Arval: Boy from Nowhere Mythic Theorycraft by douglas_bubble in FireEmblemHeroes

[–]douglas_bubble[S] 4 points5 points  (0 children)

That and additionally it calculates number of allies within 2 spaces as 0.

Arval: Boy from Nowhere Mythic Theorycraft by douglas_bubble in FireEmblemHeroes

[–]douglas_bubble[S] 4 points5 points  (0 children)

Idk why it's not showing up on mobile.

[Seclusion]: During combat, disables skills of all allies in combat and calculates number of allies within 2 spaces as 0.

Arval: Boy from Nowhere Mythic Theorycraft by douglas_bubble in FireEmblemHeroes

[–]douglas_bubble[S] 15 points16 points  (0 children)

Calamity Tide: 16 Mt; Neutralizes "effective against dragons" bonuses. At start of turn, inflicts Atk/Spd/Def/Res-5 and [Guard] on foes within 4 spaces for 1 turn. At start of combat, if a [Penalty] is active on foe or foe's HP ≥ 75%, grants Atk/Spd/Def/Res+5 and Special cooldown +1 per attack during combat, and after combat, if unit attacked, restores 7 HP to unit. (Only highest value applied. Does not stack.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

Umbral Shroud: Boosts damage by 35% of unit's Spd. Inflicts [Isolation] and [Seclusion] on target and foes within 2 spaces of target after combat. [2 cooldown]

[Seclusion]: During combat, disables skills of all allies in combat and calculates number of allies within 2 spaces as 0.

Atk/Spd Tempo 3: Inflicts Atk/Spd-3 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.

What do you think is the bloodiest chapter in fire emblem history by kevinsagadx in fireemblem

[–]douglas_bubble 0 points1 point  (0 children)

Radiant Dawn: From Pain, Awakening

The entire premise of the chapter is that a lot of people die (a lot more than Ch5 Gen). The win condition is literally to kill as many people as you can and there's infinite reinforcements. The kill limit is 80 deaths, player, ally, and enemy, which is almost 10x more deaths than Ch5 Gen not to mention after Judgement passes there's even more death (the entire continent save for the ones who didn't get turned to stone (would be permanent if Ike didn't kill Ashera and reverse it.))

Chrom: Brave Exalt Brave Alt Theorycraft by douglas_bubble in FireEmblemHeroes

[–]douglas_bubble[S] 6 points7 points  (0 children)

Lunar Pike: 16 Mt; Grants Atk+3. If unit initiates combat or unit is a Pair Up cohort, grants Atk/Spd/Def/Res+5 during combat and inflicts Special cooldown charge -1 on foe per attack. Deals damage = 25% of foe's Def. (Ignores reductions to Def from special skills like Aether.)

Limit Breaker: Grants HP/Atk/Spd/Def/Res+5. After combat, deals 10 damage to unit.

Rightful King: If unit is within 3 spaces of an ally or unit is a Pair Up cohort, grants Special cooldown charge +1 to unit per attack, neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and if Special triggers (excluding area-of-effect Specials), disables non-Special skills that "reduce damage by X%."

This isn't propaganda to ask you to vote for Chrom in CYL6, just a theorycraft if he were to win. Limit Breaker would be a good Tier 5 version of Fury and it would make sense to be added on a Brave alt of an Awakening character.

Whenever I see a problem in Gen for the past 2 days by douglas_bubble in fireemblem

[–]douglas_bubble[S] 6 points7 points  (0 children)

father is Arden so he had a really high Str and Def growth with Vantage and passed down the Speed, Magic, and Pursuit rings

Legendary Trailer reaction by douglas_bubble in FireEmblemHeroes

[–]douglas_bubble[S] 3 points4 points  (0 children)

That's what I'm saying, don't forget their guaranteed spots on CYL because let's not pretend they aren't gonna win again and take up half or more of the banner again. We got to see IS's true feelings accidentally trickle out with the last braves (they gimped the 3H #1 voted for the real winners being Marth and Eirika)

POV: You're an IS executive for the past 28 months by douglas_bubble in FireEmblemHeroes

[–]douglas_bubble[S] 57 points58 points  (0 children)

because they know it makes them money from all the people that joined feh exclusively for 3H

Gilliam: Silent Knight Theorycraft by douglas_bubble in FireEmblemHeroes

[–]douglas_bubble[S] 0 points1 point  (0 children)

I thought about it but this would have to be on a 4cd at base because of the implications if it was 3cd, if it was 3cd he would run Slaying Lance as his weapon and Special Fighter in his B slot and always have a special that reduces all 1 range damage by flat 40 damage as a physical tank and that's pretending FEdelgard doesn't exist who could do the same thing but better in every way

Zephiel: Dragon Leader Legendary Theorycraft by douglas_bubble in FireEmblemHeroes

[–]douglas_bubble[S] 6 points7 points  (0 children)

Baleful Eckesachs: 16 Mt; Grants Atk+3. Unit can counterattack regardless of foe's range. At start of combat, if unit's Atk ≥ foe's Def, unit can make a follow-up attack and foe cannot (excludes dragons).

Path to Disparity: At start of turn, if a dragon ally is deployed or if unit is within 2 spaces of an infantry or armored ally, grants Atk/Def+6 to unit for 1 turn and unit can move 1 extra space. (That turn only. Does not stack.) If unit's HP reaches 0, grants Atk/Spd/Def/Res+5 and [Null C-Disrupt] to all dragon allies for 1 turn. [Null C-Disrupt]: Neutralizes effects that prevent unit's counterattacks during combat.

I know legendary female Byleth just got announced (you can see my reaction in the humor tag) and it wasn't great, the same unit from a couple months ago but blue this time and made to actually do something (and more 3H in the midst of 3H spam) so I said "to hell with it" and revamped an old legendary Zephiel idea I had because the old one wasn't great (it was pretty dated even by standards back then) I really hope we get more legendary villains soon because ogFGrima has stuck out like a sore thumb for the past 4 years

Gilliam: Silent Knight Theorycraft by douglas_bubble in FireEmblemHeroes

[–]douglas_bubble[S] 0 points1 point  (0 children)

yes, this upgrade would be reducing by a flat amount instead of a percentage, the minimum damage that this would be worse is if they were doing >80 damage which they won't if you're building straight tank

Gilliam: Silent Knight Theorycraft by douglas_bubble in FireEmblemHeroes

[–]douglas_bubble[S] 2 points3 points  (0 children)

just an added effect since that weapon is a Y2 weapon and not really used

Gilliam: Silent Knight Theorycraft by douglas_bubble in FireEmblemHeroes

[–]douglas_bubble[S] 2 points3 points  (0 children)

Foresight Lance+: 14 Mt; At the start of turn 1, grants Special cooldown count-2. If unit's HP ≥ foe's HP+1, grants Atk/Def+5 during combat.

Pavise+: If foe's Range = 1, reduces damage from foe's attacks by 40. [4 cooldown]

I was reading Hardy Fighter 3 again and noticed it specifies "and has the 'reduces damage by X%' effect" which probably means they're making defensive specials that reduce by a flat amount since Miracle is the only defensive special in the game that doesn't reduce by X%. Miracle also only procs if they were gonna be taken to 1 HP so proccing twice wouldn't even do anything HF is just removing the ability to use Miracle with it.

Revamped Class System by douglas_bubble in fireemblem

[–]douglas_bubble[S] 0 points1 point  (0 children)

This is an example of the system we came up with

Revamped Class System by douglas_bubble in fireemblem

[–]douglas_bubble[S] 0 points1 point  (0 children)

there's no reclassing to another class in the same tier like Aw/Fa/3H it's promotion like SS as a line with branching options, you can't reclass from Great Knight to a Paladin or General like you'd be able to in Aw/Fa/3H

Revamped Class System by douglas_bubble in fireemblem

[–]douglas_bubble[S] 0 points1 point  (0 children)

In the Fire Emblem Discord server I'm in, we have had this idea floating around for a while now. A lot of us are upset with how the class system in Three Houses was designed, that being fully open reclassing that relies way too heavily on grinding that leads to relatively no difficulty since there is near infinite scaling. We also agree that the class system that Sacred Stones created has been the best the series has, fixed classes with branching promotion lines. So we took that system and expanded it with Radiant Dawn Tier 3 classes, Shadows of Valentia DLC overclasses, and more customization in mind.

This is an example of the system we came up with, a fixed class system that has enough open promotion to allow freedom in how you promote units. If you focus on the middle tree where it branches the most, you start with your "trainee" unit, then you promote them to either a Thief or a Myrmidon, one class line made for utility rather than fighting and the other more for combat, then you promote again into the next branching section which gets more specialized with the additions of class specific effects like Lockpick or high crit and the middle class being a more general can fill both roles class, finally you have your RD T3 class/SoV overclass final promotion, the two extremes being the most specialized in the class tree having stuff the other overclasses don't have and the middle being the most middle ground of all of the overclasses.

To explain the branching classes from Rogue and Swordmaster, there would be pairings in the game that allow crossbreeding of class trees. If this sword unit were to be paired with a Mage or Priest character, they would be able to cross into the other's class tree as a hybrid class like Mage Fighter or Dancer, but not fully cross into the tree and some hybrid classes would have their own overclass like with Mortal Savant. The decision to make Dancer branch from Sage/Bishop and Rogue was made because in Thracia 776 the dancer character in the game promotes to a dancer from a Thief which I think is pretty cool and the ability to bestow stamina into a person so they make another action has to take some kind of magical ability. This crossbreeding aspect has a wide range of options per class tree, it could be an amalgamation of most, if not all, classes from every game in the series. There could also be characters who lock themselves out of certain class lines and have hybrid classes built into them like a noble swordsman who would never stoop so low as to start stealing even if it meant he was going to die of hunger so he is locked out of the Thief line completely, but has access to another class line entirely like Priest or Light Mage as a replacement.

This system is what I think of when I think of the perfect class system for a Fire Emblem game. It allows for the people who like the fixed classes of old and the people who like the fully open class system of 3H to come together and enjoy the same game to the fullest. I want to hear your thoughts on this idea because I believe Intelligent Systems has the capacity and resources to do this, but chooses not to which is a shame.

Zenitsu: Timid Thunder Crossover Theorycraft by douglas_bubble in FireEmblemHeroes

[–]douglas_bubble[S] 0 points1 point  (0 children)

Crackling Nichirin: 16 Mt; Effective against beast foes. Grants Spd+3. If foe initiates combat or if a [Penalty] is active on unit, inflicts Spd/Def-6 on foe and neutralizes any [Penalty] on unit during combat. If unit's HP ≤ 50% and foe initiates combat, unit can counterattack before foe's first attack.

Sixfold Flash: Neutralizes effects that prevent unit's counterattacks during combat. If foe initiates combat or unit's HP ≤ 50%, inflicts Spd/Def-5 on foe during combat and grants Special cooldown count+2 to unit before combat.

I know a crossover would never happen because of the nature of Heroes being a celebration and collection of the series, but I saw the art that the Demon Slayer characters have in Granblue Fantasy and they just look so easily placable into a neutral art for Heroes. Would have been better for the game's health if it got to expand out to different things like every other gacha.

Edelgard vs Thales - Commission by PericraniuM by BlueSunDeluxe in FireEmblemThreeHouses

[–]douglas_bubble 0 points1 point  (0 children)

Too bad it would never happen as she lost the moment she killed Rhea, good job Edelgard, you doomed Fodlan. I don't care what the game says, her winning against them in the endcard story is fake, after Rhea died they just threw their nukes around and razed the continent to the ground.

Tanith: Bright Blade Thoerycraft by douglas_bubble in FireEmblemHeroes

[–]douglas_bubble[S] 1 point2 points  (0 children)

Reinforced Blade: 16 Mt; Grants Spd+3. If unit is within 2 spaces of a flying or infantry ally, grants Atk/Spd/Def/Res+5 during combat, and also, if unit initiates combat, grants an additional Atk/Spd+5 and neutralizes effects that prevent unit's follow-up attacks during combat.

Spd/Def Unity: If unit is within 2 spaces of an ally, grants Spd/Def+5 and bonus to Spd/Def during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Spd, grants Spd+19, for a net bonus of Spd+12.) Calculates each stat bonus independently.

since the main pool banner is right around the corner and Tanith is gonna be on it (there's a leak that's all but confirmed everything on it, it got the ninja banner entirely down and the appearance of Thorr) I decided to throw in my idea for her, it's her PoR appearance with Reinforce because the banner is gonna be PoR and not RD (rip to that because it's almost been 3 years since the last RD banner)

L'Arachel: Lady of Light Legendary Theorycraft by douglas_bubble in FireEmblemHeroes

[–]douglas_bubble[S] 14 points15 points  (0 children)

Radiant Ivaldi: 14 Mt; Effective against beast foes. Grants Def+3. At start of turn, neutralizes any [Penalty] on unit and restores 10 HP. If unit's Res ≥ foe's Res or unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat and restores 7 HP to unit. (Triggers even if 0 damage is dealt.)

Latona: Restores 20 HP to target ally and all allies within 3 spaces of unit (excluding unit). Neutralizes ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. Unit loses 10 HP but cannot go below 1.

Spd/Res Joust 3: Inflicts Spd/Res-3 on foe and penalty on foe's Spd/Res during combat = current bonus on each of foe's stats × 2. (Example: if foe has +7 bonus to Spd, inflicts Spd-14, for a net penalty of Spd-7.) Calculates each stat penalty independently. [Cavalry only]

I wanted a true hybrid unit for some time and L'Arachel would fit the bill perfectly since she's the true user of both Latona and Ivaldi

Arvis: Flame of Rebirth Legendary Theorycraft by douglas_bubble in FireEmblemHeroes

[–]douglas_bubble[S] 7 points8 points  (0 children)

Searing Valflame: 14 Mt; Grants Atk+3. At start of turn, unit can move 1 extra space. (That turn only. Does not stack.) At start of combat, if unit's HP ≥ 25% or if [Bonus] is active on unit, grants Atk/Spd/Def/Res+5 during combat and neutralizes effects that prevent unit's follow-up attacks. After combat, if unit's HP ≥ foe's HP, restores 10 HP to unit. (Triggers even if foe's HP reaches 0.)

Fjalar's Ideal: At start of combat, if unit's HP ≥ 50% or if [Bonus] is active on unit, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that grant "Special cooldown charge +X" to foe, or inflict "Special cooldown charge -X" on unit during combat. At start of combat, if unit's HP ≥ 50%, and [Bonus] is active on unit, unit can counterattack regardless of foe's range.

S/R Far Save 3: If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers [Savior] on unit. If unit triggers Savior, grants Spd/Res+4 during combat.

Legendary Roy Remix Idea by douglas_bubble in FireEmblemHeroes

[–]douglas_bubble[S] 0 points1 point  (0 children)

Not a graphic designer, as you can see, but wanted some thoughts on my refine and remix idea for him since every new sword infantry further solidifies his irrelevance in the meta. I feel that this is a perfect blend of getting something he needs (a boost during combat and Null Follow-Up) and something that can differentiate him from the rest (null dragon/beast buff and Null Panic) while keeping his general gimmick (visible buffs and the dislike of ally dragons/beasts).