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Make A 4th/5th/6th/Beyond Alt

If you were conscripted into the IS army of terror and were forced to, how would you make another of a character that already has 3 or more variants in the game?

My ideas are "Armored Lord" Hector, "Cavalry Lord" Ephraim (both so named because they are effective against their own types), and Azura "Legendary Song" (posted once before, reposted here):

Hector, Armored Lord
Axe / Armor

Stats:
49/38/24/38/31 (180, +Atk, Def, or Res are superboons, -HP and -Spd are superbanes)

Axe: Wolf Beil (Mt 16) - Effective against armored and cavalry foes. At start of combat, if unit's HP ≥ 50%, grants Special cooldown+1 to unit and inflicts Special cooldown charge-1 on foe per attack. (Only highest value applied. Does not stack.)

Special: Mighty Fortress (CD 5) - Boosts damage by 50% of unit's Def. Restores HP = half of damage dealt. (This skill can not be inherited.)

A: Distant Counter

B: Bold Fighter 3

C: Even Special Wave - At the start of turn 1, grants Special cooldown count-1 to all other infantry and armor allies on team. (Stacks with similar skills.) At start of even-numbered turns, grants grants Special cooldown count-1 to unit. (This skill can not be inherited.)

///// ///// ///// ///// ///// ///// ///// /////

Ephraim, Cavalry Lord
Lance / Cavalry

Stats:
38/38/32/30/21

Lance: Reginleif (Mt 16) - Effective against armored and cavalry foes. In combat against an armored or cavalry foe, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack.

Special: Solar Strike (CD 4) - Boosts damage by 30% of unit's Atk. Restores HP = 30% of damage dealt. (This skill can not be inherited.)

A: Atk/Def Solo 3

B: Solo Bravery - Once per turn, at start of turn or after combat, if unit is not adjacent to an ally, grants following status to unit for 1 turn: "Unit makes a guaranteed follow-up attack. If unit is adjacent to an ally after an action by unit, ally, or foe, status is removed."

///// ///// ///// ///// ///// ///// ///// /////

Azura, Legendary Song
Red Tome / Flying
(Azura is a Legendary Hero of the Water affinity.)

Stats:
36/33/33/14/24

Skills:

Tome (Red): Dragon Spirit (Mt 14) - Unit can counterattack regardless of foe's range. If unit initiates battle and foe has no skills with "effective against dragons", grants "effective against dragon foes" during combat. If foe initiates battle and uses sword, lance, axe, or dragonstone, grants Def+10 during combat.

Effect Refine: Effect changed to "Effective against dragon foes. Unit can counterattack regardless of foe's range. If foe uses sword, lance, axe, or dragonstone, grants Def+10 during combat." (All effects apply regardless of foe's skills or unit that initiates battle.)

Assist: Inspiring Song - Grants another action and/or Atk/Spd/Def/Res+3 to target ally. (An ally with Sing or Dance cannot perform another action.) Unit cannot be granted an additional action through assist skills.

Special: Heavenrend (CD: 2) - Boosts damage dealt by 50% (foe's Atk - unit's Def or Res). (Unit's stat used in calculation is determined by foe's weapon.)

A: Quixotic 3 - Grants Spd+4. If unit/foe initiates battle, grants unit or (instead) both unit and foe (respectively) Atk+4 during combat.

C: Healing Descant - At the start of every turn, restores 5 HP to adjacent allies. If there is only 1 injured ally adjacent, restores 10 HP instead. (This skill can not be inherited.)

Links:

Hector: https://project-emblem.wikia.com/wiki/Hector_(Armored_Lord)
Ephraim: https://project-emblem.wikia.com/wiki/Ephraim_(Cavalry_Lord)
Azura: https://project-emblem.wikia.com/wiki/Azura_(Legendary_Song)

Asked by Chronomalous2 weeks 2 days ago
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Answers

4th Ike could have either Ettard or Regal Sword.

Regal Sword would be another Rapier/Thani/Wing Sword/Wing Spear/Rhomphaia/Wolf Beil/Reginleif kind of deal, effective against armors and cavalry.

For Regal Sword I'd make this the effect:

Sword (Mt 16) - Effective against armored and cavalry foes. If unit receives consecutive attacks from an armored or cavalry foe, reduces damage from foe's second attack onward by 80%.

I'd give him this PRF A skill if Regal Sword was his weapon:

A: Heavy Stance - Grants Def/Res+6. If foe initiates attack, or if unit initiates attack and foe can counter-attack, unit makes all attacks after foe attacks or makes any follow-up attack, but grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

I'd probably make the skillset of an Ettard Ike more like the OG!Ike, focusing on Heavy Blade.

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Okay, I've made a full character:
https://project-emblem.wikia.com/wiki/Ike_(Son_of_Greil)

Ike, Son of Greil
Sword/Infantry

Stats:
38/33/34/37/28

(Ike does not have IV's. He is a 170 bst infantry, is why.)

Skills:

Sword: Regal Sword (Mt 16) - Effective against armored and cavalry foes. If unit receives consecutive attacks from an armored or cavalry foe, reduces damage from foe's second attack onward by 80%.

Special: Rising Sol (CD: 4) - Restores HP = 50% of damage dealt. At start of combat, if Special is ready, unit can counterattack regardless of foe's range. (500 SP. This skill can not be inherited.)

Assist: Rally Spd/Def+

A: Heavy Stance - Grants Def/Res+6. If foe initiates attack, or if unit initiates combat and foe can counter-attack, unit makes all attacks and follow-up attacks after foe's attacks and follow-up attacks, but grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) (350 SP. This skill can not be inherited.)

B: Quick Riposte 3

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I like Valla's Charm. Blessed Lance is OP, and probably would be even if it was just the second action effect.

If I wanted to implement that effect I'd probably limit it like so:

"Grants Def/Res+3. If Sing or Dance is used during an odd-numbered turn, except during turn 1, grants unit another action. (Once per turn.)"

(I'm actually going to use my modified version of this effect as the effect for the added weapon Blessed Lance on Project Emblem wikia,
https://project-emblem.wikia.com/wiki/Blessed_Lance_() if you want to check. I'll link/cite back here for the inspiration.)

I'm looking at this as the only effect on the Lance prior to refines (similarly to all New Power weapons, the refinery would be immediately available):
"If Sing or Dance is used during an odd-numbered turn, except during turn 1, grants unit another action. (Once per turn.)"

The effect refine would add:
"Grants Spd+7, Def/Res+2. Unit does not make a follow-up attack unless unit's Spd > foe's Spd+8."

This is basically two skills, Def/Res+2 and Avoid Spd 3. (Avoid Spd is another skill on my wiki that gives a lot of Spd but also heightens the Spd required to double. Hit Spd 3 works the opposite way, giving a bit less speed but lowering the amount needed to double.)

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