Slavic
Ask not the sparrow how the eagle soars
With one month left to go, it's time to bring out the one, the only...
Who says only royalty and magicians can join Smash? Even the humblest of combatants can bring it with the best of them!
“I been takin’ me some combat lessons! I gots a lot to learn, but I’m gettin’ better.”
Donnel Tinhead hails from the Ylisse countryside, his only appearance in the series so far being in Fire Emblem Awakening for the 3DS. Donnel is an optional recruit, joining Chrom and company should his village be saved and Donnel level up during the battle. Donnel joins as a unique class, the villager class, and is characterized by very low stats outside of his incredibly high luck. While Donnel can be a pain to raise, he is rewarding with incredible stat growths boosted by his signature Aptitude ability. This little hick farmer boy’s mission, Sickle to Sword, is in reference to Chrom’s impromptu lesson on combat, teaching him how to turn farm training into battle skills a la the Karate Kid. Despite his American West accent, Donnel can secure a spot on any team, not just for battle but to pass his coveted Aptitude ability onto any of his children. He is not motivated by money or glory, but instead to make his ma proud, and be able to return to the farm with his chest all puffy. His makeshift spear is as homely as the dented pot he wears on his head, and as such he uses his spear exclusively for attacks. Smash, get ready, because the real villager is coming to fight!
Entrance - A glowing seal appears on the ground, similar to the other Fire Emblem characters. Donnel appears with his spear pointed in front of himself, ready for battle. However, the pot on his head slips down, covering his face and causing Donnel to stumble a bit. He lifts his pot back up and lifts his spear with one hand, returning to his battle set.Who says only royalty and magicians can join Smash? Even the humblest of combatants can bring it with the best of them!
“I been takin’ me some combat lessons! I gots a lot to learn, but I’m gettin’ better.”
Donnel Tinhead hails from the Ylisse countryside, his only appearance in the series so far being in Fire Emblem Awakening for the 3DS. Donnel is an optional recruit, joining Chrom and company should his village be saved and Donnel level up during the battle. Donnel joins as a unique class, the villager class, and is characterized by very low stats outside of his incredibly high luck. While Donnel can be a pain to raise, he is rewarding with incredible stat growths boosted by his signature Aptitude ability. This little hick farmer boy’s mission, Sickle to Sword, is in reference to Chrom’s impromptu lesson on combat, teaching him how to turn farm training into battle skills a la the Karate Kid. Despite his American West accent, Donnel can secure a spot on any team, not just for battle but to pass his coveted Aptitude ability onto any of his children. He is not motivated by money or glory, but instead to make his ma proud, and be able to return to the farm with his chest all puffy. His makeshift spear is as homely as the dented pot he wears on his head, and as such he uses his spear exclusively for attacks. Smash, get ready, because the real villager is coming to fight!
U-Taunt - Donnel pulls his pot over his eyes as if tipping a hat. Donnel says solemnly ‘I’ll win for you, ma...’. Donnel pulls the pot back up and lifts his spear, ready to fight for ma!
S-Taunt - Donnel places the base of his spear against the ground and puts his free hand on his hip. Grinning, Donnel says aloud ‘If my folks could see me now!’
D-Taunt - Donnel throws his spear into the ground and crosses his arms. A gust of wind blows his tunic around. Donnel closes his eyes and lowers his head, stating ‘I fight for my ma.’ He’s seen someone do this before...
Kirby Hat - Kirby gains Donnel’s signature tin pot to wear on his head, complete with curly black locks of hair, and gains his Rally move.
Victory Pose A - Donnel is seen on his back, pot over his eyes with his hands behind his head. After such a hard day of work and fighting, all the village boy really wants is a bit of rest. The napping Donnel snores every now and again.
Victory Pose B - Donnel is seen with a hoe in his hand as he tills the ground, determinedly starting a farm on the results screen. How quaint! While doing this, a big fat pig walks behind him, oinking, turning up the ground, and generally being your standard livestock.
Victory Pose C - Donnel lifts his spear up in the air and leaps a bit, crying out ‘Alright! I did it for you, ma!’. Upon landing, Donnel sticks the end of his spear in the ground and grins until the screen fades away.
Victory Pose X (Team Battle with Lucina or Female Robin) - Donnel is seen overjoyed, having used his winnings to retire from fighting and marry his wife (Lucina or Robin). The two of them are seen huddled together, holding a baby in a blanket. The baby’s face is not shown.
Losing Pose - Donnel stands with his spear in the crook of his elbow, looking politely happy. Donnel claps his hands until the screen fades out.
Victory Theme - Smash Bros. Fire Emblem Victory Theme
Character Theme - Fire Emblem: Awakening Theme
Home Stage - Ylissan Border Town
Palette Swaps
01 - Original Colors02 - Colors of Amelia (FE8)
03 - Colors of Ross (FE8)
04 - Colors of Ewan (FE8)
05 - Colors of an NPC Unit
Alt - Amelia (FE8)
Weight - 4 (4)
Height - 5 (5)
Jump Height - 5 (10)
Double Jump Height - 4 (8)
Air Speed - 4 (4)
Fall Speed - 5 (5)
Walk Speed - 5 (8.5)
Dash Speed - 5 (8.5)
Traction - 5 (5)
Neutral Special - Rally (0%)
(Standard Input) Rally Strength - Donnel shouts out “I feel stronger already!” For seven seconds, all of Donnel’s spear moves deal increased damage and knockback, an additional 15% given for both. Rally Strength is useful in the very beginning, when Donnel struggles to deal damage, but becomes less important as the match goes on.
(Shield Input) Rally Defense - Donnel shouts out “I feel invincible!” For the next seven seconds, Donnel only takes 85% of the damage he normally would for all attacks. However, he will still take all the knockback he normally would. This is useful when Donnel is still at low damage percentages, as it allows him to keep himself healthy early in his stock, which is useful for him to deal damage to level up.
(Down Input) Rally Resistance - Donnel shouts out “Can’t stop me now!” For the following seven seconds, Donnel takes 50% of the knockback he normally would from attacks, though the damage and other effects from attacks are not affected. This is, without a doubt, Donnel’s most useful Rally for him, as it mitigates (if only temporarily) his biggest weakness, which can mean the difference between gaining a level or losing one.
(Left/Right Input) Rally Movement - Donnel throws his hand in the air and shouts “Just try and keep up with me!” For the next seven seconds, Donnel’s ground and air movement speed is increased by 15%. This is a generally useful buff, rather than having a specific addition, as Donnel will always want to move faster.
(Up Input) Rally Speed - Donnel cheers out “I feel light as a feather!” For seven seconds following, Donnel’s jump and double jump are increased by 15%. This is an especially useful buff when Donnel has higher damage and is being knocked around farther, as it aids in his recovery to the stage.
(Taunt Input) Rally Luck - Donnel shouts “This little piggy’s learned some new tricks!” For the next seven seconds, Donnel’s attacks deals 1.07 times as much damage and knockback, Donnel moves 1.07 times as fast and jumps 1.07 times as high, and he takes only 93% of the damage and knockback he would be hit with. While these buffs are weaker, this is Donnel’s best option at higher levels, as they allow him to safely boost everything without having to cover a particular weakness.
Neutral Special Custom 1 - Support (0%)
Donnel plants his spear into the ground by his side and brings his hand to his mouth, cupping it like a megaphone. Donnel cries out “Need some help here!” Similar to the Rally move, pressing an input will determine a buff Donnel receives. However, instead of simply obtaining a boost, a character corresponding to the input is summoned from Fire Emblem Awakening to give support to Donnel. For the moments following, the character will provide a supporting conversation. During this conversation, Donnel is able to move and fight normally, although his supporting character can be attacked during this time. Each character can take 15% damage before they are defeated, and if they are beaten before their conversation ends, Donnel does not receive his buff. Each conversation takes about a second or two to complete, and so it may be wise for Donnel to guard the summoned character rather than departing and continuing to fight. Good Donnel players can force opponents to combat them instead, pressuring them away from his partner. Once the partner has disappeared, another cannot be summoned for ten seconds. The summoned support characters and their effects are described below.
(Standard Input) Vaike - Vaike appears behind Donnel and lifts his axe in the air. With a powerful vigor, he shouts out ‘advice’ to Donnel, “Alright, farmboy! Show ‘em what old teach taught you! Give ‘em the Vaike way!’ Vaike then disappears from the stage, giving a buff to Donnel in the form of increased attack damage and knockback, both by a factor of 1.3 times. This effect lasts for four seconds before disappearing.
(Shield Input) Kellam - Kellam appears behind Donnel and smiles gently. He places his own spear on the ground in front of himself and throws out advice quietly. “ Donnel… just make sure you hold your ground, okay? Don’t let people push you around…” Kellam then disappears. Donnel takes .7 times the normal damage he would during this phase, which lasts for four seconds before ending.
(Down Input) Sully - Sully appears behind Donnel, unmounted but wielding her lance still. Placing the lance over her shoulder, she closes her eyes and gives a quick salute with her free hand. “Hey, kid, don’t feel bad. Sometime you’ll be tough as me, I promise!” After her disappearance, Donnel loses all knockback from opponent’s attacks for four seconds. However, this is not true super armor, as he can still suffer from flinching.
(Left/Right Input) Panne - Panne appears in her human form behind Donnel, striking an athletic pose. She calls out to Donnel with her advice: “Young one, I am a survivor because I ran fast. I suggest you do the same.” With her solemn message, the taguel disappears. Donnel has his speed increased by 30% for the following four seconds.
(Up Input) Sumia - Sumia appears behind Donnel, unmounted similar to Sully’s appearance. She lifts her hands to her mouth, cupping them like a megaphone. She shouts out to Donnel with a friendly tone: “Falling down can hurt, but take it from a Pegasus Knight! Being in the air is the best feeling!” For the next four seconds, after Sumia’s disappearance, Donnel’s jump and double jump height is increased by 30%.
(Taunt Input) Virion - Virion appears behind Donnel with his bow in his hand. Virion bows at the waist a little bit and holds his hands up, lecturing Donnel on how he succeeds. “My fine boy, the best way to win a fight is simply by being the best at everything!” The aristocratic archer then vanishes, leaving Donnel with a four second long buff. This buff causes Donnel to deal more damage and knockback at 1.15 times the normal amount. Donnel also will take only .85 times the damage he normally would, and the knockback from attacks he takes is halved. Donnel’s speed and jumps are also increased by 15%.
(Standard Input) Vaike - Vaike appears behind Donnel and lifts his axe in the air. With a powerful vigor, he shouts out ‘advice’ to Donnel, “Alright, farmboy! Show ‘em what old teach taught you! Give ‘em the Vaike way!’ Vaike then disappears from the stage, giving a buff to Donnel in the form of increased attack damage and knockback, both by a factor of 1.3 times. This effect lasts for four seconds before disappearing.
(Shield Input) Kellam - Kellam appears behind Donnel and smiles gently. He places his own spear on the ground in front of himself and throws out advice quietly. “ Donnel… just make sure you hold your ground, okay? Don’t let people push you around…” Kellam then disappears. Donnel takes .7 times the normal damage he would during this phase, which lasts for four seconds before ending.
(Down Input) Sully - Sully appears behind Donnel, unmounted but wielding her lance still. Placing the lance over her shoulder, she closes her eyes and gives a quick salute with her free hand. “Hey, kid, don’t feel bad. Sometime you’ll be tough as me, I promise!” After her disappearance, Donnel loses all knockback from opponent’s attacks for four seconds. However, this is not true super armor, as he can still suffer from flinching.
(Left/Right Input) Panne - Panne appears in her human form behind Donnel, striking an athletic pose. She calls out to Donnel with her advice: “Young one, I am a survivor because I ran fast. I suggest you do the same.” With her solemn message, the taguel disappears. Donnel has his speed increased by 30% for the following four seconds.
(Up Input) Sumia - Sumia appears behind Donnel, unmounted similar to Sully’s appearance. She lifts her hands to her mouth, cupping them like a megaphone. She shouts out to Donnel with a friendly tone: “Falling down can hurt, but take it from a Pegasus Knight! Being in the air is the best feeling!” For the next four seconds, after Sumia’s disappearance, Donnel’s jump and double jump height is increased by 30%.
(Taunt Input) Virion - Virion appears behind Donnel with his bow in his hand. Virion bows at the waist a little bit and holds his hands up, lecturing Donnel on how he succeeds. “My fine boy, the best way to win a fight is simply by being the best at everything!” The aristocratic archer then vanishes, leaving Donnel with a four second long buff. This buff causes Donnel to deal more damage and knockback at 1.15 times the normal amount. Donnel also will take only .85 times the damage he normally would, and the knockback from attacks he takes is halved. Donnel’s speed and jumps are also increased by 15%.
Neutral Special Custom 2 - Forge (0%)
Donnel takes a knee and places his spear on the ground. He then takes out a small hammer, pounding the spearhead of his weapon. This process takes two seconds to finish, and afterwards Donnel stands back up, his weapon new and shinier. When this custom is selected, Donnel’s spearhead starts blue, representing the Copper Lance from Awakening. Forging Donnel’s spear will change it from Copper to Iron to Steel to Silver in that order. Each forging of the weapon increases the power of Donnel’s spear-based attacks by a factor of 1.2 times each, stacking so that Donnel’s silver spear deals 1.6 times as much damage than normal. Should Donnel be KO’d, however, his spear is reset back to bronze, forcing him to reforge the weapon if he wants to use it properly. Donnel gains no super-armor or resistance while he forges his weapon, and he cannot cancel the move once he has started, meaning if he is careless opponents will punish him for it.
Side Special - Reeking Box (5%)
Donnel pulls out a small, black box, which appears to be made of wood. After he pulls it out, he holds it as if it were a regular throwing item, allowing him to fight while holding it. This item is a Reeking Box, a tool in Fire Emblem Awakening used for summoning the demon-like Risen to the map. When this Reeking Box is thrown, it will damage opponents struck by it for 5% and a little bit of hitstun. This is not the main function of the Reeking Box, of course, as when it is thrown and it hits the ground, a purple aromatic cloud is emitted from it. After about half a second, a randomly selected Risen appears at the site of of the box. After the box has been activated, both Donnel and the opponents are capable of picking it up and throwing it again, until the Risen has appeared. The Risen will actively attack the nearest player, including Donnel, and they essentially act as a CPU player with a difficulty of 5. The Risen have set health, which varies from unit to unit, and most of them can also be defeated by knocking them off stage. Only one Risen can be on the stage at any one time, and another Reeking Box cannot be used until seven seconds after the last Risen has been defeated. Why should Donnel want to summon the Risen? In addition to the Risen attacking opponents, should Donnel himself defeat a Risen it is considered a KO, and as such levels Donnel up upon defeating them. The different Risen, their health, and their behavior and abilities are described below. The number in the parentheses is the health each unit has.Fighter Risen (25%)
Archer Risen (15%)
Knight Risen (30%)
Swordmaster Risen (15%)
Side Special Custom 1 - Sacred Box (5%)
Donnel pulls out a small green box, similar to the Reeking Box from the normal variant of this move. Similarly, Donnel can hold the box until he wants to use it, and will act with similar properties as the Reeking Box. However, upon hitting the ground the Sacred Box will instead release a small cloud of fog. After about half a second, a random monster appears from Fire Emblem: Sacred Stones from the fog. Unlike the Risen, these monsters will only attack opponents, actively chasing them down to deal damage. Donnel can still defeat the monsters, should he like, but defeating them will not give Donnel a level, unlike the Reeking Box. Also similar to the Reeking Box, the Sacred Box has a cooldown of seven seconds before it can be used again. Unlike the Risen, the monsters take no knockback from attacks and can only be killed by depleting their health. The monsters that can be summoned are listed below, along with their descriptions.
These monsters take the form as floating eyeballs, and are the most common monsters, appearing 50% of the time. The Mogall is somewhat weak, but will levitate and follow the nearest opponent, though at a distance to avoid being hit. The Mogall shoots blue beams of energy out of its pupil, and these beams deal 10% damage each time they hit, with little knockback. While not overly threatening, the Mogall can be annoying if left unattended.
Gargoyle (25%)
A winged stone monster, the gargoyle is equipped with a lance and will appear 25% of the time a Sacred Box is used. The gargoyle will pursue the closest opponent and attempt to stab them with its lance, which will do 12% and little knockback, similar to the Knight Arisen. However, the gargoyle is extremely mobile, which can be annoying for opponents.
Tarvos (25%)
Tarvos is a large centaur who wields a massive axe and appears from a Sacred Box 12.5% of the time it’s used. The centaur gallops towards the nearest opponent with great speed, though it will not jump anywhere. The centaur attacks by swinging its large axe with one hand downward in a 90 degree arc in front of itself. The axe deals 15% damage to all opponents who are hit, and the opponents are launched outward and can be KO’d at 120% and above.
Bael (15%)
This spider-like monster appears 12.5% of the time a Sacred Box is used. The Bael crawls along the platform it was summoned on at a high speed, and will crawl along walls and ceilings to reach opponents as well. Should the Bael encounter an enemy, it can perform two attacks. The first one involves stabbing forward with its front four legs, which deals 10% damage to opponents and excellent knockback, able to KO at 130%. The second attack has Bael lunge forward with its fangs. This does a measly 5% damage should it hit, but opponents hit by it are ‘poisoned’, enveloped in a dark cloud as if hit by an attack from Ganondorf. The opponent then takes 5% damage per second for three seconds, after which they are cured.Side Special Custom 2 - Rift Door (0%)
Donnel pulls out a small blue circle, divided into two halves with the appearance of a door. Donnel instantly throws the blue circle in front of himself onto the ground two Battlefield platforms in front of himself. This circle does no damage to opponents, and can’t be stopped on its way to the ground. Once the circle has landed on the ground, the two halves of it swing open like doors, and a bright light extends out of the door ‘frame’. A weapon, one of the legendary weapons from Fire Emblem, rises out of the circle, similar to how the Golden Hammer appears. Once the item has fully appeared, the door disappears and another cannot be placed until ten seconds after the last item spawned has disappeared. The summoned weapon can be used by any character who picks it up, not just Donnel, so he must be careful not to arm the opponent with a good weapon. The weapons are described below, and each one has an equal chance of appearing.
Reinfleche - This legendary bow fires lightning fast arrows that deal 7% damage to opponents they hit. Additionally, these arrows produce a windbox behind themselves, which push opponents away who evade being struck. The bow can fire ten arrows before it is fully used up.
Regal Blade - This legendary blade is incredibly heavy due to its massive size, and is a struggle to attack with. Using the sword causes the wielder to swing it two handed horizontally in front of them. Opponents who do end up being struck by the blade take 15% damage and a good chunk of knockback, able to KO opponents at 120%.
Rex Hasta - A legendary lance, the Rex Hasta allows its wielder to lunge forward and strike from a good distance away. The lance deals 13% damage to opponents and has an additional sweetspot at the very tip of the lance. Opponents struck by this sweetspot are frozen for a moment thanks to an ice effect on the lance.
Luce - A legendary piece of light magic, Luce takes form as a staff. When a character uses the staff, they point it forward and a bright sphere appears at the tip of the staff. The sphere grows for about half a second as it charges. Opponents who touch the charging orb take 4% damage per hit, and are hit three times a second. Once the orb has finished charging, the wielder points the staff in the air and a brilliant aura surrounds it. This aura has a radius of one Battlefield Platform and, in addition to dealing 13% damage to opponents who are struck, push opponents backwards with a windbox. The staff can only be used once before it loses use.
Reinfleche - This legendary bow fires lightning fast arrows that deal 7% damage to opponents they hit. Additionally, these arrows produce a windbox behind themselves, which push opponents away who evade being struck. The bow can fire ten arrows before it is fully used up.
Regal Blade - This legendary blade is incredibly heavy due to its massive size, and is a struggle to attack with. Using the sword causes the wielder to swing it two handed horizontally in front of them. Opponents who do end up being struck by the blade take 15% damage and a good chunk of knockback, able to KO opponents at 120%.
Rex Hasta - A legendary lance, the Rex Hasta allows its wielder to lunge forward and strike from a good distance away. The lance deals 13% damage to opponents and has an additional sweetspot at the very tip of the lance. Opponents struck by this sweetspot are frozen for a moment thanks to an ice effect on the lance.
Luce - A legendary piece of light magic, Luce takes form as a staff. When a character uses the staff, they point it forward and a bright sphere appears at the tip of the staff. The sphere grows for about half a second as it charges. Opponents who touch the charging orb take 4% damage per hit, and are hit three times a second. Once the orb has finished charging, the wielder points the staff in the air and a brilliant aura surrounds it. This aura has a radius of one Battlefield Platform and, in addition to dealing 13% damage to opponents who are struck, push opponents backwards with a windbox. The staff can only be used once before it loses use.
Up Special - Javelin (11%)
When used on the ground, Donnel pulls out a javelin with his free hand, as seen in its Awakening appearance. Donnel lunges forward with one foot and pulls the javelin back, preparing his throw. During this state, by pressing the up and down inputs, Donnel will move the javelin up and down, preparing the trajectory of the javelin anywhere in a 45 degree arc from the starting position of the javelin. Once the move is released, Donnel leans forward and hurls the javelin forward, causing it to soar through the air. Opponents struck by the javelin take 11% damage and are knocked away weakly. Instead of the attack ending, however, the javelin will continue until it hits a platform or wall, or it flies off screen. This allows the javelin to damage multiple opponents with one input, though the javelin is unaffected by Donnel’s buffs. This move, when grounded, is useful for Donnel at lower levels, as it allows him to rack up damage to line up a KO. Naturally, this move is also useful for hitting opponents who are more distant.In the air, Donnel leaps upwards at an angle, holding a javelin in one hand above himself. This jump takes Donnel upward two Battlefield Platforms high, but only half a Stage Builder Block horizontally. The height of this move is unaffected by any of Donnel’s buffs. Opponents who are hit are launched upwards, KOing around 170%, and take 11% damage. Once Donnel reaches the peak of his jump, he pulls his javelin-wielding arm back past his head. He then throws the javelin downwards at a nearly 45 degree angle, after which the javelin will act like it had been thrown from the ground. Donnel then enters his special fall.
Up Special Custom 1 - Short Spear (8%)
This custom replaces Donnel’s javelin with a short spear. This short spear, in addition to being visually different, will travel farther than a javelin due to its lighter weight. This allows Donnel to strike from an even farther distance with this move, though the spear does less damage than the javelin, losing 3% of the potential damage this input can do. Additionally, when Donnel uses the short spear in the air, he travels an extra Battlefield platform upwards, increasing the recovery abilities of Donnel. Like with the javelin, the short spear will pass through foes it hits, and is unaffected by any of Donnel’s buffs.
Up Special Custom 2 - Glass Lance (15%)
Another custom to replace Donnel’s javelin, this gives Donnel the powerful, but fragile, glass lance. This lance is larger than either the javelin or short spear, and so it naturally takes slightly more time to take out, aim and throw. The javelin also travels less distance due to its unwieldy weight. However, the increased size and sharpness causes the lance to deal more damage, 15%, and will travel much faster through the air. This lance will KO at 150% and above. When used in the air, Donnel’s recovery isn’t affected, still traveling two Battlefield Platforms upwards. However, when thrown from the air, the lance deals 18% damage to opponents and will KO at 130% with a good deal of horizontal knockback. However, this lance, due to being glass, is fragile, and will break upon hitting an opponent, taking away the multiple hits the javelin and short spear have. This move is not affected by Donnel’s buffs.
Down Special - Vulnerary (21%)
Donnel reaches into his tunic and pulls out a clear glass bottle with a blue fluid inside. Donnel struggles with the cap for a moment before it pops off and falls to the ground. Donnel then lifts the bottle to his mouth and tilts it. Bottoms up! The bottle takes a whole second and a half for Donnel to drink fully, and should the move go uninterrupted, will heal him for 21% of his damage. However, this move doesn’t heal Donnel’s health all at once; every half a second, Donnel will recover 7% of his health as he takes three gulps from the vulnerary. Once Donnel has finished drinking the vulnerary, he throws the bottle aside and returns to his battle stance. This move has a cooldown of ten seconds, whether or not the move was completed, and Donnel can be punished for attempting to use one haphazardly. If Donnel uses this move and performs a dodge or roll, he will cancel the attack but keep the vulnerary in his hand, allowing him to use the vulnerary at any point without the starting animation. He can cancel at any point while drinking the vulnerary, too, allowing him to heal a bit and store the rest for later. This move is crucial for Donnel’s survival at all levels, thanks to his low weight which allows him to be KO’d early on. However, careless use of the vulnerary is highly punishable, so it is best used sparingly.Down Special Custom 1 - Elixir (0%)
Donnel pulls out a glass bottle, similar to his vulnerary, but inside there is an red-orange fluid instead of a blue one. The starting animation for the elixir is the same as the vulnerary, and after Donnel has successfully removed the cap he begins to drink the elixir. Instead of healing Donnel, drinking an elixir will end the cooldown on his neutral and side special moves, allowing him to use them as soon as the elixir has been finished. The elixir takes .7 seconds to drink, and only works if the move is finished, unlike the vulnerary. The elixir cannot be stored by canceling either, although it is possible to cancel out of the move. The elixir also has a ten second cooldown time, which is not reduced by using an elixir, of course. This option is useful for players who utilize Donnel’s buffing moves a lot, as it allows more uses of said buffs.
Down Special Custom 2 - Holy Water (7%)
Donnel pulls out an elaborate glass bottle from his tunic and pops the cork off. Once the bottle is opened, Donnel hurls the bottle forward, underhanded, about half a Battlefield Platform in front of himself. Opponents struck by the bottle take 5% damage and a bit of hitstun. Once the bottle hits an opponent or surface, it breaks open which creates a small burst of pure holy water. This water does 7% damage to any opponent it touches, and will create a small puddle of water on the ground. This puddle won’t damage opponents, but it will greatly lower their traction. The puddle disappears after five seconds, after which Donnel must wait five more seconds to use another holy water. The big use of this move is the bonus it has on the Risen and monsters that Donnel can spawn, as the holy water will do double damage (14%) on them or any undead / dark characters (Like Ganondorf). Additionally, Donnel’s summoned enemies will take damage from stepping in the puddle, also at 14%. This is useful for players who enjoy using Donnel’s summons to level up.
Jab - Punctuate (2%, 1%, 1%)
Forward Tilt - Shishke-Breaker (8%)
Donnel, having no formal training, learned his moves from his teammates and, undoubtedly, by studying his competition. This leads Donnel to examine the fighting styles of Marth, and the villager attempts to perform the prince’s Shield Breaker. Donnel grabs his spear and places one foot forward, thrusting his weapon straight ahead. Opponents struck by the spear take 8% damage and take some horizontal knockback, which begins to KO at 190%. Like many of Donnel’s moves, at lower levels this move takes a bit of time to hit, but it can become lethal at higher levels, KOing at 95% when Donnel’s level is capped. While visually similar to Marth’s Shield Breaker, this move does not have any special impact on shields whatsoever.Up Tilt - From Pitchfork to Spear (9%)
Donnel relies heavily on his farm experience for many of his moves, treating his spear like various farm equipment. When Donnel uses this move, he grabs his spear with both hands and points it upwards, wielding it more similar to a pitchfork than a spear. Donnel shoves his spear straight upwards, holding it upright in the air for a moment before pulling the spear back. Opponents who are struck by the spear take 9% damage and vertical knockback, which KOs at 160%. Of course, this move gains use through experience, and at level 6 deals 18% damage and KOs at 80%.Down Tilt - Shoveling Strike (6%)
Donnel grabs his spear with both hands and thrusts it towards the ground in front of him. Opponents on the ground who are struck by the spear take 6% damage and are also ‘tripped’, being knocked prone. If an opponent is airborne (such as off of a ledge), they are weakly meteor smashed when struck, still taking 6% damage. Donnel can choose to use this opportunity to hit the opponent with a stronger attack, such as a smash move, or to run away and give himself a buff. Should the input be pressed immediately after Donnel stabs the ground, he will take the spear and lift it up, as if it were a shovel being used to dig a hole. Opponents who are hit by the upward spear also take 6% damage, and take vertical knockback that is capable of KOing at 180%. This move is useful for disrupting opponents, which opens frames of opportunity for Donnel at low levels who needs all the time he can get.Dash - Wild Hog Tackle (10%)
As Donnel dashes forward, he holds his spear away from himself. Donnel then turns around slightly and aims his shoulder in the direction he is running. Donnel then jumps forward shoulder first, traveling almost a whole Battlefield Platform of distance before landing and returning to battle. Opponents struck by this move take 10% damage and good knockback, capable of KOing at 145%. While this move seems simple, it is extremely important for Donnel at low levels, as it is unaffected by Aptitude and actually allows Donnel to score many of his early game KOs thanks to its comparatively high knockback and damage. Forward Smash - Critical Hit (10%)
Up Smash - Figure Eight Strike (6%, 9%)
Donnel grabs his spear with both hands and points the dull end of the spear upwards. This is the charging animation for the attack, and when released Donnel flips the spear so the spearhead is facing outwards. Donnel then creates a figure eight shape in the air above himself using the spear. Opponents struck by the figure eight take 6% damage and negligible knockback, regardless of the charge of the attack. Once the figure eight formation of the attack is finished, Donnel thrusts his lance straight upwards, dealing between 9% damage and 14% damage, as well as vertical knockback capable of KOing at 170%. This smash move is more useful at lower levels, interestingly enough, as the long lasting hitbox and somewhat wide range ensures more hits with the move.Down Smash - The Churning Sea of War (4%)
Donnel takes his spear in both hands, pointing it at the ground as if it was the handle of a butter churn. Donnel lifts the spear up away from the ground as he charges this attack. Once released, Donnel vigorously stabs the spear into the ground, again, in a butter churning motion. Opponents struck by the move take 4% damage per hit regardless of charge and a little hitstun. Donnel will stab downward between four and eight times, depending on charge, allowing it to theoretically deal 32% damage at level one. However, opponents are pushed out of the move to prevent this, and most opponents will take between 8% and 12% damage. However, this move is useful for pressuring opponents away from himself, as he can hit multiple opponents for fairly good damage, especially at higher levels.Neutral Aerial - Can’t Handle This (6%)
Forward Aerial - Polearm Power Poke (9%)
Donnel holds his spear with both hands towards the back end of the weapon. Donnel then thrusts the spear forward, which pushes Donnel backwards a short bit. Opponents who are struck by the head of the spear take 9% damage and diagonal knockback. This move is capable of KOing opponents at 155% at level 1, but has some startup lag, like his other moves, and even more ending lag should this attack miss an opponent. One of the main uses of this move is to space opponents from Donnel, similar to his neutral aerial, as opponents are pushed to the end of the spear while Donnel is pushed away from the spearhead. This move is also an excellent follow up to the neutral aerial, as the extra distance between Donnel and the opponent can mitigate the lag he has to deal with at low levels.Up Aerial - Use Your Head (6%, 10%)
Donnel grabs his spear with both hands, pointed downward similar to his Down Smash. Donnel pushes his spear downward a bit, using it to lift himself upwards relatively fast, turning his helmeted head into a hit box. Opponents who are struck by Donnel’s pot take 10% damage at all levels, and are knocked upwards a bit, which only starts to KO at 165%. However, what makes this move special is the second hitbox of the attack, the downward facing head of the spear. It is a small, non-moving hitbox, but should an opponent be hit by it they take 6% damage and are meteor smashed down. This twin hitbox aerial has several potential uses, which helps make this one of Donnel’s best aerials early on. Back Aerial - Ride ‘em Cowboy! (9%)
Donnel grabs his spear with one hand and slides it between his legs, the spearhead facing behind himself. Donnel lifts his other hand in the air, shouting ‘Yee-haw!’ Donnel then kicks off the air, moving himself forward a third of a Battlefield Platform forwards. Opponents who are struck by the spearhead take 9% damage and are weakly meteor smashed, not enough to make this move typically lethal. However, at higher levels, in addition to dealing more damage this meteor smash is stronger, and, combined with the forward movement the attack provides, allows Donnel to effectively edge guard. This move is also, like most of his aerials, is good for spacing himself away from opponents.Down Aerial - Sweep the Competition (4%)
Donnel takes his spear with both hands and points it downwards, similar to the Up Aerial and Down Smash, as Donnel turns to face the camera. Donnel then swings the spear to the left, then to the right, and back to the left before the attack ends, as if sweeping a floor with a broom. Opponents struck by the side of the spear take 4% damage per hit and are pushed in the direction of the spear. Opponents who are struck by the tip of the spear, however, are weakly meteor smashed and take the 4% damage. Donnel can slightly alter his movement during this attack left or right, allowing him to chase opponents down or escape from them. This move is another good move for both damage racking and creating space between Donnel and the opponent, two things that Donnel needs at low levels.Grab - Farmer’s Hold (0%)
Pummel - Wring Out (3%)
Donnel flexes his arms, forcing his arms to tighten. This crushes the opponent, who takes 3% damage each time they are crushed. This pummel is a bit slower than some others, which prevents rapid usage of it, but the good damage at all levels makes this a good move for helping to level up Donnel.Forward Throw - Timber! (11%)
Donnel holds the opponent in his grapple and allows himself to fall forward. The opponent then hits the ground, taking 11% damage, but are still in Donnel’s grapple. Donnel then lands on the opponent, launching them diagonally and is capable of KOing at 155%. Should Donnel press the backwards input before landing, however, he will brace himself and lift him and the opponent back up into Donnel’s grab once more. This allows Donnel to make the most of his grab and throws, and opponents who find themselves grabbed by Donnel should do their best to struggle no matter what due to his ability to return to the grab. The grab’s escape rate is not reset if Donnel chooses to do this; however, since the opponent takes damage from the throw, it does take a bit longer to escape from the grab.Up Throw - Hay Bale Hurl (10%)
Donnel lets the opponent out of his grip and quickly grabs their hands. Donnel then begins to spin the opponent around in a circle, visually similar to Mario’s back and forward throw. During this spinning animation, the opponent takes 10% damage. If left alone, Donnel hurls the opponent up into the air above him, which is capable of KOing the opponent at 140% and above. If Donnel presses down before hurling the opponent, however, he performs his throw cancel and grapples the opponent once more. This is Donnel’s best KO throw, however, so it is less in his interest to cancel this throw.Back Throw - Skullcracker (14%)
Donnel holds the opponent tight and lifts them up higher. Donnel then bends over backwards in a single sudden movement, bringing the opponent’s head into the ground. The opponent then takes 14% damage, and are left prone for a moment, rather than taking any knockback. By pressing forward, of course, this throw can also be canceled back into Donnel’s grab. Due to the high damage output and lack of knockback, this throw is the best one to cancel out of into another throw, as it doesn’t add much to KOing opponents, but can help aid a second throw in KOing the foe.Down Throw - Back Breaker Rebound (10%)
Donnel lifts the opponent up horizontally, aligning them with the Z axis. Donnel takes a step out and kneels before dropping the opponent onto his knee, ‘breaking’ their back. The opponent takes 10% damage and, for a split second, the opponent remains on Donnel’s knee. However, the opponent’s back snaps back, and the motion of this causes them to fly upwards at high speed. This move begins to KO at 155%, and can be useful for ending or starting a throw combo, as it can, like the other throws, be canceled by pressing up to put the opponent back in the hold.Pair Up, AKA Babysitting
PLAYSTYLE
(Forgot to make a header...)
Donnel’s playstyle is easy to visualize but hard to pull off; keep Donnel alive and safe until he reaches higher levels, and then reak havoc on the opponents. Donnel’s moveset has multiple ways to support this playstyle, from buffing himself to leveling off of the Arisen to the spacing moves that keep Donnel away from opponents. Early on, Donnel should rely on his dash attack and throws to deal damage reliably; these moves start off good compared to the rest of Donnel’s moveset, but are not affected by Aptitude buffs and so lose their use later on. Donnel should not rely on heavy offensive, however, as his grab and dash attack are both punishable, and at early levels many of his attacks leave him open to counterattacks. Until Donnel levels up, he should play defensive and evasive, trying to keep himself healthy long enough to get the strength he needs to fight back. Rally Defense and Resistance are both important to utilize for keeping Donnel alive, and his Vulnerary allows him to recover should he find himself in trouble. His aerials, while not particularly good for aerials, are excellent for pushing opponents away from himself. Once Donnel reaches higher levels, his Rally becomes less useful, and his dash attack loses usage. Rather, Donnel should use his smash moves which can reach incredibly powerful levels at high levels. It is still important for Donnel to keep himself healthy and safe even at max level, and so his Vulnerary will see much use throughout the match. Donnel can’t take hits well no matter what his level, so don’t let the power go to your head. Characters with projectiles make a good counter for Donnel, whose only defense from long distance attacks is his Javelin attack. Additionally, heavier characters and high priority moves can make things difficult for Donnel, as even when he gets stronger he can be overpowered and sent flying. Donnel is a difficult character to use and master, but those who know how to play him are rewarded an incredibly strong character.(Forgot to make a header...)
Palutena - Yes, Pit, that’s the villager Donnel. He comes from a small farming village in the country of Ylisse.
Pit - He’s a farmer? He doesn’t look like a threat…
Viridi - Hey! Farming is a respectable profession! To be so in touch with nature… the muscular build of the farmer type…
Palutena - ...Anyways, Pit, he may be weak now, but he’s a quick learner, so don’t give him a chance to get stronger.
Pit - Beat him fast. Got it.
Viridi - And Pit, try not to hurt his face, pretty please?
Fighter Trophy
Donnel
(The trophy shows Donnel leaning on his spear nonchalantly with one hand on his hip, grin on his face)
Donnel is a young farmboy from a small village in Ylisse, where he spent his life working in his family’s fields. However, one fateful night bandits came to his village and raided the place, killing his father. Chrom and his shepherds showed up in the nick of time, and Donnel joined their forces. While Donnel starts out weak, having no combat experience, given enough time and experience, he becomes an incredibly good fighter.
2012 - Fire Emblem: Awakening (3DS)
Fighter Trophy (Alt.)
Donnel
(On the 3DS, the trophy shows Donnel with Ross’s colors holding a reeking box in his hand. On the Wii U, the trophy shows Donnel’s Amelia alternate costume performing the Rally animation)
One of Donnel’s trickiest moves his his Reeking Box. This item will summon a zombie-like Arisen to the stage who will attack any nearby characters, including Donnel! Donnel’s Rally attack is incredibly useful for the farmer, as it allows him to temporarily boost one of his stats.
2012 - Fire Emblem: Awakening (3DS)
Donnel
(On the 3DS, the trophy shows Donnel with Ross’s colors holding a reeking box in his hand. On the Wii U, the trophy shows Donnel’s Amelia alternate costume performing the Rally animation)
One of Donnel’s trickiest moves his his Reeking Box. This item will summon a zombie-like Arisen to the stage who will attack any nearby characters, including Donnel! Donnel’s Rally attack is incredibly useful for the farmer, as it allows him to temporarily boost one of his stats.
2012 - Fire Emblem: Awakening (3DS)
Final Smash Trophy
Pair Up, AKA Babysitting
(The trophy shows Chrom standing in front of Donnel, with his sword prepared to counter)
Since Donnel has no previous combat experience, he takes a lot of work to fit in with Chrom’s shepherds. As such, Donnel is often paired with a strong character, like Chrom or Frederick, who keep the villager alive until he is strong enough to fight. In this Final Smash, Chrom will do his best to separate Donnel from any opponents with ferocity.
Pair Up, AKA Babysitting
(The trophy shows Chrom standing in front of Donnel, with his sword prepared to counter)
Since Donnel has no previous combat experience, he takes a lot of work to fit in with Chrom’s shepherds. As such, Donnel is often paired with a strong character, like Chrom or Frederick, who keep the villager alive until he is strong enough to fight. In this Final Smash, Chrom will do his best to separate Donnel from any opponents with ferocity.
Stage - Ylissan Border Town
Assist Trophy - Lissa
Chrom’s sister and a cleric, Lissa is the first healer the player gets in Fire Emblem: Awakening. When Lissa is summoned to the stage, she stands in place and holds her staff in the air. From the staff an aura emanates, which has multiple simultaneous effects. The aura has a radius of a Battlefield Platform, and the summoner and their allies in the aura are healed 20%. Any opponents on the ground are put to sleep for a second, and any opponents in the aura are warped outside the range of the staff. This aura lasts for two seconds before it dissipates, after which Lissa giggles and disappears. ---
Spent a decent chunk of time on this moveset, I hope it was worth it. I got pretty inspired with the specials, but I think my effort was misplaced, and I don't think the playstyle is as good or fun as Clawgrip's was. Regardless, it was fun to make, and I think it's a step in the right direction.