For Zoryou. I decided to make this so he can have something in promote play that works.
http://feto.feplanet.net/character/view/101208
This unit is OK... The defense is nice to catch DT Druids on pursuit crits without being countered, but those are kind of a dying race. Let's switch this to:
Soldier -> Halberdier [Glass Cannon]
Stats at level 20/20
HP [2/15%]: 60.00
POW [2/15%]: 30.00
SKL [0/5%]: 26.00
SPD [2/15%]: 30.00
DEF [0/2.5%]: 18.00
RES [0/0%]: 10.00
LCK [2/17.5%]: 27.00
Pursuit/Insight
This will be the spotlight of the squad. The stats are set in a way that it can survive any 2 hits from any physical units, barring counters. This helps with dancing, as you can position yourself in range of 2 physical units. You could put the one point in defense into Luck, but you're not really failing to insight anything significant with 27 luck that 28 luck can. Alternatively, you could Wrath instead of Insight, but Insight has so much more utility overall, and pursuit crits are generally more worth going for than single-hit crits anyways.
This lord is a solid lord and all, but it is eaten alive by teams that carry War Medics, and War Medics are VERY common, which is where this unit comes into play:
http://feto.feplanet.net/character/view/107309
It looks fine and all, but it needs more luck than that sadly.
Troubadour -> Valkyrie [Glass Cannon]
Stats at level 20/20
HP [2/0%]: 42.00
POW [2/20%]: 30.00
SKL [0/0%]: 21.00
SPD [0/5%]: 27.00
DEF [0/0%]: 11.00
RES [0/0%]: 15.00
LCK [2/15%]: 32.00
Insight/Pursuit
This will be your answer to the War Medics that tend to threaten your lord. This will also be your answer to Hawk Archers, who also tend to pose a problem, and are also really common. It's stats are set to survive one WTA2 Horseslayer. The main skill should almost always be in Insight, as that's what Troubs main niche is, but it can also pursuit if Insight isn't necessary. However, keep in mind that it is very frail, so counter tanks like Wraiths tend to make it suffer to misery. We want to have a decent check to that.
http://feto.feplanet.net/character/view/107303
This seems like something we can work with, but it's going to need a lot more speed than that.
Shaman -> Druid [Glass Cannon]
Stats at level 20/20
HP [2/10%]: 52.00
POW [2/7.5%]: 30.00
SKL [0/7.5%]: 26.00
SPD [2/15%]: 29.00
DEF [0/0%]: 14.00
RES [0/0%]: 15.00
LCK [0/0%]: 17.00
Pursuit/?
This puts a stop to any units that rely entirely on Counter to severely damage enemies. It's stats are set so that it survives a Brave Axe from a War Medic, and survives 2 auroras+any S rank weapon, given it has Worm equipped. Main skill should always be pursuit, but second skill is filler. You could have Wrath if you have Maelstrom, or a sharp dark tome. You could have Nihil if Peg Mages are that much of a concern. This is also a backup healer in case the others are down. This is already a decent core as-is, halberdier lord and valkyrie handles the aurora units that want to threaten this, and this handles the counter units that threaten the lord and valk. But we don't really have much in terms of bulk, do we? Nor do we have a flyer. Having some bulky units and a flyer helps when dancing, too!
http://feto.feplanet.net/character/view/108461
I guess this is a decent start... but the pow is much too low. Let me fix that.
Solar Kn. -> Dawn Kn. [Glass Cannon]
Stats at level 20/20
HP [2/12.5%]: 50.00
POW [1/15%]: 25.00
SKL [1/5%]: 26.00
SPD [2/7.5%]: 35.00
DEF [0/0%]: 7.00
RES [0/0%]: 17.00
LCK [0/0%]: 22.00
Pursuit/Nihil
I actually wanted this to be a Flare Kn, but I'm working with what you already have right now. This will be your standard peg mage that doubles anything and everything other than, well, other peg mages. And this can at least stand toe-to-toe with sunsets should the dire need arises since it has access to light magic. The stats are set so it can survive a Rienfleche/Heavy Great Bow. This can also be a backup healer should your other healers die. It will almost always be on Pursuit, though if you fear Impale bow users, you can switch to Nihil. Bow units in general are a major issue to this, and depending what kind of bow unit it is, you'll have different answers to it. Still, we should probably have something supplementary to combat those.
You dont have any Adept>Mage Knights on you, so lemme find one worthy of being promoted.
http://feto.feplanet.net/character/view/102922
This one is already at Lv20 thankfully. We can work with this.
Adept -> Mage Kn. [Brute]
Stats at level 20/20
HP [2/17.5%]: 60.00
POW [2/12.5%]: 30.00
SKL [1/10%]: 26.00
SPD [0/0%]: 18.00
DEF [1/0%]: 27.00
RES [0/0%]: 11.00
LCK [0/0%]: 15.00
Counter/?
This will be your standard counter tank. We didn't have any other anima users on this team yet, so I chose this. This will be a decent 60 hp pivot to have in the front, and this will help with dancing tremendously. You can shuffle this around when dancing when you know it can live hits from 2 different units. This unit is built to survive any and all mage pursuits (barring crits), including pursuit Gespenst/Heavy Fenrir. Main skill should always be set to counter. Second skill is filler. You could have it Wrath if you have Thoron, or a sharp anima tome. However, that is exactly what threatens this set, mage pursuits. Which is why...
http://feto.feplanet.net/character/view/102277
This will be around. It's Pow and HP are much too low. Let's fix that.
Mystic -> Valiant [Scholar]
Stats at level 20/20
HP [2/10%]: 60.00
POW [2/15%]: 30.00
SKL [2/10%]: 26.00
SPD [0/0%]: 19.00
DEF [0/5%]: 10.00
RES [0/0%]: 29.00
LCK [0/0%]: 13.00
Aurora/Impale
I originally wanted this to be a Clairvoyant so you have a 3rd staff option (since your other 2 staff users are very frail), but I couldn't find any. This will be your answer to MageSuits. And because it has a +15% boost to hitrate (for regular attacks), it will usually hit. And hurt, a lot. And this also has a pretty good chance to flat ORKO peg mages. This is built to survive any physical pursuit given no crits happen (and by extension, avoid being killed by braves), but it is very weak to physical pursuit nonetheless. Which is why you have your Mage Kn counter tank anyways. Main skills is Aurora a lot of the time, but if Peg Mages become an issue, you can always switch to Impale.
Let's go over the team structure:
Halb Lord (Foot, physical pursuit offensive)
Valk (Mount, Healer, physical insight offensive)
Druid (Foot, healer, magic pursuit offensive)
Dawn Kn (Flyer Mount, Healer, Magic Pursuit Offensive)
Mage Kn (Mount, Magic Def Tank)
Valiant (Foot, Physical Res Tank)
Now for team structure checklist.
At least 2+ mounts? Check.
At least 2+ foot units? Check.
At least 2+ healers? Check.
3/3 Magic/Physical Splits? Check.
At least 1 bow unit? Check.
Right off the bat, I can tell there are some issues with it.
-Hawk Archers will be a major concern.
-Healers are very frail.
-To do significant damage with your lord on a first strike, you will often have to double-shove.
On the plus side, you have multiple win conditions you can play around with.
go ahead and build this exact team and make the stat changes (and one promotion), and you can have your very first functional promoted 6-man team O:
http://feto.feplanet.net/character/view/101208
This unit is OK... The defense is nice to catch DT Druids on pursuit crits without being countered, but those are kind of a dying race. Let's switch this to:
Soldier -> Halberdier [Glass Cannon]
Stats at level 20/20
HP [2/15%]: 60.00
POW [2/15%]: 30.00
SKL [0/5%]: 26.00
SPD [2/15%]: 30.00
DEF [0/2.5%]: 18.00
RES [0/0%]: 10.00
LCK [2/17.5%]: 27.00
Pursuit/Insight
This will be the spotlight of the squad. The stats are set in a way that it can survive any 2 hits from any physical units, barring counters. This helps with dancing, as you can position yourself in range of 2 physical units. You could put the one point in defense into Luck, but you're not really failing to insight anything significant with 27 luck that 28 luck can. Alternatively, you could Wrath instead of Insight, but Insight has so much more utility overall, and pursuit crits are generally more worth going for than single-hit crits anyways.
This lord is a solid lord and all, but it is eaten alive by teams that carry War Medics, and War Medics are VERY common, which is where this unit comes into play:
http://feto.feplanet.net/character/view/107309
It looks fine and all, but it needs more luck than that sadly.
Troubadour -> Valkyrie [Glass Cannon]
Stats at level 20/20
HP [2/0%]: 42.00
POW [2/20%]: 30.00
SKL [0/0%]: 21.00
SPD [0/5%]: 27.00
DEF [0/0%]: 11.00
RES [0/0%]: 15.00
LCK [2/15%]: 32.00
Insight/Pursuit
This will be your answer to the War Medics that tend to threaten your lord. This will also be your answer to Hawk Archers, who also tend to pose a problem, and are also really common. It's stats are set to survive one WTA2 Horseslayer. The main skill should almost always be in Insight, as that's what Troubs main niche is, but it can also pursuit if Insight isn't necessary. However, keep in mind that it is very frail, so counter tanks like Wraiths tend to make it suffer to misery. We want to have a decent check to that.
http://feto.feplanet.net/character/view/107303
This seems like something we can work with, but it's going to need a lot more speed than that.
Shaman -> Druid [Glass Cannon]
Stats at level 20/20
HP [2/10%]: 52.00
POW [2/7.5%]: 30.00
SKL [0/7.5%]: 26.00
SPD [2/15%]: 29.00
DEF [0/0%]: 14.00
RES [0/0%]: 15.00
LCK [0/0%]: 17.00
Pursuit/?
This puts a stop to any units that rely entirely on Counter to severely damage enemies. It's stats are set so that it survives a Brave Axe from a War Medic, and survives 2 auroras+any S rank weapon, given it has Worm equipped. Main skill should always be pursuit, but second skill is filler. You could have Wrath if you have Maelstrom, or a sharp dark tome. You could have Nihil if Peg Mages are that much of a concern. This is also a backup healer in case the others are down. This is already a decent core as-is, halberdier lord and valkyrie handles the aurora units that want to threaten this, and this handles the counter units that threaten the lord and valk. But we don't really have much in terms of bulk, do we? Nor do we have a flyer. Having some bulky units and a flyer helps when dancing, too!
http://feto.feplanet.net/character/view/108461
I guess this is a decent start... but the pow is much too low. Let me fix that.
Solar Kn. -> Dawn Kn. [Glass Cannon]
Stats at level 20/20
HP [2/12.5%]: 50.00
POW [1/15%]: 25.00
SKL [1/5%]: 26.00
SPD [2/7.5%]: 35.00
DEF [0/0%]: 7.00
RES [0/0%]: 17.00
LCK [0/0%]: 22.00
Pursuit/Nihil
I actually wanted this to be a Flare Kn, but I'm working with what you already have right now. This will be your standard peg mage that doubles anything and everything other than, well, other peg mages. And this can at least stand toe-to-toe with sunsets should the dire need arises since it has access to light magic. The stats are set so it can survive a Rienfleche/Heavy Great Bow. This can also be a backup healer should your other healers die. It will almost always be on Pursuit, though if you fear Impale bow users, you can switch to Nihil. Bow units in general are a major issue to this, and depending what kind of bow unit it is, you'll have different answers to it. Still, we should probably have something supplementary to combat those.
You dont have any Adept>Mage Knights on you, so lemme find one worthy of being promoted.
http://feto.feplanet.net/character/view/102922
This one is already at Lv20 thankfully. We can work with this.
Adept -> Mage Kn. [Brute]
Stats at level 20/20
HP [2/17.5%]: 60.00
POW [2/12.5%]: 30.00
SKL [1/10%]: 26.00
SPD [0/0%]: 18.00
DEF [1/0%]: 27.00
RES [0/0%]: 11.00
LCK [0/0%]: 15.00
Counter/?
This will be your standard counter tank. We didn't have any other anima users on this team yet, so I chose this. This will be a decent 60 hp pivot to have in the front, and this will help with dancing tremendously. You can shuffle this around when dancing when you know it can live hits from 2 different units. This unit is built to survive any and all mage pursuits (barring crits), including pursuit Gespenst/Heavy Fenrir. Main skill should always be set to counter. Second skill is filler. You could have it Wrath if you have Thoron, or a sharp anima tome. However, that is exactly what threatens this set, mage pursuits. Which is why...
http://feto.feplanet.net/character/view/102277
This will be around. It's Pow and HP are much too low. Let's fix that.
Mystic -> Valiant [Scholar]
Stats at level 20/20
HP [2/10%]: 60.00
POW [2/15%]: 30.00
SKL [2/10%]: 26.00
SPD [0/0%]: 19.00
DEF [0/5%]: 10.00
RES [0/0%]: 29.00
LCK [0/0%]: 13.00
Aurora/Impale
I originally wanted this to be a Clairvoyant so you have a 3rd staff option (since your other 2 staff users are very frail), but I couldn't find any. This will be your answer to MageSuits. And because it has a +15% boost to hitrate (for regular attacks), it will usually hit. And hurt, a lot. And this also has a pretty good chance to flat ORKO peg mages. This is built to survive any physical pursuit given no crits happen (and by extension, avoid being killed by braves), but it is very weak to physical pursuit nonetheless. Which is why you have your Mage Kn counter tank anyways. Main skills is Aurora a lot of the time, but if Peg Mages become an issue, you can always switch to Impale.
Let's go over the team structure:
Halb Lord (Foot, physical pursuit offensive)
Valk (Mount, Healer, physical insight offensive)
Druid (Foot, healer, magic pursuit offensive)
Dawn Kn (Flyer Mount, Healer, Magic Pursuit Offensive)
Mage Kn (Mount, Magic Def Tank)
Valiant (Foot, Physical Res Tank)
Now for team structure checklist.
At least 2+ mounts? Check.
At least 2+ foot units? Check.
At least 2+ healers? Check.
3/3 Magic/Physical Splits? Check.
At least 1 bow unit? Check.
Right off the bat, I can tell there are some issues with it.
-Hawk Archers will be a major concern.
-Healers are very frail.
-To do significant damage with your lord on a first strike, you will often have to double-shove.
On the plus side, you have multiple win conditions you can play around with.
go ahead and build this exact team and make the stat changes (and one promotion), and you can have your very first functional promoted 6-man team O:
Show me your moves.
Formerly known as Magus.