Reply with your own skill ideas
Key: (Cmd) = Command option, selected from the attack/item/trade menu that appears when in range of enemy, initiates attack with skill condition
Frantic Avoid: On enemy phase and when HP < 25%, +40 avo but -50 hit
Frantic Crit: On player phase and when HP < 25%, +60 crit but -50 avo at 1 range, or +20 crit at 2+ range
Gamble (Cmd): 50 hit but guaranteed crit
Firstly… Arrest: The unit may Capture any enemy target regardless of Constitution.
I’m not sure whether to flavor this skill’s counterpart/complement as Kidnap or Restraint, though I am digging the contextually-appropriate double-meaning of the second option, but it allows the unit to make Capture attempts without suffering the associated stat penalties, maybe with the stipulation that their Skill must be higher than the enemy’s.
Then there’s also Shatter, the nature of which means it would probably work better as a Combat Art than a proc skill, since you wouldn’t want this to activate without your go-ahead. Shatter completely expends the rest of a weapon’s durability for an extremely strong attack that scales based on how much durability the weapon had left. The calculations on this would probably need to be unusually-complicated for FE in order to result in something balanced. I’m thinking something like…
When using Shatter, “weapon Might = base might x (1 + (2 * current uses / max uses))”, for a maximum of 3x Might when used with a max-durability weapon. That might not be worth sacrificing the whole weapon for, though. At least it would stack with effectiveness multipliers? It could also operate on total attack power instead of weapon might as a way of making it more worthwhile. The initial idea is that it would just add the remaining uses onto the user’s attack power directly, but that would make it way too easy to just nuke things with Bronze and Iron weapons, so I feel it should probably also scale with the weapon’s base power in some way.
haven’t seen any other threads on this topic so forgive me if I echo any ideas that have already been said.
weapon expert: all weapons are 1-2 range for this unit
scale tipping: hit above 50% always hits and hit below 50% always misses for this unit, crits can not be activated.
Focused strike: if this unit waits they gain +5 atk and +15 crit for next turn only, if this unit is hit by an attack while this is active (including the enemy phase of the wait) they lose 5 atk and 15 crit for three turns
stored energy: if this unit doesn’t move this turn its move is doubled for next turn only
negative aura: all units within a five tile radius suffer -20 avoid/crit avoid
positive aura:all units within a five tile radius gain +20 avoid/crit avoid
Rushing strike(Cmd): Unit moves 1-2 tiles in a direction and attacks the first enemy in their path with the currently equipped weapon, cannot be triggered if no target is available. -15 hit, cannot crit or double. (This would serve as a way to get extra movement out of your units, i can imagine a halberdier having this as their class skill for example)
Supply chain: If unit can trade with another unit, it can also trade with the units adjacent to them, this can extend up to 3 tiles away.
Switch! (Command): Unit forces an enemy within 1 tile to attack them with their currently equipped weapon, unit cannot counterattack and the enemy cannot crit, the hit is guaranteed to land and after it does the target enemy switches to their next weapon, does not work on bosses. (This would be a great skill to have on a tanky unit, forcing an enemy to swap from a 1-2 range weapon to a 1 range weapon so your archers, mages, etc can attack them safely.)