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Single-Minded
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Single-Minded (Japanese: 執着 Obsession) is a skill which debuted in Fire Emblem Engage. The personal skill of Ivy, it increases its user's hit rate whenever they fight the same opponent twice in a row, with no other enemies fought between the two encounters.
The skill also appears under the name Final Say when used by corrupted Ivy in the Fell Xenologues. In Heroes, it is named Obsession.
Data
In the main Fire Emblem series
| Game | Icon | Effect | Activation | Capacity | Notes |
|---|---|---|---|---|---|
| Engage | +20 hit rate when active. | If current foe was user's most recent opponent | -- | -- |
In other Fire Emblem series titles
| Game | Icon | Type | Effect | SP cost | Prerequisites | Unusable by | Inheritable | Other effects and notes |
|---|---|---|---|---|---|---|---|---|
| Heroes (Obsession) |
A | If user's HP ≥ 25% at start of combat, grants +9 each to user's attack, speed, defense, and resistance, user makes a guaranteed follow-up attack, foe cannot follow-up attack, and when user performs follow-up attacks, neutralizes foe's non-special "reduces damage by X%" effects during combat. If user's HP ≥ 25% and user's speed ≥ (foe's speed − 20) at start of combat, triggers Potent Follow X%[effect 1] (if user can make a follow-up attack and attack twice consecutively, X = 40; otherwise, X = 80) during combat. |
300 | -- | -- | ✘ | -- | |
| Heroes (Final Say) |
A | Grants +9 each to attack, speed, defense, and resistance to user. User can move through foes' spaces. User can warp to a space within 2 spaces of an ally within 2 spaces of user or any ally that has entered combat or used an assist skill on the current turn within 5 spaces of user. At start of each phase, grants Creation Pulse[effect 2] and Anathema[effect 3] to user and allies within 2 spaces for 1 turn. If user's resistance > foe's resistance or user is within 2 spaces of an ally, user attacks twice consecutively during combat. User deals +(number of times user has attacked in current combat (including current attack) × 5) damage during combat. If user's HP > 1 and foe would reduce user's HP to 0, user survives with 1 HP (once per combat). |
300 | -- | -- | ✘ | -- |
- ↑ Grants additional follow-up attack after unit's standard follow-up attack (if unit cannot follow-up, occurs after follow-up attack would occur) that deals X% of unit's normal attack damage; treated like a follow-up attack, but is not affected by effects preventing unit's follow-up attacks.
- ↑ If unit's attack can trigger unit's special, grants −(number of penalty effect on foe (excluding stat penalties); maximum: 2) special cooldown count before unit's first attack during combat.
- ↑ Inflicts −4 each to speed, defense, and resistance on foes within 3 spaces of unit during combat.
Availability
Engage
| Units | Ivy |
Heroes
| Method | Data | |
|---|---|---|
| Obsession | Final Say | |
| Unit (★★★★★) | Ivy: Snow Queen | Ivy: Bewitching Ruler |
Flavor text
| Game | Text (English) |
Text (Japanese) |
|---|---|---|
| Engage | During combat with a foe who was
also unit's most recent opponent, grants Hit+20. |
同じ敵と連続してもう一度戦闘した時
命中+20 |
| Heroes (Obsession) |
At start of combat, if unit's HP ≥ 25%, grants
Atk/Spd/Def/Res+9 to unit during combat, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and also, when unit performs a follow-up attack, neutralizes "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials). At start of combat, if unit's HP ≥ 25% and if decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers【Potent Follow X%】during combat (if unit cannot perform follow-up and attack twice, X = 80; otherwise, X = 40). 【Potent Follow X%】 Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack). |
戦闘開始時、自身のHPが25%以上なら、
戦闘中、攻撃、速さ、守備、魔防+9、 自分は絶対追撃、敵は追撃不可、かつ 追撃時、敵の奥義以外のスキルによる 「ダメージを◯◯%軽減」を無効 (範囲奥義を除く) 戦闘開始時、自身のHPが25%以上の時、かつ 追撃の速さ条件を-25した状態で 追撃の速さ条件を満たしている時 (絶対追撃、追撃不可は含まない)、 戦闘中、【神速追撃:ダメージ○%】を発動 (○は、自分が2回攻撃でない、かつ 追撃ができない時は80、それ以外は40) 【神速追撃:ダメージ○%】 自分の通常の追撃の直後、さらに追撃が発動する 神速追撃で与えるダメージは通常の攻撃時の○% (自分が追撃できない時は、通常の追撃のタイミングで発動) (神速追撃は追撃として扱い、 「ダメージを◯◯%軽減」等の対象となる、ただし、 追撃不可、2回攻撃の効果は受けない) (同系統効果複数時、最大値適用) |
| Heroes (Final Say) |
Grants Atk/Spd/Def/Res+9.
Unit can move through foes' spaces. Unit can move to a space within 2 spaces of any ally within 2 spaces or any ally within 5 spaces that has entered combat or used an Assist skill during the current turn. At start of player phase or enemy phase, grants 【Creation Pulse】and【Anathema】to unit and allies within 2 spaces of unit for 1 turn. If unit's Res > foe's Res or unit is within 2 spaces of an ally, unit attacks twice during combat. Unit deals damage during combat = number of times unit has attacked in the current combat × 5 (excluding area-of-effect Specials; including current attack). If unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP (once per combat; does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0). 【Creation Pulse】 If unit's attack can trigger unit's Special, grants Special cooldown count-X before unit's first attack during combat (X = number of Penalty effects active on foe, excluding stat penalties; max 2). (For 1 turn.) 【Anathema】 Inflicts Spd/Def/Res-4 on foes within 3 spaces of unit during combat. |
攻撃、速さ、守備、魔防+9
敵を通過可能 周囲2マス以内の味方、および、 現在のターン中に戦闘か補助を行っている 周囲5マス以内にいる味方の 周囲2マス以内に移動可能 自軍ターン開始時、および、敵軍ターン開始時、 自分と周囲2マス以内の味方に 【開闢の鼓動】、【赤の呪い】を付与(1ターン) 戦闘中、魔防が敵より1以上高いか 周囲2マス以内に味方がいる時、2回攻撃 戦闘中、ダメージ+現在の戦闘で自分が攻撃した回数×5 (範囲奥義を除く、現在の攻撃も回数に含む) 戦闘中、自分のHPが2以上で敵の致死攻撃を受けた時、 ダメージをHPが1残るように軽減 (1戦闘1回のみ、奥義以外の 「敵の致死攻撃を受けた時、ダメージをHPが 1残るように軽減する効果」とは重複しない) 【開闢の鼓動】 攻撃時に発動する奥義装備時、戦闘中、自分の最初の 攻撃前に奥義発動カウント-敵の【不利な状態異常】の数 (最大2、弱化を除く)(1ターン) 【赤の呪い】 周囲3マス以内の敵は、戦闘中、速さ、守備、魔防-4 |
Etymology and other languages
| Names, etymology, and in other regions | ||
|---|---|---|
| Language | Name | Definition, etymology, and notes |
| English |
Single-Minded |
Used in Engage. |
| Japanese |
執着 |
Obsession |
| Spanish |
Fijación |
Fixation |
| French |
Détermination |
Determination |
| German |
Zielstrebigkeit |
Determination |
| Italian |
Idea fissa |
|
| Korean |
집착 |
Obsession |
| Simplified Chinese |
执着 |
Obsession |
| Traditional Chinese |
執著 |
Obsession |
Obsession
| Names, etymology, and in other regions | ||
|---|---|---|
| Language | Name | Definition, etymology, and notes |
| English |
Obsession |
Used in Heroes. |
| Japanese |
執着 |
Obsession |
| Spanish |
Obsesión |
Obsesion |
| French |
Obsession |
Obsession |
| German |
Obsession |
Obsession |
| Italian |
Ossessione |
Obsession |
| Portuguese |
Obsessão |
Obsession |
| Traditional Chinese |
執著 |
Obsession |
Final Say
| Names, etymology, and in other regions | ||
|---|---|---|
| Language | Name | Definition, etymology, and notes |
| English |
Final Say |
-- |
| Japanese |
傷をつけたわね |
You hurt me |
| Spanish |
Última palabra |
Last word |
| French |
Dernier mot |
Last word |
| German |
Das letzte Wort |
The last word |
| Italian |
Ultima parola |
Last word |
| Portuguese |
Palavra final |
Final word |
| Korean |
감히 상처를 입혀? |
How dare you hurt me? |
| Simplified Chinese |
居然伤到我了? |
Did you actually hurt me? |
| Traditional Chinese |
居然傷到我了? |
Did you actually hurt me? |
See also
| Type A passive skills in Heroes | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
