Gonna make like 10 skills related to doubling now that I’ve made it easy to check if unitA can double unitB and possible for both units to double each other.
Reckless Fighter: This unit and the opponent always double.
Keen Fighter: This unit takes 25% less damage when the opponent can double.
AdVantaged: This unit always doubles when starting battle below half health.
So hit me up with your ideas and I’ll make a few. Please include skill names.
Speed Demon: When doubling while attacking, the second attack is brave.
Arcane Pursuit: When doubling, the second attack is magic.
Last Word: When doubled, the unit
Confident Fighter: If WTA and HP full, always attack last but always double.
Good for brash or confident characters; let the enemy whiff their attacks and show them how weak they are.
Desperate Fighter: If WTD and HP low, reverse WT, always attack first and always double.
Better for more pragmatic characters. Desperate tactics can also leave the user wide open to the wrong type of attack.
Artilleryman: When attacking from 3+ range, always double.
Good for ballisticians and siege tome users. Be careful with Eclipse, as its damage does not change during combat and therefore will always be an ORKO if no other skills intervene.
Vicious Fighter: When enemy has negative status condition (Poison, Sleep etc.), always double.
Make sure to pack some poison weapons if you don’t want to use your status staves.
Exploitive Fighter: When dealing effective damage, always double and double before enemy counterattack.
It won’t matter if an enemy General lives a Hammer hit.
Trimmed, refined and named some of the ones I posted a few days ago in the Discord channel.
-Heroic Strike:If unit initiates combat and has weapon triangle disadvantage/neutrality, unit is guaranteed to double-attack.
-Confident Strike:If unit intentionally gets counter-attacked, unit is guaranteed to double-attack.
-Cautious Stance:If enemy initiates combat and unit is not at max HP, unit can’t double-attack but excess attack speed is added to def/res.
-Elevation Exploiter:If unit is standing on high ground (fort, mountain, peak, fence, pillar, 0x2E, roof, barrel, gunnels, mast) and enemy is not, unit is guaranteed to double-attack.
-Comfort Zone Breaker:If enemy is standing on terrain that restores HP, unit is guaranteed to double-attack.
-Curious Strike:If unit initiates combat and enemy is standing on a closed chest or adjacent to a door, cracked wall or snag, unit is guaranteed to double-attack.
-Goods Protector:If enemy can steal from unit and unit has a stealable item, unit is guaranteed to double-attack.
-Greedy Strike:If unit initiates combat and enemy has a droppable item, unit is guaranteed to double-attack.
-Emboldening Friendship:If unit has more allies than enemies adjacent to them, unit is guaranteed to double-attack.
-Expensive Death:If unit is fighting in the arena and the bet was at least 800 gold, unit is guaranteed to double-attack.
-Ostentatious Strike:If unit is using a weapon that is more expensive than the enemy’s, unit is guaranteed to double-attack.
If unit initiates combat and is adjacent to ally who shares A rank support, attack twice (brave).
If unit is adjacent to ally who shares B rank support or higher, both units can double when initiating.
If allies within 2 spaces share C rank support or higher with unit, unit and allies can’t be doubled when attacked.
Might as well continue the soul skill line.
Pegasus Soul: If the unit doubles, move again
Pegasus Soul+:If the unit doubles, move again (+5 Move)
Falco Soul: If the unit can double, can attack again (+5 Move)
Triangle Block: If unit has WTA, enemy follow up attacks deal half damage.
Triangle Flurry: If unit has WTA, follow up attacks deal 1.5x damage.
Try Again: Unit’s follow up attacks are always guaranteed to hit.
Perseverance: Unit’s follow up attacks are always guaranteed to crit.
Departing Gift: Unit recovers HP equal to damage after a follow up attack.
Demi Luna: Unit’s follow up attacks always avoid defensive stats.
Sureblaze Adept: Unit performs a third follow up attack at +8 AS over enemy.
Surefire Adept: Unit performs a third follow up attack at 0.5 damage at +6 AS over enemy.
Swift Feller: Unit’s follow up attacks ignore enemy’s terrain bonuses.
Fireflurry: Unit’s active offensive support bonuses are doubled on follow up attacks.
Iceguard: Unit’s active defensive support bonuses are doubled against follow up attacks.
Fireguard: Unit’s active offensive support bonuses are doubled when the enemy can follow up.
The names are whatever.
I listed some vanilla preexisting skills from last time Vesly asked for buff skills, so here we go again.
Bold Fighter: If unit initates combat, unit doubles.
Vengeful Fighter (A weaker Quick Riposte): If defending and HP is 50% or higher, unit doubles.
Brash Assault: If unit initiates combat against a foe that can counter and units HP is 50% or lower, unit doubles. (This is similar to AdVantaged and Shuusuke’s “Confident Strike”)
Odd Follow Up: If it is an odd-numbered turn, unit doubles and foe cannot double.
Even Follow Up: If it is an even-numbered turn, unit doubles and foe cannot double.
Dive Bomb: If both combatants are at least at 80% HP, unit can double before foe counterattacks (like Desperation - this isn’t a free double)
Deflect Melee: Reduces damage from melee follow up attacks, including brave weapons, by 80%.
Deflect Missile: Reduces damage from ranged follow up attacks, including brave weapons, by 80%.
Deflect Magic: Reduces damage from magic follow up attacks, including brave weapons, by 80%.
Binding Shield: Against dragons, unit always doubles. If initiating, dragons cannot counterattack. If defending, dragons can’t double.
Counter Slice: If a sword unit is attacked from Range and has 5 more speed than enemy, counter the attack and double
totally not influenced Berwick
Evasive flow: On evasion, double attack.
Dangerous blow: Axe only. On initiation, enemy attacks first, but the user doubles after.
Forest Hunter: Archer/Sniper only. On Forest terrain, double before the foe counterattacks
Forest cutter: Axe only. When attacking a unit on forest terrain, double before foe counterattacks
Spearthrough: Lance only. When attacking a Sword unit adjacent to another unit, double and disable counter attack. Adjacent enemy unit takes 50% damage
Finisher: If foe’s HP < 50%, unit doubles.
Biding Blow: If foe cannot counter, unit doubles.
Follow Trace: If foe is under an status effect, unit doubles.
Ephemeral Reap: If foe’s total debuffs surpass a certain amount, unit doubles.
Impact Attack: If unit initiates combat, foe cannot double.
Defeatist: If HP < 50%, unit cannot double.
Slow Start: Unit cannot double during the first 5 turns.
I turned this into:
// Prideful Warrior: This unit always attacks after the enemy, but always doubles.
I’ve also made these two. Will need icons for these three if anyone wants to make some. Thanks!
One I’ve had mulling around was based off Double Lion if this counts.
Chipped Fangs: Half Damage but apply a brave effect.
Guardbreaker: if unit doubles, inflict -5 def/res depending on damage delt.
Relentless Drain: if unit has 5/more speed over opponent attacks gain lifesteal.
Battle tempo: if unit repeatedly doubles in combat, gain a stacking +1 to speed and defense.
? Ambusher: When under attack, this unit doubles.
Quick Learner: When attacking a higher leveled enemy, this unit doubles.
Steady Brawler: Deal 25% less damage when doubling, but deal 25% more when not.
If gaining support bonuses, this unit always doubles while attacking.
I’ve half made these 5 and will need icons. Thanks!
Vengeful Fighter sounds better, thanks. And these all look great
Late, but still wanted to do one for Passion’s Flow
Will need an icon for this, too.
I made an icon for the skill I suggested. It’s an edit of the existing Wary Fighter. I made it days ago but never got a chance to upload it.