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Design a skill.
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Stationary (B Slot):
If unit does not move or use repositioning skills, grants DEF and RES +2 (+4 next tier, +6 next).
Cons:
If offensive special gets charged, damage from special is cut by 75%. If the unit that is using the skill can counterattack, cannot make a follow-up attack.
2.
Thrill Of The Kill (B Slot):
If unit makes a follow-up attack grants -2 special cooldown on the follow-up attack. Inflicts 8 damage after attacking.
3.
Just Like You (A Slot):
Unit copies enemy's buffs.
It's not the greatest, and these are probably broken.
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Just like you works out to be like null range/melee rolled into one skill.
Also it should be a b skill since it comes from interacting with another unit.
Its better than those two but not sure if its worthy of being a 300 sp skill. Stealing buffs tho....
For stationary: not moving is already a huge penalty in itself. Even when baiting units ull want to shift around a lil to match the colors right. If anything, it should have a wary fighter effect added on that prevents follow ups for everyone
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Lancereaver+ 14mt
(Only inheritable by Sword units)
Grants advantage against Lance units while disadvantage against Axe units.
Axereaver+ 14mt
(Only inheritable by Lance units)
Grants advantage against Axe units while disadvantage against Sword units.
Swordreaver+ 14mt
(Only inheritable by Axe units)
Grants advantage against Sword units while disadvantage against Lance units.
Daggers and Mages are not included and all are refinable like others.
Just simple weapons from FE games :V
Easy defense wins for those who are careless.
Counters already exist: Breaker skills since they are technically the same weapon.
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Edit: Why did I post Weapons on Skill Ideas? Welp. Idk.
Seal: Distort 1/2/3
All effectiveness are reversed when unit's HP is 100% / > 50% / (removed HP restrictions).
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Weapons are considered Skills in Heroes, so you're probably fine. Distort is neat too, would be great for my Myrrh and/or Julius (although when you say reversed, do you mean Myrrh would become effective against Falchion-users, or that Falchions would just cease to be effective against her?).
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Adrenaline Rush - C skill(Not inheritable by Dragon units)
If unit attacks and defeats an opponent whose weapon causes bonus damage to them(i.e. flier attacking archer) buffs all unit's stats by 4 until the beginning of their next turn, and reduces cooldown by 1. If bonus damage is negated(i.e. Iote's shield) this skill ceases to function.
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Passive C : Shade. When a foe have two or more units in his/her range of attack, he will prioritize units who don't have Shade. Inheritable by tome, bow, dagger and staff user only.
It was a special skill of Ilyana and Volke back in Path of Radiance and Radiant Dawn. Must be fun to mess with AI.
Passive B : Delink Atk/Spd 3. If an Assist skill is used by a foe within 3 spaces of unit, inflicts -6 Atk/Spd to foe who used the Assist skill and his/her target.
A reverse Link passive (no way Sherlock).
Passive B : Blessing 3. At the start of every second turn, restores 10 HP to adjacent allies.
A somehow reverse Renewal.
Weapon : Bolting. Blue tome, Might : 14, Range 2-3. If unit initiates combat against foe 3 spaces away, unit cannot make a follow-up attack and damages are reduce by 50%.
I tried to not make it to OP, reaching foes who are 3 spaces away, but it could be a nice idea for poke builds.
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Phantasm (B slot):
-Inflicts Spd-3. If foe's range = 2, and foe initiates combat, reduces damage dealt to unit by:
-1: 30%.
-2: 40%.
-3: 50%.
Inheritable by melee units only.
Decoy (B slot):
Same skill, but protects against melee attacks, and is only inheritable by ranged units.
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(B) Lifetaker 1/2/3: After combat initiated by unit, if unit defeats foe, unit recovers 5/10/15 HP.
(B) Strengthtaker 1/2/3: After combat initiated by unit, if unit defeats foe, grants ATK +3/5/7 to unit and allies within 2 spaces for 1 turn.
(B) Speedtaker 1/2/3: After combat initiated by unit, if unit defeats foe, grants SPD +3/5/7 to unit and allies within 2 spaces for 1 turn.
(B) Defensetaker 1/2/3: After combat initiated by unit, if unit defeats foe, grants DEF +3/5/7 to unit and allies within 2 spaces for 1 turn.
(B) Resistancetaker 1/2/3: After combat initiated by unit, if unit defeats foe, grants RES +3/5/7 to unit and allies within 2 spaces for 1 turn.
(C, Sacred Seal) Counter Ploy 1/2/3: At start of turn, afflicts status preventing counterattacks on foes in cardinal directions with 5/3/1 fewer HP than unit through their next actions.
The above skills are for everyone and everything. No restrictions.
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Counter Counter Ploy - At start of turn, afflicts status preventing counterattacks on foes with the skill 'Counter Ploy' in cardinal directions through their next actions. Nulls the effects of enemy's 'Counter Ploy' skills. Can only be equipped by dagger units. Because they're spies. This was dumb.
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I suggested a while ago that special ploy should be introduced, inflicting special charge -1 against units in cardinal directions with the usual res condition. Someone suggested it should be HP-based instead, and I thought it was poor that armours should have an easy time inflicting this on other units when they're already winning at special charges.
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Steal Atk 1/2/3. B Skill, inheritable to all.
After combat, If unit attacks, inflicts Atk -7 on target and foes within 2 spaces of target through their next actions. And grants Atk +7 to unit and allies within 2 spaces for 1 turn.
Same applies to Steal Spd, Def and Res. Something to power creep Smoke Skills and an upgrade to Seal Skills.
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Idea I got while using brazen on my Ryoma:
Berserker (could be an A-skill or a prf effect): during combat, grants atk/spd/def/res equal to a tenth of % HP lost by unit.
(ex: if you're at 80% HP, grants 2 to all stats)
And maybe add this to it: after combat, unit takes damage equal to 30% of damage already suffered. If unit has only 1HP, unit is defeated. (The "bleeding out" effect)
Probably infantry only. For artistic reasons, and because emblem buffs are really powerful anyways
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I love healers and they need more love!!! Here are my ideas.
Assist Skills (new healing skills)
Rescue+ (Rng: 2) Restores HP = 50% of Attack minus 10. Target ally moves opposite side of unit. (Basically a ranged reposition with a heal)
Warp+ (Rng: 1) Restores HP = 50% of Attack minus 5. Target ally is teleported 1 space away. (Heal + shove...we could make it smite but...maps are small...)
*Imagine how cool these would be. I don't know how to balance so I reduced the healing output to still make the other healing skills viable lol.
Another idea/suggestion could be to move these skills into the specials slot that way they have to be build up. Consistency could be an issue but I can see instances where you don't want to always warp/rescue...why it's just an idea.
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A Slot : Rend Heaven - If this unit initiates combat and unit's Atk< foe's Atk grants special cooldown charge +1
A's Sacrifice - Nullifies enemy's A slot effects.
B Slot : Ring Of The Storm - If unit initiates combat and unit's speed > foe's speed +3 foe cannot counterattack.
Power Pulse - Basically shield pulse for AoE
C Slot : Spd/Def Raid - If the total of the team's speed and defense stat ( So like unit 1's def + unit 1's speed unit 2 def's + unit 2's speed... )
is higher than or equal to foe's total of speed and defense grants unit and allies within 4 spaces Atk/Res +6 during combat.
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