Here we go with a month of refines, 5 this month. Rip Ballroom Dancing Sigurd.
Robin: Fall Vessel
Lvl 40 5 Star 40/40/17/37/38 Max Invest 50/50/26/46/49
Moonless Breath: Unit can counterattack regardless of foe's range. If unit is within 2 spaces of an ally and deals damage to foe using a Special, restores 30% of unit's maximum HP. (Triggers even if 0 damage is dealt.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Dragonscale: Neutralizes "effective against flying" bonuses. If foe initiates combat or if foe's HP = 100% at start of combat, inflicts Atk/Res-6 on foe and grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe’s attack deals 0 damage.)
Hey, it's Fall Fallen Female Robin. FFF! Robin was improved version of that legendary version, but is pretty sauseless compared to her remix AND we got a ReArmed version. How do we top this?
Unit can counterattack regardless of foe's range. If unit is within 3 spaces of an ally, inflict Atk/Spd/Def/Res -5 to unit during combat, reduces the effect of [Deep Wounds] by 50% during combat, and also, if unit deals damage to foe using a Special, restores 50% of unit's maximum HP. (Triggers even if 0 damage is dealt.)
At start of combat, if foe initiates combat or foe's HP ≥ 75%, inflict Atk/Spd/Def/Res -5 to unit during combat, deal damage = 15% of unit’s Atk (excluding area-of-effect Specials), reduces damage from foe's first attack by 40% (excluding area-of-effect Specials, "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if foe’s attack can trigger foe’s Special and unit's Res ≥ foe's Res-4 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.)
TLDR
Distant Counter
Atk/Spd/Def/Res - 10
restores 50% of unit's maximum HP on Special Trigger.
40% DR on 1st hit (Brave Exception).
Reduces [Deep Wounds] by 50%
TDMG = 15% of Atk
Scowl
Good.
Duessel: Obsidian
Obsidian Lance: Grants Def+3. At the start of combat, if unit initiates combat or the number of allies adjacent to unit ≤ 1, inflicts Atk/Def-X on foe (X = 20% of unit’s Def at the start of combat + 6) and unit makes a guaranteed follow-up attack, and foe cannot make a follow-up attack during combat.
At the start of combat, if foe initiates combat or foe’s HP ≥ 75%, inflict Atk/Def-6 on foe during combat, deal damage = 20% of unit’s Def, and reduces damage from foe’s first attack by 80% (“first attack” normally means only the first strike; for effects that grant “unit attacks twice,” it means the first and second strikes), and also, if unit’ Def > foe’s Def, Increases Spd difference necessary for unit to make a follow-up attack by X and decreases Spd difference necessary for foe to make a follow-up attack by X during combat (X = difference between Def stats; For example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe’s Spd to make a follow-up attack; stacks with similar skills.)
TLDR
Grants Def+3
During Combat:
Atk/Def-12 + 20% of unit’s Def
Guaranteed Follow-up
Prevent Follow-up
True DMG = 20% Def
80% DR on 1st Hit*
Frozen (Unit’s Def - foe’s Def)
Merlinus: Pherae’s Clerk
Merchant’s Virtue: At start of turn, grants Atk/Spd/Def/Res+6, “neutralizes unit’s penalties during combat,” and [Null Panic] to unit and allies with HP < unit’s HP for 1 turn. At start of combat, if unit’s HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat. After combat, if unit attacked, inflicts Atk/Spd/Def/Res-6 on foes within 2 spaces of target through their next actions.
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grant [Canto (1)] and [Bonus Doubler] to unit and target ally or unit and targeting ally for 1 turn. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit, and also, if unit’s Atk < foe’s Atk - 5, foe cannot counterattack.
TLDR
Start of turn: Atk/Spd/Def/Res+6, [Null Penalties], [Null Panic] to unit and allies with lower HP.
After an movement assist: grant [Canto (1)] and [Bonus Doubler] to unit and ally
During combat, Atk/Spd/Def/Res+8
If Atk < foe's Atk, foe cannot counterattack
After combat, inflict Atk/Spd/Def/Res-6 on foes within 2 spaces of target
Catherine: Thunder Knight
Thunderbrand: Grants Spd+3. At start of combat, if foe’s HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, neutralizes effects that grant foe a guaranteed follow-up attack or prevent unit’s follow-up attacks during combat, and also, if unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 tile radius of an ally, grants Atk/Spd/Def/Res+4 during combat, deal damage = X% of unit Atk (if foe is a Dragon, Beast, or Armored, X = 20, otherwise, 10) and reduce damage from foe’s first attack by 40% (*Brave hit exception).
TLDR
AS + Spd+3
During combat, Atk/Spd/Def/Res+9
NFU
Desperation
TDMG = X% of Atk (If Dragon, Beast, or Armored = 20, otherwise 10)
40% DR on 1st hit (Brave exception)
And again, I don't care about the GHB unit. I'm sure Solon will get something good. Anyway. I FINALLY bought Buldar's Gate a year after it won the game awards so yeah, I'm behind.
Let's get this over this. I got Vampire Survivors to play. We have two Mythic heroes that both have axes, are tanky with gauranteed follow-up and Flow skills, and this fancy "Ó".
Thórr: War God
40/44/19/41/34 43/47/22/44/37
War-God Mjölnir: Accelerates Special trigger (cooldown count-1). Effective against armored foes. At start of combat, if unit's HP ≥ 25%, grants Atk+6 to unit during combat, inflicts Atk-6 on foe during combat, unit makes a guaranteed follow-up attack, and also, if unit is not adjacent to an ally, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Bonfire - Atk/Def Push 4 - Flow Guard 3 / Guard Bearing 4 – Worldbreaker+
Worldbreaker+: Allies within 2 spaces of unit can move to any space within 2 spaces of unit.
Grants Atk/Def/Res+5 and Special cooldown charge +1 to unit per attack (Only highest value applied. Does not stack.), and grants Special cooldown count-2 to unit before unit's first attack during combat.
Grant Atk/Def/Res+4 and Special cooldown charge +1 to unit per attack to allies within 3 spaces of unit (Only highest value applied. Does not stack.), and grants Special cooldown count-1 to those allies before unit's first attack during their combat
Here is Thor-sorry-Thórr. She was just meh. Her personal skill was commonly swapped with powerkepted flier skills, and now she has Guidance 4 (so Ashe's personal skill :( ) and giving Special charge and Special jump to herself and allies. This is way better, and Guard Bearing 4 is better for tanking. She what might her refine be?
War-God Mjölnir: Accelerates Special trigger (cooldown count-1). Effective against armored foes. At start of combat, if unit's HP ≥ 25%, grants Atk+6 to unit during combat, inflicts Atk-6 on foe during combat, unit makes a guaranteed follow-up attack, and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
If unit initiates combat or is within 2 spaces of an ally, grants Atk+X to unit during combat, inflicts Atk-X on foe during combat (X = number of foes within 3 row and columns centered on unit, × 2, + 6; max 12 ), deal damage = 15% of unit’s Atk, neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit, and reduces the percentage of foe's non-Special "reduces damage by X%" skills by 50% during combat.
So I'm adding more Atk+/- (18 in total), giving true damage of 15% of her Atk, Tempo, 50% DRP. I'm also removing the solo condition on the Lull. This is just a super special charge unit. I would have given her 100% DRP on Special attacks, but I know Phoenixmaster want Galeforce teams.
Ótr: Kingsbrother
41/41/17/40/35 44/44/20/43/38
Auto-Lofnheiðr: Grants Atk+3. Enables【Canto (3)】during turns 1 through 4. If unit initiates combat or is within 2 spaces of an ally, grants Atk+6 to unit during combat, inflicts Atk-6 on foe during combat, and unit makes a guaranteed follow-up attack.
Brutal Shell+: Cooldown: 3 At the start of turns 1 through 4, grants Special cooldown count-3 to unit. When Special triggers, boosts damage by 50% of the greater of unit’s or foe’s Def. If unit’s or foe’s Special is ready or triggered before or during this combat, reduces damage from foe’s next attack by 40% (once per combat; excluding area-of-effect Specials).
Speaking of Phoenixmaster, it's time for his evil doubleganger to get remix. He got a much better A slot in Atk/Def Excel, but his special is lacking the DRP, just to get more DR and more consistently high damage, by using either the sky high def of him or his opponent. His refine better be good.
Auto-Lofnheiðr: Grants Atk+3. Enables [Canto (3)] during turns 1 through 4.
If unit initiates combat or is within 2 spaces of an ally, grants Atk+6 to unit during combat, inflicts Atk-6 on foe during combat, and unit makes a guaranteed follow-up attack.
At the start of turn 1 through 4, grant [Treachery] and "unit cannot be slowed by terrain (does not apply to impassable terrain)" to unit and allies within 2 tile radius for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk+6 to unit during combat, inflicts Atk-6 on foe during combat, deal damage = 15% of unit’s Atk, and also, if Special triggers (excluding area-of-effect Specials), neutralizes "reduces damage by X%" effects from non-Special skills.
I don't expect Ótr's Canto (3) to get upgraded to Aided Reginn's Canto (Dist.+1; Max 5) but it would be very nice. Instead, I giving him supportive abilities by giving him and allies Treachery and the Traverse Terrain status effect. (Triple Ts). Nobody gives the Trecheary status on start of turn, and this would be great (even though he himself doesn't give bonuses), and the traverse terrain make his movement better for invading Aether Bases and Dragon Veins. On top of that, since he has to run his special, I'm giving him the DRP on his special trigger, along with the other stuff Thórr is getting.
Tibarn: Shipless Pirate
42/41/30/36/18 53/52/40/47/28
Sky-Pirate Claw : Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, grants Atk+5 to unit and inflicts Atk-5 on foe during combat and unit makes a guaranteed follow-up attack. 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.
It's Pirate! Tibarn. Look at him Galeforce around. I hope he doesn't mind getting his refine so close to Hræsvelgr's banner. What could his refine look like.
Sky-Pirate Claw : Accelerates Special trigger (cooldown count-1). At the start of combat, if unit initiates combat or the number of allies adjacent to unit ≤ 2, grants Atk+5 to unit and inflicts Atk-5 on foe during combat, unit makes a guaranteed follow-up attack, and neutralizes effects that inflict “Special Cooldown – X" on unit and effects that prevent unit's follow-up attacks. Effect [Beast flying].
Enables [Canto (2)]
At the start of combat, if unit's HP ≥ 25%, grant Atk+X to unit and inflicts Atk-X on foe during combat (X = 5 + number of spaces from start position to end position of whoever initiated combat x 2, Max 13), deal damage = 15% of unit’s Atk, and after combat, if unit’s Atk > foe’s Atk or unit is transformed, grant Special Cooldown – 2 to unit.
Yeah, if he needs Areal Maneuver, he can have Canto in his refine effect. I get he could also use a guaranteed method of transforming, but we got the Beast Sacred Seal now. He is also getting more Atk+/- like the others, but he is also getting Special jump for after combat, if he has more Atk than the foe or he is transformed, to charge that Galefore, incase he kills the foe on the first hit.
Guinivere: Princess of Bern
Aureola: Effective against magic foes. Grants Res+3. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Res+5 and disables foe’s skills that “calculate damage using the lower of foe’s Def or Res” during combat. Restores 7 HP to unit and allies within 3 spaces after combat.
At the start of combat, if unit’s HP ≥25%, grant Atk/Spd/Res+5 to unit, deal damage = 20% of unit’s Res (excluding area-of-effect Specials), reduce damage from foe’s attacks by 20% of unit’s Res (excluding area-of-effect Specials), and grant Special cooldown charge+1 per attack (does not stack, maximum value only).
Shamir: Archer Apart
Survivalist Bow: Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit is initiate combat or if the number of allies adjacent to unit ≤ 1, grants Atk/Spd+6 during combat, neutralize penalties on unit’s Atk/Spd, and also, if foe’s HP ≥ 50% at start of combat, foe cannot counterattack.
At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. At the start of combat, if foe’s HP ≥ 25%, grant Atk/Spd+5, neutralize skills that inflict “Special Cooldown –X" during combat, deals damage = X% of unit’s Spd when Special triggers (X = unit’s max Special cooldown count value × 10, + 20; excludes area-of-effect Specials), and after combat, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Jill: Fiery Dracoknight
Talregan Axe: Accelerates Special trigger (cooldown count-1). If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd+6, Def/Res+4 during combat and neutralizes effects that guarantee foe’s follow-up attacks and effects that prevent unit’s follow-up attacks during combat. If unit initiates combat, unit can make a follow-up attack before foe can counterattack.
At the start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 to unit, [Canto (1)], and “Unit can move to a space within 2 spaces of any ally within 2 spaces.” At start of combat, if unit’s HP ≥ 25%, grants Atk/Spd/ Def/Res+5 during combat, neutralized effects that inflict “Special Cooldown charge -X” on unit, and deal damage = 20% of unit’s Spd.
Díthorba: Cutting Knight
Whatever. Maybe they can make a better Flame lance.
I’m back with a new banner theorycraft. This is Reginn and More. From the title alone, you will know that Reginn, the steampunk mecha centaur princess, is on this banner. I do prefer the banners that have the name a character in it over the “Truth and Justice” style of banner names. However, if it’s a FEH original character, you would never guess the other three units on this banner are from Sacred Stones, unless you were there for it. Anyway, I would usually do 4 heroes on for this style of blogs, but 1 of them is Reginn, who already got a Refine and Remix, and the other is Natasha, a 3–4-star staff unit. 3–4-star staff units don’t get refines. Thankfully, Knoll was our free 3–4-star that wasn’t on the banner, so we can theorycraft him. BTW, there’s a TLDR and the end for you to read ASAP.
Selena: Fluorspar
Lvl 40 5 Star 40/39/39/16/23 Max Invest 49/48/48/24/31
Tome of Storms : Grants Spd+3. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit during combat and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Rally Atk/Res+ - Life and Death 4 - Atk/Res Ruse 3
Selena joins the very small list of bosses (and not recruitable) in the regular heroes summoning pool, and even smaller list of units that also have a seasonal alt too. Who else is on that list? Reinhart, Ishtar, Idunn, and everyone from Muspell. Well, cool, can’t wait for her Ascendent/Rearmed/Attuned/Aided alt. Uh, what does she do that's different from her summer alt? She has NFU and she doesn’t have Rein. Well, the Refine adds Hexblade, “prevent counterattack”, and Lull Spd/Res. I like all of that, but the Hexblade.
Tome of Storms : Grants Spd+3. At start of combat, if unit initiate combat or foe's HP ≥ 75%, grants Atk/Spd/Def/Res+5 to unit during combat, deal damage = 15% of unit’s Spd, and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Starting with her base effect, she could use Def/Res to counter the Life and Death she has. Then add some true damage based on her Spd to nuke harder.
At start of turn, if unit is within 5 spaces of a foe, grants [Foe’s Penalty Doubler] to unit and allies within 2 spaces for 1 turn. At start of turn, inflicts Spd/Res-7 and status preventing counterattacks on nearest foes within 5 spaces of unit and foes within 2 spaces of those foes through their next actions. At the start of combat, if unit initiate combat or is within 2 spaces of an ally, grant Atk/Spd/Def/Res+5, neutralize bonus on foe’s Spd/Res, and reduces the percentage of foe's non-Special 'reduce damage by X%' skills by 50% during combat (excluding area-of-effect Specials).
So, I swapped [Hexblade] for [Foe’s Penalty Doubler] while still inflicting Spd/Res-7 and “Prevent Counterattack” on foes. She then gets Lull Spd/Res and “50% Damage Reduction Piercing” which is invaluable to nukers. It is a shame that her ruse skill isn’t going to be useful, but you want your nuke to be nuking.
Knoll: Darkness Watcher
Lvl 40 5 Star 43/37/32/19/35 Max Invest 52/46/40/27/44
Rauðrfox+: If unit initiates combat, inflicts Atk/Spd/Def/Res-4 on foe during combat.
Luna – Mirror Strike 2 – Spd Ploy 2
Hey, it’s Knoll. Do you have a good tome? Nope. Do you have a tome from Scared Stones that you could use? Well, you got all the dark tomes. How about Gleipnir? . . . Oh right, Erkia has that tome in an alt. So, it’s time to write some wrongs.
Gloom Gleipnir: At start of turn, if any foe's Res < unit's Res and that foe is adjacent to another foe, inflicts Atk/Res-6 and [Panic] on that foe, and foes within 2 tile radiuses of those target through its next action. At the start of combat, if unit initiate combat or the number of allies adjacent to unit ≤ 1, inflict Atk/Spd/Def/Res-4 and Special cooldown charge -1 on foe per attack, and also, if unit is not adjacent to an ally, inflict penalty on foe’s Atk/Res equal to penalties active on foe.
Yep, I’m just giving him a better Sabotage 4, swapping [Sabotage] with [Panic]. Then just having Guard and double the Atk/Res penalty on foe, just like the Vulture tome. If the foe has Panic, +6 Res bonus, and –7 Res penalty, that’s -30 Res on the foe in total.
At the start of combat, if unit’s HP ≥ 25%, inflict Atk/Spd/Def/Res-4 on foe during combat, unit makes a guaranteed follow-up attack, restores 7 HP to unit per attack (triggers even if 0 damage is dealt), and also, if [Penalty] is active on foe and unit's Res > foe's Res, reduces damage from foe's attacks by difference between stats during combat (max 20; excluding area-of-effect Specials).
For the special refine, he’s getting guaranteed follow-up attack, 7 healing on hit (the closest I can get to Nosferatu, since inherit Flare.), and adding some true damage reduction based on his Res vs foe’s Res. I thought it be a bit too much since he can inherit Luguz Friend, but then Ilyana got it so . . . actually, the refine effect is similar to Ilyana’s base weapon. So, if you want a good Res tanking blue mage, Ilyana’s good. If you want support red mage, Knoll is here. If you want abilities that match Knoll’s in the Summoner class? You will have to wait for a new, premium hero, that likely won’t be Knoll, that a new alt of Knoll can barrow from, if he ever gets an alt.
Duessel: Obsidian
Lvl 40 5 Star 41/39/18/39/31 Max Invest 50/48/26/48/39
Obsidian Lance: Grants Def+3. If unit is not adjacent to an ally, inflicts Atk/Def-6 on foe during combat and unit makes a guaranteed follow-up attack.
Finally, it Duessel. This guy was a super tanky back in the day. I know, Atk-6 and 42 Def is not much, but it was comparable to Armour units in that time. In fact, getting a guaranteed follow-up attack makes him a 3 move armored unit. That said, join the club. Duessel, have you met Mycen? He’s just you, but better, with Atk-15 and 45 (nope 51 with bonuses), plus AC, “neutralize foe’s bonus” and Guard. He’s got Willy Fighter and Slick Fighter. Well, without the AC, we’re going to translate all that Def into more damage and reduce damage and ignore Specials.
Obsidian Lance: Grants Def+3. At the start of combat, if unit initiates combat or the number of allies adjacent to unit ≤ 1, inflicts Atk/Def-X on foe (X = 20% of unit’s Def at the start of combat + 6) and unit makes a guaranteed follow-up attack, and foe cannot make a follow-up attack during combat.
Alright, I when with omni breaker and gave him the same Atk/Def - 20% of unit’s Def Mycen has.
At the start of combat, if foe initiates combat or foe’s HP ≥ 75%, inflict Atk/Def-6 on foe during combat, deal damage = 20% of unit’s Def, and reduces damage from foe's first attack by 80% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if unit’ Def > foe’s Def, Increases Spd difference necessary for unit to make a follow-up attack by X and decreases Spd difference necessary for foe to make a follow-up attack by X during combat (X = difference between Def stats; For example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills.)
And here’s the increased damage and decreased damage. With this, he should have Atk/Def-20, but since this isn’t increasing his Def, he’s only getting 8-12 true damage, but there is no limit. Meanwhile, he’s getting a massive 80% damage reduction, that is pierceable, just like Weaving Fighter, but it isn’t weakened if the foe can follow-up. This is because he’s getting the Frozen effect, putting that -20 Def to use. While Frozen gives you a flat 10 effective Spd, this only gives him the increase based on the difference. If he does fight a Frozen foe, this would give him 10+3 times the difference.
So – uh. What do you think?
TLDR
Selena - Tome of Storms:
Spd+3
Start of turn:
[Foe’s Penalty Doubler] to unit and allies
Spd/Res-7 + [Flash] on foes
During combat:
Atk/Spd/Def/Res+10
True DMG = Spd 15%
NFU
Null Spd/Res
50% DR Piercing
Knoll - Gloom Gleipnir:
At start of turn:
Atk/Res-6 + [Panic] on foe
During combat:
Atk/Spd/Def/Res-8
Atk/Res Foe’s Penalty Doubler
Guard
Guaranteed Follow-Up
7 HP restore on hit
True Damage Reduction = unit’s Res – foe’s Res (Max 20)
Gate-Anchor Axe: Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, grants Def/Res+5 to unit and inflicts Def/Res-5 on foe during combat and unit makes a guaranteed follow-up attack.
Harmonized Button: Grants [Resonance: Shields] to unit and allies from the same titles as unit.
Bonfire - Atk/Def Solo 4 – Lull Atk/Def 3 - Atk/Def Gap 3
Wow, this is lame, compared the our previous axe cavs.
Gate-Anchor Axe: Accelerates Special trigger (cooldown count-1). At the start of combat, if unit initiates combat or the number of allies adjacent to unit ≤ 2, grants Def/Res+5 to unit and inflicts Def/Res-5 on foe during combat and unit makes a guaranteed follow-up attack and neutralizes effects that prevent unit's follow-up attacks.
At the start of turn, if unit's HP ≥ 25%, grant Def/Res +6, ‘Special Charge +1 per attack”, and [Hexblade] to unit and allies within 2 spaces of unit for 1 turn. At the start of combat, if unit's HP ≥ 25%, grant Def/Res+X to unit and inflicts Def/Res-X on foe during combat (X = 5 + number of spaces from start position to end position of whoever initiated combat x 2, Max 13), deal damage = 20% of unit’s Def, and also, if unit's Def > foe's Def, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by difference between stats (max 20).
Originally, I was going to put Canto 2 on her, but than Emblem Sigurd showed up and was like, 'Would you like Canto 3?" Now she's getting a NFU guaranteed follow-up, Special Charge status, Def based TD, and Hexblade (to make that lowered Res make sense). On top of that, she gets TDR equal to the difference between her Def and the foe's Def, which would be at most a 36 gap with this weapon.
Flayn: Playing Innocent
Caduceus Staff: Calculates damage from staff like other weapons. Grant allies within 3 spaces the following effect: Grant Def/Res+4 to unit, inflict Special cooldown charge –1 on foe, and reduces damage from foes’ attacks by 30% during combat. If unit is within 3 spaces of an ally, grant Atk/Res+6 to unit during combat, inflict Special cooldown charge –1 on foe, and reduce damage from foe’s first attack by 30%.
Accelerates Special trigger (cooldown count-1). At the start of combat, if foe’s HP ≥ 25%, grant Atk/Res+6, a guaranteed follow-up attack to unit, and damage +7 to unit during combat.
Well, since we got Seteth's refine that grants True Unpierceable Damage Reduction. So trading the 30% DR would be better.
Ilyana: Hungering Mage
Hungry Craver's Tome: If any foes within 3 rows or 3 columns centered on unit have Res < unit’s Res+5, inflicts Spd/Res-7 and [Sabotage] on those foes through their next actions. If unit initiates combat or is within 2 spaces of an ally, inflict Atk/Spd/Res-4, and also, if the foe has [Sabotage] inflict Special cooldown charge -1 on foe per attack (Only highest value applied. Does not stack.) and inflicts penalty on foe’s Spd/Res during combat = current bonus on each of foe’s stats × 2, (Example: if foe has +7 bonus to Spd, inflicts Spd-19, for a net penalty of Spd-12.) Calculates each stat penalty independently.
At start of combat, if unit’s HP ≥ 25%, inflict Atk/Spd/Res-4 on foe, grant bonus to unit’s Atk = total penalties on foe during combat, and restores 7 HP to unit after combat.
I'm surprised I didn't think of bonus stealing for her, but that must of been a PM1 theorycraft I blocked from my mind.
Melady: Crimson Rider
Wyvern Crimson Lance: If unit initiates combat or is within 2 spaces of an ally, inflict Atk/Spd/Def-4 on foe and neutralizes effects that guarantee foe’s follow-up attacks and effects that prevent unit’s follow-up attacks during combat, and also, if unit’s Def > foe’s Def, 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%).
At start of combat, if unit’s HP ≥ 25%, inflict Atk/Spd/Def-4 on foe and neutralizes effects that grant “Special cooldown charge +X” to foe or inflict “Special cooldown charge -X” on unit during combat, and also, if unit’s attack can trigger unit’s Special and unit’s Spd+Def ≥ foe’s Spd+Def-5 during combat (excluding effects from【Phantom】), grants Special cooldown count-2 to unit before unit’s first attack during combat. At start of combat, if unit’s HP ≥ 25%, restores 7 HP to unit after combat.
Okay cool, still going with the Fiora but Def still.
And then there's Vled. PM1 basicaly summed it up with ether giving him more debuffs than [Gravity] or replace [Gravity] with the "cancelled turn" effect. Then just more stats and guaranteed follow-up. I'm not bothered to write it up fully.
Alright, I’m doing it. We have a bunch of dancers, singers, and overall refreshers that were passed up from getting refines, not even the 5 stars. This was likely because the refreshing ability is already so good, and it doesn’t even matter if the unit enters combat. Their total stats were reduced so you couldn’t rely on their combat ability. Of course, now a day, I.S. found it better to just sell us new refreshers, rather than upgrade the ones we have. We did get refines and remixes for Legendary Azura and all the Fairy Mythic units, but that was part of the deal they got. In fact, those are going to be templates for we are going to theorycraft these refines. So here’s the deal:
The base kit will be purely supportive abilities that benefit the unit and allies (Joint Buffs, Large Debuffs, Joint Drives, Reins, Refresher Exclusive B slots, etc.) They can have stats boosts during combat, but that’s all they can have to themselves.
The special refine will mostly benefit the unit themselves during combat. If there is any supportive effect to allies, it will need to be triggered by having this unit in combat. If this is a new perf weapon, refining at all should be unnecessary. Otherwise, oops, you will miss out on the upgraded base effect, cuz the stat increase effects are always worse
I’m going to give them 8 “effects” in total. Peony has 6 effects after refine, but she has that perf refresh. L!Azura has 5, but a better perf refresh. In both cases Stat+3 is there so it’s 1 useless effect, but thems’ the rules. None of the units we are discussing have unique a perf refresh and I am going under the assumption we won’t get an inheritable upgrade to these refreshes, just to increase their Arena Score. This will mean the aforementioned units won’t be as good as these theroycrafts, but would be on par with our newest Refreshers, scaled by rarity of course.
BTW I have been given to advice to summarize the refines, PheonixMaster1 style, so skip to the end if you don’t like reading.
Azura: Lady of the Lake
Lvl 40 5 Star 36/31/33/21/28
Max Invest + Resplendent 49/44/46/33/40
Sapphire Lance+: If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%.
Sing – Speed+3 – Fortify Res 3
Many players early on used Triangle Adapt to give the edge in combat. Azura was the one who demonstrated the trend before inheriting was a thing. Since then, Azura got six other alts, each more power-crept than the last. Of course, all we wanted was Azura with the Blessed Lance seen in her splash art but no~.
Blessed Lance: Inflict Atk/Spd -5 on foes within 3 spaces during combat. At start of turn, if unit is within 3 spaces of an ally, restores 7 HP to unit and allies within 3 spaces of unit. For allies within 3 spaces of unit, grant Atk/Spd+5 to those allies during combat and restores 7 HP to that ally after their combat. If unit is within 3 spaces of an ally, grant Atk/Spd+5 to unit during combat, and restores 7 HP after combat.
Instead of finding a way to make Monster Effective weapons work, I translated the Blessed Lances self healing, and passive skills that Azura gets in Fates. She has a Hold skill to lower foe’s offensive stats, and Joint Drive to give allies offensive stats. On top of that, she heals herself and allies at the start of turn and after combat. The range of the effects are 3 tiles, which is low compared to the new 3 rows & 3 columns, but it’s still worth while.
At the start of combat, if unit HP ≥ 25% grant Atk/Spd/Def/Res+4, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and the following status to unit during combat: "If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%."
And here is where we put the Triangle Adapt that make-or-break Azura, but if you weren’t up to it, you don’t need the refine. There is also NFU, just to make sure the +14 effective Spd is used.
Azura: Lady of Ballads
Lvl 40 5 Star 35/32/34/20/28 Max Invest 46/43/45/30/38
Urðr: If Sing or Dance is used, grants Atk/Spd/Def/Res+3 to target.
Sing – Triangle Adept – Drive Res 2
But then there is Nohrian outfit Azura. She is much rarer and can buff up the ally she refreshes. So, we can go hard with this.
Urðr: Enables [Canto (2)]. If unit is within 2 spaces of an ally, unit can move to a space adjacent to that ally. If Sing or Dance is used, granted Atk/Spd/Def/Res+6, [Null Panic], and "neutralizes penalties on unit during combat," to target ally for 1 turn. At the start of combat, If unit HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat.
This is a great dancer base effect, based on the tier 4 Dance skills. You got Canto, you got warping (not as good as Wings of Mercy 4), you got +6 to all stats and Bonuses that prevent the foe from lower their stats, that can work with any ally, and you get the basic stat boost.
At the start of combat, if unit is within 3 spaces of an ally, grant Atk/Spd/Def/Res+5, unit deal damage = X of unit’s Atk and reduce damage by X of foe’s Atk during combat (if unit has weapon triangle advantage, X = 20%, otherwise, X = 5%), and after combat, restore 7 HP to unit and allies within 3 tile radius.
To make it crazier, this Azura doesn’t get Triangle Adapt, but true damage and true damage reduction that effectively works like Triangle Adapt, but with out the downside, and the ability to stack it with Triangle Adapt, giving 60% increase in damage. Sure, you only get 5% of damage increase when it’s not a blue unit, which is like 2-4 extra damage, but that is also TDR. This only works if she is still near allies, so your opponent needs to attack them first. In the best case, she can survive without then need for a save tank.
Lvl 40 5 Star 36/28/33/27/26 Max Invest 47/39/44/37/36
Silver Sword+: —
Dance – Knock Back – Hone Atk 3
And now the free be dancer. Not only is she a 3-4 star, but she can also be obtained as a 1 star. Remember those maps? Like Azura, people would inherit the Ruby Sword. So, her weapon needs to be on pair with a new inheritable (not Arcane) weapon, something like the summer alt she just got this year.
Olivia's Blade: If Sing or Dance is used, grants Atk/Spd+6 to target ally for 1 turn and inflict Atk-6 to nearest foes within 4 tile radius of both unit and target. If unit is within 3 spaces of an ally, grant Atk/Spd/Def/Res + 4 to unit during combat, grant bonus to Atk/Spd/Def/Res = highest bonus on allies within 3 spaces during combat. Calculates each stat bonus independently.
Similar to Laslow, Olivia is getting a weapon that requires her to use her assist. It combines Firestorm Dance and Atk Cantrip into the weapon. She then also gets bonuses like Erika’s refine.
At the start of combat, if unit HP ≥ 25% grant Atk/Spd/Def/Res+4, and the following status to unit during combat: "If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%." and also, if unit is within 3 spaces of 2 or more allies who each have total bonuses ≥ 10, unit attacks twice.
So instead of just having Azura’s special refine effect, I swapped NFU with the conditional Brave effect of Laslow. A bit more powerful than Azura, but her lower Atk might be an issue.
Olivia: Sky-High Dancer
Lvl 40 5 Star 36/30/34/26/23 Max Invest 47/41/45/36/33
Skuld: If Sing or Dance is used, grants Atk/Spd/Def/Res+3 to target.
Oh, it’s Performing Arts Azura, but she flies. Can I just copy paste, right?
Skuld: Enables [Canto (2)]. If unit is within 2 spaces of an ally, unit can move to a space adjacent to that ally. If Sing or Dance is used, granted Atk/Spd/Def/Res+6, [Null Panic], and "neutralizes penalties on unit during combat," to target ally for 1 turn. At the start of combat, If unit HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat.
At the start of combat, if unit is within 3 spaces of an ally, grant Atk/Spd/Def/Res+4, unit deal damage = X of unit’s Atk and reduce damage by X of foe’s Atk during combat (if unit has weapon triangle advantage, X = 20%, otherwise, X = 5%), and after combat, restore 7 HP to unit and allies within 3 tile radius.
Yeah, we can. This weapon would work likely better on Olivia since being she’s a flyer. The ability to warp can help line up Guidance and take tiles accessible only to fliers. The downside might be her being a sword. See, I have a theory: Red is the most common, making Blue more valuable, and Green less valuable, but Blue also have great hard-hitting heroes, making Green value to have, while Red is less favored. We have been getting more Green and Colorless meta units, but Blue still has hard hitters that are almost necessary to fight the most meta units right now, Emblem Ike and Brave Felix. Basically, Azura might be better in the long run to use in combat, being she is infantry, while Olivia might not run into Green units to take advantage of her adapt. I don’t know for sure, it’s more complicated than that. This is likely why we aren’t getting a Triangle Adapt 4.
And in case your wondering, yes, I am imagining Ballroom! Berkut having the same weapon. These three weapons have their name origins in the trio of Norns of Norse Mythology. It’s would be poetic. . . . You know, we might get Heroes original characters based on these three.
Ninian: Oracle of Destiny
Lvl 40 5 Star 42/24/33/23/27
Max Invest + Resplendent 55/36/46/35/40
Light Breath+: After combat, if unit attacked, grants Atk/Spd/Def/Res+5 to unit and allies within 2 spaces of unit for 1 turn. If foe's Range = 2, calculates damage using the lower of foe's Def or Res
Dance – Wings of Mercy – Fortify Dragons
And for our last refine of the batch, Ninian. Oh look, she had Wings of Mercy, I wonder if that was intentional, being that this was before the meta began. Anyway, we have two Ninian alts (that are good) to pull from so . . . lets pull from them.
Weightless Breath: Grant HP +5. At start of turn, if any foe's HP < unit's HP, inflicts Atk-6 and [Guard] on that foe through its next action. At start of turn, if unit's HP ≥ 25%, grant Res+6 and “Special cooldown charge +1 per attack” to unit and allies within 2 tile radius for 1 turn. At start of combat, if unit's HP ≥ 25%, grant Atk/Spd/Def/Res + 5 to unit during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
She came with Light Breath, what’s a synonym for light? Weightless? Okay, whatever.
This base effect stacks both a Ploy Pain like effect, and a joint hone effect, like Nah’s weapon doses. It only grants and inflicts 1 stat, but giving your whole team Special Fighter is incredible. This should be really good, so I’m just giving her the HP+5. I was planning on giving her Legendary Azura’s ability to copy bonuses from one stat to the other, but this is already great, especially since I’m putting that here.
If a skill like Sing or Dance is used, grants bonus to target's Atk/Spd/Def/Res = highest bonus on target ally for 1 turn. At start of combat, if unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res + 5 during combat, and also, if unit initiates combat and has weapon-triangle advantage or a [Penalty] is active on foe, foe cannot counterattack. After combat, grants bonus to Atk/Spd/Def/Res to unit and allies within 2 spaces for 1 turn = highest bonus on active on unit and those allies within 2 spaces of unit.
And now the dragon is loose! In addition to her having Legendary Azura’s ability to copy bonuses from one stat to the other, Ninian is taking her Legendary version’s ability to attack without getting counter attacked. This requires her to attack a foe that has less HP than her and didn’t cleanse the [Guard] on them, or be Red. She then copies the +6 Res, and spread it to all stats, to all allies. So, you can have her make one unit powerful or make the whole team powerful for the upcoming enemy phase, or during enemy phase (if Ninian survives). Aside from the Special Fighter, bonuses and penalties, this weapon can easily be countered with skills that cleanse bonuses or penalties, Tempo, or Null C-Disrupt, but seeing as she is given to all players through Heroic Path (did you forget that?), this is going to great for newcomers.
TLDR
Azura – Blessed Lance:
Atk/Spd+9, Def/Res+4 to unit
Atk/Spd Hold
Restore 7 HP to unit and allies in 2 tile radiuses
At start of combat and after combat
NFU
Triangle Adapt
Olivia – Olivia’s Blade
Atk/Spd/Def/Res+8 + Bonuses on nearby Ally
When unit refreshes
Target get Atk/Spd+6
Nearest foe’s get Atk-6 (Cantrip)
Triangle Adapt
If unit in near an ally with >10 bonuses: Brave attack
Ninian – Weightless Breath
Atk/Spd/Def/Res+10 to unit
At start of turn
Inflict Atk-6 & [Guard] on foe’s w/ < HP than unit
Grant Res+6 & [Breath] to unit & allies in 2 tile radius
When unit Refresh, target gets
Atk/Spd/Def/Res = highest bonus on target
If Weapon Adv or [Penalty] on foe
Windsweep
After combat, grant unit and allies within 2 spaces
I didn't think I was gonna make this blog. I Kind of thought I was done doing these things. But. I started back up and then suddenly. I field inspired to finish it. I really don't think That? These choose your legends heroes absolutely need. They're refined this year, just like last year. They are good, serviceable on average, But, I can see that with so much powercreep that's been happening, these guys need the upgrade to compete with the newest stuff in Summoner Duels. I just kind of wish that we got more refines for older heroes, so that we can catch up to CYL units. And we are just now seeing CYL4 heroes fall off after their refines.
I.S., if I do this blog now, would you promise to give us like 8 new re finds every month? How about just 7 every month? Every month that there isn't a remix, we could have two extra 5-star heroes. I know this would mess up the New Power Banners with colour sharing or even 5 focuses, but like I don’t care.
Anyway, CYL6 heroes were an oddly thematic group. We had two blue haired lords, riding horseback, with magic weapons, and have daddy issues. One having a dead dad, and the other is a dead dad to be. Then there’s two ladies, blessed with godly powers, wearing the outfits originally worn by little girls. With Tiki, the little girl was herself. In Byleth’s case, the god and little girl are the same. Let’s get to it.
Byleth: Sublime Light
Lvl. 40 5 ☆ 39/41/43/26/24 Max Invest 47/49/51/33/31
Inner Wellspring: Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants【Null Follow-Up】to unit for 1 turn, and also, if Special cooldown count is at its maximum value, grants Special 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 if Special triggers before or during combat, grants Special cooldown count-1 after combat.
Divine Pulse - Atk/Spd Catch 4 - Spd Preempt 3 - Spd/Res Hold
Divine Pulse: Boosts damage by 25% of unit's Spd. Reduces damage from foe's next attack by 75%, and unit's next attack deals damage = 20% of unit's Spd. (Resets at end of combat.)
BTW The Max Investment has been bumped up with the Dragon Flower limit increasing. Keep that in mind when reading my old posts.
Brave Byleth is the weakest of the four. Her Special doesn’t deal enough damage nor does it reduce enough damage (enough meaning Brave, Follow-Up, or Potent Follow-Up Attacks), and her Special realise on attack first and following up, using Spd Preempt. Spd Preempt only works on ranged units, and even then, Spd creep made this skill difficult to beat, even when Phantom Spd isn’t factored in. A good solution would be an upgraded Spd Preempt, like~may~be~
Spd Preempt 4: If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7. Inflicts Spd-4 on foe during combat. If unit’s Spd > foe's Spd, grant the following: If unit initiates combat or foe’s Range = 2, reduces damage from foe’s first attacks during combat by 30%. If foe initiates combat and foe’s Range = 2, unit can counterattack before foe's first attack (Excluding when unit's Savior effect triggers.)
Yes, we’re doing Tier 4 Skill Theorycrafts too. This can provide some defensive utility for ranged units, even if they aren’t fighting other Ranged units. It’s basically the same 30% that Guard 4 and other skills provide, but the Phantom Spd will help too. But back to Byleth. Her weapon has Time Pulse 4 built in, so she can have her Divine Pulse precharged, but it can skill be broken by Scowl. With Brave! Female! Robin’s new Creation Pulse, we can see that Special Jumping by 2 is a thing we can inherit now, might as well double dip.
Inner Wellspring: Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6, [Null Follow-Up], and “Unit can move to a space adjacent to any ally within 2 spaces” to unit for 1 turn, and also, if Special cooldown count is at its maximum value, grants Special cooldown count-1. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, and also, if unit’s attack can trigger unit’s Special, grant Special cooldown count-1 before unit's first attack during combat. If unit initiates combat or is within 2 spaces of an ally, and also, if Special triggers before or during combat, grants Special cooldown count-1 after combat.
On top of just granting Special Jump as a safety net for Byleth for interrupting Scowl, she is also getting everything from her legendary alt’s Goddess Bearer (Man that skill was bad, can’t wait for the remix to give her allies all of these bonuses). Next we need to increase her damage and damage reduction, and give her more stats, and some self healing to live on enemy phase more.
If unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X to unit (X = 25% of foe's Atk at start of combat, - 4; min 5, max 14), reduces damage from foe's first attack by 10% of unit’s Spd ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes) and unit's next attack deals damage = total damage reduced (by any source, including other skills; resets at end of combat) and restores 7 HP to unit after combat.
We start with giving her more that +5 to all stats. Getting a scaling off the enemy’s Atk means she will be more powerful against more dangerous foe, even though most of them have on average 50 Atk, meaning +8, but when that 72 Atk foe comes, you will be ready. I’m giving True Damage reduction base on her Spd, then adding it to the true damage of her follow-up attack, of about 6-7, and this is added to reduced damage (and is doubled when facing Brave Attacks) and Special’s increased damage. We’re looking at possibly 20 True Damage, she just needs to survive the counterattack. . . . Hmm. . . she still needs Damage Reduction Piercing. . . and a Scowl effect to not get nuked on the counterattack. . . Damn, this is harder than I thought.
Seliph: Enduring Legacy
Lvl. 40 5 ☆ 40/43/41/37/18 Max Invest 48/51/49/44/25
Holytide Tyrfing: Enables [Canto (2)].
Accelerates Special trigger (cooldown count-1). If unit or foe initiates combat after moving to a different space, grants Atk/Spd/Def/Res+5 to unit during combat and deals damage = X × 10% of foe's Def (X = number of spaces from start position to end position of whoever initiated combat, max 4; excluding area-of-effect Specials), and also, if unit's HP ≥ 25% at start of combat, unit’s HP > 1, and foe would reduce unit’s HP to 0, unit survives with 1 HP. (Once per combat. Does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0.)
Luna - Atk/Spd Clash 4 - Lull Spd/Def 3 - Heir to Light
Heir to Light: At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and [Null Follow-Up] to unit for 1 turn and unit can move 1 extra space. (That turn only. Does not stack.)
Seliph is still a good sword calvary, with 4 move, Null Follow-Up, Luna based true damage, and his clam to fame, Miricale. The issue is that all of these have counter play that have become more prevalent these two years. [Stall] still exist, but Balwuk is working better. We got skills that increase the amount of Spd need to Follow-Up. We have so much Damage Reduction. And we have Fatal Smoke 4, which specifically disables Mircale like effects, if it’s not from the Special. So, I’m just going to assume that they aren’t going to give him a refine that makes him nullify the nullify. So, let’s go with. . .
Holytide Tyrfing: Enables [Canto (2)]. Accelerates Special trigger (cooldown count-1). If unit or foe initiates combat after moving to a different space, grants Atk/Spd/Def/Res+5 to unit, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials), and deals damage = X × 10% of foe's Def (X = number of spaces from start position to end position of whoever initiated combat, max 4; excluding area-of-effect Specials), and also, if unit's HP ≥ 25% at start of combat, unit’s HP > 1, and foe would reduce unit’s HP to 0, unit survives with 1 HP. (Once per combat. Does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0.)
I was going to put Yunaka’s scalable Damage Reduction Piercing here, but I figured just having the 50% DRP is fine.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, grants bonus to unit's Atk/Spd/Def/Res = 15% of unit's Spd at start of combat, neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, reduces the effect of [Deep Wounds] by 50% during combat, and after combat, restores 10 HP to unit.
So, he now has more stats and Null-Guard. I did add the 10 HP healing after combat, since Mystic Boost 4 was a game changer for Seliph. I also added the 50% [Deep Wounds] stuff from Breath of Life 4, since you weren’t going to replace his C slot with it, Right?
Tiki: Fated Divinity
Lvl. 40 5 ☆ 40/4327/37/41 Max Invest 48/51/34/44/49
Remote Breath: Accelerates Special trigger (cooldown count-1). Effective against dragon foes. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, and also, if unit's attack can trigger their Special, grants Special cooldown count-1 to unit before unit's first attack during combat, and if foe's attack can trigger their Special and unit's Res ≥ foe's Res+5, inflicts Special cooldown count+1 on foe before foe's first attack during combat. (Cannot exceed the foe's maximum Special cooldown.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
New Divinity: At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-5 on foe during combat, and also, if unit's Res > foe's Res, 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%). At start of combat, if unit's HP ≥ 40%, foe cannot make a follow-up attack during combat.
If Byleth was the weakest of the bunch, Tiki would be the one who got powercrept the most. She introduced the Scowl effect, which was a better way to prevent foes from attacking with their specials, but requiring a Res Check. She was then robbed of this uniqueness by a bunch of Dragons. Rhea came with inheritable skill Scowl, and Veyle came with a pef Drive version. She also got directly power crept by herself! Twice! Okay, let’s see what we can do.
Remote Breath: Accelerates Special trigger (cooldown count-1). Effective against dragon foes. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, and also, if unit's attack can trigger their Special, grants Special cooldown count-1 to unit before unit's first attack and unit’s follow-up attack during combat, and if foe's attack can trigger their Special and unit's Res ≥ foe's Res+5, inflicts Special cooldown count+1 on foe before foe's first attack, and also, if foe's Range = 2, inflicts additional Special cooldown count+1 on foe before foe's first follow-up attack (Cannot exceed the foe's maximum Special cooldown.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
First, to increase Tiki’s dragon fire power more, I gave here Special Jump on her follow-up attack. She may have already been able to trigger Gimmer on the follow-up if the foe attacked, but if the foe can’t counterattack, or Guard is in the way, this can help. Plus, if she wanted to run the new Dragon’s Roar Special from L!m! Alear, she can us Emblem MarMar’s Engage effect to trigger it twice. Second, since Veyle got an upgrade with her Fallen alt that granted Scowl on Follow-Ups, might as well do it for her.
If a skill compares unit's Res to a foe's or ally's Res, treats unit's Res as if granted +7. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, inflict penalty on foe’s Atk/Res = 15% of unit's Res at start of combat, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat, and restores 7 HP to unit after combat, and also, if unit's Res > foe's Res, reduces damage from foe's first attack by 20% of unit’s Res ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
With Phantom Res, an increase of 10 Res, and a penalty of 15% of her Res (6-8), that’s and addition of 24 Res to make the Res check for both her Scowl, Dragon Wall, and her new True Damage Reduction in this refine. I also thrown in a “neutralizes foe’s bonuses”, just cuz. This can all help since her max of 49 and Brave Soren’s new max is 54. It might be overkill with Res creep not being as pronounced as Spd creep, with Dragon Wall 4 not including Phantom Res, but it’s a Brave unit, you gotta make them future proof.
Chrom: Fated Honor
Lvl. 40 5 ☆ 41/42/42/37/17 Max Invest 49/50/50/44/24
Geirdriful: Accelerates Special trigger (cooldown count-1). Effective against armored foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = number of [Bonus] and [Penalty] effects active on unit x 2, + 5; excludes stat bonuses and stat penalties), reduces damage from foe's first attack during combat by 40%, and also, if [Bonus] is active on unit, grants Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack.)
A Fate Changed! - Surge Sparrow - S/D Near Trace 3 - Inf. Spd Tactic
A Fate Changed!: Moves target ally to opposite side of unit and grants another action to unit. Grants any [Bonus] active on target ally to unit and Pair Up cohort (if any) for 1 turn and inflicts [Isolation] on unit and Pair Up cohort (if any) through their next action. (Additional action granted and Isolation inflicted once per turn only. Granted bonuses exclude stat bonuses inverted by Panic.)
Finally, there is Chrom. He is the best out of these 4 and that was just because his stat boosters relied on him getting bonuses or penalties and we've gotten so many new bonuses and penalties that really easy to stack up. And there's no cap, fam! Sure, we now are getting units that can remove bonuses, or steals them, but you can pair him up with those stealers. And like, he still has an assist skill that grants him another turn. Wait, that skill is how he can get bonuses that he grants to his allies though the skill Inf. Spd Tactics. Man, what a bad skill, I'm not even gonna make a new version of this. He needs to use up an action to get the bonuses in this kit, and in Summoner Duels, it's the opponent's turn after that. I guess he just needs a way for him to get stat bonuses in combat without needing get them himself.
Geirdriful: Accelerates Special trigger (cooldown count-1). Effective against armored foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = number of unique [Bonus] and [Penalty] effects active on unit and allies within 2 spaces x 2, + 5; excludes stat bonuses and stat penalties), reduces damage from foe's first attack during combat by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if [Bonus] is active on unit, grants Special cooldown charge +1 per attack (Only highest value applied. Does not stack.) and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.
So here’s the change. Just like how heroes with Bonus Doubler 4 barrow bonuses from allies can, in case their bonuses are disabled by the foe, Chrom will barrow the [Bonus] and [Penalty] effects from allies, just when in comes to making him a stat ball. In case there is some hero in the future that can just remove [Bonuses] before combat, this will give him an out. But hey, we can still give him bonuses at the start of his turn, right? Another change I made was adding Null-Guard to the additional condition. I figured that there’s already a [Bonus] that makes Special Charge, but there wasn’t one for Tempo. This will let will help him trigger Aether on that second hit.
At start of turn, if unit’s HP ≥ 25%, grants Atk/Def+6 and “if unit initiates combat, reduces damage from foe's first attack during combat by 40%” to unit and allies within 2 spaces for 1 turn. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants [Dual Strike] to unit and target ally or unit and targeting ally for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, and restores 7 HP to unit after combat, and also, if the number of [Bonus] or [Penilty] effects active on unit (excluding stat bonuses) ≥ 4, unit can counterattack regardless of foe's range during combat.
I don’t know which bonus he really needs and would be fair to have, but I when with Bonus Doubler, just for more stats, and Rearmed Lucina’s DR Bonus. This word get him to +12 to all stats. I also improved A Fate Change but giving him an additional [Bonus] that only he and his targeted ally get, DUAL STRIKE! Now he needs to use his skill, get another action, have one ally move close, and then he can get the Brave attack. His ally could get it too. With this, he is getting 2 [Bonus] and 1 [Penelty], He’s getting +20 to all stats, and he get the new effect, Distant Counter. Yep, I’m adding the Prime skill to his kit. Now he can run any A slot while having Prime too.
Overall, I guess I could do refine for CYL6. I just had to put my mind to it.
Hey I'm uhhhhhhhh . . . don't really like making Refine Theorycrafts anymore, at least, not how I'm doing them. Maybe it's cuz I the incentive is being lost. Maybe it's cuz there's other things ocuppying my mind (DnD and DC20). Maybe it's just becoming more and more a chore that I have to do to "catch up." I didn't even do a Refine review for this month. If you like the banner refines theorycrafts, I do too. But now I'm doing them every month because the GHB is coming next, and I want to do it before that. The monthly refines theorycrafts are also a pain to do as the deadline is so close, and the remix skills can't be predicted ahead of time.
If anything, I just cut the "explaining the hero, showing their flaws, and explain the new theorycraft" and just dump the homebrew on your lap for you to figure out my reason. I lot of the time, the weapon is just standard things that are on all the new weapons, so it's no surprise. And when I predict the right thing, I feel good. When I predict the wrong, I feel nothing, cuz it's just something interchangeable. It's only the WILDER designs, like my SMT#FE guys, was where I really felt creative
SO. I made a poll. To see if there's any of you actual finding these and to shake up I the status quo. If there's enough votes in anything, I might consider continuing.
Also, I have a special project I've been cooking up to show my friends, but I figured I also show you when (and if, you know how group hobby projects are) it happens. It's still FEH related, so follow for it.