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Bond units: Difference between revisions

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
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...Got a word from my trusted partner whose bond units I've used for this research. The cycles, class trees, and stats are the same on both ends!
m (→‎Overview: ...Some of this wording starts to look awkward in light of the discovery of the cycle mechanic...)
m (...Got a word from my trusted partner whose bond units I've used for this research. The cycles, class trees, and stats are the same on both ends!)
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Each of the six pools contains nine pairs of these combinations, each pair containing one male and one female, for a total of 18 name-gender-skill combinations per pool.  When the bond unit becomes eligible to be created, a combination configuration is chosen to be applied to the campaigns of both the player's castle and their partner's.  For example, if the combination configuration chosen is pair-three female, a ''Birthright'' player with a ''Birthright'' partner will get a unit with Himawari as her default name and [[Divine Retribution]] as her personal skill, while a ''Conquest'' player with a ''Revelation'' partner will get a unit with Pepper as her default name and [[Fortunate Son]] as her personal skill.
Each of the six pools contains nine pairs of these combinations, each pair containing one male and one female, for a total of 18 name-gender-skill combinations per pool.  When the bond unit becomes eligible to be created, a combination configuration is chosen to be applied to the campaigns of both the player's castle and their partner's.  For example, if the combination configuration chosen is pair-three female, a ''Birthright'' player with a ''Birthright'' partner will get a unit with Himawari as her default name and [[Divine Retribution]] as her personal skill, while a ''Conquest'' player with a ''Revelation'' partner will get a unit with Pepper as her default name and [[Fortunate Son]] as her personal skill.


The combination configurations are set up in a cycle, and is determined for each player pairing at a point prior to the creation of the pairing's first bond units.  All eighteen combinations will be used in each cycle, and each successive cycle will play out the same way each time.  For example, if the first three units of a pairing's cycle result in pair 7 male, pair 7 female, pair 2 female for the first three units, those same combinations will dictate the units obtained as the first three units of each subsequent cycle; if the player consistently uses ''Birthright'' and their partner consistently uses ''Revelation'', the resulting combinations will result in Katsuo, Ayu, and Yuzu each time, whereas if both the player and their partner consistently use ''Conquest'', the resulting combinations will result in Sterling, Ruby, and Coral each time.
The combination configurations are set up in a cycle, and is determined for each player pairing at a point prior to the creation of the pairing's first bond units.  The cycle is the same for both the player and their partner; for example, if the first unit in the cycle is designated to be a pair 7 male, both the player and their partner will each receive a pair 7 male for their first bond unit, both with the same appearance.  All eighteen combinations will be used in each cycle, and each successive cycle will play out the same way each time.  For example, if the first three units of a pairing's cycle result in pair 7 male, pair 7 female, pair 2 female for the first three units, those same combinations will dictate the units obtained as the first three units of each subsequent cycle; if the player consistently uses ''Birthright'' and their partner consistently uses ''Revelation'', the resulting combinations will result in Katsuo, Ayu, and Yuzu each time, whereas if both the player and their partner consistently use ''Conquest'', the resulting combinations will result in Sterling, Ruby, and Coral each time.


====The class trees====
====The class trees====
Bond units will always have the [[Nohr Prince]] or [[Nohr Princess]] class tree (depending on the bond unit's gender) for their first [[Partner Seal]] [[reclass]]ing option, while tending to have randomized class trees for both their initial class tree and their second Partner Seal reclassing option.  These classes are determined at the point when the bond unit becomes eligible to be created.
Bond units will always have the [[Nohr Prince]] or [[Nohr Princess]] class tree (depending on the bond unit's gender) for their first [[Partner Seal]] [[reclass]]ing option, while tending to have randomized class trees for both their initial class tree and their second Partner Seal reclassing option.  These classes are determined at the point when the bond unit becomes eligible to be created, and are the same for both the player and their partner at the designated point in a cycle; for example, if a pair 4 female in a cycle has [[Dark Mage]] for their initial tree and [[Ninja]] for their secondary tree, both the player and their partner will get a bond unit of this combination.


Due to a presumable oversight, a bond unit cannot use a Partner Seal to reclass to a class in their initial tree, hence a bond unit cannot get all of the [[skills]] from their initial tree and should not be reclassed out of that tree until level 15 advanced at earliest (for example, if a bond unit's inital class is [[Dark Mage]], this means that bond unit will have to do without, at minimum, either [[Vengeance (skill)|Vengeance]] and [[Bowbreaker]] or [[Seal Magic]] and [[Lifetaker]], provided these skills aren't inherited).
Due to a presumable oversight, a bond unit cannot use a Partner Seal to reclass to a class in their initial tree, hence a bond unit cannot get all of the [[skills]] from their initial tree and should not be reclassed out of that tree until level 15 advanced at earliest (for example, if a bond unit's inital class is [[Dark Mage]], this means that bond unit will have to do without, at minimum, either [[Vengeance (skill)|Vengeance]] and [[Bowbreaker]] or [[Seal Magic]] and [[Lifetaker]], provided these skills aren't inherited).


====The class skills====
====The class skills====
Bond units, like [[Inheritance|child units]], also inherit the last eligible equipped skill from each of the avatars, which are determined upon entering the other person's castle (that is, changing around the player's avatar's skills {{hover|while in the target castle|i.e. A in B's castle}} will not manipulate the results, but doing so {{hover|before entering the target castle|i.e. A still in their own castle before entering B's castle}} will manipulate the results).  An additional inheritance quirk specific to bond units involves an otherwise-eligible class skill being the target bond unit's personal skill, in which case a different class skill gets inherited instead (example:  A ''Revelation'' player sets [[Nobility]] in their avatar's fifth slot when about to bond with another ''Revelation'' player with [[Dragon Fang]] in the fourth slot, but the target bond unit is the pair-six male Theo, who has Nobility for his personal skill, in which case Dragon Fang {{hover|will be the player's contribution|Provided the other player isn't also contributing the same skill, in which normal inheritance fallback continues to apply}} to Theo's skills).  In the event both players are set to contribute the same class skill, the skill in question will be considered the partner's contribution, with the player's contribution falling back to the next eligible skill.
Bond units, like [[Inheritance|child units]], also inherit the last eligible equipped skill from each of the avatars, which are determined upon entering the other person's castle (that is, changing around the player's avatar's skills {{hover|while in the target castle|i.e. A in B's castle}} will not manipulate the results, but doing so {{hover|before entering the target castle|i.e. A still in their own castle before entering B's castle}} will manipulate the results); this is the only trait that can vary between the bond unit created by the player and their partner at a given point in the cycle.  An additional inheritance quirk specific to bond units involves an otherwise-eligible class skill being the target bond unit's personal skill, in which case a different class skill gets inherited instead (example:  A ''Revelation'' player sets [[Nobility]] in their avatar's fifth slot when about to bond with another ''Revelation'' player with [[Dragon Fang]] in the fourth slot, but the target bond unit is the pair-six male Theo, who has Nobility for his personal skill, in which case Dragon Fang {{hover|will be the player's contribution|Provided the other player isn't also contributing the same skill, in which normal inheritance fallback continues to apply}} to Theo's skills).  In the event both players are set to contribute the same class skill, the skill in question will be considered the partner's contribution, with the player's contribution falling back to the next eligible skill.


===Other bond unit traits===
===Other bond unit traits===
Much like their class trees, a bond unit's base stats and modifiers are also random, and are also determined when the bond unit becomes eligible to be created.
Much like their class trees, a bond unit's base stats and modifiers are also random, and are also determined when the bond unit becomes eligible to be created; as with the class trees, these will be the same for both the player and their partner at the designated point in the cycle.


Like other guest units, bond units have a section of the Avatar Logbook where their data is registered; data is registered automatically upon a bond unit's creation.  This allows players to update their bond units in the Avatar Logbook.  In addition, this also allows players to return bond units to the party should their data remain in the Avatar Logbook but the unit itself is removed from the party (either manually or via [[death]]), as well as cross bond units over to other save files, even to a campaign that does not support its creation combination (example:  A player can take their registered ''Birthright''-''Revelation'' pair-eight female, Mizuna, and her personal skill [[Camaraderie]], and pay a fee to import her into their ''Conquest'' file).
Like other guest units, bond units have a section of the Avatar Logbook where their data is registered; data is registered automatically upon a bond unit's creation.  This allows players to update their bond units in the Avatar Logbook.  In addition, this also allows players to return bond units to the party should their data remain in the Avatar Logbook but the unit itself is removed from the party (either manually or via [[death]]), as well as cross bond units over to other save files, even to a campaign that does not support its creation combination (example:  A player can take their registered ''Birthright''-''Revelation'' pair-eight female, Mizuna, and her personal skill [[Camaraderie]], and pay a fee to import her into their ''Conquest'' file).
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