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Hawkeye

B Skill

Disables non-Special skills that "reduce damage by X%" and deal +10 damage when special triggers.

 

About time we had a non special skill to punish Spurn and B!ke. Since these skills are somewhat based around dodge tanking in Fire Emblem, the skill that eliminates dodge tanking should suffice.

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Maestra's Melody
Weapon (Blue Tome)
Exclusive (Timeskip!Dorothea)
Might/Effect: 14 Might. During odd-numbered turns, unit and allies within 2 spaces cannot be inflicted with negative status effects (preventing counterattacks, restricting movement, etc.) that last through those allies' next actions. At the start of even-numbered turns, if 2 or more allies have ≥ 90% HP and unit's Special triggers by attacking, grants Special cooldown count -1, and grants Atk/Res +6 during combat this turn.
A weapon that cycles through a supportive effect and offensive effect each turn. During odd turns, she prevents herself allies within Drive distance from getting inflicted with negative status effects like Gravity and Isolation, pretty much giving her a better version of half of Harsh Command+ during these turns. During even turns, she gets the special cooldown charge of Wrath and an Atk/Res +6 combat buff this turn, but this only applies if she has 2 or more allies on the map that have ≥90% HP; this makes her a bit like Nemesis, but in a way that works for her supportive nature.
Mainly...she focuses on support during odd turns, and offense during even turns.

Songstress
B Passive
Exclusive (Timeskip!Dorothea)
Effect: Unit and adjacent allies gain: "Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons."" If unit attacks, restores 6 HP to unit and adjacent allies after combat.
Pretty much a Spur-range Joint Mystic Boost, but she's the only one that triggers the healing portion of Mystic Boost.

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  • 1 month later...

Dragon Wings; C slot; breath units only
At start of turn, unit can move 1 extra space.

Dragons need some fun too, and dragon armors would be more user friendly.

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25 minutes ago, XRay said:

Dragon Wings; C slot; breath units only
At start of turn, unit can move 1 extra space.

Dragons need some fun too, and dragon armors would be more user friendly.

Wouldn't that be a bit broken for dragon fliers, though? It'd be like having adaptive damage Naesalas and Tibarns all over the place, without any downsides.

Dragon armors do desperately need this though, and I like the idea!

On 11/3/2020 at 12:45 AM, MilodicMellodi said:

Songstress
B Passive
Exclusive (Timeskip!Dorothea)
Effect: Unit and adjacent allies gain: "Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons."" If unit attacks, restores 6 HP to unit and adjacent allies after combat.
Pretty much a Spur-range Joint Mystic Boost, but she's the only one that triggers the healing portion of Mystic Boost.

Woah, I forgot this existed. Cool! It seems quite in line with Dorothea's Meteor support in Three Houses, although now she needs to be a frontline fighter to take full advantage of this ability (kind of uncharacteristic for her, imo). It also really fits her personal skill, though, so I'd say it evens out.

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2 hours ago, SirErrant said:

Wouldn't that be a bit broken for dragon fliers, though? It'd be like having adaptive damage Naesalas and Tibarns all over the place, without any downsides.

Dragon armors do desperately need this though, and I like the idea!

Having adaptive damage is not enough to offset the lack of access to Galeforce and a good player phase breath Weapon in my opinion.

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Magi-Science Mastery
A Passive
Exclusive (Fenrir)
Effect: During odd turns, unit can move up to 3 spaces and is unaffected by terrain when moving. If unit initiates combat, grants Atk/Spd/Def/Res+3 times the spaces traversed when initiating this battle to unit during combat (max 9). After combat in which unit initiated combat, inflicts Atk/Spd/Def/Res -2 for each space moved before combat (max 6) until unit's next action.
I know the wording is a bit weird, but this is how it works.
1) Fenrir gains the movement of Cavalry, and the terrain traversal of Fliers, during odd turns. This is because I feel he's going to create a dragon mech that'll be so powerful that it'll give him these abilities.
2) Grants him All+3 times the number of spaces he moved to initiate combat. This means that if he moves 1 space to attack a foe, he only gets All+3, but if he moves the max spaces to initiate combat then he'll gain All+9. And of course, if he moves 2 spaces then he'll only gain All+6. The value gained is dependent on the immediate combat, and not any prior initiations, so he won't be at All+9 if he somehow gets to attack again (like from a Dancer).
3) Inflicts All-2, -4, or -6 depending on the spaces moved when initiating combat. This sort of mimics the whole "overheating" aspect of machinery, making him less effective after combat the more power he pours into his attacks. If a unit with high Res (or Def AND Res if the unit's range is 2) and Atk manages to push through his most powerful attacks, he'd be able to be counterattacked next turn with no real difficulty.

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Lightning Blow
A Passive
Tier 0, Inheritable (similar to the Hone/Goad/Fortify/Ward C Passives)
Inheritable to non-Staff only
Effect: Unit's Def and Res are halved during combat. If unit initiates combat, disables foe's non-Special skills that "reduce damage by X%".
Grants any unit that uses this skill the ability to completely disable the foe's damage reduction skills, at the cost of severely cutting down on their own defenses. Only meant for units with the Atk to back up their role, especially considering that it doesn't grant the unit any stat boosts aside from the damage increase inherently gained from disabling damage reduction.

Ardent Sacrifice+
Assist
Tier 2, Inheritable (upgrade of Ardent Sacrifice)
Inheritable to non-Staff only
Effect: Restores 15 HP to target ally. Unit loses 15 HP but cannot go below 1. After first combat combat against unit each turn in which a foe initiated combat, restores 10 HP to all adjacent allies (if any).
An upgrade of Ardent Sacrifice. Its healing (and self-harm) is higher, and it also heals all adjacent allies during the enemy phase after the first attack a foe launched against the unit. Great for pseudo-Healers, especially those that have great self-sustain.

Edited by MilodicMellodi
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  • 3 weeks later...

C; Armored Boots 3:
At start of turn, if unit's HP  50%, unit can move 1 extra space. (That turn only. Does not stack.)
Basically move Armored Boots to the C slot.

C; Doffed Armor 3:
At start of turn, if unit's HP  50%, unit can move 1 extra space. (That turn only. Does not stack.)
Opposite of the above.

B: Deflect Melee 4:
If unit receives consecutive attacks and foe uses a sword, lance, axe, or beast damage, reduces damage from foe's second attack onward by 90%. If foe can make a follow-up attack, foe can make a follow-up attack right after its first attack.
Move Deflect skills to the B slot and make it a bit more relevant and useful.

B: Deflect Dragon/Magic/Missile 4:
If unit receives consecutive attacks and foe uses (dragonstone)/(magic or staff)/(bow or dagger), reduces damage from foe's second attack onward by 90%. If foe can make a follow-up attack, foe can make a follow-up attack right after its first attack.
See above.

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Glimpse of Winter's End
B Passive, Exclusive (Fallen!Nergal)
Effect: Drastically slows Special trigger (cooldown count +2). If foe is a Beast, neutralizes effects that activate if foe transforms. If foe is a Dragon, disables foe's effects that calculate damage using the lower of unit's Def or Res, and if unit initiates combat, calculates damage using the lower of foe's Def or Res.
Skill that not only disables effects gained from Beasts when they transform, but also steals damage adaptation from Dragon foes. Just thought this would be a fun idea to make lol

Edited by MilodicMellodi
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Atk/Def Trauma 3
B Passive, Inheritable to non-Staff
Tier 4 (Upgrade of Seal Atk 1 or Seal Def 1)
Effect: After combat, inflicts Atk/Def -5 and [Trauma] on foe through its next action. [Trauma] - Stat penalties on unit cannot be neutralized by non-Assist skills.
Thought that'd be a nice upgrade for the Seal skills. Make them able to counter Bond 4 skills and the like!

Edited by MilodicMellodi
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Living on the Edge
B Passive, Inheritable to any
Tier 2 (Upgrade of Live for Bounty)
Effect: At start of turn, if unit’s HP ≤ 40%, grants Special cooldown count -2. At start of unit’s first combat in player phase or enemy phase, if unit’s HP ≤ 40%, unit deals 10 more damage per attack during combat.

Leading on the Edge
B Passive, Inheritable to any
Tier 2 (Upgrade of Live for Honor)
Effect: At start of turn, if unit’s HP ≤ 40%, grants Special cooldown count -1 to adjacent allies. At start of unit’s first combat in player phase or enemy phase, if unit’s HP ≤ 40%, unit takes 10 less damage per foe’s attack during combat.

First one is for one-man army Glass Cannons. Stacks with Time’s Pulse and the like.
Second one is for Juggernauts or Tanks who want to add that little bit of support (especially if they’re Armored units).

Atk/Spd Sever 3
C Passive, Inheritable to Sword, Lance, and Axe
Tier 3
Effect: Inflicts Atk/Spd -3 on foe during combat. Neutralizes Atk/Spd bonuses granted to target "during combat" from foes up to 2 spaces from target.
Anti-Atk/Spd Drive that can stack with Lull Atk/Spd. Doesn't stop "during combat" bonuses from 3 or more spaces away. Balanced by the fact it's only inheritable to Sword/Lance/Axe units, so only Infantry and Cavalry units of those weapon types would be able to get the combined effects of both Sever and Lull.

Bolting
Special, Tome only
2 cooldown
Effect: Boosts damage by 20% of unit's Atk. If foe has weapon-triangle advantage, boosts damage by 40% of unit's Atk instead.
Weaker Draconic Aura (with a shorter cooldown to compensate) that boosts its power when facing WTD. This means red vs blue, blue vs green, green vs red, and colorless vs foes with Raventome effects. Can combo with Cancel Affinity (if unit is Colorless Tome) since CA only counters Triangle Adept and not actual WTA/WTD.

Meteor
Special, Tome only
3 cooldown
Effect: Boosts damage by 40% of unit's Atk. If foe has weapon-triangle advantage, boosts damage by 60% of unit's Atk instead.
Bolting, but more powerful (and a higher cooldown).

Agnea's Arrow
Special, Tome only
5 cooldown
Effect: Boosts damage by 40% of unit's Atk and treats foe's Def/Res as if reduced by 30% during combat. If foe has weapon-triangle advantage, boosts damage by 60% of unit's Atk and treats foe's Def/Res as if reduced by 50% during combat instead.
Aether, but with Meteor instead of Sol. If not in WTD, the shaver is Moonbow; with WTD, it's boosted to Luna.

Improved Wingspan
C Passive, Beast/Dragon Flier only
Tier 0 (similar to Hone/Goad/Fortify/Ward Fliers)
Effect: If foe uses sword, lance, or axe, and unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, reduces damage from attacks during combat and from area-of-effect Specials (excluding Rokkr area-of-effect Specials) by 30%.
A Tier 0 inheritable skill for non-human Flier units (like Tibarn and Female Grima). This skill is a direct reference to Giant Wings, a Personal Skill of certain enemies and bosses in Three Houses that increases Avoid against sword, lance, and axe users. I made this skill's condition, but not effect, based on Beast transformation to make it appeal to teams consisting entirely of non-human units.

Alert Stance
Seal, Flier only
Tier 0
Effect: If foe that was not attacked in prior phase initiates combat, unit takes 5 less damage per attack during combat, and if foe's Special triggers after combat, inflicts Special cooldown charge +1 on foe after combat.
Flat damage reduction and Galeforce denial, but only if the foe initiates combat and that foe wasn't attacked by anyone during your most recent Player Phase. Can stack with Shield Pulse if the user wishes to use Aegis/Pavise and the like.

Uncanny Blow 3/4
A Passive, Inheritable to non-Staff
Tier 3/4
Effect: If unit initiates combat and foe uses non-Special skills that "reduce damage by X%", disables those skills before and during combat and boosts Atk by 10% during combat.
Tier 3 version simply does Twin Blades' effect. Tier 4 additionally grants a 10% Atk boost. Combined with a Triangle Adept effect (like with Alfonse using a +Eff refined Folkvangr), that's an effective +30% Atk increase (50% when counting the WTA itself).
I made the boost 10% rather than 20% so as to not totally outclass Triangle Adept. It's already as underused as it is....

Cursed Presence
Seal, Enemy-Exclusive
Tier 0
Effect: At start of enemy phase, if a foe is in space unit started prior phase in, deals 20 damage and inflicts status on foe restricting movement to 1 space through its next action.
Imagine this with Drag Back in the B slot...that would be so evil.
Essentially is like a combination of Sinmara and Gravity, but with a unique twist. The unit using this skill pretty much temporarily "infects" a space for a turn, and starting your turn on that space punishes you with a chunk of damage and reduced movement.

Edited by MilodicMellodi
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Growing Blaze: Special; 5 cooldown; prerequisite: any Growing or Blazing Special
Before combat this unit initiates, target and foes within 3 spaces of target take damage equal to 2 x (unit's Atk minus foe's Def or Res).

You basically need a Slaying Weapon and Heavy Blade to trigger it reliably.

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Hyper-Motivation
B Passive, Exclusive
Tier 0
Effect: If adjacent ally initiates combat and defeats foe, and unit has already made an action, grants unit another action after that ally's combat. When another action is granted by this skill, inflicts Atk-7 and [Tunnel Vision] on unit until the end of this phase. (Once per turn. Will not activate if unit has already been granted another action by a non-Special skill this turn.)
[Tunnel Vision] Unit cannot be targeted, and is unaffected, by allies' skills and effects that would grant unit another action.
Self-dance that can stack with Galeforce, but inflicts a visible Atk debuff and dancer-based Isolation on the unit until the end of the phase (so it stays even after triggering Galeforce, but goes away once the enemy phase begins). If an ally has Harsh Command+, they can reverse it into an Atk+7 bonus. It can also be rendered empty from other skill like a Tier 4 Bond skill.
Also prevents the unit from being given another action by a Duo skill while trying to use this on the same turn (hence the "if unit has already been granted another action by a non-Special skill" and "unaffected by allies' effects" parts).
Due to it being an exclusive skill, and the fact it's a B Passive, the unit doesn't have to worry about this skill's interaction with Canto-related skills.

Edited by MilodicMellodi
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20 minutes ago, MilodicMellodi said:

until the end of this phase.

It might be a bit counter-intuitive, but it would probably be fine to treat Tunnel Vision as a bonus instead of giving it a custom duration. In a vacuum, whether the effect ends at the end of the current player phase or at the start of the next player phase makes no difference, and outside of a vacuum, the only difference it would make is how it interacts with skills that check for the existence of a bonus or penalty on the unit.

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2 hours ago, Ice Dragon said:

It might be a bit counter-intuitive, but it would probably be fine to treat Tunnel Vision as a bonus instead of giving it a custom duration. In a vacuum, whether the effect ends at the end of the current player phase or at the start of the next player phase makes no difference, and outside of a vacuum, the only difference it would make is how it interacts with skills that check for the existence of a bonus or penalty on the unit.

I get exactly what you mean...it just felt weird to create a negative bonus since all bonuses are considered positive to the unit.
Maybe I can add some kind of Null-based effect to it to make it appealing despite its restriction? What would you do here?

EDIT: Actually, here's an idea.

Effect: If adjacent ally initiates combat and defeats foe, and unit has already made an action, grants unit another action after that ally's combat. When another action is granted by this skill, grants [Tunnel Vision] and [Focus] to unit until the end of the turn. (Once per turn. Will not activate if unit has already been granted another action by a non-Special skill this turn.)
[Tunnel Vision] Unit cannot be targeted, and is unaffected, by allies' skills and effects that would grant unit another action.
[Focus] When bonus is applied, grants Special cooldown count -1, but if unit does not trigger Special after combat, inflicts Special cooldown count +1 on unit after combat.

This way, there's more positive than negative. I did what you said, but also turned the Atk-7 into another bonus that has a positive and negative. This grants Special cooldown reduction like Wrath or Time's Pulse (without an HP condition to boot), but has a half-effective Spendthrift Bow drawback that's only disabled if Galeforce is at 0 cooldown after combat. This goads the unit into using and triggering Galeforce as opposed to other skills...though its effect at activation would definitely be useful for low-cooldown Specials like Moonbow.

Edited by MilodicMellodi
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9 hours ago, MilodicMellodi said:

I get exactly what you mean...it just felt weird to create a negative bonus since all bonuses are considered positive to the unit.

We also have the Triangle Adept status effect that is considered a penalty, but isn't inherently beneficial or detrimental.

If we want to add an effect to the status effect to give it a beneficial aspect, I'd suggest reducing enemy percentage damage reduction (i.e. Thjalfi's effect). Spd-based percentage damage reduction is the most common form of percentage damage reduction and is intended to represent evasion, so it would make sense that an effect called "Tunnel Vision" would increase the user's "accuracy".

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