Duesselfication Finale: Save the Duessel for Last
Ahoy fellow FEH players, fans, and friends! When I started this little series it was quite a fun, enlightening, and interesting experience. I had many a good night spent theory-crafting ideas and coming up with interesting new skill ideas. It was almost cathartic in many ways. It also helped me understand a bit more of the "FEH" language and it's been a real treat sharing these creations with all of you, exchanging ideas and comments. However, this will be my last Duesselfication.
This doesn't mean I'm done with theory-crafting by any means but, as Duessel is no longer the good litmus test that he once was, I've decided to retire the series. With that in mind, our send-off episode will be all about the titular character and his Obsidian Greatness. I have a "what-if" unit featuring Duessel if he was released as a new hero today and a Brave version for if he had a PRF skill as well.
Please enjoy and thanks for being you. Feedback is always welcome!
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[I'm not very good at image editing, so the skill icons are what they are. Image shows stat changes from skills.](https://preview.redd.it/pg8zqnt21cp91.png?width=720&format=png&auto=webp&s=d8846a2f9619a727cc96ad803d89d24f76b20e20)
Once upon a time, there was a unit so feared that his release brought terror to the meta. There were posts about his insane tankiness and impressive clap-back power. Today, that unit feels the pain of being nearly two years old; I present to you the modern-era; Polished Obsidian, Duessel.
Weapon: Jet-Black Spear - 16 Mt. - 1 Range. - Grants Def+3. At start of turn, if unit is not adjacent to an ally, gains: "inflicts Atk/Def-6 on foes and neutralizes foe's bonuses to Atk/Def during combat" and "If unit's Def > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat". At start of combat, if unit is not adjacent to and ally, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Assist: -
Special: Bonfire
A: Still Earth 4 - Def/Res+7 // Spd-5
B: A/D Near Trace
C: Rouse Def/Res 4
Stats
BST: 179
HP: 42 (Superbane)
Atk: 42 (Superboon)
Spd: 18 (Superbane)
Def: 42 (Superboon)
Res: 35
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[Weapon Stats are shown in image.](https://preview.redd.it/paj1if3o8cp91.png?width=720&format=png&auto=webp&s=7d8b403e55b2dd5650e7c76008a8bcf3633b7d2e)
Without further ado, a CYL winning Duessel complete with amazing PRF weapon and unique PRF skill with hopefully not \*too\* obscure character lore. (: I spent a lot of time thinking about the special in particular, so let me know what you think! I wanted a cohesive kit that had the PRFs working together in unison to make the unit really benefit from both being utilized correctly. Truly, thanks again for everything. This community is great and I hope to see you all again soon!
Weapon: Obsidian Poleaxe - 16 Mt. - 1 Range. - Grants Def+3. At start of turn, if unit's Special is ready or if unit's HP is 1, grants unit: "Unit makes a guaranteed follow-up attack and unit can make a follow-up attack before foe can counterattack." Inflicts penalty to foe's Atk/Def/Res during combat = X + 4 (X = number of spaces moved by whoever initiated combat; max 3) If X ≥ 2, neutralizes unit's penalties to Atk/Def/Res during combat. If X ≥ 3, grants bonus to unit's Atk = total penalties on foe during combat.
Assist: -
Special: Hour of Gavaleus - 5 CD - Defensive Special - At the start of turn 1, grants Special cooldown count-5. If unit's Special is ready or unit's Special triggered during combat, deals damage = 20% of unit's Def. When Special triggers, if unit's HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP. After combat, if unit's Special triggered, foes within 2 spaces of unit take 20 damage after combat and are inflicted with \[Deep Wounds\].
A: Def/Res Catch 4
B: Flow Guard 3
C: Joint Close Guard 3
Stats
BST: 182
HP: 43
Atk: 44
Spd: 21
Def: 38 (Superboon)
Res: 36 (Superboon)