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MilodicMellodi

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Posts posted by MilodicMellodi

  1. 37 minutes ago, Clear World said:

    So, let's lay this out. Due to this requiring the ally being adjacent to the unit and all current skills that has Spd checks requires combat, this is basically an enemy phase skill. I bring this up because, what is the point of granting the unit (not the ally) a buff that vanishes at the end of the enemy's turn that they attacked your ally? 

    Fair point. What if, instead of the field buff, it granted the unit a status effect that gave them Spd +7, which only disappears at the end of the unit's turn?

  2. Joint Phantom Spd
    C Passive
    Staff only
    Effect: When any skill compares the Spd of an adjacent ally to another unit's, that ally's Spd stat is counted as +7 over actual value, and unit is granted Spd +7 after combat.
    It's like combining Defiant Spd 3 and Phantom Spd 2 into a Spur/Hone skill. The ally Spd is counted as 7 higher than normal, and the unit gains a Spd +7 field bonus after combat. Of course, the condition is that the ally's Spd has to be compared to another unit's skill (like Windsweep), which means that neither effects happen if the foe doesn't have such a skill.
    That being said, it 
    would allow itself to combo with the Phantom Spd seal on the adjacent ally, giving that unit a whopping Spd +17 boost if the condition is fulfilled.
    EDIT: I made it exclusive to Healers because we really have a terrible lack of Healer-only skills in FEH. Yes, there are a good deal of Staves, but as for Healer-only Passives? I'm pretty sure Live to Serve, Wrathful Staff, and Dazzling Staff are the only ones we have. In addition, the skill isn't even overwhelmingly powerful like most of the shit non-Healers get, and it's 
    very conditional to activate (unless the skill that's comparing its Spd is one of the Parry skills — currently being Close Call, Repel, and Spurn).

  3. Ideas for reworks for both Fujin Yumi and Brynhildr, and Prf Weapons/Refines for Default!Lissa, Default!Elise, Default!Sakura, Azama, Default!Genny, and Forrest.
    NOTE: For the Healer weapons/refines, I'm going under the assumption that Brave!Veronica's refine will add a unique effect rather than simple Dazzling/Wrathful Staff.

    Spoiler

    Base Refine Effect (unchanged): If unit's HP ≥ 50%, unit is not slowed by terrain. (Does not apply to impassable terrain.)
    +Eff Refine Effect (new): If unit's HP ≥ 50%, unit is not slowed by terrain. (Does not apply to impassable terrain.) If unit's Res < foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats x4 (max 40%). Neutralizes effects that grant "Special cooldown count +X" to foe during combat.
    Replaces his current +Eff Refine into one that reduces the damage he takes from high-Res foes and neutralizes the foe's "Special Haste" skills during combat. Takumi was the first unit with Close Combat, this makes him an effective user of it. By altering the condition of the Parry (seems like that's what this type of damage reduction effect should be called) effect to be useful against higher Res instead of lower Spd, he's capable at getting the full reduction against foes with at least 28 or higher Res (at +0+0 Level 40). At +10+10 Level 40 this changes to 34 or higher, but with so many units having hyper-inflated stats these days that's not much of an issue.
    With the "Special Haste" neutralizing effect (meaning that it neutralizes Blade, Breath, etc.), he gains even more defensive utility. Rather than it being a Guard effect, it simply prevents the foe from hastening their Special; he can use Guard in his B slot if he wishes, completely halting the foe's Special charge in its tracks.
    Finally, he still keeps the base refine effect that allows his movement to be immune to terrain (except for impassable terrain like water or mountains). Due to the damage reduction, this effect is much more likely to stay active, making him a lot more capable of positioning himself at his leisure for attacking or defending.

    Spoiler

    Base Refine Effect (new): If foe uses magic, reduces damage from foe's first attack during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 50%. After combat, if unit attacked, prevents foe from moving more than 1 space through its next action.
    +Eff Refine Effect (new): If foe uses magic, reduces damage from foe's first attack during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 30%. After combat, if unit attacked, prevents foe from moving more than 1 space through its next action. Before combat, if unit's Def ≥ foe's Atk - 15, foe cannot make a follow-up attack during combat.
    The changed base effect pretty much reworks the Parry effect so that instead of requiring a stat-based condition, it instead only works against tome users. It's also both weaker and stronger, going up to 50% without lowering but only working on the foe's first attack (keeping with Brynhildr's current Base Refine Effect but stronger, but has the anti-AoE effect from the Parry effect as well — because when you think about it, aren't AoEs magic?) Its second BRE brings back a stronger version of his weapon's non-Refine effect as basic Gravity, letting him its effect on his foe during either phase if he attacks. I figured that since Spurn's secondary effect is a weaker Wrath, this weapon can have Gravity rather than Gravity+.
    His +Eff Refine changes the condition of his effect to make it easier, at the cost of pretty much changing the type of unit it's most effective against. Instead of being at its most useful against Magic Nukes with low Def (and Res, when you consider his low-ish Atk), this change makes him effective against low-Atk enemies (and, well, low Res...again, because of his low-ish Atk). This does also make him more useful against users of Brave weapons, due to their low Might. In terms of his stats, he has 26 (29 with a superboon) Def with no merges/DF, and 31 (or 35) Def with full merges/DF; that means his opponents would need to have less than 40/44 Atk when he's unmerged, or 46/50 Atk when he's fully merged. Put Fort. Def/Res or an equal field bonus on him, and that bumps it up to 46/50 when unmerged and 52/56 when fully merged. That's not really difficult to come across unless your opponent uses a team full of Nukes.

     

    Spoiler

    Weapon Name: Delicate Flower
    Might + Effect: 14 Might. After combat, if unit attacked, prevents target and foes adjacent to target from moving more than 1 space through their next actions. Before combat, if non-staff foe's Def/Res total < the lower of unit's Def/Res, calculates damage from foe's weapon like a staff during combat.
    +Eff Refine Effect: After combat, if unit attacked, prevents target and foes adjacent to target from moving more than 1 space through their next actions. Before combat, if non-staff foe's Def/Res total < the lower of unit's Def/Res, calculates damage from foe's weapon like a staff during combat. When healing an ally, unit's Atk = target's Atk.
    I made it so that she keeps Gravity+, but also gains an effect that maximizes the potential of her defenses: If, before combat, her foe's Def and Res combined is less than the lower of Lissa's Def OR Res, her foe's damage output becomes equal to that of a Healer without Wrathful Staff. This effect is incredibly useful against Nukes with low Def/Res totals (except for Bladetome users that dabble in Def and/or Res buffs). With this effect, their damage output is severely weakened. Of course, not many units in the game get that low Def/Res total (unless penalties on the foe and bonuses on the unit, and/or Life and Death, are involved) which makes this a fairly balanced skill on her part.
    The +Eff Refine makes her Atk equal to her target's Atk when she's healing them. This makes Lissa a very powerful healer, making her healing more effective the higher her ally's Atk reaches. While the Atk reduction from some Healer-only Assists still does its thing, the increased Atk she gets still greatly improves her usefulness. The only downside, however, is that it lowers her Atk when her ally's Atk is lower than hers; her base Atk with this weapon and full merges/DF is 46, which means that any allies of hers with lower Atk than that — either by actually having low Atk through their base Atk or with a low-Atk weapon, or by suffering heavy debuffs from skills like Chill Atk — will lower the healing they receive from her. While they aren't many (unless taking debuffs into account), they're still there, and anyone using a Lissa with this weapon would need to take that into account.

    Spoiler

    Weapon Name: Lily's Poise
    Might + Effect: 14 Might. After combat, if unit attacked, prevents target and foes adjacent to target from moving more than 1 space through their next actions. Grants Atk/Spd +6 to adjacent allies during combat.
    +Eff Refine Effect: After combat, if unit attacked, prevents target and foes adjacent to target from moving more than 1 space through their next actions. Grants Atk/Spd +5 to adjacent allies during combat. Adjacent allies take 5 less damage before and during combat.
    Her base weapon is Gravity+ combined with what is effectively Goad All, and her +Eff Refine Effect directly lowers the damage adjacent allies take from both combat and AoEs. If you're using her, you might as well take advantage of your Bond skills!

    Spoiler

    Weapon Name: Silent Princess
    Might + Effect: 14 Might. After combat, if unit attacked, inflicts Atk-7 on target and foes within 2 spaces of target through their next actions. Grants allies within 2 spaces Def/Res +5 during combat.
    +Eff Refine Effect: After combat, if unit attacked, inflicts Atk-7 on target and foes within 2 spaces of target through their next actions. Grants allies within 2 spaces Def/Res +6 during combat. At the start of even-numbered turns, restores 7 HP to allies within 2 spaces.
    Her base weapon is Fear+ combined with what's essentially Close/Distant Guard 4 (pretty much Lily's Poise's Spur effect, but defensive and transformed from Spur into Drive). Her +Eff Refine Effect is pretty much a Drive Renewal 3 on even turns instead of odd. The base weapon's combat bonus is a reference to her 'Quiet Strength' Personal Skill, while her +Eff Refine is a reference to the Amaterasu skill.

    Spoiler

    Weapon Name: Retribution Rod
    Might + Effect: 12 Might. After combat, if unit attacked, deals 10 damage to target and foes within 2 spaces of target. If unit's Atk < foe's Atk, grants Def/Res to unit during combat equal to the difference between stats (max 8.)
    +Eff Refine Effect: After combat, if unit attacked, deals 10 damage to target and foes within 2 spaces of target. If unit's Atk < foe's Atk, grants Def/Res to unit during combat equal to the difference between stats (max 8.) After healing an ally, deals 7 damage to foes within 2 spaces of target ally.
    His base weapon is Pain+ and another effect that grants him up to Def/Res +8 based on how much lower his Atk is compared to his opponent's. If he has neutral Atk and is +10+10 with this weapon, he'll have 39 Atk — much less than many units in the game currently have, unless they're ones like Default!Felicia that are also notorious for having low Atk.
    His +Eff Refine Effect is like...a sort of Savage Blow, but after healing instead of attacking. He pretty much becomes the definition of Pain...reference to Divine Retribution notwithstanding. I decided that rather than give him Counter (which he pretty much has in Pain+ anyhow), I felt that maximizing his role as a healer was the way to go...so I let him deal damage to his enemies WHILE HEALING ALLIES. Beautiful idea, if I do say so myself~

    Spoiler

    Weapon Name: Nosferatu
    Might + Effect: 14 Might. After combat, if unit attacked, prevents target and foes adjacent to target from moving more than 1 spaces through their next actions. If unit's HP ≥ 50% and is in combat against a dragon foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
    +Eff Refine Effect: After combat, if unit attacked, prevents target and foes adjacent to target from moving more than 1 spaces through their next actions. If unit is in combat against a dragon foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. Restores HP = 30% of damage dealt.
    Genny's weapon becomes Gravity+ and what's pretty much Dragonbreaker...or Breathbreaker? Regardless...yeah. Meanwhile, her +Eff Refine effect is a weaker Absorb, giving her some self-sustain to keep her Breaker effect active. Since she naturally comes with Wrathful Staff, this shouldn't even be a problem for her, especially if she's going against Dragons (where she'll be dealing more and taking less damage).
    Notably, the Breaker effect is a reference to the bug in Gaiden (and feature in Shadows of Valentia) where Genny could use Nosferatu to defeat the final boss.

    Spoiler

    Weapon Name: Silk Staff
    Might + Effect: 13 Might. After combat, if unit attacked, bonuses on target and foes within 2 spaces of target become penalties through their next actions. If foe initiates combat, grants Atk/Res +8 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value appliesd. Does not stack.)
    +Eff Refine Effect: After combat, if unit attacked, bonuses on target and foes within 2 spaces of target become penalties through their next actions. If foe initiates combat, grants Atk +8 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value appliesd. Does not stack.) When healing allies with a staff, unit also recovers the same amount.
    Base weapon is Panic+ combined with Fierce Stance 4 (the latter of which isn't available to Healers), and the +Eff Refine is Live to Serve 3. Fierce Stance 4 is a reference to his Personal Skill in Fates, Fierce Counter (which is buffed here, since Fierce Counter only worked against male opponents). Live to Serve 3, meanwhile, is because his base class in Fates was Troubadour, despite his father being in the Dark Mage tree.
    The name of his weapon is based on two things: his feminine characteristics/personality and his Personal Skill in Fates. I thought it would be funny for the staff to be like a muleta, a stick with a red cloth hanging from it that bullfighters use in their sport. In this case, it would be a staff with a red (or pink) silk cloth covering it.

     

  4. Spiked Shield 3
    A Passive
    Melee only
    Effect: If unit's Special triggers based on a melee foe's attack, grants Def/Res +7 during combat and neutralizes effects that prevent unit's counterattacks during combat.
    I might have made this too powerful, but mainly this grants the unit Def/Res +7 and gives them Null C-Disrupt, as long as their Special is one like Pavise (but not Aegis). This and the Ward version also work with Miracle, so that's also there.

    Spiked Ward 3
    A Passive
    Melee only
    Effect: If unit's Special triggers based on a ranged foe's attack, grants Def/Res +7 during combat and unit can counterattack regardless of foe's range.
    Trades the half-effect of Null Follow-Up for Distant Counter, and still only grants you these as long as your Special is one like Aegis (but not Pavise). Like mentioned, this works with Miracle as well.

    Infernal/Glacial Pavise
    Special, 3 cooldown
    Melee only
    Effect: Reduces damage inflicted by attacks from melee foes by 60%. If melee foe deals physical (magic) damage, reduces damage from foe's next attack equal to the damage reduced by this Special's activation (max 7).
    More powerful than normal Pavise, and splits off depending on what field bonus is gained from it. Infernal Pavise is more useful due to the amount of targets, but Glacial Pavise is effectively your anti-Dragon shield which makes it very useful in certain matchups.

    Infernal/Glacial Aegis
    Special, 3 cooldown
    Melee only
    Effect: Reduces damage inflicted by attacks from ranged foes by 60%. If ranged foe deals physical (magic) damage, reduces damage from foe's next attack equal to the damage reduced by this Special's activation (max 7).
    Same as the respective upgrades of Pavise, but obviously on Ranged foes. Glacial Aegis would be more useful this time because of its targets, though Fliers would definitely appreciate Infernal Aegis to defend against Bows more effectively.

     

    All-in-all, these are my ideas for making defensive Specials useful again. Definitely first draft in terms of balance.
    The Spiked passives make the units fight better against their match-ups. The half-effect of Null Follow-Up for Shield prevents the unit from getting cucked by Sweeps or other anti-counterattack skills, which in turn helps make use of the defenses gained. Distant Counter for Ward obviously makes melee units able to counterattack against ranged foes.
    As for the Pavises and Aegises, their damage reduction is a little more effective, and they grant the unit another bout of damage reduction during the foe's next attack if their type of damage matches up with the Special. So Infernal Aegis reduces damage from a ranged attack by 75%, but it reduces the foe's damage again if that foe uses bows. This effectively makes the Pavieses/Aegises capable of walling their specified damage type really well against their specified foe. Especially if the unit's weapon reduces their cooldown count.

  5. I hope Duo!Veronica-Xander will have a pirate-themed Duo skill (like stealing or nullifying bonuses, or applying a status effect).

    In other news, I'm very happy that Brave!Veronica is getting a refine. She was a really popular unit in Aether Raids back some time ago (I used her often as well), and the thought of her possibly getting an S-Tier refine like Brave!Lucina makes me hopeful. Just the fact that a healer is getting a refine is also making me hopeful that others could get refines.

    I have a +10 Default!Lissa that sorely needs her own refine, dammit!

    Now, in other news again...Bernie and Sothis are definitely baiting me into summoning on the Hero Fest. But it's a bait I CANNOT REFUSE!

  6. On 7/27/2020 at 4:32 AM, Clear World said:

    15% of [45 - 80] Atk (after all bonuses/reduction) = [7- 12] Atk that is both being added to the unit and subtracted from the foe. What is probably at this TA4 worst, it is as strong as tier 4 solo skill, while most cases being better. Do you think 15% is the right value?

    I find this suggestion lacking any distinct reason to want to be used over any other tier 4 skill, unless I think it's simply outclass the other tier 4 A skills. The only question/trade-off  I can see a person can ask when deciding to use this skill is, "Am I willing to not be even worst at my bad color match-ups?"

    On a side note regarding raventome users that I forgot to mention prior. From my experience and friends list, most, if not all, heroes I see who has prf weapon with raven effect didn't even use TA3 if the person actually invested in their hero (as in, had more than 1 merges), and this was before Tier 4 skills were released.

    Fair. This is meant to be an upgrade that grants the user a slightly smaller WTA over a foe of the same color as the user, but maybe I'm going about it the wrong way.
    Perhaps I should be thinking about reworking the skill, just like how Push 3 is reworked into Push 4...an idea for later, at any rate.

    On 7/27/2020 at 4:32 AM, Clear World said:

    I have so many problems/questions with this suggestion. How does this skill choose who this 'foe' that is being compared to at the start of the turn? Why do you have a max HP comparison? Who is this skill for? Equally, if not more important, who is this skill not for?

    Mechanically, this is so far removed from the defiant skill tree that there's no point in connecting this with the defiant skill tree.

    I was distracted when making this skill and thought I worded it well enough to post, even though it's really not what I'd been thinking of when I wanted to post it. This time, I'll word it the way I was thinking of.
    "At start of turn, if unit's max HP < max HP of nearest foe(s) within 3 spaces of unit, grants Atk +7 for 1 turn. At start of combat, if unit's current HP ≤ 50% foe's max HP, grants unit Atk +7 during combat."
    Mainly, I was trying to make it a skill that fits best on units with low max HP, but can also work with units that have somewhat higher max HP as long as they devote more of their kit to it's usage. The field buff rewards the unit for having lower max HP than your opponents on the board nearest to you; being that those on the frontline tend to be either tanks or glass cannons, I though this would have been useful.
    Meanwhile, the combat buff is meant to be used against foes whose max HP is much higher than the unit's current HP. This is useful against tanks who have large amounts of HP, but it's even more useful against higher-difficulty AI battles due to those enemies having over-bloated HP pools.
    I'm sorry about the version it was at before. I really was distracted, and fully accept your criticisms on that one.

    On 7/27/2020 at 4:32 AM, Clear World said:

    It's weak. The Wind, Earth, & Water versions would all be unless.  6 HP restored after combat is nowhere enough to compensate a single stat boost during combat unless there's a specific reason why they really need the restore.

    The two heroes that I'm aware of who actually desire the recovery, Alm & Brave Celica, would struggle greatly to even use this skill, making me wonder who would use this skill in general if given options.

    Now to a rant. I know why so many people want to use max HP, instead of current HP. But I personally don't think it's a good design choice. Max HP lacks any sort of gameplay or counter-play to it. Unlike the other stats, there exist buffs & penalties to alters it value for any stat checks. Max HP has no such thing. So for a hero with high HP (who are the ones who would even want this) or a foe with inflated stats, it might as well just be a permanent stat boost during combat for merely existing. 

    The 6 HP restoration is meant to be a partial HP restoration used in conjunction with other skills like Mystic BoostRenewal, or the HP-restoring specials or weapons. It rewards the unit for having a high HP pool by giving them extra HP restoration.
    Also, note that both parts of the skill compare the unit's max HP with the foe HP. That means the foe's current HP, which means that even lower-HP units can make use of it as long as their max is higher than the foe's current HP.
    Something I didn't realize before I typed this is that this would actually be really useful alongside AoE specials. While the Passive wouldn't support the AoE skill directly, the AoE damages the foe before this Passive's checking starts. This means that even glass cannons could potentially make use of this if they can inflict enough damage to the opponent (though yes, I know there would be far better options for them at that point).
    It really shines more with high-HP units, though. But like I said, the HP restoration on this Passive is meant to be an add-on to other restorative effects, so that's why it's 6 and not higher.

    On 7/27/2020 at 4:32 AM, Clear World said:

    It's weak. It's additions requires a harsher requirement on team composition and map positioning to get a lackluster boost.

    I agree with you on this one. This one is more of a rough draft more than anything, but I'm just not really sure on how to correctly balance skills that both add stats and debuff foes as a combat buff/debuff. I ended up letting it get away from me there lol
    Maybe I should have made it this:
    "At start of combat, if unit is adjacent to magic ally, calculates damage using the lower of foe's Def or Res -3, and unit deals +5 damage during combat."
    How's that one look?

    On 7/27/2020 at 4:32 AM, Clear World said:

    A upgrade that requires rather more investment on team composition and map positioning to see any additional benefit. Feels like a poor upgrade.

    Also, in regards to your additional notes, why would this make L!Azura less needed? Her dance makes this easier to achieve. How would the unit be more independent if they need all their stats being buffed to get its second effect? If anything, this would make the unit even more dependent on their allies to give buffs to the unit.

    Not really. I did mention in the effect that this Passive counts its own bonuses towards the total. When it says 24, it means 6 x 4. Which really means that if the unit has a +6 field bonus to any of their stats, this skill grants the unit All+6. That All+6 counts towards the stat total (and since 6 x 4 is 24, it triggers the penalty self-nullification).
    Legendary!Azura would be less needed because you would no longer need to have her Dance on the unit to give them Prayer Wheel's effect. This skill would do that instead.
    As for making the unit more independent, the penalty self-nullification speaks for itself.
    As for relying on allies for the buffs...you have heard of the Rouse skills, right? And for Armor and Flying, there's always the Wave skills (which grant their field bonus whether the unit is or isn't adjacent to an ally).

  7. 22 hours ago, SirErrant said:

    Whoops, I must have missed these last time I was reading this thread. My bad.

    So your idea was to make Wrathful Staff more of a support skill and Dazzling Staff more of an attack skill? Hmm, sounds cool. I'd personally like them to be switched, but it honestly doesn't matter too much anyway (because staff refines). I'd actually buff Dazzling Pulse a little bit to +7 damage, simply because most staff units (besides Brave Camilla, Brave Veronica, etc.) really suck at dealing damage, and +7 true damage would be enough to make them more reliable in combat but not enough to make it totally broken.

    I made them this way to incentivize healers with a Wrazzle-Dazzle set into actually practicing both styles of play, rather than just one style that can technically play the other style.

    I agree that Dazzling Pulse could be a little more powerful. I made it +5 because I didn't know how powerful it should actually be, but +7 looks much better. And since it's a status effect rather than a Passive, it isn't as "useful" as a Passive that grants the same as an Atk boost and therefore is more balanced than said Passive. I should've taken that into account when making the skill lol

    On 7/24/2020 at 4:32 PM, SirErrant said:

    I like this skill, but is there really much incentive to use it on a dancer versus Wings of Mercy? I understand that the effect should be pretty low (because balance), but it still doesn't seem like enough. (Love your name for the skill and effect, by the way. Is Lunar Sonata and Moonlight a reference to Beethoven's Moonlight Sonata?)

    As a follow-up to Lunar Sonata, how about Solar Serenade?

    Solar Serenade: If Sing or Dance is used, grants target [Solstice] through their next action. [Solstice]: If unit's Special triggers, restores HP = 25% of damage dealt. (Stacks with similar effects.)

    I liked the amount of healing that Duo Alfonse's Open the Future special gave, so I just went with that. Slightly less than Noontime, but still enough to heal a sizable amount.

    1) Probably not. This skill would generally be used when you want just a little more "oomph" to the danced unit's attack when facing high HP tanks, but I think the utility of WoM still outclasses this by a mile.
    2) Pretty much, yep. Though I also like the thought of someone singing under the moonlight...in that case, I could see something like this on an Azura alt (if they were to make another one).
    3) Love the idea! And it's potentially even more useful than Lunar Sonata because it allows the unit some pretty good sustain (even if it's for one battle). Granting Solstice to a unit with Shield Session 3 or Guard Bearing 3 would make for some pretty good Enemy Phase sustain in AR.

  8. 14 hours ago, SirErrant said:

    Honestly, I like MilodicMellodi's version of Earth Boost 4 the best. It keeps the concept of self-healing intact, but adding an HP check keeps it from being too powerful and stays true to the idea of Earth Boost. Also like that it checks unit's max HP. Of course, you wouldn't be able to use this that effectively in modes with stupidly inflated HP, but that's more of an innate problem with HP checks than anything else. 

    Do you have any opinions/criticisms on my other skill ideas? I'd love to see them ^.^

    14 hours ago, SirErrant said:

    While we're talking about staffs and HP checks, what about an inheritable version of Bridal Fjorm's staff, Gjallarbru?

    Solitude: 5 might. After combat, inflicts [Isolation] on target foe. 

    Solitude+: 10 might. At start of turn, inflicts [Isolation] on foes in cardinal directions with foe's HP <= unit's HP-3.

    It'd be cool to put Solitude on staff units with high HP, like Summer Rhys, Azama, and Emmeryn, so that their HP actually becomes a somewhat important stat.

    I like the idea, but I think the problem would be Isolation itself. Putting that onto an inheritable staff seems a bit unbalanced, at least in that form.
    I think a weaker form of Isolation would work, like one that prevents the unit from being Danced on, or maybe Rally'd on? Essentially, something that would prove incredibly useful as Isolation is, but isn't strong enough to make Bridal!Fjorm obsolete.

    12 hours ago, Topaz Light said:

    Anew (Non-inheritable Staff Assist skill): Restores HP = 50% of Atk -10. Grants another action to target ally. (Minimum of 7 HP restored. Cannot target an ally with Sing or Dance. This skill is treated as Sing or Dance.)

    I wonder if it would be too powerful if it said "Does not grant another action to target ally with Sing or Dance." instead of outright preventing the ally from being targeted. A healing skill preventing itself from healing certain units makes itself less appealing than other skills that can target those units.

     

    Anyhow, might as well come up with a new skill while I'm here.

    Spoiler

    Lunar Sonata
    B Passive
    Exclusive
    Effect: If Sing or Dance is used, target also granted [Moonlight] through their next action. [Moonlight: If unit's Special triggers by attacking, treats foe's Def/Res as if ignored by 10% if Special triggers. (Stacks with similar effects.)]
    Effectively grants the target ally a weakened version of the first half of Lunar Flash for their Special. Note that this status effect disappears after the target makes their next action, regardless of whether their Special was activated. It also stacks with similar effects — meaning that it stacks with New Moon, Moonbow, Luna, Aether (and its other forms), Black Luna, Lunar Flash, and anything I'm not thinking of right now.
    The reason why it's 10% and not higher is because it's a status effect applied by a dancer and doesn't have a OPT (once per turn) clause (look at Galeforce), which means that it can be applied multiple times per turn with the proper team composition. While the manner of this application means that Lunar Sonata's effect will never be able to stack with itself, it's still the fact that multiple copies of the unit that uses it would be able to apply it to that unit. So having it at 10% seems like the best call for now. There's also the fact that since Black Luna exists, it just can't be too high. Having it at 20% would either make it 100% (additive) or 96% (multiplicative), but having it at 10% makes it either 90% (additive) or 88% (multiplicative) which is...well, a lot better.

     

  9. I thought I'd try my hand at those skills there. Too much time on my hands and I'm bored lol 

    Triangle Adept 4: Gives Atk +20% during combat unit has weapon-triangle advantage, Atk +15% if neutrality, or Atk -20% if disadvantage.
    Sometimes the best upgrades are the simplest. I gave it an effect that gives you a reduced damage increase against weapon-triangle neutrality, giving you a damage boost against at least 3 of the 4 available colors out there. And it only helps Raven tomes, since it doesn't add a redundant "WTA against colorless" effect or anything of the sort.

    Defiant Atk 4: At start of turn, if unit's max HP < foe's max HP, grants Atk +7 for 1 turn, and if unit's current HP ≤ 50% foe's max HP, grants unit Atk +7 during combat.
    If the unit has less max HP than the opponent, they get a field bonus of Atk +7. If the unit's current HP is less than or equal to half the opponent's max HP, they get an additional combat bonus of Atk +7, for a total of +14.
    Here's an example. Unit A has 40 max HP, Unit B has 45 max HP. Since the unit's max HP is less than the opponent's, they get Atk +7. Since their current HP isn't ≤ half the foe's max HP, they don't get the combat bonus.
    Example 2: Unit A has 25/40 HP, Unit B has 50 max HP. Since the unit's max HP is less than the opponent's, they get Atk +7, and since their current HP's ≤ half the opponent's max, they also get the combat bonus for a total of +14 Atk.
    Example 3: Unit A has 20/45 HP, unit B has 45 max HP. Since the unit's max HP isn't lower than the opponent's, they don't get the field bonus, but since their current HP's ≤ half the opponent's max, they get the combat bonus.
    Mainly, this would be a great A Passive for Desperation-based units, especially those that have less max HP to start out with.

    Earth Boost 4: At start of combat, if unit's max HP > foe's HP, grants Def+8 during combat, and if unit's max HP ≥ foe's HP +5, restores 6 HP to unit after combat.
    Random little idea I had for it. Has the same kind of effect everyone's been doing for Boost 4 skill ideas, but my twist gives the unit Mystic Boost's HP regen effect if the unit's max HP is at least 5 higher than the foe's current HP at the start of combat. It rewards units with naturally high HP, while still being very useful to those with a bit less.
    And it can combine with said Mystic Boost for a total 12 HP restored after combat, making the unit capable of self-sustaining pretty well if it can defend itself well enough. It's not as powerful as the 10 HP bit, but it's balanced enough.
    EDIT: I didn't see that this was already done above...so ignore this lol

    Sorcery Blade 4: At start of combat, if unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res - 2, and deals +2 damage during combat x the number of magic allies adjacent to unit (max +6).
    Effectively inflicts Def/Res-2 on the foe during combat on top of the adaptive damage effect, and also grants a flat damage boost that increases its effectiveness with more adjacent magic allies. At its max effectiveness, you deal +6 damage (which really adds to +8 damage when taking the debuff into consideration). The -2 Def/Res isn't even a debuff, since the damage is calculated as though the lower stat was 2 less than normal, rather than actually inflicting a stat penalty.

    Bonus Doubler 4: Grants bonus to Atk/Spd/Def/Res during combat = highest bonus on unit. If bonuses on unit granted by this skill total ≥ 24, neutralizes unit's penalties during combat.
    So the unit gets access to a self-based refined-Seiglinde effect. In addition, if the bonuses this skill grants total to equal or more than 24 (spreading a field bonus of at least 6 to each stat as a combat bonus), the unit's penalties are nullified. So...it essentially removes the need to have Legendary!Azura on your team, and allows for many units to start acting more independent from their allies.
    Note that, like Bonus Doubler 3
    , this only gives the unit combat bonuses, and doesn't improve upon their field bonuses. So Blade tomes still can't take any kind of unfair advantage of it.

    I'll do some other Tier 4s too, in the spoiler below.

    Spoiler

    Wrathful Staff 4: Damage from unit's staff will be calculated the same as other weapons. If unit initiates combat, grants [Wrathful Serenity] through unit's next action after combat. [Wrathful Serenity: Restores 1.2x HP to target ally when healing target ally with a staff.]
    Applies a status effect bonus to the unit that improves on their healing through their next action after they make use of their improved damage output in battle. This makes the unit more effective as a healer, but also entices you to have your healer take part in battling.

    Dazzling Staff 4The enemy cannot counterattack. If unit heals target ally with a staff, grants [Dazzling Pulse] through unit's next action. [Dazzling Pulse: Unit deals +5 damage during combat.]
    Applies a status effect bonus to the unit that slightly improves their damage output after they heal an ally, while also keeping the Dazzling effect that prevents your foe's counterattack. When combined with their staff's Wrathful refine, they can take a greater offensive role in combat.

    Mystic Boost 4: Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons". Restores 8 HP after combat. Grants [Mystic Blessing] to unit while unit's HP = 100%. [Mystic Blessing: Unit takes 4 less damage during combat. If unit has a Mythic Effect or Mythic Blessing during the correct season, unit takes 8 less damage instead.]
    Restores 2 more HP than its Tier 3 counterpart, and also applies a status effect bonus called Mystic Blessing to the unit if they have full HP. This bonus causes them to take less damage, but doubles this if the unit is a Mythic Hero (or has a Mythic Blessing) that matches the current season. This skill would fit right at home in Aether Raids, and promotes Mystic Boost as a purely defensive skill.

     

  10. I always feel awkward about taking out any students from Three Houses with Byleth. I also feel bad about using anyone to take out Ingrid, because she was my first S Rank on Three Houses.
    Somehow, this discomfort excludes Sylvain and Lorenz...

  11. Conquest!Garon (pre-endgame)

    Spoiler

    Unit Type: Axe Armor

    HP: 56
    Atk: 40 (59 w/ weapon)
    Spd: 15
    Def: 38
    Res: 36
    BST: 185 (204 w/ weapon)

    Weapon: Bölverk
    Might/Effect: 16 Might. Grants Atk+3. At start of turn, if there are no allies within 2 spaces of unit, inflicts Berserk on unit for 1 turn. [Berserk: Grants Atk+8 to unit during combat, but prevents unit from activating Special before or during combat.]
    Assist: None
    Special: Galeforce
    A Passive: Atk/Def Solo 4
    A Effect: If unit is not adjacent to an ally, grants Atk/Def +7 during combat.
    B Passive: Might of Nohr
    B Effect: Neutralizes "effective against armored" bonuses. Neutralizes skills that change unit's and foe's attack priority. If foe's skill was neutralized by this effect, unit makes a guaranteed follow-up attack during combat.
    C Passive: Atk Smoke 3

    Pre-Fates Adult!Sumeragi

    Spoiler

    Unit Type: Sword Infantry

    HP: 43
    Atk: 38 (54 w/ weapon)
    Spd: 42
    Def: 26
    Res: 36
    BST: 185 (201 w/ weapon)

    Weapon: Hagakure
    Might/Effect: 16 Might. Accelerates Special trigger (cooldown count -1). At start of even-numbered turns, grants Atk/Spd +7 to unit for 1 turn.
    Assist: None
    Special: Sol
    A Passive: Spd/Res Push 4
    A Effect: At start of combat, if unit's HP ≥ 25%, grants Spd/Res +7, but after combat, if unit attacked, deals 5 damage to unit.
    B Passive: Grace of Hoshido
    B Effect: If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats x 4 (max 40%), and if foe initiates combat when unit's HP ≤ 75%, unit counterattacks first.
    C Passive: Atk/Def Oath 3

     

  12. Berserk (status effect)
    Effect: Grants unit Atk+8 during combat, but prevents Special activation before or during combat.

    Atk/Spd Provoke
    C Passive
    Inheritable to Tome and Dagger units only
    Effect: Grants unit Atk/Spd+7 during combat. After combat, inflicts Berserk on foe through their next action.

    Aggravation Staff+
    Staff
    Inheritable to Staff units only
    Might/Effect: 10 Might. Unit cannot make a follow-up attack. After combat, inflicts Berserk on target and foes within 1 space of target through their next actions.

    Calm Mind
    C Passive
    Exclusive
    Effect: Grants Def/Res+5 during combat. Grants unit Def/Res+10 instead if unit is affected by Berserk.

    Bölverk
    Axe
    Exclusive (Conquest!Garon)
    Might/Effect: 16 Might. Grants Atk+3. At start of turn, if there are no allies within 2 spaces of unit, inflicts Berserk on unit for 1 turn.

     

    Note that Berserk doesn't stop the special's countdown, it only prevents the Special from activating once it reaches 0. And it doesn't stop Specials that activate after combat, so Galeforce becomes your go-to Special.
    It's a Status Effect that hits hardest against units with a high reliance on offensive Specials before or during combat (especially those with low Atk). It also greatly hurts those who rely on defensive Specials like Miracle or Aegis/Pavise, since they also activate during combat. It's a double-edged sword, though...because while it prevents them from dealing damage with their Special, their normal attacks end up getting buffed in addition. So against units that already have high Atk without the combat buff, or have Galeforce as their Special (since it's unaffected as it only triggers after combat), it only helps rather than hinders.
    Those with Ruptured Sky would probably find Berserk a good status effect to inflict on their opponent, since it prevents the foe from using their Special and increases the damage Ruptured Sky does to them since RS does more damage the higher your opponent's Atk is.

  13. Resisting Subjugation
    C Passive
    No Restrictions
    Effect: If foe has the Dominance bonus, nullifies extra damage granted from Dominance from foe's attacks, and grants unit bonus to Atk/Spd/Def/Res during combat = current penalty on each of unit's stats x2 (Example: If unit has -7 penalty to Atk, grants Atk+14, for a net bonus of +7.) Calculates each stat bonus independently.
    Essentially grants the unit Cancel Dominance (Cancel Affinity, but against Dominance) and Chaos Ragnell, but only if said unit faces an opponent with the Dominance bonus. Completely useless when not facing a foe with Dominance, but can completely turn a match on its head against a unit that has it.

  14. Here's a random concept: a movement Assist skill that can be used on enemies, but in return applies Isolation and restricts the unit's abilities to take another action on the unit using said skill (so if there was a Passive or weapon effect that could give the unit another action after using their Assist, that effect would be nullified; in addition, they can't activate Galeforce no matter what).

    Reposition+
    Assist (upgrade of Reposition)
    Effect: Nullifies effects that allow unit to take another action and inflicts unit with Isolation. (You cannot remove this status effect with skills like Harsh Command+, Restore+, etc.) Move adjacent ally or foe to opposite side of unit.

    Swap+
    Assist (upgrade of Swap)
    Effect: Nullifies effects that allow unit to take another action and inflicts unit with Isolation. (You cannot remove this status effect with skills like Harsh Command+, Restore+, etc.) Swap places with adjacent ally or foe.

    Shove+
    Assist (upgrade of Shove)
    Effect: Nullifies effects that allow unit to take another action and inflicts unit with Isolation. (You cannot remove this status effect with skills like Harsh Command+, Restore+, etc.) Push adjacent ally or foe 2 spaces farther away.

  15. 3 hours ago, Jotari said:

    Nullifying a special and making it impossible to activate are fundamentally the same thing. The only place where the former has an advantage is for units who specialize in always having their special charge via stuff like Special Spiral, and that's far too niche, especially if it's increasing the required charges on your own special. Guard already covers the protection against specials B slot niche and it's already a less than popular skill to equip. Rather than creating a skill that does the same thing only differently, it'd be better to just make Guard 4 which does both (and ditches the HP requirement).

    Makes sense. In fact, it made me think of an idea or two (along with some unrelated skill ideas).

    Guard 4
    B Passive (Tier 4 of Guard 1/2/3)
    No Restrictions
    Effect: If unit's HP ≥ 70% at the start of combat, foe is inflicted with Special cooldown charge -1. If unit's HP ≥ 70% after combat, inflicts Special cooldown count +1 on foe. (If using similar skills, only highest value applied. No effect on foe after combat if their Special cooldown count is already at maximum.)
    Essentially Guard 3 and Pulse Smoke 3, but it only affects the foe and not their allies like Pulse Smoke does. I kept Guard 3's HP% condition, but widened it a little bit so it would be easier to trigger. Mainly, this upgrade of Guard makes it the bread-n-butter of Sustain Tanks; those that can keep their HP% high will effectively keep any foe from charging their own Specials against the unit. Due to this, chip damage becomes more important against these types of units...but that's a good drawback when you have the ability to block out Specials to this degree.

    Special Dispel 1/2/3/4
    B Passive
    Tome Only
    Effect: At start of combat, if unit's HP (= 100%, ≥ 90%, ≥80%, ≥ 80%) and foe's Special triggers by attacking, extra damage from foe's Special (is reduced by 1/2, is reduced by 3/4, is reduced to 0, reduces damage from foe equal to 1/4 the Special's damage instead).
    Rather than trying to make it "Guard but better", I instead made it a Special that can (at Tier 4) let you benefit from your foe's Special instead by using the foe's own Special to mitigate their normal attacks. Notably, it only does this at Tier 4 and only lowers (or cancels out at Tier 3) the damage for the lower tiers.
    For example, let's say the foe has 60 Atk and activates Luna against the unit with 40 Def and this skill at Tier 4. Normally, the foe would deal an extra 20 damage (treating the unit's Def as 20). With this skill in play, however, it would not only 
    not deal 20 extra damage, but it would also instead lower the foe's normal damage by 5 (effectively cheating them out of a total of 25 damage) and cut their normal damage output to 15 instead of 20.
    I guess in one way...the Tier 4 skill would be like a one-sided Triangle Adept against Specials? And it might be better when used alongside the Shield Specials to reduce damage even further.

    Great Pavise (Great Aegis)
    Special, 2 Cooldown
    Melee Only
    Effect: Reduces damage from adjacent (ranged) foe's attack by 50%. Before combat, if both this Special and adjacent (ranged) foe's Special that triggers by attacking are ready, also reduces extra damage from foe's Special to 0 before or during combat.
    Uses the idea from the new version of Special DIspel to make Pavise better. Rather than increasing the damage reduction from the base Special's effect, it instead reduces the cooldown by 1 and adds the "Special's extra damage reduced to 0" effect based on a condition (where both the unit's and foe's Specials have to be ready at the start of combat). With the way I worded it, I wanted to include both AoE and in-combat Specials. This way, it would appeal to both slow units with Shield Pulse and fast units with Close Call/Repel.

    Now for the unrelated ideas:

    Overextending Blow 1/2/3
    A Passive
    Sword, Lance, and Axe Infantry Only
    Effect: If unit initiates combat, grants Atk/Spd/Def/Res+3/4/5 to unit during combat. After combat, if unit attacked, inflicts Def/Res-3/4/5 and [Isolation] on unit until unit's next action.
    [Isolation]: Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.)
    Grants the unit All+5 when initiating, but at the drawback of suffering a Def/Res-5 debuff after combat and the temporary inability to be affected by Assists. This is a skill for Galeforce enthusiasts, or for masochistic units like Fallen!Ike that revel in suffering debuffs and can pretty much do everything on their own if they want to.

    Overextending Stance 1/2/3
    Same in everything as Overextending Blow, but the foe initiates combat instead and the unit is effectively under the eternal infliction of Isolation. The way it the in-combat buffs and post-combat debuffs would interact with each other, it would be so that the first combat would be All+5, but every combat after would have a net in-combat buff of Atk/Spd+5 (or Atk/Spd+5 and Def/Res+10 on Fallen!Ike).

  16. On 5/10/2020 at 3:52 AM, Jotari said:

    This just comes back to it being a less effective version of Guard, which is already a pretty under utilized skill.

    Not necessarily. While Guard slows down the foe from charging their Special, it doesn't mitigate any damage when that Special activates. Special Dispel does the opposite; it doesn't slow down the opponent's Special, it completely cancels out that Special's extra damage (at least, it does so for the first activation of that Special each battle).
    I'd say it's more of a worse Close Call/Repel, honestly.

  17. Special Dispel 1/2/3
    B Passive
    Tome only
    Effect: Slows Special trigger (cooldown count +1). At start of combat, if unit's HP (= 100%, ≥ 90%, ≥ 80%) or foe's Special that triggers by attacking is ready, reduces extra damage from foe's next Special (by half, by 3/4, to 0) during combat.
    Mostly shuts down enemies that completely rely on activating their Specials during combat, but only if that opponent's Special is ready and your HP% is high. It also, however, slows your cooldown count so anyone using a Blade Tome will be severely punished on the offensive front (Aether, for example, will have a whopping 7 coodlown). Note, however, that it doesn't nullify their effects, but simply lowers the extra damage to 0; any Specials that heal the foe (like Sol or the mentioned Aether) will still heal, it's just that Aether won't get its Luna effect against the unit, only the Sol part of it.
    Due to its defensive nature and slot placement, it's a skill that should only be put on tanky units like Winter!Tharja or Fallen!Lyon. Since it can coexist with Close Counter (and its variants), it would be best used with that and a Special like Miracle to keep the unit alive. Anyone using this skill should also take into account that it doesn't lower damage from normal attacks; foes with high Atk won't care that much about it, other than the fact that it will lower/cancel out their Special's extra damage.

  18. Oh, right, I almost forgot. I also have a +10+10 Default!Lissa. I didn't post it because I could've sworn I posted it here a long time ago, but apparently I didn't so...here she is then.

    image0.png?width=400&height=712

    She has 13 refined weapons (3 Wrathful, 10 Dazzling), 12 Assist skills, 9 Special skills, 54 (13 A, 18 B, 23 C) Tier 3 skills, and 1 Tier 0 skill (Close Counter).
    I like using this build the most with her right now, though I occasionally switch up the Passive slots with Fortress Res 3, Dull Ranged 3, and Atk Ploy 3. Mainly, I try to make the most of her tanky nature. Though I have been thinking about getting a +Def Lissa and making that one the +10 so that her defenses can be more equal.

  19. Fallen:
    OwainInigo, and Severa: If they never survived Hidden Truths 1 and were made into Vallite soldiers.
    OdinLaslow, and Selena: Same as above, but if they died during Hidden Truths 2 instead (since Anankos' good side gave them their new power and aliases between Hidden Truths 1 and 2).
    Queen Lissa: Using the same excuse as your Black Fang Nino, this would be if Lissa ended up being forced to become the Queen of Ylisse if Chrom didn't survive the final battle with Grima. It could be a toss-up on whether she's a good queen or not, but I'd say she would become more dark than anything because of the responsibility and stress of the throne as well as the loss of her entire family (since the Emmeryn Xenologue isn't actually canon in Awakening). There's also the fact that she uses a massive battleaxe in Warriors, and looks way too happy swinging it around like a madwoman.
    Jeralt: This one's a bit of a reach, but I have something of a theory for this. Rhea gave Jeralt her blood, which caused him to effectively become half-Manakete. Well, one major weakness of all Manaketes — including Rhea, as we know — is that their mind deteriorates over time. Well, Jeralt might be a half-Manakete, but he was originally human and his body is still fully human (even if he has a longer lifespan). So, what if his mind also deteriorated like a Manakete's, and he went berserk as a result? Of course, he'd have had to live...idk.
    Byleth (either gender): Same as Jeralt. I'd assume that since they didn't have any Dragonstones (or knowledge about them, at least), that anyone with Manakete blood in them would eventually go berserk.

    Redeemed:
    Gangrel: If they were to delve into the Awakening Xenologues, Gangrel would be a great pick for a Redeemed character. He lost everything (not just his throne, but his pride as well), but in his supports with Robin (both genders, but more clearly with male Robin) it's shown that he's reflected and changed his ways for the better...hopefully.

  20. Update on my Brave!Lucina, I finally fully +10'd her.

    image0.png?width=400&height=712

    I have a lot of better builds for her, but this is the one I'm currently experimenting with. I +10'd her around the end of the most recent Weekly banner she appeared in, but I wanted to wait until I could get Mareeta for her Close Call...sadly that didn't come about.
    My favorite build with her currently is Berkut's Lance+ (+Res), Reposition, Miracle, Distant Counter, Mystic Boost 3, Rouse Spd/Def 3, and Flashing Blade 3. Like I said, though, I have a lot of other builds for her (ones featuring Slaying Lance+, Vanguard+, First Bite+, and more).
    As of right now, she has 10 refined weapons, 21 Assist skills, 40 Special skills, 97 (31 A, 32 B, 34 C) Tier 3 Passives, 8 (7 A, 1 C) Tier 4 Passives, and 5 (1 A, 5 B) Tier 0 Passives. Not sure a lot of people can match the amount of skills I've inherited to her.

  21. 96292068_2917136451733596_52302227786233

    Someone used Fallen!M-Corrin's art to make art of Fallen!F-Corrin. I thought this should be considered a meme, because Fallen!F-Corrin should have had this kind of art in the beginning.

    In other news, I'm very happy to be the one to point out that we're on Page 69~

  22. Fallen!M-Corrin: Worst of the units on this banner, but not bad by any means. If nothing else, he serves as Atk/Spd Solo 4 fodder. A lot of units will appreciate that, I say.

    Sexy!Lyon: Put him behind Fortress (D) and he's basically invincible. He might as well be Magic B!Ike, but specialized against ranged units.
    In fact, he doesn't even need Null C-Disrupt. What's a healer going to do , tickle him to death? Give this boi Vantage and he'll be punching everyone into water towers for days.

    Fallen!Julia: So...Dark Scripture + Light and Dark. If your name isn't Naga, you ain't living through shit here. I'm just happy I built my Brave!Lucina to +20, because otherwise I'd have a Bad Time in Arena and AR. That Atk/Res Solo 4 and Panic Smoke 3 are really desirable too...if I end up getting more than 1 copy of Fallen!Julia in my hunt for Sexy!Lyon, you bet your sweet ass I'm putting the Tier 4 skill on Legendary!Micaiah.

    Fallen!Ike: Ike if he was corrupted by Lehran's Medallion Surtr's armor, and obtained massive amounts of BRRRRRAIN DAMAGE! Being serious, that Chaos Ragnell is a thing of beauty. Give him Bonus Doubler to replace Darting Stance, and he'll be set.
    Oh...and I'm not sure if anyone said this yet, but Fallen!Ike and Thrasir benefit off of each other. Thrasir takes care of Fallen!Ike's weakness to blue, and Fallen!Ike converts Thrasir's weapon's debuff into an All+4 buff.

    Though my wallet's going to be screaming at me...I'm summoning on this banner. I'll be satisfied getting Lyon or Ike, but I'd like to have both if possible. I daresay that I'll probably end up summoning enough to get the free unit, if my bad luck sticks as it has been.

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