Revoked Posted July 6, 2011 Author Share Posted July 6, 2011 Snake Laguz :o They'd have awesome mov on swamp chapters and desert chapters, but on man madde building they'd get penalty... Awesome character idea actually. Yeah, I thought it would be a nice idea... I guess they would have insane movement range, like 10, but they would have penalties where there isn't water or sand, Quote Link to comment Share on other sites More sharing options...
whase Posted July 7, 2011 Share Posted July 7, 2011 blood of war cap: 20 command skill when used, player phase ends. all units on the battlefield will be berserked, the enemies for 1 turn, allies for 2 turns. (like this, player phase ends, all enemies move while berserked, all allies move while berserked, all enemies cured will attack regularly, player phase, you can move again.) can only be used once every chapter Quote Link to comment Share on other sites More sharing options...
Revoked Posted July 7, 2011 Author Share Posted July 7, 2011 Unholy Ritual Capacity : 20 If the enemy unit is lower level than you, it may be sacrificed to gain +20% activation on skills for the rest of the turn. Stackable to 60%. Activation : MAG + RES / LCK. Usable by all. Incompatible with (does not boost activation) : Miracle. Quote Link to comment Share on other sites More sharing options...
StinDuh Posted July 8, 2011 Share Posted July 8, 2011 (edited) Spin Attack Available Units: Myrms/Swordsmasters/Trueblades/Ike Cap: 15 Activation: Command, once per battle. In game description: Spins and hits all adjacent enemies, attacking and shoving them; intensifies as the unit grows. Description: Unit performs a spin attack, hitting all adjacent units. Myrms do half normal damage, Swordsmasters do 3/4 normal damage, Trublades do full. If the squares behind the enemies are empty, the enemy will also be shoved to that square. Unit does not have to be completely surrounded. Gets them out of sticky situations. here's a diagram for better understanding. M=Myrm E=Enemy -=Empty Square Before Activation: - - - - - - - E - - - E M E - - - E - - - - - - - After: - - E - - - - - - - E - M - E - - - - - - - E - - Yeah... hope that makes sense. So it's like Attack+Shove. Edited July 8, 2011 by StinDuh Quote Link to comment Share on other sites More sharing options...
Revoked Posted July 8, 2011 Author Share Posted July 8, 2011 Spin Attack Available Units: Myrms/Swordsmasters/Trueblades/Ike Cap: 15 Activation: Command, once per battle. In game description: Spins and hits all adjacent enemies, attacking and shoving them; intensifies as the unit grows. Description: Unit performs a spin attack, hitting all adjacent units. Myrms do half normal damage, Swordsmasters do 3/4 normal damage, Trublades do full. If the squares behind the enemies are empty, the enemy will also be shoved to that square. Unit does not have to be completely surrounded. Gets them out of sticky situations. here's a diagram for better understanding. M=Myrm E=Enemy -=Empty Square Before Activation: - - - - - - - E - - - E M E - - - E - - - - - - - After: - - E - - - - - - - E - M - E - - - - - - - E - - Yeah... hope that makes sense. So it's like Attack+Shove. That's cool, but can't it work with Axe users, too? Quote Link to comment Share on other sites More sharing options...
StinDuh Posted July 9, 2011 Share Posted July 9, 2011 That's cool, but can't it work with Axe users, too? The point was that it's based off Link's spin attack from Legend of Zelda, but yeah, it would work with axes too Quote Link to comment Share on other sites More sharing options...
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