I only said that cuz I typed up my refine without reading anyone else’s and we had the same HP condition
But still, what a terrible… but wonderful refine that’d be
Just give rein a special spiral refine
Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1 for each magic ally on your team (including unit).
If unit’s triggers special before or during combat, restores 10 hp to unit after combat. If unit is within 2 spaces of a magic ally who had their special cooldown reduced and their atk > their res, grants atk/spd + X during combat (X equals number of allies that meet the condition)
Inflicts Spd-5. If unit initiates combat, unit attacks twice.
New Base: Inflicts Spd -7. Unit attacks twice (even if foe initiates combat).
At the start of combat if foe’s atk>60 (before and during combat bonuses included) and foe initiates combat grants def/res +6 to unit and unit can counterattack regardless of foe’s range. If unit initiates combat inflicts atk/res -4 and disables all of foe’s bonuses during combat. After combat, if unit attacked, grants atk/spd/res/def +5 to unit.
Base: Grants Def+3. At start of turn, deals 20 damage to foes within 2 spaces.
New Base: Neutralizes “effective against armored” bonuses for Turns 1-4. Grants Def+3. At start of turn, deals 20 damage to foes within 2 spaces.
If unit is in combat against a foe with “effective against armored foes” skills foe cannot make a follow up attack. If unit is within 2 spaces of an ally with “effective against armored foes” skills unit makes a guaranteed follow-up attack.
At start of combat, if foe’s HP < 100% or if【Penalty】is active on foe, grants Atk/Spd/Def/Res +3 to unit during combat. At start of combat, if foe’s HP < 100% and【Penalty】is active on foe, grants inflicts Atk/Def -5 to foe during combat. 【Penalty】 All effects that last “on foe through its next action.” Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
These don’t really seem underwhelming to me
Also how to make any refine underwhelming: “During unit’s first combat in player or enemy phase”
If foe initiates combat, unit gains atk/spd +1
For Reinhardt a refine that offers great bonuses but requires him to be on a mixed team! No bonuses for him on a cavline
*so something like
If unit initiates, +6 attack, Canto 2, unit makes a guaranteed follow-up and Foe’s first attack is reduced by 50%, granted only if number of Allies movement type on current team <=1.
flashback to the summer weapons that gave Atk/Spd+1 to allies within 2 spaces
It’s pretty simple : add “neutralize foe bonuses” and a generic -5 atk/res or spd/res or atk/def (depending on if you use spd, and hit def or res) and it’s done.
You have a underwhelming refine.
Just like Dorcas…
Or add a bonus that work only if the ENNEMY is buffed.
Or couple both! Only if the ennemy is buffed BUT you neutralize his buff
I was gonna say make the Reinhardt dual phase, but that would be something I’d actually enjoy
The problem with this is that it’s impossible to beat IS at thier own game.
Exhibit A: Sol Katti.
We gave this speedy unit brash assault lol.
Imagine getting scared of a refine that’s so fatally countered by poison strike.
Exhibit B: Stout Tomahawk.
Yes IS, give the slow unit whose weapon and base kit work exclusively on enemy phase a refine that activates if the unit INITIATES COMBAT
Before follow up denial outside wary was a thing…
Well it also works if the unit is within 2 spaces of an ally.
Actually it works if he is within 2 spaces of an ally…
But yeah, Dorcas’s prf suck ass… No follow-up nor follow-up deny (like Xander) for olds EP unit suck. Omni lull suck too. As 3rd “bonus” effect okay, but as a main effect ? Meh
Needing QR 3 in 2022 for doubling… What a joke.
Sinmara: At the start of turn, deals 20 damage to foes within 2 spaces of unit.
(Refine) At the start of combat, if foe’s HP<100%, grants Atk/Def/Res+3 during combat.
Dire Thunder: If unit initiates combat, unit attacks twice.
(Refine) If unit initiates combat, grants Atk/Def/Res+4 during combat.
Ophelia: Accelerates Special triggger (cooldown count-1). At the start of turn 1, grants Special cooldown count-X to unit (X = number of magic allies, including unit.)
(Refine) Grants Atk/Spd+4. Inflicts Def/Res-4.
the Missiletain one is actually not half bad