A while back I did a banner based around the overclass classes from Fire Emblem Echoes: Shadows of Valentina, but it was pretty bad due to me not quite understanding FEH yet. (I'm still kinda confused on how to do AR properly.) I decided to do as many non main lord units I could find Cipher art, so lets get into this. (Superbanes/boons were determined by Google RNG, don't blame me for them having bad shiz. (pls) The weapons for Boey, Mae, and Genny were all just ideas because there was not enough spells for everyone.)
Boey: Adherent to Wisdom

Mila's Shield:
Mt. 14
Grants +3 Def. If unit receives consecutive attacks from a foe 1 space away, damage from second attack onward reduced by 50%. If enemy attacks from 1 space away, inflicts Special cooldown charge -1 on foe per attack
Stats:
HP: 39/42/45
Atk: 29/32/36 (+)
Spd: 28/31/34
Def: 30/33/37 (+)
Res: 15/19/22 (-)
Saber: Dread Ogre

Shadow Sword:
Mt. 16
Grants Atk/Spd/Def/Res+4 during combat. After combat, if unit attacked, deals 4 damage to unit. After combat, inflicts Atk/Def-5 on foe through its next action.
Apotrope: Halves damage targeting the res stat.
Stats:
HP: 36/40/44 (+)
Atk: 29/33/36 (-)
Spd: 30/34/37 (-)
Def: 33/36/40 (+)
Res: 22/25/28
Delthea: Dark-Garbed Mage (Accidentally put Black-Garbed Mage here, but it's close enough so I'll just let it slide.)

Mire:
Mt. 14
At start of combat, if unit's HP ≤ 80%, grants Atk/Res +7 during combat, after combat inflicts Spd/Res -6 on foes within 2 spaces of target through their next actions.
Rally Up Spd+: Grants Spd +6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.
Stats:
HP: 31/35/38 (-)
Atk: 34/37/40
Spd: 32/36/39 (-)
Def: 12/15/18
Res: 30/34/37 (-)
Clive: Radiant Chivalry

Sol: Restores HP = 50% of damage dealt upon special trigger. At start of turn, grants Def+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Stats:
HP: 37/40/44 (+)
Atk: 29/33/36 (-)
Spd: 28/32/35 (-)
Def: 33/36/40 (+)
Res: 13/17/20 (-)
Mae: Reckless Mage

Mila's Light:
Mt. 14
Grants +3 Spd. If unit doubles, enemy cannot make a follow up. At start of turn, if unit is adjacent to an ally, grants Spd +5 to unit and adjacent allies for 1 turn.
Stats:
HP: 33/37/40 (-)
Atk: 29/33/36 (-)
Spd: 35/38/42 (+)
Def: 18/21/24
Res: 24/28/31 (-)
Genny: Supreme Saint

Grant of the Gods:
Mt. 14
Damage from unit's staff will be calculated the same as other weapons. After combat, if unit attacked, prevents target and foes within 1 space of target from moving more than 1 space through their next actions. After combat, inflicts Atk/Spd/Def/Res -4 on foes within 1 spaces of target for 1 turn.
Mila's Turnwheel: Reverts HP to what it was at the start of the turn.
Live to Serve 3: When healing with a staff, unit also recovers the same amount. (Used to be 4 but the idea didn't work for the unit.)
Stats:
HP: 34/37/40
Atk: 32/35/39 (+)
Spd: 31/34/38 (+)
Def: 12/15/18
Res: 31/34/37 (Res is higher in the image due to weapon balancing.)
Faye: Watchful Wings

Miasma:
Mt. 14
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd/Def/Res +4 to unit and target ally or unit and targeting ally for 1 turn.
Stats:
HP: 31/35/38 (-)
Atk: 28/32/35 (-)
Spd: 32/36/39 (-)
Def: 11/15/18 (-)
Res: 28/31/35 (+)
Welp, that's it. Hope you enjoyed this. If not obvious due to my header, all art is from Fire Emblem Cipher, the Fire Emblem card game. This took me quite a bit of time to make due to FEH Builder resetting almost ever time I switched to a different tab/app. I guess you should at least expect another banner, if not more after that. Have fun with life, and happy Summer, people who read this (and people who don't.)
Comments (12)
The he'll is that background
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Start with my Comment below!
Onto weapons. Minor nitpick, but they say “adjacent ally/foe” in almost all cases. Other than that the skill is great! Confused me at first though.
Look at the attached image. Shadow Blade hasn’t been taken so that could work.
But the effect is kinda, powercreeped. Death, F!Delthea’s weapon, grants the exact same amount of stats and deals 4 damage to the unit. I noticed you don’t have a stat or accelerated cooldown on the weapon. All exclusive weapons have two effects. The two effects can be combined into one to make a super effect, but even Death has a stat boost granted on the weapon.
Now with Mire I think it could work really well as a fodderable weapon. If you want to keep it exclusive, I’d say make the weapon have a super effect. Maybe a speed/Res Smoke that decreases Spd/Res by 6 on foes within 2 spaces when she has the Brazen HP.
Umm what the heck is that broken weapon. No retaliation is extreme overkill and pretty broken. It’s free desperation at all times and no need to worry about vantage. I’d suggest changing it too “If Unit makes a follow up attack, foe cannot make a follow up attack”
With what I said about 2 effects, this has three. I suggest removing the stat boost to the weapon as the staff effect is more often looked for in meta.
I love the effect of Live to Serve 4, will maybe make it used over the staff skills. But uhhhh, what is Genny healing with? Mila’s Turnwheel physically sets hp to a set amount, it’s not a healing move...
Making a unit have 10 more HP then what they had at the start of the turn kinda defeats part of the purpose. , some people would want to use this skill to turn back hp to a lower amount to stat in desperation range, or just get their hp back up decently but want to stay in desperation range. Nothing wrong with either skills, it’s just the combination.
Miasma just needs a stat boost. Nothing else really to say about the skills.
I reached letter limit. Less detail, same point.
Hmm... I agree about all of these points, I was planning to make Death into a sword, but was too lazy to add +3 res (probably would've made it def) and didn't think about the fact that just having 1 less hp isn't much. I'm gonna go ahead and change some of these things now.
Reply to: Humongous Garbo
Looking over the new LtS 4, I have new complaints.
1. If you are granting stats to the unit you are targeting, it is overpowered. It is a spectrum balm but at all times. The Balm specials just got a buff, and now it’s on every turn. That also leaves a Heavenly light as the superior option.
2. If you are granting it to the healer when healing, when is speed, def, and Res needed when healing. When healing, the game only checks attack when healing. However this healing skill doesn’t check Attack, it’s just a set amount.
You’ve made it even worse than before. Before it actually functioned and was really a great skill I loved. It just didn’t work for this unit specifically, but could work as a fodder-able skill. Overall I would just change the B skill to Dazzling Staff.
Reply to: Your Boei Boeyius- #StaysAway 𝒮𝒾𝓃𝒸𝓇𝒶𝒹
Yeah, didn't quite think about how broken the stat boost would be. I have an idea for another banner, and I feel like a unit there could use 4 better.