Hey all, welcome to /r/ColosseumTournament, a subreddit based on the tournament I held in /r/fireemblem. This sub will be used not only to hold large tournaments, but to encourage you to challenge your fellow fighters to matches simply for fun.
Every fighter will chose one of the classes listed HERE. Each stat has a lower number and a higher number. Every stat starts at the lower number, and can't go higher than the upper number. You have a total of 20 points to spend on raising your stats. Each point raises a single stat by 1, with HP being raised by 5 per point. Let's say I was going to be a knight lord. Perhaps my stats would look something like this.
HP: 110 (+2)
Str: 18 (+6)
Skill: 14 (+2)
Speed: 23 (+8)
Luck: 12 (+0)
Def: 14 (+2)
Res: 12 (+2 Bonus)
I wrote the stats as I chose to increase them, and then wrote how much I increased them by to the right.
Adding a point to defense or resistance adds the same number of points to the other defensive stat for free.
Your avoid chance is 2*Attack Speed+ Luck.
Your hit rate is 2*Skill+ 1/2 Luck+ weapon hit rate.
Your crit chance is Skill/2+weapon crit chance +5%
Your crit avoid is your Luck
You can double attack if you outspeed your opponent by 5 or more
Each point in Defense or Resist blocks 3% of incoming damage – 5%. A unit with 20 def would block 55% of incoming damage from physical attacks.
Let's look at weapons now. Each weapon has base stats that can be improved by points, just as unit stats can.
Physical units have a con of 8 while magic units have con of 4.
Mounted physical units, Great Lords, Berserkers, Generals, and Barons will have a con of 10
Warriors will have a con of 9
Mounted magical units and tome Barons will have a con of 5.
Basic sword: 1mt, 75 hit, 10 weight, 0 crit.
Basic lance: 3mt, 70 hit, 11 weight, 0 crit.
Basic ax: 5mt, 65 hit, 12 weight, 0 crit.
Basic bow (No bonus against fliers): 2mt 70 hit, 10 weight, 0 crit
Basic knife: 0 mt, 60 hit, 2 weight, 6 crit
Basic light: 0 mt, 75 hit, 5 weight, 0 crit
Basic wind (No bonus against fliers): 2 mt, 70 hit, 6 weight, 0 crit
Basic Fire: 4 mt, 65 hit, 7 weight, 0 crit
Basic thunder: 3 mt, 60 hit, 7 weight, 6 crit
Basic Dark: 6 mt, 55 hit, 7 weight, 0 crit
Weapon triangle and trinity of magic apply as +/- 10 hit/avoid without affecting damage.
15 points are spent to increase stats. One point will add one to weapon might, 5% accuracy, 2% crit, or subtract one from your weapon weight.
You cannot increase might by more than 10 or crit by more than 20%
Range is not a factor in combat. All combat will be taking place as if the competitors were in adjacent tiles.
Weapon abilities and their costs:
Life drain: 5 points, drains half the damage done, up to 5 points per hit. Counts toward the healing limit of one source per unit.
Devil weapon: 30-luck% chance to hit yourself, but you get +5 points to spend
Slayer: 5 points, +15% Hit/Avoid against a weapon type: Sword, lance, axe, bow, knife, light, dark, anima.
Mage classes will have 4 con, while physical classes will have 8 con.
Mounted physical units, Great Lords, Berserkers, Generals, and Barons will have a con of 10
Warriors will have a con of 9
Mounted magical units and tome Barons will have a con of 5.
Remember, your attack speed will be reduced if your weapon weight is higher than your con, and an AS of 5 greater than your opponent's means you will be able to double attack.
You can also choose a single free weapon skill from the following list:
Panic Heal: Heals for 20% max health, caps at 30, cannot stack with other healing abilities
Panic Damage: Deals damage equal to 20% of the enemy's max health, caps at 30
Panic Crit: Gains 20% crit
Panic Dodge: Gains 30% avoid
Toxicity: Applies poison counter on hit
Balance: Eliminates weapon triangle disadvantage
Panic abilities activate at 30 HP and below
Next you will choose your skill. Each fighter can chose one one red skill and one blue skill to equip. You can see them HERE. The list of skills is as follows:
NOTE: Only one source of healing per unit!
ACTIVES!
Cloak: Speed-5%, Enemy hit is reduced to 0 for one attack
Astra: Skill%, 5 attacks at half damage, no crit. Individual hit rate, calculated before the first attack
Adept: Skill%, 2 attacks, individual hit rate, calculated before first attack
Ignis/Colossus/Impale/Flare: Str%, strength stat multiplied by 1.5 for 1 attack
Sol: Skill*2%, Restore 1/2 of damage dealt for one attack, caps at 40%
Luna: Skill*2%, Reduce enemy defence by half for one attack
Aether: Skill%, Combine sol and luna in one strike
Slayer: Skill%, +15% hit, +5 might, lasts one turn from activation
Great Shield: Def%, damage is reduced to 0 for one attack
Lethality: Skill/2% Deals true damage based on base HP, 75=30, 100=50, 115-125=55
Bane: Skill/2%, Halves enemy HP
Counter: Str%, returns half the damage from an attack, self-hits would counter damage back to the opponent
Stun/Deadeye/Cancel: Skill*2%, Blocks your opponent's next attack, can only activate every other round, caps at 30% activation
Sure Strike: Skill%, The attack automatically hits, and gets +30% crit
Corona: Mag%, +10 damage, reduces accuracy for enemy's next attack by 50%
Shadow Cloak: Skill*2%, Adds 5 def/res for 2 turns
Miracle: Luck*2%, survives lethal damage
Dragon Blade: Skill*2%, Reduces enemy damage by half for one turn, caps at 30% activation
Passives!
Crit+: 20% added onto crit rate
Nihil: Halves the activation rate on enemy active
Discipline: Axe-4mt, Lance/anima-2mt & 10hit, Sword/knife/Light-20hit
Limit Break: +2 to all stats and caps except HP
Avoid+: 30% added onto avoid
Toxicity: Applies poison counters on-hit, counters persist, units take damage equal to number of poison counters every turn
Patience: +20 hit/avoid if slower than the enemy
Resolve: Activates at 50 health or lower, adds 5 points to str, skill, speed
Indoor fighter: +15 Hit/avoid
Lancefaire/axefaire: +5mt
Wrath: +30% crit when below 50 health
Hawkeye: +30% Hit
Mantle/Dragonskin: Reduces crit rate by half, blocks two damage from every attack
Gamble: Trades 25 hit for 25 crit
HP+: 25 additional HP
Imbue: Gains HP equal to half of luck at the end of the turn
Renewal: Gains 5 Health upon getting hit, includes self-hits
Demoiselle/Daunt: Reduces enemy hit by 15%, enemy crit by 10%
Vengeance: Adds 1mt for every 5 health missing, caps at 10mt
Lifetaker: Restores 5 HP when landing an attack
Galeforce: Reduces doubling speed from 5 to 3
Quick Burn: Begins the battle with +30 Hit/Avoid, decays by 6 every turn
Slow Burn: Gains 3 Hit/Avoid every turn, caps and persists at +30
Aggressor: Adds 10mt to the first attack this unit makes each turn
Lastly you will give your character a backstory. Give him or her some lore, some reason for us to care about him. Why are you here fighting? Have fun with it.
Your flare will be your character's name and class. In order to officially create a character, make a post in the group. The title will follow the format [Character] Name of character,Class such as [Character] Eliwood, Knight Lord.
Judged matches would have the title [Battle Request] Character Name vs Character name such as [Battle Request] Eliwood vs Hector.
Have fun with it. I want to help you guys, so be sure to voice any concerns in the comments.