Finished The Challenge: Season 6 - The Winner Crowned!

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RE: The Challenge: Season 6 - Challenge 7

Keeper of Night said:
One day... The agony of waiting!

Sorry >_<

I'll admit, this deadline was far too long. They'll definitely be shorter from here on out.
 
RE: The Challenge: Season 6 - Challenge 7

XDDDDD

5 minute warning to that last team to submit...
 
RE: The Challenge: Season 6 - Challenge 7

Yeah, deadline was 24 minutes ago.

The team that didn't submit will probably surprise you :eek:. Anyway, 1 member will be eliminated from their team. More info why it's 1 and not 2 in the official update with judging! Have fun waiting ;)
 
RE: The Challenge: Season 6 - Challenge 7

Teaser for Challenge 8
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RE: The Challenge: Season 6 - Challenge 7

I just finished up my judging and sent it off to the hosts. I specifically graded each entry individually and didn't add up scores until the very end when I was done with everything so I wouldn't know how teams compared to each other until the judging was already done. You guys made up some great classes and it was fun to see all of them. :) I really liked seeing the exciting and unique things you all thought up.
 
RE: The Challenge: Season 6 - Challenge 7

Celever said:
The team that didn't submit will probably surprise you :eek:. Anyway, 1 member will be eliminated from their team. More info why it's 1 and not 2 in the official update with judging! Have fun waiting ;)

Missed this. Willing to bet it's because Jerm lost.
 
RE: The Challenge: Season 6 - Challenge 7

"Hey everyone! n~n" Celever cheered, with Athena on his left and bbninjas on his right. "This deadline was way too long," he continued, "but we've learned our lesson, so expect shorter challenges from here on out! Or, at least, less waiting."
"We've got a surprise for you now though," bbninjas said excitedly, "come on out!" A creepy looking mime ran out from the corridoor... well, galloped, on an invisible horse, and stood, well, sat on an invisible chair, next to the two hosts. "We took part in this challenge too!" All of the competitors laughed at the mime's shenanigans, but they didn't notice that they'd been trapped in a huge invisible box. Oh well.

"Anywayyyy, the results!" Athena cheered.

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Class Name: Mime
Weapons: Magic Gloves
Stats:
- High: Magic, Resistance, Defence, Luck
- Average: HP, Skill, Speed
- Low: Strength
- Movement: 6
Skills:
- 1) Core Burst: Avoid -12 but Magic +6.
- 2) Rally Mirror: Duplicates effects of all Rallies currently in effect.
Special Attributes:
- 1) Translator Needs: This unit cannot be paired with an ally.
- 2) Barrier Crafting: Creates a wall in front of another ally, making them immune to all damage except from behind for that turn, but during that turn the Mime takes double the amount of regular damage.
- 3) Box Crafting: Creates a 2-tile radius box around the tile the Mime attacks, preventing any character from moving into and out of it, including allies, for two turns. This skill will not activate if any tile would be part of or overlap with an already created box.
Promotion: Is promoted from Mimic at lv20
Physical Description/Uniform:
- Wears Magic Gloves which appear as:
- White
- Amethyst jewel embedded in the palm (magical center)
- Rubies and Sapphires in each of the finger tips in the pattern of Ruby, Sapphire, Ruby etc.
- Wears a black beret
- Wears white makeup, black eye shadow and red lipstick
- Wears white socks
- Wears black and white striped shirt
- Wears black overalls
- Wears black cape
- Wears white scarf

Background Information: All mimics and mimes hail from the Cirque de la Mime. The Cirque de la Mime is a travelling village inhabited by mimes and amateur mimes, called mimics. It's pretty well loved among the villagers of Ylisse, but because many mimes are weak, it is often raided by ruffians. The chapter you recruit your first mimic in takes place some time before the exalt's capture, and after it is revealed that Plegia desires a war against Ylisse. The Plegians attack the circus in hopes of provoking an outrage among the Ylissean royalty. Luckily, the shepherds are there to save the day and kill all the Plegians. WOOOOOHOOOOOO! \o/
Notes on New Creations:
- For balancing, the Mime class has a weaknesses to Dark Tomes and Knives. Dark Tomes play with the uses magic negatively, while Mimes seldom notice a knife strike.
- Magic Gloves have a range of 1-2 like most magic and are quite light, generally unphasing the wearer. Magic Gloves produce Light magic as a weapon and uses the Magic stat to attack. Gloves are only sought by the capable and are extremely difficult to create, as any flaw in the central jewel can cause a combustion.
- Mimes also have two special attributes that they can activate before attacking, as a support. Only one attribute can be activated at a time.
Creativity (10p): The class concept is very unique and detailed, and it has some interesting support abilities. It’s got a lot of different traits that make it stand out from current FE classes. That said, Magic Gloves seem like basically the exact same as regular magic tomes (uses Mag stat to attack, 1-2 range), except that they use “Light” magic, which you don’t really specify what makes that different. I would have liked to see more gameplay-related elaboration on this front. Also -1 point for mimes being creepy as hell but this not actually being reflected in their class anywhere. 8/10
Balance (5p):
The Mime is a pretty overpowered class, even not counting the incredibly broken skill the base class (Mimic) gets. It’s written like it’s supposed to be a support class, but has very powerful offensive and defensive stats and gets a very powerful offensive skill. In addition, it can use its supporting abilities AND attack in the same turn. The given weaknesses don’t really compensate for these super strengths, especially considering that Knives don’t even exist in FE:A and Dark Magic isn’t super common. 2/5
Believability (5p):
The class as it stands is a bit too complicated and powerful to be realistic, though I think it fits in well thematically. The only real downside is that it’s very different from existing themes in FE, so it kind of feels unconnected. 3.5/5
Effort (5p):
Very detailed and thought-out entry. You get an extra point for submitting an entirely separate base class to match. 6/5

Final Score: 19.5/25
Class Name: Mimic
Weapons: Magic Gloves
Stats:
- High: Magic, Luck
- Average: HP, Resistance, Defence
- Low: Strength, Speed, Skill
- Movement: 5
Skills:
- 1) Quiescence: This unit always moves after any opponents within a 3 tile radius of the Mute and their partner if applicable.
- 2) Copycat: This unit copies the first skill of the first enemy with a skill to attack him, replacing Copycat for the rest of the fight.
Special Attributes:
1) Translator Needs: This unit is unable to be paired with another character.
Promotion: Is promoted into Mime at lv20
Physical Description/Uniform:
- Wears Magic Gloves which appear as:
- White coloured
- Amethyst jewel embedded in the palm (magic center)
- Wears no hat; hair is messy
- Wears no makeup besides messy red lipstick
- Barefooted
- Wears black and white striped shirt
- Wears black overalls
Background Information: All mimics and mimes hail from the Cirque de la Mime. The Cirque de la Mime is a travelling village inhabited by mimes and amateur mimes, called mimics. It's pretty well loved among the villagers of Ylisse, but because many mimes are weak, it is often raided by ruffians. The chapter you recruit your first mimic in takes place some time before the exalt's capture, and after it is revealed that Plegia desires a war against Ylisse. The Plegians attack the circus in hopes of provoking an outrage among the Ylissean royalty. Luckily, the shepherds are there to save the day and kill all the Plegians. WOOOOOHOOOOOO! \o/
Notes on New Creations:
For balancing, the mimic class has weakness to knives, as the mimic seldoms notices a knife strike.
Magic Gloves have a range of 1-2 like most magic and are quite light, generally unphasing the wearer. Magic Gloves produce Light magic as a weapon and uses the Magic stat to attack. Gloves are only sought by the capable and are extremely difficult to create, as any flaw in the central jewel can cause a combustion.

Yoshi_banner.jpg
*crickets chirping*
Creativity (10p): While I’ve never seen a completely invisible class with no stats and no weapons before, I have to admit that it’s unique, if boring. 1/10
Balance (5p):
Totally underpowered. No stats, no skills, no weapons. What can this thing even do in combat? 0/5
Believability (5p):
I can’t ever believe IS would design a class that is literally nothing. 0/5
Effort (5p):
As unique as this class is, I can’t imagine any effort was put into it whatsoever. 0/5

Final Score: 1/25
N/A

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Class Name: Cursed Oracle
Weapons: Dark Tomes, Dragonstones
Stats:
- High: Attack, Magic, Skill
- Average: HP, Luck
- Low: Speed, Defense, Resistance
- Movement: 5
Skills:
- 1) Encantation (Level 1) - Skill +10 when using tomes
- 2) Forseer (Level 15)- Hit/Avoidance doubles on even numbered turns

Special Attributes: Can transform into a dragon and use dark tomes. Stats are greatly boosted when in dragon form. Weak to weapons with an advantage toward dragons.

Promotion: Dark Oracle (Level 30)

Physical Description/Uniform:
BWli6AQ.jpg
Males wear a primarily black torn robe/hood like thing with a black, edgy shoulder piece on top. The have a crown shaped piece on the forehead like most Manaketes, and have sharp eyes with a small dragon tooth sticking out of their mouths. Their clothing is always primarily black, with the markings on their hooded robe being golden. Females have a more priestess look to them with the shoulder piece wrapping going around their shoulders with a cape like robe coming out from underneath. Their have a smaller crown on their forehead, and have a torn dress like fabric coming from beneath their belt. They also have a dragon tooth coming from their mouths. Once again their clothing is primarily black with purple edges and gold markings. Like other Manaketes, they have pointed ears.
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As dragons they are primarily black in color with dark red eyes. They have a serpentine body with short arms equipped with jagged talons. They have large broad wings. Their head in oval-ish in shape and has jagged edges all over its face.


Background Information: Long ago, a group of manaketes had tapped into the occult art of dark magic. Their fellow manaketes believing they were evil and cursed, banished and forced them to retreat into solitude. This group of magic wielding manaketes found solace in the darkness of the Grimleal and adopted the faith of the dark dragon. Through the ages, this group began to hone their power of dark magic, as well as the power they wield as a dragon. Through their might, the Grimleal regarded them as superior mystical beings, believing they had the power to communicate with Grima himself.


Notes on New Creations: To balance out a seemingly powerful class capable of using dragon stones and dark tomes we felt that by making them a glass cannon. Also, since this class can promote to an even more powerful class, by only allowing them to promote at level 30 (this is similar to those classes that can only promote to advanced class at Lv. 30) we could balance out the class a bit more. Even though this hasn't been seen in the series before, this is something Intelligent Systems could and would do as it is a pretty feasible possibility. Both genders have too fairly different appearances, but share a lot of similarities like what happens in the priest and cleric classes.
Creativity (10p): Very neat class that is unique but also uses existing Fire Emblem lore as a building block. I love the background information and drawings that you included. Nothing really new included, but a nice combination of existing ideas. 9.5/10
Balance (5p):
The class is very overpowered. Manaketes and their Dragonstones are already one of the more powerful classes in FE:A, and you give them access to the most broken form of magic in FE:A, a promotion, and a powerful skill right at the start. The low Def/Res does counterbalance this somewhat, but they also get strong stat boosts from dragonstones (not to mention HP regen from Nosferatu), and since they can attack at 2-range, it’s easy to keep them out of the range of fire, just like Mages. 1/5
Believability (5p):
The super-powerful nature of this class hurts its believability a bit, but I love the lore and origin, especially the implications of how it could be expanded to connect some of the other dragon/manakete lore from previous games. If the power were toned down, I could definitely see this working. 4/5
Effort (5p):
Very detailed and thought-out entry. You get an extra point for submitting an entirely separate base class to match, and another point for the drawings. 7/5

Final Score: 21.5/25
Class Name: Dark Oracle
Weapons: Swords, Tomes, Dark Tomes, Dragonstones
Stats:
- High: Attack, Magic, Skill
- Average: HP, Luck, Speed
- Low: Defense, Resistance
- Movement: 6
Skills:
- 1) Wyrm's Wrath (Level 5) - Attack +10 when in dragon form
- 2) Animus (Level 15) - Reduces 10 HP to all enemies in a 2 tile radius.

Special Attributes: Can transform into a dragon, use all tomes, and wield swords. Stats are greatly boosted when in dragon form. Weak to weapons with an advantage toward dragons. Can only be promoted from level 30 Cursed Oracles.

Promotion: none

Physical Description/Uniform:
nLSZMeQ.jpg
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Males now look a bit more vampiric. They have very sharp protruding cheekbones and a black throat/chin strap on their neck. They have a torn cape that is black on top and red underneath. They also have a light layer of leather like armor on their body to give them some degree of protection. They also have dragon class protruding from their fingers, as well as a dragon tooth coming out of his mouth. Their black shoulder piece returns, as well as a lot of their black clothing, but there is a lot of red scattered throughout, mainly red markings. Females go for from a priestess to a sorceress like appearance. Their also have a black shoulder piece returning. They have horns coming from their head as well as sharp cheek bones and a dragon tooth, but no dragon claws. They have a black bodysuit with red and gold fabric draping from their arms and waist, the markings they have are purple. Their hair also grows in length going down to their waist. Both gender like their base form keep their pointed ears.
rdHCeAx.jpg
As dragons they become a lot more sinister. Their head become narrower and literally edgier, with horns coming out of many parts of their face. They remain black in color and retain their serpentine body, albeit longer, and their wings drastically grow while having the emblem of Grima appear on their inner wings. Their arms remain primarily the same, but become a bit more jagged in appearance.

Background Information: A vengeful faction of the Cursed Oracles that took up the might of swords and mastered the use of all tomes in order to seek justice against those that did them wrong in the past. Their dragon form is so powerful and dominating, that it's dragon features are visually apparent in their human form. The Grimleal believe Grima has granted the Dark Oracles ultimate power to convert everyone into Grimleals, or destroy those that stand in their way, even believing them to be deities. The Dark Oracle's are known to cast hexes and curses to those it wishes pain upon, while as dragons, they destroy everything in sight.

Notes on New Creations: Like stated in the last class, by making this a promotion only possible at level 30, it gives the class some balance as it makes it a bit more difficult to achieve. Balance is also retained by keeping its glass cannon nature. The class becomes a lot more sinister when promoted, even having their dragon form change a little bit when promoted to Dark Oracles.

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Class Name: Sauropod Chevalier
Weapons: Bow, Lance
Stats:
- High: HP/Defense/Strength
- Average: Resistance
- Low: Speed/Skill/Magic/Luck
- Movement: 4
Skills:
- 1) Ferocity - Gives all allies in a 3-block radius +2 Strength.
- 2) Reach - Allows the unit to target units a block further. (This gives normal bows a range of 3, lances a range of 2, etc.)
Special Attributes:
- Sauropod - A mount of a sauropod gives a longer range for weapons, but slow movement, leading to less speed in general. As a simple brute, skill and magic are also very low, while defense, strength, and HP are much higher. A beast and armor class. Weak to fire magic.
Promotion:
- Pterosaur Rider - As seen separately.
or
- Tyrannosaur Champion - As seen separately.
Physical Description/Uniform:
Sauropod Mounts are heavily armored, both rider and mount, which offers good protection, but limited maneuverability. Riders specifically carry a quiver on their back for easy access to arrows when necessary. They wear a full chain-mail set, covered with a chest-plate, gauntlets, and iron leggings. Their mount wears armor over their front, under their soft stomachs, and up their neck, connecting above the legs, close to the back.
Background Information:
Dinosaurs are were mostly thought to be extinct, but rumors spread that some were still to still be found in remote locations across the globe. In these areas, some were chosen as champions of these magnificent animals. These champions are specifically trained to handle a wide variety of reptiles, and are able to communicate with them much like Wyvern Lords and their mounts can. Sauropod Chevaliers are slow but steady, able to take hits and dish them out just as readily.
Notes on New Creations:
Dinosaur mounts are incapable of reclassing to another mounted unit. (No dino mount can re-class in Wyvern Rider, Pegasus Knight, Cavalier, Knight, or Troubadour.) This class is not gender-exclusive. Child units, from the apocalyptic future, are not capable of becoming this class.[/quote]
Creativity (10p): I really love the idea of riding dinosaurs. It’s a very unique mount that definitely stands out on the own from the others, effectively making it the Knight of mounted classes. The class itself has a cool origin that is internally consistent. That said, the class itself has gameplay/narrative dissonance with its restrictions. Why can’t the class itself reclass into a class with a different mount? Why can’t children units inherit the class as an option (especially if they had a parent unit pass the mount down like Gerome and Minerva)? It’s minor, but it does stand out. 9/10
Balance (5p):
The class itself is decently balanced. Sure, it’s offensively powerful and has somewhat strong stats, but the large amount of weaknesses counterbalance that. The class’s biggest balancing issues are really its skills, which are overpowered for a base class. Ferocity is a passive Rally Strength (immediately outclassing it), and Reach is incredibly powerful; there’s a reason Javelins and Longbows have low Might, so being able to have that kind of extra power for long-range attacks is pretty broken, especially since they can carry it on if reclassed. 3/5
Believability (5p):
As cool as riding dinosaurs is, it does hurt your credibility a lot. There are a large variety of mythical animals that could have been used instead as an inspiration for your mount and would have fit better within the existing “Western Fantasy” Fire Emblem theme. Ignoring that aspect, the class concept itself of a defensive slow-moving mounted class is very realistic and something I could see existing. 2/5
Effort (5p):
Very detailed and thought-out entry. You get an extra point for both extra promoted classes that you submitted. 7/5

Final Score: 21/25
Class Name: Pterosaur Rider
Weapons: Bow, Tome
Stats:
- High: Skill/Speed/Strength
- Average: HP
- Low: Defense/Resistance/Magic/Luck
- Movement: 8
Skills:
- 1) Flight Pattern - Allows the unit to deal effective damage to flying units.
- 2) Primordial Technique - Allows Dinosaur Mounts to attack using the higher attacking stat. (Classes riding Dinosaurs will always use the higher stat when attacking, therefor using a Tome in this class will always use the Strength stat because it's higher, rather than the Magic stat.) (Attacks still hit the proper defense.)
Special Attributes:
- Pterosaur - Allows the unit to fly across the field, giving high range. Not considered a beast class, but is still weak to weapons that are effective against flying units. Not an armor class.
Promotes From:
- Sauropod Chevalier - As seen separately.
Physical Description/Uniform:
Unlike their previous class, Pterosaur Riders are swift, agile hunters, leading to high speed, skill, and strength stats. They are also trained to use Tomes, which makes them effective in close and ranged combat. Their armor is light for maximum mobility, consisting solely of chain-mail and a helmet (at times) embroidered with their chosen crest.
Background Information:
Dinosaurs are were mostly thought to be extinct, but rumors spread that some were still to still be found in remote locations across the globe. In these areas, some were chosen as champions of these magnificent animals. These champions are specifically trained to handle a wide variety of reptiles, and are able to communicate with them much like Wyvern Lords and their mounts can. Pterosaur Riders are capable of flying fast and far after their prey, wherever they may happen to be. This is the bird chosen as the mount.
Notes on New Creations:
Dinosaur mounts are incapable of reclassing to another mounted unit. (No dino mount can re-class in Wyvern Rider, Pegasus Knight, Cavalier, Knight, or Troubadour.) This class is not gender-exclusive. Child units, from the apocalyptic future, are not capable of becoming this class.[/quote]

Class Name: Tyrannosaur Champion
Weapons: Lance, Axe
Stats:
- High: HP/Defense/Strength
- Average: Speed/Resistance
- Low: Skill/Magic/Luck
- Movement: 5
Skills:
- 1) Fast Hunt - Grants Speed +10 during the user's turn.
- 2) Jungle King - Doubles stats gained through pair-up. (This is overpowered on so many levels. Believe me.)
Special Attributes:
- Tyrannosaur - Literally is just going to eat you and not even think twice. Chomp chomp. A tradition upgrade from the Sauropod Chevalier, this class emphasizes on being the brute it is. A beast and armor class. Weak to fire magic.
Promotes From:
- Sauropod Chevalier - As seen separately.
Physical Description/Uniform:
Like their previous class, Tyrannosaur Champions are heavily armored, the mounts themselves being plated from head to tail, similar to their previous class. The riders wear armor similar to Great Knights, covering their chest, arms, and legs in steel plating.
Background Information:
Dinosaurs are were mostly thought to be extinct, but rumors spread that some were still to still be found in remote locations across the globe. In these areas, some were chosen as champions of these magnificent animals. These champions are specifically trained to handle a wide variety of reptiles, and are able to communicate with them much like Wyvern Lords and their mounts can. Tyrannosaur Champions are the kings of the jungle, capable of ruling with an iron fist... And with a deadly dinosaur that obeys their (most) every command. Though, accidents do happen...
Notes on New Creations:
Dinosaur mounts are incapable of reclassing to another mounted unit. (No dino mount can re-class in Wyvern Rider, Pegasus Knight, Cavalier, Knight, or Troubadour.) This class is not gender-exclusive. Child units, from the apocalyptic future, are not capable of becoming this class.

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Class Name: Angel on High
Weapons: Bow, Song
Stats:

- High: Speed, Luck, Movement
- Average: Leadership, Defense
- Low: HP, Strength
- Movement: 8
Skills:
- 1) Rightful God Increases skill activation rate by 30%
- 2) Bowfaire Adds +5 to strength when using any Bow
Special Attributes:
- Helping Hand When outnumbered by 5 ore more in battle, a helping hand from above joins the fray and doubles your attack power for 1 turn.
- Chariot Driver Gives all members of the Angel on High class +3 to their movement stat when traveling through Gate terrain.
Promotion:
N/A
Physical Description/Uniform:
Angels on High are small in stature, standing on average 4' tall. They have white wings and adorn halos above their heads. They are wrapped in white linens draped over one shoulder loosely falling to their ankles. They wear woven sandals on their feet.
Background Information:
The Angles on High are the last defense before their creator. Being of devine nature they focus on speed and movement rather than attacking. To the Angels on High the best offense is a well planned strategy. The ability to move quickly and efficiently ensures their mission is completed without any complications. Angels on High often appear prior to battle in an effort to scout the location and report back to their leader their findings. Only when provoked do they extend beyond their peaceful essence and raise their bows in attack. Rather, Angles will resort to song to confuse and distract their enemy while other troops gear up for battle.
Creativity (10p): An angelic class really isn’t something we’ve seen before in FE, and I like that it fits in with your team’s theme. However, the class is sorely lacking in detail. How does “Song” as a weapon work in combat? Is it damaging, or does it create status effects and the like? What range does it have? What stat is it aligned with? You have a new stat “Leadership” marked in your stats information, but what does it actually do? You also lose a few points for recycling old skills instead of creating new ones. 5/10
Balance (5p):
Without knowing exactly what Songs do, it’s hard to judge the balance properly. (Wow, look at the deja vu. :U) The stats are also wonky to balance, since you seem to have included a new one (without describing it) and not including all of the existing ones. The movement is rather high, especially for an unmounted class. Since they’re effectively humans with wings, I would have liked to see a unit with the same movement as an unmounted class but with the lack of terrain restrictions like other flying units have. Rightful God is an enemy-only skill that only the Final Boss gets, so giving that to a unit feels is very overpowered (compare it to Rightful King which gives a 10% boost instead of 30% and is still only limited to the main character and some of his potential children). 2/5
Believability (5p):
Angels are a popular medieval concept, but haven’t really appeared in FE previously. Probably because most gods are dragons of some sort. Having a specific class to act as kind of a divine intermediary seems kind of interesting, but I’m not quite sure how well it fits into the overall FE mythology as a whole. Again, knowing what Songs actually do would be useful for this, as would knowledge of what “Leadership” does… and I’m getting deja vu again. It seems like more effort was putting into making this class match Kid Icarus and your team’s overarching theme rather than actually making it fit into the FE world. 2/5
Effort (5p):
An interesting concept, but very minimal effort. Some sections were neglected to be included at all, the skills were recycled, new things were tossed in without any kind of explanation, and there are typos everywhere. 1/5

Final Score: 10/25
N/A

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Class Name: Bard
Weapons: Lute
Stats:
- High: Skill, Speed,
- Average: Magic, Luck, Resistance
- Low: HP, Strength, Defence
- Movement: 5
Skills:
- 1) War Praise: All troops within a 3 tile radius heal 10% HP at the start of each turn.
- 2) Our Hero: Lord-Class troops have +2 to all stats when in the tile adjacent to this troop.
Special Attributes: N/A
Promotion: Danonian
Physical Description/Uniform: Brown cloak with jagged, torn edges. Bards are typically poor and work for the highest payer so they do not show bias to anyone through colour. Hence the brown cloak. Bards are generally secretive about themselves so not many know what he wears under his cloak.
Background Information: Bards are trained in the arts of poetry, music and magic, but more specifically in the combinations of these. Bards use magic in their words and their music to inspire but also to hurt. There is much power in their words. The magic imbued in a Bard's lute allows him to control a person's emotions and sometimes, if they are strong enough, their actions. Whilst Bards are often the centre of attention through their performances, not much is known about their own lives, and they are generally very secretive people, preferring to focus on others, rather than themselves.
Notes on New Creations: The Lute, a Bard's weapon of choice, is a magical weapon that attacks through the use of music. Their weapon is their music.
The skills for the Bard are made specifically as a supporting character. Due to the nature of Bards being narrators, announcers, and public speakers, they uplift others through their skills.
The Danonian promotion however, adds increases to the Bard's Skill and his Magic, whilst lowering his speed slightly. Danonians adopt a new skill, Control.
"Control: During your turn you can control energy troops that are in an adjacent tile to the Danonian.
Creativity (10p): We’ve seen Bards before in a previous FE game, but this class goes in a completely different direction. New get a new weapon type, the Lute, though it doesn’t get much detailed information. It uses the Mag stat to attack, but how does it actually work? What kind of range does it have? Given that the Bard is intended as a supporting class and the flavour text that it’s given, I would have loved to see Lutes that cause status conditions or something (poison the enemy with bad music, cause confusion with disharmonic tones, something like that), but we aren’t given much actual information about what Lutes do at all, which is pretty disappointing. In short, a fun theme, but could use more detail and spark. 7/10
Balance (5p):
Without knowing exactly what Lutes do, it’s hard to judge the balance properly. The stats and skills are about at the right powerlevel, through the “Control” skill for the promoted class seems rather overpowered, especially if you can literally control the enemy units completely. 3/5
Believability (5p):
Bards as a concept are very fitting in-universe; after all, we’ve seen them before in a different way. The background information makes sense and could easily be a backstory for a recruit. Again, knowing what Lutes actually do would be useful for this, since a damaging Lute seems awkward but Lutes that status conditions or the like like is kinda hinted at in the background material would be very fitting. 4/5
Effort (5p):
Very nice concept and background information that is realistic, but lack of detail about the Lutes counts against you slightly. If you’re going to create a new weapon type you should give a bit more gameplay information other than “it’s magical and uses music” which is very vague. 4/5

Final Score: 18/25
N/A

Overall Results:
Centurions
Team GY.R.O.B.
Inch-Small Hosts
The Crushing Hammers
Eccellente
Congratulations! Both King Xerneas and Luispipe8 will receive three advantages in the next challenge *hint* *hint*
Jeremy1026 will be automatically eliminated as he is the only live member of Centurions.
The Egg Knights have 48 hours to submit their votes to eliminate 1 player, but please make it quick.
The Egg Knights only have to eliminate one player because they have been consistently active up until this challenge. Centurions eliminated two because they'd been inactive for a while and I was kinda pissed about it, even though they eliminated their most active player (Cypher333).

The next challenge will be up soon. It doesn't matter who is eliminated for it, why will become apparent very soon :) We still need votes in, since someone DOES have to be eliminated.
 
RE: The Challenge: Season 6 - Challenge 7 Results

And the Cursed Oracles take the win! Feels nice to not be at the bottom for once ^_^
 
RE: The Challenge: Season 6 - Challenge 7 Results


Tensions were running high on PokéBeach island. The competitors who had started friendly enough within their teams were starting to disagree. "Y'know what," bbninjas said, "I don't think this is healthy anymore. All this dunking their fellow challengers in the ocean and in some cases even sabotage *gasp* is starting to weigh on me."
"I agree," Celever nodded, "I think it's time to move on, and maybe gather some familiar faces. I'll send a letter out..."

The next day, there was a peculiar ferry arriving at the island. While they were a common occurrence, there was just something... strange about this particular boat. Maybe it was the overlying mood of grudges and vengeance. Who knows? Well, everyone did as soon as the ferry pulled into port. All of the challengers who'd actually been sent home (depressingly, this was only a total of 6 challengers...) slid off of the wet boat and... hugged their old team mates? It's like they had fun or something!

However, one person wasn't enjoying this: Jeremy1026. While The Egg Knights hadn't submitted and were still talking about who they were going to eliminate, Jeremy had lost the last challenge, and as he wandered out to the ferry in the port as per usual, the hosts called him back in. "Don't go yet, this is a revive challenge! It'll be boring having you go home and come straight back again... Same goes for whoever you decide to eliminate, The Egg Knights."

As the hosts' newly created mime played dead in the corner for dramatic irony, all of the competitors, including the dead ones, queued up in a line, awaiting further instructions. "This is a revive challenge, not revival!" Celever said. "What's the difference? In revival challenges, only dead players can participate, which means that, of course, in this revive challenge all of you can play! Now what is this challenge -- well, challenges? Take a look for yourself..."

THE CHALLENGE:
  • Congratulations! You've made it to the singles phases of the game. Teams have now been disbanded, and you're all on your own. To celebrate, let's see if we can get some old blood back into the competition...
  • This is a revive Challenge! Nope, not revival. Revive challenges mean that any player, dead or alive, who has signed up in the Challenge - excluding those modkilled/suicided - may participate.
  • There are three parts to the Challenge (individual rules below) that will commence at the same time. Players may participate in more than one part to try to earn revives.
  • Players are fighting for Revives, which can be won if you... win! If you earn a Revive and are currently dead, you will be revived immediately starting Challenge 9, the next Challenge. If you earn a Revive and are still alive, you will hold onto your Revive, allowing you to be immediately revived later in the competition if you die.
  • You must sign up to each part that you choose to participate in. To do this, post in thread I wish to join Part X or something similar. You must also choose a Pokemon that will represent you throughout this Challenge when you sign up. e.g:
    Celever said:
    I want to join Part 1, 2 and 3! I'll be Snover, bc cute :3

PART 1 - DITTO TOURNEY:
  • The first and main part of this Challenge is a Ditto Double Elimination Tournament (Example).
  • The tournament will be run on PB's Showdown Server.
  • The first place winner of this tournament will receive a Revive. There are two more possible revives in this competition, but you don't know how to get them!
  • Each round we will designate each bracket with 6 Pokémon which must be used, although you get to customise them. That's right, with the Pokémon given to you, you get to choose the EVs, items, nature, abilities, moves... gender and happiness if you want! Remember that your opponent will have the same Pokemon, so choose strategically.
  • Each round we will match you up with another member. Then, you two must battle each other using the designated Pokémon in Singles, Doubles and Triples in a best of 3 (and in that order).
  • The person that wins the most of the best of 3 will advance to the winners bracket. The loser will advance to the loser bracket. If you lose two rounds, you are out of the tournament.
  • If you win two out of the three battles (Singles and Doubles), you are not required to complete the third battle (Triples).
  • You may use different movesets, EVs, etc, between battles.
  • You will have 72 hours after the start of each round to complete your battles. If you feel you cannot complete your battles in this time, please contact us.
  • A maximum of 16 people may sign up to the Ditto Tournament. Any left over space will likely result in us hosts participating. It may seem low, but 8 people have been modkilled/suicided... >_____>
  • Sign ups will end after ~2 days, or Monday the 27th at midnight BST. (<--- Look I got the timezone right! :3)

PART 2 - CLICKETY CLACK:
  • The second part of this Challenge requires players to relive their childhood and play Pacharisu's Click Clack Attack to get the highest score!
  • The player that submits the highest score will receive a Revive.
  • Players will be required to send in the screenshot of their score to authenticate the score. You must have PB open in a new tab on this screenshot.
  • Players may only submit one screenshot. Once you submit, your submission is final.
  • Submissions are due before the Ditto Tournament is completed, so keep an eye on the thread.

PART 3 - TRENDY TRENDS:
  • The third part of this Challenge is a tribute to and inspiration of the one and only DNA.
  • Players will be required to submit a quote about the Pokémon franchise that they have designed themself. Plagiarised quotes will result in an immediate elimination, and all other revives won to be taken off of you. Here are some example quotes written by DNA:
    "You always have a hand. It just happens to have 0 cards in it."
    "If you decide to build a card house out of your discard pile, I will find your match and flip the table."
  • Quotes will be ranked against other participants, with originality, creativity and humour notable factors in ranking.
  • The player with the best quote will receive a Revive.
  • Submissions are due before the Ditto Tournament is completed, so keep an eye on the thread.

BTW, both members of former Eccellente have received 3 advantages, one for each challenge. These are:
  • Part 1: Ditto Tournament. Gets to choose a Pokémon team for one round. They choose who and when whenever they want, but it must be before the round starts, as teams will be set in stone at that point.
  • Part 2: Pachirisu's Click Clack Attack. Gets 5% of their total score added onto their submission.
  • Part 3: Trendy Trends. Gets to submit twice. Their first submission will be returned with feedback.
 
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RE: The Challenge: Season 6 - Challenge 7 Results

I'll join part 1, 2 and 3.

Using Gallade.

Best of luck to everyone!
 
Oh BTW, now that we're in singles, alliances will likely form. Any competitors at any time may PM bbninjas and I with a list of participants in an alliance and an alliance name, and a private QuickTopic will be created and sent to the listed players.

If there are any existing alliance QTs, could you please send them to your dear hosts. We want to know what's going on behind the scenes :v
 
I'll join part 2 and 3 as Binacle :)

Also in part 2, is it the forums or the main page that have to be open in the tab?
 
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