Years ago, I made some mock-up FE:H units for the characters of Etrian Odyssey Untold 2: The Fafnir Knight. They weren't bad, but with power creep, I decided what the hell, I'll go back and redo them! So we have the main five, plus I decided to add Fafnir's transformation because we have beast stones now, and Regina for kicks. BSTs are based off of what I could find for the highest of their respective Movement/Weapon category, though stats listed do include stat increase/decrease from skills.
Read More because length.
Fafnir is basically meant to be the banner's "completely OP" unit, considering that's basically what Fafnir is in EOU2, lol. I'm not worried about any of these units being too OP for the game though, since, y'know, they're not real. I'm not a game dev, I'll leave the balancing (or lack thereof) to IntSys.
Knight's Blade- 16 MT, +3 Def/Res If unit Initiates combat, ignore all enemy skills other than those of the enemy in combat.
I'm fairly certain this weapon effect already exists in game, but I couldn't find it on a wiki (maybe not updated yet) and didn't feel like digging into the game for a unit I may or may not be able to get a look at. In basics, he's able to ignore any drive or rein skills, or others of the sort, that would be assisting a unit he's attacking. The weapon name is mostly me not having a better name lol
Ignition Ray- Increase damage by 70% of ATK
Cooldown: 5
Ignition Ray in EOU2 is a skill that does all kinds of elemental damage to one enemy, but since that's not really a thing in FE:H, I figured a raw atk power boost would be apt. Definitely would need a massive cooldown on that, though.
Even if Fafnir is meant to be completely OP, Flavio isn't any slouch either. He's meant to be the glass canon to end all glass canons, a monster on initiation but completely vulnerable in enemy phase. He'd also get completely fucked by Null C-Disrupt on most units, especially dragonstones or anything with advantage over colorless.
Divide Bow- 16 MT
If unit initiates combat and Unit's SPD ≥ Foe's SPD, unit attacks twice and foe may not counterattack.
Again, this is all about Flavio being able to nuke something down while it can't hit him. Relatively simple in concept.
I decided to do something a little bit different with Arianna and treat her like a Staff with both an assist and special but only one passive. Her special also doesn't go down with using her assist like staff users, but she makes up for that with a decent CD and survivability.
Princess' Blade- 16 MT
Unit may counterattack at any range. If foe initiates combat, damage from foes subsequent attacks is reduced by 50%
Simple and to the point, but helps her make up for her lack of speed where survivability is concerned. Built in distant counter is just kinda a standard too, and would make her an easier target if she didn't have it.
Proof of Nobility- After Combat, restores HP = 40% of ATK (Minimum 7 HP) and grants Def/Res +3 to all units within two spaces.
Cooldown 3
Arianna's class is majorly about healing and buffing, though I primarily used her as a passive heal/primary buffer with the party composition story mode gives you. Still, her primary role is survival and the survival of her team, and I think a party healing sword would be an interesting idea. It requires a very tight-knit party comp, too, which I wanted to do because of how, when I stopped playing much at least, Solo skills were becoming a bigger deal. I just like close set party comps.
As expected, Betrand is built to be a protector. That said, he's primarily concerned with melee threats, so that's where his focus lies. Nothing too crazy except for his weapon, which I kept just kinda 'okay' for a prf.
Ancient Lance- 16 MT
If HP ≥ 25%, grants Atk/Def+5 and bonus to Atk/Def during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Atk, grants Atk+19, for a net bonus of Atk+12.) Calculates each stat bonus independently.
So yea, Bertrand basically has ATK/DEF Unity on his lance, but with an HP trigger rather than a positional trigger.
Chloe's concept has remained about the same; buff allies and debuff enemies, simple and to the point, though now she can also reposition an ally if she wants. Handy for if you need to send Flavio in deep to secure a kill, then get him out so you don't lose him. Not really much to explain here.
(Edit: I only noticed this after, but her defense is definitely not supposed to be 0. It's supposed to be a little lower than her res, but I'm not gonna recreate the entire damn thing just to fix that, you get the point)
This one was fun to consider. The Fafnir transformation is crazy, and I just really enjoy his stuff. So I gave him a unique weapon, special, and A skill, plus a buffed version of an existing C skill.
Mark of Fafnir- 16MT
Unit may counterattack at any range. If foe's HP = 100% or if unit initiates combat, unit makes a guaranteed follow-up attack and targets lower of Def or Res. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Beaststones are weird. I wasn't really sure what I wanted to go with besides distant counter and dragonstone properties, and garunteed followups are usually good.
Akashic Nova- After combat, foes in an area near target take damage equal to 2 x (unit's Atk minus foe's Def or Res).
Cooldown 5
Basically one of your standard AOEs, but stronger. NBD.
Holy Grail- Unit may transform when adjacent to sword, lance, axe, bow, dagger, tome, and staff allies.
THIS is the fun one. This skill essentially allows Fafnir to transform regardless of his allies, though he has too sacrifice the critical A slot to do so. The transformation aspect has always been the thing preventing me from using beasts, as with how I tend to play, it would basically require me to build a team fully of Beasts/Dragons, things I didn't really have built up.
Infantry Rush 4- Unit and infantry allies within 2 spaces gain: "if unit's Atk ≥ foe's Atk, grants Special cooldown charge +1 per attack. (only highest value applied. Does not stack.)"
Basically the same as Infantry Rush 3, except now it's also applied to the Unit and the trigger stipulation is foes atk instead of foe's atk +1.
Last but certainly not least, I knew I wanted to make Regina a unit, but since she never sees combat in her native game (that I know of, at least), it was a bit tough to decide. Ultimately, I thought it'd be fun to make her a refresher!
Chef's Knife- 12 MT, SPD +3
If a skill like Sing or Dance is used, grants bonus to target's Atk/Spd/Def/Res = highest penalty on target ally for 1 turn. (Example: if target has a -6 penalty to Atk, grants Atk/Spd/Def/Res+6.)
This Regina build is all about punishing debuffs. It's a fun one.
Hearty Meal- Grants another action to target ally, and if target is an infantry or armor ally, target can move 1 extra space. (That turn only. Does not stack. Cannot target an ally with Sing or Dance. This skill treated as Sing or Dance.)
This is basically just Gray Waves but effecting Infantry/Armor instead of Infantry/Flying. I figured since her special abilities have already gone into her weapon, I could just go with something mostly preexisting for her actual refresh.
And that's it! Thank you for reading if you got this far, and I hope you enjoyed my self-indulgent nonsense~