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KinoSei

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About KinoSei

  • Birthday 09/25/1996

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    Doing his best!

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    Playing video games (mostly portable consoles atm), jogging with my doge, and listening to Richaad EB's metal cover of Megalovania with my Sony MDR7506.
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    Cardboard box @ KLGA Local Control

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  • Favorite Fire Emblem Game
    Binding Blade

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    Order of Heroes

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  1. I tried checking the Japanese Twitter and YouTube accounts for Nintendo and FeH but it doesn't seem like there was any extra information over there either. Somebody's got insider information, or they pulled that number outta their butt.
  2. Yea I just checked the previous one myself and I edited my previous comment to account for that
  3. EDIT: Wasn't the requirement for being considered disadvantaged bumped down from being 10% behind of opponent's score to 2.5% or something? It was speculation on my part so I figure that if I am wrong, it could still be a neat way of balancing VG. Still having problems about this game mode being titled "Voting" despite the fact that a majority can lose to a minority.
  4. As long as I understood the notification panel correctly, I'm pretty sure that's what it means. I'm guessing its IS's way of attempting to balance the ridiculous comeback factor that was Lyn vs. Camilla.
  5. Not really sure if anyone's discussed the new multiplier equation. In case there wasn't, here's my take on it below. New multiplier equation: ((Duration x 0.1) + 3.1) 1)The first hour of any round in the Voting Gauntlet does not count towards the equation because both armies are considered to be at the same power level 2) A Voting Gauntlet round lasts for a total of 45 hours. Since the 1st hour does not count towards the multiplier, a team can have a duration factor as high as 44 for being at a disadvantage 44 hours in a row. This means that ((44 hours x 0.1) + 3.1) = (4.4 + 3.1) = 7.5 which is the highest possible multiplier listed in the latest Voting Gauntlet notification. 3) The duration factor, will reset once the losing army is no longer considered to be in a disadvantaged state. For example, if after the 1st hour (Team) A is losing to B, A will receive an initial 3.2 multiplier ((1 hour x 0.1) + 3.1) = 3.2. If A continues to lose, it will receive an increase of .1 to its multiplier at the end of each subsequent hour; 3.3 > 3.4 > etc. If the losing streak is interrupted, then the multiplier will reset at 3.2 for the next losing team (the lowest possible multiplier) and carry on in a similar fashion.
  6. If the unit has high enough attack, running Heavy Blade could prove pretty interesting and open up more options for specials. As for any blade tome user, that's about as standard as it gets; other options could be to give them breaker skills or giving them savage blow as a c skill alternative to soften up other opposing units.
  7. So I haven't been playing FE Heroes for a little bit and as such, I didn't really grind or pull any characters for this arena rotation, except the 5 star Anna I had on hand. I'm having a lot of trouble pulling off a deathless run with her cause I ended up just slapping her onto another team with an axe user (Minerva), and the best I've done was lose one unit in one of my matches after using 7 dueling crests; seeing as how there will be one more week of these bonus heroes, any suggestions on her skillset and team comp would be much appreciated. Here's my score and team: 4796 with Anna: Noatun | Draw Back/Reciprocal Aid | Glimmer | Triangle Adept 3/Fury 3 | Vantage 3/Desperation 3 | Fortify Def 3 | Attack +1 Linde [+Spd, -Res]: Blarrblade (no plus, cause no feathers for 5 star Odin) | Ardent Sacrifice/Reposition | Moonbow | Life and Death 2/Fury 3 | Vantage 3/Desperation 3 | Threaten Res 3 Ephraim [+Atk, -HP]: Siegmund | Rally Resistance | Moonbow | Fury 3 | Swordbreaker 3/Lancebreaker 2 | Hone Speed 3 | HP +3 Tiki (Y) [+HP, -Res]: Lightning Breath+ | Reposition/Swap | Moonbow | Triangle Adept 3 | Quick Riposte 2 | Threaten Speed 3 | Speed +1 EDIT: Also, planning on grinding Xander once I hit 20k feathers, so I wanted to hear thoughts on Heavy Blade with Bonfire/Ignis on him if placed on a Horse Emblem team cause I pulled a -Atk Ike which I'm not sure if I want to use; seeing as how I only have one more 4 star Subaki for QR2.
  8. I'd also like to chime in on this discussion regarding the purpose of the arena, and what the quantitative, qualitative rewards coming from the game are. I think that we're all on the same page that anything other than the arena, is essentially 1P mode to be completed at an indiviudal's discretion. As @eclipse stated, actually learning the game is one of the more important qualitative rewards and 1P mode is especially helpful in doing so; after all no matter how much a person theorizes about a team composition, a skillset on a unit, or just shores up incredibly useful characters, there's no point if they don't actually play and find out for themselves what those units are and aren't capable of handling. This is quite apparent in how people handle themselves in 1P mode. At this point I'd like to give some benefit of doubt to new players, because they haven't had the time to explore the game, and will otherwise express my opinions quite strongly (sorry if you feel butthurt, but y'all need learn how to hold the salt). For the sake of my examples (I am well aware that everyone plays differently), I'd like to separate players into 3 categories: those who blindly roll and pray for a good unit (#1), those who have understanding of the game's mechanics and are capable of formulating strategies (#2), and those who simply brute force the game with monetary resources (#3, and as @DehNutCase would put it, the strength of a general who is capable of shoring up 100k units); this isn't to say that everyone only falls into only one of these categories. The first category is comprised of players of claiming to be f2p but constantly complain about how they don't have good luck or units and that that's the sole reason why they don't do well in 1P mode (lunatic mode GHBs are excellent examples of this) or arena when in truth they aren't taking advantage of the other resource at their disposal, the internet. If they have a mobile device capable of playing Heroes, then they sure as hell have access to the internet. We have sites like SF and Gamefaqs for information distributing and discussion purposes. We also general game streaming sites like Twitch and Youtube to allow us to watch and learn from more experienced players, if not only for entertainment. One such player/streamer named Itchy, cleared these GHB with only 3 star units available to everyone from the daily rotation of the special maps. The one problem with video (guides) like this, is that it serves as a double-edged blade: the viewer will either feel that it is not impossible to beat 1P mode using incredible wit and creativeness and start anew, or become even moar briandaed by simply copying the content creator, opting not to think for themselves. If you have a hard time searching up sites, videos, or tools like these: https://rocketmo.github.io/feh-damage-calc/, https://arghblargh.github.io/feh-inheritance-tool/, http://feheroes.gamepedia.com/Inheritance_Tier_List#, then you need to re-learn how to use a search engine and sift out only the important results; then again, you probably wouldn't be seeing this post in the first place. If you fall into this category, then it's important to acknowledge that you need time, effort and knowledge to play this game well; if you claim to have spent loads of time on the game and still can't do well, then you don't know the game as well as think you do (granted everyone has a different learning curves for different subject areas) and you should start studying up! If you claim to have the knowledge, but don't have the process and results to back it up, then you haven't spent enough time and effort on the game, whether it be grinding your characters for levels or SP, and so you need to learn patience, as you won't be clearing hard or lunatic mode without properly trained units (granted not everyone has the time to be playing the game 24/7 and is busy with other aspects of their lives). The second category is more diverse, and where a majority of players fall, including many of the posters on this thread. You can be: f2p and still perform admirably in the arena, the strategist who uses his financial capabilities as an asset to top the rankings, or someone who spends some money and lands in between. You may ask, how can a whale possibly be a good strategist? My answer is, they don't have to be; they could be, but they don't have to. The top ranker prior to the 1.2.0 update didn't have an especially appealing teambuild (Effie, Effie, Takumi, Ninian all merged at +10) (on another note, this guy f-ing pulled at least 22 Effies! WTH!) but he understood what it would take to get the highest score, which meant having thorough understanding of arena mechanics and not just how to play the maps or his team. He abused the effect Fury would have on his team's BST and arena score and gave up a dueling sword prior to actually starting a battle if he didn't find the opponent he wanted (giving up prior to starting a battle doesn't end your win streak). While a lot may argue that there were plenty of other players who did this, the main difference is that he, along with other money spenders, have money to aid in their high scoring victories. He rinsed and repeated this process until he found an opponent which would give him 730 per deathless battle, for a total of 5,110 at the end of a deathless run. I would say that he is at least decent in terms of strategy, considering that he pulled it off. If you fall into the third category, I have nothing to more say to you, as you are investing resources into something which you yourself do not put a lot of effort into. From here I'll be discussing the the rewards of the arena and re-rolling as a mechanic. Ultimately the arena is not a multiplayer mode, as it is nothing like the PvP of Fates where you actually face-off against a live person. It is more similar to Awakening's Street Pass functionality should the player choose to battle the Opponent's AI controlled team on contact. Arena and VG are the closest this game gets to a multiplayer mode because of how we can view another player's units and team, but is really just a leaderboard of sorts. A leaderboard is of competitive nature, especially when your performance (in the form of numbers) can be viewed/compared to users worldwide; obviously everyone would want to do their best and see how far they can take themselves. The arena is also a place where players stake and stroke their pride and egos respectively (to varying degrees); this would be one of the qualitative rewards of participating in the arena (if anyone claims that they don't do it for their pride or ego, then why are they even playing this game?). A part of the human psych is the desire to feel unique and/or powerful; to be different from everyone else. However, people will react differently to the preferential treatment one gets for being "unique" (more often negatively due to the weight of expectations placed on you for achieving what other's can't), and so many of us would still like to satiate this need but at a lower tone; video games are an excellent medium for this purpose, where the stakes aren't too high, and the most you can do to yourself is inflict feelings of frustration for losing (if for some reason, you are downright furious after losing, you have anger management issues). Of course this really only applies to games outside of e-Sports, where players don't play for a living and aren't as invested in the game as the pros are. Another way some players can feel unique are through their units; whether it's because they have the super rare units which a majority of players don't have, or they've put in effort to grinding their waifu/husbando to 5 stars (as DehNutCase would put it: power and eye-candy). The other qualitative, and perhaps quantitative reward of the arena, is the fulfillment of the human need for certainty, which means the need to attain only pleasure and avoid pain. In the case of a gacha game like Heroes, it's impossible to avoid loss as you either spend money or you don't. And let me explain... If you do, then the money you spend better be worth the units you get. Something along this line of thought is the balance that should be stricken between spending money and the feeling/results that show it was put to good use in the arena by getting a high score and earning lots of feathers; a trade-off in your favor against Nintendo and IS who took your money, if you will. If you didn't spend money, then you have less chances to pull or promote the units you want due to receiving less orbs and feathers, which will in turn take more time and effort, which is a decision of opportunity cost. I don't consider re-rolling to have much of a qualitative reward, because pulling units is the essence of a gacha game, and pulling a good unit will happen, so whether the satisfaction of pulling one comes sooner or later is of no consequence to me. As for the quantitative reward for re-rolling, I believe @XaosLogos pretty aptly summarized re-rolling as spending less time and feathers for higher rarity units. In his/her/? case, re-rolling was an extremely successful alternative to just playing the game normally and getting the higher rarity units one may want for their team. This isn't such an accurate indicator of the benefits re-rolling may have as it all comes down to RNG and applies differently to everyone, and trust me, many a player have not had the luck of pulling such units within the short time frame you gave us as an example. In fact, I agree that if you simply wanted to get good units at the start of the game for free, re-rolling is a good option; it's kind of similar to soft resetting for a shiny in Pokemon. However, using it as a measurement of time as a resource is nigh impossible when taking every individual into account because it makes for bad comparison; say someone had the crappiest luck and couldn't even manage to pull a focus unit not to mention a regular 5 star, within the span of a month, perhaps because they could only play for a couple hours once every few days (I realize this is a bit specific for an example, but it's for the sake of argument). This person, hasn't even "started" the game and is eternally stuck at the prologue, is worse off compared to someone who decided to forgo re-rolling, has already started to save up on orbs and feathers, and adequately trained their units (albeit less than desirable (maybe?) but still viable in their own right) imo. Continuing from there, the more money you spend, the more likely you are to pull better units and achieve higher scores in the arena, and therefore earn more feathers; this is pretty much true. In an ideal universe, f2p will eventually catch up to those who spend money in terms of arena scoring, and so earning more feathers as a whale (sorry if you feel offended by this term) should really only be applied to the earlier stages of the game, and is more of a short-term advantage than long (though how short this period is is anybody's guess); unless of course Nintendo and IS does something about it. Now time to crunch some numbers, XaosLogos' example of saving 18,000 feathers per 5 star unit is only applicable to those specific units which have lower star rarity which makes sense for Jeorge, but not so much for Takumi; units with only 5 star rarities can't be compared to units who may require feathers to promote from a lower rarity in this scenario, as they do not require feathers. Also, I'm not quite sure where the number 18k came from, because the cost of promotion from 4 star to 5 would require 20k at the very most. Let's use Jeorge in this example, assuming you only pulled 5 heroes in only one summoning round, due to the nature of re-rolling, and you managed to pull all 4 star Jeorge's, then the greatest amount of feathers you would save for a 5 star promotion would be 1200 feathers [4 of the same units for merging x 300 feathers per 4 star rarity = 1200], meaning that you would save 18,800 for a 5 star promotion in one round, at worst and 20k at best if you managed to pull the 5 star version. We also have to take into consideration, the odds of pulling said character if you were looking for them specifically during the re-roll. Let's take the Deep Devotion summoning banner (Camilla, Lyn, Roy, Takumi) at the launch of Heroes as the time frame for re-roll summoning as it makes the most sense for your example. Clean Game Reviews has an in-depth explanation of how these numbers can be found in his guide here: https://www.youtube.com/watch?v=2n74VImvP64. So at the time of launch the total character pool consisted of 87 pullable units (only those available through summoning) broken down into: 29 red units, 21 blue, 17 green, and 20 colorless across all rarities. The character pool for 5* exclusively consists of 38 units broken down into: 14 red, 9 blue, 8 green, 7 colorless; we will be using these numbers because we want to find the probability of pulling the 5 star heroes. Due to the nature of re-rolling, the banner will not be receiving any bonus percentage towards 5 star units and will remain at 3% for 5* Focus, 3% for 5*, 36% for 4*, and 58% for 3*. First we have to find the probability of finding a 5 star unit by dividing the displayed chances of finding one, 3%, by the total number of 5 star units, which is in this example, 38 giving us: 3%/38 units = ~.08% chance for finding any individual 5 star. Which is actually quite high, considering that Focus units have an additional 3% chance of being picked up. This number only applies to focus units that don't have lower rarities such as Takumi. If non-focus units like Jeorge, who have lower rarities, were taken into consideration, where the concept of saving feathers actually mattered, then you would have to include the pool of characters for the lower rarity as well, which of course lowers your odds by a whole lot. The way I see it, the actual benefit to doing a re-roll is to earn a better chance at getting good units before more and more characters are added to the pool down the line (or finding a specific unit with good IVs) rather than that of a successful start as it is difficult to compare a user who spends time to re-roll and get a good unit, to one that doesn't but also ends up with a good unit or at least has the strategy to make up for the lack of said units; as such the use of time and feathers as a measuring device isn't very reliable anymore. As for whether this is worth, is up to the individual. On a final note, I wholeheartedly agree with @Korath88 that you should use units who you want to use and play the game how you want to play. Sorry if you felt that this post was too long, too confusing, or if you felt insulted by what I said, but I am entitled to my own opinions (as is everyone else). As I am quite exhausted after writing this up, I will leave the wrap-up a little loose, and perhaps somewhat underwhelming. But thank you for reading all the way to the end; if you did, that means a lot to me.
  9. I'm not going to consider speed as a major factor here due to the number of variable merged units you will be facing. It's also difficult to account for units who are just barely doubled at 31-35 speed in vanilla form, but run Fury or Life and Death and spoil your fun; not to mention that your opponent could potentially have a speed buffer as well. Desperation isn't quite so useful anymore imo. Don't consider Vantage an option until you actually have a backup unit to skill inheret from. Based on your team comp, since you have Eirika, you can have Eirikia handle Swordbreaker. Though not unplausible, running double Swordbreaker on your team might be a bit overkill. Which leaves Lancebreaker, and Quick Riposte. Pros of running Lancebreaker: - Speed against Lance users is no longer a factor as you will automatically double them; therefore you can opt to run more offensive skills like Death Blow and Atk +1 seal for KOs against notable units like Azura and Sharena herself. -Brave Lance users are guaranteed to be unable to quad attack letting you KO them in return, ie. Flier Emblem +Spd Life and Death Cordelia with Hone and Goad Fliers buff will hit 48 speed. Cordelia will be unable to kill because she misses out on her quad attack and will be KO'd instead. -Allows you to break Wary Fighter Effie. Cons of running Lancebreaker: - Useless against any other unit besides Lancers - Overlaps against lance users who already get doubled by Sharena such as Ephraim, unless they run Lancebreaker Pros of running Quick Riposte: - Is applicable in combat against every 1 ranged unit - Will get you a guaranteed counter double attack even against units who are able to double Sharena - Good synergy with Passive A and SS which boost Sharena's speed to prevent being doubled and acts as a pseudo-breaker skill for all 1 range units Cons of running Quick Riposte: - Stricter HP margins to keep active - Can only automatically double on defense - Doesn't guarantee prevention from enemies doubling you
  10. Well she's pretty much stuck as a glass cannon; her stats don't lie. Though it depends if you run Desperation or Vantage on her. Desperation makes her deadly on player phase, as opposed to Vantage on enemy phase (only against non-green ranged units though). In order to self-sufficiently proc her B skills, you'll either need to keep her Ardent Sacrifice Assist, or run Fury as an optional slot A to take passive damage outside of combat; after two safe combats, Linde is in Desperation/Vantage range. I wouldn't suggest running Threaten Spd as her C skill because she doesn't really benefit from it; I mean she is fast, and she's a nuke. If her opponent's are fast enough not be doubled by her, more often than not, they'll be frail enough to be one shotted anyway (once again, stay away from green mages, and Hector). Threaten Res in tandem with Vantage further improves her counter killing potential in front of ranged enemies.
  11. @BANRYU Thanks for the feedback! I did think of leaving his exclusive weapon Ekesachs as an option, but I wasn't sure how he would benefit much off of it offensively compared to his damage output when using a Brave Sword. Then again, I wasn't thinking of his C slot too much because of how much effort I was putting into crunching numbers; so much so that I completely overlooked his ability as a team player on armor teams with hone/fortify/goad/ward armor skills. Admittedly, I wasn't really too keen about running Distant Counter on him as his damage output pales in comparison to his other color armor counterparts (Effie has insane attack, whereas Hector has the ability to hit back twice with a higher attack stat than Zephiel and both units outspeed him if Wary Fighter isn't taken into consideration). For example, he is barely able to KO a - Def Raudhrblade Tharja who has received no buffs, if he is running +1 Atk Seal, Hone Armor, and Goad Armor bonuses. On the other hand, neutral Effie with Distant Counter, Silver Lance and Atk +1 seal, can KO a +Def Fury HP +3 Linde, who has received a defense buff, on counter-attack. Neutral Hector without any buffs or seals, will be able to KO a neutral Fury HP +3 Nino who has received a defense buff, before she can make her second attack. There is also the issue of more and more teams running blue spam. His highest stats come from his HP and Def, so he is more of a unit that can sponge hits, soften up enemies, and like you said, provide support with his C skill.
  12. I see, I only thought about her performance as an individual unit, and not really how she'd fit on your team specifically or on any team for that matter. That'll be good reference for teambuilding in the future. Thanks! While I'm on this thread I'd like to ask for thoughts on my team. -Sharena: Fensalir | Rally Attack | Moonbow | Fury 3 | Swordbreaker 3/Quick Riposte 2 | Fortify Defense 3 | Speed +1 -Hector [+Res, -Spd]: Armads | Swap | Escutcheon | Distant Counter | Renewal 3 | Hone Speed 3 | HP +3 -Tharja [+Spd, -HP] (Set 1): Raudhrraven+ | Reposition | Draconic Aura | Triangle Adept 3 | G Tomebreaker 3/R Tomebreaker 3/Wings of Mercy 3 | Hone Attack 3 | Attack +1 (Set 2): Raudhrblade+ | Reposition | Moonbow | Darting Blow 3/Life and Death 2 | Wings of Mercy 3/Desperation 3 | Hone Attack +3 | Attack +1 -Kagero [+Atk, -Def]: Poison Dagger+ | Ardent Sacrifice/Reciprocal Aid | Moonbow | Death Blow 2/Fury 3 | Seal Attack 3/Vantage 3 | Fortify Resistance 3 The combination of a lack of money and relatively bad luck on colors other than green (thankfully I was able to pull the axe man who can hit you from the other side of the mountain), led me to be unable to pull any dancers, aside from Olivia. In hindsight I could've invested some resources in Olivia, but I was focusing on promoting Sharena who is essentially, now, the leader of my army. I opted to run a defensive team instead, which aims to counter and ORKO as much as possible; this also doubles as my defense team. Hector and Tharja (when running set 1) do an especially good job of handing enemy ranged nukers. Hector can comfortably take on blue mages thanks to his Res boon and buff, along with passive recovery. Red mages with Raudhrraven Triangle Adept and R Tomebreaker, may pose a problem as my Kagero can't take them out in one shot, and will be reverse KO'd. If I opt to run my set 2 Tharja, with full buffs, she'll be able to take out any red mage in one shot assuming they don't run an HP seal and Res boon/buff. However, she won't be as comfortable taking hits from Nino and Julia anymore. Sharena is there to provide support and take on 1 ranged red and blue units with the exception of brave lancers. Kagero can comfortably one shot any infantry from afar who is not a -raven tome user, and take on ranged users on enemy phase if she's running Vantage. I chose Hone and Fortify skills as the C passives for my team because set 2 Tharja benefits off of buffs more, and Threaten and Spur skills are harder to perform when AI is controlling the units. This team can handle enemy horse emblem decently but suffers against semi-flier emblem teams with dancers/singers on the lava and grid-like water maps (I've attached images of those maps if you didn't know which ones I was talking about) due to the superior mobility and offensive pressure attributed to these non-grounded units. I haven't encountered enough Armor and Dragon Emblem teams to really have an opinion on facing them at this time. I could opt to run an archer like Quadsuna who can still do major damage to infantry and help out against fliers, but I would need to start investing in one starting now, not to mention finding one with good IVs; the trade-off is that Kagero can help my tankier units take hits more comfortably due to seal attack and potentially score a KO thanks to being softened up by her attack. Any thoughts as to what additional weaknesses this team may have? What skills, or unit swaps I can try to help alleviate those weaknesses? Also feel free to ask me other questions regarding my team choice if I wasn't clear enough. And on a final unrelated note, I know I probably shouldn't be wasting any more resources, but practically everyone was sacrificing Nino to S!Camilla, and so I felt compelled to give Nino some justice with a Green Egg of her own. Her cuteness is now on an absolutely destructive level; she looks like she's about to throw a football lol.
  13. I really like the build that you have on Sophia there, how do you think she compares to other red tome users who run a similar kit, like Sanaki, Lilina, or Tharja? Sanaki already has inherent Triangle Adept, so she only needs Raudhrraven from Henry. She has enough firepower and resistance to blow green mages away so R Tomebreaker or Swordbreaker may be more optimal. Lilina is quite similar to Sanaki in terms of stat line, so something similar could be run on her as well, however these two have to watch out for strong physical green units as well such as Brave Axe Cherche, because of their paper thin defenses. Tharja has about the same attack as Sophia, higher speed, and overall less bulk. She can take a hit from some 1 ranged units due to her speed and acceptable bullk, unless the opponent is running R Tomebreaker or a brave weapon color that isn't nerfed by TA. Tharja's speed makes her a target for R Tomebreaker by slower mages, so she can run that so as to not be outdone, or run something like Desperation because her speed allows for it. Is there a reason why you chose Sophia to fulfill this role? Is it because you like her as a character? Sorry for asking so many questions and stating my opinions all at once lol. I'm new to this thread, and I just wanted to get my thoughts out there.
  14. I apologize in advance for the following wall of text, as it is my first time doing something like this and may be somewhat unorganized. I'm not sure if there is anyone else doing an analysis on GHB units, but I wanted to give Zephiel some representation as he is (one of?) the antagonist(s) of my favorite FE game. I intend to break this down into a skill build, matchup and analysis, and team suggestions section. Zephiel | The Liberator: King of Bern. Once a kindhearted boy who became disillusioned with humanity. Wants his world to be ruled by dragons. Appears in Fire Emblem: The Binding Blade. All right, let's jump right in. - Why are all Evil Kings Slow AF? Brave Sword+ | Swap/Pivot | Sacred Cowl/Escutcheon/Pavise | Death Blow 3 | Wary Fighter 3 | Threaten Defense 3 | Atk +1 Stats: 55 HP/41 Atk/11 Spd/41 Def/24 Res This is pretty much a Brave Lance Effie copycat set, but it gets the job done as he will only be dealing an additional 12 points of damage at most when wielding Ekesachs due to the 8 might difference from Brave Sword+ and built-in Threaten Def 2. And this is the build that I will be applying to Zephiel's matchups: Weapon: Default, unless there is a universal skillset which a specific character runs ie. Brave Lance Effie | Assist: Default | Special: Moonbow on a majority of the roster/Bonfire and similar skills for their respective stats on notable units ie. Draconic Aura on Ryoma, Ignis on Eldigan (Ignis is now a 3 turn cooldown due to Eldigan's Mystletainn) | Passive A: Fury 3, as it is an all round good skill on defense, other skills such as Triangle Adept will only be taken into account for notable units as applying it to every single blue unit would be unfair for the evil king | Passive B: Swordbreaker 3 on applicable units; Swordbreaker can really only be used as an offensive option against Zephiel to break his Wary Fighter. With his atrocious speed, he will be doubled by everyone and obviously won't be getting those much coveted quad attacks anyway | Passive C: Default | SS: HP +3 (Atk +1 is neglible) - Matchups and Analysis First off let's do the calculations for the roster in its vanilla state. The order of combat is as follows: Zephiel > Zephiel > Opponent (if able to counter) > Opponent (if able to counter and perform a follow up). The record for this is: 56 wins - 0 losses - 64 draws. His wins come most notably from greens, frail reds, colorless units, and frail blue mages. When the skillset is applied, the record becomes: 42 - 5 - 73. His worst matchup will be against the blue dragons who eat him for breakfast with Triangle Adept and Quick Riposte/Swordbreaker; Ninian needs attack support if she intends to ORKO him. Tiki (Y) is incidentally the only red unit capable of ORKOing Zephiel with buffs; Selena and Caeda with Armorslayer, as well as Tiki (A) will need Death Blow, +Atk IV, and buffs to get the kill. Heavy Spear users such as Oboro cause the Evil King much trouble, by taking as little as 6 and dealing as much as 82 in return. Effie will deal decent damage but be unable to kill due to carrying Wary Fighter herself. Effie and other brave lance users such as Abel, Donnel, and Hinoka will be able to net the KO with buffs on initiation. Other popular lancers such as Ephraim, Sharena, and Azura will only be able to kill on counterattack if they have hone attack support. Every other 1 ranged blue unit will need 2 rounds to KO. Zephiel will be unable to KO some higher tier red units such as Alm, Corrin (M), Eirikia, Lyn, Lucina, Marth, Karel, and Roy when running Fury. Ideally Zephiel would want to be run on an Armor Emblem team, so with buffs, his record becomes 73 - 4 - 44. Units who were able to KO him with the help of buffs before are now unable to. Cordelia's which run Triangle Adept are an exception. He also clinches victories against the above mentioned sword lords. With Goad support he goes 89 - 4 - 27. The notable bulky red units he becomes unable to kill at this point are Chrom, Draug, Eldigan, Tiki (A), and himself. He also gets some KOs off of frailer blue physical attackers such as Est and bulky blue mages like Odin. If he manages to get a Threaten Defense off (god knows how), he goes 99 - 2 - 19; losing only to Oboro and Nowi. The only red units he becomes unable to KO at this point are Draug, Hinata, and himself. He will be able take Robin (M) out only if Robin is not running Triangle Adept. - Wrap up and Team Suggestions Overall Zephiel is what you can consider a survivable character. He would prefer not to be facing ranged combat much due to his lower compatibility with Distant Counter when running a brave weapon; if you plan on running a non-armor emblem team, strong green mages such as Julia and Nino are excellent for handling ranged combat and picking off the blue units that Zephiel hates. His offensive potential is mitigated by the fact that he has terrible movement options outside of Pivot and Swap, so having units which help move him around with Reposition are welcome. Giving him a form of passive recovery such as Ardent Sacrifice and Reciprocal Aid to keep his Wary Fighter alive is key. Needless to say, being an armored unit, the evil king fits very well in Armor Emblem teams, though movement options will be somewhat limited due to the entirety of your team being 1 movement tanks, all with their own Pivot or Reposition to trudge about. You may want to consider having a Distant Counter build on units like Effie to aid Hector in taking out enemy ranged nukes. All calculations done on this tool: https://rocketmo.github.io/feh-damage-calc/, props to rocketMO for his amazing app! Thanks for reading all the way to the end! Let me know if there was anything you found confusing, what was good or bad about this post regarding content and organization, and if I should do future GHB unit analysis! And I'll try to respond to your feedback when I'm lurking the forum.
  15. Here's an updated list of the skills I'm looking for. I'm going to be going out for a while so I won't be able to pick up any skills right away. But I will be checking this topic from time to time, so if anyone has some of these skills, please let me know and I'll try to pick them up ASAP. Thanks! Caeldori: Draconic Hex M!Kana: Lethality, Better Odds, Even Better Sophie: Seal Speed, Nohrian Trust Soleil: Nohrian Trust, Savage Blow, Dragon Fang, Quixotic
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