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54 minutes ago, Corrobin said:

Counter Ploy: Enemies in cardinal directions with less Res than this unit cannot counter for the turn.

no thanks. Dazzling Staff and Candlight actually require the unit to execute the debuff to be "somewhat" in danger. that Counter Ploy would just break the game on so many levels i dont even know where to start.

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56 minutes ago, Corrobin said:

Assassin's Wings 1/2/3: User can teleport adjacent to foes with less than 30%/40%/50% of their Max HP.

Already have a better version of this in WIngs of Mercy.

56 minutes ago, Corrobin said:

Ridersbane: User's attacks are automatically effective against Mounted units. (Grani's Shield cancels this)

We also have this, which is owned by Mathilda. As a weapon.

56 minutes ago, Corrobin said:

Wingsbane: User's attacks are automatically effective against Flying units. (Iote Shield cancels this.)

I do admit, I would like a non-Bow or non-Excalibur weapon that's effective against Fliers.

Edited by MilodicMellodi
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1 minute ago, MilodicMellodi said:

Already have a better version of this in WIngs of Mercy.

We also have this, which is owned by Mathilda. As a weapon.

I do admit, I would like a non-Bow or non-Excalibur weapon that's effective against Fliers.

1. It teleports you to an ENEMY, not an ally.

2. It's a skill(s) that makes all your attacks have that property. Brave Sword? Effective against armors/cavalry/fliers. Legendary weapon? Effective! Killer? Effective!

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Skills:

Capture 1 ->2 -> 3 (B skill): When initiating, if this units has at least 100 -> 50 -> 0% of their HP left when defeating an opponent, this unit takes the foe's buffs until the next turn. Melee units only.

Karma 1 -> 2 -> 3 (B skill): When this unit is attacked and cannot fight back, attacker takes 3 -> 5 -> delayed special cooldown (Cooldown count +1) during combat and 7 damage  after combat.

Soothing Familiarity 1 -> 2 -> 3 (C skill): When this unit is next to a unit from the same game, grants Def+2 -> Def+3 -> Def/Res+3 during combat.

Fiery Familiarity 1 -> 2 -> 3 (C skill): When this units is next to a unit from the same game, grants Atk+2 -> Atk+3 -> Atk/Spd+3 during combat.

 

Weapons:

Mercurius:  Astram exclusive. Grants Atk+3

Sagittae: 10 mt Blue Firesweep Tome

Spoiler for Echoes I guess?

Spoiler

Occular: Duma exclusive. 16 mt physical Firesweep green breath.

 

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Sacred Seals of skills I personally want as Sacred Seals, but not in the way they function...

Sealed Death Blow 1/2/3: Increases Attack by 2/4/4 when initiating combat. SDB 1 and 2 do not stack with other Combat initiation skills, SDB3 does.

Copy and paste the above for Darting, Armored, and Warding Blows.

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A Skills:

Thief's Veil: If unit initiates combat, damage received reduced by 50% (Dagger Units only)

 

B Skills.

Hero's March: If unit's health is below 30% - 40% - 50%, unit can move one additional space. (Infantry Only)

Triangle Resolve: If unit's health is below 75%, unit gains 10% WTA over all opponents (Dagger/Archer Units only)

 

The idea of running the Veil with TR would enable Dagger users to safely debuff units without dying on the counter as well as boost damage and further reduce it on enemy phase. Doesn't increase combat performance well enough without a dagger with effective damage, but it's more or less life insurance for the unit itself. I imagine a unit like Matthew would be extremely difficult to kill with Rogue Dagger+ buffs plus these skills.

More later.

Edited by Zeo
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On 10/23/2017 at 10:04 AM, BANRYU said:

A Passive: Steady Mind 1/2/3
Effect: Grants Res+2/4/6 during combat when this unit is attacked.

Wrong name, but pretty much called it. Another!

 

B-Passive: Quixotic 3
Effect: At start of combat, both units receive special cooldown count -1.

(levels 1-2 would require full health and >50% health respectively to activate the effect)

Edited by BANRYU
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Desperate Inversion 1/2/3: When unit is below 25/50/75% HP, if they have WTD, act like they have a WTA. Normal WTA while this skill is active is unaffected.

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C Skill: Spectrum Siege: Gain +4 to all stats at the beginning of this units turn if standing next to an ally of the same color. If all units are the same color and share this skill, gain +6 all stats at the beginning of every turn regardless of unit placement and disables the Weapon Triangle completely.

You've heard of Horse Emblem, Dragon Emblem... now feast your eyes on BLUE EMBLEM!!!

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Reflecting on how utterly broken cavalry units still are in this game, here's a proper middle finger for them.

Forged Raudhrwolf+, Forged Blarwolf+, Forged Gronnwolf+
12 Mt, 2 Range. Effective against cavalry. If in combat against a cavalry foe, unit receives 50% less damage from foe's first attack.

Or:

Forged Raudhrwolf+, Forged Blarwolf+, Forged Gronnwolf+
12 Mt, 2 Range. Effective against cavalry. If in combat against a cavalry foe, unit makes a follow-up attack and foe cannot.

Not quite sure which one is more fair.

 

Entangle 1/2/3
Passive B. If unit's HP ≥ 90%/70%/50% at the end of combat, foe is unable to move or be targeted by assist skills until the end of its turn.

Because fuck Reposition and dancers.

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15 hours ago, Ice Dragon said:

Reflecting on how utterly broken cavalry units still are in this game, here's a proper middle finger for them.

Forged Raudhrwolf+, Forged Blarwolf+, Forged Gronnwolf+
12 Mt, 2 Range. Effective against cavalry. If in combat against a cavalry foe, unit receives 50% less damage from foe's first attack.

This one seems like the most balanced of the two effects to me. Universal breaker against all cavs is pretty... well, broken. 

Another name suggestion for those: Dire [Litr]wolf+

Edited by BANRYU
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Spellbane Yumi+ - Effective against foe using magic. If target has a tome, it can't make a follow up attack and this unit will. (Mt:11)

Charge Ring - Before end of combat, when HP ≥ 50% and unit Spd - foes Spd ≥ 1, Unit initiates combat again instantly. (Cannot be inherited) (Note: Effect only works once per combat, as to prevent an endless combat) (B Skill)

Corona - Boosts damage dealt by 80% of unit's Def. Heal 50% of damage dealt. (5 turns) (Requires Ignis or Sol to learn)

Aurora - Boosts damage dealt by 80% of unit's Res. Heal 50% of damage dealt. (5 turns) (Requires Glacies or Sol to learn)

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  • 2 months later...

Critical Triangle (C skill) 

When standing next to 2 allies, units gain - 1 and +10 damage from his special attack. 

Maybe limited to Mages? This skill would be awesome with build around owl tome :) 

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A couple for tonight.

Spoiler

My version of what Armsthrift could be in Heroes. Acting like a Galeforce Quickened Pulse, it's a skill that gives you a free Special cooldown after you defeat a foe with that unit.

Spoiler

Armsthrift
Inheritable, A Passive. If unit defeats foe, unit gains Special cooldown count -1.

Dragonskin, obviously as an enemy-only skill. This is a Seal, and is only available on enemy units in Apotheosis (if they ever implement it). It halves any damage the unit takes before and during battle (which means that skills like Rising Wind won't be as effective), and it completely negates post-combat damage (so Poison Strike and Savage Blow, or any weapons that do the same or both, won't deal that kind of damage).

Spoiler

Dragonskin
Enemy-only, Seal. Unit takes half damage before and during combat and is unaffected by post-combat damage. (Only on units in Apotheosis maps)

 

 

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A combination of each post I made from Feb 2 through yesterday.

Spoiler

Raider weapons. Sub-optimal Might, but Speed condition needed for doubling lessened by 4. Slightly more Might than Brave counterpart.

Spoiler

Raider Katana+
Inheritable, Sword, 10 Might. If unit's Spd - foe's Spd ≥ 1 and unit has weapon advantage, unit makes follow-up attack.

Raider Axe+
Inheritable, Axe, 10 Might. If unit's Spd - foe's Spd ≥ 1 and unit has weapon advantage, unit makes follow-up attack.

Raider Naginata+
Inheritable, Lance, 10 Might. If unit's Spd - foe's Spd ≥ 1 and unit has weapon advantage, unit makes follow-up attack.

Raider Yumi+
Inheritable, Bow, 9 Might. If unit's Spd - foe's Spd ≥ 1 and unit has weapon advantage, unit makes follow-up attack.

Raider Knife+
Inheritable, Dagger, 5 Might. If unit's Spd - foe's Spd ≥ 1 and unit has weapon advantage, unit makes follow-up attack.

Radiance. Skill that allows a unit equipped with a Special that heals itself (Sol, Aether, etc.) to heal more when it triggers.

Spoiler

Radiance 1/2/3
Inheritable, B Passive. If unit's Special heals unit when it deals damage, heals +4/7/10 when Special triggers.

Counter and Countermagic. Skills that deal damage after battle based on how much higher a respective defensive stat is.

Spoiler

Counter
Inheritable, B Passive. If unit's Def > foe's Def when unit is attacked and can counterattack, foe takes damage equal to the difference after combat.

Countermagic
Inheritable, B Passive. If unit's Res > foe's Res when unit is attacked and can counterattack, foe takes damage equal to the difference after combat.

Devil weapon. High Might and grants a good Atk bonus, but inflicts damage to the unit equal to its inflicted damage if they fail to kill the foe.

Spoiler

Devil Axe
Uninheritable, Axe, 16 Might. Atk+6. If foe's HP  1 after combat, unit takes damage equal to the damage inflicted to the foe (but cannot reach 0 this way).

Balm upgrades. Offering +1 to the respective stat boost, while also giving the stat boost to the user when it triggers.

Spoiler

Crackling-Fire Balm
Inheritable, Special, 1 Charge. When healing an ally with a staff, grants unit and all allies Atk +5 for one turn.

Whistling-Wind Balm
Inheritable, Special, 1 Charge. When healing an ally with a staff, grants unit and all allies Spd+5 for one turn.

Rough-Earth Balm
Inheritable, Special, 1 Charge. When healing an ally with a staff, grants unit and all allies Def+5 for one turn.

Chilly-Water Balm
Inheritable, Special, 1 Charge. When healing an ally with a staff, grants unit and all allies Res+5 for one turn.

Hybrid Balm upgrades. Offering +3 to both stats, instead of +4 for one.

Spoiler

Dry-Humid Balm
Inheritable, Special, 1 Charge. When healing an ally with a staff, grants all allies Atk/Spd +3 for one turn.
Reference to saunas.I couldn't think of a better name :(

Toasty-Stone Balm
Inheritable, Special, 1 Charge. When healing an ally with a staff, grants all allies Atk/Def +3 for one turn.
Reference to hot stone massages.

Steaming-Springs Balm
Inheritable, Special, 1 Charge. When healing an ally with a staff, grants all allies Atk/Res +3 for one turn.
Reference to hot springs. Again, my name for this one is kind of unoriginal.

Bitter-Herb Balm
Inheritable, Special, 1 Charge. When healing an ally with a staff, grants all allies Spd/Def +3 for one turn.
Reference to herbal treatment.

Freezing-Ice Balm
Inheritable, Special, 1 Charge. When healing an ally with a staff, grants all allies Spd/Res +3 for one turn.
Reference to ice baths.

Soft-Mud Balm
Inheritable, Special, 1 Charge. When healing an ally with a staff, grants all allies Def/Res +3 for one turn.
I like this one the most, it's a reference to mud baths.

Volcanic Aether and Glacial Aether. Bonfire/Iceberg with Sol, instead of Luna with Sol.

Spoiler

Volcanic Aether
Uninheritable, Special, 5 Charge. Boosts damage dealt by 50% of unit's Def. Unit recovers HP = half damage dealt.

Glacial Aether
Uninheritable, Special, 5 Charge. Boosts damage dealt by 50% of unit's Res. Unit recovers HP = half damage dealt.

Sol weapon. Boosts the effectiveness of Sol's and Aether's healing, at the cost of +1 Charge (so Daylight and Noontime heal for 45% and Sol and Aether heal for 75%, but Daylight and Sol become 4 Charge, Noontime is 3 Charge, and Aether is 6 Charge).

Spoiler

Sol
Uninheritable, Sword, 14 Might. Slows Special trigger (cooldown count +1). Specials that heal unit when triggered are 50% more effective.

Luna weapon. Boosts the effectiveness of Luna's and Aether's defensive shredding, at the cots of +1 Charge (so New Moon and Moonbow shred 45% and Luna and Aether shred for 75%, but New Moon and Luna become 4 Charge, Moonbow is 3 Charge, and Aether is 6 Charge).

Spoiler

Luna
Uninheritable, Lance, 14 Might. Slows Special trigger (cooldown count +1). Specials that affect foe's Def/Res when triggered are 50% more effective.

Heavenly Light+. An upgrade of Heavenly Light.

Spoiler

Heavenly Light+
Uninheritable, Special, 2 Charge. When healing an ally with a staff, all other allies recover 20 HP.

Bracing Stance. A Stance version of Bracing Blow.

Spoiler

Bracing Stance
Inheritable, A Passive. Grants Def/Res +4 during combat when this unit is attacked.

Breathing Ring. A Ring passive that grants the user with Steady Breath and Warding Breath (and Fierce Breath and whatever the Spd version will be), but at +3 instead of +4 of their values and doesn't stack with the original Breaths.

Spoiler

Breathing Ring
Uninheritable, B Passive. If attacked, unit granted Atk/Spd/Def/Res +3 during combat, also gains Special cooldown charge +1 (if using other similar skill, only highest value applied.)

Blade Tome forge upgrades. Same effects as the originals, but also has an additional effect that if the unit has less Atk than the target, the unit gains a Field Buff before combat equal to half the difference (rounding down, if not whole). This would effectively make the unit have equal Atk to their opponent during that battle if the difference is even, or 1 less if the difference is odd (unless the unit is affected by non-Atk-altering skills like Hone/Rally, in which case the unit would have greater Atk). It would be a worthy effect for someone like Odin to be able to partake in the Meta, while not being overpowering on units that already have super-high Atk values like Reinhardt. Obviously due to the effect it resets its value every combat the unit partakes in, so it wouldn't put an unfair advantage against an enemy Ursula just because the first attacker was Reinhardt.

Spoiler

Raudrblade+ (+Eff)
Uninheritable, Red Tome, 13 Might. Slows Special trigger (cooldown count +1). Adds total bonuses on unit to damage dealt. If unit's base Atk < foe's Atk and unit can counter, grants unit bonus Atk equal to half the difference before combat until the end of the turn.

Gronnblade+ (+Eff)
Uninheritable, Green Tome, 13 Might. Slows Special trigger (cooldown count +1). Adds total bonuses on unit to damage dealt. If unit's Atk < foe's Atk and unit can counter, grants unit bonus Atk equal to half the difference before combat until the end of the turn.

Blarblade+ (+Eff)
Uninheritable, Blue Tome, 13 Might. Slows Special trigger (cooldown count +1). Adds total bonuses on unit to damage dealt. If unit's Atk < foe's Atk and unit can counter, grants unit bonus Atk equal to half the difference before combat until the end of the turn.

Siegfried, Binding Blade, and physical Brave weapons each with forge upgrades. Siegfried gets a Distant Def version of Steady/Warding Breath, Binding Blade gains an additional two points in both Def and Res and becomes another Falchion, and the Brave weapons' forge upgrades are named Hero Sword and Hero Sword+ which applies Brynhildr's effect when initiating combat (as a reflection of one of its skills in Echoes, "Grounder", which is normally effective against flying units but I altered it here to be balanced).

Spoiler

Siegfried
Uninheritable, Sword, 16 Might. Enables counterattack regardless of distance if this unit is attacked. If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res +4 during combat, also gains Special cooldown charge +1. (If using other similar skill, only highest value applied.)

Binding Blade
Uninheritable, Sword, 16 Might. Grants Def/Res +4 when this unit is attacked. Effective against dragons. At the start of every third turn, unit recovers 10 HP.

Hero Sword/Hero Sword+
Inheritable, Sword, 7/10 Might. Spd -5. Attack twice when initiating combat, also restricts foe's next-turn movement to 1 space or less.

Hero Lance/Hero Lance+
Inheritable, Lance, 7/10 Might. Spd -5. Attack twice when initiating combat, also restricts foe's next-turn movement to 1 space or less.

Hero Axe/Hero Axe+
Inheritable, Axe, 7/10 Might. Spd -5. Attack twice when initiating combat, also restricts foe's next-turn movement to 1 space or less.

Hero Bow/Hero Bow+
Inheritable, Bow, 5/8 Might. Spd -5. Attack twice when initiating combat, also restricts foe's next-turn movement to 1 space or less.

Sabatiel and Sabatiel+. This weapon is a dragonstone (breath) that is a reference to the card "Sabatiel - The Philosopher's Stone" in the Yu-Gi-Oh! Duel Monsters TCG. Obviously, it's a dragonstone based on Alchemy — conversion of matter into another sort of matter. In this case, the kind of alchemy the wielder uses converts any attack that is effective on the unit based on the Weapon Triangle (red to green, green to blue, blue to red) into an attack that is neutral, while doing the same with their attacks...also working the opposite way. It effectively transforms the unit into a Gray unit without leaving them helpless to Raven Tomes. It also has an effect that completely negates any additional effectiveness from Gem Weapons or Triangle Adept, making it its own weapon version of Cancel Affinity.

Spoiler

Sabatiel/Sabatiel+
Inheritable, Red/Blue/Green Breath, 9/13 Might. Any weapon triangle affinity from unit and foe from weapon type and skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is negated.

Staff Valor and Staff Exp. We don't have these in the game, even though we sorely need them (being that healing only grants 1 SP normally and not very much XP in later levels). It's made even more apparent as with their new very expensive upgrades (weapon forge and not) they have to grind even harder than they should. The makers of Fire Emblem really love to shit on their healers, don't they?

Spoiler

Staff Valor 1/2/3
Inheritable, C Passive
1) If unit survives and uses a staff, unit gets 1.5x SP. If unit heals an ally, unit gets 2x SP. (If similar skill effects also used, only highest multiplier applied.) (Only inheritable by staff users)
2) If unit survives, all staff users on team get 1.5x SP. If unit heals an ally, unit gets 3x SP. (If similar skill effects also used, only highest multiplier applied.) (Only inheritable by staff users)
3) If unit survives, all staff users on team get 2x SP. If unit heals an ally, unit gets 4x SP. (If similar skill effects also used, only highest multiplier applied.) (Only inheritable by staff users)

Staff Exp. 1/2/3
Inheritable, C Passive
1) If unit survives and uses a staff, unit gets 1.5x exp. (If similar skill effects also used, only highest multiplier applied.) (Only inheritable by staff users)
2) If unit survives, all staff users on team get 1.5x exp. (If similar skill effects also used, only highest multiplier applied.) (Only inheritable by staff users)
3) If unit survives, all staff users on team get 2x exp. (If similar skill effects also used, only highest multiplier applied.) (Only inheritable by staff users)

Blessed Sword and Mercurius, wielded by CYL Marth or Seasonal Marth. Known in almost ever FE game for not having an effect, I'm going with the first iteration that gives Marth an increase in growth rates, as well as both weapons' skill of Recovery in Echoes — rather, I'm giving the first a self-applied Sword Valor 2 and Sword Exp. 2 effect as well as Renewal 2, and Mercurius gets an upgrade in each.
Obviously the weapon itself doesn't have terribly competitive use, and once the unit reaches level 40 a third of its effect is already useless. This one's more of a rough draft.

Spoiler

Blessed Sword
Uninheritable, Sword, 12 Might. If unit survives, unit gets 1.5x exp. and SP. At the start of every third turn, restores 10 HP.

Mercurius
Uninheritable, Sword, 16 Might. If unit survives, unit gets 2x exp. and SP. At the start of every second turn, restores 10 HP.

Balmung. A Speed-based uninheritable weapon only usable by Od, who I hope becomes a boss to go against. It offers the same effect as Ayra's Blade, but not only has more Spd but also has a Slaying effect.

Spoiler

Balmung
Uninheritable, Sword, 16 Might. Enemy-only (Od). Grants Spd+5. Accelerates Special trigger (cooldown count -1). If unit's Spd - foe's Spd ≥ 1, gain Special cooldown charge +1 per attack. (If similar skill also used, only highest value applied.)

Gae Bolg. A Defense-based uninheritable weapon only usable by Noba (same boat as Od) or one of her descendants (Quan, Calf, Altena, and/or Leif, the last two of which are popular options for new heroes). In Thracia 776, it's known for having four skills: Charm (which in Awakening could be considered a Drive Atk skill here), Ambush (which became known as Vantage starting from Path of Radiance), Awareness (widely known as Nihil, a skill thought to be unbalanceable in this game), and Wrath. For the sake of balance but also for the sake of strength, I'll only be going with the Vantage effect (as well as some added Def, as was its effect in Awakening). I'm not going to add Wrath, considering we just got that in the form of Berserk Armads.
For the sake of Leif's and Altena's potentials of using this, I won't be listing it as an Enemy-only weapon like Balmung.

Spoiler

Gae Bolg
Uninheritable, Lance, 16 Might. Grants Def+5. Unit counterattacks first when attacked at HP ≤ 50%.

Steady Trust and Warding Trust. Defensive Specials that can only activate when the unit is adjacent to an ally, in which it adds half the Def or Res respectively of the one with the highest of that stat to the unit for the one attack, treating "both" units as being in the same battle. It's my take on a way Dual Guarding could be implemented into the game, as it also allows Spur/Drive/Bond effects from the unit and ally to apply in the Special, furthering its effectiveness

Spoiler

Steady Trust
Special, 3 Charge. Reduces physical damage inflicted by attacks from foes by highest adjacent ally's Def, and treats ally as participating in combat.

Warding Trust
Special, 3 Charge. Reduces magical damage inflicted by attacks from foes by highest adjacent ally's Res, and treats ally as participating in combat.

Goddess Staff, or Ashera Staff. An upgrade of Heavenly Light with the same effect as the Heavenly Light+ upgrade above, but at 3 cooldown as a fix. Uninheritable by itself, it can only be gotten by upgrading Heavenly Light (so Wrys and Genny can learn it naturally, while any other healer needs inheritance).

Spoiler

Goddess Staff
Uninheritable, Special, 3 Charge. When healing an ally with a staff, all other allies recover 20 HP.

Strong Riposte. An A Passive that increases your damage by a set amount for each attack taken before your counterattack when you're attacked. Especially useful against Brave weapon users and those with Desperation, and should only be taken on those with low Spd who will often get doubled. As it's an A Passive, it can work well with Quick Riposte either as a B or seal, but can't be used alongside any Breath or Stance skills. It also can't be used alongside Distant Counter or Fury. Obviously, it should never be used alongside Wary Fighter.
At rank 1, a normal Brave user would grant you 4 damage, at rank 2 is 8, and rank 3 is 12. However, unlike Fierce Stance this skill doesn't apply during battles that the user can't counterattack.

Spoiler

Strong Riposte 1/2/3
Inheritable, A Passive. When unit is attacked and can counterattack, grants 2/4/6 damage for each consecutive attack taken (minimum 1).

Dragon Spear+. A lance that gives the unit the ability to counter the "stat-targeting" Weapon Forge upgrade the dragons' Breaths have. It doesn't do anything against Felicia, but it at least has the capability to defend well against dragon units without overshadowing Falchion. Pairs very well with Steady/Warding Breath and Quick Riposte.
I sort of realized that there's more than one way to be "effective" at taking targets out. Sure a great offense is one way but so is a great defense, and incapacitating your opponent's main specialty without really destroying that opponent's base offense and/or defense is a great and balanced way of dealing with them. This kind of effect would be a nice way to put in Monster-effective weapons, which would otherwise be redundant or require a complete effect rework having nothing to do with its canonical abilities.

Spoiler

Dragon Spear+
Inheritable, Lance, 14 Might. If HP ≥ 80% and unit is attacked by a dragon, raises the lower of unit's Def or Res equal to the difference.

"EX" versions of steel-grade weapons (the weapon gotten after upgrading the weakest weapon in the unit's arsenal, normally achievable when the unit is 3*). Healers and Dragons are excluded from this EX upgrade, since Dragons are already powerful enough and healers don't follow the same guidelines as other units do.. Though these weapons offer a lower Might than the upgraded form of their "Silver+"-grade counterpart — aka their final weapon — they make up for it by "removing restrictions" from their users. In other words, they allow the unit to "temporarily upgrade" one of their Passives at a time.
I came up with this because I thought about how sad it is that "inferior" weapons are left in the dust in this game, when there are plenty of games that make "inferior" weapons usable and sometimes even optimal (like how Iron Sword has 2 less Might but also 1 less Weight in Echoes, or how many non-unit-specific weapons in Binding and Blazing Blade have more Weight as the cost for more Might or an effect). I decided to give each weapon the same Mt increase as Silver gains upgrading to Silver+, but instead of giving them a "true" effect I decided that the "effect" of the weapon should be based on the player...with some restrictions, of course. Hence, I gave them the ability to further upgrade a skill they already have, allowing them to specialize further in a specific area.

Spoiler

Steel Sword EX
Uninheritable, Sword, 12 Might. Allows unit to temporarily upgrade a Passive until weapon is unequipped.

Steel Lance EX
Uninheritable, Lance, 12 Might. Allows unit to temporarily upgrade a Passive until weapon is unequipped.

Steel Axe EX
Uninheritable, Axe, 12 Might. Allows unit to temporarily upgrade a Passive until weapon is unequipped.

Steel Dagger EX
Uninheritable, Dagger, 8 Might. Allows unit to temporarily upgrade a Passive until weapon is unequipped.

Steel Bow EX
Uninheritable, Bow, 10 Might. Allows unit to temporarily upgrade a Passive until weapon is unequipped.

Elfire EX
Uninheritable, Red Tome, 10 Might. Allows unit to temporarily upgrade a Passive until weapon is unequipped.

Ruin EX
Uninheritable, Red Tome, 10 Might. Allows unit to temporarily upgrade a Passive until weapon is unequipped.

Elthunder EX
Uninheritable, Blue Tome, 10 Might. Allows unit to temporarily upgrade a Passive until weapon is unequipped.

Ellight EX
Uninheritable, Blue Tome, 12 Might. Allows unit to temporarily upgrade a Passive until weapon is unequipped.

Elwind EX
Uninheritable, Green Tome, 10 Might. Allows unit to temporarily upgrade a Passive until weapon is unequipped.

Upgraded Passives. These upgrades are offered by the previous "EX" weapons, and can only be used when the weapon is equipped. These skills cannot be removed until the weapon is unequipped or the choice of upgrade is changed, though they are automatically removed when the weapon is removed or changed. Obviously Support and Special skills cannot be upgraded this way, but Seals are also incapable of being affected (so you'll never be able to have Quick Riposte 4 as a Seal).
Note: I admit I pretty much went through Gamepress looking at the skills, which is why they're all in alphabetical order. No one has the patience to perfectly learn the text of each skill by heart, even if they know what each skill does.

Spoiler

Threaten Atk 4 (or Spd, Def, or Res)
Inflicts Atk -6 on foes within 2 spaces through their next actions at the start of each turn.

Brash Assault 4
Unit automatically makes a follow-up when at HP ≤ 60% and attacking a foe that can counter.

Atk/Spd 3 (this is also the case for any hybrid flat stat modifiers, except for skills like L&D and Fury)
Grants Atk/Spd +3.

Attack +4 (same with the Spd, Def, and Res upgrades, as well as the HP upgrade which goes to +6)
Grants Atk +4.

Bracing Blow 3 (same with the hybrid Invisible stat modifiers based on combat initiation, as well as the singular Invisible stat modifiers — such as Darting Blow 4 at +8 Spd)
Grants Def/Res +6 during combat if unit initiates combat.

Breath of Life 4
If unit initiates attack, adjacent allies recover 9 HP after combat.

Defiant Atk 4 (or Spd, Def, or Res)
Grants Atk +9 at start of turn if unit's HP ≤ 50%.

Drive Atk 3 (same with the other Drive skills, as well as Spur skills at +5 or hybrid Spurs at +4 per stat; does not count class-specific ones like Ward Cavalry)
Grants allies within 2 spaces Atk +4 during combat.

Escape Route 4 (also the case with Wings of Mercy...also it's funny that Escape Route says "wrap adjacent to any ally" because that'd mean Frederick is like a burrito or snake)
Enables unit whose own HP ≤ 60% to warp adjacent to any ally.

Fortify Def 4 (same with Fortify Res, or Hone Atk or Spd, but does not include class-specific ones like Fortify Cavalry)
Grants adjacent allies Def+5 through their next actions at the start of each turn.

Fortress Def 4 (same with Fortress Res; didn't include alongside Attack +4 because this skill works differently enough that it needed its own bit)
Grants Def +6. Inflicts Atk -3.

Obstruct 4
Prevents foes from moving through adjacent spaces while this unit's HP ≥ 30%. (No effect on foes with a Pass skill)

Pass 4 (just saying this now since its HP threshold removes the need for including its text (≥0% is redundant)...I'm not including Vantage as an option. It'd be the go-to staple for everyone because it'd always enable the unit to counterattack first, and mixing that with Distant Counter or a DC weapon would break the game. So no. JUST. NO! The same goes with Wrath, because getting an always-active CDR and Wo Dao effect is equally as bullshit as Vantage 4)
Unit can always pass through foes.

Quick Riposte 4
Unit automatically makes a follow-up attack if attacked at HP ≥ 60%.

Savage Blow 4
If unit initiates attack, foes within 2 spaces of target take 9 damage after combat.

Seal Atk 4 (or Spd, Def, or Res..you get that bit...as well as hybrid Seals of course)
After combat, foe suffers Atk -9 through its next action.

Wary Fighter 4
Prevents follow-up attack in combat from unit and foes if unit's HP ≥ 30%.

 

Geez, that's over and done with now XD
Hope the mods actually look at this thread anymore, otherwise there'll be a bunch of posts taking up needless room.

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Galeforce Winds: Infantry and Armored units within two spaces of this unit at the start of combat can move anywhere within their movement range.

Demonic Fury: Unit gains +8 ATK and SPD. Inflicts -2 Def and -2 Res. After combat, Unit takes 6 damage (Unit cannot reach 0 this way).

Shining Aura: After combat, foes within two spaces of target take 5 damage and are inflicted with -4 to all stats. 

Blazing Aura: If unit has less than 50% of their HP after any combat they initiate, all foes within 2 spaces take 14 damage.

Siege Bolt: After combat, if either this unit or the enemy couldn't counterattack, that foe takes 14 damage.

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