Characters / Fire Emblem

Character page for Fire Emblem series and the tropes that accordingly apply. Characters for specific games and game universes are on specific pages for that universe, and this page will only cover universal character tropes, archetypes, classes and recurring characters; for more detailed and complete character sheets, go to:

Every character page, including this one, is CHOCK FULL OF SPOILERS. You Have Been Warned.

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    General character tropes 
Fire Emblem tends to regularly feature recursive expies in the games' casts, so some character tropes arise in practically every game.
  • Action Girl: Pretty much any female who's not a White Mage, and even some of the white mages after they get promoted.
  • Anti-Villain: It's rare that every single enemy you slay obviously have it coming. Many are sympathetic characters who have their reasons for opposing you (see My Country, Right or Wrong and Honor Before Reason below).
  • Ambition Is Evil: There's usually someone that eventually opposes your group that fall under this trope. Most of them also tend to be used as pawns of the Big Bad.
  • Badass Adorable: Some of your units will turn out like this if you train them well, particularly the Magikarp Power ones.
  • Blood Knight: Many across the series. Some will be in your army, some will be fighting you.
  • Bodyguard Crush: If a person is hired/commanded to protect someone else, the lord/lady and bodyguard are extremely likely to fall in love.
  • Crutch Character: Jagen, considered the epitome of this in the context of FE, was once the Trope Namer, and among the fandom he sort of continues to name it - the "Jagen Archetype" is a Crutch Character who turns out to be utterly terrible as the game progresses, far outstripped by practically everyone else. Related is the "Oifey Archetype", named for Oifey from Genealogy of the Holy War, which refers to crutch characters who actually continue to be a useful unit throughout the rest of the game; this is the more common archetype these days.
  • Defector from Decadence: Plenty of high-ranking enemies tend to ditch their respectable positions and join your army when asked out of an inclination to do what's right. This also applies to members of bandits, pirates, and ruffians.
  • Disappeared Dad: If they are even alive, expect them to die five minutes in. Only two lords in the entire series have gotten to the end of their campaigns without their fathers dying: Roy and (technically) Lucina, and the latter had to go through hell and back to tear Chrom from the jaws of death.
  • Everything's Better with Spinning: Non-magical critical hit animations usually incorporate this in some way shape or form.
  • Everything's Better with Princesses: Often, they can actually fight.
  • Genius Bruiser: The huge guys in armor or with the axe? They'll often be much smarter than you'd think.
  • Gonk: Numerous bosses, including a running gag of having Those Two Bad Guys be identical gonk cloudcuckoolanders. As if to compensate and seem vaguely fair, they'll throw one or two gonks in as a recruitable characters. Interestingly enough, most are Axe classes.
  • Heroic Lineage: Almost every lord, as well as a few minor characters.
  • Honor Before Reason: A common motivation for antagonists who are not villainous.
  • Lady of War: Around half of the playable female characters.
  • Launcher of a Thousand Ships: Often an In-universe example, as the main lord can usually be paired with any of a number of partners. The exceptions are Sigurd, Marth, and Alm.
  • Love Makes You Evil: If someone has bad luck in love, s/he might change for the worse and Face–Heel Turn.
  • Magikarp Power: Among fans, this is referred to as the Est Archetype, which are something of a logical inversion of the Jagen Archetype: they will show up in the last quarter of the game, often the last character before the Eleventh Hour Superpower, will be of an incredibly low level (often Level 5 unpromoted), often will be quite squishy with no defense, and accordingly are incredibly difficult to level up and promote; if they are levelled and promoted, though, bodies start falling.
  • Mutually Exclusive Party Members: The Arran and Samson archetype, where recruiting one character locks another out of the player's grasp. A variant of this archetype involves fulfilling certain requirements instead, which locks out one character or a group of characters out of the player's grasp, but allows another character or a group to be recruitable instead, typically used when you have a choice of two different paths that lead to the same end. The characters of this archetype typically varies in stats and class, but tend to be counterparts and/or Foils to one another. They may also overlap with other archetypes (and both the Arran and Samson might even be of the same archetype, in which case your choice is typically based on preference for one character over the other).
  • My Country, Right or Wrong: Many of your foes will stand by their kingdom's values, even if their superiors have evil ulterior motives.
  • Missing Mom: The lord's mom often won't even be mentioned. Eliwood is the only protagonist to have his mom alive in the beginning of the game, not counting Deirdre, who was around for the entire first half of the game before Seliph was born. If you count Lucina as a main protagonist, her mom survives too.
  • Reincarnation: Fire Emblem Fates offers this as an explanation as to why certain characters seem so similar across games.
  • Savvy Guy, Energetic Girl: Although some are Fan Preferred Couples, there are a few that are canon or at least possible in the specific game.
  • Worthy Opponent: Some enemies will commend your fighting prowess after they're defeated.

    Archetype tropes 
Somewhere between General Character Tropes and Class related tropes, the series is known for recurring archetypical characters that serve the same role either in gameplay, story or both. More explanation and archetypes can be found here.

The Lord

There is always at least one Lord (FE 8 had two, and FE 7 had three). They are generally young, humble, nobles who are natural born leaders despite their lack of experience, lose at least one (if not both) parental/mentor figures, and grow into universally revered and powerful warriors and rulers in their place. As the main character, dying in battle causes an instant Game Over. They count as their own class, so tropes are listed in the class section.

The Jagen/Jeigan

A Crutch Character granted early in the game. Known for being either high level or second tier when the game begins but having average to poor stat growths. Relying on this character too much can hurt the team in the long run as they steal the majority of EXP if they're on the front lines. Generally an older mentor figure and body guard to the Lord, almost always of the Paladin Class. The typical excuse for a Pure Jagen's poor potential is usually advanced age or sickness.

After essentially having been phased out for the Oifey archetype (only returning in the remakes of FE1 and 3 through the original Jagen and his first successor respectively), the original Jagen archetype made a comeback in Fire Emblem Fates through the Great Knight Gunter.

Playable characters of this archetype: Jagen, Arran; Eyvel, Dagdar; Marcus; Gunter

  • Blade on a Stick: The Paladin Jagen typically has this as their Weapon of Choice. Silver Lance, in particular, is arguably the signature weapon of the Jagen Archetype.
  • Badass Grandpa: Surprisingly, only 2 of them (out of 5) are these.
  • Cool Horse: Almost all Jagens are Paladins.
  • Crutch Character: THE Epitome of it in the Fire Emblem series. They are quite useful in the early game, but are generally underpowered starting from mid-game and have some of the lowest stat growths period. Nevertheless its not uncommon for them to still have their uses lategame.
  • Disc One Nuke: Starts able to flatten run of the mill enemy units, and usually can take the early bosses without breaking a sweat. The end result is... less than optimal. Funnily enough, due to this status, a Jagen tends to not be the considered the worst unit in the game they appear in, compared to the ones that aren't worth using at any point.
    • Stone Wall: A common tactic with these characters is to remove all their weapons and send them out to lure enemy units into attacking them, as their defense and/or speed is often enough to No Sell any attacks in the early chapters and enemies tend to prioritize attacking units that can't strike back.

The Oifey

A specific type of Jagen that generally fulfills the same tropes but continues to be useful from a gameplay perspective. They are still older than the rest of the starting party but not typically by as much, and their stat growths are much more viable. They are also more likely to have a Bodyguard Crush if they are the opposite sex of the Lord.

From Blazing Sword and onwards, they essentially replaced the Jagen archetype. Oifeys would continue to be a staple of Fire Emblem games (with the remakes of the original Fire Emblem and the third game being the exception) until Fates finally reintroduced the Jagen archetype through Gunther.

Playable characters of this archetype: Oifey; Marcus; Seth; Titania, Sothe; Frederick

  • Blade on a Stick: Being pretty much a Jagen, the Paladin class Oifeys typically has Silver Lance as their starting weapon. Oifey himself is an exception to this rule, by not having any kind of Silver weapons and specializing in Swords over Lances.
  • Body Guard Crush: Usually towards their lord. Seth to Eirika, Titania to Greil, Sothe to Micaiah. Played for Laughs between Frederick and Chrom.
  • Cool Horse: Almost all of them are a promoted horse class like the Jagens.
  • Crutch Character: Unlike the Jagens, though, these guys will typically remain a viable unit for the majority of the game, and maybe even well into the endgame, though Frederick is generally considered much weaker.
  • Disc One Nuke: Like Jagens, they start as this. Unlike Jagens, the end result is much better.


The antithesis of the Jagen, a character that joins the group late in the game at an extremely low level, and is difficult to level up due to his or her low bases at the time they're recruited. However, if trained, the character usually turns out to be one of the most powerful unit(s) in the game. After FE3, most Ests tend towards being magic users, though the original Est was a physical unit.

It should be noted that most Ests usually lack one or two decent stat(s), generally hp and defense. They also tend to have lower availability rates than most other characters.

Since Radiant Dawn, there has been no new characters of this archetype. Instead, their usual role as the Magikarp Power unit has been replaced by a character using the game's equivalent to the Trainee class in both of the recent installations in the series.

Playable characters of this archetype: Est; Tailto, Corpul/Sharlow, Miranda; Nino; Ewan; Elincia, Pelleas, Kurthnaga

  • Badass Adorable: A good part of them fits the "Adorable" part, while the "Badass" part is gained by training them.
  • Magikarp Power: Defines this within the Fire Emblem series. However, they're not exactly a Game Breaker due to the massive amount of babying you usually need to do before you can reap the rewards.
  • Late Character Syndrome: Despite their potential, they tend to come rather late, and at such a low level that it's almost not worth it to train them.
  • Pint-Sized Powerhouse: If not slender adults, Est characters are often children or small enough to pass as them. This actually can be a gameplay handicap, as a low Constitution (or Strength in some games) limits their ability to use heavier weapons.
  • The Load: If you're not willing to invest the effort to train them, they might as well not be there.
  • Squishy Wizard: Even if their growths are impressive overall, most tend to have mediocre HP or defense and low stat caps besides.

Cain and Abel

A Red Oni, Blue Oni pair of characters that join early in the game and are sworn to the main Lord. Almost always of the Cavalier/Social Knight Class, but always in a variant if not, up until Fire Emblem Fates. The duo tends to pair off in three ways. Personality, Stats and Color. The original Cain generally is more relaxed or detached, while Abel is more serious or hotblooded. The original Cain started with higher strength and luck, but later grew mostly speed and skill, while the original Abel had high base speed and skill, but later grew mostly HP. The original Cain was red, and Abel was Green. Their successors mix and match these facets, but all three are typically intact.

Fire Emblem Fates broke the tradition of the Cain and Abel archetype being in the Cavalier class or it's variants: Kaze and Saizo are Ninjas instead, the Ninja class being the counterpart to the thief in terms of gameplay.

Playable characters of this archetype: Cain and Abel, Ruke and Rody; Alec and Noish, Alva and Kain; Alan and Lance, Kent and Sain; Kyle and Forde; Oscar and Kieran; Stahl and Sully; Kaze and Saizo

  • Blade on a Stick/Cool Sword: One tends to specialize in Lances, the other in Swords. Some games allow one to specialize in Axes as well. Kaze and Saizou are exceptions, as they both specialize in Hidden Weapons, essential knives/daggers.
  • Cool Horse: Are always of the Cavalier class. With the exception of Fates' Kaze and Saizou who are of the Ninja class (which itself is a counterpart to the Thief class).
  • Foil: Almost always of clashing personalities, which gets brought up (or even emphasized) in support conversations.
  • Lightning Bruiser: For the most part, they are durable, strong, fast, and mobile with weaknesses that might as well not exist.
  • Red Oni, Blue Oni: Usually one is intense and the other is calm, or one takes their knightly duties seriously and the other pursues other interests or hobbies.
  • Those Two Guys: They generally act like this.


The first Armor Knight. They serve as an early game Mighty Glacier and Stone Wall for your weaker units, but are hindered by poor mobility. Usually characterized by their loyalty and humble nature despite their imposing strength. Even if they are in service to nobles, they are typically from rural or lower class backgrounds.

Playable characters of this archetype: Draug; Arden, Dalsin; Bors, Oswin; Gilliam; Brom, Meg; Kellam; Effie

  • The Big Guy: Of your early game lineup.
  • Gentle Giant: They are all humble or stoic, but no one is unfriendly when approached. Kellam takes this to its logical extreme by being outright ignored, and sometimes even invisible to friends.
  • Stone Wall: Their biggest claim to fame is their high defense, making them ideal for making chokepoints to protect weaker units.
  • Super Strength: They are known as great soldiers, if not capable of superhuman feats of power.


The early archer. Usually the youngest recruit of your starting army or a villager who decides to help out. They lack war experience but are good with a bow, optimistic, and eager to join the cause. They tend to be pretty good hunters too. This unit is used to ease players into the adventure, to understand ranged vs. direct attacks. As such they are the antithesis of the Draug, and often need to be defended by other units until they're fast enough to dodge.

Playable characters of this archetype: Gordin, Paison, Raein; Wolt, Wil and Rebecca; Neimi; Rolf, Leonardo; Virionnote ; Kiraginote 

  • Glass Cannon: They can't defend direct attacks, but are useful for picking off enemies with proper training.
  • Scratch Damage: When first recruited they'll only be doing a little damage. You can use them to weaken units for your other fighters to swoop in for the kill, or have them pick off the last sliver from an already ailing opponent.
  • Tag Along Kid: Usually the youngest of the early game roster.


The early game healer. She's usually a young a pure-hearted girl who needs to be rescued from a tight situation. She tends to be a good friend, assignment, or morality chain for another character. Like Gordin, she's used to ease players into the healing mechanic as the first medic, and needs to be defended until she can promote. At which time her high magic potential that have been used for healing, can also be used for powerful attack.

Playable characters of this archetype: Lena, Savor; Silk;Adean, Safy; Elen, Serra; Natasha; Rhys, Laura; Lissa; Sakura

  • Damsel in Distress: You usually meet them when their home is under attack, or when they're on the run from the enemy.
  • The Medic: Almost always the first healer you receive.
  • Morality Pet: There's usually at least one guy who is sweet towards her despite usually being more nonchalant.
  • The One Guy: Rhys is so far the only male that's ever been considered part of this archetype.
  • Proper Lady: They're always demure and polite, and even Rhys is like this even if he's a guy. Except Serra, who's instead loudmouthed and obnoxious to many (but still has a good heart).
  • White Mage: It takes a lot of effort to get her to level 10 to promote, or level 20 to get her maximum potential before attacking. But it's usually worth the wait.


The early thief. Mostly a young Gentleman Thief and a Lovable Rogue, these guys will be the go-to guy to teach how to lockpick things without the need of keys dropped by the enemy. For some reason, in the earlier games, they come along with a squishy companion, mostly those of the Lena archetype, considering the original Julian was the one who busted her out from captivity. Tends to be very squishy himself and not often used at all, they are nonetheless vital to your army, if you want to be well-stocked.

Playable characters of this archetype: Julian; Dew, Lifisnote , Chad, Matthew; Colm; Sothe, Gaius


The mid game healer, typically because she's been captured or otherwise sidelined. Like Lena she starts at a low level, which is even tougher because its later in the game, but can grow into a powerful unit. She often comes with more potent staves that Lena, or has unique advantages by being a different class. Starting from Thracia 776, this class is usually a troubadour or mounted healer instead of on foot, as there are no Troubadours in the Akaneia games and the first Troubadour, Ethlyn, has her story not fitting the others (she wasn't sidelined/captured, and joins earlier than the game's Lena (Adean)). Maria tends to focus on her family. Her siblings are usually playable.

Playable characters of this archetype: Maria, Yumina; Nanna, Tina; Clarine, Priscilla; Mist; Maribelle; Forrest

  • Sibling Team: Most have at least one brother or more siblings that are also recruitable.
  • Damsel in Distress: Almost all are held against their will at some point.
  • The One Guy: Forrest, though it might not be so visible at the start as he is into crossdressing.
  • Proper Lady: Tends to be a noble, or have secret noble lineage. Even Forrest acts like this
  • White Mage: Like Lena, she's primarily a medic.


The first mercenary, joins early to mid game. Has high stat growths, usually ending up well balanced or focused on strength, but may need to be recruited from the enemy side. They tend to be either mercenary leaders, or, in the case that there is no group of mercenaries involved, a mercenary who joins the player army on their own. The latter may need to be recruited from the enemy side. In the case of the former, the leaders are shown as heavily muscled men with scarred faces. Some of them vanish without a trace after the war is over.

Playable characters of this archetype: Ogma, Savor; Holyn, Felgus; Dieck, Raven; Gerik note ; Gregor note 

Bord and Cord

A duo of axe fighters that typically join together in service of a sword fighter, either the Lord or the Ogma. Similar to Cain and Abel, they are mostly distinguished by their complementary growth rates. One will have better Strength, and the other better Speed. Typically the one with higher Strength also has higher Skill. They will have a Red Oni, Blue Oni dynamic, with the exception of the original. Bord and Cord themselves were both Red Onis and had a Blue Oni in a third fighter named Barst.

Playable characters of this archetype: Bord and Cord; Halvan and Orsin; Wade and Lot, Dorcas and Bartre; Garcia and Ross; Boyd and Nolannote , Arthur and Charlotte note 

  • An Axe to Grind: Their Weapon of Choice.
  • Early Installment Weirdness: The first Bord and Cord actually came as a trio with another axe fighter named Barst. Barst was the Blue Oni to their collective Red, and a Jack-of-All-Stats between the two about equal with Ogma.
  • Red Oni, Blue Oni: Usually one is calm and the other is a Boisterous Bruiser. For instance Garcia and Nolan are older level headed war vets while Ross and Boyd are young in their careers and eager to fight. Dorcas is doing mercenary work to save money for his wife, and Bartre is throwing himself into battle to get strong enough to fight his rival.
  • Those Two Guys: They are usually friends, join at the same time, and even tend to look alike. Garcia and Ross are a father-son duo.


The first myrmidon, joins early to mid game. Almost always needs to be recruited from the enemy side, stat growths focus on speed, luck, and critical hits. Often carries a Killing Edge to further drive home their critical capacity and make them even more dangerous to recruit. They usually have some relationship with the Lena or Julian character and have a warrior's spirit, hold some kind of code or policy, and are known to take chances. Before they join the player's party, they may have served as a mercenary for bandits. Like Ogmas, they usually fade into obscurity after the war is over.

Playable characters of this archetype: Navarre; Ayra, Shiva; Rutger, Fir, Guy; Joshua, Marisa; Zihark; Lon'qu

  • Blood Knight: They often have a particularly strong obsession with improving their skills in battle.
  • Cool Sword: Their weapon of choice. They also tend to have unusual swords (Killing Edge, Wo Dao) or sword skills (Astral/Meteor Sword).
  • Critical Hit: Their starting weapon tends to be a Killing Edge or some other high-crit weapon, which makes getting to them to recruit them more dangerous. Ayra is the sole exception, she doesn't have a Killing Edge or sorts, but she has a Meteor/Astra skill, which allows her multiple consecutive hits that acts like her Critical Hit.
  • Fragile Speedster: Always fast, (nearly) always fragile, and depending on their growths may be lacking in strength.
  • Heel–Face Turn: Most Navarres are found on the enemy side and must be persuaded to join your army.
  • Master Swordsman: Typically promotes into this. Their prowess with the blade may also be noted In-Universe.
  • To Be a Master: Those who are not Blood Knights typically have this as their motivation.
  • Unbuilt Trope: Samto, one of the first "Navarre-style" Mercenaries/Myrmidons to be recruited in the series, was a Costume Copycat who was much weaker than the original, and not portrayed sympathetically. One could think of him as a Deconstruction of the Archetype and Expys in general, but he was probably the series first.


An early to mid-game mage. Usually a child prodigy that specializes in wind magic, if not the Excalibur tome specifically. Despite rarely being on the starting lineup, they usually are already acquainted with one of the Lords. They are studious and powerful, but sometimes looked down upon for their young age by everyone but their mentor figure (the Wendell Archetype).

The Sacred Stones essentially split the archetype into two. Having dark version of the character, usually female wearing black, who is more aloof and absorbed in her studies, and a light version, usually male with red hair, who is more social, eager to prove himself and be treated like an adult. This might be an evolution of the mage twins Raigh and Lugh from The Binding Blade, or even the original Merric and his rival Ellerean.

  • Aloof Ally: The dark variation. Lute and Miriel are socially awkward bookish types. Soren and Nyx actively want you to leave them alone since they had bad childhoods (and will continue to stay young for a very long time).
  • Badass Bookworm: Well read, and they fight with tomes.
  • Blow You Away: In games where Wind magic is distinct they start with a wind tome. Many of them as associated with Excalibur and its equivalents. Hayato plays with this by being from the "Wind Tribe" despite Hoshidan mages using animal spirits instead of elements.
  • Child Prodigy: Often the best student of a well known Sage, if not just having The Gift.
  • Student and Master Team: For most of the traditional Merrics, and the light variations, their mentor "The Wendell" is recruitable. Merric and Wendell, Erk and Pent, Ewan and Saleh, Tormod and Calill by the time of Radiant Dawn, and Hayato and Fuga.
  • Surpassed the Teacher: The master tends to think this is bound to happen, and as a prepromote with better availability, the player can easily make it so.
  • Tagalong Kid: Much to Ricken and Hayato's chagrin.


A Dragon rider, and part of the enemy or independent faction. She usually has a fierce presence and red armor: Minerva herself having the title of "Red Dragon Knight". After being recruited, they typically find themselves fighting their own nation or even their family.

Like Merric, this archetype was eventually split in two with a more Hot-Blooded light version, usually female in red, and a more calm dark version, usually male in black/dark blue.

Playable characters of this archetype: Minerva; Altena; Milady and Zeiss, Vaida and Heath; Cormag; Jill and Haar; Scarlet

The Dancer

See Class related tropes entry below

The Pegasus Trio

A trio of pegasus knights that typically join early, mid, and late game respectively. Together they can execute the Triangle attack, guaranteeing a critical hit on that turn. They may be related or simply have a long history of working together.

Noticeable for being one of the only archetypes that has been used by the enemy: the pegasus trio of Meng, Maybell, and Bleg appears in Fire Emblem: Genealogy of the Holy War.

  • Awesome, but Impractical: While definitely cool, setting up the Triangle Attack is often more trouble than it's worth.
  • Blade on a Stick: Almost all of them can use Lances. Upon promotion, most of them typically gain Swords as well. Of special note are the Pegasus Knights of Fire Emblem: Genealogy of the Holy War, who start with both lances and swords and gain healing staves on promotion.
  • Combination Attack: The Triangle Attack. The effect is always a guaranteed Critical Hit on the unfortunate enemy. Yes, the trio of enemy Pegasus Knights can do this as well, so be careful. The attack was dropped from Awakening onward.
  • Combat Medic: Only in Fire Emblem: Genealogy of the Holy War.
  • Cool Horse: Well, Cool Pegasus actually.
  • Fragile Speedster: Most of them tend to be this compared to other units, having high speed but mediocre to low defense.
  • Mage Killer: Because most of them tend to have high Resistance as well, they tend to excel at slaying mages.
  • Rule of Three: Three Pegasus Knights who all know each other and who can initiate the Triangle Attack exist as recruitable characters in most games.
  • Three Faces of Eve: Tend to have this dynamic. The Est is the Child, the Palla is the Wife, Catria is usually the Seductress but is the one that varies the most.

The Casanova Wannabe

A rather recurring element is that amongst your army, there's going to be at least ONE skirt-chaser, the one who likes to impress as many ladies as possible, but they tend to fail, for laughs. Still, for the most part, they are going to be Chivalrous Pervert in one way or another, there are lines they won't cross, and they're just as dedicated in stopping evil that your army is trying to stop. And sometimes, with some Support conversations, they might succeed in wooing...

Unlike most archetypes, there's no pattern at all to which type of unit gets this type of personality. They've been everything from priests, to knights, to swordsmen.

Playable characters of this archetype: Rody; Saul, Sain; Joshua; Gatrie; Virion and Inigo, Laslow

The Dude Looks Like a Lady

Likewise from the aforementioned Casanova Wannabe, there's usually one guy in your army who is so pretty that he might pass as a woman, leading to some hilarious recruitment process or sometimes hilarious support conversation. Even if this archetype has existed since the early days, it's usually only after the Elibe era that the 'mistaken as a girl' thing started to get mentioned, then gets hilarious. Aside of that, it's just either a case of Ambiguous Gender or a really really pretty boy. At times, characters of this archetype also tends to be members of some church organization, thus giving them access to the more 'girlier' tools like healing magic or light magic or make them look like a Non-Action Guy to reinforce their ambiguity and the surprise element once the cat is out of the bag.

Playable characters of this archetype: Xane, Midayle, Claud, Elphin, Lucius, Libra, Forrest


For once, an archetype that started in the Jugdral saga instead of Akaneia. Characters from this archetype are mercenaries at heart. Do you want to recruit them? Then you better prepare a good sum of money before talking to them. Pay them the money, and their services are yours. Please note that just because they operate like mercenaries, it doesn't mean that they always have to be of the Mercenary class. Quite ironically, this archetype is NEVER on a Mercenary class.

Playable characters of this archetype: Beowolf, Hugh, Farina, Rennac, Volke

Arran and Samson

A set of characters can fight alongside the player, but once one of them joins you, the other never will, either because they support a cause the other opposes, they reside on the opposite end of a pair of paths you had to choose between to advance the plot, one or the other joins due to fulfilling certain requirements (or lack thereof), or they just plain don't like each other. They either fulfill completely different roles meaning it's a question of what kind of role you need at the time, or fulfill the same role for your army that the choice is based upon what they offer statwise. Typically, they join around the midgame but might appear much later on.

It's possible for the Arran and Samson (or just one) to belong to another archetype, and it's also possible for there to be multiple pairs of them. It's also one of the archetypes that has been used by NPCs: Gyrall and Dalen in Awakening, leaders of opposing mercenaries, may attempt to recruit your army to their side, with the one you didn't recruit becoming the boss of the chapter. Similarly, in Chapter 6 of Genealogy, your female sword fighter can recruit one of two enemy characters, but the other one will become the next miniboss.

Fire Emblem Fates takes this archetype to the extreme: The majority of the characters in that game will only join you on certain paths as a result of a choice you have to make, and as a result affects the story a fair amount. Most of them, however, can be recruited in the third path Revelations. However, there are a few characters who are only fully available permanently in just one route, and in other routes, they don't fare very well or not exactly playable. And they also still manage to get some traditional examples of the archetype.

Playable characters of this archetype: Arran and Samson, Dean and Sonia, Johan and Johalva, Sleuf, Misha, Eyrios, and Amalda and Miranda, Shanam, and Conomore, Elphin and Lalum, Bartre and Echidna, Juno and Dayan, Harken and Karel, Geitz and Wallace, Nasir and Ena, Gunter and Yukimura, Flora and Scarlet, Izana and Fuga

  • Competitive Balance: If the pair fulfills the same role in your army, regardless of who is chosen, one member will typically be much better in a set of stats than the other and vice versa.
  • Cool Horse: A popular way of differentiating one from the other is to make one in the pair into a member of a horse-riding class.
  • Foil: Often, but not always.
  • Late Character Syndrome: Can fall victim to this. Other times, they're the Eleventh Hour Ranger, which is popular if they're part of the Gotoh archetype.
  • Mutually Exclusive Party Members: The choice is never taken lightly, as one of the pair will always be barred from joining your army.
  • Schrödinger's Player Character: Typically averted. The other character of the pair is typically alluded to in some form.


A veteran general, loyal enough to serve his or her kingdom to the end, but ends up being persuaded nonetheless. Often tricky to recruit.

The last usage of a character of this archetype ironically happened in the remake of the third game, using an existing character who was not this in the original.


An Eleventh Hour Ranger who joins very late in the game (often on the final or penultimate stage) at max or close to max level, with very high stats. They are often powerful enough to crush the enemies of the final stage by themselves, serving as a final crutch for the player should their army be lacking in powerful characters. Often a mage character, though not always.

A good amount of Gotohs tend to be royalty or famous figures In-Universe, often with a title to match. Some of them have even achieved legendary status.

The Avatar

A character whose identity is created by the player before the game starts proper. First appearing in a prototypical from in Blazing Sword as a tactician working for the army that allowed the units to talk directly to the player, a fully playable Avatar first appeared in New Mystery of the Emblem.

Playable characters of this archetype (using default names): Kris, Robin, Corrin

  • Ascended Extra: The first fully playable Avatar, Kris, wasn't a particularly important character to the plot, mostly because Kris's game was a remake. In Awakening, Robin has a vital role as the Deuteragonist, and in Fates, Corrin is the main character. This also applies to the idea of the Avatar archetype itself, as it grew out of a minor featureless character, Mark, in Blazing Sword.
  • Canon Name: All Avatars have a default name for when they are customized.
  • Character Customization: Their whole schtick.
  • Jack-of-All-Stats: Has good growth rates across the board by default, though the player still picks one stat to specialize in and one Dump Stat.
  • Job System: Notable in that, before Fates, the Avatar could reclass into virtually any other kind of unit in the game, allowing them to gain whatever skills or training they wanted with enough time and patience. Fates toned it down significantly.
  • Luke, I Am Your Father: Two of the three Avatars have turned out to have evil and unsavory heritage.
  • Magic Knight: Two of their three appearances give them a class that can use both magic and swordplay, or let them promote into something that does.
  • Virtual Paper Doll: Can be customized right down to their face, body shape, and gender. Starting with Fates, they can even change their clothes.


In the first game, there was a strong Paladin late in the game who was honorable and kind and seemed to hold no ill towards Marth's army, but fought out of loyalty to his country. Since then, there has been an enemy general who holds no ill will towards the player's army, and may even have loved ones or friends in that army, but continues to fight due to loyalty to his or her nation or lord, despite being fully aware that what their nation or lord is doing is wrong and knowing full well that they will perish in battle. Unlike other enemy commanders, they care about the well being of their subordinates, to the point where they even allow any soldier who does not want to fight to leave the battlefield.

Naturally, characters of this archetype tend to not be recruitable.

Characters of this archetype: Camus; Eldigan, Ishtar; Galle, Lloyd, Linus, Glen, Selena; Black Knight, Zelgius; Mustafa; Xander, Ryoma


In the first game, there was an ambitious Dracoknight late in the game who had orchestrated numerous events in the plot (without being the true mastermind). Since then, there tends to be a boss, whether they be mad, vain, or ambitious, who would do anything to claim power for themselves; they may or may not have decent reasons for wanting to seize power, but nonetheless their ambitions turn them into pawns of the enemy army and opponents of the player. The early characters of this archetype had a tendency to be a Dracoknight or a promotion of the game's flying dragon rider class, but this trend stopped when the series got it's first worldwide release. Tends to be an excellent Hate Sink for obvious reasons.

Again, characters of this archetype tend to not be recruitable.

Characters of this archetype: Michalis, Travant, Kempf, Narcian, Darin, Caellach, GangrelKotaro


Usually, the main villains are separated into 3 archetypes, this is one of them. In the original game and its remakes and sequels, there was the bishop Gharnef, who caused the events of the game and manipulated several to achieve his goals. Since then, a Dark Magic user or Bishop has usually manipulated the events of the game, usually being responsible for the main conflict, though they are usually defeated just before the final boss.

Only one time has this archetype been recruitable by the player.

Characters of this archetype: Gharnef, Manfroy, Veld, Nergal, Riev, Sephiran, Validar


Another one of the main villain archetypes. Unlike Gharnef, they tend to take a more direct approach, typically as leaders of The Empire that the heroes must stop, along with his army. They also tend to be decked with an awesomely cool weapon that makes them an even bigger threats to face in combat. This archetype is later split into two: The repentant one, and the unrepentant one. The former often overlap with Tragic Villain and will see the errors of his way, but usually too late. The latter does not repent at all, and will continue to be a threat to the realm.

There's only been one time that this archetype has been recruitable by the player.

Characters of this archetype: Hardin, Arvis, Zephiel, Lyon, Ashnard, Walhart, Garon


The last of the villain archetypes is not like any other, they are simply... not at all human. They are more or less a greater being whose power go beyond normal humans. Usually depicted as a Dragon, though other species or even Eldritch Abomination has been used. They usually tend to be the REAL final boss. However, they run the risk of having little personality and only defined with the threat they have to the realm.

Characters of this archetype: Medeus, Loptyr, Idoun (and a random Dragon in Blazing Sword), Demon King, Ashera, Grima, Anankos

    Class-related tropes 
The character classes present in the series also embody tropes, both in gameplay and in the mythology, story role and recurring tendencies present in them.


The class to which The Hero always belongs, the Lord class functions like a King in chess in that the death of a Lord character yields a Game Over. The specific traits of the Lord class vary wildly depending on the game or the specific character in question. Lords are typically sword-wielders, but especially in the last decade there have been plenty of exceptions; they also typically have blue hair, or failing that, something equally outlandish.

Some games give their main characters classes which are Lords in all but name, often having different specialities; among the fandom, pretty much all of these classes are colloquially called Lords. Alm and Celica's base Lord classes in Gaiden are Fighter and Priest respectively, and the class is known as Junior Lord in Genealogy. Ike's initial class is Ranger in Path of Radiance and Hero (a second-tier class) in Radiant Dawn; Micaiah's initial class in Radiant Dawn is Light Mage. The Player Character Robin's exclusive class class is Tactician in Awakening. Recently introduced in Fates is Corin's Nohr Prince/Princess class.

Most Lords who can promote have their own specific class into which they promote. Marth does not promote at all, Alm and Celica promote to Hero and Princess respectively, Seliph and Eliwood promote into the Knight Lordnote , Leif promotes into the Prince in Thracia, Hector, Eirika, Ephraim, Chrom, and Lucina promote into the Great Lord, Roy promotes to Master Lord, and Lyn promotes into a Blade Lord. Ike is an odd case in that Lord is actually his promoted class in Path of Radiance; in Radiant Dawn he can promote into the third-tier Vanguard class. Micaiah promotes into the Light Sage class, then again into the third-tier Light Priestess class. Robin promotes into the Grandmaster class. Corrin is a special case because they promote into either the Nohr Noble or Hoshido Noble classes.

Related are the Prince and Princess classes in the Jugdral games, exclusive to Leif of Leonster and Raquesis of Nordion respectively. In Genealogy, they're not true Lords in that their death does not end the game, but are otherwise quite similar; they promote into the OP class Master Knight, which can use every weapon type except dark magic. In Thracia 776, the Prince is Leif's promoted class. In his DLC appearances in Awakening, Marth has the unique Lodestar class; he can use Rapiers and the Falchion, but does not act as a true Lord. Also, at various points in Radiant Dawn, Elincia, Geoffrey, Lucia, Nephenee, and Tibarn all act as the Lord character of certain chapters.

  • Competitive Balance: They fall all over the place on this one. Robin is notable in this regard, as he/she can be anything, depending on the player's choices, but starts as a Magic Knight.
  • Expy: Most character-specific Lord class variants are based on other classes: Lyn is based on the Myrmidon line with elements of the Nomadic Trooper, Hector on Generals, Eliwood on Paladinsnote , Ike on Mercenaries, and Micaiah on Mages (except with light magic).
  • Heroes Prefer Swords: Only Ephraim, Hector (who gains them as a secondary weapon after promoting), and Micaiah don't. Depending on what class you have Robin as, he/she could also be an exception, but he/she is always capable of being a class that can use swords.
  • Jack-of-All-Stats: The Tactician and Grandmaster classes are prime examples; before taking personal modifiers into account, their stat caps are completely uniform.
  • Master of All: Robin, thanks to the ability to change into any class in the game, except for special classes and those exclusive to the other gender. Since skills are tied to classes and all skills can be equipped regardless of class, this allows Robin access to a ridiculous range of skills, letting the character do almost literally anything.
  • Royal Rapier: The traditional weapon of Lord characters; those who don't partake tend to use a functional expy like Hector's Wolf Beil, Lyn's Mani Katti, Ephraim's Reginleif, Ike's Regal Sword, and Micaiah's Thani.
  • Royals Who Actually Do Something: Lords are generally characters of royal, or at least noble, descent, and they are all willing to get their hands dirty fighting on the front lines of the battlefield.
  • Sword of Plot Advancement: Most promotions of Lord characters are story-tied events which can't be avoided, often even if the character isn't at the optimal level to promote. Sometimes they're tied to obtaining a literal Sword of Plot Advancement. The recent Fire Emblem games are exceptions, as Chrom, Robin, Lucina, and Corrin all follow the normal rules for unit promotion.
  • Walking Armory: The Master Knight can use all weapon types, but Dark Magic. To date, no other class has surpassed it in amount of usable weapon types!
  • We Cannot Go On Without You: The death of a Lord is an instant Game Over; in some games, other ally characters will invoke this trope almost word-for-word when the Lord is dying. The only exception is Lucina, who can be defeated (though she won't die, as she has storyline importance) without getting a game over.
    • The same goes for Azura, if she is defeated, the game would still continue. She wouldn't die due to having story importance.
  • You Gotta Have Blue Hair: Almost every Lord has blue, or otherwise unnaturally-colored, hair. Robin and Corrin take it Up to Eleven because their looks are up to the player. The only exception is Leif, who notably has brown hair.

Cavalier (Social Knight)

One of the most common and basic of classes, Cavaliers are horse-mounted knights. The player will almost always start off with two cavaliers, one wearing red armor and one wearing green. In almost every game, Cavaliers promote into Paladins; The Sacred Stones and Awakening also allow them to promote into Great Knights. The third-tier promoted classes for the cavalier tree are the Gold Knight (lances in Gaiden, swords and axes in Radiant Dawn) and as of Radiant Dawn, the Silver Knight (lances and bows).

The Judgral and Tellius games split the Cavalier class into four separate horseback classes, each specializing in a different weapon type: the Blade Knightnote , Lance Knight, Axe Knight, and Bow Knightnote . The Tellius games have them all promote into Paladins (in Radiant Dawn, the Paladin class is split similarly), but the Jugdral games give them all their own promoted class: the Forrest Knightnote , Duke Knight, Great Knight, and Bow Knight.

Distantly related is the bow-wielding Nomad class of the Elibe games, which is pretty much a Bow Knight with a tribal flavouring and slightly different stat distribution. They promote to the Nomadic Trooper class, which gains the use of swords as well. Also related is the Mage Knight of the Jugdral gamesnote , and the Dark Knight of Awakening, which wield both magic and swords. The Conqueror class, a class exclusive to Walhart, is also related to this line, being similar to the Great Knight and even using the same weapon.

  • Achilles' Heel: Horse-slaying weapons, like the poleaxe and longsword, along with a majority of lords' exclusive weapons, can deal effective damage to them.
  • Armor-Piercing Attack: Awakening Great Knight can learn Luna skill to halve opponent's defense.
  • Automaton Horses: There's no sign that the horses used by Cavalier variants ever need rest; odds are they do after battles, but it's never discussed.
    • There was a pseudo exception to this with the dismount feature in some of the older games, but the feature proved unpopular.
  • Blade on a Stick/Cool Sword: All outright Cavaliers wield lances and swords.
    • An Axe to Grind: Upon promotion in the Elibe games, and also if you promote to Great Knight in Sacred Stones and Awakening.
    • Bow and Sword, in Accord: Typical for the promoted bow-using variation, whether it is part of the Cavalier line or not.
  • The Cavalry: Many enemy armies treat them as thus, bringing in waves of cavaliers and related classes as mid-level reinforcements; this is particularly effective given their high movement rate, allowing them to quickly sweep in and potentially ruin the player's shit.
  • Cool Horse
  • Jack-of-All-Stats: They tend to be the most balanced of the mounted/flying units.
    • Lightning Bruiser: Really, really common. Cavaliers generally have balanced growths in all area and amazing base stats.
  • Life Drain: The Gold and Silver Knights' mastery skill, Sol.
  • Loads and Loads of Characters: The Cavalier class family is easily the most populous in the franchise, with there being more recruitable cavalier-esque characters in any given game than of any other class.
  • Multi-Melee Master: With the exception of Jugdral and Tellius canons (and Awakening's Tactician if you count tomes), Cavaliers are the only unpromoted class that can wield multiple weapon types. Additionally, Paladins in Elibe games and Great Knights in Awakening and The Sacred Stones can use all three melee weapons.
  • The Paladin: Averted; the Paladin class has nothing to do with holy warriors and cannot use any sort of magic. They're generally upstanding, moral, and loyal knights, but not holy by any means.
  • Walking Armory: The Great Knights of Awakening and Fates cover the weapon triangle completely with lances, swords, and axes.

Knight (Armor Knight)

A counterpart to the Cavalier, Knights are heavily-armoured footsoldiers. Generally, the player will gain access to one within the first few chapters, and just a few others through the course of the game. They generally promote to Generals. Third tier Knights are known as Barons in Gaiden, and Marshalls in Radiant Dawn. In The Sacred Stones and Awakening, they have Great Knight as a branched promotion option.

The Jugdral and Tellius games split the Knight class into four separate armoured classes, each specializing in a different weapon type: the Sword Armor, Lance Armor, Axe Armor, and Bow Armornote . They all promote into similarly weapon-specific variants of the Generalnote . In Gaiden, the Armor Knight serves as a second-tier class promoting from the Soldier (see below).

Related to this class is the Emperor class exclusive to Hardin in Mystery of the Emblem and its remake, and the King class exclusive to Zephiel in Binding Blade. Also related is the Black Knight of Radiant Dawn, a class which is exclusive to the Black Knight/Zelgius. The enemy-only Baron class of the Jugdral games (not to be confused with the third tier Baron of Gaiden) is also related to the class, but is able to use all three kinds of Anima Magic + Staves in addition to all physical weapon types *coughbrokencough*.

  • Achilles' Heel: Anti-armor weapons, like the hammer and heavy spear, and, again, most of lords' exclusive weapons. Their low Resistance also makes them vulnerable to magic-based attacks (though Jugdral's Barons, and the Tellius's armored line generally lack the latter weakness). Ironically, they have weapon triangle advantage in Fates since Tomes are in place with Swords, which have a disadvantage against lances.
  • Adaptational Comic Relief: Awakening uniquely depicted them as much goofier with nipples on their armor, and they frequently tripped in their battle animations.
  • Armor-Piercing Attack: The General and Marshall's mastery skill, Luna, in Awakening.
  • Blade on a Stick: In games where the class isn't split up into weapon-specific variants, they always wield lances. Generals get a secondary weapon type (or three!) which varies depending on the game in question.
  • Mighty Glacier: Two defining traits of this class category are great Strength and minimal Speed.
  • No Sell: Great Shield (translated in later games as Pavise), a skill belonging to this class in the Jugdral and Magvel games, completely protects the unit from any damage whatsoever when it randomly activates.
  • Pink Means Feminine: If there's a female Armor Knight, chances are, they are wearing pink-colored armor, as seen in Sheema, Wendy, Meg and Effie.
  • Shield Bash: The Knights in Fates ram their shields into their targets when performing a critical hit.
  • 24-Hour Armor: Like the Cavaliers' Automaton Horse, possibly. The only time a Knight variant is ever seen without their armor is Brom's first appearance in Radiant Dawn, and that's only because he was out farming before the fight came along.
  • Wake-Up Call Boss: Traditionally, a General will appear as the first promoted boss, and will accordingly serve this role. A good amount of them tend to be Climax Bosses as well.
  • Walking Armory: They can use the entire weapon triangle in Jugdral, Magvel, and Tellius. In the former game, they even get bows.


The basic sword-wielding footsoldier classes. Mercenaries are generally defined as just that — soldiers-for-hire. They promote into the Hero classnote , and in Gaiden they promote again into the third tier Dread Fighter. The class was technically replaced by the Myrmidon class (see below) in the Jugdral games; the equivalent class was called Swordfighter, which was quite similar to the Myrmidon class of later games and translated as "Myrmidon" in fan translations; some Swordfighters promote to Forrest (aka Hero), while some promote to Swordmaster, depending on the character. Likewise, Mercenaries do not exist in the Tellius games. In Sacred Stones and Awakening, they can branch into a mounted classnote  which can use Bow and Sword, in Accord.

The Dread Fighter reappears in a limited capacity in Awakening and Fates. Acting as a reward for completing Alm's DLC package (Alm himself is this class here), any male unit can promote to it by use of a Dread Scroll. Here, their weapon set adds axes and magic. In Fates, the Dread Scroll can be acquired either from owning at least two of the three campaigns or as a reward from a DLC map. Here, their weapons is similar with the exception of magic being replaced with hidden weapons.

Related are the aforementioned Myrmidon class and Ike's various Lord classes in the Tellius games, which are functionally Mercenaries.

  • An Axe to Grind: Promoted Heroes, and also Dread Fighters in Awakening.
  • Combat Parkour: Awakening's Heroes backflip when they dodge attacks, while Mercenaries & Heroes flip to attack in the GBA games.
  • Cool Sword: Swords are their main weapons.
  • I Shall Taunt You: The Mercenary's crit animation in the GBA games begins with a taunting motion, and transfers into an enormous forward flip.
  • Jack-of-All-Stats: Mercenaries have high stats all-round, in contrast to the other infantry classes.
  • Knife Nut: Dread Fighters in Fates uses this instead of tomes. Fittingly, knives and shuriken beats tomes in the game's triangle.
  • Life Drain: Heroes in Awakening can learn Sol, skill that allows them to regain health equal to half the damage dealt. Ditto Holyn, the second Swordfighter you recruit in Genealogy.
  • Mage Killer: The Dread Fighter class in Awakening, thanks to their Resistance +10 skill. In Fates, they have skills that lowers the magic damage they take, especially on even-numbered turns.
  • Magic Knight: Dread Fighters in Awakening use tomes in addition to swords and axes. Fates replaces it with daggers.
  • Throwing Your Sword Always Works: Their critical animations often involve tossing their weapon into the air, then jumping after it while somersaulting several times before catching it and coming back down for the strike.
  • Unbreakable Weapons: In Awakening, Mercenaries have Armsthrift, which is a (Luck*2) chance of not degrading the weapon.
  • Walking Armory: Dread Fighters use swords, axes and knives, allowing them to fully cover the weapon triangle (with knives sharing their spot with lances).
  • Weapon Across the Shoulder: Often their default pose.

Myrmidon (Swordfighter, Blade)

A class closely related to the Mercenary, originally deriving from Mercenaries with specifically different gameplay constitutions; whereas Mercenaries are balanced, Myrmidons turn up the speed to near-ridiculous levels at the expense of defense. They promote to the Swordmaster class, and in Radiant Dawn promote further to the Trueblade class. The Myrmidon class technically replaced the Mercenary class in the Jugdral games (and thus, some could promote to Hero/Forrest), but was functionally a bit of a mix of the two; the full, separate Myrmidon class in and of itself as we know it today debuted in the Elibe games.

In Sacred Stones and Awakening, Myrmidons can also branch into Assassins; the latter game allows them to use Bow and Sword, in Accord. In Fates, Myrmidons are called Samurai, which also promotes into the Swordmaster. They can branch into the Master of Arms, which utilizes all the basic weapons of the weapon triangle.

  • Cool Sword: Typically their only weapon.
  • Critical Hit Class: They have high Skill and Speed to help them inflict critical hits more easily.
  • Death of a Thousand Cuts: The Astra/Shooting Star skill; it's the mastery skill for Swordmasters and Trueblades in the Tellius games, and is pretty much exclusively associated with the Isaach royal family (all of whom are Swordfighters, Swordmasters, and Forrests) in the Jugdral games.
  • Divergent Character Evolution: The Myrmidon class originated as the Gaiden equivalent of the promoted Hero (as "Hero" was Alm's personal promoted class). In the Jugdral games, the class was a functional mix of the Mercenary and Myrmidon classes, promoting to both the Swordmaster and Forrest. Starting from the Elibe games, the two classes have become distinct from one another.
  • Fragile Speedster: Myrmidon are very weak and fragile compared to other infantry - however, they have very high speed meaning that they double attack more often and often relies on dodging to avoid damage.
  • Flash Step: A general tendency of Swordmaster animations.
  • Spell My Name with an "S": In Japanese, they just can't decide on a consistent name: they've been variously known as the Swordfighter, the Blade, or the Myrmidon. The English games just call all of them "Myrmidon".
  • Sword and Fist: Fates' Swordmasters kick and follow up with a downward slash when they perform a critical hit.
  • Walking Armory: Masters of Arms wield swords, axes, and lances to cover the entire weapon triangle.


Fighters are axe-wielding infantry practically defined by their wild fighting style relying primarily on power; it's again quite common to receive at least one at the start of the game. They promote to the Warrior class, and in Radiant Dawn promote again to the Reaver class. In the branched promotion lines of The Sacred Stones and Awakening, they also have the option to promote to Hero. In Fates, Fighters promote into Berserkers, rather than the usual Warriors.

Related are the Brigand/Bandit/Barbarian and Pirate family, which is pretty much the same thing except less reputable in-universe and capable of crossing mountains and water respectively; both promote into the Berserker class. Fates introduces the Oni Savage class, which promotes into the Oni Chieftain, which uses axes and tomes or branches into Blacksmith, which uses axes and swords.

  • An Axe to Grind: They can only wield axes (or something along the lines of it) as their weapons. Fighters promote to Warrior, which uses Bows as well. But Pirate and Brigand promote to Berserker, which is an Axe specialist much like the Swordmaster. BFS-sized axes are very common, especially among Berserkers.
  • Always Male: All the playable and non-playble Fighters were male for fourteen games. Charlotte in Fates is the first woman to be a fighter in the series. This also applies to Berserker, which fighters promote to in Fates unlike other games.
    • Pirate, Bandit, and Warrior remain male only thus far due to being left out of Fates.
  • Badasses Wear Bandanas: Pirates always wear bandanas. Brigands, and Berserkers often wear them as well.
  • Bandit Mook: Brigands and Pirates, when in the service of the enemy.
  • The Berserker: Guess. That said, playable members of the class are normally an aversion, bearing no such tendencies beyond their class name.
  • Bigger Is Better: The basis of the Warrior's mastery skill, Colossus, in Path of Radiance - it deals more damage if the user's Constitution is greater than that of the enemy. This was changed in Radiant Dawn, where Colossus merely triples the user's Strength.
    • Fighters and their related classes are typically fairly large as well.
  • Boisterous Bruiser: Traditionally.
  • Dressed to Plunder: Pirates wear the usual garb.
  • Everything's Better with Spinning: Warriors' criticals in the GBA games, and the Reaver's mastery skill Colossus in Radiant Dawn.
  • Glass Cannon:
    • Fighters and Warriors have massive strength and decent skill and/or speed, but low defense.
    • The Pirate/Brigand/Barbarians and Berserkers, however, have good speed on top of their massive strength, but have even worse defense than the Fighter and Warrior, and are usually more inaccurate as well.
  • Gonk: They have a tendency to be this or to avert Generic Cuteness.
  • Horny Vikings: Most portrayals of the Berserker. Warriors in most of their appearance wears horned helmets, with exception of Radiant Dawn and Awakening, where the latter more resemble gladiators.
  • Nemean Skinning: Berserkers in Path of Radiance.
  • Roar Before Beating: The critical hits of Brigands in the GBA games. Berserkers do this when Colossus is activated in Path of Radiance.
  • Unskilled, but Strong: A good part of the characters in this class, particularly those that promote into Berserker, get rather bad skill. (Which is funny, considering that critical hits are a huge part of the Berserker's shtick.)
  • Walking Shirtless Scene: Often applies, especially with Berserkers.
  • Warm-Up Boss: Because Lords often use swords, an unpromoted axe user will often serve as the first boss the player will meet, so that the developers can create a challenging unit on the surface but still be easy to defeat thanks to the weapon triangle.


In most games, the Soldier class are the mook class — they're enemy-only, they're weak, they serve as little more than cannon fodder, and the game itself is more than ready to point that out to you. Then came the Tellius games, and suddenly Soldiers became a viable fighting class which functions as the lance-wielding counterpart of the Fighter, Myrmidon, and Archer. In the Tellius games, they promote to the Halberdier class, then again in Radiant Dawn to the Sentinel class. In Gaiden, Soldiers served as a first tier class which promoted into the Armor Knight class (see above). In Fates, the Soldier class is called the Lancer, is part of the Nohr kingdom, and is mostly unplayable. However, an Expy of the playable version called a Spear Fighter appear as units on the Hoshido kingdom, which promote into Spear Master or branch into the Basara class, which utilizes lances and tomes.

Playable characters of this class family: Luka, Fols; Nephenee, Devdan/Danved, Aran; Oboro, Shiro

  • Blade on a Stick: The pure-lance infantry class, much like Myrmidons are to swords.
  • Critical Hit: Up to Eleven with Sentinel's Impale mastery skill which deals four times the damage.
  • Divergent Character Evolution: Started out as unpromoted Armor Knights. Soldiers were further split into the main Hoshido version & minor Nohr version in Fates.
  • Dummied Out: There's evidence Soldiers were once intended to be playable in Mystery of the Emblem. This also applies to Genealogy of the Holy War, where they don't appear in the final game.
  • Expy: The Spear Fighter is pretty much Soldier except more eastern themed.
  • Jack-of-All-Stats: The playable versions, with generally a slightly higher focus on defense.
  • Mook: Their role when unplayable is usually sparsely trained and sparsely equipped foot soldiers.
  • Took a Level in Badass: Naturally, since they're playable and not Joke Characters. Soldiers have been buffed up and able to promote, so later on enemy Soldiers/Halberdiers/Sentinels remain as threatening as other enemies too.


Lightly armored soldiers wielding bows. Archers don't have much in the way of defense or other related stats, but that's the thing — that's not why they exist. They're supposed to take down the enemy from afar using their bows, and if you're throwing them into the thick of things, you're doing it wrong. They promote to the Sniper class, then again to the Bow Knight class in Gaiden and the Marksman class in Radiant Dawn.

In the Jugdral games, Archers are Demoted into a Mook class, and replaced by Bow Fighters who fulfill the same role.

In Sacred Stones and Awakening, they can choose to promote into Ranger and Bow Knight respectively, gaining the ability to wield Bow and Sword, in Accord.

Related are the Ballisticians of the Archanea and Jugdral canon, a class which exclusively uses Siege Engines, an ability which in other games is available just to Archers. Also related is the Hunter class, exclusive to the Archanea games, which is pretty much the Archer with slightly different stat distribution and the ability to traverse forest easier; they promote to Horsemannote , the mounted, near-identical progenitor of an endless line of bow-and-sword-using mounted classes like the Ranger, Bow Knight and Nomadic Trooper. In Fates, Archers can promote to the Sniper class or branch into the Kinshi Knight class. It also got a slower-but-stronger variant named the Apothecary, which can promote into Merchant (gains use of lances in addition to bows) and Mechanist (who gets access to shuriken) classes respectively.

  • Always Accurate Attack: Deadeye/Sure Strike, the Sniper and Marksman's mastery skill. It's a bit of a Powerup Letdown, in that by the point they have access to it, a Sniper/Marksman will have such high Skill that they don't need an accuracy boost. It becomes more useful in Awakening, as this is the only game to allow promoted units to dip into other classes for their skills.
  • Crippling Overspecialisation: By design, they can only attack over distances and as such are incapable of retaliation when attacked at close-quarters. The only game to change this is Radiant Dawn, where crossbows (fixed-damage weapons that as a result are generally inferior to bows, which take strength into account, except against flying units, since, due to their ludicrous weapon might that gets tripled against flying units, they can instantly kill pretty much anything that flies, including Tibarn) and the Double Bow (a Game Breaker, only available in the finale) can be used both in close-quarters and over a distance.note 
    • For this reason, Archers and Snipers functioning as bosses is extremely rare; one of the few, in Radiant Dawn, wields a crossbow. On other occasions, such as in Blazing Sword, they're bosses in siege maps with lots of walls and a need for the player to stay put while the enemy comes to them. In Fates, Takumi, a Sniper, serves as the final boss in the Conquest campaign, but wields a bow that can hit from 1-4 range.
  • Demoted to Extra: Archers are an enemy exclusive Mook class in Thracia 776. Bow Fighter, however, fulfill the same role, and promotes to Sniper.
  • Long-Range Fighter: Archer and Sniper can only attack from range and are defenseless against close range. Exceptions include archers in Gaiden that can attack from range, crossbows in Radiant Dawn, and various kind of bows and yumis in Fates.
  • No Arc in Archery: No Fire Emblem game depicts archers or other bow users as arcing their shot. Could be considered a subversion, however, in that generally units are too close for arcing to be needed, the ballista users, who do fire at that kind of range, are generally shown firing at an angle. In addition, since arrows can be shot over walls in all games, one can only assume that, while it's not shown in the animation, their shots are being arced there. Tear Ring Saga does depict Archers as arcing their shots however.
  • Siege Engines: They're the only class family which can use ballistae and similar weapons, until Fates, where anybody who can use bows can use ballistae, and other siege weapons are available to units with other weapons.


The basic offensive magic class, dealing in the three "anima", or nature, magic types. Mages almost always promote into the Sage class, and in Radiant Dawn, promote further to the third-tier Arch Sage class (which also existed in FE7 as the exclusive class of Athos). The Sacred Stones also allows Mages to promote into the mounted Mage Knight class. In the original Archanea games, Mages promoted into Bishops like every other magic user; the Sage class was implemented in the remakes.

The Jugdral games and Radiant Dawnnote  split the Mage class into three variant classes, each specializing in one of the three anima magic types: the Fire Mage, Wind Mage, and Thunder Mage. In Radiant Dawn, they promote into similarly split Sage variants; in the Jugdral games, all four variants promote promote into one of two other promoted classes: the Mage Fighter and Mage Knight, which are generally identical in that both wield swords alongside three anima magic types, differing only in that the Mage Knight rides a horse and the Mage Fighter can also wield staves.

In Sacred Stones, they can choose to promote into Mage Knight, but unlike the Jugdral version, this particular Mage Knight can only use magic and staves, making them more similar to the Valkyrie class. In Awakening they can instead choose to promote into a class similar to the Jugdral one: the Dark Knight. In Fates, Mages are called Diviners, which promote into Onmyojis, which use tomes and staves, like Sages, or into the Basara class, a Magic Knight class that uses tomes and lances.

Related is the Bardnote , a class exclusive to the Jugdral games which wields all three types of Anima Magic and Light Magic and also promotes to Sage. Also related is the Empress class, exclusive to Sanaki in Radiant Dawn, which also can wield all three types of Anima Magic and Light Magic, but does not promote to or from anything.

  • Badass Cape/In the Hood: Most Mages wear capes, and occasionally hoods.
    • Robe and Wizard Hat: Awakening forsakes this tradition in favour of some enormous wizard hats.
  • Black Knight: The Dark Knight class.
  • Fire, Ice, Lightning/Blow You Away/Playing with Fire/Shock and Awe: Mages have access to the three "anima" classes of magic - fire, thunder, and wind. The Archanea, Elibe, and Magvel games lump them into one magic type, whereas Jugdral and Tellius split them into three separate types.
    • Holy Hand Grenade/Casting a Shadow: In the Archanea games, all magic types (staves aside) are one and the same, meaning that Mages also wield ostensibly "light" and "dark" tomes like Starlight and Swarm. Sages in Sacred Stones also learn light magic naturally and can be taught dark magic by exploiting a bug in the game.
  • High Collar of Doom: Dark Knights have these to add to their menacing appearances.
  • Knife Nut: In Path of Radiance, promoted units can choose knives instead of staves.
  • Life Drain: The Arch Sage's mastery skill, Flare. Dark Knights have Lifetaker, which lets them regain 50% of their HP after defeating an enemy on their turn.
  • Magic Knight: The Mage Knight and Mage Fighter, only in the Jugdral games; the Magvel Mage Knight doesn't fall under this trope, as it is just a mounted mage and doesn't do physical weapons. Awakening also features the Dark Knight, which is similiar to the Jugdral Mage Knight, while Fates features the Basara, which wields lances in addition to tomes.
  • Squishy Wizard: Mages and Sages are very frail physically, making them unsuitable for the very front lines against physically-oriented armies. Averted with Dark Knights, who have Defense as their highest stat.
    • Glass Cannon: In the GBA games, where their Defense cap, and especially Resistance cap, are lower than the Bishop. However, outside of Sacred Stones (where you can grind for stat boosters to reach their caps), you will not see this often.
    • Red Mage: Typically, after promotion, being able to attack and heal. The exception is usually if you promote to a Magic Knight class.


One of two medic classes, Priests only wield magical staves which can heal allies, inflict status effects on enemies, or teleport allies. The class can be either gender, but some games split female Priests into the separate but otherwise identical Cleric class. In Shadow Dragon, male priests are instead known as Curates. Priests and Clerics both promote into the Bishop class, whereupon they gain access to offensive Light magic; in Gaiden and Radiant Dawn, their final promotion is the Saint class. In Awakening, Clerics and Priests can instead choose to promote into War Cleric/Monk, which gives them the use of axes, or the Sage class, which gives them the use of magic tomes.

In the Tellius games, the Cleric variant is exclusive to Mist. She is generally identical to normal Priests (which still exist), but does not have the association with religion, and in Radiant Dawn can also use swords. She promotes to the Valkyrie class, which in Path of Radiance allows her to use swords as well. In Fates, the class is again split up by gender and are referred to as Monks and Shrine Maidens. Both promote into the Onmyoji class, similar to Sages, but their branch class is determined by gender; Monks can promote into Great Master, which uses staves and lances, and Shrine Maidens promote into the Priestess class, which uses staves and bows, instead.

Related is the Monk class, an offensive magic class exclusive to the GBA games which uses light magic; they also promote into Bishops, and so are considered part of this class tree. Also related is the Light Mage and its promotions, Micaiah's Lord class in Radiant Dawn, and the Shamannote , Deirdre's and Julia's class in Genealogy, which promotes to Sage. Also related is the Chancellor class of the Tellius games (which uses dark magic in addition to light magic and staves), which is exclusive to Sephiran/Lehran.

  • Light Is Not Good/Sinister Minister: Bishops who support the enemy, are morally questionable, or are outright evil and heretical are a recurring feature throughout the franchise — the most prominent examples are Gharnefnote , Riev, Oliver and Lekain.
  • Light The Way: Tend to be the only light magic users.
    • Holy Hand Grenade: After promotion and Monks. The exceptions are Awakening and Fates, where light magic does not exist in any form.
  • The Medic: They're mainly used to heal weakened units.
    • Combat Medic: Upon promotion they gain offensive light magic or from the start for Shamans in Genealogy.
  • Miko: The Hoshido version of the Cleric, which are called Shrine Maiden. Its promoted form can also wield bows.
  • Religion Is Magic: Light magic, at any rate. In most canons, light magic has a strong association with the dominant religion of the world (which more often than not has some connection with one of the world's legendary heroes who also used light magic). Light-wielding units not affiliated with the clergy are rare, with Micaiah being the only one in Tellius. Discussed by Knoll and Natasha in The Sacred Stones, pondering the differences between the roots of their magic of choice (light/religion for Natasha, dark/knowledge for Knoll).
  • Simple Staff: Normally, they don't have offensive use in line with this trope, but Radiant Dawn allowed staff-wielding units to use them to strike back when attacked. Some staffs have a 100% critical rate, but almost no-one has the strength to actually deal any damage in such a situation.
  • Squishy Wizard: Significantly more so than the Mage line. Technically averted by the War Cleric promotion in Awakening which is significantly more robust, but the characters that promote into it by default tend to fall into this anyway by virtue of rather poor Strength and Defense growths.
    • Red Mage: Typically, after promotion, being able to cast offensive spells and heal. The exception is if you promote to War Monk/Cleric.
  • White Mage/White Magician Girl: They're frequently female (or at least effeminate, like with Libra and Lucius).


A far less common offensive magic class, Shamans are a slower, bulkier counterpart to Mages, specializing in dark magic. They promote to the Druid class, or can become the Summoner class in The Sacred Stones. The class is also known as the Dark Mage in the Archanea and Jugdral games, with the Druid being called the Sorcerer in Archanea and the Dark Bishop in Jugdral; it's an enemy-exclusive class in the Jugdral gamesnote . In Awakening and Fates, Dark Mages can use both normal magic and dark magic, and they can also promote into the Sorcerer, which continues to use dark magic, or Dark Knight, which allows them use of Swords, but restricts magic use to normal tomes only.

Related is the Dark Sage, a second-tier class which also wields thunder magic, exclusive to King Pelleas in Radiant Dawn; it promotes into a variant of the Arch Sage. Also related are the Dark Prince, Dark Druid, and Necromancer, dark-wielding classes exclusively belonging respectively to the final boss Julius, and the penultimate bosses Nergal and Lyon.

This class is not to be confused with the Shaman class of Genealogy, which is a light-wielding class exclusive to Deirdre and Julia, or with the third-tier Light Priestess class, which was called "Shaman" in the original Japanese version of Radiant Dawn.

  • Casting a Shadow: Also, while they have often been portrayed as the magical equivalent to axes, dark magic in the GBA games and in Awakening have effects on their general weapons that other magic will never have.
  • Dark Is Not Evil: And Canas of Blazing Sword will make a point of reminding you of that fact. However, Dark Magic users tend to be major enemies in the series none-the-less.
  • Expy: Dark Druid Nergal and Necromancer Lyon's classes are based upon the Druid and Summoner classes respectively, but more powerful. Dark Druid also serves as an expy and foil to Athos's Archsage class.
  • In the Hood: Almost every similar unit wears a heavy hood completely obscuring their face.
  • Mighty Glacier: Significantly slower than Mages and have worse Skill, but generally have relatively equal Magical Attack.
  • Red Mage: Typically, after promotion, being able to attack and heal. The exception is if a Dark Mage promotes into the Dark Knight class. Done weirdly with the Sorcerer in Awakening, who gets to use Black Magic in addition to normal magic, but cannot heal.
  • Necromancy: The Summoner and Necromancer can create phantom warriors to assist you in battle.
  • Unique Enemy: A couple of Dark Magic users in the series often gets their own class (Julius is a Dark Prince, Nergal is a Dark Druid, Lyon is a Necromancer) and their own exclusive Dark Magic tome. They are typically fought before the Final Boss, with the exception of Julius, who is the Final Boss of his own game. They typically appear on the field as an enemy unit at least once before their last fight as well.


A female-exclusive medic class which makes occasional, if inconsistent appearances. The Troubadour is basically a Priest, except on a horse.

The Troubadour class is one of the most variable in the series in terms of promotion and weaponry. In most games, they wield only staves, but additionally wield swords in the Jugdral games. They normally promote into the Valkyrie, which like the Priest, adds the ability to use offensive magic (anima or light depending on the game) in every game except the Tellius games; in said Tellius games, where the class is exclusive to Mist, they add the ability to use swords instead. In the Jugdral games, they instead promote into a female-exclusive variant of the Paladin class which can use staves.

In Sacred Stones, they can choose to promote into the Mage Knight, which uses anima magic (Valkyries use light magic in that game). In Awakening, they can instead choose to discard their mount and promote into War Cleric, which gains the use of axes. In Fates, Troubadours now are unisexual. They promote into the Strategist class, that uses staves and magic, or branch into the Maid/Butler class, which substitutes magic for shurikens and has the best staff rank in the game.

  • Always Female: Until Fates, that is.
  • Automaton Horses: Their horses are only seen in combat.
  • Battle Butler/Ninja Maid: The Maid/Butler class.
  • Cool Horse: Troubadours are always mounted on them.
  • Gender-Blender Name: Despite the class being all-female until Fates, actual real-life troubadours (who were poets, not magical mounted staff users) were exclusively male, and the female term is Troubaritz. Strangely, these sorts of real-life Troubadours actually exist in the Fire Emblem universe as well, at least in the Tellius series, as one of the early chapter narrations for Radiant Dawn includes the phrase "or so the Troubadours sing".
  • The Medic: Their main battlefield role.
    • Combat Medic: Upon promotion when they gain offensive magic - or from the start in the Jugdral games. In Fates, they gain shurikens as their weapons.
  • Squishy Wizard: They have high Magic and Luck to aid in their healing abilities, but they're defensively weak physically and typically can't fight back at first.
  • White Magician Girl: This is a very common archetype for the class.

Pegasus Knight

One of two flying mounted class, Pegasus Knights are female knights who fly on pegasi defined by excellent speed and resistance at the cost of pathetic defense and HP; they're generally considered to be great for eliminating mages. They usually promote to the Falcon Knight class, which adds the ability to use either swords or staves depending on the game, and in Radiant Dawn promote further to the Seraph Knight. In Awakening, Pegasus Knights gain the alternate promotion Dark Flier, which allows them use of magic. In The Sacred Stones, they had the alternate promotion Wyvern Knight (see below), in the Archanea games, Dragon Knights were their only promotion (though the remakes allowed them to promote to Falcon Knights instead using a DLC item). In Fates, they were changed into the unisex Sky Knight, which promotes into the Falcon Knight or Kinshi Knight, the first aerial class that can use Bows. The Dark Flier reappears as it's own separate class in Fates, accessible via an item that can be obtained either by owning all three campaigns or as a reward from a DLC map.

Related are the Princess Crimea and Queen classes, exclusive to Elincia in Path of Radiance and Radiant Dawn respectively; both classes wield swords and staves, but are otherwise identical to the normal pegasus classes.

  • Achilles' Heel: Suffer additional damage from bows and (sometimes) wind magic due to their status as flying units.
  • Always Female: Early Installment Weirdness aside. Fates eventually averted this, although the explanation is different depending on the version of the game: the Japanese version calls them Tenma, while the English version simply calls them a different breed.
  • Blade on a Stick: The starting and main weapon for Pegasus Knights.
    • Cool Sword: In FE1 and FE4 they can wield swords immediately. In most other games they get swords upon promotion to Falcon Knight.
  • Early Installment Weirdness: Pegasi become dragons in the Archanea games? Huh?
    • Pegasus Knight Mooks were be male in Monsho no Nazo.
    • The stat interface suggests that they're male in the GBA installments as well, as their "Rescue" stat (which is pretty much irrelevant to enemy units since they never use the rescue command unless you use the enemy control glitch to take control of them) is 25 minus their Constitution (same as your male mounted units; your female ones are only 20 minus their Con).
  • Fragile Speedster: Their high Speed typically allows them to get in at least two hits. However, they're vulnerable to arrows and wind-related magic.
  • Geo Effects: A class-limited aversion; flyers completely ignore terrain bonuses and penalties, because after all, they can fly. They still get healed by forts and thrones, though.
  • Mage Killer: They're frequently lauded as such, given their high Resistance and access to physical weapons.
  • Magic Knight: Dark Fliers use offensive magic, while Falcon Knights in the Jugdral games and Awakening use healing staves.
  • No Sell: The Iote/Delphi/Fili Shield in the Archanea, Elibe and Magvel games is an item which, when held by a flyer, negates their weakness to bows. In Awakening, Iote's Shield is a skill instead, acquired through DLC.
  • Pegasus: They come in two different species as well. The one commonly seen in the series are known as Pegasus, but incorporate an aspect of the unicorn: the myth that unicorns would only accept pure-hearted maidens as their riders. A support in Fates claims the Pegasi in the game are actually Tenma, which are similar in appearance but do not care about gender. Though this is made confusing as past games in Japan have used Tenma to refer to regular Pegasi. The English version of the same conversation changes this, saying that the Pegasi of Fates are a different breed.
    • Winged Unicorn: Normally they look like this after promotion to Falcon Knight, though it's entirely possible that the horn is just part of the pegasus's head armor.
  • Rule of Three: Traditionally, there are three available pegasus-riding units, often related to each other either through family or through job, who can execute a "Triangle Attack" when together. The Jugdral games are the only exceptions; the player never gets more than two Pegasus Knights in the same game, and in Genealogy the two are in different generations. Genealogy actually has a trio of enemy Falcon Knights who can Triangle Attack! The attack was eventually dropped as of Awakening.
  • Spell My Name with an "S": "Falcon Knight" has been variously rendered as "Falcoknight", "Falconknight" and "Falcon Knight" in the English games.
  • Zettai Ryouiki: Almost every Pegasus Knight does Grade B with boots and a miniskirt in official artwork.

Dragon Knight

The other flying mounted class, this time flying on the backs of dragons; sometimes known instead as the Wyvern Rider class. Originating as the promoted class of Pegasus Knights in the Archanea games, Dragon Knights were later were spun off into their own entirely separate class family. Compared to their pegasus counterparts, they tend toward hardier, bulkier compositions at the expense of speed.

Dragon Knights promote into the Dragon Master/Wyvern Lord class, the name depending on the game; in The Sacred Stones, they can alternatively promote into the Wyvern Knight. In Radiant Dawn, they can promote into the third-tier Dragonlord class. The Jugdral games feature the weaker Dragon Rider class, which was made the first tier to the (now second tier) Dragon Knight in Thracia 776. In Awakening, they gain the alternate promotion Griffon Rider, a generally well-balanced class. In Fates, they gain the alternate promotion Malig Knight, a Magic Knight class that uses axes and tomes.

Related is the King Daein class, exclusive to Ashnard in Path of Radiance.

Not to be confused with the "normal" dragons which figure heavily into the plots of most gamesnote . Nintendo of America certainly thought this'd be the case, so for a while this class became the "Wyvern Rider" in English; this was later reverted to "Dragonknight" in Radiant Dawn. They were changed back to Wyvern Riders in Awakening.

  • Achilles' Heel: Bows and wind magic, being flying units. Radiant Dawn changed things up a bit by making them strong to wind magic but weak to thunder magic.
  • Armor-Piercing Attack/Game-Breaking Bug: The Wyvern Knight's skill, Pierce, in The Sacred Stones. Its usefulness is offset by being linked to a nasty glitch which locks up the game under certain (rare) circumstances which, oddly enough, only occurs in English copies of the game.
  • Blade on a Stick: Traditionally this is the family's primary weapon.
    • An Axe to Grind: In the Archanea games, Radiant Dawn and Awakening, this is been their preferred weapon instead.
  • Cool Helmet: Wyvern Lords and Malig Knights wear helmets that resemble dragons.
  • Cool Mask: The Wyvern Riders in Awakening wear masks that resemble a dragon's jaws on the lower halves of their faces.
  • Cool Sword: In the Elibe and Magvel games, Wyvern Riders get these on promotion.
  • Depending on the Artist: There's pretty much no consistency with the appearance of the dragon mounts between games; it's pretty much justified by the different universe, except in the case of Tellius.
  • Divergent Character Evolution: The dragon-riding family slowly evolved from the pegasus family into the distinct class tree with different strengths it is today.
  • Dracolich: Malig Knights ride on zombie wyverns.
  • Dragon Rider: You don't say. Averted with the Griffon Rider promotion in Awakening.
  • Geo Effects: A class-limited aversion; flyers completely ignore terrain bonuses and penalties, because after all, they can fly. They still get healed by forts and thrones, though.
  • Giant Flyer: In the GBA games and Radiant Dawn in particular, they're downright enormous.
  • Heel–Face Turn: Typically, the dragon mount species is associated with an/the enemy kingdom (Macedon, Thracia, Bern, Grado, Daein) and dragon riders are a mainstay of the respective army, and so almost every allied Dragon Rider is recruited from the enemy. The only exceptions to this in the series are in the Archanea/Magvel games, where your pegasus knights can promote into them, Awakening, where the "recruited" dragon rider is from a different nation from the "enemy" dragon riders earlier in the game, and Fire Emblem Fates Conquest, where you are the "enemy kingdom".
  • Mighty Glacier: Depending on the game, as a bit of a counterpoint to the Fragile Speedster status of Pegasus Knights.
  • Mythology Gag: The Wyvern Knight class in FE8 rides a mount identical to the DracoKnights of FE3 and can be promoted from Pegasus Knights.
  • No Sell: The Iote/Delphi/Fili Shield, as mentioned above.
  • Our Dragons Are Different: The appearance of the Dragon/Wyvern Mounts vary wildly even in games taking place in the universe(compare the quadruped dragons in Radiant Dawn to the Bipedal Wyverns in Path of Radiance). What varies most are whether they stand on two legs or four and if they have no arms like a wyvern or their arms like a western dragon.
  • Our Gryphons Are Different: The Griffon Riders that appear in Awakening.
  • Spell My Name with an "S"/Inconsistent Dub
    • There is one hell of a naming inconsistency clusterfuck with this class family. For Blazing Sword, the first English release, they were renamed "Wyvern Rider" and "Wyvern Lord" to distinguish them from the proper dragons which figured heavily into the plot of the game; Sacred Stones and Path of Radiance stuck to this. The Japanese version of The Sacred Stones introduced the "Wyvern Knight" class, ostensibly separate from the dragons of the Dragon Rider class and looking more like traditional wyverns; they were still called "Wyvern Knights" in the English version and the matter of their physical difference wasn't addressed. Radiant Dawn's translation discarded the "wyvern" name for the classes themselves, going with variations of "Dracoknight"; however, in dialogue, the species are still called wyverns, again to differentiate from the game's fairly important actual dragons. This remained the case for Shadow Dragon, then in Awakening, it's back to Wyvern Rider and Wyvern Lord.
    • The Japanese version alone isn't much better. The base class is called Dragon Rider in most games, but the Jugdral games and Radiant Dawn call it Dragon Knight. The promoted class is called either Dragon Master or Dragon Lord depending on the game, which becomes really confusing when you consider the name of the third-tier promoted class from Radiant Dawn: Dragonlord (Lindwurm in Japanese).


A pair of recurring support classes, with the Dancer being more common. These classes put on magical performances which allow adjacent units which have already moved in a turn to move again. The Heron laguz in the Tellius games serve the same purpose, using their galdr. Fates introduces the Songstress class, and uses lances instead of swords.

In every game, only one of these characters are usable at any given time. This is justified as having two of them on one map would allow them to continuously grind for experience by dancing/singing for each other.

This Bard class is not to be confused with the Bard class of Genealogy and Thracia, a magic-wielding class exclusive to Lewyn and Homeros in their respective games. Dancers exist in their normal function in that game, though.

  • Dance Battler: In the Jugdral and Archanea games and Awakening, in which they also wield swords... just not very well.
  • Magic Dance: Their dances invigorate other units who already have acted into acting again on the same turn.
  • Spoony Bard: Actually not that spóony. It's true that they have (depending on the game) little or no means to defend themselves and low-to-average defense, but a well-trained character of this clas can have massive Speed and Luck, thus they will dodge a good part of the attacks thrown at them. (Additionally, Tethys has good HP growths).
  • Wandering Minstrel: Most of them come across as this initially.


A support class specializing in, well, stealing things. Thieves can steal items from enemy units, and unlock chests and doors with lockpicks instead of keys. What they promote into depends on the game: the Jugdral games promote them into the Thief Fighter class (though Lara can optionally promote into Dancer instead), and most games from Elibe onward allow them to promote into the Assassin, a powerful offensive class, or the Rogue, an extension of the thief's theft abilities. In Radiant Dawn, Rogues promote further into the third-tier Whisper class, and Assassins are treated as a separate third-tier class whose only member comes as one and thus doesn't promote. In Awakening, they gain the alternate promotion of Trickster, which can use staves.

In Fire Emblem Fates, the class was split and retooled into counterparts of the Archer and Cavalier classes. The Archer counterpart, found in Nohr, is referred to as Outlaws which use bows instead of swords. They can promote into Bow Knights and Adventurers (who use staves in addition to bows and essentially is Fates' Trickster). The Cavalier counterpart is called Ninja as a result of Hoshido having a strong oriental theme: Ninjas are able to use shurikens and can promote into Master Ninjas (Fates' Assassin) and Mechanist, which gains bows and a mount.

  • All Swords Are the Same: A particularly amusing exaggeration: in the Elibe and Magvel games, all swords look like knives when used by members of the Thief class family!
  • Bandit Mook: When they're enemies.
  • Bow and Sword, in Accord: Assassins in Awakening.
  • Combat Medic: Tricksters and Adventurers gain the use of staves.
  • Deep Cover Agent: The thieves which are not Gentleman Thieves or Class Cat Burglars tend to be working for some noble family.
  • Flash Step: Assassins are practitioners of this art.
  • Fragile Speedster: Unpromoted thieves have horribly lackluster defenses, but make up for it with their immense speed, allowing them to dodge practically everything not backed by a weapon triangle or terrain advantage.
  • Gentleman Thief: Most allied thieves tend toward this (except for Heather, who's more of a Classy Cat-Burglar); the only real exception is Lifis.
  • HP to 1: Bane, the mastery skill of Whispers.
  • Kleptomaniac Hero: When allied.
  • Knife Nut: Almost every one of their appearances draws their swords as knives for some reason; they didn't become full-fledged knife-wielders until Tellius, when knives became a weapon type.
  • Magic Knight: The Trickster class uses both Swords and Staves.
  • Magikarp Power: You'd be mad to put a thief in the thick of combat. Then they become Assassins. Shit starts dying en masse.
  • Master of Unlocking: Locktouch, their innate skill, allows them to unlock doors and chests without the use of keys.
  • Nice Hat: Generic Tricksters and Adventurers wear fancy, wide-brimmed hats.
  • One-Hit Kill: Lethality, the mastery skill of Assassins. However, its activation rate is lower compared to other skills.note 
  • Signature Move: Lethality
  • Video Game Stealing: Depends on the game, but they can typically steal either gear or gold from enemies.

Trainee classes

The "trainee classes" are a set of four classes which are Magikarp Power incarnate: they start out much weaker than any other class, but have excellent potential for growth and have incredible versatility in their main draw: their ability to promote to a wide range of classes, allowing the player to bolster their forces specifically to their tastes.

In Gaiden, the only trainee class is the Villager, which has the ability to promote at random to any of five classes: Mercenary, Soldier, Archer, Mage or Cavalier; if the Mercenary route is taken, the third-tier Dread Fighter class can promote right back around to Villager, allowing for an effective infinite stat-gain loop. The Villager class returns in Awakening, but oddly cannot promote in and of itself, instead relying on Second Seals to promote to other classes. In Fates, this is averted, as Villagers can now promote into the Merchant class, which uses lances and bows, or branch promote into the Weapon Master class, shared with Samurai.

In The Sacred Stones, there are three trainee classes, each exclusive to one ally character: the Pupil, the Journeyman and the Recruit. Each has a choice of two classes to promote to: the Pupil can promote to Mage or Shaman, the Journeyman to Fighter or Pirate, and the Recruit to Cavalier or Knight. In accordance with the promotion tree system of The Sacred Stones, each thus has three or four options for their final promotion.

Playable characters of these classes: Robin, Grey, Cliff, Atlas; Amelia, Ewan, Ross; Donnel; Mozu
  • Bucket Helmet: Male villagers in Awakening wear pots as makeshift helmets.
  • Magikarp Power: They start out weak, but they come with the Aptitude skill, which increases their growth rates.
  • New Game+: Kind of. In The Sacred Stones, once one completes both Eirika and Ephraim's stories at least once, the trainees have the option to promote to "Super Trainees": that is to say, promoting to the trainee classes again and again. The final-promotion versions of these classes gain special bonuses; the super Journeyman and Recruit gain increased critical rates, while the super Pupil is the only class in the game which can normallynote  use all three types of offensive magic.
    • Power-Up Letdown: Constitution is the only stat that doesn't grow with the Super Trainees, leaving them to be slowed down with the more stronger and heavier weapons. This particularly hurts the Journeyman, who not only uses the heaviest weapons in the game, but has a counterpart in the Berserker which has the necessary constitution and a similar critical hit bonus.
  • Weapon of Choice

Manakete (Mamkute)

A common feature of most titles is the existence of the Manakete tribe, a species of sentient dragon shapeshifters who appear as humans with a few differences. They fight using dragonstones, rare gems which allow them to transform into their dragon form to attack.

Related are the Dragon Laguz of the Tellius canon, which are pretty much the same thing but fitting into the laguz concept of that universe, and by extension the rest of the laguz. Another related group are the Dragons of Fates, which are not called Manaketes, but have a similar, if slightly different history to them.

  • Ascend to a Higher Plane of Existence: Most dragons did this in Fates by becoming spirits. The ones that didn't either went insane or have been able to escape such a fate.
  • Breath Weapon
  • Cute Monster Girl: Only three recruitable Manaketes are not little girlsnote , and of the three, just one is malenote .
  • Chuck Cunningham Syndrome: The other Manakete Tribes are nowhere to be found in Awakening despite major roles in the Archanea series.
  • Gold and White Are Divine: Divine Dragons have this color scheme.
  • Half-Human Hybrid: A number of them have appeared in the series include Nils, Ninian, Nah, the Avatar of Fates, etc. Tiki mentions that Nah is the only one of her kind seen in Ylisse, while all Manaketes with dragonstones in Fates are shown to be hybrids.
  • Hidden Elf Village: Normally.
  • Lightning Bruiser: In and of themselves Manaketes tend to have rather poor stats, but with a dragonstone they shoot through the roof and turn them into this, almost to the point of game-breaking.
  • Light Is Good/Always Lawful Good: Every Divine Dragon that shows up in the series has been friendly.
  • Our Dragons Are Different: They're dragons capable of taking on human form. In battle, they can transform back to dragons.
  • Pointy Ears: One of the manaketes' most defining physical characteristics.
  • The Four Gods: The Four Dragon symbols for Dragon's Vein are based on them. Fire Dragon is birdlike, Water Dragon has a snake for a tail, Ground Dragon has fur, and the Wind Dragon has a lean appearance.
  • Too Awesome to Use: Often, there's only one dragonstone with finite uses available in the course of the game. While it's often enough to level a Manakete to level 20, you're not going to get all that much use out of them once you start, so it's quite common to hesitate to use Manaketes.
    • Eleventh Hour Superpower: While they usually become available earlier than this, games in which there are only a finite number of uses to the dragonstone tend to lend themselves to using them on the final couple of levels, which are usually filled with enemies that the dragonstone does massive damage to (dragons in the Archanea games and Binding Blade and monsters in Sacred Stones.)
    • Averted in Awakening, where you can buy Dragonstones (although they are not cheap).
  • Reptiles Are Abhorrent: Divine Dragons who are always friendly are either non Reptilian or at least less so then the other Dragon Tribes.
  • Winged Humanoid: Divine Dragons tend to have feathery wings similar to Angels, the other Dragon tribes have dragon wings in Manakete form.


If the final boss isn't a dark magician, a dragon, or a god, this is what they'll be — a king decked out in enormous armour or finery, dwarfing every other unit (except maybe Manaketes/laguz) in sheer size, wielding a really fucking huge ancestral weapon, and possessing astronomical physical stats. More often than not, though, there'll be a True Final Boss after them. Specifically, this refers to King Zephiel of The Binding Blade, Emperor Hardin of Mystery of the Emblem, Emperor Arvis of Genealogy of the Holy War, Baron Raydrik of Thracia 776, King Ashnard of Path of Radiance (who is also similar to a Dragon Rider), Walhart the Conqueror of Awakening, Nohr King Garon in Fates, and arguably the Black Knight of the Tellius games.

Playable characters of this class: Walhart

  • Ancestral Weapon: All of them wield personal weapons.
  • BFS: As fitting their position, their weapons are often very large. Averted by Arvis, who uses the magic tome Valflame instead.
  • Expy: Much like the Lords, a good number of them actually seem to be another class but better, and with a different weapon at times. King Zephiel, Emperor Hardin, and the Black Knight, have similiarities with the General class (but Zephiel uses a sword in a game where Generals don't use swords, and the Black Knight is related to the third-tier class Marshal by proxy), Emperor Arvis is essentially a souped up Baron (which itself is a General with access to magic, and is used by Raydrik), King Ashnard seems like a better version of the Wyvern Lord class (but also uses a sword), and Walhart the Conqueror is similiar to the Great Knight class.
  • Final Boss: Often, but there'll frequently be a True Final Boss after them.
  • Large and in Charge: "King" sprites tend to dwarf the others in the game. Usually, this is a product of having bulky, intimidating armor.
  • Tin Tyrant: They're almost always covered in armor.
  • Unique Enemy: Will always be the only one of their kind in their games.
  • Walking Armory: Arvis can use all weapon types, but Dark, and Light Magic.


In addition to the usual human and draconic enemies, Fire Emblem: The Sacred Stones contained a wide variety of monstrous enemies, some of which had also appeared in the earlier Fire Emblem Gaiden. Fire Emblem Fates introduced a couple of new monsters as well. They come in the following types:
  • Revenants/Entombed: Zombie-like creatures that attack with claws. They have high HP but extremely low stats otherwise. In addition to appearing in both Gaiden and Sacred Stones, they reappeared in Fire Emblem Awakening as a type of Risen.
  • Bonewalkers: Skeletal soldiers that wield a variety of weapon types. Their "promoted" equivalent is the Lich in Gaiden and the Wight in Sacred Stones
  • Mogalls (Bigls in the Japanese version): Small floating eyes that wield Dark magic. In Sacred Stones only, they have a "promoted" version called Arch Mogalls.
  • Baels/Elder Baels: Spiderlike creatures exclusive to Sacred Stones. They attack with deadly claws that may sometimes be poisoned.
  • Tarvos/Maelduins: Centaurlike creatures exclusive to Sacred Stones. They wield axes, and the "promoted" Maelduins also use bows.
  • Gargoyles: Flying creatures wielding lances. Their "promoted" equivalent is the Balrog in Gaiden and the Deathgoyle in Sacred Stones
  • Mauthe Doogs/Gwyllgis: Speedy demon dogs that attack with fangs. Exclusive to Sacred Stones.
  • Gorgons: Scaly creatures hatching from eggs that wield a variety of nasty dark magic spells. Exclusive to Sacred Stones.
  • Cyclopes: Massive axe-wielding creatures exclusive to Sacred Stones. Their HP cap is higher than that of other units.
  • Draco Zombies (Dragon Zombies in the Japanese version): Like dragons, only deader. In Gaiden only, they have a "promoted" version called White Dragons.
  • Faceless: Humanoid creatures made from dark magic, debuting in Fates. In contrast to the Revenants/Entombed, they are rather large and bulky, and attack with their fists instead of their claws.
  • Golem: Moving statues who debuted in Fates. They attack by launching rocks from afar.
  • Puppet: Puppets moving by clockwork who debuted in Fates. They attack with saws and yumi (eastern bows) and is the first monster class capable of using both normal and monster weapons.
  • Empty Vessel: A slime monster made of water that attacks with axes. They are created to serve a master, hence the "Vessel" part. Debuting in Fates, it is the first monster class seen since Sacred Stones to only use a normal weapon instead of an enemy-only monster weapon.

  • Achilles' Heel: All monsters are weak against the Bishop's Slayer skill and the Sacred Twin weapons (except for Gleipnir). In addition, Gargoyles/Deathgoyles and Draco Zombies are treated as flying units and are thereby weak to bows and the Wind Sword, and Tarvos/Maelduins are treated as mounted units and are weak to weapons that do additional damage to them.
  • An Axe to Grind: Tarvos, Maelduins, and Water Familiars.
  • Blade on a Stick: Gargoyles/Deathgoyles and some Bonewalkers/Wights.
  • Boss In Mooks Clothing: Draco Zombies (and White Dragons in Gaiden). In fact, unless you do the Lagdou Ruins in their entirety as soon as they become available, the first one you encounter in Sacred Stones will actually be a boss, complete with unique sprite! Though technically speaking, his class is still listed as Manakete...
    • Wolfpack Boss: The aforementioned Lagdou Ruins ends with a stage containing eight Draco Zombies and no other enemies.
  • Casting a Shadow: Mogalls/Arch Mogalls and Gorgons.
  • I Fight for the Strongest Side: Faceless are created with no minds of their own and simply act on primal bestial instinct to attack others. Practitioners of Dark Magic are able to bend and enslave them to their will. Such people include Iago, Leo, and Rhajat.
  • Fragile Speedster: Mauthe Doogs and Gwyllgis.
  • Good Bad Bug: The Gorgons' Stone spell is treated as a regular Dark Magic spell rather than a monster-exclusive attack, but it lacks a proper weapon level, so if acquired via hacking or the enemy control glitch, it can be used by any of your units except Myrrh. As there are no E-ranked Dark Magic tomes in Sacred Stones, it takes 8 uses of the Stone spell to permanently teach a unit Dark Magic. This is primarily used to give Tethys attacking capabilities and allow Sages access to all four types of magic.
  • Me's a Crowd: Mogalls possessed the ability to make copies of themselves in Gaiden.
  • Mighty Glacier: Cyclopes, though their stat caps tend towards Lightning Bruiser with high speed and skill, few Cyclops enemies get close to those caps.
  • Name's the Same: The axe-wielding Tarvos shares its name with Nolan's personal axe in Fire Emblem: Radiant Dawn.
  • Not Using the Z Word: Averted in the Japanese version, where Revenants are called Zombies.
  • Oculothorax: Mogalls and Arch Mogalls.
  • Our Monsters Are Different: They appear to lack sentience of their own, and mindlessly carry out the bidding of their summoner.
    • Big Creepy-Crawlies: Baels and Elder Baels, which are absolutely huge spiders.
    • Our Centaurs Are Different: Tarvos and Maelduin appear like traditional savage centaurs except with dark grey/black skin. They use axes, and bows.
    • Cyclops: The fittingly named Cyclops in Sacred Stones, which is one of the more powerful monsters.
    • Hellhound: Mauthe Doogs and Gwyllgis. The latter has the traditional three heads; the former has only one.
    • Draco Lich: The fittingly named Draco Zombies are among the toughest foes in all three of their appearances which consist of Gaiden, Sacred Stones, and Tear Ring Saga.
  • Piñata Enemy: Revenants and Entombed are fairly unimposing aside from their large stores of HP, but give out great amounts of EXP—the latter is pretty much a guaranteed level-up for an unpromoted unit. (This has carried over to Awakening.) Also, Gorgon Eggs are immobile and incapable of attacking and give out exactly 50 EXP when destroyed regardless of the attacking unit's level. Also, they start out with only a few HP and start healing every turn at a certain point, and if allowed to heal to full they turn into Gorgons.
  • Summon Magic: Phantoms can be summoned by the Summoner Class in Sacred Stones. In Tear Ring Saga, player units with the summon skill can summon monsters themselves with the Summon spell.
  • Sinister Scimitar: Melee Bonewalkers use this in both Gaiden and Sacred Stones.
  • Sinister Scythe: Gargoyles wield scythes in Gaiden.
  • Squishy Wizard: Mogalls and Arch Mogalls.
  • Taken for Granite: Gorgon enemies can cast a spell called "Stone" which petrifies your units. Petrified units cannot move and any attack against them will have a 100% chance of hitting and a 30% chance of being a critical hit.

    Recurring characters 
The games may mostly be Non Linear Sequels, but that doesn't stop a few characters from showing up in multiple canons...

Anna as she appears in Radiant Dawn
Fondly dubbed the Series Mascot and the "RNG Goddess" by the fandom, Anna is a recurring character who has appeared in every installment except Gaiden. Normally appearing in menus and the like, she occasionally gets story roles like appearing in villages, running tutorials or being the owner of Secret Shops. In Awakening, she finally graduated into being a full playable character, in addition to maintaining the game's SpotPass functionality as the keeper of the Other World Gate. During Awakening it is revealed that there is more than one Anna and that the playable Anna is the merchant and other-world keeper Anna's sister.

Tropes about Awakening Anna go on the Awakening characters section while tropes about Anna generally go here. Tropes about both playable Anna and NPC Anna can go on both.

Class: Pegasus Knight (FE9, as an NPC in tutorials), Trickster/Merchant, Merchant as a Bonus Boss (FE13), Outlaw (FE14)
Voiced by: Saori Seto (Japanese, FE13 and FE14) Karen Strassman (English, FE13 and FE14)

  • Ascended Extra: Anna finally made her playable debut in Awakening.
  • Bonus Boss: One Anna serves as this in Awakening's final Ultimate Training DLC Chapter, and boy is she a doozy. It is quite possible to skip battling her however.
  • Blade on a Stick: As a Merchant, including her Bonus Boss appearance. The Trickster Annas (including the playable one) use Swords and Staves instead, while the Outlaw Anna in Fates uses bows.
  • Breaking the Fourth Wall
  • Covert Pervert: Implied with the Annas who run the hot spring and the beach resort in the Hot-Spring Scramble and Summer Scramble DLC xenologues in Awakening. They try to use their Snapshot tomes in order to catch pictures of the Shepherds with little clothing on, so they can make a profit off of said pictures.
  • Cue Card Pause: The Anna who runs Apotheosis apparently has to use a script she wrote to introduce challengers to Apotheosis. She occasionally pauses to try to recall her lines and reread her script.
  • Massive Numbered Siblings: Combines with Uncanny Family Resemblance and Name's the Same akin like Nurse Joy. This (and a portal between dimensions) is how she manages to appear in every Fire Emblem game.
  • Memetic Hand Gesture: Resting her index finger on her face.
  • Money Fetish: Awakening revealed that the Anna clan has one. Hard not to dispute it, considering how many of them pop up as traveling merchants, two of them run a beach resort and hotspring resort respectively, and they run an armory monopoly in one particular Outrealm.
  • Plucky Girl: They are generally characterized as this; even if they are in a tight situation, they maintain a positive attitude.
  • Random Number God: Referred to as such by the fanbase. Turns into Ascended Meme when Bonus Boss Anna in Awakening has the Rightful God skill, which makes other skills more likely to proc - namely her Aether.
  • Secret Shop: Their usual proprietor. Discussed in Shadow Dragon - Jake remarks that business isn't actually looking too good for her because of the nature of the shops. They were dropped with Awakening, though.
  • Series Mascot: As far as the fandom is concerned anyways. The devs might have ascended this as of Awakening.
  • SNK Boss: In Awakening, ye Gods. Aether, Counter, Rightful God, Dragonskin and Vantage+; this equates to Aether activating a whole lot (Rightful God), being immune to Counter and Lethality (Dragonskin) while having Counter herself, and always getting the first hit regardless of who initiates combat (Vantage+). Moreover she has both a Spear for ranged combat and a Brave Lance for close combat, both forged for Might and Hit Rate, on top of having absurd stats on par with Future Past Grima. While she is vulnerable to Lancebreaker, which reduces her hit rate by 50, she still hits like a truck and Counter is still a problem. However, she is extremely easily gimped by longbows due to not having Aegis+ (or even Pavise+).
  • You Gotta Have Blue Hair: Her hair is always a shade of red in every single appearance.

Jake as he appears in the Archanea remakes
Anna's love interest. Formerly a citizen of Grust in Archanea during the War of Shadows, he apparently accompanies Anna on her interuniversal travels, including doing a brief stint as one of Fargus's pirates in Elibe. Despite constantly ending up in combat situations, he regularly laments that he doesn't really have that much of a stomach for it all.

Class: Ballistician (FE1, FE11), Pirate (FE7, as a NPC), Warrior (FE12)

  • Adaptation Dye-Job: The games and supplementary materials can't decide on whether his hair is brown (FE1, FE7) or purple (official art, FE11). It appears this traces back to his and Beck's portraits being swapped in the original Famicom game.
  • An Axe to Grind: Since ceasing use of his ballista, he's apparently taken a liking to axes.
  • Chivalrous Pervert: Anna doesn't seem to mind too much.
  • No Sense of Direction: During his time in Jugdral, he gets lost twice.
  • Put on a Bus: Didn't appear in either book of Mystery of the Emblem. This was remedied in Heroes of Light and Shadow.
  • Siege Engines: In Shadow Dragon; by the time of New Mystery, he's stopped using it.
  • What Could Have Been: He - along with Beck, Darros, Wrys, Roger, and to a lesser extent Gotoh - was meant to return as playable characters in Monshou no Nazo, but was scrapped during development.

Naga (Narga)
Naga as she appears in Awakening

The Divine Dragon King and protector of humanity, although an aloof and distant one. Over the course of the series's backstory, she did battle with the Earth Dragon tribe, among them Medeus and Loptyr, and the Fell Dragon Grima, said to be her archrival.

While Naga eventually passed away, she left a lasting legacy on the world. Her bloodline lives on through her daughter Tiki, her reincarnation Nagi, and the royal family of Grannvale in Jugdral who received it through her pact with Saint Heim. The people of Archanea and Jugdral revere her as a legendary god, though both are largely unaware that she was in fact a female dragon. Many a hero has used holy weapons associated with her to vanquish evil - the Falchion and Shield of Seals wielded by Marth and eventually the Ylissean royal family, and the Naga tome of Grannvale's royalty.

  • Absolute Cleavage: Her attire in Awakening bares most of her chest down to her midriff.
  • Aloof Big Sister: To Forseti, and to a degree to the whole of Jugdral. In spite of her sincere desire to protect it, she never was too fond of interacting directly with humanity, unless it was truly needed.
  • Ambiguous Gender: In-universe - with the exception of her appearance before the Twelve Crusaders at the Miracle of Darna, she is universally assumed to be male by her religious followers. The same applied out-of-universe too until Awakening, where she turns out to be definitively female. Then the Future of Despair DLC Chapters imply that Naga doesn't always have to be the same person, as her daughter Tiki (who died earlier) becomes the new Naga in that timeline, making it wholly ambiguous again.
  • A God I Am Not: In her own words:
    "“But know this: I am no god. I am no creator. I possess not the powers of making or unmaking. And neither does Grima. Neither of us bears the power to destroy the other utterly.
  • Shipper on Deck: In Awakening. Dragons can commune with Naga simply by praying to her. The entirety of the support between Nah and a male!Morgan is Naga subtly working to hook them up. (Then again, both kids have had very harsh early lives, so...)
  • Get a Room!: In the support of Nah and Morgan in Fire Emblem Awakening. After their confession of love, the two share this hilarious dialogue:
    Morgan: So, uh, did Naga have anything to say about this?
    Nah: Hold on, I'll ask.
    Nah: ......
    Nah: ...She said to get a room.
  • Good Is Not Nice: Naga ordered Gotoh to kill Tiki if worst to came to worst and the Shield of Seals (which kept Tiki sane) could not be recovered in time.
  • Leitmotif: "Legend of the Divine Dragon God", in the Archanea games (and Blazing Sword); the melody is shared with her daughter Tiki, with her version using on harps and woodwinds.
  • Light Is Good: The tome with her essence is Holy of course.
  • Missing Mom: To Tiki.
  • Our Dragons Are Different: As a Divine Dragon tribe Manakete, she's able to take on the form of a golden-colored dragon with softer features, in contrast to the more reptillian forms of the other dragon tribes.
  • Pointy Ears: Her depiction in Awakening has her sport a pair, an indication that she isn't human.
  • Samus Is a Girl: Despite the Ambiguous Gender created In-Universe, in Awakening she takes on the form of a woman.
  • Voluntary Shapeshifter: While Naga did not come up with the idea of assuming human form, she was a firm supporter of it.
  • You Gotta Have Blue Hair: She sports vivid green hair during her appearance in Awakening, if only to reinforce her parentage with Tiki, whose hair is also green.

Tiki (Chiki)
Tiki as a "child" in Shadow Dragon
Tiki as an adult in Awakening

Naga's daughter, and the sole survivor of the Divine Dragon tribe who is still capable of taking dragon form. As one of her last acts, Naga placed her in an unending sleep to prevent her from degenerating into madness like all the other dragons, but she was eventually unsealed by Bantu. The two travelled the world for a time until she was captured and brainwashed by Gharnef. Upon being freed from the spell by Bantu, Tiki joined the Altean army and took a liking to Marth. After the war, she was put back to sleep by Gotoh, but he allowed her to reawaken for good upon confirming that Marth would be able to restore the Shield of Seals, which would prevent her from degenerating.

Eons later, Tiki has grown up and is now revered as the Voice of the Divine Dragon in the Valmese Empire. When Chrom's band travels to Valm, she appears before them to task them with restoring the Shield of Seals, and aids them in challenging the Grimleal. Has the scariest waking up face in the army. Her birthday is Feburary 28th.

Class: Manakete
Voiced by Ikue Otani (Japanese, Awakening) and Mela Lee (English, Awakening)

  • Blowing a Raspberry: Oddly enough, she does this in Awakening, in her B support with Say'ri.
  • Brainwashed and Crazy: Hypnotized by Gharnef in Shadow Dragon via convincing Bantu was in trouble, and only Gharnef could protect her. She was used to guard the Fane of Ronan and by extension the Lightsphere, Starsphere and Geosphere. Fittingly it was Bantu that broke her out of this trance.
  • Cute Monster Girl: In the Archanea games, she was the youngest playable character, at least appearance-wise.
  • Deep Sleep: Twice, no less. The first was Naga's doing before she died, placing her in an unending sleep to prevent her from degenerating into madness like all the other dragons; this was interrupted by Bantu. Then, after the War of Shadows, she was put back to sleep by Gotoh, but he allowed her to reawaken for good upon confirming that Marth would be able to restore the Shield of Seals, which would prevent her from degenerating. And it happened again by the time of Awakening, this time of her own volition, when the Shield was disassembled yet again. Her downtime quotes and supports sometimes make fun of it, often portraying her as very sleepy and lazy.
  • Happily Married: If paired with Male Avatar in Awakening. Which leads to Battle Couple and Mayfly-December Romance.
    "I know that to love another, I must watch the world move past him. But such short years make an eternity worth living."
  • Immortal Immaturity: While she normally acts wise and aloof in Awakening, her B rank support conversation with Say'ri reveals she's not as grown up as she appears. Of course, part of it was a ploy to get Say'ri to lighten up a little.
    Tiki "Thbbbbt!"
    Say'ri "My lady, I have no words. You are acting as a child!"
    • This was justified in the Archanea games, as Tiki really only had spent ten years awake despite technically being alive for far longer.
  • Instant Awesome, Just Add Dragons: With the aid of a Divinestone she can take on her Divine Dragon form, allowing her to fight back against the Manaketes of Dolhr, and most human enemies.
  • In the Hood: As depicted in the Famicom game.
  • Lightning Bruiser: Give her a couple of levels and watch her wipe out an entire area.
  • Light Is Good/Light 'em Up: Like her mom, her breath is holy.
  • Love Confession:
    I know that to love another, I must watch the world move past him. But such short years make an eternity worth living.
  • Nigh Invulnerable: In Dark Dragon, she can potentially have the second highest defense in the entire series, below Bantu.
  • Magikarp Power: Well, sort of. She's already good when you get her because the Divinestone, but she has very low HP at that point in the game (HP being the only stat not touched by the Divinestone's bonuses), and even with the Divinestone's bonus to her Speed, she won't be able to double most enemies. Once you level her up a bit, her HP won't be much of a problem and she can double most of her foes with ease.
  • Our Dragons Are Different: Like Naga, she's able to transform into a golden-coloured dragon which is sometimes depicted with feathers. In Awakening, her dragon form is more or less a Palette Swap of Nowi, slightly glowing brighter than the latter.
  • Leitmotif: "The Little Divine Dragon", which shares its melody with that of Naga, using much higher-pitched and eerie instrumentation.
  • Mercy Kill: In the "Infinite Regalia" DLC chapter of Awakening, her battle quote implies that the Deadlord she's facing is either Marth or one of the parents that died in the Bad Future, leading to this trope.
  • The Nicknamer: Child example - she refers to Marth as "Mar-Mar" and Bantu as "Ban-Ban".
  • Overrated And Underleveled: In Awakening, she's no stronger than Nowi and slightly weaker than Nah, despite being the daughter of a god, a potential world ender and an adult when the other two are children. She isn't exactly weak, but does NOT live up to her reputation. However, this might be justified as she's been asleep for a very long time, and several of her interactions in Awakening hint that she has trouble getting accustomed again to the fast-paced world of humans.
  • Parental Substitute: Bantu acted as Tiki's father figure when she was a "child."
  • Person of Mass Destruction: Naga and Gotoh feared that she would become this. The restoration of the Shield of Seals averts this possibility for good.
  • Pointy Ears: A clear indicator that she isn't human.
  • Precocious Crush: Implied with Marth.
  • Really 700 Years Old: In Awakening, she casually mentions that she's 3000 years old. This actually helps establish just how long after Mystery of the Emblem the game is set. There's something of a Running Gag with Tiki making reference to just how ancient she is by now, especially in her shopping quotes.
  • Senior Sleep Cycle: She spends a lot of time napping. Technically, she's not elderly, but she is one of the oldest living things on the planet, if not the oldest.
  • She Is All Grown Up: A few thousand years pass between Shadow Dragon and Awakening, during which time Tiki matured very nicely.
  • Taking the Bullet: During the second chapter of Awakening's Future of Despair DLC, she sacrifices herself on an attack targeted at Lucina. While she dies, she's later revealed to have taken on the role of Naga, effectively foiling Grima's plan.
  • Talking in Your Sleep: Tiki spends most of her support conversations with the female Avatar asleep, while occasionally speaking her dreams between snores.
  • Third-Option Love Interest: Given that she only joins your party if you play and complete Paralogue 17 without her dying.
  • Token Mini-Moe: In the original Archanea games.
  • Too Awesome to Use: She's considered one of the best characters in all four Archanea games... and she comes mid-late into both games and has very limited usability given the small, finite number of Dragonstones available. This case is slightly averted in Dark Dragon thanks to Divine Dragonstone being an infinite use weapon.
    • In Shadow Dragon at least, give her the Starsphere. It allows all of the holder's weapons to be used infinitely - Dragonstones included. You'll have to give up the sphere if you want Gotoh to forge Starlight, but until then, have a blast letting Tiki rip through everything! Also, she can use Bantu's Firestones if you want to save up the Divinestone.
    • There's also the secret shop in New Mystery of the Emblem where you are able to recurit Tiki. You can use the Warp staff that is also obtianed in that chapter to teleport someone to the centre of the north eastern lake, an area that cannot be reached otherwise, and they'll find the secret shop holds one of each non-unique dragonstone in the game, meaning that Tiki, as well as the other Manaketes, have more weaponry and use in the process. This however, cannot be done in Lunatic mode as the warp staff is not available to use.
    • In both Shadow Dragon and New Mystery of The Emblem you can use the even more limited Hammerne on the Divinestone to make sure that it doesn't run out of use.
    • Averted properly in Awakening - though they're fairly expensive, Dragonstones and even Dragonstone+'s can simply be bought by the time she's recruitable.
  • Winged Humanoid: Tiki is depicted with Angel Wings in several depictions such as Mystery of the Emblem.
  • Who Wants to Live Forever?: Her supports with a female Avatar indicate this, as she has nightmares about Marth leaving her. Her supports with Nah particularly revolve around this trope, as does her love confession scene with the male Avatar. Both, however, also underscore her firm resolve to not let it beat her down.
  • Wrong Name Outburst: As an adult, she accidentally uses "Mar-Mar" to refer to the Avatar, leading to some confusion and for a male Avatar, a hint of her affections.
  • You Remind Me of X: Hero-type towards both the Avatar and Lucina in Awakening, stating that they share his ability to build alliances and bonds among their fellow soldiers. Also carries shades of the romantic type if she falls for Male Avatar.
  • Zettai Ryouiki: Grade B as an adult, with boots.

The Deadlords (Dark Warlords, Seigneurs des Ombres, Todesfürsten, Resurgidos)

The 12 Deadlords are a collection of warriors, named Mus, Bovis, Tigris, Lepus, Draco, Anguilla, Equus, Ovis, Simia, Gallus, Canis, and Porcus. They once served the Lopto Empire, and later served the empire's remnants, the Lopto Sect. Very little is known about the Deadlords due to the fact that they are introduced in Seisen No Keifu and are fought before the final battle with little explianation of where they came from. Thracia 776 sheds more info about the Deadlords. The Deadlords are "born" by the Lopto Sect turning other people into them, and both Manfroy and Veld seem to have the ability to do this. This is shown by Raydrik, as well as potentially Galzus, Dadgar, Eyvel, Sara, and Lifis, being turned into Mus, Bovis, Tigris, Draco, Canis, and Porcus respectively.

In Fire Emblem Awakening the Deadlords were reincarnated by Validar and Aversa of the Grimleal, and some of their number were equpped with the Holy Weapons of the Twelve Crusaders. They were deployed under Aversa's command in order to defeat Chrom, but again failed and were slain. You fight the Deadlords again in a DLC chapter, where they claim to have fallen in a battle with the fate at the world at stake; it is heavily implied that they are in fact the parents from the Bad Future.
  • An Axe to Grind: Tigris, as well as Lepus in Awakening.
  • The Archer: Draco
  • Blade on a Stick: Mus in almost every appearance, and also Equus in Awakening.
  • Boss Bonanza: Gameplay-wise, their role is to act as this. Thracia 776 can mix this with Boss Rush as well, depending on what units you didn't recruit.
  • Cool Sword: Simia, Porcus, and Bovis. Also Mus in Thracia 776.
  • Dark Is Evil/Light Is Not Good: Aside from the name, Gallus always uses Dark Magic, while Lepus uses Staves, and Canis uses either Light Magic or Staves.
  • Dub Name Change: Awakening, which marks their first international appearance, have different names for the Deadlords in different languages: Seigneurs des Ombres (Lords of Shadow) in French, Todesfürsten (Princes of Death) in German, and Resurgidos (Arisen) in Spanish.
  • Fire, Ice, Lightning/Blow You Away: Anguilla, Equus in Genealogy, and Ovis, as well as Canis in Awakening, use an Anima Tome each.
  • Gender Bender: Draco, Male in FE 4, Female in FE 5. Justifed, as it is possible a different person was used to create Draco each time.
  • For Want of a Nail/Player Punch: Their Thracia 776 appearance. The five Deadlords you face are created using the bodies of five people you should recruit during the course of the game and then either allow to die/be petrified or end up not recruiting them: Mus is Raydrik (the only fixed Deadlord, as he is a main villain in the game and thus is not recruitable), Bovis is Mareeta's father Galzus, Porcus is Lifis, Tigris is Tanya's father Dagdar, Canis is Sara, and Draco is none other than... Eyvel/Briggid. Yeah.]]
    • Although this could be unconfirmed, Anguilla in Genealogy of Holy War is a Mage Knight wielding a Thoron spell and possessing minor Tordo blood. Meaning that adding to the insults of the abuses she suffered at Hilda to death, Tailto gets turned into a Deadlord. Ouch.
    • Awakening's Infinite Regalia DLC implies that the Deadlords of Awakening were created from the parents that died in the Bad Future.
  • Magic Knight: Anguilla's class is this, and in FE4 this comes with the Thoron spell and a minor Tordo blood, meaning that it is possible that this incarnation of Anguilla is Tailto.
  • No Cure for Evil: Averted in Genealogy of the Holy War and in Awakening, where Lepus possesses a healing staff to use on the others. Naturally, you will want to Shoot the Medic First.
  • No Indoor Voice: In Awakening, the Deadlords speak in all caps.
  • Theme Naming: In the Japanese version, they are named after the numbers 1 to 12 in the German language. In the west, they are given the Latin names of the animals from the Chinese Zodiac.

Shanty Pete

An obscure character of folklore who is mentioned briefly in several Fire Emblem games, primarily the Akaneia and Tellius ones, and appears to be something of a patron saint of pirates. He also apparently liked to dance on barrels of rum, according to Robin.

  • Dressed to Plunder: Should be a given, seeing as he's implied to be a "patron saint" of pirates, but he had a pegleg, which Gomer swore on, and a hook hand according to one of the stories Ricken read in his support with Olivia.
  • The Ghost: Only mentioned by pirate NPCs throughout the series, and in support conversations several times in Fire Emblem Awakening.
  • Jerk with a Heart of Gold: Though it's quite possible that Anna made it up on the spot given that she was desperately trying to appease a very angry Tiki at the time, apparently this guy founded an orphanage.
  • Sea Dog Beard: Nedata swears by the briny beard of Shanty Pete.

amiibo Icons (Marth, Ike, Robin, Lucina, Roy)

The playable Fire Emblem representatives in Super Smash Bros. as of the fourth game in the series. Since the introduction of amiibo, these five characters can appear in compatible games in and outside of Fire Emblem canon together. See character pages for their respective games, for more about them as individuals.

  • Another Dimension: Often used in game to describe how amiibo work if not Alternate Universe, the Spirit World or the Outrealm Gates.
  • Ascended Extra: Particularly in Fates, they're more or less a more fleshed-out version of the Einherjar concept from Awakening. Marth, Roy and Ike themselves were previously available as Einherjar.
  • Badass: These are five of the most powerful, most iconic and greatest-achieving Lords (or otherwise main characters) in the series.
  • Breakout Character: Fire Emblem amiibo are generously supported in games besides Smash, most notably to unlock the characters themselves as units in Code Name: S.T.E.A.M. and Fire Emblem Fates. This all but guarantees the characters' place in the Fire Emblem franchise. While Marth was a given, Roy and Ike were both lesser-known Lords in the series outside of Smash (due to poor sales of their games), and Robin and Lucina ended up overshadowing Chrom (the protagonist of their game).
  • Canon Welding: Fire Emblem Fates shows that the versions of the characters summoned via amiibo are the Smash incarnations, although they also have memories of some version of their canon appearances. For example, Lucina and Robin recognize Owain, Inigo and Severa in Fates, but it's made clear that they're from a different universe from the trio.
  • Cipher Scything: While Robin was a customizable avatar in Awakening, his amiibo is of the default male appearance. He always appears as such in amiibo-compatible games other than Smash with his default voice, although time will tell whether the female will appear too.
  • Divergent Character Evolution: Sort of. Whenever Marth and Lucina have appeared together prior to Code Name: S.T.E.A.M., they have been model or gameplay copies of some sort, likely due to Lucina adopting the "Marth" identity.note  In amiibo appearances from S.T.E.A.M. onwards, they have completely different skills and appearances.
  • Elemental Powers: Ike and Roy are associated with the fire element, their swords channeling blue and normal flames respectively. Robin, being the magic user of the five, can use any element through his magic tomes, but is associated with the thunder element in particular, having Thoron as his signature spell and wielding the lightning-infused Levin Sword.
  • Guys Smash, Girls Shoot: Lucina has a bow in Code Name: S.T.E.A.M. even though her default alternate weapon in Awakening is a lance. She can only get bows by playing with the re-classing system in her home game. Inverted otherwise in regards to her and her fellow Awakening partner Robin however: She prefers swinging swords, he prefers casting spells.
  • Heroes Prefer Swords: Four of them have legendary blades. The Falchion for Marth, Ragnell for Ike, the Parallel Falchion for Lucina, and Sword of Seals for Roy respectively. Averted with Robin: He is associated with the Levin Sword, but prefers spells, particularly thunder spells.
  • Living Toys: Subverted. All Smash fighters, including the amiibo characters, are living versions of collectible trophies in some (ambiguous) way. Fates sheds some more light on this paradigm; it seems to establish that the characters' trophy forms (in this case, the physical amiibo) summon a living version of the character in some imaginary universe (in this case, the canon Fire Emblem universe), as the amiibo characters are just like any other unit with no reference to their trophy forms.
  • Merchandise-Driven: You essentially unlock optional DLC features and sidequests by buying their figurines.
  • Mythology Gag:
    • Their skills tend to be a composite of their Smash Bros interpretation and home game. amiibo!Ike tends to be a Mighty Glacier like in Smash, rather than a Lightning Bruiser as in his own games. However he can use sword beams and axes as in the Tellius series. This is presumably to differentiate the characters, as all of them except Robin are very similar Lightning Bruisers in their canon appearances, while Robin's stats can vary wildly.
    • In Fates, their recruitment battles team them up with enemy units representing their allies from their games of origin.
  • Off Model: If undressed in Fates, the characters look slightly different than usual (for example, Ike looks a bit less beefy and Lucina's breasts are a bit larger).
  • One Of These Is Not Like The Others: Robin is the only one of them to use magic, and his signature weapon is not a sword but thunder magic. He's also the only one to not wield a legendary blade, and the only one based on a customizable avatar rather than a fixed character.
  • Weapon of Choice/Signature Spell: All of them have a weapon or spell that they clearly prefer using. For Marth, Roy, Ike, and Lucina, it is their respective legendary swords. For Robin, it is the magic spell Thoron.