Old Mythics don’t get nearly as much love as Legendaries with the remixes. Maybe it’s bc their presence is kinda mandatory every other season to get good scores. Still, they need some love and remixes to turn them from needing to use them to wanting to use them. Maybe I made them too strong, judge by yourself.
Lyfjaberg Effect: Grants Res+3. At start of combat, if unit’s HP≥25%, grants Atk/Spd/Res+5 during combat, and if unit initiates combat, foe cannot make a follow-up attack and neutralizes effects that prevent unit’s follow-up attacks during combat. After combat, if bonus was granted, inflicts 5 damage to unit.【Dagger ７】
Lyfjaberg Refine: At start of turn, inflicts Atk/Spd-7 on nearest foes whose Res < unit’s Res within 4 spaces. At start of combat, if bonus was granted, inflicts Atk/Spd/Def/Res-4 on foe during combat and reduces damage from foe’s first attack by 30%.
Sparkling Boost II: At start of turn, heals 10 HP to all allies, and neutralizes any【Penalty】on the ally that has been dealt the most damage. Inflicts Atk/Spd/Def/Res-4 on foes within 2 spaces during combat.
Fell Breath Effect: Grants Atk+3. At start of combat, if unit isn’t adjacent to an ally or if foe’s HP≥ 75%. Grants Atk+6 and inflicts Atk-6 on foe, and foe cannot make a follow-up attack. If foe’s Range = 2, calculates damage using the lower of foe’s Def or Res.
Fell Breath Refine: At start of combat, if both conditions are met, grants an additional Atk+5 and inflicts an additional Atk-5 on foe, and reduces foe’s damage by 30%. If unit’s Atk ≥ foe’s Atk, grants Atk+6 and deals damage = 30% of unit’s Atk.
Upheaval II: At start of odd-numbered turns, inflicts 7 damage to all foes. At start of turn 1, if deployed in Aether Raids defense during Anima season, destroys offensive structure in the same column as unit and reduces foe’s Turn Limit by -1.
Chaos Manifest Effect: Grants Res+3. At start of combat, if【Penalty】is active on foe, inflicts Atk/Res- on foe, and unit can make a follow-up attack.
Chaos Manifest Refine: At start of combat, if unit’s HP≥25%, inflicts Atk/Res-5 on foe, and grants the following effects based on the amount of total penalties on foe:
≥4: Neutralizes foe’s bonuses during combat. Foe cannot make a follow-up attack.
≥8: Inflicts penalty on foe’s Atk/Res during combat = 5 + any current penalty on each of those stats.
≥12: Grants Atk = total penalties on foe. Inflicts Special Cooldown Charge -1 on foe during combat.
Chaos Named II: At start of turn, inflicts Atk/Res-8 on foes whose Res > unit’s Res within 3 columns centered on unit. At start of turn, if there are 3 or less units within 2 spaces of unit, inflicts Atk/Spd/Def/Res-6 and【Panic】on all foes within 3 columns centered on unit.
Divine Breath Effect: Grants Atk+3. Effective against dragon foes. At start of combat, if unit is within 2 spaces of a dragon ally or an ally that has any “effective against dragons” effect, grants Atk/Spd/Def/Res = 6 + number of dragon allies and allies that have “effective against dragons” within 3 spaces ×3 (max. +9). If foe’s Range = 2, calculates damage using the lower of foe’s Def or Res.
Divine Breath Refine: Unit can counterattack regardless of foe’s range. At start of turn, if a dragon ally or an ally that has “effective against dragons” effect is within 2 spaces of unit, unit and said allies can move 1 extra space (Activates before Divine Fang).
Divine Fang II: Neutralizes “effective against flying” bonuses. At start of turn, grants “effective against dragons” to the 4 nearest allies within 2 spaces for 1 turn. If an ally has “effective against dragons”, grants them Atk/Spd/Def/Res+4 during combat.