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Before I begin, Movies should be considered canon, somewhat
Currently we don't treat the movies as canon. Though, I believe that we should consider them canon, to an extent. The movies are a representation of the events that happen in the story, call it a preview of sorts. While the story is somewhat different, there isn't any reason to assume it contradicts any abilities. The main idea of the story stays the same, its just that some details are changed. Not to mention, they are literally the first things you see when you play the first chapter in all the books. Heck, there are even ending trailers for some of the books, most notably Book 3 and Book 4. In the case of Book 4, like the other trailers, it is somewhat different form the events that happen in the game, but that shouldn't be enough to ignore them outright, as pretty much everything else remains consistent to the story. Most notably the fact that Lif and Thrasir were recruited by the gods to become their warriors in a Xenologue. This movie shows the aftermath/epilogue of said Xenologue, and the end of Book 4.And this isn't really an argument, but I think we do allow stuff like this to be used in other verses (One I can think of right away is TF2).
tdlr: Movies are the first things shown when we play the books, just with some details changed. They shouldn't completely be ignored when finding abilities and such.
And the manga is VERY likely to be non-canon, for obvious reasons. (aside from the occasional reference or two)
Kiran
I was originally going to put everything in a single CRT, but Kiran alone needs so many revisions that I will separate the CRTs.Hoo boy this profile is HEAVILY outdated. First and foremost, Kiran should just scale to everyone else. This is shown plenty of times (ex: Kiran fighting against Veronica, and in the new update, Kiran is shown to be actually fighting normal enemies. There was also the instance of them tanking Reginn's attack with not much issue. Kiran obviously becomes High 3-A as well, Though rather than a "possibly" rating, they should just receive a flat-out High 3-A rating, since they were able to one-shot Hel. I would also like give them 2-A range via summoning, since they can summon heroes from practically anywhere across the FEH Multiverse.
Kiran Abilities:
- Superhuman Physical Characteristics: Self-explanatory.
- Weapon Mastery: Self-explanatory.
- Energy Projection and Electricity Manipulation: (Shown in their attack animation)
- Ice Manipulation: (The Rite of Frost imbued Breidablik with the power of ice)
- Poison Manipulation: (via Poison Strike)
- Teleportation: (via Escape Route, and Wings of Mercy)
- Power Nullification: (via Dull Ranged, Null-C Disrupt, Null Follow-Up, and Fatal Smoke)
- Statistics Amplification: (Has many skills that amplify their own stats immensely)
- Statistics Reduction: (Has many skills that significantly reduces an opponent's stats)
- Damage Boost: (via Astra, Ignis, and Glacies)
- Durability Negation: (via Aether)
- Status Effect Inducement: (via various skills, and the charms)
- Electricity Manipulation: (via the Lightning Charm)
- Fear Manipulation: (via the Fear Charm)
- Portal Creation: (Can create portals when summoning)
- Can reverse all bonuses with the Panic Charm, and Panic Smoke
- Can prevent counterattacks.
- Paralysis Inducement: (via the Pressure Charn)
- Immortality Negation (Types 5 and 7. Can kill Hel)
- Conceptual Manipulation (Type 2): This one requires a bit more explanation. Kiran is capable of killing Hel, who is described as being death itself. The important thing to note is that in both examples, she clearly is shown to purely be death itself, rather than just an embodiment of it. We know this, since Gustav says this:
- Alfonse: A foe who could wound you so harshly? I understand the danger there.
- Gustav: You do, don't you?
- Alfonse: What do you mean?
- Gustav: It is not that she was strong and I was weak. Death is not measured on such a scale. Death comes for all the living. That cannot be denied. And Hel is death itself. The only reason I survived my encounter with her was blind luck- nothing more.
- Resurrection: Kiran is capable of reviving heroes. Anna states this: "We can revive Heroes who fall during battle as long as you're with us, Kiran. Still, though this reverses the ravages of the battlefield, they feel pain—just as we do." They can also revive heroes with the Light's Blessing. Kiran is likely also capable of reviving heroes that have been conceptually destroyed. The Hel that Kiran summoned was the same one that Kiran killed. We know this since she says this: "How tasteless... That, in your hand. Is that the weapon that undid me?". So Kiran is capable of bringing back people, even if they have been conceptually destroyed. I suppose this would fall more under conceptual manipulation though.
- Can instantly wake up from a dream with the Gullinkambi
- Power Bestowal: (via Blessings, Special Blade, Naga's Tear, Infantry Boots, Dancer's Veil, and the Fortifying Horn. The Light's Blessing instantly recharges special attacks when used. Has many skills that significantly increases their allies' stats. Breidablik grants amps to nearby allies)
- Healing: (via Elixir, Aether, and Breath of Life)
- Regeneration: (High-Low. via Renewal)
- Power Mimicry: (Capable of learning any non-exclusive skills (excluding infantry) that their allies have learned)
- Damage Reduction: (via Deflect Magic, and Deflect Missile)
- BFR: (Can send heroes back to their original world)
- Can restore their stamina with the Stamina Potion
- Resistance to Precognition (Sophia, who is capable of seeing the future described Kiran's future as a fog that her eyes could not pierce. Kiran is the only person whom Naga cannot predict their actions. Stated to "escape divine understanding")
This also isn't about their statistics, but I would like to change their gender from "depicted as Male" to just "player chosen", as the new update shows both male and female options for Kiran.
Other Abilities for Kiran
Basically in the new update, Kiran is capable of learning any non-exclusive skills (excluding infantry) that their allies have learned. I am not in the mood to list EVERY skill that there is, so I'll just list some notable ones/the ones that matter, as most skills are just stat amping/reduction skills. We can just add a link to every skill in the game in a note or something.Passive Skills:
Specials:
- Close Counter: The user can counterattack regardless of range.
- Axe Breaker: If the foe is wielding an axe and the user's HP is ≥ 50%, the user makes a guaranteed follow up attack and the foe can't counterattack.
- Bow Breaker: If the foe is wielding a bow and the user's HP is ≥ 50%, the user makes a guaranteed follow up attack and the foe can't counterattack.
- Dagger Breaker: If the foe is wielding a dagger and the user's HP is ≥ 50%, the user makes a guaranteed follow up attack and the foe can't counterattack.
- Tome Breaker: If the foe is using magic and the user's HP is ≥ 50%, the user makes a guaranteed follow up attack and the foe can't counterattack.
- Sword Breaker: If the foe is using a sword and the user's HP is ≥ 50%, the user makes a guaranteed follow up attack and the foe can't counterattack.
- Lance Breaker: If the foe is using a lance and the user's HP is ≥ 50%, the user makes a guaranteed follow up attack and the foe can't counterattack.
- Daring Fighter: If the user initiates combat, neutralizes effects that prevent follow-up attacks. If the user's HP is ≤ 80% and initiates combat, the user can make a follow-up attack before the foe can counterattack.
- Slick Fighter: If the user's HP ≥ 25% and foe initiates combat, neutralizes penalties on the user, and the user makes a guaranteed follow-up attack.
- Dull Ranged: If the foe is attacking with ranged attacks, this neutralizes any bonuses they may have.
- Escape Route: If the user's HP is ≤ 50%, the user can instantly move next to an ally.
- Wings of Mercy: If an ally's HP is ≤ 50%, the user can instantly move next to that ally.
- Null C-Disrupt: Neutralizes any effects that prevent the user's counterattacks.
- Null Follow-Up: Neutralizes any effects that guarantee foe's follow-up attacks and effects that prevent the user's follow-up attacks.
- Vantage: If the user's HP ≤ 75% and the foe initiates combat, the user can counterattack before the foe can attack.
- Obstruct: If the user's HP is ≥ 50%, prevents the foe from moving next to the user.
- Poison Strike: Deals 10 damage to foe after combat.
- Renewal: At the start of every other turn, restores 10 HP.
- Breath of Life: If the user initiates combat, restores 7 HP to allies.
- Fatal Smoke: The foe, and any of the foe's allies within 2 spaces of the foe cannot heal.
- Panic Smoke: Turns the foe's, and any of the foe's allies bonuses into penalties.
- Deflect Magic: If the foe consecutively attacks with magic, reduces damage from the foe by 80%.
- Deflect Missile: If the foe consecutively attacks with ranged attacks, reduces damage from the foe by 80%.
Specials:
- Aether: Treats foe's durabilities as if reduced by 50%, and restores HP to the user equal to half the damage dealt.
- Astra: Boots the user's damage by 150%.
- Glacies/Ignis: Boosts the user's damage by 80% of the user's defenses.
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