GamePress

Got build concepts of characters not in Heroes yet?

Comment them here, and give opinions on others' concepts, as well.

This post is aimed to gatter everyone's ideas on future heroes and is overall for fun. :)

Asked by Pacmaniac3 months 1 week ago
Report

Answers

I'll start with one of mine. Here's what I imagine as Rudolf if he were a GHB unit.

Rudolf's Lance - 16 Might - Effective Against Cavalry (Or Armor). If foe is a cavalry (Or armor) unit, unit makes an automatic follow-up attack, and foe cannot. (It looks like a giant Heavy/Slaying Spear or a Ridersbane, so that's why I chose this effect.)

He has a skill set like this to reference spoilers in his home game. If you've played Echoes all the way through, you'll know why this skill set is similar to another character's most popular build.

Glimmer - Boosts effective damage
Swift Sparrow - Works with the rest of the build, also a his premium fodder option.
Windsweep - It works with his build and speed as it will let him make a follow-up without the fear of counter attack from Cavalry (Or Armor) units. (He has high speed in his statline as his speed was actually decent in Echoes, but it could be lowered to 33 or 34 to balance his BST a little bit.)

Thoughts?

Report

I would go with my sweet, fluffy girl Selkie. But since we don't know how beast units are going to really work in Heroes if they get in, I'll go with my Nohr girl Nyx.

Nosforatu- 13 mt. Unit cannot make follow up attack. In combat, half of damage delt to opponent will be converted to health for user.
Special- Vengeance
A- Def/Res Solo or Brazen Def/Res
B- Vantage

She won't have the best defenses, so that's why I think she should come with Def/Res Solo. If she's going to be regaining her health, I feel like she should be taking a hit or two. If not Def/Res Solo, then I feel like Brazen Def/Res is a better solution. She'll have ok spd, so she'll easily be able to avoid doubles. I made Nosferatu a weapon not able to follow up because it's normally very heavy in FEs, but that's why Nyx will be more of a nuke if anything. And Vantage/Vengeance is a pretty nice combo for someone who wants their hp back.

How'd I do?

Report

I say that's a pretty nice concept. Maybe instead of no follow-up, maybe the speed penalty like from a brave weapon? (Though less attack would be lowered.

But I like this concept.

Report

Got one for Duessel assuming he'll use the same Garm

Duessel - The Obsidian (Green axe cavalier)
Garm - 16mt
Grants Atk+3. If a bonus granted by a skill like Rally or Hone, unit makes a guaranteed follow-up attack.
-
Ignis
Steady blow 2
-
Odd def wave 3

stats:
Bst 156
Hp 45
Str 33
Spd 19
Def 39
Res 20

Of course a more likely thing is that if he gets Garm, it'll be differend. So..
Darksteel Garm
+3 def
If a bonus granted by a skill like Rally or Hone, enemy cannot make a followup attack.

Report

I took a wikia just to host all my ideas: https://project-emblem.wikia.com/wiki/Vaida_(Flying_Fang)

I have Vaida here, she has the following skills at 5*:

Lance: Enhanced Spear (Mt 16) - Grants HP +5, Atk + 2, Spd +3, Res +4. Skills with "effective against dragons" are effective against unit. At start of turn, grants Atk/Spd/Def/Res = highest innate bonus on each of unit's stats (from seals and skills like Defense +3, Fury 3, etc) for 1 turn. Calculates each stat bonus independently. (This skill cannot be inherited.)

Special: Dragonfang General (CD: 3) - Boosts Atk by 50%. (This skill cannot be inherited.)

A: Corrosive Atk 3 - Grants Atk +5. Inflicts Res -3.

B: Hit and Run

Report

Kinda fun idea, but I wouldn't give her the strange stat boost like that.
Maybe just +2 to all stats, in order to have a base for the effect, the differend amounts seem just a bit jarring.

And maybe she's not the most fitting unit for a unique special

I do like the idea of Corrosive atk, it's useful without being too OP, and the weapon effect part is pretty creative.

Report

She's the carrier of the famous "Uber spear", a spear that was enhanced by Nergal and famously conferred a bunch of stats.

Basically, the stat boosts are the same as can be obtained from weapon refinement, but they also largely mirror (in proportional order) the stat boosts of the original Uber Spear.

I leveraged the large stat boosts by treating her as a wyvern-mounted unit proper and giving her a dragon weakness (which on top of flying weakness is a lot of vulnerability).

Basically, the weapon grants her boosts at the start of a turn based on whatever skills and seals you equip. Without Corrosive Atk but with her base weapon, she would get Atk +2, Spd + 3, and Res +4 granted to her at the start of each turn. If Corrosive Atk is also equipped, the Atk boost is +5 (higher of 5 and 2). If Life and Death were equipped, the Atk/Spd boosts would be +5/+5 (higher of 5 and 2, and 5 and 3, respectively).

She'd be one of the best solo units possibly, but as boosts don't stack she has less interest in buffs arising from a team's starting position/assists and specials. (She also doesn't achieve the destructive powers that Laevatein does with team support.)

~

I'd be willing to remove the unique special. It's somewhat just an ode to her ingame title.

Report

I like it.
Just saying that +5 hp +2 atk +3 spd +4 res. is a bit chaotic.
Especially when the weapon is already not that simple.
So just 2 to atk/spd/def/res should be enough, and allows a user to decide on what to focus on. The +4 res doesn't give incentive to build more res on her.

Report

But the orders of proportion are sooooooo accurate, see https://fireemblem.wikia.com/wiki/Spear#Trivia [].

FEH already has skills like Fireflood Dance that increase 2 stats by different amounts. I basically copied the format of that. (Before those skills there was HP/X Plus too.)

Her Resistance also isn't really supposed to be built or salvaged, either. She wouldn't want Distant Counter as an A skill to have an anti-range sort of function as that's the primary stat skill slot (plus she's weak to arrows).

Report

Charlotte is a must have unit, it has been a year since her Bridal Alt and IS forgot her in the Nohrian banner, which was a bummer.

Charlotte:

Great Club (16 Mt)- Grants +3 Atk. If units Atk is more or equal to foes Atk+3, enables unit to have Follow up attacks and disables enemies follow up attacks.

Special: Draconic Aura

A: Atk/Def Solo

B: Wrath

C: Even Atk Wave

Hp: 44
Atk: 38 (57 Atk with weapon equipped)
Spd: 24
Def: 37
Res: 17

Is this build too OP?

Report

Maybe lower the Defense a lot and the res a bit and boost the speed a lot. Charlotte is all about out speeding and destroying, not tanking and dealing. But her Atk and HP is pretty accurate and the weapon fits her perfectly with the special. But maybe take off the 'enemy can't counterattack' off. Thats WAY too op because of her combined strength and speed.

Report

Well, she kinda deserves these stats as she needs to be in Feh and her delay. I guess you are right, Charlotte is about High Atk/Spd and low Def/Res. She was incredibly dangerous in Fe14. (I turned her into a Dread Fighter)

How about her Def stat is swapped with her Spd Stat. Change her A Skill for Atk/Spd Solo? The guaranteed follow up attack is removed. Her weapon adds +3 Spd instead of Atk?

Report

Python (Colorless Infantry Archer)

40 HP / 38 Atk / 34 Spd / 27 Def / 15 Res (154 BST)

Weapon: Slaying Bow+
Assist: -
Special: Moonbow
A: Brazen Atk / Spd 3
B: (New) Hunter's Volley - If unit's HP <= 50% and unit initiates combat, unit attacks twice. If Special triggers, +10 damage from Special.
C: -

Please IS, make this man busted when he gets into Heroes one day. (This took a while to come up with...)

Report

It's a Brave + Wo Dao effect under 50% HP.

I just thought about it now, but if you combine this with Fishie Bow+ (from Sum!Takumi) and Heavy Blade or Flashing Blade seal, then he gets to quad uninterrupted and proc Moonbow twice under 50% HP, with +20 extra damage guaranteed if he can do so. (I think that might be a tad--by that, I mean extremely--overpowered, but it is kinda difficult to get him to under 50% in this situation, so I don't know.)

Report

Yeah, it is difficult to translate the Hunter's Volley effect into this game. (He had access to a Killer Bow, which gained this effect after enough uses.) Python's skill could become a copy of Double Lion instead of the one I came up with, but I think that would be too boring.

Anyway, he does promote into one in his game, so I can see that being a thing and wouldn't mind. It just sucks that Python would get the Gen 1 Ranged Cavalry BST, but those units are some of the strongest in the game, if Brave Lyn and LA!Roy are any indication.

Report

How about this revision?

B: Hunter's Volley
If unit's HP <= 60%, Special cooldown count-1 at start of turn if Special triggers by attacking. Also, if unit initiates combat, follow-up attacks occur immediately after unit's attack.

It's sort of like Wrath + Desperation (without the +10 to damage when Special triggers), but with a harder-to-reach HP threshold since Ranged units don't have normal access to Wrath. It should prevent him from quad-ding uninterrupted and doesn't make his Special procs ridiculous. (Also, Hardy Bearing counter's him somewhat, but nearly no one runs it.)

In return, he gets to proc his Specials more often or can opt for a stronger Special like Draconic Aura or Dragon Fang.

Report

40 HP / 34 Atk / 38 Spd / 27 Def / 15 Res (154 BST)

[I literally just swapped that Atk and Spd values.]

I don't think that he was particularly fast in SoV, but I don't care as long as he's really powerful.

Report

This is a concept for the one and only Cormag, a unit that i loved a lot during my FE8 experience. Javelin+ would basically work as a cheap DC weapon that would help a lot of builds without having to rely purely on the A slot given by Hector. The rest is fairly easy: Draconic Aura to boost his already high damage, Fury to make him a bit bulkier (also i put it as a reference to his rage when he discovers that his brother died. Spoilers i guess), and Def Smoke to debuff nearby enemies that will attack him and helping him deal with them

Report

Having a DC spear in the normal pool.. I dunno

He gets a spear from Duessel in his support with him, Gavaleus. So he could get that as a unique weapon
I do think Fury is a fitting skill for him

Report

Oh yeah, you're right.

I got a fun idea, Cormag get's the same cursed lance as Valter as a base weapon, but have a differend refine

Valter
-1 special cooldown
+3 atk and +3 speed, deals 4 damage after combat
When hp = <80% at the start of combat, grants 7 atk/spd in combat

Cormag
-1 special cooldown
+2 atk/spd/def/res (no damage)
Specials heal for 30% of damage done

was also thinking of Cormag's version doing damage to himself, but healing all field damage the turn after they're done to him

Report

I'll post the 3 I'm most proud of I guess, (Vaida is already up above), so that would be Sephiran and Altena. I posted part of Sephiran's skills at least once before (Base stats 41/31/35/14/27): https://project-emblem.wikia.com/wiki/Sephiran_(Companion_of_the_Goddess)

Staff: Ashera (14 Mt) - Grants Def +5. Slows Special trigger (cooldown count +1). The enemy cannot counterattack. At start of combat, if unit's special is charged, unit can counterattack regardless of foe's range and abilities. When healing Special is triggered, replenishes the HP and/or removes the stat penalties of all allies healed/boosted (respectively). (This skill cannot be inherited.)

Assist: Healing Push+ - Slows Special trigger (cooldown count +1). Restores HP = 50% of Atk - 5. (Minimum of 5 HP.) Grants another action to target unit if it performed action this turn, but it can only move one space and cannot attack or assist if it performed either this turn. Sing or Dance cannot be used on this unit.

Special: Ordering Light+ (CD: 3) - Grants unit +3 Light blessing. (In order, only Hero status or highest or first affinity applies. Does not stack.) When healing an ally with a staff, restores 10 HP to all allies and grants Atk/Spd/Def/Res +2 to all allies for 1 turn.

A: Mantle - If foe initiates combat, grants Def/Res +4 during combat. At start of combat, if foe initiates combat and unit's special is charged, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack). (This skill cannot be inherited.)

B: Lulling Corona - Grants Light Hero to unit and Def +3 to all allies with 3+ Light affinity. (In order, only Hero status or highest or first affinity applies. Does not stack.) Inflicts Atk/Spd -5 on foe through its next action after combat. If unit initiates combat, inflicts Spd/Res -5 on foe during combat and calculates damage from unit's staff like other weapons. (This skill cannot be inherited.)

C: Rewarp - Once per turn after unit performs first action, if unit did not perform assist or attack and unit and all foes are outside mutual immediate attack range, unit is granted another action. (Additional action granted once per turn only.) (Cannot be inherited by cavalry, flier, sword, lance, dagger, dragon, bow, or dagger units.)

He has a PRF and 2 unique skills just like L!Marth.

He also introduces the sub-type/secondary Legendary hero/affinity system, which is based in equipped skills. Sephiran is a primary Fire Hero and a secondary Light Hero if Lulling Corona is equipped.

Report

Maybe a bit too much. I'd do away with the special and B skill.
I know what you're trying, but the special legendary hero status is just wierd.

The staff and mantle are pretty great though, It works together and makes him just a pest to kill.

The heal is kinda wierd as well, but I can see a hybrid heal/sing work

Report

The heal is more like a combination of a heal and Shove than of Heal and Sing.

The idea of the special (which is generic, inheritable by all staffs) is that it is an upgraded Heavenly Light which manages to trigger both effects of the PRF staff. Since I made it, B!Veronica was released, and perhaps makes the special itself weak in comparison.

Lulling Corona is a combination of Seal Atk/Spd, a player-phase Wrathful Staff effect, and a unique player-phase debuff. I don't think the skill is too overloaded against the convention of unique skills like Robin's Dragonskin/Hector's Ostian Counter, both of which are basically two skills in one. Lulling Corona is like 1 + 1/2 + 1/2.

You're right that the Staff and Mantle work together; basically, Sephiran can be used in a different way on player phase or enemy phase by opting to not use his special once it is charged.

Report

Altena: https://project-emblem.wikia.com/wiki/Altena_()

Lance / Flier (Wyvern)(Apparently I like this combination)

39/38/34/34/18

Lance: Accursed Gáe Bolg (Mt 16) - Grants Atk/Def+3. Grants Spd+3 to unit & allies within 2 spaces during combats. Deals 7 damage to all/both units after combat. If unit’s HP ≤ 75% & foe initiates combat, unit can counterattack before foe's first attack. At start of turn, if unit's HP ≤ 75% & unit's attack triggers Special, grants Special cooldown count-2.

A: Speed Adept - Inflicts Spd -5. When Special is not charged, inflicts special cooldown charge -1 on unit per unit's attacks. (Only highest value applied. Does not stack.) If unit makes follow-up attack through speed mechanic or a Speed skill (like Speed Pursuit, etc.), unit attacks twice. (Does not stack.)

B Speed Critical - If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +5. At start of combat, if unit's special is charged and unit's Spd > foe's Spd, boosts damage dealt on unit's attack triggering Special and subsequent attacks by 30% of difference between stats.

I conceived of Altena just hours before Quan was released with the Gáe Bolg, so I changed the name to "Cursed Gae Bolg". The weapon copies the effects of Gáe Bolg in one of the games (the second, I believe) that it appears in, which is the effects of Charm, Wrath, Vantage, and Attack +5 and Defense +5. I leverage these overloaded effects by having a Savage Blow/Pain effect take place among Altena and the ally in boosted range that engages in combat, or, if Altena takes place in combat, all allies in boosted range. This amounts to a ton of chip damage inflicted on the user's team, which possibly can be exploited but is ultimately very risky.

I changed the Wrath effect to remove the +10 damage and grant an extra cooldown instead, to save text space. (Since then Hoarfrost Knife is apparently a longer text.)

Obviously her fourth base skill would be a special. Her base set isn't the most synergistic: she'd want to switch 1 of the A or B skills.

Report