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Bond units: Difference between revisions

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[[File:Ss fe14 bond unit example.png|thumb|right|An example of a bond unit, in this case a pair-six male created between two ''Revelation'' players with its default name Theo.  Note the distinguishing brand on the portrait, the [[Nobility]] skill in the personal skill slot, and skills inherited from the source players.]]
[[File:Ss fe14 bond unit example.png|thumb|right|An example of a bond unit created between two ''Revelation'' players.]]
 
{{Quote|A soldier born of the bond between two people.|The help text associated with a bond unit's name.}}
{{Quote|A soldier born of the bond between two people.|The help text associated with a bond unit's name.}}
'''Bond units''' are a type of guest [[unit]] introduced in {{FE14}}.  
'''Bond units''' are a type of guest [[unit]] introduced in {{FE14}}.  


==Overview==
==Overview==
===Creation===
===Creation===
Bond units are created when two players register each others' calling cards and exchange [[Accessory (My Castle)|accessories]] in their [[My Castle]]s; starting from the point of both players' acceptance of the calling cards, a {{hover|mutual alternating exchange|That is, each person contributes in turn (i.e. A, then B, then A again, then B again) to gain one point each, with any multiple visits by one player before being visited by the other (i.e. A, then A again, then B) being consolidated into the same point (the two visits by A in the second example would count as only one point)}} of two accessories each should result in the creation a bond unit, after which a brief cutscene plays at the time of the accessory exchange which triggers it. Most bond units tend to resemble the [[Corrin|avatars]] of the players who created the bond unit aside from a special distinguishing [[brand]] on their faces; some bond units instead resemble the [[??? (Fates)|hooded man]].
Bond units are created when two players register each others' calling cards and exchange [[Accessory (My Castle)|accessories]] in their [[My Castle]]s; starting from the point of both players' acceptance of the calling cards, a mutual alternating exchange of two accessories each—i.e. player A gives an accessory to player B, then B to A, then A to B, then B to A—results in the creation a bond unit, after which a brief cutscene plays at the time of the accessory exchange which triggers it. Most bond units tend to resemble [[Corrin|the avatars]] of the players who created the bond unit aside from a special distinguishing [[brand]] on their faces; some bond units instead resemble hooded [[Sumeragi]].{{clarify|which and why?}}


===Attributes===
===Attributes===
====The combinations====
====Name, gender, and personal skill====
Each bond unit is assigned a default name, gender, and personal skill linked to one another at random from one of six predetermined pools, each based on the campaigns of the source avatars. Bond units can be renamed upon their creation, and hence are not limited to the defaults.
When a bond unit is created, they select from one of eighteen templates with pre-determined names (which may be changed), genders, and personal [[skills]] from one of six pools determined by the players' campaigns. The first three bond units created between a pair of players use random templates, but all subsequent bond units will cycle through the same templates in order—for example, if a pair of players generate the eighth female, seventh male, and third male templates, they will cycle through those templates; if they both play in ''Birthright'', they will cycle through Murasaki, Renga, and Sango in sequence; if they both play in ''Conquest'' for the next two, then one switches to ''Revelation'' for the third, they will generate Kelly, Sterling, and Saffron.
 
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.  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====
====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, 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.
Bond units are created with a random class to start and a random [[reclass]] option through a [[Partner Seal]]. Additionally, all bond units have access to [[Nohr Prince]] or [[Nohr Princess]] (depending on their gender) as a Partner Seal reclass option. However, presumably due to an oversight, bond units cannot reclass back into their initial class if they have reclassed out of it.


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).
====Inherited skills====
 
Bond units, like [[Inheritance|child units]], inherit the last eligible equipped skill from each of the avatars, which are determined upon entering the other person's castle—as such changing the player's avatar's skills after entering the other player's castle will not affect the inherited skill; this is the only trait that can vary between the bond unit created by the player and their partner. A skill is considered ineligible to be passed down if the bond unit already has it (because it is the bond unit's personal skill or the visiting player already passed the skill down). Players with no eligible skills to pass will pass no skills down.
====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); apart from the use of different campaign combinations between them, 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; 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 their class trees, a bond unit's base stats and modifiers are random, and are determined when the bond unit becomes eligible to be created.


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.


Also like other guest units, bond units are also incapable of [[support]]ing, and count toward the 20 unit limit within the player's party and 99 unit limit within the Avatar Logbook.
Also like other guest units, bond units are incapable of [[support]]ing, and count toward the 20-unit limit within the player's party and 99-unit limit within the Avatar Logbook.


==Lists of bond unit combinations==
==Lists of bond unit combinations==
===''Birthright'' and ''Birthright''===
===''Birthright'' and ''Birthright''===
Bond units in this pool are created when both partners use ''Birthright'' castles.
Bond units in this pool are created when both partners use ''Birthright'' files.
{| class="basic" style="width: 90%; padding: 3px; border-spacing: 4px; border-width: 2px"
{| class="basic" style="width: 90%; padding: 3px; border-spacing: 4px; border-width: 2px"
! style="border-top-left-radius: 15px" colspan="2" | Males
! style="border-top-left-radius: 15px" colspan="2" | Males
Line 85: Line 81:
| {{Item|14|Swordbreaker}}
| {{Item|14|Swordbreaker}}
| Sumire
| Sumire
| style="border-bottom-right-radius: 15px" | {{Item|14|Astra|link=Astra (skill)}}
| style="border-bottom-right-radius: 15px" | {{Item|14|Astra}}
|}
|}


===''Birthright'' and ''Conquest''===
===''Birthright'' and ''Conquest''===
Bond units in this pool are created when one partner uses a ''Birthright'' castle while the other partner uses a ''Conquest'' castle.
Bond units in this pool are created when one partner uses a ''Birthright'' file while the other partner uses a ''Conquest'' file.
{| class="basic" style="width: 90%; padding: 3px; border-spacing: 4px; border-width: 2px"
{| class="basic" style="width: 90%; padding: 3px; border-spacing: 4px; border-width: 2px"
! style="border-top-left-radius: 15px" colspan="2" | Males
! style="border-top-left-radius: 15px" colspan="2" | Males
Line 146: Line 142:


===''Birthright'' and ''Revelation''===
===''Birthright'' and ''Revelation''===
Bond units in this pool are created when one partner uses a ''Birthright'' castle while the other partner uses a ''Revelation'' castle.
Bond units in this pool are created when one partner uses a ''Birthright'' file while the other partner uses a ''Revelation'' file.
{| class="basic" style="width: 90%; padding: 3px; border-spacing: 4px; border-width: 2px"
{| class="basic" style="width: 90%; padding: 3px; border-spacing: 4px; border-width: 2px"
! style="border-top-left-radius: 15px" colspan="2" | Males
! style="border-top-left-radius: 15px" colspan="2" | Males
Line 203: Line 199:


===''Conquest'' and ''Conquest''===
===''Conquest'' and ''Conquest''===
Bond units in this pool are created when both partners use ''Conquest'' castles.
Bond units in this pool are created when both partners use ''Conquest'' files.
{| class="basic" style="width: 90%; padding: 3px; border-spacing: 4px; border-width: 2px"
{| class="basic" style="width: 90%; padding: 3px; border-spacing: 4px; border-width: 2px"
! style="border-top-left-radius: 15px" colspan="2" | Males
! style="border-top-left-radius: 15px" colspan="2" | Males
Line 256: Line 252:
| {{Item|14|Axebreaker}}
| {{Item|14|Axebreaker}}
| Magenta
| Magenta
| style="border-bottom-right-radius: 15px" | {{Item|14|Luna|link=Luna (skill)}}
| style="border-bottom-right-radius: 15px" | {{Item|14|Luna}}
|}
|}


===''Conquest'' and ''Revelation''===
===''Conquest'' and ''Revelation''===
Bond units in this pool are created when one partner uses a ''Conquest'' castle while the other partner uses a ''Revelation'' castle.
Bond units in this pool are created when one partner uses a ''Conquest'' file while the other partner uses a ''Revelation'' file.
{| class="basic" style="width: 90%; padding: 3px; border-spacing: 4px; border-width: 2px"
{| class="basic" style="width: 90%; padding: 3px; border-spacing: 4px; border-width: 2px"
! style="border-top-left-radius: 15px" colspan="2" | Males
! style="border-top-left-radius: 15px" colspan="2" | Males
Line 313: Line 309:
| {{Item|14|Tomebreaker}}
| {{Item|14|Tomebreaker}}
| Perilla
| Perilla
| style="border-bottom-right-radius: 15px" | {{Item|14|Vengeance|link=Vengeance (skill)}}
| style="border-bottom-right-radius: 15px" | {{Item|14|Vengeance}}
|}
|}


===''Revelation'' and ''Revelation''===
===''Revelation'' and ''Revelation''===
Bond units in this pool are created when both partners use ''Revelation'' castles.
Bond units in this pool are created when both partners use ''Revelation'' files.
{| class="basic" style="width: 90%; padding: 3px; border-spacing: 4px; border-width: 2px"
{| class="basic" style="width: 90%; padding: 3px; border-spacing: 4px; border-width: 2px"
! style="border-top-left-radius: 15px" colspan="2" | Males
! style="border-top-left-radius: 15px" colspan="2" | Males
Line 370: Line 366:
| {{Item|14|Lancebreaker}}
| {{Item|14|Lancebreaker}}
| Charis
| Charis
| style="border-bottom-right-radius: 15px" | {{Item|14|Sol|link=Sol (skill)}}
| style="border-bottom-right-radius: 15px" | {{Item|14|Sol}}
|}
|}
<!--
<!--
Line 396: Line 392:
==Gallery==
==Gallery==
<gallery>
<gallery>
File:Ss fe14 bond unit creation 1.png|The first part of the scene denoting the successful creation of a bond unit.  Names redacted for privacy and safety concerns.
Ss fe14 bond unit creation 1.png|The first part of the creation of a bond unit.
File:Ss fe14 bond unit creation 2.png|The second part of the scene denoting the successful creation of a bond unit.
Ss fe14 bond unit creation 2.png|The second part of the creation of a bond unit.
File:Ss fe14 bond unit comparison.png|A comparison of pair-two female bond units in the same cycle created on both ends of a pairing. The only differences are in areas where the player can control the attributes--namely the name and personal skill coming from different campaign combinations, and the skill inheritance as influenced by the players creating the units.
Ss fe14 bond unit comparison.png|A comparison of each player's resulting bond units. They differ in skills because the visited player used a different file than the visiting player visited.
</gallery>
</gallery>


{{refbar}}
{{refbar}}
{{NavMech}}
{{NavMech}}


[[Category:Units]]
[[Category:Units]]

Latest revision as of 21:31, 23 March 2024

An example of a bond unit created between two Revelation players.
A soldier born of the bond between two people.
— The help text associated with a bond unit's name.

Bond units are a type of guest unit introduced in Fire Emblem Fates.

Overview

Creation

Bond units are created when two players register each others' calling cards and exchange accessories in their My Castles; starting from the point of both players' acceptance of the calling cards, a mutual alternating exchange of two accessories each—i.e. player A gives an accessory to player B, then B to A, then A to B, then B to A—results in the creation a bond unit, after which a brief cutscene plays at the time of the accessory exchange which triggers it. Most bond units tend to resemble the avatars of the players who created the bond unit aside from a special distinguishing brand on their faces; some bond units instead resemble hooded Sumeragi.[which and why?]

Attributes

Name, gender, and personal skill

When a bond unit is created, they select from one of eighteen templates with pre-determined names (which may be changed), genders, and personal skills from one of six pools determined by the players' campaigns. The first three bond units created between a pair of players use random templates, but all subsequent bond units will cycle through the same templates in order—for example, if a pair of players generate the eighth female, seventh male, and third male templates, they will cycle through those templates; if they both play in Birthright, they will cycle through Murasaki, Renga, and Sango in sequence; if they both play in Conquest for the next two, then one switches to Revelation for the third, they will generate Kelly, Sterling, and Saffron.

Class trees

Bond units are created with a random class to start and a random reclass option through a Partner Seal. Additionally, all bond units have access to Nohr Prince or Nohr Princess (depending on their gender) as a Partner Seal reclass option. However, presumably due to an oversight, bond units cannot reclass back into their initial class if they have reclassed out of it.

Inherited skills

Bond units, like child units, inherit the last eligible equipped skill from each of the avatars, which are determined upon entering the other person's castle—as such changing the player's avatar's skills after entering the other player's castle will not affect the inherited skill; this is the only trait that can vary between the bond unit created by the player and their partner. A skill is considered ineligible to be passed down if the bond unit already has it (because it is the bond unit's personal skill or the visiting player already passed the skill down). Players with no eligible skills to pass will pass no skills down.

Other bond unit traits

Like their class trees, a bond unit's base stats and modifiers are random, and are determined when the bond unit becomes eligible to be created.

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.

Also like other guest units, bond units are incapable of supporting, and count toward the 20-unit limit within the player's party and 99-unit limit within the Avatar Logbook.

Lists of bond unit combinations

Birthright and Birthright

Bond units in this pool are created when both partners use Birthright files.

Males Females
Default name Personal skill Default name Personal skill
Gin Rallying Cry Azuki Quiet Strength
Hakuto Fearsome Blow Kureha Perfectionist
Sango Pyrotechnics Himawari Divine Retribution
Kogane Optimistic Ai Pride
Tetsu Nohr Enmity Tokiwa Triple Threat
Suzaku Shuriken Mastery Chigusa Reciprocity
Renga Bushido Moegi Competitive
Kohaku Skill +2 Murasaki Future Sight
Momotaro Swordbreaker Sumire Astra

Birthright and Conquest

Bond units in this pool are created when one partner uses a Birthright file while the other partner uses a Conquest file.

Males Females
Default name Personal skill Default name Personal skill
Naoki Miraculous Save Shizuku Vow of Friendship
Kaito Forager Wakaba Peacebringer
Yukio HP +5 Ibuki Strength +2
Riku Magic +2 Hibari Defense +2
Minato Resistance +2 Aspen Rally Luck
Cypress Quick Salve Daisy Underdog
Thorn Gentilhomme Primrose Demoiselle
Quill Potent Potion Willow Heartseeker
Flint Bowbreaker Sequoia Rend Heaven

Birthright and Revelation

Bond units in this pool are created when one partner uses a Birthright file while the other partner uses a Revelation file.

Males Females
Default name Personal skill Default name Personal skill
Shoga Lucky Charm Anzu Noble Cause
Inaho Optimist Yuzu Sweet Tooth
Mugi Playthings Umeko Calm
Nori Haiku Kurumi Prodigy
Naruto Wind Disciple Ringo Fiery Blood
Shoya Morbid Celebration Kiku Natural Cover
Katsuo Evenhanded Ayu Quick Draw
Takeshi Duelist's Blow Mizuna Camaraderie
Koumei Shurikenbreaker Shiori Lethality

Conquest and Conquest

Bond units in this pool are created when both partners use Conquest files.

Males Females
Default name Personal skill Default name Personal skill
Rusty Lily's Poise Amber Rose's Thorns
Auburn Misfortunate Coral Puissance
Hunter Aching Blood Hazel Countercurse
Cyan Fierce Rival Fuchsia Opportunist
Jett Fancy Footwork Olive Bloodthirst
Slate Fierce Mien Violet Pragmatic
Sterling Collector Ruby Chivalry
Tanner Luck +4 Kelly Gamble
Teale Axebreaker Magenta Luna

Conquest and Revelation

Bond units in this pool are created when one partner uses a Conquest file while the other partner uses a Revelation file.

Males Females
Default name Personal skill Default name Personal skill
Sorrel Highwayman Rosemary Born Steward
Bay Guarded Bravery Anise Fierce Counter
Saffron Goody Basket Pepper Fortunate Son
Basil Sisterhood Ginger Daydream
Clove Mischievous Mint Icy Blood
Caraway In Extremis Thyme Elbow Room
Sage Odd Shaped Cassia Malefic Aura
Dillan Good Fortune Lavender Locktouch
Fenn Tomebreaker Perilla Vengeance

Revelation and Revelation

Bond units in this pool are created when both partners use Revelation files.

Males Females
Default name Personal skill Default name Personal skill
Dimitri Healing Descant Alexa Perfect Pitch
Galen Swap Althaea Shove
Damien Movement +1 Jacynth Shelter
Orion Lunge Sophia Seal Defense
George Seal Resistance Eva Aptitude
Theo Nobility Helene Vantage
Spiro Poison Strike Odele Strong Riposte
Peter Darting Blow Rhoda Miracle
Lukas Lancebreaker Charis Sol

Etymology and other languages

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

Bond unit

French

Unité liange

Gallery

References

Game mechanics
Out-of-battle management Base (BarracksBase CampBase conversationEveryone's ConditionsExpeditionGarreg Mach Monastery (Abyss) • My CastleSomniel) • Bonus experienceDungeonsGameplay modes (DifficultyCreature CampaignNew Game +) • GoldLessonsMila ShrinesPeddlerPreparationsRenownShopping (ArmoryBargainsForgeItem shopMerchantOnline shopSecret shop) • Supply convoyWorld map
Battles and chapters ArenaBattle saveBossCastleChapter (Alternate routeParalogueSide quest) • ChestCombat forecastEvent tilesHidden treasureObjectivesReinforcementSkirmishTerrain (Hazards) • Turn (Turn rewind) • Weather (Fog of war) • Village
Stats Units ActionAffinityAuthorityBiorhythmCharmClass (Class masteryClass relative powerUnit type) • Constitution (Aid) • DefenseExperienceFollow-up critical multiplierGrowth rateHit pointHoly BloodInventoryLevelLuckMagicMovementProficiencyResistanceSkillSpeedStrengthWeapon levelWeight
Weapons Brave weaponCritical rateDurabilityHitKill bonusMightPersonal weaponsRangeWeapon experienceWeapon levelWeightWorth
Unit mechanics and commands AdjutantAttack (Counterattack) • Auto-BattleBattalion (Gambit) • CantoChain attackChain GuardClass change (Reclass) • Combat artCrestsDance (GaldrarPlaySing) • Death (Decoy) • DismountDragon VeinEmblem RingsFatigueInventoryLaguz transformationLove (JealousyInheritance) • Pair UpRallyRecruitmentRescue (Capture) • Skills (Offensive skill) • SmashStaggering BlowStatus effectsSupportTalkTradeUnit (AvatarBond unitsBonus unitEinherjarLoan unitPrisonerReplacement unitSubstitute character) • Visit
Calculations AttackAttack speedAvoidBonus damageCritical hit (Combination bonusDodgeTriangle Attack) • Hit rate (True hit) • Random number generatorWeapon triangle (Trinity of magic)
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