Challenge: Make an underwhelming refine :feh_reinpog:

I only said that cuz I typed up my refine without reading anyone else’s and we had the same HP condition

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But still, what a terrible… but wonderful refine that’d be

Just give rein a special spiral refine
:feh_rein:

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Ophelia

Base:
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).

Refine:
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)

Reinhardt

Base:
Inflicts Spd-5. If unit initiates combat, unit attacks twice.

New Base: Inflicts Spd -7. Unit attacks twice (even if foe initiates combat).

Refine:
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.

Surtr

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.

Refine:
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).

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These don’t really seem underwhelming to me

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Also how to make any refine underwhelming: “During unit’s first combat in player or enemy phase”

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Ophelia

Refine:
If foe initiates combat, unit gains atk/spd +1

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For Reinhardt a refine that offers great bonuses but requires him to be on a mixed team! No bonuses for him on a cavline :feh_crazydimitri:

*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.

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flashback to the summer weapons that gave Atk/Spd+1 to allies within 2 spaces

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image

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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.
Like Dk…

Or couple both! Only if the ennemy is buffed BUT you neutralize his buff :feh_rein:
Genius move

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I was gonna say make the Reinhardt dual phase, but that would be something I’d actually enjoy

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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.

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Imagine getting scared of a refine that’s so fatally countered by poison strike.

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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

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Before follow up denial outside wary was a thing…

Well it also works if the unit is within 2 spaces of an ally.

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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.

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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.

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the Missiletain one is actually not half bad

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