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Hector
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Stats: Str+4 & Def+5
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Sync Skill #1 Quick Riposte(+): ≥80% (≥60%) HP you guarantee a follow up attack when enemy initiates.
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Sync Skill #2 Adaptability(+): After being attack grant Def/Res+2 (+3) depending on the type of the attack, lasts until end of battle or activated again.
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Sync Skill #3 Heavy Attack: If you use a weapon that is heavier than your Bld, grant that different into attack (max 5)
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Sync Skill #4 Piercing Gaze: Can use when unit is full HP to consume 20% of max HP and prevents foes from entering the 4 spaces diagonally adjacent to unit for 1 turn
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Engage Skill #1 Impenetrable: +30% Def/Res
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Engage Skill #2 Storm's Eye: Grants Break immunity and disables enemy follow up attacks, unit will also do a follow up attack, only sword and axe
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Inheritable:
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Str/Def +1/2/3/4/5
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Axe Guard: If foe is equipped with an Axe take 1/2/3/4/5 less damage during combat
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Storm's Eye: You go to a tile, you activate the super move and for the next entire enemy phase you will receive immunity to break status, you will disable enemy follow up attacks and you'll always do follow up attacks. (Only available to Sword and Axes)
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Storm's Eye+ (Link Move with Lyn): Both of your attacks will always go first, basically vantage.
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Weapons:
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Wolf Beil: 10 Mt, 75 Hit, 5 Crit, 10 Wt, Effective against Cavalry and Armor
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Runesword: 12 Mt, 65 Hit, 11 Wt, 1-2 Range, Deals magical damage, restore HP equal to 50% of damage dealt.
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Armads: 22 Mt, 85 Hit, 18 Wt, Grants Def+5 and Effective against Dragon
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Type bonuses:
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Dragon
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Impenetrable now grants Dodge+50%
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Storm's Eye will prevent one critical hit.
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Backup
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Storm's Eye grants +20 Crit.
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Covert
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Storm's Eye grants Dodge+30%
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Armored
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Impenetrable grants +50% Def (instead of +30%)
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Flying
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Impenetrable grants +50% Res (instead of +30%)
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Cavalry
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Impenetrable now grants immunity to freeze
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Qi Adept and Mystical - Nothing
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Weapon Engraving
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+3 Mt, +3 Wt, -30 Avo, -30 Dodge
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Soren
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Stats: +4 Magic, +3 Dex, +5 Res
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Sync Skill #1 Anima Focus: When using tomes, unit inflicts Def-3 with Fire, Hit-20 with Thunder, or Mov-2 with Wind magic for 1 turn.
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Sync Skill #2 Keen Insight(+): Deal +5/+7 extra damage when dealing effective damage.
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Sync Skill #3 Block Recovery: When an enemy that is broken with a tome, there's a chance they'll remain broken, this chance increases with Spd.
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Sync Skill #4: Assign Decoy: Makes 1 ally unit be more susceptible to enemy attacks for 1 turn, effects wears off after 3 enemy attacks
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Engage Skill #1 Flare: When attacking with Tomes -20% Enemy Res, Recover HP equal to 50% of damage dealt
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Engage Skill #2 Cataclysm: AoE Attack with Fire/Thunder/Wind at 40% damage, effective against flying units
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Link Cataclysm: Extends Range (goes from Enemy & adjacent tiles to Enemy & Adjacent tiles and diagonal tiles, so basically goes from a + to a square)
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Inheritable:
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Mag/Res +1/2/3/4/5
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Magic Guard: If foe is equipped with a Tome take 1/2/3/4/5 less damage during combat
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Bolting: 2 Mt, 50 Hit, 15 Wt, 3-10 Range, long range attack, cannot deal follow up attacks.
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Reflect (Staff): Allies within 2 spaces gain "deal 50% of magic damage taken back to the foe" for 1 turn
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Rexcalibur: 16 Mt, 105 Hit, 10 Crit, 12 Wt, 1-2 Range. Effective against flying units.
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Type Bonuses:
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Dragon
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Flare: Critical Hits deal double damage
70+
[Flare: Critical Hits deal double damage] POORLY TRANSLATED, THIS DOESN'T ACTUALLY DOUBLE CRITICAL DAMAGE.
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[Flare: Critical rate is doubled] WHAT IT ACTUALLY DOES, THANKS NINTENDO.
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Cataclysm: Sets the tiles on fire.
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Qi Adept
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Flare: Unit recovers ALL of the damage dealt.
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Cataclysm: 20% chance of inflicting break status.
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Mystical
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Flare: -30% ignored res instead of 20%.
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Cataclysm: +10% Extra Damage.
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Cavalry, Flying, Backup, Cover, and Armored - Nothing
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Engraving:
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Weapon Engraving:
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+2mt, -10 Evade, -20 Avoid
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Camilla
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Stats: Spd+5 & Res+4
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Sync Skill #1 Dragon Vein: Depends per unit type just like Corrin dragon veins
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Sync Skill #2 Decisive Strike(+): If unit initiates and lands a critical hit, deals 5 (10) damage after combat
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Sync Skill #3 Detoxify: Cures poison at start of turn
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Sync Skill #4 Groundswell: After unit acts or waits in flames, miasma or similar terrain effects, unit cleans effect and recovers 10 HP
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Engage Skill #1 Soar: Grants Mov+2, Unit can cross terrain as if flying.
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Engage Skill #2 Dark Inferno: AoE Attack the area is a diamond shape and then the corners get expanded one tile, after the attack the tiles are set ablaze (10 damage/turn), doesnt actually need a unit to attack, you'll just smash the ground where you are, any surrounding enemies will take damage though.
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Link+ (with Corrin) Dark Inferno: Bigger area, 5x5 square.
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Weapons:
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Bolt Axe: Magical Axe w/1-2 Range; 14mt and 9wt
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Lighting (Tome): 3mt Brave Tome, 1-2 range
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Camilla's Axe: 19mt and 11wt, Special Effect: Grants Res+10 and deal extra damage equal to foe's Res-Def
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Inheritable:
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Spd/Res +1/2/3/4/5
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Lance Guard 5: If foe is equipped with a Lance take 1/2/3/4/5 less damage during combat
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Type bonuses:
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Dragon
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Dragon Vein: Can use any dragon vein
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Soar: Grants Savage Blow (foes within 2 spaces take damage equal to 10% of their max HP after combat)
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Dark Inferno: Increased Area
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Backup
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Dragon Vein: Creates stone pillars that increase Def/Res (It's a 3x3 area, increased Def/Res by 3)
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Covert
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Dragon Vein: Creates smoke that decreases Def/Res/Avo (It's a 3x3 area in front of the unit, decreased Avo by 20, Def by -5 and Res-5)
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Qigong
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Dragon Vein: Creates Ice floor that increases movement (3 tiles in front, Movement +2)
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Dark Inferno: Adds glow to adjacent spaces.
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Flying
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Dragon Vein: Creates healing tiles that restore HP (It's a triangular shape in front of the unit, heals 10 hp per turn)
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Soar: Grants an extra Mov+1 for a total of Mov+3
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Cavalry
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Dragon Vein: Creates water that decreases Avo. (2 tiles, diamond shape, Avo-30)
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Soar: Grants an extra Mov+2 for a total of Mov+4
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Mystical
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Dragon Vein: Creates flaming tiles that inflict damage (Diamond shape, 10 damage per turn)
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Dark Inferno: +20% Damage
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Armored
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Dragon Vein: Creates Vines that grant immunity to break (3x3 area in front of unit)
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Weapon Engraving:
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+1 Mt, +30 Crit, +1 Wt, -20 Avo, -20 Dodge