The Forbidding Five FEH Theorycrafting
OH BOY
We all love refines, and we want all our favorites heroes at be the best, but some heroes have been denied this gift. Today, in this blog, I will give my reasoning to why these 5 heroes have not gotten refines, despite how old they are. These 5 are not dancers/singer or 3/4 star staff units, which makes it even weirdier. For each, I will also give my idea for a refine if they must have one now.
Hector: General of Ostia
Armads: Unit makes a guaranteed follow-up attack when attacked at HP ≥ 80%.
Pavise - Distant Counter - Goad Armor
Hector was a power house at launch, despite Armads having just Quick Repost 2. Now, this weapon is left unrefined and under powered, solely because Hector can evolve Armads into Berserker Armads from Hector's "Day of Devotion" alt, and then refine it again. For refences here's what normal Armads is up against.
Berserk Armads: "Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers. If foe initiates combat or foe's HP = 100% at start of combat, inflicts Atk/Def-5 on foe during combat, and also, if unit deals damage to foe using a Special, restores 30% of unit's maximum HP. (Triggers even if 0 damage is dealt.)"
Many other heroes got the ability to evolve their weapons to match other alts, got their normal weapons refined, and then their evolved weapons refined. Hector missed that second part for unknown reason. My best guess is IS, at the time Seliph, Eliwood, and Ephriam, were getting refines, wanted players to inherit Vengeful Fighter to Hector, the better option for him, then evolve to Berserk Armads. It would be cheaper in Divine Dew to do evolve than refine the old version, but now it's more expensive to refine the new version. Why even bother?
With this in mind, normal Armads should not be better than Berserk Armads nor should it completely replace Vengeful Fighter.
"Grant Atk +3. If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack. If foe initiates combat or if unit is not adjacent to allies, inflicts Atk/Def-6 on foe during combat, neutralizes unit's penalties on Atk/Def."
There, the base effect is just Quick Repost 3. The special effect is a foe initiating or solo condition to get more damage and take less damage. The solo is akin to the early game of Blazing Sword where Hector is doing extra chapters by himself (Mathew is there two but it's all Hector). This is no where as good as Special spamming but for a cheaper option, this can be a pass for most people.
Verdict: Just get Berserk Armads, don't wait for the refine.
Reinhardt: Thunder's Fist
Dire Thunder: "Mt: 9 Inflict Spd-5. Attack twice when initiating combat."
Blazing Thunder - Vantage 3 - Goad Cavalry
If you found my blog, you must like FEH, and you must already know this man. He has a brave blue tome, he's a cavalry, and despite the low base stats, he has enough Atk combined with Death Blow 4 + 3 to 2 tap a about 2/3 of the cast. All this and he's 3-4 star. That last (accidently?) gift is why Dire Thunder is not getting a refine. He is so accessible to new players that they will rely on him to solve every, arena counter play will only consist to beat him (with most of those heroes being meta in their own right), and the new players will either get frustrated when their Reinhart gets beat, on they get beat by Reinhart. It's a hypothetical, but it's more IS don't want to buff him, but rather make new heroes that do a better job than him (cough Ninja Corrin).
So, if I have to buff him (and his sister, we'll get to her later), we can increase his damage and resistances, but we can't improve anything outside of his initial two tap. I got a suggestion for making Dire Thunder a duel phase brave tome, like Sword!Reinhart's weapon, as it would open him up to Close Counter Vantage, as weak as his defensives are. But not only would that make his enemy phase harder to counter, we don't even have one mage with a duel phase brave tome (there's some conditional braves, but none have the stats to be full enemy phase). Giving it to a 3-4 star would be dangerous. I also can't give him anything related to specials or follow-ups as there is enough good skills out there he can inherit or get from allies that would make him too powerful if stacked together.
One more advantage Reinhart has is Cavalry bonuses that gets to improve ally cavaliers and get bonuses for himself. Full cavalry teams were a popular noob stomping tactic that have been slowing down thanks to infantry and armours getting new abilities to counter sudden attacks, and trenches started showing up. That's not to say we don't have OP cavaliers, but we don't need all cavalry teams to come back.
So, my best idea for a fair refine is a really unfun one.
"At start of turn, if unit is within a 2 tile radius of an ally, grants Atk+6 to unit and allies within 2 spaces for 1 turn. Granted only if number of unit's or that ally's movement type on current team ≤ 2. . . ."
For the first effect part, it's what I'll call Joint Atk Tactic. If the team contains no more than 2 cavaliers (including Reinhart) they get Atk+6 when near Reinhart and Reinhart gets Atk+6 too. This combine with his already available Ward Calvary means only the one other Calvary will receive the benefits. Yes, Tactic skills do restrict the team available but at least that's not the only benefit.
". . . If unit initiates combat unit or a [Bonus] is active on unit, inflict Atk/Res -5 and Special Cooldown charge -1 to foe per attack during combat (Only highest value applied. Does not stack.)."
5 is the most amount of damage / RD I can give him, he would reach effectively 14 Mt, and would lower all range weapons to that 9 Mt. As for the Guard, apparently ranged units can't get Flow skills so this is a great ability to prevent special retaliation. It would not stop Breath, Tempo, Pre-Charged, Blades, or Special Fighters. It also won't stop power houses one shots, follow-up attacks, effective damage, stacks of Res, damage reduction, or Miracle.
Verdict: He's still the bang for your buck, don't expect a refine.
Olwen: Blue Mage Knight
Dire Thunder: "Mt: 9 Inflict Spd-5. Attack twice when initiating combat."
Reposition - Warding Blow 3 - Ward Cavalry
Now, Olwen on the other hand, is another story. Olwen is a 5 star (4 star special) with 26 Atk and 34 Spd compared to Rein's 32 Atk and 23 Spd. While Rein can't follow-up attack, this Atk is enough to kill before a retaliation. Olwen has enough Spd and Res to stop follow-up attack and survive mage attacks, or follow-up herself, but that Atk isn't helping. With the same Death Blow 4 + 3, Olwen only beats . . . 50%, that's actually better than I thought.
What about Life and Death 4 + 3? Slightly better.
Okay, she's fine but a 5 star should be better than the demote version, right? Giving her the same refine as Reinhart will work well as surviving the foe's counter attack and allow for a follow-up attack (which would be 4 hits total, allow for a 2-4 specials to trigger). What we can do is give her true damage and ensure the follow-up attack. So, what do we do? Give her a new perf weapon! It's like Linus's Fanged Balisto.
Dire Thunderhead: Mt. 9 "Grants Spd + 4. Inflicts Def/Res - 4. If unit initiates combat, unit attacks twice."
Yeah, now is a good time to inherit Life and Death.
"At start of turn, if unit is adjacent to an ally, grants Atk/Spd+5 to unit and adjacent allies for 1 turn. . . ."
Remember how I said I don't want the cavalry meta to come back? Forget 'bout, give Olwen Fortify Calvary to buff the near by calvary a bunch and give herself the offensive bonus. It would be nice to make it two range or +6, but she still has another effect.
". . . If unit initiates combat or unit has [Bonus], grant Atk/Spd+5, increases damage by 50% of the total amount of bonuses on unit."
First, more Atk/Spd. Second, it's a blade tome that is half the effect. With the buffs she gets herself, it's 5 true damage, which is as much as the Finisher skills. Combine with a double rally or link skill, she would get a total bonus of 22, giving her 11 true damage per hit. And of course, the maximum amount of bonuses is 7 in each, 28 total, 14 true damage. This is something not even Ninja Corrin can do, but then again, she has 41 Atk, 40 Spd, and can get a max of 7 True damage from out speeding the opponent. Olwen is starting from 26 Atk. 14 + 26 is 40 and True Damage has the advantage of bypassing weapon triangle disadvantage and high Res, but she still not quite as good as N!Corrin since field bonus need to be have to team comp to facilitate. Also, N!Corrin has her Dou Skill.
Verdict: Stuck in shadow of her brother.
Man, I've been slacking on this batch. Let's split this up. What do this about these reasons for their lack of refines or these best case scenario refines. Also, care to guess the last two?










