Duessel-fication 2: Duessel Harder
Well, here I am again! There was a lot of good feedback after my first post, some really great criticisms too! I had a lot of fun doing this the first time, so I thought I'd drop a second wave to see what you all thought. This might be my last one until next week, so I'm not blowing through all my ideas in one go. Also, something I tried to do this time was give a brief explanation of what theme I went with for the character or why they received the stats/skills/etc. they received. Let me know if that's a good change from the previous post. \^-\^As a reminder, here are the "Duesselfication" Rules I try to stick to when making these characters.
1. Unit has a "good" prf weapon.
2. Unit has one premium skill that is a inheritable and an upgrade of a previous skill.
3. Unit has a minimum of three "good" skills.
4. Duessel also became the new baseline for top stats in his class but I DIDN'T do that for these units.
[Weapon Stats are Calculated in Image](https://preview.redd.it/amrihmih6al61.png?width=720&format=png&auto=webp&s=f48224a048f2b565479abe938499aa064dcc629d)
**EXPLANATION:** For Neimi I really went in on the fact her best and easiest to cap stat was Speed. As for theme, I wanted her to have good synergy with Colm and showing off a bond skill to pair with that. Finally, one of Neimi's biggest character traits is being a big crybaby and I felt like that's something many people would look at her and feel sorry for her or sympathetic toward her for, hence her unique bow.
Weapon: Crybaby Bow - 16 Mt. - 2 Range. - Spd +3. If unit's Atk is lower than foe's Atk, foe get's -7 Atk/Def during combat and neutralizes foe's bonuses to Atk/Def. After combat, foes within 2 spaces of an ally get -7 Atk/Def through their next actions.
Assist: -
Special: Luna
A: Spd/Def Bond 3
B: Vantage 4 - If unit's HP ≤ 80% unit counterattacks first when attacked and if foe initiates combat, when unit is ≤ 35% unit makes a guaranteed follow-up attack before foe can counterattack.
C: Joint Hone Spd
Stats
BST: 158
HP: 35
Atk: 31 (Superbane)
Spd: 43
Def: 22
Res: 27 (Superboon)
​
[Weapon Stats are Calculated in Image](https://preview.redd.it/71p4hublcal61.png?width=720&format=png&auto=webp&s=95ebc4a8ab3f5409d75a7c241ee832ef761bfcb7)
**EXPLANATION:** Kyle and Forde are some of my favorite units from Sacred Stones, like surprisingly high on my list. So much so that I used to tell my friends to call me Kyle when we would play "pretend" games out in the yard or something. Which is saying a lot, considering most of the Kyles I know are trash. Lol Anyways, so I wanted to create them as a unit pair and see how well I do at making a Duo Unit. Also, for the VAs, I was thinking Forde as Kaminari from MHA and Kyle as Oubi from Fire Force. Anyways, their skills mostly revolve around them pairing up, watching each other's backs to cover one another's weaknesses, and rallying their troops behind them.
Weapon: Tactics Armament - 16 Mt. - 1 Range. - HP +3. Unit is unaffected by effects that "Gives Atk +20% if weapon-triangle advantage, Atk -20% if disadvantage" and unit always deals 1x damage to foes, regardless of weapon or movement types.
Duo: Grants Unit and cavalry allies within 2 spaces \[Canto 3\] through their next actions.
Assist: Rally Def/Res
Special: Galeforce
A: Def/Res Unity
B: Lull Atk/Def 3
C: -
Stats
BST: 167
HP: 47 (Superboon)
Atk: 38 (Superboon)
Spd: 24 (Superbane)
Def: 29
Res: 29 (Superbane)
[Weapon and Skills are Calculated in Image](https://preview.redd.it/rz1nx2pjpal61.png?width=720&format=png&auto=webp&s=e476d84f666698863ebb824cf726e4a0aa3aef94)
**EXPLANATION:** Moulder is famously known as THE BOULDER by FE fans and I wanted to find a way to incorporate that most. PLUS! I wanted to dare to dream of the day we get a PREMIUM 4\* demote, since it's going to forever and always be colorless staff units anyway, and it NOT suck. So, without further ado, here's my take on Bishop Boulder Moulder.
Weapon: Saint's Staff - 14 Mt. - 2 Range. - HP +5. At start of odd-numbered turns neutralizes any \[Penalty\] on allies within 2 spaces of unit and restores 10 HP to those units. If this unit targets an ally with an Assist skill, adjacent units and units adjacent to target get: Special cooldown count -1 and restore 5 HP.
Assist: Physic
Special: Earthwater Balm
A: Fort. Def/Res 3
B: **Dull Close 4** \- *If foe uses sword, lance, axe, dragonstone, or beast damage, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. When applied, also inflicts penalty on foe's Atk/Spd/Def/Res during combat = current bonus on each of foe's stats × 2. (Example: if foe has +7 bonus to Atk, inflicts Atk-14, for a net penalty of Atk-7.) Calculates each stat penalty independently.*
C: Infantry Pulse 3
Stats
BST: 165
HP: 50 (Superboon)
Atk: 37 (Superbane)
Spd: 24 (Superbane)
Def: 27 (Superboon)
Res: 27 (Superboon)
So, there you have it, my ~~probably OP~~ Duessel-fied units of tomorrow! I hope you all have a great weekend!
**BONUS FOR THE MEMES**
https://preview.redd.it/walud4c1nal61.png?width=720&format=png&auto=webp&s=e825252d7cd45f95fb8e7310c2a9ec03b4569356
**EDIT:** *Adjusted Vantage 4 to be more in line with expectation and balance. Special thanks to* u/DuoRogue *and* u/ShinVerus *for pointing out its flaws and broken applications.*
**EDIT2:** *Extra Special thanks to DuoRogue again for giving excellent feedback and working together with me on some more skills, especially Dull Close 4.*