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Some information from the relevant Reddit, though I would definitely like to see more comparisons made; just looking at the Tactics Ogre page for a minute I noticed "dark knights" or "doom knights" were a thing there and had some of the same mechanics.


* AlternateCompanyEquivalent: They're the equivalent of the "Pegasus Knight[=/=]Falcon Knight" class in ''Franchise/FireEmblem''. Unlike the other class examples, this is also due to the fact that Creator/{{Nintendo}} trademarked the ''very idea'' of "pegasus knights", making the change to Griffon Knights more understandable.

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* AlternateCompanyEquivalent: They're the equivalent of both the "Pegasus Knight[=/=]Falcon Knight" class in ''Franchise/FireEmblem''. Unlike ''Franchise/FireEmblem'' and of the other Gryphon class examples, from ''VideoGame/OgreBattle'', sharing the former's status as a mounted flying unit that is vulnerable to arrows and the latter's ability to grant flight to their entire unit and literally being a lion/eagle hybrid. While this is also due to syncretizes both of the fact that games' main influences, Creator/{{Nintendo}} has also trademarked the ''very idea'' of "pegasus knights", making the change to Griffon Knights more understandable.mounted pegasus cavalry.


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* AlternateCompanyEquivalent: Their being animal-people who get big stat boosts at night call to mind the demihumans from ''VideoGame/OgreBattle'', who are usually Chaotic aligned and enjoy benefits from fighting at night.


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* AlternateCompanyEquivalent: Their stat boosts from fighting in daytime call to mind the similar bonus Lawful units receive in daylight in the ''VideoGame/OgreBattle'' franchise, where angel units both exist and are near-exclusively Lawful.


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* AlternateCompanyEquivalent: Their two starting actions and inability to promote along with, you know, being a literal sword-wielding angel all evoke the Cherubim class from ''VideoGame/OgreBattle''.

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* BoringButPractical: They're not gonna do a lot of damage without the right set-up and they're utterly toasted by magic, but when it comes to soaking up physickal damage or protecting the back row, there's ''literally'' no better class than these guys. Arguably more practical than one of it's [[Franchise/FireEmblem franchise inspirations]], as Hoplites don't have to be party leaders, giving you the choice between negating pretty much all physickal attacks for the whole party or having the mobility of a mount; there's nothing stopping the player from having them in the front row and designating another unit as the party leader.
* GuideDangIt: The game is shy about explaining what "stage damage" ''Fortress'' would negate entails. This not only includes environmental hazards but traps, projectile valor skills, and siege weaponry such as catapults as well.

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* BoringButPractical: They're not gonna do a lot of damage without the right set-up and they're utterly toasted by magic, but when it comes to soaking up physickal damage or protecting the back row, there's ''literally'' no better class than these guys. Arguably more practical than Although they can circumvent one of it's [[Franchise/FireEmblem franchise inspirations]], as Hoplites don't have to be party leaders, giving you the choice between negating pretty much all physickal attacks for the whole party or having the mobility traditional pitfalls of a mount; there's nothing stopping the player from having them in the front row and ''Franchise/FireEmblem''[='=]s foot knights by designating another unit someone else as the party leader.
leader, they're still Armored units and still slow units they're attached to down considerably.
* GuideDangIt: The game is shy about explaining what "stage damage" ''Fortress'' would negate entails. This not only includes environmental hazards but traps, projectile valor skills, and siege weaponry such as catapults as well.well; basically anything besides a fight with another unit that would cause damage won't.



* StoneWall: Their defenses and guard rate growth are the highest possible in the game, at the cost of mediocre offence and even worse critical rates and initiative.

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* StoneWall: Their defenses and guard rate growth are the highest possible in the game, at the cost of mediocre offence and even worse critical rates and initiative. As Armored units they also stall out the mobility of any units they're part of, regardless of if they're the unit leader.



* StrongFleshWeakSteel: They can reliably one-shot armored classes thanks to their AntiArmor abilities, but struggle against unarmored hulks like the Gladiator that tank damage through sheer HP.

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* StrongFleshWeakSteel: They can reliably one-shot armored classes thanks to their AntiArmor abilities, but struggle against unarmored hulks like the Gladiator that tank damage through sheer HP.HP (although once they unlock Enrage, even then they can often fell such foes with a single critical hit).



* AchillesHeel: Unlike many other flying or evasive units, Wyvern Riders are actually well-armored and sturdy enough to take a few arrows or Truestrike attacks without going down. Don't ask them about magic though.

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* AchillesHeel: Unlike many other flying or evasive units, Wyvern Riders are actually well-armored and sturdy enough to take a few arrows or Truestrike attacks without going down. Don't ask them about magic magick though.



* HealingHands: They're unusual healers in that they need to have someone else to heal them to trigger their healing effect on the rest of the party, making them a poor choice for a squad's sole source of healing. However, said healing effect is the ''strongest in the game,'' healing the ''entire party'' and being able to combo into intself if you have multiple Elven Archers in the same unit.

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* HealingHands: They're unusual healers in that they need to have someone else to heal them to trigger their healing effect on the rest of the party, making them a poor choice for a squad's sole source of healing. However, said healing effect is the ''strongest in the game,'' healing the ''entire party'' and being able to combo into intself itself if you have multiple Elven Archers in the same unit.



* SquishyWizard: They pay for their incredible versatility in durability. Their evasion isn't up to par compared to most other classes in their niche, and while they can handle debuffs well the same can't be said for straight-up damage.



* InjuredVulnerability: Werefoxes excel at finishing off debuffed prey. ''Weakness Hunter'' allows werefoxes to deal an UnblockableAttack that [[ArmorPiercingAttack ignores half of their defense]] against a debuffed enemy, and ''Venom Thrust'' deals extra potency against poisoned enemies.

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* InjuredVulnerability: Werefoxes excel at finishing off debuffed prey. ''Weakness Hunter'' allows werefoxes to deal an UnblockableAttack that [[ArmorPiercingAttack ignores half of their defense]] against a debuffed enemy, and ''Venom Thrust'' deals extra potency against poisoned already-poisoned enemies.



* StatusInflictionAttack: Specializes in these, with all but one of her attacks inflicting some sort of [[StatusEffects Affliction]]. Apart from her PoisonedWeapon above, she can also inflict [[ShieldsAreUseless Guard Seal]] with ''Piercing Thrust'' and Blind enemies with ''Shadow Pursuit''. Perhaps the most dangerous is ''Passive Hold'', which inflicts Passive Seal on enemies, preventing them from using any skills that require PP.

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* StatusInflictionAttack: Specializes in these, with all but one of her attacks inflicting some sort of [[StatusEffects Affliction]]. Apart from her PoisonedWeapon above, she can also inflict [[ShieldsAreUseless Guard Seal]] with ''Piercing Thrust'' and Blind enemies with ''Shadow Pursuit''. Perhaps the most dangerous is ''Passive Hold'', which inflicts Passive Seal on enemies, preventing them from using any skills that require PP.PP, many of which are defensive.
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* RunningOnAllFours: They adopt a four legged stance when running in the overworld, though given they still are holding a sword in one hand it is more like they are running on ''three'' limbs.
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* MasterOfNone: Werewolves are noticeably squishier and have lower physical attack than other front-line fighters while also having considerably worse evasion than the other FragileSpeedster classes, and while they have an exceptionally high accuracy stat, they lack any innate Truestrike attacks, making them largely ineffective against enemy scouts with ''Evade''. On top of all that, none of their attacks have extra effectiveness against any particular unit type and don't inflict any debuffs, and their one support ability, ''Bestral Howl'' is one of the weakest buffs in the game, only buffing their row's physickal attack by 15% and is incapable of stacking with itself.

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* MasterOfNone: Werewolves are noticeably squishier and have lower physical attack than other front-line fighters while also having considerably worse evasion than the other FragileSpeedster classes, and while they have an exceptionally high accuracy stat, they lack any innate Truestrike attacks, making them largely ineffective against enemy scouts with ''Evade''. On top of all that, none of their attacks have extra effectiveness against any particular unit type and don't inflict any debuffs, and their one support ability, ''Bestral Howl'' is one of the weakest buffs in the game, only buffing their row's physickal attack by 15% and is incapable of stacking with itself. However, it should be noted that their unique valor skill [[StealthExpert Hide]] gives them a niche that no other class has.
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Gainaxing is definition only


* {{Gainaxing}}: Gryphon Knights have huge breasts that bounce like the flaps of her gryphon's wings. [[TokenWholesome Aside from Fran's, anyways.]]
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* GuideDangIt: The game is shy about explaining what "stage damage" ''Fortress'' would negate entails. This not only includes environmental hazards but traps, projectile Valor Skills, and siege weaponry such as catapults as well.

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* GuideDangIt: The game is shy about explaining what "stage damage" ''Fortress'' would negate entails. This not only includes environmental hazards but traps, projectile Valor Skills, valor skills, and siege weaponry such as catapults as well.



* HealingHands: They have ''Heal'' as both an Active and Valor skill.

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* HealingHands: They have ''Heal'' as both an Active active and Valor valor skill.
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* FixedDamageAttack: ''Life Blow'' allows the Werebear to deal damage based on 80% of their current HP to the target at the end of battle.
* FullHealthBonus: ''Round Swing'' gains more potency when the unit has a lot of HP.
* GroundPound: ''Earthshaker'' has the Werebear jump up and down to cause an earthquake that harms all grounded enemies. [[DesperationAttack It deals more damage when the Werebear's HP is very low]], so expect a lot of hurt if the Werebear is down to their last digit.
* HealingFactor: ''Nocturnal Rest'' heals the Werebear by 30% of their HP after attacking, which doubles to 60% when it is nighttime.
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* DefogOfWar: Her valor skill allows you to see obscured foes within the area-of-effect, like those hiding in the forest. It also provide vision in fog-of-war, which is useful in the main quest ''Legacy of the Lion Kings'', as the battlefield is completely obscured by a blizzard and you conveniently recruited Ramona in the previous main quest.

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* DefogOfWar: Her valor skill allows you to see obscured foes within the area-of-effect, like those hiding in the forest. It also provide vision in fog-of-war, which is useful in the main quest ''Legacy "Legacy of the Lion Kings'', Kings", as the battlefield is completely obscured by a blizzard and you conveniently recruited Ramona in the previous main quest.
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* AchillesHeel: Like thieves, they are vulnerable to classes with [[AlwaysAccurateAttack truestrike skills]], as it makes their high evasion and Nocturnal Evade useless. Downplayed somewhat in that they actually have better HP and P.Def than thieves, meaning they can typically tough out a single hit from a Fencer or Hunter... provided said hit isn't a [[CriticalHitClass critical hit.]]

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* AchillesHeel: Like thieves, they are vulnerable to classes with [[AlwaysAccurateAttack truestrike skills]], as it makes their high evasion and Nocturnal Evade ''Nocturnal Evade'' useless. Downplayed somewhat in that they actually have better HP and P.Def than thieves, meaning they can typically tough out a single hit from a Fencer Swordfighter or Hunter... provided said hit isn't a [[CriticalHitClass critical hit.]]



* InASingleBound: Their ''Jump'' valor power lets them jump towards an ally or an enemy squad, avoiding any obstacle in-between.
* InjuredVulnerability: Werefoxes excel at finishing off debuffed prey. Weakness Hunter allows werefoxes to deal an UnblockableAttack that [[ArmorPiercingAttack ignores half of their defense]] against a debuffed enemy, and Venom Thrust deals extra potency against poisoned enemies.
* PoisonedWeapon: Venom Thrust deals a piercing attack that both poisons enemies and ''AntiRegeneration inflict a debuff that lowers their HP recovery''. It also [[InjuredVulnerability increases potency against poisoned enemies]].
* StatusInflictionAttack: Specializes in these, with all but one of her attacks inflicting some sort of [[StatusEffects Affliction]]. Apart from her PoisonedWeapon above, she can also inflict [[ShieldsAreUseless Guard Seal]] with ''Piercing Thrust'' and Blind enemies with ''Shadow Pursuit.'' Perhaps the most dangerous is ''Passive Hold'', which inflicts Passive Seal on enemies, preventing them from using any skills that require PP.

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* InASingleBound: Their ''Jump'' valor power skill lets them jump towards an ally or an enemy squad, avoiding any obstacle in-between.
* InjuredVulnerability: Werefoxes excel at finishing off debuffed prey. Weakness Hunter ''Weakness Hunter'' allows werefoxes to deal an UnblockableAttack that [[ArmorPiercingAttack ignores half of their defense]] against a debuffed enemy, and Venom Thrust ''Venom Thrust'' deals extra potency against poisoned enemies.
* PoisonedWeapon: Venom Thrust ''Venom Thrust'' deals a piercing attack that both poisons enemies and ''AntiRegeneration [[AntiRegeneration inflict a debuff that lowers their HP recovery''.recovery]]. It also [[InjuredVulnerability increases potency against poisoned enemies]].
* StatusInflictionAttack: Specializes in these, with all but one of her attacks inflicting some sort of [[StatusEffects Affliction]]. Apart from her PoisonedWeapon above, she can also inflict [[ShieldsAreUseless Guard Seal]] with ''Piercing Thrust'' and Blind enemies with ''Shadow Pursuit.'' Pursuit''. Perhaps the most dangerous is ''Passive Hold'', which inflicts Passive Seal on enemies, preventing them from using any skills that require PP.
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* DefendCommand: Werebears have the passive skill Heavy Guard, which allows them to automatically guards against attacks.

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* DefendCommand: Werebears have the passive skill Heavy Guard, ''Heavy Guard'', which allows them to automatically guards against attacks.
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* DefogOfWar: Her valor skill allows you to see obscured foes within the area-of-effect, like those hiding in the forest. It also provide vision in fog-of-war, which is useful in the some quests, like ''Beyond the Swirling Sands'' ''Legacy of the Lion Kings'', as the battlefield is completely obscured by sandstorms and blizzards, respectively.

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* DefogOfWar: Her valor skill allows you to see obscured foes within the area-of-effect, like those hiding in the forest. It also provide vision in fog-of-war, which is useful in the some quests, like ''Beyond "Beyond the Swirling Sands'' ''Legacy Sands" and "Legacy of the Lion Kings'', Kings", as the battlefield is completely obscured by sandstorms and blizzards, respectively.
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** [[rArmorPiercingAttack Armor-Piercing Attacks]]. Hoplites are the best physickal tank in the game, but that distinction ends up becoming meaningless against enemies that have an innate ability to pierce through their defense. Warriors are a hard-counter to the class for this reason, and any class that has some form of AntiArmor is best avoided; while it's not as devastating to a Hoplite as Magick, it'll still take off a huge chunk of their health if you're not careful.

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** [[rArmorPiercingAttack [[ArmorPiercingAttack Armor-Piercing Attacks]]. Hoplites are the best physickal tank in the game, but that distinction ends up becoming meaningless against enemies that have an innate ability to pierce through their defense. Warriors are a hard-counter to the class for this reason, and any class that has some form of AntiArmor is best avoided; while it's not as devastating to a Hoplite as Magick, it'll still take off a huge chunk of their health if you're not careful.
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** [[ArmorPiercingAttack Armor-Piercing Attacks]]. Hoplites are the best physickal tank in the game, but that distinction ends up becoming meaningless against enemies that have an innate ability to pierce through their defense. Warriors are a hard-counter to the class for this reason, and any class that has some form of ArmorPiercingAttack is best avoided; while it's not as devastating to a Hoplite as Magick, it'll still take off a huge chunk of their health if you're not careful.

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** [[ArmorPiercingAttack [[rArmorPiercingAttack Armor-Piercing Attacks]]. Hoplites are the best physickal tank in the game, but that distinction ends up becoming meaningless against enemies that have an innate ability to pierce through their defense. Warriors are a hard-counter to the class for this reason, and any class that has some form of ArmorPiercingAttack AntiArmor is best avoided; while it's not as devastating to a Hoplite as Magick, it'll still take off a huge chunk of their health if you're not careful.

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* AchillesHeel: Magick. Spells in this game are [[ShieldsAreUseless unblockable by default]], and the M.Def growth of Hoplites is quite literally ''non-existant,'' with a resounding base stat of... ''1''. In fact, they're so vulnerable to Magick that if you manage to walk your unit into the range of overlapping enemy Magick Assists from enemy units led by Wizards and Witches, they can end up killed before the fight even properly begins!

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* AchillesHeel: Hoplites have two:
**
Magick. Spells in this game are [[ShieldsAreUseless unblockable by default]], and the M.Def growth of Hoplites is quite literally ''non-existant,'' with a resounding base stat of... ''1''. In fact, they're so vulnerable to Magick that if you manage to walk your unit into the range of overlapping enemy Magick Assists from enemy units led by Wizards and Witches, they can end up killed before the fight even properly begins!begins!
** [[ArmorPiercingAttack Armor-Piercing Attacks]]. Hoplites are the best physickal tank in the game, but that distinction ends up becoming meaningless against enemies that have an innate ability to pierce through their defense. Warriors are a hard-counter to the class for this reason, and any class that has some form of ArmorPiercingAttack is best avoided; while it's not as devastating to a Hoplite as Magick, it'll still take off a huge chunk of their health if you're not careful.
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Added link to the main page for easier movement.


[[WMG:[[center: [- '''[[Characters/UnicornOverlord Main Character Index]]'''\\

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[[WMG:[[center: [- '''[[Characters/UnicornOverlord '''VideoGame/UnicornOverlord [[Characters/UnicornOverlord Main Character Index]]'''\\
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* PaintedOnPants: Their pants is skintight, and they show off their butt in their attacking, running (or flying) and dodging animations.

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* PaintedOnPants: Their pants is are skintight, and they show off their butt in their attacking, running (or flying) and dodging animations.
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* PaintedOnPants: Their pants is skintight, and they show off their butt in their attacking, running (or flying) and dodging animations.

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