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Odd Pulse Tie: Difference between revisions

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(...Yeah, we really shouldn't have had this "uncertain" text carry over from Even, but the dataminers still haven't fully analyzed "The Dread Isle", and have indicated they may have given up on fully analyzing that particular update...)
 
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'''Odd Pulse Tie''' <!--(Japanese:  ??? ''???'')--> is a three-tiered passive type B [[Skills|skill]] which debuted in {{FEH}}; the individual tiers of the skill are known as '''Odd Pulse Tie 1''', '''Odd Pulse Tie 2''', and '''Odd Pulse Tie 3''' in order from lowest to highest.  Units with an Odd Pulse Tie skill, at the start of an odd-numbered turn, takes the target with the lowest [[Hit point|HP]] and, if their special skill is at the ready and their HP is sufficiently lower than the user's, has their special skill cooldown count significantly slowed down; it is currently unknown how the skill's tier affects this effect.
'''Odd Pulse Tie''' <!--(Japanese:  ??? ''???'')--> is a three-tiered passive type B [[Skills|skill]] which debuted in {{FEH}}; the individual tiers of the skill are known as '''Odd Pulse Tie 1''', '''Odd Pulse Tie 2''', and '''Odd Pulse Tie 3''' in order from lowest to highest.  Units with an Odd Pulse Tie skill, at the start of an odd-numbered turn, takes the target with the lowest [[Hit point|HP]] and, if their special skill is at the ready and their HP is sufficiently lower than the user's, has their special skill cooldown count significantly slowed down; the HP threshold required for activation drops with the skill's tier.


==Data==
==Data==
Line 16: Line 16:
|game1={{title|Heroes}}<br>(Odd Pulse Tie 1)
|game1={{title|Heroes}}<br>(Odd Pulse Tie 1)
|sprite1=[[File:Is feh odd pulse tie 1.png|20px]]
|sprite1=[[File:Is feh odd pulse tie 1.png|20px]]
|effect1=Currently unknown
|effect1=At the start of an odd-numbered turn, if enemy with the lowest [[Hit point|HP]] has its special skill at the ready and the user's HP is 5 or more higher than target's HP, slows down that enemy's special skill cooldown count by +2 (cannot exceed the skill's maximum cooldown count).
|active1=--
|active1=--
|capacity1=--
|capacity1=--
|notes1=Cost:  ?? SP
|notes1=Cost:  60 SP
|-
|-
|game2={{title|Heroes}}<br>(Odd Pulse Tie 2)
|game2={{title|Heroes}}<br>(Odd Pulse Tie 2)
|sprite2=[[File:Is feh odd pulse tie 2.png|20px]]
|sprite2=[[File:Is feh odd pulse tie 2.png|20px]]
|effect2=Currently unknown
|effect2=At the start of an odd-numbered turn, if enemy with the lowest [[Hit point|HP]] has its special skill at the ready and the user's HP is 3 or more higher than target's HP, slows down that enemy's special skill cooldown count by +2 (cannot exceed the skill's maximum cooldown count).
|active2=--
|active2=--
|capacity2=--
|capacity2=--
|notes2=Cost:  ?? SP
|notes2=Cost:  120 SP
|-
|-
|gameo={{title|Heroes}}<br>(Odd Pulse Tie 3)
|gameo={{title|Heroes}}<br>(Odd Pulse Tie 3)
|spriteo=[[File:Is feh od pulse tie 3.png|20px]]
|spriteo=[[File:Is feh odd pulse tie 3.png|20px]]
|effecto=At the start of an odd-numbered turn, if enemy with the lowest [[Hit point|HP]] has its special skill at the ready and the user's HP is higher than target's HP, slows down that enemy's special skill cooldown count by +2 (cannot exceed the skill's maximum cooldown count).
|effecto=At the start of an odd-numbered turn, if enemy with the lowest [[Hit point|HP]] has its special skill at the ready and the user's HP is higher than target's HP, slows down that enemy's special skill cooldown count by +2 (cannot exceed the skill's maximum cooldown count).
|activeo=--
|activeo=--
|capacityo=--
|capacityo=--
|noteso=Cost:  ?? SP
|noteso=Cost:  240 SP
}}
}}



Revision as of 08:48, 3 June 2020


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Odd Pulse Tie

Is feh odd pulse tie 1.png
Icon of the Odd Pulse Tie 1 skill in Heroes.

Type(s)

Passive (Type B)

Game(s)

Odd Pulse Tie is a three-tiered passive type B skill which debuted in Fire Emblem Heroes; the individual tiers of the skill are known as Odd Pulse Tie 1, Odd Pulse Tie 2, and Odd Pulse Tie 3 in order from lowest to highest. Units with an Odd Pulse Tie skill, at the start of an odd-numbered turn, takes the target with the lowest HP and, if their special skill is at the ready and their HP is sufficiently lower than the user's, has their special skill cooldown count significantly slowed down; the HP threshold required for activation drops with the skill's tier.

Data

Game Icon Effect Activation Capacity Notes
Heroes
(Odd Pulse Tie 1)
Is feh odd pulse tie 1.png At the start of an odd-numbered turn, if enemy with the lowest HP has its special skill at the ready and the user's HP is 5 or more higher than target's HP, slows down that enemy's special skill cooldown count by +2 (cannot exceed the skill's maximum cooldown count). -- -- Cost: 60 SP
Heroes
(Odd Pulse Tie 2)
Is feh odd pulse tie 2.png At the start of an odd-numbered turn, if enemy with the lowest HP has its special skill at the ready and the user's HP is 3 or more higher than target's HP, slows down that enemy's special skill cooldown count by +2 (cannot exceed the skill's maximum cooldown count). -- -- Cost: 120 SP

Availability

Heroes

Units Oboro: Fierce Bride-to-Be

Trivia

Etymology and other languages

Names, etymology, and in other regions
Language Name Definition, etymology, and notes
English

Odd Pulse Tie 1
Odd Pulse Tie 2
Odd Pulse Tie 3

Gallery

See also

Template:NavPassiveH