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Single-Minded

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
(Redirected from Final Say)
Single-Minded


Icon of the Single-Minded skill in Engage.


During combat with a foe who was also unit's most recent opponent, grants Hit+20.

Type(s)

Personal

First game

Engage

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 -- -- --
  1. 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.
  2. 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.
  3. 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

Fixed idea

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