Game Breaker / Fire Emblem Fates

Fire Emblem Fates, much like its predecessor, has so many areas that completely break it's necessary to make a page just to explain why.

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    The Royal Siblings 
  • Your royal siblings in any route are typically your strongest units. Your sisters have auras that can either reduce damage a unit takes or increase damage a unit can do, and they all stack. Your brothers on the other hand, have unique weapons that are powerful and lack any drawback. In addition, all of these character can activate Dragon Veins, allowing for tactical map advantages as well. Don't be surprised if your entire party in Revelation consists of the Avatar and the eight siblings.
    • Sakura can be surprisingly powerful but you wouldn't know it right off the bat. She starts off as a simple Shrine Maiden healer that can promote to a Priestess or an Onmyoji. She gets a pretty good Magic, Luck and Resistance and having her as a Priestess really highlights her abilities... but while she'll perform nicely, she's forced to use bows which doesn't really go well with her naturally low Strength rate making her hard to train in the class. On the other hand, Onmyoji takes advantage of her much better Magic stat, but it doesn't highlight her full potential, especially with a low Luck cap, her best stat. Unfortunately for her, she doesn't have too much in terms of decent alternative classes especially since Birthright doesn't offer too much to magic users. In Revelation however, she has easy access to a Shining Bow, which allows her to attack with a 1-2 range Bow that uses her higher Magic stat allowing her to train much easier to get her Strength to where she needs it to. In addition, she can support with Elise (which gives her access to the Troubadour class line and its skills) and Leo (giving her access to the Dark Mage class line and its skills). The important skills to obtain from the Troubadour class line are Live to Serve (letting her be a great Combat Medic by being able to fight, heal, and also heal herself sufficiently enough), Rally Resistance (which helps mitigate ally damage from magical attacks) and most importantly, Inspiration (wherein any ally within 2 spaces deals +2 more damage and takes -2 less damage, which stacks with Sakura's personal skill) and Demoiselle (male allies within 2 spaces takes 2 less damage). Both skills are especially important as it should stack with Sakura's personal skill, meaning that the skills help mitigate any damage taken, to a total of -4 less damage taken (6 with Demoiselle). Meanwhile, the Dark Mage class line gives her a strong Magic class to be in that takes advantage of her good Magic modifier. She can also marry Jakob in Birthright and Revelation to also get access to the Troubadour class line, but in Revelation she's able to get that just by Friendship Sealing with Elise, allowing her to marry someone else. With all this, the final result is a powerful Priestess with a Shining Bow who can also serve as a great Combat Medic who can help reduce the damage her allies take.
    • Takumi is very good to use in the Birthright path. He joins very early with his special Fujin Yumi that is more powerful than anything you get for five or six more chapters. He also joins on a very shuriken-heavy map (which are weak to bows), and the next map after that, all the enemies are fliers, which are more prime targets for his arrows. The only thing stopping him from soloing the game is the fact that he can't attack adjacent enemies without a specialized Bow/Yumi (which often has drawbacks like lower Attack Speed or Avoid), or the DLC skill Point Blank. He also has a great personal skill which grants him +3 Damage dealt and -1 Damage taken and +10 Crit (in a class that already has a Crit bonus) if he's Supporting a same or higher leveled unit. Takumi is very strong, and is generally agreed within the Serenes Forest forums that he's actually stronger than Mozu when both are promoted into Sniper class simply because of the unique bow he has access to. The only advantage Mozu has over Takumi is that she has access to other classes via reclassing that have skills that have better synergy together for a Sniper. However, Takumi is still very powerful, and will undoubtedly be one of your best Snipers, if not one of your best units.
    • Hinoka has fairly even growths across the board, which means that depending on how the numbers roll, she may end up really powerful or rather weak. However, one can focus on giving her good offensive growths by reclassing her to her Spear Fighter secondary class. Her growths as a Spear Master are good enough to rival Ryoma. Simply by doing this and acquiring the potent skills in the Spear Fighter line, Hinoka becomes a blitzing powerhouse similar to her older brother, but can also help support the team with her personal skill (which grants any ally within two spaces +2 Damage) and debuffing enemies with the Seal Defense and Seal Speed skills that the Spear Master class offers. She can return to being a Falcon Knight or even a Kinshi Knight at any point, as her heightened offensive stats and Lancefaire will help her perform better as those classes since both classes still use Naginatas as well. She has some great skills available from the classes she has access to from her A+ Support options, from Trample and Savage Blow (A+ with Camilla in the Revelation path), to Quick Draw and Certain Blow (A+ with Setsuna), or with a little more patience, Inspiration and Demoiselle (A+ with Azura). Inspiration is especially helpful since it stacks with her personal, effectively granting any ally within two spaces +4 Damage. Hinoka's versatility as both a supportive unit and an offensive unit makes her a force to be reckoned with.
      • To make her even better, one can reclass her into the DLC class Great Lord, from the Before Awakening DLC map by clearing it without losing anyone. She gets access to the powerful Aether skill (Sol and Luna together), as well as the Dual Striker skill (boosting the damage in Attack Stance, allowing her to be a great partner in Attack Stance), Awakening (+30 Crit, Hit, Avoid, and Dodge at half health) and most importantly, Charm (any ally within two spaces deals +2 Damage). Charm is basically her personal skill, so combined with her actual personal skill, and Inspiration up above, any ally within two spaces should deal +6 Damage just by standing near Hinoka, allowing her to be a great team player.
    • Ryoma on the other hand, is an absolute monster. He has very high Speed, Skill, a surprisingly large amount of HP and an insane amount of Avoid and Crit. His Raijinto katana allows him to attack at a distance without any drawbacks (as most ranged weapons in this game now have some kind of drawback) and it also boosts his Strength (which was already pretty good to begin with), eliminating the two most common problems with sword using classes. He also has a fantastic personal skill which grants him +2 Damage dealt and -2 Damage taken and +10 Crit (which adds to his class's Crit bonus) if he's Supporting a same or lower leveled unit. With some minor grinding, he can have such a high damage output that physical tanks like Generals are still easily killed in one round. In Birthright, it can actually be easier to beat the game by pairing yourself to Ryoma in Guard Stance and just letting him kill everything.
      • To make him even better, reclass him into the DLC class Vanguard, from the Vanguard Dawn DLC. He will get access to Heavy Blade (+3 Str but -1 Speed, which he has more than enough of), Aether (a powerful skill that does two hits, the first healing HP equal to half the damage dealt, the second halving the enemy's Defense), and more importantly, Strengthtaker. Ryoma gains +2 Str after initiating any combat and killing an enemy, which stacks five times to a total of +10 Str. With all of that Str, you have an unstoppable force of nature on your hands.
      • Alternatively, reclass him to Lodestar and have him take advantage of the speed boosts that the class has to offer through Dancing Blade (+3 Speed, but -1 Defense) and Speedtaker, allowing him to be an even speedier dodge tank. Once Speedtaker gets going, few things will be able to hit a Lodestar Ryoma at all.
    • Xander. He joins in a mounted class, and has a drawback free 1-2 range weapon in a game where most 1-2 range weapons have been nerfed. He has incredible Strength and a great personal skill that only helps in killing his enemies (+2 Damage dealt and -2 Damage taken against enemies with full HP, will be very often), and he can tank hits with very high Defense and his Sword boosting that even further. His only weaknesses are Beast Killers (as he is a mounted unit, and they're also Lances which beat Swords), Magic (although this is only on the Enemy Phase, Xander often packs enough of a punch to one shot them with no fear), and his average Speed. He is a prime candidate for every Speedwing and Speed Tonic you come across, as well as doing his Fan-Preferred Couple with Charlotte as in Guard Stance, Charlotte gives Xander +8 Strength and +5 Speed. Combine all this and you have one hell of a Game-Breaker in the Nohr Route.
      • To make him even better, reclass him into the DLC class Lodestar, from the Before Awakening DLC map by clearing it without losing anyone. He will get access to Dancing Blade (+3 Speed but -1 Defense, which he has more than enough of), Dual Guardsman (which will help him guard against attacks more), and more importantly, Speedtaker. Xander gains +2 Speed after initiating any combat and killing an enemy, which stacks five times to a total of +10 Speed. With all of that Speed, you have an incredibly quick juggernaut who simply cannot be stopped.
      • Alternatively, reclass him to Vanguard since you can get the Speedtaker skill via completing parts of the Heirs of Fate DLC. Few things can survive getting hit by a Vanguard Xander, and what does very likely can't kill him.
    • Camilla. She joins promoted with amazing base stats and growth rates, and while she is a prepromote, she gains experience at a much faster rate than normal, and is in the amazing Wyvern Rider class line. She also joins in Chapter 10 where her insane offense, speed, and bulk make her absolutely necessary to survive the map. As a Malig Knight she has fantastic Defense and Resistance which makes her perfect for taking on the armies of mages and knights in Nohr. Her personal skill helps her allies kill their enemies faster as she can grant +3 Damage to anyone standing next to her. Her only weakness is her lack of good 1-2 range as her magic stat won't get high enough to be extremely effective. As such, one option to consider is to reclass her to Wyvern Lord after getting a few levels to get the Savage Blow skill from Malig Knight, which can help her wear down tougher enemies. Or, the player could feed her all of the Spirit Dusts they own and have her use a Bolt Axe to take advantage of the Malig Knight's magic stat. Either way, she is a flying tank and one of the player's best units in Conquest, aside from Corrin and Xander. Her Game-Breaker status has even earned her the nickname "Girl Haar", as she is similar to fellow Wyvern Lord Game-Breaker Haar from Radiant Dawn, who also joined fairly early, is a prepromote and was incredibly useful and powerful all throughout the game. Wyvern Lords might not be as absolutely effective as they were in that game, but they are still pretty damn great, and Camilla is the best example of this.
      • Those who want to make her even more ridiculous should her to a Dark Falcon. She may not take advantage of the class as other characters, but let her acquire Speed +2, Relief and Galeforce. As soon as she changes back into her more heavy-hitting Wyvern Lord or Malig Knight class, Camilla will be able to wipe out the entire map.
    • Leo, much like Hinoka, has balanced stats across the board, noticeably being one of the few casters to have decent durability. He joins at the halfway point of Conquest, or just past the halfway point of Revelation, and his Brynhildr tome is only two points of Might weaker than the S-rank Excalibur, while not having any negative effects as well as letting him half incoming Magic damage at a chance equal to his skill, making him an amazing Mage Killer. His personal skill allows him to do more damage (+3 Damage to be exact) to any injured enemy, making him a great candidate to finish off weakened enemies. He also has access to the Sorcerer class as a reclass option, which boosts his Speed, uses his higher Magic stat, and gives him access to the Vengeance skill. One A+ Support option he has is with Odin, and because their default classes already overlap (both have Dark Mage as a base), Leo gets access to Odin's secondary, which is Samurai. The Samurai class line has some good skills, with Vantage in particular being useful as it pairs up well with Vengeance. In Revelation, he can partner with Sakura, giving him access to Tomefaire for more offensive power, Renewal to help him survive, Countermagic to help cement his Mage Killer status, and Rally Luck to help him be a team player. Leo also has the Troubadour line as a secondary class, allowing him to get the skills from that line, such as Inspiration, Live to Serve, or Rally Resistance, allowing him to be a supportive team player as well. Whether the player uses him as a Dark Knight, a Sorcerer, an Onmyoji, or a supportive Strategist, he is a valuable asset to any team and almost always your go to mage.
    • Elise is similar to her counterpart Sakura, unable to hurt anyone in her base class. However, being one of your only healers in Conquest, a mounted one at that, makes her incredibly useful. She has the Lily's Poise skill that reduces damage adjacent allies take by -3 (-5 with Demoiselle for males). Given how hard enemies can hit in Conquest, these few points can really make a difference. Since she can promote naturally to a Strategist, she can get the skill Inspiration which should stack with her personal, reducing damage taken further to -5 less damage (7 with Demoiselle, again). Also, once she promotes, she can use Tomes. She has great Mag, Spd, and Lck, so she can pack quite a magical punch. However, she has low Skill and Defense, so she might have trouble hitting her enemies to begin with, and she will go down rather easily to physical fighters. She has natural access to the Wyvern Rider class line, allowing her to keep her Tome proficiency and gain the Savage Blow skill if she reclasses to Malig Knight. Or, with enough patience (and possibly a few Arms Scrolls to use the Bolt Axe if you don't grind), she can get Rally Defense from Wyvern Lord. With Rally Defense, and the Strategist's Rally Resistance and Inspiration skills, as well as her personal, she can potentially mitigate damage so much, reaching -9 Damage takennote . -5 from her personal and Inspiration, and another -4 if both of those defensive Rallies are used. In terms of offense, she can A+ with Sakura in the Revelation path and get the valuable Tomefaire skill, boosting her damage further. Or, though it would require a slog through physical weapons or a few Arms Scrolls to use magical weapons, she can A+ with Effie and get some valuable Knight class line skills such as Luna, Pavise, and Armored Blow. Whether you use her as a magical Glass Cannon or an incredible team supporter, Elise is sure to perform well.
      • Out of all the sisters, Elise is probably the best pick for the Witch class. Her naturally high Magic and Luck stats allow her to take the most advantage of the Witch's abilities, mainly Witch's Brew, which gives you a random potion item for the first 7 turns based on her Luck stat (which is already high) and Warp which helps solidify her as the go to support of the game allowing her to teleport next to an allied unit and then make another action (mainly healing them).

    Other Characters 
  • Surprisingly, Azama can be a great unit. His growth rates are comparable to Ryoma. The only real issue Azama has is that he starts in a magic class (despite his growths not being suited towards magic) and as such, it takes him a while to grow. But if reclassed into something more physical, like an Apothecary, he can truly shine. In the Revelation path, he can Support with Arthur and get access to one of the strongest physical classes in the game, Berserker. He's often a common candidate for the Dread Scroll to make him an instant war machine that can (keyword: can) rival even the Avatar in the same class in Birthright.
  • Keaton, and the Wolfskin class in general, is extremely powerful. He joins with great base stats and growths in Strength, Speed and Defense, making him a tank who also has great doubling ability, and he can make use of the bonuses from either Beaststones (Speed) or Beastrunes (Defense and Resistance) to enhance either one of these depending on what role he needs to fill at the time. The skills of his class, Better Odds (restores 40% HP at the start of odd-numbered turns) and Grisly Wound (enemies lose 20% HP after any combat with the unit) make him an excellent chokepointer, but much more versatile than a General as he also has access to the Berserker class for its offensive skills. He also has Beastbane which is very useful for fighting the enemy Kitsune in Conquest Ch 19, as well as the onslaught of fliers in Conquest Ch 24. Beast Killers are his only real weakness, but Keaton is still incredibly useful, especially on the Conquest route as defensive units are essential there.
    • His daughter Velouria is especially powerful. Before any other parent modifiers, her Str modifier is +4 and Def is +3, with her only negative being -1 Skl. Give her say, Camilla, and that Str is now +5, Def is +4, and the Skl modifier raises and cancels out the negative modifier. On top of that, she gets access to Camilla's Wyvern Rider class line, meaning she can get Savage Blow, which will stack with Grisly Wound. She will be able to do 40% HP of poison damage thanks to those two skills, that is, if she doesn't outright kill the enemy. Marry her yourself and choose Ninja as your secondary and she can get access to Poison Strike as well, letting her do 60% HP of poison damage. Finally, like her father, she comes with Beastbane, so she will also be a powerful combatant against the fliers in Hinoka's chapter, and the foxes in the Kitsune forest (should you get her before then).
  • Peri, if given the right DLC skills suited for her. If she gets her Galeforce, Strengthtaker, and Replicate, she can become a one woman army. When she kills an enemy, her personal skill activates and she gains a stat boost, a nice +4 Str/Mag/Skill/Speed. With Strengthtaker, that's another +2 Str which can continue to stack five times for a total of +10 Str. And with Galeforce, she can move again. If you replicated her beforehand, then the Replica receives any stat boosts the original received (or vice versa), allowing her to kill more easily, as well as help her raise her stats even more. Even those worried about her being too fragile to take a hit can always use a Galeforce turn to return to safety. Or even give her Warp to have her do that. With all this, you can potentially have a murderous doll on a killing spree on your hands.
  • While not as strong as the Avatar in Awakening, the Avatar in this game can be just as good even in just their Nohr Prince(ss) line depending on how the player builds them, they also must be in every chapter so it doesn't hurt to have this character in every fight. Most importantly they have access to the Yato which evolves and gets more powerful as the game continues and a Dragonstone, which is magical in this game so this allows them to attack a low Resistance unit while buffing their defensive stats. They can also utilize nearly every class in the game, their secondary class the player chooses at the start, and classes from any A Supports they have allowing them a wide access of skills available to them.
  • Kana can become one of the most powerful and useful characters in the game if you marry your Avatar to one of the second generation kids. Under the right circumstances, Kana can excel in any role and do a better job than their parents even without the need of a legendary weapon. Kana is so great that a good parent pairing in combination with the logbook unit exploit mentioned down below can increase Kana's overall stats to ridiculous levels to the point that he/she can easily solo Lunatic Conquest Endgame without breaking a sweat.
  • Midori is regarded as one of the best children in the game (and arguably one of the better units in Fates overall) due to her decent class selection, good stat growths, but mostly because of her personal skill, "Lucky Charm", which increases the proc rate of all skills that use the Luck Stat by 20%. Fates has a lot of good skills that use the Luck stat to work, so naturally lots of players abuse Midori's personal skill for the greatest effect.
    • First is the "Gold Farmer" build, where players give her Salvage Blow, Profiteer, and sometimes Witch's Brew, and skills like Luck +4/Hoshidan Unity/Replicate to increase the likeliness of the skills proccing. When recruited early on, this combo can net you thousands of gold over the whole game, and it works even in Conquest.
    • Second is the infamous "Miracle Midori" build, which focuses around the Miracle skill's effect of preventing a lethal blow as long as the user has at least 2 HP. Many builds have been made around this one skill, abusing Midori's personal skill, with the right setup and builds, can have a 100% Proc rate!
    • A Merchant!Midori with Profiteer (aka the skill where she can get Gold Bars in her first seven turns) will be very, very useful in Conquest, where the lack of money to purchase weapons and staves is a constant issue.
  • Anna from the DLC "Anna on the Run". Like with Midori, she is a common "gold farmer" unit due to her personal giving about 150 gold whenever it activates (and it'll happen a lot with her high luck stat). She is a solid Bow user when used normally, but her greatest perk is her incredible magic oriented growths and base stats in a game that lacks good offensive casters, especially since she is a Level 10 unit that's available for recruitment as soon as you can use the Dragon's Gate (which is Chapter 7).
    • And if you use the free 'Anna's Gift DLC' and use the Witch's Mark on Anna. She becomes a Lv10 Witch with 20 MAG and stats comparable to Leo (save for Defense, Health, and Strength), and Leo is effectively 12 levels higher than she is at base and joins at the midpoint of Conquest. And keep in mind that Leo is one of the Gamebreaker Royal Units mentioned above.
  • Oboro is without a doubt one of the single best characters on the Birthright route and one of the best non-Royalty units in the entire game! For starters she's a Jack-of-All-Trades with balanced growths in Strength, Speed, Skill, and Defense with Resistance being the only low stat. Upon promotion to a Spear Master however, her stats all greatly increase while staying evenly paced which allows Oboro to easily become a full blown Lightning Bruiser on par with the Hoshidan Royalty. She can get access to some of the best skills without much reclassing including Rend Heaven, and Quixotic if made a Basara, Seal Defense and Speed by her base class and going Spear Master (which also grants her Lancefaire, which makes her even more ridiculous offensively). She can also become a Apothecary, allowing her to get Replicate and Profiteer. She also has a good range of Support options, such as Takumi in order to get skills like Certain Blow, Hinata for the Samurai class and skills like Astra and Duelist's Blow, and in Revelation, she can support with Beruka for some useful Wyvern Rider skills and Niles for some supportive skills like Lucky Seven. Oh and lest we forget what makes her mandatory on all Birthright maps, Nohr Enmity which gives her +3 damage against all Nohrian enemies, which Birthright is full of.
  • Despite appearing to be little more than a decent Mage Killer, Kaze can be surprisingly powerful. He sports the highest speed growth in the game, and his wide availability and early join time make him useful on all three routes. His Strength growth is surprisingly higher than expected, being only slightly lower than Ryoma, and he ties for the third-highest HP growth of the first generation. Those who have access to at least two paths can reclass him into a Dread Fighter early on, boosting his strength and defense while only slightly lowering his already-high Skill and Speed and already-low Luck score, as well as giving him access to axes/clubs to patch up his damage issues. While ultimately best off as a Master Ninja, due to his status as a neutral character, he can marry most female units, including the above-mentioned Camilla, which gives both characters access to the Poison Strike + Savage Blow combination. While his only Buddy class is Silas' Cavalier, the skills provided by its promotions are enough, with Luna and Armored Blow further patching up his only issues. Finally, he is one of the best support units for the aforementioned Midori, as his personal skill essentially gives her a free Miracle, and fathering Midori in the first place is almost enough reason to give him some use.
    • Additionally, Kaze has natural access to the Samurai line via Heart Seal, which comes with its very good skill set. If reclassed into Swordmaster for a little while, and then returned to Master Ninja, Kaze can get -faire skills for both of his available weapon types, which sounds simple but is very nice to have. Combine that with his insane speed and general utility, and you have a ridiculously useful unit on your hands.
  • Effie and Lightning Bruiser are synonyms. Sporting a brutal 60% strength growth is already quite good, but unlike most characters, she also has a very high speed growth which cancels out the main weakness of her class while also giving her good defenses.
  • Charlotte is a textbook example of a Magikarp Power character done right. When she first joins in Conquest, she has mediocre bases that make training her a major pain, especially given how poor her Defenses are. Then you realize she has insane HP, Strength, Speed and Skill, and once you train her enough and promote her into a Berserker, she'll be doubling everything and hitting hard with high damage and tons of crits. And then you realize she can get access to the Great Club via Museum Melee or Revelation, on top of Death Blow, Certain Blow, Renewal, Gamble and any other miscellaneous skills. The resulting monster gets critical hits in the 100 percents, and her insane damage output ensures she's capable of hitting like an absolute freight train. The only thing that slows her down is her poor bases, but her stat distribution and high crit rate can make her into one of your most broken units by far. That, and she's a fantastic pair-up bot too.
  • With a little luck, Arthur can become a powerful Lightning Bruiser who's easily one of the highest-potential characters in the game. He starts out with middling bases compared to everyone else and more than one accuracy issue, but he more than makes up for it with his fantastic growths: high HP and Strength is as expected of a Fighter, but he has a whopping 70% growth in Skill, so with a few levels in, it'll be very hard for anyone to dodge him. On top of that, he also has an impressive 50% growth in Speed and Defense, and with a few lucky level ups, he's capable of becoming a frighteningly fast, hard-hitting and accurate warrior. Plus, with a Buddy Support with Benny, you can give him Pavise on top of his Fighter and Cavalier skills, and with the max cap of 40 Skill as a Hero, he can have a 40% chance to partially negate damage for more than half of the weapons in the game, and if you get him Aegis, all of them. The obvious downside is that his earlygame bases are unimpressive, his Luck's atrocious (then again, it's Arthur), and it's quite tempting to bench him for Camilla, who joins three chapters later. But make no mistake, this Hero of Justice can and will be extremely useful with the right push. And it isn't as if his poor luck's unsalvagable; counting the playable first six chapters, you can give him four Goddess Icons in your entire playthrough on top of Veteran's Intuition from the Vanguard line, and it's not like anyone really needs it.
  • Selena's personal skill, Fierce Rival, makes her a very strong support unit for Attack Stance. Whenever she is the support unit and the lead unit lands a critical hit, she becomes guaranteed to land a critical hit as well as long as she doesn't miss outright. Give her a brave weapon and put her next to one of those guaranteed critical builds detailed elsewhere on the page, then watch as even final bosses crumple.
  • In Revelation, Fuga. His base stats are so ridiculously high at an even higher level that his laughably poor growth rates mean virtually nothing, outshining both Hana and Hinata in their own niches. The fact that he comes with fairly good weapon ranks as a Master of Arms means he can carry the later parts rather well.
  • The fact that Scarlet is only available in Birthright outside of a couple of chapters in Revelation and can only support with the Avatar is likely to balance out the absolute insanity that her personal skill is capable of creating. If she starts a battle with under 25% of her maximum HP, her critical hit rate goes up by 30%, and since she's a female unit, she can reclass to the DLC-only Great Lord class and stack this with Awakening (see below), giving her an automatic +60% chance to land a critical hit—enough that she'll always crit when attacking with a Great Club and just about always with a Killer weapon (at maxed Skill in most classes, it'll tick just over 100%). Just on a first run, pairing her with an Avatar that grants the Samurai line to give her access to Vantage allows her to be able to survive fairly well even at the low HP that this requires as long as she can crit at 1-2 range; use Einherjar skill acquisition to bring in Vengeance and Gamble, then go to Museum Melee to get her a Peri's Lance (1-2 range, +10 to crit chance), and with max skill in her default class she'll have roughly a 50% chance of proccing Vengeance (adds half of damage taken to damage dealt, and remember that this build requires her to have already taken heavy damage) and a 96% chance of landing a critical (which puts its multiplier into effect after the Vengeance boost), attacking before the enemy can even on the enemy phase, regardless of whether she was attacked by a melee or ranged unit. Alternatively, replace Gamble with Quixotic to boost the Vengeance chance another 15% at the expense of the 10% boost to Crit that Gamble provided; this also has the benefit of adding +30 to hit rate, so when she's not at risk of getting attacked at range, she can easily switch over to the Great Club for those guaranteed crits with multiplier x4 instead of x3.

  • As mentioned up above, the legendary weapons for the royals are among some of the best. They grant bonuses simply for being in the character's inventories, so they can even be a class that doesn't use the weapon type and still take advantage of the effects.
    • Ryoma's Raijinto and Xander's Siegfried are powerful 1-2 range swords with absolutely no drawbacks. In this game, most 1-2 range weapons debilitate the user in some way, by not being able to double attack, lowering Avoid, not being able to use offensive activation skills, or worse, all three. The Raijinto and Siegfried have no such drawback and can be used without fear. On top of that, Raijinto boosts Ryoma's Str by +4 and Siegfried boost Xander's Def by +4, allowing them to perform even better in battle.
    • Takumi's Fujin Yumi lets him ignore any terrain costs. This is especially helpful for the (often hard to see) Waste tiles that slows any non-flier down to a complete halt, and helps him position himself better for attacking.
    • Leo's Brynhildr might not be as effective as the other legendary weapons, but it still packs a decent punch and acts like a pseudo Aegis (simply by halving magic attacks at a Skill% chance). For Might comparison, it's an E Rank Tome that has only 2 less Might than the S Rank Tome.
    • The Omega Yato in the Revelation path. It is the final form of the Yato, and grants the same stat bonuses that its Birthright and Conquest counterparts give, for a nice +4 Str, Speed, Def, and Res boost. It has very high Might and its final forms ignore 75% of the defensive boost that Dragonskin gives, so it's perfect to slay the Final Boss with.
      • Even on the other two routes, the Yato is still very useful. While Revelation does crank it up a lot, the Avatar will get very early access to a decently powerful weapon that only gets better, and still provides some of the stat boosts.
  • The Guard Naginata. It's a C Rank Naginata that gives +5 Def and Res, turning any Lance/Naginata user into a bulky unit. This is especially notable in Birthright where most of your units are pretty frail, so a weapon like this can help survivability a lot.
  • The Great Club. It gives a massive +55 Crit and its Critical Hits do 4x as much damage rather than 3x. The catch? It has an absurdly low 45 Hit, and most Axe/Club users are pretty inaccurate anyway. Unless of course, you combine it with the Certain Blow skill which adds +40 Hit when you initiate combat. With that and Death Blow, which adds +20 Crit when initiating combat, you have a Critical monster on your hands. Weapon-breaker skills can also be very useful for that purpose, and have the benefit of also working on the Enemy Phase.
    • Killer weapons and high Crit weapons in general are a little overpowering since it wasn't enough that they have high Crit rates, but the fact that they do 4x Damage instead of the normal 3x means even the toughest unit can be taken down quickly.
    • The Brave Weapons, giving the attacker up to 4 attacks on the same turn can be brutal, especially considering every hit has a separate chance of activating offensive skills. With a Brave weapon, Lethality, Quixotic and Hoshidan Unity, you get a guaranteed 68% chance of insta-killing the opponent regardless of your skill rate, as long as you hit 4 times. And if he happens to have Quixotic too, the chance gets ramped to 87%, and that without counting whatever your skill is. With a high skill and speed class like Master Ninja or Sniper (basically Asugi and Kiragi), and reaching around 32 skill, you will get a 80% and 92% of Lethality triggering respectively. No wonder they gave all the final bosses Dragonskin.

  • It should be noted that you can buy skills for any unit if you come across another player with the same unit who has the skills you want. In other words, with enough time, money, and patience, any character can essentially get almost any skill, which breaks the game very easily. You no longer reset levels when changing classes, and if you want to increase your level cap to gain more stats or learn more skills, you have to buy the expensive Eternal Seals. However, there is no limitation to how many skills you can buy for a unit from the logbook, aside from the increasing gold costs for each skill. All it costs is a small sum of gold, depending on what skill it is and how many skills you have already bought for the unit. You could say, start off a run where your units don't have too many skills, then go online and get some good skills for a fairly cheap price to help you get through the game more easily.
    • To buy a skill, you need to have a unit in the logbook that matches a unit in your current army. They could be from a past save file or a character recruited from another player. It can get expensive, especially if the unit is really strong. However, there are many castles online wherein other players leave a clear path to the throne and set their units on stand by so you can easily seize their throne. When defeated with the "No Limit" handicap condition, you can either recruit one unit for free or learn one of their skills for half the usual price. Either way, the character you picked will be added to your unit logbook for future use.
  • Rend Heaven is essentially a combination of Luna and the previous game's Ignis. The attack takes half the enemies' Strength or Magic and adds it to the user's next attack with the skill chance being the user's Skill stat times 1.5. This is as effective as it sounds since it means that fighting high Strength units will give you quite a good damage boost. With units like Takumi or other Snipers, who have high Skill stats already, they can activate it constantly. The only time this skill might not be so effective is if you are using magic, since it would then take half of the enemy's Magic stat, and most enemies are physical units with little to no Magic. Still, the skill is quite reliable and is a good damage booster in general.
    • Quixotic, the other skill that Basaras give, is an incredible high risk high reward skill. It grants both the user and the enemy +15% to skill activation and +30% to Hit Rate. The risk is that your enemy can hit you more easily and potentially screw you over with their own skills. But the reward? You have that same ability, so it just becomes a matter of taking them out first. It is additive, too, so that is a straight up +15% boost to say, Aether (which is dependent on Skill%/2) or even Lethality (which is even lower, at Skill%/4). It is especially good on Lethality, since with this and Hoshidan Unity (+10% skill activation rate), that's a +25% chance for instant death to your enemies, on top of whatever the user's Skill%/4 is.
    • Hoshidan Unity is also very useful. Giving a free +10% chance of activating any skill ranging from Witch's Brew to Lethality is no joke, but unlike Quixotic, it comes with no such drawback..
  • Replicate. This skill lets a unit spawn a copy of themself that shares a health bar, weapons and stats. The applications of a skill that allows a unit to be in two places at once are insane, you can perform rallies across maps, spread boosting aura skills like Inspiration, have stave users using staves on themselves, having more Guard Stance partners so you don't have less units to command and many more. But the really useful stuff comes from supporting these skills on to the Avatar's brothers since their duplicates also have the same stats and weapons that make them so powerful. The final nail in the coffin is that with the right pairings, it is possible to have at least half your army with this skill, especially in Birthright and Revelation where many characters would have the Ninja or the Apothecary line as a default and/or secondary class.
    • And to top it off, there is a glitch that auto-cancels the "half Mag/Str until next attack" if you pair up the Replica with the original unit in Attack Stance, as long as both units attack the opponent, even if either attack misses, or does no damage. That renders the incredibly powerfull ranged Brave weapons, the melee S rank weapons, and the Dragon and Snake Scrolls and the Ginungagapp tome with no drawback whatsoever.
  • The Blow skills, Certain Blownote , Duelist's Blownote , Death Blow note , Darting Blow note , Warding Blownote , and Armored Blownote  are all great skills found in various classes on both sides. Each are Boring, but Practical skills that increase a specific basic stat but do so in a way that are more useful than you would think. Each one has a lot of synergy with other skills such as Certain Blow fixing the minus hit chance on Gamble, fixing the Great Club's poor hit rate, as well as negating the Weapon-Breaker avoid bonus; Death Blow stacks with Gamble and turning your units into crit machines, and Duelist's Blow allowing slower characters to dodge attacks better.
  • Life and Death. This skill gives you +10 Damage but you also take +10 more Damage. This is perfect for Glass Cannon characters and characters who like to keep their distance or have high Avoid and won't be getting hit anyway. With this skill and a few others that give a straight up damage boost (such as Trample, Quick Draw, Aggressor, or a weapon Faire), such a set up can turn a unit into a monster, capable of destroying things in a single hit.
  • Savage Blow, a skill obtainable from Malig Knights. It reduces the HP of all enemies within a 2-tile radius by 20% after the user initiates combat. It sounds simple but can be insanely useful, considering enemy HP tends to be quite higher compared to most of your units' in this game. Oh, and it can stack with Poison Strike and other similar skills, too. With the right set up and characters, it's possible to have three poison stacking skills that would do 60% HP damage after one attack, cutting through even the beefiest of walls.
  • Galeforce returns, and while it is not as strong as it was in Awakening, it can still be very useful, especially on a unit that's strong enough to take on enemies by themselves. The Dark Falcon class that learns this skill is now a DLC class received from the Royal Royale map, and it's now gender neutral so anyone can be this class. The downside is that you can only activate it if you are alone, so no Guard or Attack Stance partners to help you out. However, with the aforementioned damage boosting skills above like Life and Death, as well as Trample, this can be an easy feat.
  • Warp, a skill from the Witch DLC class, allows the user to warp next to an ally before performing an action, even if the ally is on the other side of the map. Once the DLC map was opened, spending eleven turns gives the opportunity to get the skillbook for it so anyonenote  can learn it, opening up more breaking possibilities.
  • Point Blank. This skill lets Bow and Yumi users fight at close range. Takumi has this in a few of his encounters in Conquest, and is one of the reasons why he is so dangerous to fight in that route. Bows and Yumi already have high enough Mt and their "balance" is that they can't attack adjacent foes. Take that away and you have what is possibly the most effective weapon type in the game, all thanks to this one skill. Plus, if you use the Spy's Yumi, which normally has 3 range, Point Blank gives you 1-3 range instead, allowing you to always counterattack. So what's the catch about this skill? It is a DLC skill, received after clearing the final Heirs of Fate map without losing anyone.
  • Shelter, when used in conjunction with Azura's singing, is a speedrunner's wet dream. Because of how the pair-up system works, the fact that shelter allows you to take somebody who's already performed an action and put them in the back of a pair rather than the front means that you can have Azura sing, shelter her, have somebody transfer her to themselves and switch, and voila, you can suddenly have Azura sing again. While it's not too abusable (this still requires at least two units in order to allow Azura to sing one more time and then at least three units for each successive one since she'll need to be separated from the one who transferred her before she can be she sheltered again, and she also can only perform the additional song in a range of two spaces around where the first/previous song was performed), one need only watch this video to see how powerful this combination is.
  • Awakening, which is received from the DLC-exclusive Great Lord class, grants +30 to Hit rate, Avoid, Critical rate and Critical Evade when a unit's HP is under half. Which also happens to be the triggering mechanism for Vantage (unit attacks first even on enemy phase).
  • Nohrian Trust. See how many skills are listed above? Isn't a sad thing you can only use 5 at a time? Well, this skill basically allows you to have 9 skill slots if you keep the correct support partner nearby. There are literally endless possibilities with this skill, like having 7 offensive skills combined with Quixotic and Hoshidan Unity giving you massive chances to trigger them. The only problem of this skill is that it is exclusive to the Avatar and the second gens.

  • As mentioned above, an S support between Xander and Charlotte makes Xander even more helpful than before. Xander gains the Fighter class line, giving him access to Gamble, HP+5, Sol, and several other minor, but still useful, support abilities. Meanwhile Charlotte will get the Cavalier class, allowing her to get Luna, Armored Blow, Aegis, and Defender. The real boon though is Pair Up, as Xander paired up with Charlotte gives Xander +8 Strength and +5 Speed. Making it better, if you add in Defender, not only will Xander get all stats plus one, he'll get +9 Strength, and +6 Speed.
  • Similarly, nearly any physical fighter benefits greatly from an S Support with Keaton, as his Pair Up bonuses grant a total of +7 Strength, +4 Speed and +2 Defense while also granting the desirable Fighter class branch discussed above and below. (Aditionally, his daughter Velouria has some of the best base growths of the children so is one of the few who always ends up useful)
  • In Revelation an A+ Rank support between Xander and Ryoma makes both much, much stronger. Ryoma will get the Cavalier line, giving him some very useful skills listed above. Xander will get the Samurai class line, letting him get Duelist's Blow, Swordfaire, and Astra. Duelist's Blow and Astra are particularly useful on Xander, since his average speed can give him some issues with dodging and doubling, which these two skills patch up nicely. The halved damage from Astra won't even matter much when Xander already has high strength and gets Swordfaire too.
    • A similar effect can be achieved by getting the A+ Support between Silas and Ryoma in Birthright. While Silas isn't quite as powerful as Xander, he still benefits greatly from getting the Samurai line. Also, it still allows Ryoma to get all the skills from Cavalier and its promotions.
  • While they start off as basic healers, the little sisters can become some of the most durable healers in the game with their A+ support giving Elise access to the Shrine Maiden classes giving her Miracle, Renewal, Tomefaire, and Countermagic and Sakura has access to the Troubadour classes giving her Live to Serve, Resistance Plus, Tomebreaker, and Inspiration.
  • An A+ rank between Charlotte and Rinkah in Revelation can make Charlotte very strong while making Rinkah an actually decent unit. Rinkah can get the Fighter-Berserker class, allowing her to get HP+5, arguably the best thing she could use from it, Gamble, and Axefaire, which allows her to be useful. Charlotte, meanwhile, will be able to get Death Blow, which gives Critical Rate +20, Counter, and Lancebreaker. In fact, if set up right, this will allow Charlotte to have upwards of a 95 Percent Crit chance.
  • While Mozu's legitimacy as a proper Game-Breaker is widely discussed, she had a distinct advantage compared to other parents with the child mechanic. To clarify, the child mechanic system of the game essentially put more emphasis towards the children and the sum of both parents and children's personal growth rate. As a result, the child unit will be able to turn out just fine regardless of the parent's statistics, and due to the ease of building support, potentially allows you to get the benefit of the Aptitude skill, with none of its intended downside.
  • Although somewhat of a downplayed example, an A+ between Silas and Kaze can make both characters very powerful. Kaze can pick up Defender, Aegis, Luna, and Armored Blow, making up for his middling strength and low defense, while Silas can get Poison Strike, Lethality, and Replicate, further expanding his offensive prowess. What makes this practical, however, is that Silas and Kaze join on all three routes, meaning the player can obtain this support regardless of which path they take.
  • Similar to their Nohrian counterparts, S supporting Ryoma and Rinkah together can lead to some devastating results. While Rinkah doesn't really get anything that makes her more viable (save for Astra, which lets her net 5 blows at half-strength in one single attack), Ryoma getting the Oni Savage class gives him access to Death Blow which makes his already high crit rate even higher, Salvage Blow which can occasionally net a free weapon for other units or for forging and Lancebreaker which removes his weakness to lances, making him harder to kill. In Guard Stance regardless of what Rinkah promotes into, she gives Ryoma a significant boost in Strength and Defense as well as activating Ryoma's personal skill, making him even stronger and safer to use than he already is.
  • While Azura can be a difficult unit to make powerful, as a support unit she's one of the single best mothers in the game. Since she joins in all three routes, she has the second largest S rank support options, ranging from Ryoma and Xander, to Laslow and Subaki. This means Azura can gain a lot of reclassing options that allow her to accumulate skills and stat growths. As a mother however, she has a 60% Strength growth, and an 80% growth for Speed and Skill. Excluding magic parents like Hayato, this makes her one of the single best mothers since any child she has will gain those extremely high growths on top of their fathers. Azura and Laslow? Soleil now has one of the single highest strength growths in the game with more Speed and Skill. Azura and Ryoma? Shiro becomes one of the single most powerful kid characters with his immense speed, skill, and strength. Not only that but thanks to the variety of classes she can get, Azura can pass on good skills to Shigure such as Aegis or Lancefaire!

    Avatar Logbook 
  • Speaking of recruiting units, the simple fact that the players can recruit a unit from another player's castle as an Einherjar is a Gamebreaker itself, as a player can easily recruit a maxed out juggernaut into their own army at no cost, and even better they will be added to the logbook for future use as well. And with enough time spent visiting these "Easy Seize" castles, one can field an entire army of Einherjar units and completely crush every challenge the game has to offer in all three routes, even on Lunatic difficulty. Sure, they cannot support anyone, but that's merely a technicality when they still provide Pair-Up bonuses and basic Attack/Guard Stance benefits.
    • Compounding on this, once the player clears a save, the game allows to choose up to 5 of the own surviving units to be recorded to the Avatar Logbook, with their current stats and EVERY skill they gained, whether learned or purchased, to be used as an Einherjar. And they can drop the game's difficulty down to Normal/Phoenix and keep beating the game to add or update units in the logbook with ease. This makes it very easy to customize units in other saves. And those on Casual Mode can have a Battle Save right before defeating the final boss, clear the game repeatedly, and register more units. All of this saves money from adding the units into the logbook from the Einherjar Shop, which can get costly.
    • And about the ability to buy skills from other players mentioned above? After getting a skill set on a particular character, the player can add them into the Avatar Logbook. Then they can simply buy the skills from their own characters on all other files, saving themselves the trouble of having to hunting down the players they originally got the skills from again.
    • A new exploit has been discovered that lets the players completely destroy the game's difficulty with logbook units, though this may be very hard and time-consuming to do on non-DLC ''Conquest'' due to the lack of a lot of gold to earn in that route and probably not being able to get a lot of units. Similar to Awakening's StreetPass abuse farming that lets players turn all of their units into monsters, all one needs is one of every stat boosting item, perhaps one of every seal avaliable, any skill teaching item one may have, and a sizeable amount of gold. Then the players save the game when the logbook unit they want to break is actually in the logbook, recruit them, feed them all the items possible and use up all the skill granting items handy on them, update that unit in the unit logbook, go straight into any battle, and bookmark/battle save. Then it's time to back to the original save (which will delete the bookmark) and go to the unit logbook. If the unit's already in playable roster before the player started beefing them up, it's time to dismiss them without updating their stats. Then they can be recruited from the logbook, rinse and repeat. The player must not absolutely save the game during any point after feeding the logbook unit the items handy or else they'll lose them for good (and Anankos help those whose units were were the only/last copies they could have gotten in the playthrough). This process can take a bit but it's far quicker to get powerful units than Awakening's StreetPass abuse. With DLC, the long process becomes a mere technicality and can turn Lunatic Conquest from unbearably hard to an absolute cakewalk. Here is the source of the process in case any of the above wording is too confusing.