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* Young Duo Female Robin & Chrom from the "Young Exalt" Tempest Trials+ are a GlassCannon with Reposition, Flare, Atk/Spd Link 4 and Inf. Null Follow 4 to make them annoying to go against, especially with the two other Infantry units near them at the start of the map, and Fell Wyrmscale giving them +8 Atk/Spd/Def/Res during combat, ignore the foe's field stat buffs during combat, deals damage equal to 15% of their Atk during combat, ignores the foe's non-Special DamageReduction effects when they trigger their special during combat, and restores 7 HP after combat, all which activates if their HP is at 25% HP or above at the start of combat. While that is fine on their own, their Draconic Pacts are a another matter entirely: it gives them -1 max special cooldown, inflicts -16 Atk/Spd/Def/Res on the foe during combat, reducing it by 2 for each point of their foe's max special cooldown, with a minimum of -8 Atk/Spd/Def/Res during combat, reduces damage taken from the foe's first attacks by 30% and ignores skills that inflicts -X special buildup on them during combat, all which activates if either they initiate combat or are within 2 spaces of an ally, but that's not the problematic part; If either them or an ally uses on them a Rally or Movement Assist skill, they inflict [Hush Spectrum][[note]]has the one inflicted on them receives -5 Atk/Spd/Def/Res during combat, inflicts +1 special cooldown before the user's first attack if they have an attack special, and grants their foe before the user's first attack -1 special cooldown if the foe has an attack special and the user has -1 max special cooldown[[/note]] on all foes within 3 rows or 3 columns centered on them after movement and gives them -1 special cooldown, and, once per turn, gives them another action. The last part is the most problematic part, not because that they can act again when they use their Reposition, but it also allows them to act again if their ally uses a Rally or Movement Assist on them if they didn't use Reposition, meaning that they have others that can act as dancers for them, like for example Regular Seliph with his Rally Speed or Regular Nino with her Draw Back. It becomes a mad dash to eliminate them and/or their allies before they and their allies can act and take down your units while also staying out of their attack range, especially with their extra action in mind, but that is not an easy feat that to them having 52/49/50/36/26 on Lunatic 35 and 64/53/56/39/28 on Lunatic 40. Even dropping down the difficulty does not prevent their extra actions going off as they only lose Fell Wyrmscale and downgrade to Atk/Spd Link 3 and Inf. Null Follow 3 on Hard 30, and only on the easiest difficulty that they drop their Reposition.
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* Emblem Ike is an extremely tough boss to take down thanks to his synergistic kit and MightyGlacier statline. His Emblem Ragnell gives him -1 max special cooldown, Distant Counter, and boost his Atk and reduces the foe's Atk equal to 25% of the foe's Atk at the start of combat, -2, with a minimum of 6 and max of 16, and allows him to ignore any field stat debuffs he has, skills that prevent his counterattack and inflicts -X special buildup per attack on him, all which activates if he is at 25% HP or above at the start of combat, Great Aether is a 4 cooldown special that allows him to deal damage equal to 40% of his Atk when it triggers, increasing by 10% for each attack the foe does to him, forces his foes to attack first and have any of their follow-up attacks go before he can attack, reduces damage taken from attacks equal to 40% and from consecutive attacks by 70%, both inflicted by -10% for each point of special charge he needs to get it ready, and when he triggers his special he inflicts 5 damage and +1 special cooldown to all foes within 3 rows or 3 columns centered on him and he recovers 5 HP for each foe he inflicts it with this, up to 50% of his max HP, and Laguz Friend 4 inflicts -5 Atk on the foe during combat, halves his non-Special percentage-based DamageReduction, gives him -2 special cooldown before his foe's first attack and reduces damage taken equal to 20% of the greater of his Def or Res during combat if he has an attack or defensive special that has 3 or more max special cooldown, boosts his attack equal to 20% of the greater of his Def or Res during combat and ignores the foe's non-Special percentage-based DamageReduction if he triggers an attack special that has 3 or more max special cooldown, and his next attack is boosted equal to 20% of the greater of his Def or Res during combat and ignores the foe's non-Special percentage-based DamageReduction if he has a defensive special. Combined with his Def/Res Finish 4 to further boost his defenses and damage and recover HP when he triggers Great Aether if he is within 3 spaces of an ally, Canto Control 3 to prevent his foes from performing HitAndRunTactics with Canto near him, and Quick Riposte 3 as his Sacred Seal on Abyssal to have his follow-up attack be able to finish the foe off if they somehow survive his Great Aether when his foe initiates combat and he is healthy enough and you got someone that is a major pain who will pressure you once he starts advancing. It requires specific strategies to take him down without much hustle, but this gets less viable as the difficulty rises, with Infernal giving him 66/52/19/49/46 and Abyssal giving him 82/61/25/57/54, meaning that with all of that combined he will shrug off a lot of damage and would most likely either oneshot one of your units or deal a lot of damage and restore a lot of HP, potentially undoing all the little damage you dealt to him in the process.

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* Emblem Ike is an extremely tough boss to take down thanks to his synergistic kit and MightyGlacier statline. His Emblem Ragnell gives him -1 max special cooldown, Distant Counter, and boost his Atk and reduces the foe's Atk equal to 25% of the foe's Atk at the start of combat, -2, with a minimum of 6 and max of 16, and allows him to ignore any field stat debuffs he has, skills that prevent his counterattack and inflicts -X special buildup per attack on him, all which activates if he is at 25% HP or above at the start of combat, Great Aether is a 4 cooldown special that allows him to deal damage equal to 40% of his Atk when it triggers, increasing by 10% for each attack the foe does to him, forces his foes to attack first and have any of their follow-up attacks go before he can attack, reduces damage taken from attacks equal to 40% and from consecutive attacks by 70%, both inflicted by -10% for each point of special charge he needs to get it ready, and when he triggers his special he inflicts 5 damage and +1 special cooldown to all foes within 3 rows or 3 columns centered on him and he recovers 10 HP and an additional 5 HP for each foe he inflicts it with this, up to 50% of his max HP, and Laguz Friend 4 inflicts -5 Atk on the foe during combat, halves his non-Special percentage-based DamageReduction, gives him -2 special cooldown before his foe's first attack and reduces damage taken equal to 20% of the greater of his Def or Res during combat if he has an attack or defensive special that has 3 or more max special cooldown, boosts his attack equal to 20% of the greater of his Def or Res during combat and ignores the foe's non-Special percentage-based DamageReduction if he triggers an attack special that has 3 or more max special cooldown, and his next attack is boosted equal to 20% of the greater of his Def or Res during combat and ignores the foe's non-Special percentage-based DamageReduction if he has a defensive special. Combined with his Def/Res Finish 4 to further boost his defenses and damage and recover HP when he triggers Great Aether if he is within 3 spaces of an ally, Canto Control 3 to prevent his foes from performing HitAndRunTactics with Canto near him, and Quick Riposte 3 as his Sacred Seal on Abyssal to have his follow-up attack be able to finish the foe off if they somehow survive his Great Aether when his foe initiates combat and he is healthy enough and you got someone that is a major pain who will pressure you once he starts advancing. It requires specific strategies to take him down without much hustle, hustle like bypassing his absurd DamageReduction or preventing him from triggering Great Aether, but this gets less viable as the difficulty rises, on higher difficulties, with Infernal giving him 66/52/19/49/46 and Abyssal giving him 82/61/25/57/54, meaning that with all of that combined he will shrug off a lot of damage and would most likely either oneshot one-shot one of your units or deal a lot of damage and restore a lot of HP, potentially undoing all the little damage you dealt to him in the process.



* New Year Duo Askr & Embla welcomes the new year of 2023 in the "Renewing Gifts" Tempest Trials+ with a lot of pain. While their stats makes them a MightyGlacier, their weapon and skills makes them more of a LightningBruiser who is incredibly tough to take down, with them having Bonfire, Def/Res Finish 4 and Atk/Res Tempo 3, alongside Regular Askr's Opened Domain, and their Duality Vessel. It gives them -1 maximum special cooldown (which means Bonfire is at 2 cooldown), grants +5 Atk/Spd/Def/Res during combat, a guaranteed follow-up attack, inflicts -1 special buildup on the foe, reduces damage taken from attack equal to 20% of their Def, and reduces damage taken from AOE specials by 1.5x the difference between their Def and their foe's Def if they have higher Def, all which activates if they are within 3 spaces of an ally. Already bad enough with their skills and stats at 52/45/19/45/42 at Lunatic 35 and 64/50/20/49/46 at Lunatic 40, where they will reduce damage taken from attacks by 11 on Lunatic 35 and 12 on Lunatic 40 while also firing a 28 power Bonfire on Lunatic 35 and 30 power one on Lunatic 40, but with Opened Domain giving themselves and all allies within 2 spaces of them the [Resonance: Blades][[note]]+4 Atk/Spd during combat for one turn[[/note]] and [Resonance: Shields][[note]]+4 Def/Res during combat and allows them to deny any of the foe's follow-up attacks for every first battle on each player and enemy phase for one turn[[/note]] status effects, as well as -1 special cooldown if they are at maximum special cooldown if they are within 2 spaces of an ally that is from a different ''Fire Emblem'' title than him at the start of their turn, they need at least one ally that is a different ''Fire Emblem'' title than them to trigger it, and with the two foes that spawn next to them being a Melee Cavalry and Ranged Infantry, there is a 4/46 times '''1/101''' chance, respectively, that both units are from ''Heroes'' and do not trigger their Opened Domain[[note]]at the time, the Melee Cavalry units that are randomly generated and are from ''Heroes'' are Regular Nifl, Regular Múspell, Ymir, and Fallen Gustav, while the ''only'' Ranged Infantry that is randomly generated and is from ''Heroes'' is Regular Ylgr[[/note]]. In other words there's a '''0.0861%''' chance that them and their allies do not get the Opened Domain buffs and not setting their Bonfire at 1 cooldown, and even then it's not a cakewalk to even take down all their allies first before going up against them thanks to the level obstructing your units with 4 wall and 1 water tiles to make both approaching and baiting those foes difficult before the New Year Duo joins the fray, and that's not going into who might spawn with them and get the full benefits of their Opened Domain, which has a good chance to spawn some [[DemonicSpiders/FireEmblemHeroes Demonic Spiders]] that will ruin your run alongside the New Year Duo, who, with everything in their favor, effectively gets ''76'' Atk, ''64'' Def and ''61'' Res on Lunatic 35, and '''81''' Atk, '''68''' Def and '''65''' Res on Lunatic 40. Thankfully, on Hard 30 and below, they don't have Opened Domain, making them much easier to take down as they will have a harder time triggering their Bonfire and they won't have the Resonance Blades and Resonance Shields status effects.

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* New Year Duo Askr & Embla welcomes the new year of 2023 in the "Renewing Gifts" Tempest Trials+ with a lot of pain. While their stats makes them a MightyGlacier, their weapon and skills makes them more of a LightningBruiser who is incredibly tough to take down, with them having Bonfire, Def/Res Finish 4 and Atk/Res Tempo 3, alongside Regular Askr's Opened Domain, and their Duality Vessel. It gives them -1 maximum special cooldown (which means Bonfire is at 2 cooldown), grants +5 Atk/Spd/Def/Res during combat, a guaranteed follow-up attack, inflicts -1 special buildup on the foe, reduces damage taken from attack equal to 20% of their Def, and reduces damage taken from AOE specials by 1.5x the difference between their Def and their foe's Def if they have higher Def, all which activates if they are within 3 spaces of an ally. Already bad enough with their skills and stats at 52/45/19/45/42 at Lunatic 35 and 64/50/20/49/46 at Lunatic 40, where they will reduce damage taken from attacks by 11 on Lunatic 35 and 12 on Lunatic 40 while also firing a 28 power Bonfire on Lunatic 35 and 30 power one on Lunatic 40, but with Opened Domain giving themselves and all allies within 2 spaces of them the [Resonance: Blades][[note]]+4 Atk/Spd during combat for one turn[[/note]] and [Resonance: Shields][[note]]+4 Def/Res during combat and allows them to deny any of the foe's follow-up attacks for every first battle on each player and enemy phase for one turn[[/note]] status effects, as well as -1 special cooldown if they are at maximum special cooldown if they are within 2 spaces of an ally that is from a different ''Fire Emblem'' title than him at the start of their turn, they need at least one ally that is a different ''Fire Emblem'' title than them to trigger it, and with the two foes that spawn next to them being a Melee Cavalry and Ranged Infantry, there is a 4/46 times '''1/101''' chance, respectively, that both units are from ''Heroes'' and do not trigger their Opened Domain[[note]]at the time, the Melee Cavalry units that are randomly generated and are from ''Heroes'' are Regular Nifl, Regular Múspell, Regular Ymir, and Fallen Gustav, while the ''only'' Ranged Infantry that is randomly generated and is from ''Heroes'' is Regular Ylgr[[/note]]. In other words there's a '''0.0861%''' chance that them and their allies do not get the Opened Domain buffs and not setting their Bonfire at 1 cooldown, and even then it's not a cakewalk to even take down all their allies first before going up against them thanks to the level obstructing your units with 4 wall and 1 water tiles to make both approaching and baiting those foes difficult before the New Year Duo joins the fray, and that's not going into who might spawn with them and get the full benefits of their Opened Domain, which has a good chance to spawn some [[DemonicSpiders/FireEmblemHeroes Demonic Spiders]] that will ruin your run alongside the New Year Duo, who, with everything in their favor, effectively gets ''76'' Atk, ''64'' Def and ''61'' Res on Lunatic 35, and '''81''' Atk, '''68''' Def and '''65''' Res on Lunatic 40. Thankfully, on Hard 30 and below, they don't have Opened Domain, making them much easier to take down as they will have a harder time triggering their Bonfire and they won't have the Resonance Blades [Resonance: Blades] and Resonance Shields [Resonance: Shields] status effects.

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