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Cool Skill/Ideas

It's been a while since the last FEH channel update news, and I don't care about predicting what will come up, *cough* Laguz and Beast units *cough* but what are some cool skills that could be a thing in the game's future. Obviously variations of skills like Flora's Solo skill, or Ophelia's Rally Up Attack +

I can see a skill or weapon revolving around the amount of allies left. It might be useless in Arena because you want all allies alive, but for moments like in Story/Paralogue/Chain Challenes/Tempest Trials, it'd be pretty cool to have (almost like Leif's S Drink skill)!

Asked by ChaosTheKing2 months 3 weeks ago
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Answers

by Guts 2 months 3 weeks ago

I want more skills that would play around percentage based boosts/reductions.
Like a weapon that would say: "if enemy initiates combat, enemy gets its attack reduced by 20%"

It would have its strengths against regularly powerful heroes, but would really shine against the 60+ atk monsters. Skills that would scale like that would be really interesting imho. Sure, we probably don't want the game to become a maths exercise, but it would bring a lot more variety.

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Yeah, that made me remember about Karla and BF!Nino's weapon about how they add damage based on speed difference.

Also, I hope Lon'qu gets an effect like this for his personal weapon because he is too quick, but I'll settle for a Solo skill on it too, which will probably come up.

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Yeah, a solo skill seems to be what a lot of people in the community are expecting. I'm kind of hoping that we'll be proven wrong and it will be something more unique.

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AT THIs point literally anything that adds armor effectiveness. Like you just run it in aoe in your c slot for support.

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by Lain 2 months 3 weeks ago

2 Assist Skills: (Please don't laugh I know it's a dumb idea)
First: Smite, but it goes instand of 2 forward, 1 forward and 1 right or left.
I like the idea of manoeuvring my units to the places I want (that's why Smite and Reposition are my favourite assist skills).
Second: Cover. Example: My B!Ephraim covers my Joshua, my Joshua gets attack, but instand of Joshua B!Ephraim gets the damage of that attack. Works only for the first attack the unit gets, after that you need to use it again.
My idea of a tank is not only to bait the units out but also protect your allies so I think it would be a cool thing.

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I actually really like cover and have though of that idea before. Op tanking live it. However it’d be hard to deal with in this armor meta. The other one I think would be cool if it were 2 forward and one to the right/left like a knight

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Yeah, in armor emblem it would a bit difficult to deal, but I don't really think since Rally skills are getting powercreept now that they would take cover (what would maybe be a 300 SP skill).

As for the "extended smite" I thought about it having 2 forward and 1 left or right too, but I think it would be too good since you are effectively moving as much as a cavalier unit for "free" (not really since one unit needs to give up its turn) so to balance it out 1 forward and 1 left or right seemed not bad.

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I was thinking of a new assist skill, maybe called "Advance"

Advance - Moves unit and target ally one space forward.

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by rylz 2 months 3 weeks ago

Some of my favourite ideas:

Phalanx (B):
1 - Unit cannot be moved by enemy skills (such as draw back).
2 - Unit and adjacent allies cannot be moved by enemy skills.
3 - Unit and adjacent allies and foes cannot be moved by enemy skills (draw back, reposition, etc)

Underdog (A):
1 - If unit initiates combat with foe whose attack - unit's attack > 5, unit receives special cooldown -1.
2 - If unit is in combat with foe whose attack - unit's attack > 5, unit receives special cooldown -1.
3 - If unit is in combat with foe whose attack - unit's attack > 5, unit receives special cooldown -1 and enemy receives special penalty +1.

Inspire (C):
1 - During combat, grants adjacent allies +1 to the highest and lowest of their Attack, Speed, Defense, and Resistance.
2 - During combat, grants allies within 2 spaces +1 to the highest and lowest of their Attack, Speed, Defense, and Resistance.
3 - During combat, grants allies within 2 spaces +2 to the highest and lowest of their Attack, Speed, Defense, and Resistance.

Canto (B):
1 - After attack, if HP 100%, unit may move again using any unused movement this turn (but may not make another action). Cavalry only.
2 - After attack, if HP >75%, unit may move again using any unused movement this turn (but may not make another action). Cavalry only.
3 - After attack, if HP >50%, unit may move again using any unused movement this turn (but may not make another action). Cavalry only.

Guardian (C):
1 - Adjacent allies with HP < unit's gain +1 Speed, Defense, and Resistance during combat.
2 - Adjacent allies with HP < unit's gain +2 Speed, Defense, and Resistance during combat.
3 - Adjacent allies with HP < unit's gain +3 Speed, Defense, and Resistance during combat.

Banish (B):
1 - If unit initiates combat, foe is moved 1 space away after combat. (Ranged only. Not usable by staff-users.)

Barrier (B):
1 - If HP

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