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Design a weapon!

I want to see what everyone can come up in terms of weapons, so let your creativity flow. Balance is recommended but not required.

Bolting
12 MT
Range: 3
Exclusive to Ursula
Cannot Counterattack

Asked by Ringabel1 year 1 month ago
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Answers

Pyrotechnic Dagger
21mt
Range 1-2 (Which includes Close Counter.)
Built in Luna effect.
Exclusive to Saizo, causes him 15 effect damage upon use(Stacks with Fury if he has it). Cannot attack if this effect would lower him to 0. Saizo cannot activate special attacks that activate by attacking(Moonbow, Sol, etc.) But can activate AoE specials (Blazing Thunder, etc.) and defensive specials (Aegis, Pavise, etc.)

Inspired by his desperate attempt to take you down in the Revelation storyline that is thwarted by an unlikely ally.

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Levin Sword/ Tempest Sword (tellius)
Legendary Weapon
Mt: 16
Range: 1
Enables counterattack regardless of distance if this unit is attacked. Damage inflicted is counted as magic damage.

Wind Sword+
Mt: 15
Range: 1
Damage inflicted is counted as magic damage.

Verrine
Legendary Weapon, exclusive to Palleas
Mt: 14
At the start of every second turn, restores unit's HP restored by number of adjacent allies x 2.

Thundersweep Tome+
Mt: 11
Unit and enemies cannot use counterattacks.

Silver Greatlance+
Mt: 18
Spd -5. Slows Special trigger (cooldown count+1).

Garm
Mt: 16
Grants adjacent allies Spd+3 through their next actions at the start of each turn.

Ivaldi
Mt: 14
Adjacent allies restore 7 HP at the start of each turn.

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I had a similar idea to yours but with a red tome and one main difference:

Mire
9 MT
Range: 3
Probably uninheritable
Cannot follow-up

Just by range rules, a 3 range weapon would be unable to counter anything other than another 3 range user, however, dc/cc would still be able to counter a 3 range. Giving the Mire user cc would allow the Mire user to counter, however, that would cut back on the damage potential from better A skills.

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Stone
14 Mt
Range 2
Exclusive to Tethys, Red Tome
After combat, foe inflicted with status preventing them from counterattacking.

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Soldier's Knife
6 MT
Range: 2
Exclusive to Kaze
+4 Attack when initiating combat, -4 attack when unit is Attacked. Unit attacks twice when initiating combat. Enemy suffers -7 Def/Res after battle until end of foe's next action.

Dagger users typically have low attack and Kaze is no exception, +4 attack is there to mitigate this. -4 attack on enemy phase is meant to imitate the attack debuff that Soldier's​ knife causes after battle in Fates and balance out the weapon without decreasing Kazes best stat (Speed). It has 6 MT because legendary daggers have 5 less MT than legendary melee weapons (11MT deathly dagger), and Legendary brave weapons also have 5 less MT than legendary weapons (11MT Amiti) so Legendary Brave Dagger 16-5=11 -5=6MT.

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I honestly really like this idea, and it gives Kaze more of a role as a glass canon with Soldier's Knife. The only tweaks I'd suggest is a -2 spd while potentially changing the -4 atk when defending to -2 decrease and a decrease to the debuff (somewhere around -5 def/res). The weapon seems to be built around simply killing things, and as a brave weapon it still should have a mild drawback.

This would still allow him to be quite powerful while not too much so, and stay true to the player phase unit he seems to be theorycrafted to be.

Personally, I think the mt difference is ok given the fact that it's patched up in the +4 when initiating especially as it's balanced with a bad enemy phase, though a flat -5 mt at base is debatable given the damage proportions of swords compared to daggers.

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Wary Sword/Axe/Lance; 5 Might, speed -7. Unit attacks twice in rapid succession when attacked.

Basically a reverse brave weapon, lower might and worse speed because it will inevitably be stacked with either Vantage or Quick Riposte.

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Welp. I tried to make every weapon as balanced as possible. Weapons with "+" sign behind their names can be inherited.

Ginnungagap
Mt: 14
Range: 1-2
Enables unit to attack regardless of range to foe. If unit initiates attack, grants Atk+4.
"We really need a tome that mimics the tome mechanics in mainstream FE games."

Pebble+
Mt: 7
Range: 2
After combat, inflicts Atk/Spd/Def/Res-5 on foe and all foes within 2 spaces through their next actions. Foes recover 1 by each turn.
"Milord. I picked up a pebble for you."

Gáe Bolg
Mt: 16
Range: 1
Grants Atk/Spd+3. Enables counterattack regardless of distance if this unit is attacked. Accelerates Special trigger (cooldown count -1). If unit is attacked by foe wielding lance, unit takes +15 more damage.

Mercurius
Mt: 9
Range: 1
Spd-2. Attack quarce when initiating combat.

Missiletainn
Mt: 8
Range: 1
Accelerates Special trigger (cooldown count -2). Owain only.
"By the ghost of Ike! I've found it at last! The fated mate to my sword hand! ...The divine blade, Mystletainn!"

Leo's Iceblade+
Mt: 14
Range: 1
Grants Def/Res+5. Damage inflicted to foe is counted as magical damage. Slows Special trigger (cooldown count +1).

Javelin+
Mt: 13
Range: 1-2
Enables unit to attack regardless of range to foe.

Venge Katana+
Mt: 7
Range: 1
Enables counterattack regardless of distance if this unit is attacked. Might doubles when counterattacking.

Ballista
Mt: 10
Range: 3
Effective against fliers. Unit cannot make any follow-up attacks or counterattack.

Loptyr
Mt: 16
Range: 2
Grants Res+3. Halves all damage taken.

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Tarvos (Exclusive to Nolan)

Mt:16
Grants Def+3. If unit is attacked by a foe adjacent to unit, damaged received by first attack is reduced by 50%.

Basically a Divine Tyrfing in the physical damage aspect.

Double Bow (Exclusive to Shinon)

Mt:14

Effective vs. flying units. Grants atk+3. Enables counterattack regardless of distance if this unit is attacked.

The first close counter built-in I will ever wish for.

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Aversa's Night
Mt: 14 / Rng.: 2
Unit recovers HP = 50% damage dealt.
Exclusive?: Yes
Refined?: No

Lady Sword
Mt: 12 / Rng.: 1
If a female unit equips this weapon, grants Atk+4 and accelerates Special (cooldown count-1).
Exclusive?: No
Inherit Restriction: Sword users only
Refined?: Yes

Flame Shuriken+
Mt: 7 / Rng.: 2
Deals magic damage. After combat, foe suffers Def/Res-6.
Exclusive?: No
Inherit Restriction: Dagger users only
Refined?: No

Swordslayer+
Mt: 10 / Rng.: 1
Effective against infantry and armored sword units. If target has a sword, it can't make a follow-up attack and this unit will.
Inherit Restriction: Infantry & Armored Sword units only
Refined?: No

Lance Buster+
Mt: 10 / Rng.: 1
Effective against infantry and armored lance units. If target has a lance, it can't make a follow-up attack and this unit will.
Inherit Restriction: Infantry & Armored Lance units only
Refined?: No

Axe Smasher+
Mt: 10 / Rng.: 1
Effective against infantry and armored axe units. If target has an axe, it can't make a follow-up attack and this unit will.
Inherit Restriction: Infantry & Armored Axe units only
Refined?: No

Sol+
Mt: 10 / Rng.: 1
Unit recovers HP = 50% damage dealt. Cannot use Daylight, Noontime and Sol Specials if this weapon is equipped. Unit cannot make follow-up attacks.
Inherit Restriction: Sword units only
Refined?: No

Luna+
Mt: 8 / Rng.: 1
Resolves combat as if foe suffered Def/Res-50%. Cannot use New Moon, Moonbow, Luna and Black Luna Specials if this weapon is equipped. Unit cannot make follow-up attacks.
Inherit Restriction: Lance units only
Refined?: No

Astra+
Mt: 7 / Rng.: 2
Effective against fliers. Grants +150% to damage dealt. Cannot use Starry Sky, Glimmer or Astra Specials if this weapon is equipped. Unit cannot make follow-up attacks.
Inherit Restriction: Bow units only
Refined?: No

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