to make sure you can't run 4 units with Shade and prevent all opponents from attacking at all.

Oh haha naw my comment was just that the idea to implement Shade like that is cool. Lord knows daggers could use a buff or two ~_~

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Combat Adept (A skill)

If unit's weapon doesn't have a secondary effect, +3 to Atk/Spd during combat.

Pretty much an A skill to help those units with Silver+ weapons/Bolganone+/Rexcalibur+ (and Thoron+ if it ever happens). Ideally Silver weapons are for power and are often overlooked by things like Slaying Weapons, Brave Weapons, Gem weapons or prfs because of their effects.

This adds more power to a weapon that you are already using for maximum damage.

Unfortunately Silver Daggers are exempt because they have the debuff ability, which leads me to...

 

Sting Strike (A skill)

Adds damage equivalent to the amount of debuffs applied to the opponent after battle. Silver Daggers+ would hurt with +7 damage and then debuffing Def/Res by -7 afterwards ready for your teammates to take advantage of.

 

True Duelist (A skill)

During combat, if unit's weapon doesn't have a secondary effect, special countdown and activated specials are ignored. So your opponent's Luna is charged? Too bad, it won't activate when your unit has a Silver Weapon! You won't have to worry about specials or accelerating weapons/skills like Slaying weapons or Steady Breath. Just pure power combat!

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I think I'll make a more detailed version than my last one. (EDIT: I'm adding more on this since it hasn't been long since I did this here.) Here we go:

Spoiler
Spoiler

Weapon:

Ginger Snap+: Red Tome, 11 Might. Grants Def/Res+6 during combat against a foe that deals effective damage to unit.
Something of a defensive weapon that gives the user a nice bonus in Def and Res if their opponent deals effective damage to them. Useful offensively if the unit is using Ignis/Glacies or their skill trees, but overall it should be used alongside skills like Distant/Close Def or such.

Rhomphaia: Blue Lance, 16 Might. Gives Atk+20% if foe is Cavalry or Armor type, Atk-20% if foe is Flier or Infantry type. (Exclusive to Conrad)
I got this idea from a friend. I think it seems like a cool way to balance having multiple effectiveness; to gain effectiveness against Cavalry or Armor Emblem, you must lose effectiveness against Flier Emblem and Infantry units (the latter of which make up most of the game's population). This would actually be a great idea for a Noble Rapier from Awakening, being a sword version of this weapon instead.
It is understandable that, with Triangle Adept 3, Conrad would be able to have +40% Atk against Red Cavalry and Red Armor units (like Xander, Black Knight, and Sigurd), but he would ultimately have -40% Atk against Green Flier and Green Infantry units (like Spring Camilla, Arthur, and Michalis). He would also gain no Atk percentage against Green Armor/Cavalry (Gunter, Hector, and Amelia) or Red Flier/Infantry (Elincia, Ayra, and Celica). Conrad would be able to fit a very specific niche against certain oppressive units, but would also become pathetically weak against many other oppressive units. In this way, that makes his role very much like Kagero's, but with more to gain and lose at the same time.

Spoiler

Support:

Restful Rally: Heals target that has not acted, but target takes their action.
A Rally-like 10 HP heal to an ally that forces the ally to "rest", using their action for the turn unless Sing/Dance are used. Useful for when you're waiting for a foe to make their way over to your units and you don't want to sacrifice HP from Ardent Sacrifice.

Spoiler

Special:

Counter: 4 Cooldown. If unit is attacked by foe using sword, lance, axe, bow, or dagger, foe takes damage equal to 50% of damage dealt to unit when activated.
Acts similar to Pavise/Aegis and their skill trees, but instead of mitigating damage it inflicts some back. This one reflects physical damage. I'm possibly planning on making a skill tree for this and the next skill.

Countermagic: 4 Cooldown. If unit is attacked by foe using tome, staff, or dragonstone, foe takes damage equal to 30% of damage dealt to unit when activated.
Acts like Counter, but reflects magic damage instead of physical. Very effective against Lightning Breath+, as their counterattack may spell their doom.

Rend Heaven: 4 Cooldown. Boosts damage dealt by 50% of foe's Atk.
Like the previous two Specials, I'm thinking of making a skill tree for this one. This one benefits from the opponent, letting you deal major (or even deadly) damage to Glass Cannons. It's like Bonfire/Iceberg, but instead of using your own stat to increase your damage output ({your Atk + 50% your Def or Res} - foe's Def/Res) you're instead using your opponent's stat ({your Atk + 50% your foe's Atk} - foe's Def/Res). In its own way, it makes low-Atk units more viable because they can deal powerful damage to high-Atk units and take less damage from units with this skill.

Spoiler

A Passive:

Natural Cover 1/2/3: Grants +2/4/6 Def/Res to unit in combat while in a space with terrain (Trees, Mountains, Water, Defensive Tile, etc.).
Essentially, this skill is a Distant/Close Def that is only usable in areas with terrain. Flier units gain the most from this as they're able to move onto any space, while Cavalry units gain the least because the only tile they can currently move onto is a Defensive Tile. Infantry and Amored units can move onto Tree terrain, so they gain more than Cavalry.

Strong Riposte 1/2/3: Grants Atk+2/4/6 during combat when this unit is attacked.
Less useful than something like Steady Breath, and it does take over a space that could be used by Distant Counter, but is infinitely useful for units with Distant Counter already built into their weapons. Essentially an offensive variant of Steady Stance.

Strengthtaker 1/2/3: Grants unit Atk+2/3/4 until the end of the turn if unit takes another action (through skills like Galeforce, or Sing/Dance). (Exclusive to melee units)
A self-Rally Attack for units that like to steamroll their foes with Galeforce or have a partner with Sing or Dance. I made it a boost so as to lessen the benefit of Axe!Azura's Urdr, though I would probably think that this and the next skill would turn Shigure into a better pocket dancer than his mother. Not to mention that Inigo would be a more useful dancer as well.

Speedtaker 1/2/3: Grants unit Spd+2/3/4 until the end of the turn if unit takes another action (through skills like Galeforce, or Sing/Dance). (Exclusive to melee units)
See the above skill, but replace Inigo with Dagger!Olivia.

Awakening: Unit gains Special cooldown charge +1 per attack if HP ≤ 50%. (If using other similar skill, only highest value applied.) (Exclusive to units with Legendary weapon, only equippable on unit equipped with Legendary weapon)
Gives Heavy Blade to any unit within Defiant range and is wielding a Legendary weapon like Falchion, Mulagir, Hauteclere, etc. This is my personal favorite, currently, as it works hand-in-hand with Brash Assault and Desperation for a high-risk-high-reward playstyle for powerful units.

Spoiler

B Passive:

Tomebreaker Ring: If unit's HP is ≥ 70% in combat against a tome user, unit makes a follow-up attack and foe cannot. (Exclusive skill to whoever)
An exclusive skill that gives the unit all Tomebreaker 2 skills in one. Not sure who it would go to, but I do think it's pretty powerful.

Replicate: Halves max HP (rounds down). Creates a replica of unit that copies its appearance, skills, stats, and HP. Both die if one dies.
Halves HP throughout battle (so a 40 HP unit only has 20 HP, a 37 HP unit only has 18 HP, etc.). In return, you pretty much get an extra unit to work with. Could possibly give you a total of 8 units on your team, and considering skills like Firesweep Lance+, Drag Back, and Reposition are a thing I really don't know how to balance it other than the HP stipulation.

Camaraderie 1/2: Restores 10 HP to unit at the start of each turn when at least 2 allies are adjacent to/within 2 spaces of unit. (Exclusive to Flier units)
A skill branched from Renewal 1 that is only available to Fliers. They are able to use Renewal Ring's effect, but they have to have 2 other units within 1 or 2 spaces to them (depending on the rank of the skill). It's extremely dependent on grouping together, leaving them prone to the AoE Nuke Specials just to be able to heal.

Surefooted: Unit can traverse on Mountain terrain. (Exclusive to Armored units)
At the cost of losing out on Wary Fighter or Quick Riposte, the unit gains the ability to traverse on Mountain spaces. Combined with Armor March, this partially gives them the movement capabilities of Flier units and makes traversing certain maps far easier than normal.

Warp Ring: Unit can teleport adjacent to any ally. (Exclusive skill to whoever, but unit must be a female Tome user)
An exclusive, any HP% Escape Route/Wings of Mercy for a Witch. Imagine THEM noodles.

Hardy Assault 1/2/3: Foe attacks first at 100%/80%/60% damage when unit initiates combat.
Pretty much the opposite of Desperation. Instead of having your unit attack first in an A-A-B(-B) sequence with Desperation, the foe attacks first with reduced damage in a B-A-A(-B) sequence. Great for low-Atk units who want to maximize Vengeance/Reprisal to its maximum potential. Not sure how to word it to show that it overrides the opponent's Vantage, but it does that as well. Also perfect for units with defensive Specials ready to use (like Aegis or Pavise) or offensive Specials that need that one extra push that they otherwise wouldn't have.

Spoiler

C Passive:

Inspiration 1/2/3: Grants allies within 2 spaces Atk/Def/Res +2/3/4 during combat. (Exclusive to Staff units)
Pretty much Drive Atk, Def, and Res combined into a better package, but only usable by Staff units.

Toxic Brew: Prevents foe from moving more than 1 space through its next action. (Exclusive to Infantry Tome units)
Gives any Infantry Tome user the power of Brynhildr/Gravity. Probably should be an A skill?

Spoiler

Sacred Seal:

Potent Potion: Only usable in Arena Assault. When the "Elixir" item is used, grants unit and allies Atk/Spd/Def/Res+3 until the end of the turn.
A single-tier seal that applies Naga's Tear to unit and allies when Elixir is used. As Elixir is only usable in Arena Assault, this seal is only useful in that game mode.

Underdog 1/2/3: Grants unit Atk/Spd+1/2/3 during combat when unit's level and/or rank ≤ foe's.
Gives a self-Drive Atk/Spd when either or both the unit's level or rank (their stars) are less than the foe's. Can be used well during Arena, but is more of a useful tool for grinding units in the Stratums.

 

And as a bonus, a special idea of mine. Introducing the Personal Skill!
Here's how the idea goes: a new rank will be added, making the maximum rank units can have 6 (and Rank 6 costs 30,000 Hero Feathers). At Rank 6 (commonly known as 6*), the character gains a single new skill that goes in a separate slot than the rest. This slot can only be filled by a Personal Skill, and Personal Skills are uninheritable (even between duplicates). Each unit has a Personal Skill that increases (and possibly decreases) their capabilities in a certain area(s). Since the characters of Fire Emblem: Fates already have Personal Skills in their original games (considering this is where the idea comes from), I'll start with them.

Spoiler

Xander
Chivalry: If foe's HP=100%, grants Atk+2 to unit and inflicts Atk-2 on foe during combat.
Pretty much a reworded version of Xander's Fates PS (Personal Skill). Gives him a slightly easier time against foes that haven't been damaged yet.

Hinata
Triple Threat: When unit's HP ≤ 50%, half the damage suffered from swords, axes, and lances is dealt to foe.
Like Xander, it's just his normal PS reworded. Acts like Counter to physical melee foes while in Defiant threshold.

Felicia
Devoted Partner: Grants Spd+1/2/3/4 to adjacent allies that have active Ally Support with unit (based on Ally Support rank) during combat.
Tried to make an offensive mirror to Jacob's PS here while keeping to her original PS, while also not making it based on the Avatar (meaning you)...because doing it based on Summoner Support would be stupid, and it would be useless if she's not the one with Summoner Support (hell, you're not even fighting alongside anyone). Instead, she gives a Spur Spd that increases with Ally Support rank and only gives that Spur to that ally. With the Spur Spd C and seal, she can give up to 12 stackable Spd to her adjacent ally she's S-Rank with (technically 14 with the Ally Support bonus).

Jacob
Evasive Partner: Grants Def/Res+1/2/3/4 to adjacent allies that have active Ally Support with unit (based on Ally Support rank) during combat.
A defensive version of Felicia's PS. If he has Spur Def or Res as his C and seal, he can give up to 12 Def or Res to his S-Rank (technically 14); or, if you gave him Spur Def and Spur Res, he can give 8 Def and Res to his ally (technically 10).

Gunter
Forceful Partner: Grants Atk+1/2/3/4 to adjacent allies that have active Ally Support with unit (based on Ally Support rank) during combat.
Offensive version of Felicia's PS. I don't need to explain.

Setsuna
Optimistic: Restores HP=50% healed HP when healed by a staff user.
Tried my best to reword it for Heroes, but I don't think I did that well. It's her original PS reworded. With this PS, she becomes a healer's best friend. With Setsuna naturally having Assassin's Bow+ and Bowbreaker 3, she can defend VERY well against dagger and bow users as long as she has a healer with her. And in terms of math, extra points round down when considering odd numbers: Heal does 7, Physic does 12, Recover does 22, Rehabilitate does 10 plus any value below 50% she is...you get the memo.

Hinoka
Rallying Cry: Grants Atk+2 to allies within 2 spaces at the start of each turn.
You know the drill. This one is a Hone version of Drive Atk 2.

Sakura
Quiet Support: Grants Res+2 to allies within 2 spaces at the start of each turn.
Hone version of Drive Res 2. I decided to go with only Res instead of Def/Res because Sakura (and Elise, below) are primarily high in Res themselves. This way, if I make any units like them I have Def as an option.

Saizo
Pyrotechnics: Unit and foe take 6 damage after combat if unit's HP ≤ 50%.
Applies Fury 3 on unit and foe after Saizo reaches Defiant range.

Kagero
Shuriken Mastery: Foe takes 30% damage unit suffered during combat if foe is a dagger user. Inflicts foe with stat reductions equal to stat reductions received during combat if foe is a dagger user.
Turns Kagero into an anti-dagger unit without giving her an effectiveness against dagger users (since she's already effective against Infantry units). Its effect grants her Counter and a copy of the foe's stat reductions, but only if the foe is a dagger user. Overall, she gains increased effectiveness against units like Matthew, Jacob, Felicia, Saizo, etc.

Azama
Divine Retribution: If unit is not equipped with a weapon, foe takes 30% suffered damage during combat.
Gives Azama a fun playstyle that gives him Counter and Countermagic if he decides to forgo a staff (Gravity, Pain, etc.) Imagine having a full team of him without weapons, and actually winning by out-healing any damage reflected.

Hana
Fearsome Blow: Adjacent foes take 5 damage after combat.
Adjacent Savage Blow 2. I decided to remove the "must kill foe" stipulation because L&D already hurts her survivability and the skill is adjacent as opposed to 2 spaces.

Camilla
Rose's Thorns: Grants adjacent allies Atk+3 during combat.
Gave her Spur Atk 2 as opposed to Hinoka's Hone-Drive. With Spur Atk 3 as her C and seal, she can give +11 Atk to her ally (making her a less effective but more versatile Gunter).

Elise
Lily's Poise: Grants adjacent allies Res+3 during combat.
Gives her Spur Res 2 in the same treatment as Camilla. She can give +11 Res to her ally (making her a less effective but more versatile version of Jacob).

Laslow
Fancy Footwork: Grants allies within 2 spaces Atk/Spd+1 until the end of the turn when unit uses "Rally" skill. (Bonuses from this skill are added to bonuses on allies.)
Tried to word to explain that he gives an additional Atk/Spd+1 when he uses a Rally skill, even if he uses Rally Attack, Rally Speed, or Rally Atk/Spd (which would grant Atk or Spd +5 or Atk/Spd+4).

Hope you like these :)

Edited by MilodicMellodi
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Heavy Bolster (C) - For every 15 HP this unit has, adjacent allies gain +1 Atk/Spd/Def/Res during combat.

Mastery (A) - Grants WTA bonus against enemies using the same weapon as unit.

Focus Atk (A) - At the start of each turn, unit gains +4 Atk (Maxes at 20). After any combat, all Atk gained is lost.

Cover (B) - Adjacent allies cannot be counterattacked if unit HP<50%.

Pierce (A) - When striking from 2 Rng, any enemies between unit and target take half damage after combat.

Hex Blade (Weapon) - Any damage dealt from this unit cannot be healed.

Earth Shatter (Special) - CD: 5, Deals +5 damage. Any enemy within 2 spaces of target are restricted to 1 mov through their next actions. Yes, it is based off of Reinhardt from Overwatch.

Gale Strike (Special) - CD: 3, Deals extra damage equal to Unit's Spd - Enemy's Spd x 2.

Unbreakable (A) - When unit cannot counterattack, -2 CD after combat.

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Spoiler

Special:

Luna+ (enemy AI only): 1 cooldown. Resolve combat as if foe suffered Def/Res -50%.
An idea of mine, putting several Specials onto enemy units with half the cooldown a normal unit would have (like Ignis+ having 2 cooldown, Moonbow+ having 1 cooldown, etc) Odd-cooldown skills would round down as well, so a 3-cooldown skill would have 1 cooldown instead (like Luna+ here, which normally has 3, or Aether+ which would have 2 cooldown). Cooldown modifications would also be able to take place; a Killer weapon with Moonbow+ (at 1 cooldown) would reduce the special to 0 cooldown, while a Blade tome would increase Iceberg+ (at 1 cooldown) to 2 cooldown.
It would provide a nice challenge to FE veterans who wish to fight at a higher difficulty.

Spoiler

A Passive:

[Weapon]faire 1/2/3 (weapon being whichever weapon type it is, like Axefaire, G Tomefaire, etc): Grants Atk+3/4/5 during combat when unit is adjacent to [weapon] user. Grants Atk+2/3/4 during combat when unit is 2 spaces from [weapon] user.
Examples:
Axefaire 1/2/3: Grants Atk+3/4/5 during combat when unit is adjacent to axe user. Grants Atk+2/3/4 during combat when unit is 2 spaces from axe user.
Daggerfaire 1/2/3: Grants Atk+3/4/5 during combat when unit is adjacent to dagger user. Grants Atk+2/3/4 during combat when unit is 2 spaces from dagger user.
G Tomefaire 1/2/3: Grants Atk+3/4/5 during combat when unit is adjacent to green tome user. Granta Atk+2/3/4 during combat when unit is 2 spaces from green tome user.

I think this idea is pretty balanced, forcing you to play with like weapon types to gain a boost. It would have more usage on Armor/Flier/Horse Emblem teams, being that non-Infantry isn't exactly known for having a diverse weapon spread (primarily Gray weapons), so having multiple units of the same weapon type wouldn't be far-fetched. Note that the boost doesn't count for the ally, so if you want the boost for your ally you'll have to put a -faire on them as well. Also note that the boost isn't hindered by unit type;, a Jeorge with Bowfaire will still gain a boost when adjacent/2 spaces from Bow!Lyn, Ryoma with Swordfaire will gain a stat boost when with Eldigan, etc.

Spoiler

B Passive:

Swordbreaker+ 1/2/3 (enemy AI only): If unit's HP ≥ 80/55/25% in combat against a sword user, unit makes a follow-up attack and foe cannot.

Escape Route+ 1/2/3 (enemy AI only): Enables unit whose own HP ≤ 65/70/75% to warp adjacent to any ally.

I thought spreading the idea over to passives would also make a good spike in difficulty. With my idea, passives with HP% requirements would have their costs reduced by 50%. A Weaponbreaker skill that requires over a certain percentage would be able to have a lower amount to work with, while skills that require having less than a certain percentage would be able to work with a higher percentage. Again, this is for the enemy AI only and is purely for increasing difficulty.

 

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Triangle Defense: If unit has a WTA, +10/15/20% Defense. If unit has WTD, -10/15/20% Defense.

Triangle Resistance: See above, replace Defense with Resistance.

Triangle Speed: You get the point.

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2 hours ago, Corrobin said:

Triangle Speed

Actually, this one would be sort of unbalanced. Having a percentage modifier on Spd, when only 5 additional Spd is enough to double an opponent, is something you shouldn't have in the game.

There's a reason why the Tomebreaker skills are separated by color, and another related reason why the Weaponbreaker skills have an HP% stipulation. I know it's just a self-created skill, but I wanted to point that out.

Edited by MilodicMellodi
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Assassin's Wings 1/2/3: User can teleport adjacent to foes with less than 30%/40%/50% of their Max HP.

Ridersbane: User's attacks are automatically effective against Mounted units. (Grani's Shield cancels this)
Wingsbane: User's attacks are automatically effective against Flying units. (Iote Shield cancels this.)
Platebane: User's attacks are automatically effective against Armored units (you know the gist)

Counter Ploy: Enemies in cardinal directions with less Res than this unit cannot counter for the turn.

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On 10/28/2017 at 3:45 PM, Corrobin said:

Triangle Defense: If unit has a WTA, +10/15/20% Defense. If unit has WTD, -10/15/20% Defense.

This skill is always worse than Triangle Adept when at weapon triangle advantage except against opponents with Cancel Affinity.

Triangle Adept lowers the opponent's effective Atk by 10/15/20% (additive with weapon triangle advantage) whereas your Triangle Def raises your Def by 10/15/20%. This means the only time Triangle Def's effect is stronger than Triangle Adept's is if your Def is greater than your opponent's Atk, which means they wouldn't have done any damage either way.

The only times Triangle Def is better than Triangle Adept are (1) if you have weapon triangle advantage and your opponent has Cancel Affinity and (2) if you have weapon triangle disadvantage.

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