Sounds quite promising, but if IS really gives her Canto, it won’t be Canto [2], since it’s way too abusable on a ranged flier (see S!Eirika and F!Tana, who both got Canto [1]).
The extra retreat of Canto 2 is indeed abusable, but that’s what I want from my Petra I would also be happy with Canto [1] though, any Canto would be great really.
We have to wait for this weekend’s news update, right?
Hopefully we see the new refine batch. Still waiting for Byleth, Kronya and Python refine.
I’m pretty sure that we have to wait another week for the update since the next TT+ is scheduled for 11/7
Pretty sure they do that 2 weeks before the new Tempest Trials+
Since IS won’t seem to give them anything, I made my own Legendary versions of the Askr trio.
Alfonse
Legendary Alfonse: Askr’s Future (fire, +atk pair up)
Sword Cavalry
Weapon: Burning Fólkvangr: Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants atk/spd/def/res +5 to unit during combat, unit makes a guaranteed follow-up attack and grants special cooldown charge +1 to unit per attack. Deals damage = 20% of unit’s Def and reduces damage from foe’s attacks by 20% of unit’s Def (excluding area-of-effect Specials). 16 MT
Special: Aether
A: Atk/Def Catch 4
B: Seal Def 4
C: Askr’s Might: At start of turn, if unit is within 4 spaces of a foe, inflicts Atk/Spd/Def/Res-6 on foes within 4 spaces through their next actions and inflicts status on those foes preventing counterattacks through their next actions, and grants Atk/Spd/Def/Res+6 to unit for 1 turn.
Stats: HP/ATK/SPD/DEF/RES
41/44+/22-/41/32 (180 BST)
Sharena
Legendary Sharena: Askr’s Grace (water, +def pair up)
Lance Flier
Weapon: Freezing Fensalir: Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants atk/spd/def/res +5 to unit during combat and grants the following effects based on the number of allies within 3 rows or 3 columns centered on unit: If ≥ 1 ally, inflicts Atk/Spd/Def-X on foe during combat (X = number of allies in the area × 3; max -9). If ≥ 2 allies, neutralizes effects that guarantee foe’s follow-up attacks and effects that prevent unit’s follow-up attacks. If ≥ 3 allies, foe cannot counterattack. 16 MT
Assist: Askr’s Kindness: Grants atk/spd/def/res +6 to unit and target ally. Unit and target ally can move 1 extra space. (That then only. Does not stack.) Grants another action to unit. (Additional action granted once per turn only.)
A: Atk/Spd Clash 4
B: S/D near trace 3
C: Inf. spd tactic
Stats: HP/ATK/SPD/DEF/RES
40/38+/41/32/32- (183 BST)
Anna
Legendary Anna: General of Askr (wind, +spd pair up)
Axe Infantry
Weapon: Tempest Nóatún: Accelerates Special trigger (cooldown count-1). Inflicts Def/Res-4. If unit initiates combat and unit’s HP ≥ 25% unit attacks twice and unit can make a follow-up attack before foe can counterattack. If unit initiates combat or is within 2 spaces of an ally, neutralizes effects that prevent unit’s follow-up attacks and disables foe’s skills that change attack priority. 12 MT
Special: Askr’s Gale: Boosts damage by 30% of unit’s Spd. If unit initiates combat and special triggers during combat, grants unit another action after combat. (Once per turn.) 3 CD.
A: Atk/Spd Finish 4
B: Velocity 3
C: Times Pulse 4: At start of turn, grants Special cooldown count-1 to any allies within two spaces of unit (including unit) that has their Special cooldown count at its maximum value.
Stats: HP/ATK/SPD/DEF/RES
41/41/45+/30/30- (187 BST)
They may be a bit on the strong side in some areas but hey IS doesn’t care about balance so why should I?
Introducing re-armed Flayn! Here to save staff units from mediocrity with some brand new healer skills and an arcane staff! She provides an exceptional amount of support for just one unit, but what is a support unit doing, if not giving lots of support?
I’ve never really tried a serious theorycraft before, but here’s a shot at one with the Brodia Bros.:
Diamant
-
42/42+/44+/44+/15- | 187 BST
-
Successeur Blade- 16 MT
Accelerates Special trigger (cooldown count -1). If unit’s HP >= 25%, grants Atk/Spd/Def+5 to unit during combat, inflicts Atk/Spd/Def-6 on foe during combat, neutralizes all effects that guarantee foe’s follow-up attacks and prevent unit’s follow-up attacks, and also, if >=2 allies are within 3 spaces of unit, reduces damage from foe’s attacks by 20% of unit’s Def and unit deals damage = 20% of unit’s Def, and deals +10 damage when Special triggers. At start of ally’s combat, if unit is within 2 spaces of ally, that ally’s first attack deals +5 damage. -
Brodian Sol- 2 CD (prf)
Neutralizes effects that “inflict Special cooldown count -1 on unit.” Unit restores HP = 75% of damage dealt. -
Spd/Def Finish 4
-
Spurn 4
Inflicts Spd/Def -4 on foe during combat. If a skill compares unit’s Spd to a foe’s or ally’s Spd, treats unit’s Spd as if granted +7. If unit’s Spd > foe’s Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats x 5 (max 50%). If unit’s HP <= 75% and unit’s attack can trigger their Special, deals +7 damage when Special triggers. -
Joint Drive Atk
—
Tried to go for a faster red B!Dimitri here (actually that’s a lie, I slapped broken stuff on him IS-style and it turned out like that). Gave him a prf Sol because it’s the class skill of his unique class in Engage, and the +5 damage to allies within 2 spaces was what I thought the best equivalent to a chain attack was in FEH terms (since in Engage he’s a backup-type unit in his main classes and can perform chain attacks).
Alcryst
-
37-/41+/44+/35/20 | 177 BST
-
Arc d’Élite- 14 MT
Accelerates cooldown trigger (cooldown count -1). If foe initiates combat or if unit’s HP >= 25%, grants Atk/Spd +6 during combat, neutralizes effects that guarantee foe’s follow-up attacks and prevent unit’s follow-up attacks, reduces damage from foe’s first attack by 30%, and after combat, if Special triggered before or during combat, grants Special cooldown count-2. If any ally is within 2 spaces of unit, grants Atk+5 to unit and that ally during combat. -
Brodian Luna- 3 CD (prf)
Ignores non-Special skills that reduce damage by X%. Treats foe’s Def as if reduced by 60%. -
Atk/Spd Form 4
If unit is within 3 spaces of an ally, grants Atk/Spd+X during combat (X = 2 x number of allies within 2 spaces, +3, max 9), and if unit is within 3 spaces of 2 or more allies, neutralizes penalties to unit’s Atk/Spd and unit deals damage = number of allies within 3 spaces (max +7). -
Spd/Def Tempo 3
-
Atk/Spd Oath 4
—-
Like Diamant, I gave Alcryst a prf Luna since in Engage, Luna is the class skill of Alcryst’s personal class. I tried to implement his Get Behind Me personal skill into his weapon with its last effect of granting himself and his allies an attack bonus. of course, seeing how Alfred’s Self-Improver is vastly different between Engage and FEH, maybe it’s more realistic to think that IS would do more with Alcryst’s personal skill in FEH than JDA2, but oh well.
For Atk/Spd Form 4, I took inspiration from Atk/Spd Clash’s penalty-neutralizing effect, and added some extra true damage (since I couldn’t think of anything else to add to make it worthwhile lol).
for their BSTs, I looked at Alear’s and Céline’s (187 and 177 respectively), and went from there. and for their prf skill effects, I tried the IS route of being lazy and slapping on strong effects with an almost-always-met condition, but IS probably has less restraint than me lol
It is rapidly becoming clear that even the most OP theorycrafts I can think of are vastly outclassed by IS’s actual unit building.
If IS won’t make Lloyd the powerhouse he deserves, I’ll do it myself
Fang’s light Brand: 16 Mt. Accelerates Special cooldown count -1. Grants Res +3. Unit can counterattack regardless of foes range. If units HP >25% grants atk/spd/def/res +5 to unit during combat. After combat, if units special triggered, grants special cooldown +1 to unit. Targets the lower of foes def or res.
Iron Rune: Inflicts -4 atk/spd/def/res on foe during combat and inflicts special cooldown -1 on foe per attack. If foes special is ready, inflicts special cooldown count +1 at start of combat.
This is Lloyd’s appearance if you fight him at Cog of Destiny. Iron rune prevents critical hits, so specials in this case, hence guard and denying charged specials.
FE7 Light brand normally cant critical at range, but since FEH doesn’t care about balance, neither do I Otherwise I would have made a lot more interesting and balanced weapon instead of giving it everything with no drawbacks (i.e. Hard targets res at range and can’t charge units special, etc.)
Imperial Shield
Mt 16
Accelerates special (cooldown count -1). Grants unit +3 Def/Res. At start of turn if units Hp ≥ 25% grants unit and allies within 2 Spaces +6 Def/Res, at start of combat if unit’s Hp ≥ 25% grants unit +5 Atk/Def/Res, neutralizes penalties to unit, grants unit Special cooldown charge +1 per unit’s attack. (Only highest value applied. Does not stack.), and heals unit and allies within 2 spaces 7 hp after combat.
Flare Demolisher: CD 3
Reduces damage from foe’s attacks by 30%. After triggering, boosts damage for unit’s next attack by 30% of unit’s Def. (Boost resets at the end of combat.)
Chapter 22 Engage Spoilers
I posted this like a few weeks go but please don’t go to this if you play Engage and didn’t pass Chapter 22 yet
Buddy that doesn’t help when you can literally see the damn spoilers in this post. If you have to warn about them then you probably shouldn’t have posted it in this thread to begin with.
Introducing Veyle
I like the idea of a non-dragon unit that can equip dragon skills. Veyle comes with the much awaited inheritable dragon special. Breath is basically her secondary weapon type, this also means Veyle can equip Distant Counter Dragons for example. She is an offensive unit with a surprising amount of survivability. With all her skills combined Veyle can reduce damage of foe’s attacks by a flat 20, that is after inflicting -10 Atk on the foe and possibly reducing damage by 50% with Dragon Wall 4. Her weapon is a bit unusual for a dagger, it doesn’t have dagger 7 but like a breath weapon it has adaptive damage, only it’s against melee units because Veyle herself is ranged. Not a bad deal since adaptive damage is usually more useful against melee foes. Dragon Wall 4 reducing damage by 5 when foes have a damaging special is inspired by Engage Tiki’s Special Guard.
After seeing the XC3 Heroes post, I felt inspired to do one based on XC1, my first even Xenoblade game. Probably will make a XC2 one later, but it’d be more complicated.
Shulk: Future Seer
A young man from Colony 9, and wielder of the Monado. After the Mechon attacked his colony, he vowed to destroy all of Mechonis.
Monado Buster: Grants Atk/Spd/Def/Res+3. Effective against armored foes. At start of combat, grants Atk/Spd/Def/Res+6 to unit during combtat and, if unit is within 3 spaces of an ally, before unit’s first attack, grants Special cooldown count-2 to unit. After combat, if unit’s Special triggered, heals 6 HP to unit.
Monado Arts (4 CD): Boosts damage dealt by 20% of unit’s Atk. When Special triggers, applies the following effects depending on foe’s movement type.
Infantry: Grants Spd+10 to unit during combat and, for the rest of combat, if unit’s Spd > foe’s Spd, unit makes a guaranteed follow-up attack, and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%)
Armored: For the rest of combat, treats foe’s Def/Res as if reduced by 30%, neutralizes effects that prevent unit’s follow-up attacks, disables non-Special effects that “reduce damage by X%”, and prevents foe’s Specials that are triggered by unit’s attack.
Cavalry: Grants Def/Res+20 to unit during combat and, for the rest of combat, foe cannot make a follow-up attack, and reduces damage from foe’s next attack by 80%.
Flier: Inflicts Atk/Spd/Def/Res-6 on foe during combat, neutralizes foe’s bonuses, disables skills of all foes and inflicts Special Cooldown Charge -1 per attack on foe during combat.
“Hi, my name’s Shulk. With the Monado by my side, I know we can overcome every obstacle!”
“I can see glimpses of the future, and then use the power of the Monado to change it. It seems there are people here with the same abilities.”
“This is the Monado’s power!”
Melia: Empress of Ether
The half-human princess of Alcamoth, the city of the High Entia. She uses her ability to manipulate the flow of ether to stop the Mechon.
Alcor Staff: Grants Atk/Res+3. At start of turn, if unit is within 3 spaces of an ally, grants the following stat boost depending on the colors of the allies within 3 spaces = Atk+6 if red, Spd+6 if green, Def+6 if colorless, and Res+6 if blue. (Calculates each bonus independently.) Grants weapon-triangle advantage against and inflicts weapon-triangle disadvantage on red, blue, green and colorless foes during combat. At start of combat, if unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+6 during combat, and grants the following effects depending on foe’s color:
Red: Unit can counterattack regardless of foe’s range. Calculates damage using foe’s lower Def or Res. After combat, foe is moved 1 space away and deals 10 damage to foe and all other foes within 2 spaces.
Blue: Grants Res+6 during combat, and when unit deals damage to foe during combat, restores 7 HP to unit, and restores HP = 30% of damage dealt when Special triggers. After combat, restores 10 HP to unit and allies within 2 spaces.
Green: Grants Spd+10 to unit during combat, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. After combat, if unit initiated combat, unit moves 1 space away.
Colorless: During combat, grants Atk/Def+8, grants Special Cooldown Charge +1 to unit per attack and unit deals damage = 20% of unit’s Atk. After combat, deals damage = 50% of unit’s Atk to foe.
“Greetings. I am Melia Antiqua, princess of the Holy City of Alcamoth. I pray that my abilities are useful to your righteous cause.”
“My kingdom, Alcamoth, is the land of the High Entia. I’d be delighted if you were to visit someday.”
“The ether flows through me!”
Dunban: Hero of the Homs
Fiora’s older brother, and previous wielder of the Monado. His chivalrous demeanor and unyielding fighting spirit made him a legend among Colony 9.
Homs Cutlass: Grants Spd+3. At start of combat, if unit’s HP ≥25%, grants Atk/Spd/Def/Res+6 to unit, neutralizes effects that prevent unit’s follow-up attacks or guarantee foe’s follow-up attacks, deals damage = 20% of unit’s Spd, reduces damage by 20% of unit’s Spd, and if unit’s Spd > foe’s Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). Once per turn, if the number of allies within 2 spaces ≥ 2 and if a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit, buf after combat, inflicts【Undefended】to that ally until the end of the turn.
“My name is Dunban. I can see you need my assistance…very well, I will do what I must.”
“The Monado is a powerful weapon, but it also brings pain to its wielder. I hope Shulk will be fine with it…”
“We choose to fight!”
Riki: Mighty Heropon
A Nopon from Frontier Village who was chosen as the “Heropon”. In truth, he’s a family man with a great ego and greater energy.
Heroic Lurgy: Calculates damage using foe’s lower Def or Res. At start of turn, if unit’s HP ≥75%, grants Special Cooldown count -1 and【Tempo】to unit and allies within 3 spaces until the end of the turn, and if the number of allies within 2 spaces ≥2, grants【Charge】to unit until the end of the turn. At start of combat, if unit’s HP ≥75%; inflicts Atk/Spd/Def/Res-6 on foe, and unit deals +X damage per attack (X = number of【Penalty】effects active on foe × 2, + 5; stat penalties for individual stats count as 1【Penalty】.) After combat, inflicts every【Penalty】on foe to all foes within 2 spaces of target, and neutralizes all penalties on foe.
Sudden Panic 4: At start of turn, if any foe’s HP ≤ unit’s HP-1 and that foe is within 2 spaces of another foe, inflicts Atk/Spd/Def/Res-3 and【Panic】on target and foes within 2 spaces of target throughout their next actions. At start of combat, if unit’s HP ≥75%, inflicts penalty on foe’s Atk/Spd/Def/Res during combat = 3 + any current penalty on each of those stats.
“Hey hey! Heropon Riki is ready to beat all strong enemies around here!”
“There are many Hom Hom and Dinobeast in Askr, but no Nopon in sight! Summoner should bring Chief as Riki’s sidekick.”
“Heropon beat you good!”
Reyn: Diligent Defender
A childhood friend of Shulk and Fiora. He posseses a big drive to protect the friends he holds dear.
Atomic Gunlance: Grants Def+3. At start of combat, if unit is within 3 spaces of an ally or if unit’s HP ≥25%, grants Atk/Spd/Def/Res+6 to unit during combat, grants Special Cooldown Charge +1 to unit per attack, and foe cannot make a follow-up attack, and if both conditions are met, deals damage =20% of unit’s Def, reduces damage by 20% of unit’s Def and unit makes a guaranteed follow-up attack. Once per turn, if the number of allies within 2 spaces ≥ 2 and if a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit, buf after combat, inflicts【Undefended】to that ally until the end of the turn.
“Oi, what is this place? Eh, whatever. Reyn’s here to lend you a hand!”
“Shulk, Fiora and Dunban always made fun of me for not being as bright. It’s okay though, they know they can rely on me at any time.”
“It’s Reyn Time, baby!”
Sharla: Devoted Medic
A combat medic from the destroyed Colony 6. After losing most of her loved ones to a Mechon attack, she swears to protect those who remain.
Gadolt’s Rifle: Foe cannot counterattack. When an Assist skill is used, grants Special Cooldown count -1 and restores 10 HP and nullifies penalties on unit and target ally. At start of combat, if unit is within 3 spaces of an ally, grants Atk/Def/Res+6 during combat and, if【Penalty】is active on foe, deals damage = 30% of foe’s Res. After combat, if Special triggered, restores 20 HP to unit and allies within 3 spaces, but inflicts【Gravity】,【Isolation】and【Stall】on unit throughout its next action.
Wrathful Shift: Unit can move to a space adjacent to an ally within 2 spaces. Inflicts Res-4 on foe during combat and foe cannot counterattack.
“My name is Sharla. For those who couldn’t make it…for those who are still here…I will fight.”
“My homeland, Colony 6, was destroyed by those Mechon…but thanks to Shulk and Juju, we’re rebuilding it bit by bit.”
“Rip through the air!”
Seven (HEAVY Spoilers for Xenoblade Chronicles 1)
Fiora: Mechanic Angel
A childhood friend of Shulk and Reyn, who appeared to perish during a Mechon attack. In truth, she was converted to a Mechon and communed with the Mechonis Goddess Meyneth.
Meyneth Monado (Mt 8): Accelerates Special Trigger (Cooldown Count -1). Grants Spd+5. Unit attacks twice. Unit can counterattack regardless of foe’s range. Grants Special Cooldown Charge +1 to unit and foe per attack during combat. When Special triggers, or if Special is ready at the start of combat, grants the following effects based on unit’s max Special Cooldown Count value during combat:
1-2: Neutralizes unit’s penalties during combat, reduces damage from foe’s attacks by 20% and treats foe’s Atk as if reduced by 30%, but reduces damage from unit’s attacks by 10 until the end of combat. After combat, is Special triggered, inflicts Atk-6 on foes within 3 spaces and grants Atk+6 to unit.
3: Boosts damage by 10. After combat, if Special triggered, deals 10 damage to target, foes within 4 spaces of target, and all foes in cardinal directions of unit.
4: Nullifies foe’s bonuses during combat. Calculates damage using foe’s lower Def or Res. When Special triggers, deals damage = 30% of unit’s Atk. After combat, if Special triggered, deals damage = 30% of unit’s Atk to all foes in cardinal direction of target.
5: Neutralizes effects that prevent unit’s follow-up attacks or inflict “Special Cooldown Charge -1” to unit, and unit makes a follow-up attack before foe can counterattack (even if foe initiates combat), but foe deals +10 damage to unit until the end of combat. When Special triggers, deals damage = 30% of foe’s lower Def or Res.
Final Cross (5 CD): Calculates damage using foe’s lower Def or Res. Neutralizes effects that “reduce damage by X%”. Boosts damage by 50% of unit’s attack. After combat, inflicts 10 damage and Special Cooldown count+1 to target and foes within 2 spaces of target.
“Hi, my name is Fiora. Don’t you worry about my body…I’m still a Homs at heart.”
“I used to think all the Mechon were the enemy…but when Meyneth reached out to me, I…”
“One, two…Yah!”
Gentle Dragon - Veyle - Mythic Dark
Colorless Tome Infantry (Trainee BST)
40/43/32/24/43
Weapon - Obscurite
Accelerates Special Trigger (cooldown count-1). Unit can equip skills inheritable by dragons. Skills with “effective against dragons” are effective against this unit. At start of combat, if unit’s HP>=25%, grants Atk/Spd/Def/Res+5 during combat, unit makes a guaranteed follow up attack and reduces the damage of foe’s first attack by 40%. At the start of turn, grants [Null Follow-Up] and “Unit’s attacks deal 10 more damage” to unit and allies within 3 spaces.
At start of turn 1, grants [Fell Revival] to any ally with the highest HP for the rest of the map.
[Fell Revival]
If unit’s HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP. After combat, removes all penalties on unit and restores 99 HP, but unit takes 5 damage after every combat. (Once per map.)
Special: Draconic Aura
A Skill - Remote Mirror
B Skill - Dragon’s Wrath 4
C Skill - Fell Protection - Grants Atk/Spd/Def/Res+4 to allies within 3 spaces during combat. Allies take X less damage. (X = 5 if ally is within 3 or more spaces of unit, 7 if within 2 spaces of unit, and 10 if adjacent to unit).
I have a feeling that evil Veyle will be dagger and good Veyle will be tome. But the idea of her inheriting dragon skills is true to the fact that she’s a dragon but can’t transform.
Introducing the next Fatalgard… What if we turned H!F!Corrin into an armored unit with Hardy Bearing and gave her some of Lucia’s abilities? Yeah, we get a unit that is very tough to kill. To not make it completely unfair, Anankos has low attack for today’s standards and no playerphase. But I definitely designed him to be incredibly effective in the current meta.
His statline with his weapon equipped will be a very satisfying 44/44/44/44/44 when neutral +0
I should really update my own ones for XC1 and 2 lol. I think they’re somewhere on here.
Well technically she wouldn’t be able to equip DC(D) because she’s already ranged. But I do like the idea of units with Dragon blood but who are not Dragon units being able to equip Dragon exclusive skills