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Unit theory crafting - Beasts
With 3.0 near and all the posts about beasts, I wanted to do another beast themed theory craft post.
I'll use a theme for myself in the three units I post, but feel free to do your own thing if you wanna think of a build.
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My idea is that beast units are colorless of differend movement types, with the special theme being an advantage and disadvantage agaist a movement type instead of weapon type. 20% of course.
With it going as follows:
Infantry>Cavalier>Armored>Flier>Infantry
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So here are my builds:
The first is the Tibarn build I just posted on another topic. And the reason of making this post.
-Tibarn (flying)
King's Beak
16 mt +3 def
Inflicts +1 special cooldown before the fight starts on the enemy, does undo a ready special.
Gain advantage agaist infantry foes and disadvantage agaist armored foes (20%)
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-Talon Pavise
1 CD - Reduces damage inflicted by attacks from adjacent foes by 30%. Boost the first attack after activation by 10.
-Fierce stance
-Guard
-Odd def wave
Stats
Hp 46
Atk 37
spd 31
def 34
res 15
Bst 163
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The great lion is next. The B skill might be a bit too strong though.
Caineghis (Armor)
-Royal Fang
16mt+3atk
Inflict -10 damage when the enemy activates their special, grants +10 damage when the user activates special.
Gain advantage agaist flying foes and disadvantage agaist cavalier foes (20%)
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-Bonfire
-Fierce Breath
-King's Domain:
If unit's HP ≥ 50%:
Prevents follow up attack in combat from unit and foes. Also, if enemy range is 2 then enemy cannot target units adjecent to this unit.
-Panic Ploy
Stats
Hp 56
Atk 37
spd 18
def 40
res 24
Bst 175
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For my last trick I will make a kitty appear.
Would have made a bunny joke, but I kinda don't want to build craft a taguel. So I picked Ranulf
I wanted at least to include a unit with an normal weapon, but I'm going to pull an Arden and make a unit with a normal weapon but unique skill.
My idea with the normal weapons is that they transform their last part + movement advantage effect depending on the movement type
Like Sharp Claw becomes Sharp Fang on a wolf or tiger (infantry), and a Sharp Great Fang on a Lion (armor) and Sharp Talon/beak on fliers.
Ranulf (cavalier)
-Sharp Claw (refineable)
14mt
Accelerates Special trigger (cooldown count -1)
Gain advantage agaist armored foes and disadvantage agaist infantry foes (20%)
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-Glimmer
-Swift Sparrow
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- Strong Trust:
If next to a non-beast or dragonstone ally, grants +6 Atk/Spd to unit and all adjecent allies for 1 turn
Stats
Hp 40
Atk 35
spd 36
def 27
res 19
Bst 157
Answers
No one that matters wants simplified. Things becoming too simplified causes the problem we've been having for half a year; lack of content.
People dont WANT simple, they want difficulty and to be properly rewarded for that difficulty. Thats one reason Infernal and abyssal modes were added, people weren't content with simple.
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And who is it exactly that "matters?" Just because someone has a different opinion than you doesn't automatically make them and their opinion irrelevant.
As for difficulty, I'd personally rather them add challenge in ways other than stupidity inflated stats and/or a bunch of reinforcements. It's just a lazy and cheap way of adding challenge.
Tbh, IS has kinda screwed themselves with this thanks to all the powercreep they've added to the game, as what was once challenging can now be much easier with how much better newer units are compared to older ones.
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The people that matter are the people that spend money to pay the server bills to keep the game running. People that dont support things they like have no merit. f2p people are leeches, they take everything they can get and give nothing back,while still demanding and equal say. Thats not how life works.
You can clear every single abyssal map with units the game literally gives you for free, the ball of stats and reinforcement arguments don't work here, just because you're too dumb to figure out the puzzle doesn't make it a bad puzzle.
Powercreep happens in literally every single mobile game where powercreep is a possibility, the only "problem" with it is that theyre not adding refines for older units fast enough to keep them up to date.
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I've always thought that beasts would end up being the Dragons' counterparts. Dealing physical damage and being more offensive based. They could apply to all colors, sure, but we just need them to cover at least colorless, as we don't have a Physical Melee type in that color yet.
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I'm looking forward to them. And these are some inventive builds. ^w^
I think they'll stick with the color/weapon triangle but having different beasts as different movement types is interesting. If the avian ones have wings outside their transformed state like Tibarn, those could be flying types, and maybe the feline ones could have cavalry movement.
Though, I do think I.S. might go with adaptive damage for Laguz/beast stone users like they did with the manaketes. I'm not creative enough to predict what they would come up with instead. XD
Though, I think Ashera would make an interesting unit as a "evil" staff user with armored movement. Maybe she'll even have a weapon effect like Julius in that she chills attack -6 to anything not called Ragnel or Alondite or effective against beast type? And if Ashera's armored, Michaiah will still be effective against her.
Now, for a totally broken special, Ashera can resurrect all other fallen units or self resurrect, but only one effect per activation and after effect procs, she has a 2 turn locked cooldown before it can begin charging again.
As for hardcore vs casual core content, I would like to say there is a demand for both and this game can be very much "live and let live" in that regard. I think the adjustments to Tempest Trials, Tap Battles, and Forging Bonds events show a desire for content that falls outside a hardcore designation. Just like the addition of new difficulty modes to old maps shows an ongoing interest in challenging content. So really I.S. wins by creating the broadest appeal to the largest number of people with both hardcore and casual content. And everyone wins.
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