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MilodicMellodi

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Posts posted by MilodicMellodi

  1. Not sure if anyone said this already, but Duo!Hector will be broken in offensive Aether Raids battles.

    Simply bring in 3 Fallen!Takumis with Skadi and 2 HP+5s each (A and seal), your Duo!Hector with Smite, and a Kronya with Athame, Close Counter, and Null C-Disrupt.

    Due to Duo!Hector's Duo Skill, you can combine with the triple Skadi to deal a flat 50 damage to foes in 3 columns, and then let Kronya do all the work. A 60 HP unit will only be left with 10...a +HP Brave!Ike with S-rank Summoner Support, max merges, max dragonflowers, and with 2 HP+5 skills, would go up to 70 HP...and be left with with 20.

    And with the effective HP+10 on each Fallen!Takumi, they'll have enough HP to proc Infantry Pulse on Kronya and give her ultra cooldown reduction. She could start with Quickened Pulse and have an Astra fully-charged before she even moves.

    Anyhow...yeah. I'm really loving the new Duo 🙂

  2. Dying Will 1/2/3
    Passive B
    Not an upgrade
    Exclusive to non-Dragon and non-Beast Infantry and Armored
    During combat, if foe's next attack would defeat unit and unit does not have another skill that grants damage reduction, grants unit 10/20/30% damage reduction that attack only. If unit attacks during that combat after this skill activates, grants damage to unit's next attack = damage reduced.
    Essentially Ice Mirror for a human infantry or armored unit, but it only activates when the unit would otherwise die. Can't activate if the unit already has damage reduction from other sources, so Brave!Ike with any version of Urvan can't use this. Best used with Vengeance or Aether; the former because Dying Will relies on you being about to be defeated which synergizes well with it, and Aether for the increased damage and healing.

  3. 1 hour ago, Ice Dragon said:

    Poison Dagger deserves to be forgotten. Infantry-effective weapons should not exist.

    Nothing implemented into the game deserves to be forgotten. Especially not for some small excuse like that, since the other 213/428 units in the game have a plethora of high Might weapons dealing effective damage to them not just based on movement types but weapon types as well.

  4. I know Kagero already has Kagero's Dart and a refine for that weapon, but I feel like Poison Dagger+ needs to finally have a refine and anti-infantry weapons need to start being introduced to the game. It's gotten to the point where most infantry units — especially new ones — don't feel threatened by Poison Dagger+. Kagero herself lost her anti-infantry niche because that niche was and is no longer competitively viable for her. Not only does it have the lowest Might of any 5-Star weapon in the game, but the units that can use it either have low Atk or are Glass Cannons.

    It's to the point in the game where it no longer matters about quantity as much as quality. On paper, being able to have a weapon that has effectiveness against a majority of units in the game seems really powerful, right? But with such a low Might on it, and units new and old globally having the ability to increase their stats with Dragonflowers in addition to having access to more and more powerful skills (don't even get me started on Fort. Def/Res 3...)...such a weak weapon scales badly against these odds, even when its user partakes in Dragonflowers and powerful skills itself.

    At the very least, I feel like Poison Dagger+ needs to be bumped up to 12 Might in its refine and have the same basic options as other refines (HP+2 and either Atk+1, Spd+2, Def+3, or Res+3), and other weapon types should have access to anti-infantry options (naming them Venin would definitely be within the realm of possibility).

    Now, I know I argued a long time ago that infantry was the weakest class in the game. That, however, was before infantry-exclusive skills were prevalent or even available. Infantry Pulse itself is widely known as the most busted of them, potentially granting a dedicated Infantry Emblem team's lowest HP unit in a defending Aether Raids battle full charge on their 5-cooldown special before they even move on Turn 1. They also have inheritance exclusivity to the Null Passives and Time's Pulse, three of the most versatile skills currently in the game. So I think it seems clear that Infantry needs to be taken down a notch, especially when there are a multitude of high-Might weapons that deal effective damage to the other movement types while there's only 1 single low-Might weapon to deal with the majority of available units.

  5. I do have...a question about Brave!Ike.

    If a skill was made that reduced damage by a flat amount for allies (either Spur or Drive range), and Brave!Ike inherited Pavise/Aegis, DC (for the Aegis build) and Shield Pulse, would that be enough to make the Barrier Specials competitively viable?

    Yeah, it's true that they don't offer anything except protection. And I'm fairly certain that the combined damage reduction really is multiplicative and not additive (though in that case, would it be 60% (40+[40x0.5], or 40+20) or 70% (50+[50x0.4], or 50+20))? But, if we had the ability to stack up enough fixed damage reduction in addition to Shield Pulse's own AND Urvan's and Pavise's/Aegis' percentage-based damage reductions, wouldn't he just kinda...take close to no damage in general? Wouldn't that, then, make Pavise/Aegis a competitively-viable skill for Brave!Ike to consider?

  6. 9 hours ago, Mercakete said:

    I agree. Though I'm a bit "meh" on Awakening on the whole (neither loving it nor hating it) Gangrel and Validar stand out to me. I'd also like Emmeryn in the game so I can support her to Gangel, like I was unable to do in Awakening. Also, Validar needs some quality time with his kid/grandkid. Methinks he'd be especially proud of M!Morgan for wielding Grima's Truth (I think that's what his tome was called.) I know my Male Fallen Robin's going through a tough parenting phase. He keeps having to smack down F!Morgan (since she uses a blue tome and he's the green unit on my all-purpose team.)

    I think the Awakening Antagonists team is a good idea! I hope you get to realize it soon!

    I want Emmeryn in the game too XD
    Yeah it's Grima's Truth. And the only reason I said Female instead of Male Grima is because the latter and Walhart are both Green. With Female Grima and Walhart, we could complete the weapon triangle by making Validar blue and Gangrel red.

  7. A favorite one I eventually want to make is a Brave Heroes build with Roy, Ike, Lucina, and Lyn. All of them together (especially near Lucina) seems like the perfect team.

    I do hope IS eventually puts Gangrel and Validar into the game. I've been wanting to make a team with them, F-Grima, and Walhart as an Awakening Antagonists team.

  8. Quick Burn 3 (tier 3)
    Passive C
    Not an upgrade
    Non-exclusive
    Grants unit and allies within 2 spaces Atk/Spd/Def/Res +2/3/4 during combat. If any foe is defeated, also inflicts Atk/Spd/Def/Res -1 to unit and allies within 2 spaces for each defeated foe (max 2/3/4).
    A quick All+4 self AND Drive that lowers in effectiveness the more enemies defeated on the map (so 1 enemy defeated makes it All+3, 2 enemies is All+2, 3 enemies is All+1, and 4 or more nullifies it). Made for teams designed to take the entire enemy team out in a single turn.

    Slow Burn (tier 3)
    Passive C
    Not an upgrade
    Non-exclusive
    If any foe is defeated, grants unit and allies within 2 spaces Atk/Spd/Def/Res +1 for each defeated foe (max 2/3/4).
    A skill designed to make teams perform better as they defeat more enemies. Works best with Galeforce.

    Gamble 3 (tier 4)
    Passive A
    Upgraded from Life and Death 1
    Exclusive to non-Staff units
    At the start of combat, if unit's HP ≤ 50% and Special triggers by attacking, grants Atk/Spd+3/5/7 during combat. After combat, inflicts Def/Res -3/5/7 on unit during combat until their next action.
    A more powerful but more risky version of Life and Death. Unlike the permanent stats gained/lost from LnD, Gamble gives an in-combat buff. It also saves the debuff to Def/Res for after combat. In return, however, the skill has a harsh HP condition matching Brash Assault (which can be used alongside this skill) and requires for you to use a skill that triggers by attacking (so Pavise/Aegis/Miracle/etc. won't work, but Luna/Aether/Ignis will). Also, regardless of whether you gained the Atk/Spd buff, you'll always get inflicted with a Def/Res -7 debuff during combat.

    Grisly Wound
    Passive B
    Not an upgrade
    Exclusive to Beast units
    Inflicts 10 damage to foe after any combat this unit initiates. After combat, if unit is transformed, inflicts the following status on foe through their next actions: "Unit cannot be target allies with or be targeted by the Assist skills of allies that affect unit's HP. Halves the effectiveness of unit's skills that restore unit's HP."
    A Beast-exclusive skill that acts as Poison Strike during the Player Phase, and prevents the unit from being healed during either phase by Assist skills if they're transformed (other than from the foe's own skills, like Mystic Boost or Sol/Aether). In the case of self-healing skills, their effectiveness is halved (so Mystic Boost heals for 3 instead of 6, and Sol and Aether restore only 1/4 the damage dealt. And by Assist skills, this means "No Staff healing, no Reciprocal Aid, no Ardent Sacrifice Sacrifice (from ally), etc."

    Clarity
    Sacred Seal
    Not an upgrade
    Non-exclusive
    Nullifies【Panic】status on unit, and halves stat penalties on unit from foe's skills that activate after combat.
    【Panic】Converts Bonuses on target into penalties through its next action.
    Makes dagger units a lot less effective as debuffers, and nullifies the Panic status from any skills like Panic Ploy, Sudden Panic, or the Panic+ Staff. As it's a Seal, it means you cannot put other Seal-exclusive skills like Hardy Bearing on the unit. Its debuff-halving effect, however, also works on non-dagger skills, so Smoke skills would only debuff the unit's Atk by 2/3/4 instead of 3/5/7.

  9. Hardy Bearing was the first Seal that I fully maxed after they were introduced into FEH. It was one of the main reasons I'd almost gotten to the highest tiers in Arena, because everyone at the time was using Desperation and Vantage like no one's business. Oh sure, people laughed that I chose such a "weak" Seal to upgrade first...well who's laughing now, Kronya and Brave!Ike users??

    Also...being the one on gamepress that introduced the idea of using Hardy Bearing with Blazing Wind back when we could still comment on the Special skills pages, I was understandably very much of a heavy user of said Seal. Though the combo isn't used nearly as much as it could be (especially with Enemy Phase kits being so prevalent), the combo itself is strong and deserves some recognition.

  10. 2 minutes ago, Ice Dragon said:

    No, Pavise and Aegis are a complete waste of the Special slot unless you're building him for an Arena or Aether Raids defense team. Damage reduction is multiplicative, not additive, meaning 50% damage reduction on top of 40% damage reduction is only 70% damage reduction. Sure, 70% is still high, but you can easily get better mileage out of Aether, which has both healing and damage output.

    With just Urvan, Ike only takes 80% of a single hit's worth of damage over the course of 2 of the opponent's hits, which means that any opponent that wasn't capable of one-hit killing Ike outright prior to the refine simply cannot kill him in one round of combat at all, and if Ike still has a Breath skill or support from the new Geirskogul, he can have Aether fully charged on his counterattack to heal himself back up.

    I can only barely see Aegis as a possible option for an Aether Raids offense tank build, but Aegis runs into a serious issue where he can easily be worn down by multiple rounds of combat without a means of healing in between.

    I said he can seriously consider it, not that it'd be his main build. Still, he does make for a very effective user of it.
    But yes, he's obviously better with Aether. I'm not sure how you fell under the assumption that I said otherwise.

    And I was one of the only ones on here and gamepress who advocated for the Slaying weapon/Aether/Breath combo back when the Inheritance mechanic first began in FEH. I intimately know the power and potential behind Enemy Phase Aether builds.

  11. Okay, so here's my real review of the refines, from least favorite to most (which is actually a lot more difficult than usual, because IS tends to always have at least 1 unit get the Shit Stick).

    Ike's Urvan, while my least favorite of the four, isn't bad at all. He gains 40% damage reduction for the first attack, but he gives the foe free Desperation in response. While one might think this is bad, it's actually really good for him.
    1) If you don't like it, you can just give him the Hardy Bearing seal. He retains the damage reduction while nullifying the Desperation effect.
    2) Due to his natural Steady Breath and Urvan's "Killer" effect, he'll always be able to fully charge a 4-cooldown Aether before he attacks. With permanent damage reduction, not only will he take a lot less damage but he'll also get his HP back and deal a shitload of damage in the process.
    3) With Urvan's "Killer" and damage reduction effects, Brave!Ike becomes the first unit to actually consider builds using Pavise or Aegis. Shield Pulse helps this along, not only fully-charging the Special at the start but also reducing damage by a fixed amount (which can't be easily chipped by things like Luna or Moonbow). The foe attacks, triggering Pavise/Aegis and the 40% damage reduction, then attacks again thanks to Urvan's forced Desperation effect, then Ike attacks. At the end of the battle, Pavise/Aegis is fully charged again. We finally have a real, stable competitive use for Pavise and Aegis!!!
    All-in-all, Ike becomes something of a super-tank no matter what you give him. Even the likes of Black Knight will have trouble getting around a dedicated Brave!Ike now. He'll easily make a great niche in many a team.

    Lyn's Mulagir is the second. Its original effect has now been upgraded to nullify the bonuses of any ranged foes facing her, and the refine effect grants her All+4 if her Spd is higher than her foe's. On a unit whose base Spd (without Mulagir) as an asset is 38 (which becomes 41 with Mulagir), this is a very strong upgrade and practically guarantees that Brave!Lyn will gain her All+4 against pretty much any ranged foe.
    This gives her the ability to be a major threat to ranged foes, while still retaining her anti-DC role thanks to Sacae's Blessing. With her status as a cavalry unit, she can even use Lull Spd/Def as a replacement for Sacae's Blessing to give herself dominance against melee foes as well (at the risk of allowing them to counterattack with DC).
    While not being the most major refine effect, Lyn's plays to her strengths very well. She's a great choice for a refine if you want to have a strong ranged cavalry unit in your party.

    Next is Roy. First, his base effect is upgraded, now including a Guard effect; in addition,  the Heavy Blade effect he used to have no longer has an Atk requirement, giving him the extra charge for free as long as he initiates. Next, his refine gives him a "Steady Impact" effect, granting him Spd+7 and Def+10, as well as preventing the foe from making a follow-up attack when he initiates. This is unprecedented for a cavalry unit, as they lack access to Impact skills. In combination with his own Steady Blow, this gives him a total of Spd/Def +11/14 when initiating, making him not only very fast but very physically durable just under his own power. And with Desperation already in his base kit, you better believe he'll be triggering it AND Galeforce.
    To many Horse Emblem teams out there, this is a major buff. A cavalry unit with the ability to fully charge Galeforce with no retaliation? Yeah, that's very strong. Seriously. He and Brave!Lyn have given hope to Horse Emblem teams everywhere.

    Finally, Brave!Lucina. Not only does she have arguably the best refine out there, but she's been my favorite unit since I got her. First she gains anti-dragon effectiveness, largely mitigating a major threat to her because of her sub-par Res. Next, she finishes up the Physical Drive effect by adding Def and Res to the mix, granting it Spectrum status. Finally, any one of these Physical allies within 2 spaces (and therefore affected by her Spectrum Drive) gains a free Breath effect, which combined with the Drive effect might as well be Spectrum Breath.
    So, stupid naming aside, she has anti-dragon effectiveness and Spectrum Physical Drive Breath. I'll just call it SPDB if I mention it again.
    This makes Brave!Lucina a major addition to any teams that use physical allies other than her, since the Breath skills are restricted to Melee Infantry and Melee Armored units only. Hell, you can make a full team with the above units and herself...but that's a can of worms I don't want to continue digging up right now. Cavalry and Flying units benefit the most from this, as they previously didn't have any way to get effective cooldown charging (even if it's only their physical units that benefit).
    Still, all of this doesn't prevent her from retaining an offensive role in her team thanks to the anti-dragon effectiveness. Not only can she inherit Ruptured Sky to become even more of an effective Dragonslayer, but her own high Atk and Spd (as well as her good Def, due to the stat's superboon and her weapon's stat addition) ensure she can use many other skills to great effect. I myself have several different (and powerful) builds on her, and including this weapon in that list of builds will be no problem at all.

    All-in-all, this is my favorite refine update by far. IS normally screws around with their units, even sometimes making their weapon worse in comparison to the original...but this time, they gave us what the units needed. I'll be enjoying these new additions for a long time.

  12. I'm really happy to now have a better alternative to Paizura.

    Though it makes me feel weird that a dancer has a kit...made specifically to Desperation-Quad. Not to mention she's a flier. Being that Reinhardt is on the same banner, I'm pretty sure this was a jab at Olwen and how low-tier she is right now. Because you know you're bad when a dancer does better at your job than you...

    I'm happy for Nephenee, because she's the first Bow-using dancer. This means she can inherit things like Guard Bow+, Fishie Bow+, and Big-Catch Bow+, gaining a lot of versatility in either offensive or defensive roles while maintaining her utilitarian status.

    Reinhardt having Joint Hone Atk makes me happy. And being a Green Flier with a strong offensive presence makes me hopeful that Fliers are getting some love again. Now only if they did that for Cavalry units....

    Finally, Rinea. Dear, sweet Rinea...I can't wait to pair you up with Alm and watch Berkut squirm!!! Okay but seriously, Rinea being in this game makes me happy...but I'm going to feel so awkward pairing her with anyone BUT Berkut.

    The fact that Rinea and all current copies of Berkut are all blue units didn't skip my attention. Nor did it escape me that Default!Berkut is a free unit, and Rinea will be too once the next Tempest Trials come around.

  13. When I get my Switch back from my girlfriend, I'm going to be doing a Beginner Emblem run. I'll also be restricting myself to allowing each unit only the first movement skill they get, as well as a "master class before switching" rule (so if they class into Monk first, they'll be inevitably restricted to Draw Back and won't be allowed to switch it to Reposition when they master Soldier). Depending on how difficult it ends up being, I might allow myself to have one of my units as a Dancer, as long as they remove Special Dance when they master the class.

    In addition, I'll do it on Hard Mode so I don't get the temptation to grind. Obviously, the run ends when I'm forced to switch from Hard to Normal. If it ends up being too easy, I'll also restrict myself to, say...1 student per house, for 2 students in total, and only 1 teacher for a total of 3 max recruits.

    Essentially, they'll mainly have to rely on their own growths to stay relevant. I think I'll do it as Black Eagles, and if it's too easy I'll restrict myself to recruiting Felix and either Leonie or Lysithea, with Shamir as the teacher. This should be fun!

    EDIT: I could also do it on Blue Lions to make early game a little easier with Dedue's PS...in that case, I'd change the recruits to Lysithea and either Caspar or Linhardt, with Catherine as the teacher.

  14. I honestly hope that Brave!Lyn doesn't get a refine to Mulagir that nullifies Null C-Disrupt.

    In other news, I'm incredibly happy that Brave!Lucina's getting a refine. She and Default!Lissa are my main, most-used units in the game. It seems likely that Geirskogul will be getting a more supportive refinement (since it's already supportive, and her default C skill is Drive Spd which adds onto the Drives on the weapon). How far they take the refinement, and what direction they take it in, is only something I can guess...but I really hope they don't bust on it.

  15. Anyhow, another skill.

    Counter Stance
    Passive A
    Exclusive to Melee units
    If unit that can counter triggers a Special that triggers based on foe's attack, and foe's Atk > unit's Def or Res, grants unit damage equal to half the difference -5 on unit's first attack after unit's Special triggers.
    I tried making a version of Counter for FEH that was still balanced and didn't overwrite Ice Mirror's usability (though I probably worded it a little badly). Essentially, if the unit activates a defensive Special like Aegis, Pavise, or even Miracle, and the foe has greater Atk than the unit's defensive stat, then the unit's next attack during that instance of combat deals more damage based on the difference between the foe's Atk and unit's Def or Res, with 5 subtracted from that difference. For example, a foe with 50 Atk attacks your unit with 30 Def. The unit activates Pavise, taking 10 damage instead of 20. Then, the unit counterattacks with increased damage based on half the difference between the stats -5 (50-30=20/2=10-5=5). So the unit not only gets to halve the damage they would have taken, but they also get 5 extra damage to their next attack.
    Next example, a Miracle user with 25 Res is attacked by a foe with 60 Atk. The unit activates Miracle, staying at 1 HP, and Counter Stance triggers. The unit counters, dealing 12 extra damage (60-25=35/2=17.5 (rounding down to 17), then 17-5=12) on their counterattack.
    This skill isn't meant to turn defensive Specials into overwhelmingly powerful offensive tools. The fact that it takes the A slot means that the unit can't use DC/CC to guarantee their counterattack. It also requires much risk and plenty of planning, since getting any competitively-reliable damage from this means that the unit 
    has to have a pretty low Def or Res compared to the opponent. It's a skill that's dependent on punishing a foe's overwhelming offensive while making use of the utility offered by a Defensive special. It also has synergy with Shield Pulse, as that skill only lowers the damage you take and doesn't increase your Def/Res, which in turn doesn't sacrifice what effectiveness this skill has.

  16. 4 hours ago, Ice Dragon said:

    No, the reason you use Ruptured Sky at all is because it's a 2-cooldown Special skill with competitive damage output. It's the same reason Moonbow is widely recommended despite its damage also being based entirely off of the opponent's stats.

    And the reason it has a competitive damage output is because the unit's opponents generally have high Atk stats. Tibarn and Duma suffer more against it than Default!F-Corrin and Default!Y-Tiki. You might as well cry in a corner if you try using it against a low-Atk human foe like Selena or Odin. It's made to be put on anyone that thrives on going against high-Atk foes, especially non-human ones, but it's nearly useless against specialized Tanks.

    Moonbow is strong because of its short cooldown, yes, but it also has its own clearly-labeled niche. It shaves off more of the opponent's defensive stat based on how high that stat is. It's clear that it's made to be put on high-Atk units as a general option against any unit.

    Moonbow is widely recommended because despite its damage being based on the opponent's stat, it has a consistent damage output and a consistent win/lose ratio when used against every unit. Ruptured Sky might have a somewhat higher damage output than Moonbow, but it win/loss ratio is inconsistent and unfavorable in comparison because it suffers if the opponent lacks Atk, especially if that Atk is traded for higher defensive stats.

    Like...I feel like I'm repeating this now, but Moonbow works and will always work, despite it being based on the opponent's stats. The way it was designed just inherently works. Ruptured Sky fills a completely separate niche than Moonbow, and its success rate falls far behind Moonbow's — Ruptured Sky was designed to be more successful against units with a certain Atk to Def/Res ratio, and do worse and worse as that ratio shifts to the latter's favor.

    Tl;dr: Moonbow is recommended because of its consistency and its lack of dependency on the foe. Ruptured Sky lacks that consistency, and is wholly dependent on the foe to be useful. Therefore, Moonbow is a bad argument for this case.

  17. 4 hours ago, XRay said:

    Intimidating _______(Weapon name; e.g.: Sword, Bow, R Tome): Weapon
    Grants Atk/Spd/Def/Res+15. Inflicts Atk/Spd/Def/Res-12 during combat.
    This is for soaking Chills, applying Sabotages, tanking Blazing Specials, and for Pair Up Legendary Heroes to boost up stats.

    Coy _______ : Weapon
    Inflicts Atk/Spd/Def/Res-15. Grants Atk/Spd/Def/Res+18 during combat.
    This is for avoiding Chills. This does not seem very useful, but at least it is the equivalent of Fury 3.

    Intimidation: A
    Grants Atk/Spd/Def/Res+15. Inflicts Atk/Spd/Def/Res-12 during combat.
    Same as above, but A slot.

    Coyness: A
    Inflicts Atk/Spd/Def/Res-15. Grants Atk/Spd/Def/Res+18 during combat.
    Same as above.

    These skills would be uber-busted (or uber-shit) once Combat Buff/Debuff nullification becomes a thing.

    4 hours ago, XRay said:

    Realistic Injuries: B
    During combat, decrease unit's Atk/Spd/Def/Res by X% (X = 100*[unit's damage]/[unit's max HP]), and decrease foe's Atk/Spd/Def/Res by Y% (Y = 100*[foe's damage]/[foe's max HP]).
    Good for Firesweepers, and maybe Kronya and tanks too.

    Realistic Injuries 4: B
    During combat, decrease foe's Atk/Spd/Def/Res by Y% (Y = 100*[foe's damage]/[foe's max HP]).
    Tier 4 version of the above.

    This is just all kinds of what. Not only is the math too complicated for the general player, but the overall result is impossible (in more ways than one). Having 0 damage makes for an impossible number, because 100 times 0 is 0, and 0 divided by any number besides 0 is undefined. And even if the damage is higher than 0, the decimals involved in its division — in a game that rounds up or down with any non-whole result — would be impossible for anyone to want to take advantage of without having a calculator on them at all times.
    Plus, skills that vary in effectiveness based on the foe's stats tend to be unreliable at best. The only reason why anyone, including myself, recommends Ruptured Sky at all is because Dragon and Beast units tend to have high Atk (or rely on buffs to get their ATK high enough to be effective in battle).

    4 hours ago, XRay said:

    Undesperate Unvantage: B
    If unit initiates combat, foe can counterattack make a follow-up attack before unit's first attack.
    Just an idea. Not really sure what this is good for except Seliph with Vengeance.

    I get this is a joke skill, but you could try to edit out the fact you copy-pasted it from gamepress? Also, the grammar makes no real sense. The foe can counterattack...are you saying that it negates any skills that prevent the foe's counterattacks, or are you saying it allows the foe to counterattack regardless of range? And the part about follow-up attacks doesn't say it guarantees their follow-up attacks...so why have it there in the first place?
    Honestly, the only thing that was written with any sense was giving the foe Vantage. That would honestly be good as a niche idea for Brave Defensive Special builds (like if the unit had their Special fully charged, they could tank the opponent's first attack before using their Brave weapon to get in two hits before the opponent can attack a second time).

  18. Midori's Bow
    14 Might
    Exclusive to Default!Midori
    If an ally adjacent to unit recovers HP from unit's or another ally's Assist or Passive skill, allies adjacent to unit recover 10 HP.
    A worse Heavenly Light, but on a non-Healer. Works best when used with Breath of Life. I specifically made it recover from only Assist and Passive skills so that you can't get endless Heal Loops with another copy of Midori's Bow, or get massive heals with Heavenly Light or the Carrot weapons. Ardent Sacrifice would trigger it, but the one using Ardent Sacrifice wouldn't be able to benefit from Midori's Bow (since the user would either have to be 2 spaces away from Midori, or it would be Midori herself). I'm not sure whether Reciprocal Aid counts as a heal or just an HP swap, but that'd trigger it too if it counts.

  19. 2 hours ago, Ice Dragon said:

    This is probably better-worded as "foes adjacent to unit have their movement restricted to 2 spaces".

    Then what about Armored units? Under that wording, they wouldn't have their movement restricted to 1.

    2 hours ago, Ice Dragon said:

    It would be stronger to make it reduce damage (like Shield Pulse) instead of increase Def. The reason is that if the opponent activates Luna or Moonbow at the same time, then reducing damage is more effective than increasing Def. (Yes, I realize this would have the added bonus of reducing damage from Res-targeting attacks.)

    That said, defensive Specials are still absolute garbage (outside of Ice Mirror, Basilikos and its clones, and Golden Dagger).

    This would also behave weirdly with Miracle.

    This would also be useless on ranged units because they cannot learn defensive Specials.

    I see what you mean. If I worded it like Shield Pulse, it would make for a total of 11 reduced damage regardless of the type of offensive special the opponent uses if I were to use it with Shield Pulse. Changed~
    Defensive Specials aren't complete garbage. There are some niche builds on certain Tanks that completely wall many units. Still...if they had some kind of usage outside of simply defending, like how Ice Mirror does its thing, they'd be a lot better.
    Miracle doesn't lessen the damage taken, it simply makes the unit survive with 1 HP regardless of the opponent's damage output. At least, I think it does.

    2 hours ago, Ice Dragon said:

    Traveling on impassible terrain temporarily is really weird. The game literally treats those terrain types as "this unit simply cannot exist on this square". You cannot use movement Assists to move the unit onto the square and you cannot switch your Pair-Up leader if the back unit cannot stand on that square.

    Yeah...I was sort of just trying to give Armor March an effect that would make it more useful to Armored units but still keep its name's theme. I'm not sure what different effect I could give to it that still stays with that theme.

  20. I'll make my own edits to Hilda's upgrades.

    Obstruct 4
    Foes cannot pass through spaces adjacent to unit. Foes adjacent to unit that move ≥ 2 spaces move 1 less space.
    Essentially normal Obstruct without an HP restriction, as well as an effect that lowers movement (less effective than Gravity, but can't be nullified by Restore). So you can attack with a melee unit, and if they don't kill the foe then that foe will have their movement lowered. All-in-all, it actually makes Obstruct usable as a Taunt skill. The skill essentially cancels out Armor March and Fallen!Tiki's Solitary Dream, as well as Legendary!Azura's Gray Waves on a unit adjacent to the Obstruct 4 user.

    Pass 4
    Unit can pass through foes. If unit initiates combat after passing through foe, neutralizes unit's penalties during combat.
    Normal Pass without an HP restriction, and also nullifies the unit's penalties like with Tier 4 Bond skills. The penalty negation, however, can only happen when the unit goes to a space where they must pass through the unit. Move to the opposite side of your foe and attack from there? Nullify your penalties. Foe tries using a tree to cut you off? Move through them and nullify your penalties in the process. Move to a space you could normally move to without Pass? No penalty nullification. This in turn makes it the most effective skill to place on Infantry and Cavalry units, since the Fliers' unrestricted movement hinders its usefulness and Armored units would need to completely dedicate their builds the skill. Obviously works best alongside Galeforce.

    Breath of Life 4
    Unit and allies within 2 spaces gain: "If unit initiates attack, adjacent allies recover 10 HP after combat."
    Transforms Breath of Life into "Staves are soooo 2019". Staves (specifically Wrazzle-Dazzle Staves) become "A hooker must've been here, because my Vengeance disappeared". Galeforce becomes useful in a supporting role (with smart planning, that is). Of course, this only really works when units are tight-knit, making it far less useful on Solo units and most useful on units that regularly take advantage of Bond effects. Making it 2 spaces despite the gained effect only affecting adjacent allies is due to the fact it only works when initiating; it would be nearly impossible to make any use of it if both parts were adjacency-reliant. Most usable with ranged units, though Galeforce users can activate it more often.

    Now for my own Tier 4 skill idea:

    Fortress Def 4 (Edited, credit to Ice Dragon)
    Grants Def+6. Inflicts Atk-2. If unit's Special triggers based on a foe's attack, unit takes 6 less damage when Special triggers.
    Transforms Fortress Def into a skill truly made for a Tank. Sure, Fortess Def/Res 3 gives/inflicts the same value (but in 2 stats...and Atk), but Fortress Def (and Fortress Res) 4 give a total of +12 Def (or Res) as long as the unit uses a Special like Aegis or Pavise, with half of that increase being immune to Specials like Moonbow. So a unit that originally has 34 Def would have 40 Def, and would have an effective Def of 46 when Aegis or Pavise activate. If Moonbow activates at the same time, only the 40 Def would be affected by Moonbow, so your Def would essentially be treated as 34 (28+6) instead of 32 (rounded down from 32.2, 70% of 46).
    Now, if you had Shield Pulse at the same time, that's a total of 11 reduced damage. Doing the same math, the effective Def would be 51, with 11 of that being unaffected by Moonbow. Therefore, with Moonbow activating, it'd be essentially treated as 39 (28+11) instead of 37 (32+5).

    Armor March 4
    If unit has an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. If unit and any such allies are adjacent to Mountain terrain at start of turn, they can treat Mountain terrain as Plain. (That turn only, does not stack.)
    I tried wording it in a way that would be...understandable? Essentially, it's Armor March but also grants the unit and any allies adjacent to Mountain terrain at the start of the turn, the ability to travel on said terrain as though it were Plain, giving them a lot more navigation options on certain maps that are normally dominated by Flier Emblem teams.

  21. Venin [Edge, Lance, Axe, Bow]/Venin [Edge, Lance, Axe, Bow]+
    10/14 Might (8/12 Might with Bow)
    Effect: Slows Special trigger (cooldown count +1). If unit attacks, inflicts 10 damage to foe after combat.
    Essentially a Poison Strike weapon that triggers during both phases. I gave it what is essentially the "Bladetome drawback" because these weapons are essentially a better Deathly Dagger (except it trades the Savage Blow effect for a dual phase usability), and the weapons would be mainly used for chip damage anyhow. I did, however, make it so that the unit has to be able to counterattack to get the effect off, which would make Null C-Disrupt its best friend.

  22. Here's another update. Last time was on May 11 (middle of page 65).

    Spoiler

    Level 40: 104
    Default!Lissa +6-5 (44 HP, 32 Atk, 28 Spd, 31 Def, 35 Res) (Was +4-5 Level 40)
    Brave!Lucina +4-8 (45 HP, 37 Atk, 40 Spd, 35 Def, 22 Res) (Was +4-5 Level 40)
    Default!Lucina +4-0 (45 HP, 36 Atk, 38 Spd, 30 Def, 20 Res) (Was +3-0 Level 40)
    Selena +2-2 (39 HP, 30 Atk, 37 Spd, 33 Def, 28 Res) (Was +2-1 Level 40)

    Sword!Reinhardt +2-0 (41 HP, 36 Atk, 27 Spd, 32 Def, 28 Res)
    Default!Leo +2-0 (43 HP, 30 Atk, 22 Spd, 26 Def, 31 Res)
    Default!Roy +1-0 (45 HP, 28 Atk, 31 Spd, 28 Def, 31 Res)
    Marth!Lucina +1-0 (45 HP, 35 Atk, 38 Spd, 25 Def, 19 Res)
    Default!Laegjarn +1-0 (42 HP, 32 Atk, 37 Spd, 36 Def, 20 Res)

    Legendary!Tiki +1-0 (46 HP, 38 Atk, 35 Spd, 37 Def, 29 Res) (New)
    Naga +1-0 (44 HP, 36 Atk, 40 Spd, 36 Def, 28 Res) (New)

    Default!Linde +1-0 (36 HP, 35 Atk, 37 Spd, 18 Def, 27 Res)
    Ophelia +1-0 (39 HP, 36 Atk, 37 Spd, 20 Def, 23 Res)

    Legendary!Lyn +1-0 (37 HP, 35 Atk, 36 Spd, 21 Def, 37 Res) (Was +0-0 Level 40)
    Summer!Elise +1-0 (38 HP, 37 Atk, 34 Spd, 18 Def, 25 Res)
    Fallen!Takumi +1-0 (39 HP, 32 Atk, 36 Spd, 25 Def, 24 Res) (Was +0-0 Level 40)
    Default!Elise +1-0 (31 HP, 32 Atk, 32 Spd, 19 Def, 36 Res)
    Default!Alfonse (43 HP, 35 Atk, 25 Spd, 32 Def, 22 Res)
    Legendary!Marth (43 HP31 Atk, 36 Spd, 32 Def, 21 Res)
    Default!Alm (45 HP, 36 Atk, 30 Spd, 27 Def, 22 Res)
    Gray (43 HP, 38 Atk, 32 Spd, 27 Def, 22 Res)
    Saber (42 HP, 31 Atk, 33 Spd, 32 Def, 22 Res)
    Lene (32 HP, 28 Atk, 35 Spd, 27 Def, 28 Res)
    Legendary!Roy (39 HP, 31 Atk41 Spd, 32 Def, 26 Res)
    Marisa (48 HP, 30 Atk, 36 Spd, 30 Def, 21 Res)
    Legendary!Ike (41 HP, 36 Atk, 30 Spd, 32 Def24 Res)
    Default!Chrom (50 HP, 37 Atk, 25 Spd, 28 Def, 17 Res)
    Default!Ryoma (37 HP, 36 Atk, 38 Spd, 27 Def, 21 Res)
    Black Knight (48 HP, 34 Atk, 34 Spd, 35 Def, 18 Res)
    Sigurd (41 HP, 35 Atk, 35 Spd31 Def, 17 Res)
    Eldigan (45 HP, 32 Atk, 24 Spd, 34 Def, 19 Res)
    Default!Hrid (39 HP41 Atk, 19 Spd, 36 Def, 27 Res)
    Lethe (41 HP, 36 Atk, 38 Spd, 26 Def, 15 Res)
    Default!Y-Tiki (41 HP, 31 Atk, 27 Spd35 Def, 29 Res)

    Nah (44 HP, 34 Atk, 25 Spd, 38 Def, 32 Res) (New)
    Garon (43 HP, 33 Atk, 22 Spd, 33 Def, 32 Res)
    Default!Flora (38 HP, 34 Atk, 23 Spd, 18 Def, 38 Res)
    Default!Lilina (39 HP34 Atk, 25 Spd, 19 Def, 31 Res)
    Summer!Tana (35 HP, 33 Atk, 39 Spd, 20 Def, 22 Res)
    Halloween!Nowi (34 HP, 37 Atk, 32 Spd, 17 Def, 27 Res)

    Default!Sharena (43 HP, 32 Atk, 32 Spd, 29 Def, 22 Res)
    Default!Fjorm (39 HP, 30 Atk, 31 Spd, 30 Def, 34 Res)
    Default!Lukas (45 HP, 38 Atk19 Spd, 38 Def, 17 Res)
    Default!Azura (36 HP, 31 Atk, 36 Spd18 Def, 28 Res)
    Oboro (43 HP29 Atk, 26 Spd, 35 Def, 24 Res)
    Shiro (41 HP, 32 Atk, 33 Spd, 35 Def, 22 Res)

    Kjelle +0-2 (45 HP, 40 Atk, 22 Spd, 38 Def, 31 Res) (New)
    Jagen (37 HP, 27 Atk, 27 Spd22 Def, 35 Res)
    Fallen!Berkut (36 HP, 35 Atk, 17 Spd, 35 Def, 33 Res) (New)
    Legendary!Ephraim (43 HP, 33 Atk, 27 Spd, 33 Def, 21 Res)
    Silas (40 HP, 38 Atk, 24 Spd, 36 Def, 18 Res)

    Dimitri (40 HP, 36 Atk, 29 Spd, 31 Def, 21 Res) (New)
    Default!Tana (40 HP, 34 Atk, 36 Spd, 25 Def, 22 Res)
    Default!Cordelia (40 HP, 35 Atk, 35 Spd, 22 Def, 25 Res)
    Default!Hinoka (41 HP, 38 Atk, 32 Spd, 22 Def, 24 Res)
    Default!Ninian (39 HP28 Atk, 33 Spd, 23 Def, 27 Res)
    Default!Nowi (45 HP, 34 Atk, 27 Spd, 33 Def23 Res)
    Adrift!M-Corrin (39 HP38 Atk, 35 Spd, 31 Def, 24 Res)
    Legendary!Lucina (33 HP, 34 Atk, 38 Spd, 25 Def, 20 Res)
    Mae (39 HP33 Atk, 31 Spd, 16 Def, 30 Res)
    Default!Delthea (33 HP, 39 Atk31 Spd, 13 Def, 31 Res)

    Fallen!Delthea (41 HP, 36 Atk, 33 Spd, 19 Def, 28 Res) (New)
    Ishtar (38 HP, 31 Atk39 Spd, 17 Def, 26 Res)
    Default!Micaiah (25 HP, 38 Atk24 Spd, 18 Def, 35 Res)
    Default!M-Robin (40 HP, 29 Atk, 29 Spd, 32 Def19 Res)
    Odin (43 HP, 25 Atk, 32 Spd, 22 Def, 25 Res)
    Performing!Shigure (38 HP, 31 Atk, 29 Spd, 21 Def, 21 Res)
    Default!Olwen (37 HP, 26 Atk, 34 Spd, 20 Def, 27 Res)
    Bride!Ninian (34 HP, 28 Atk, 36 Spd, 18 Def, 23 Res)

    Default!Anna (41 HP, 29 Atk, 38 Spd, 22 Def, 28 Res)
    Summer!Ylgr (42 HP, 35 Atk, 36 Spd, 30 Def, 25 Res) (New)
    Bartre (49 HP, 36 Atk, 29 Spd, 33 Def, 10 Res)
    Spring!Chrom (43 HP, 35 Atk, 35 Spd, 28 Def, 17 Res)
    Performing!Azura (35 HP, 32 Atk, 37 Spd, 20 Def, 24 Res)
    Brave!Ephraim (43 HP41 Atk, 27 Spd, 37 Def, 26 Res)
    Minerva (40 HP, 28 Atk, 33 Spd, 32 Def, 25 Res)
    NY!Azura (37 HP, 30 Atk, 35 Spd, 25 Def22 Res)
    Default!Camilla (41 HP, 30 Atk, 32 Spd, 24 Def, 31 Res)
    Lewyn (38 HP, 37 Atk, 37 Spd, 13 Def, 25 Def)
    Deirdre (36 HP, 33 Atk, 24 Spd, 16 Def, 38 Res)

    Default!Nino (33 HP, 36 Atk, 36 Spd, 16 Def, 26 Res) (New)
    Default!Soren (33 HP, 33 Atk, 33 Spd, 17 Def, 32 Res)
    Performing!Inigo (40 HP, 28 Atk, 30 Spd, 22 Def, 20 Res)
    Halloween!Henry (36 HP, 36 Atk31 Spd, 26 Def, 36 Res)
    Default!Gunnthra (37 HP, 31 Atk, 33 Spd, 22 Def, 25 Res)
    Flying!Nino (36 HP, 30 Atk, 41 Spd, 17 Def, 25 Res)

    Velouria (36 HP, 38 Atk, 37 Spd, 33 Def, 23 Res) (New)
    Leanne (36 HP, 27 Atk, 37 Spd, 12 Def, 37 Res)
    Clarisse (37 HP, 31 Atk, 34 Spd, 25 Def, 20 Res) (New)
    Faye (42 HP, 30 Atk, 25 Spd, 26 Def, 31 Res)
    Default!Innes (35 HP, 33 Atk, 34 Spd, 11 Def, 34 Res)
    Bride!Cordelia (36 HP, 38 Atk, 35 Spd, 19 Def, 19 Res)
    Summer!Gaius (37 HP, 30 Atk, 37 Spd, 19 Def, 24 Res)
    NY!Corrin (37 HP, 32 Atk, 30 Spd, 34 Def, 18 Res)
    Halloween!Jakob (42 HP, 32 Atk, 26 Spd, 33 Def, 32 Res)
    Brave!Lyn (35 HP, 33 Atk, 35 Spd, 18 Def, 28 Res)
    Kinshi!Hinoka (37 HP, 35 Atk, 32 Spd, 17 Def, 29 Res)
    Default!Felicia (34 HP, 23 Atk, 40 Spd, 15 Def, 35 Res)
    Default!Jakob (39 HP, 32 Atk, 27 Spd, 25 Def, 24 Spd)
    Kronya (44 HP, 31 Atk, 39 Spd, 22 Def, 26 Res) (New)
    Eir (32 HP, 32 Atk, 40 Spd, 14 Def, 31 Res)
    Default!Genny (32 HP, 35 Atk, 29 Spd, 18 Def, 34 Res)
    Veronica (36 HP, 32 Atk, 36 Spd, 21 Def, 19 Res)
    Maribelle (37 HP, 35 Atk, 33 Spd, 16 Def, 23 Res)

    Level <40: 0

    Level 1: 3
    Default!Catria (16 HP, 7 Atk, 10 Spd, 7 Def, 7 Res) (New)
    Boey (18 HP, 8 Atk, 5 Spd, 8 Def, 5 Res) (New)

    Summer!Linde (16 HP, 8 Atk, 9 Spd, 2 Def, 8 Res)

     

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