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Three Hopes features a wide array of things that are capable of smashing through the game with ease, and they're quite fun for it. Note that Maddening difficulty is a different story; you'll need every advantage you can get.


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    General Mechanics 
  • Elemental damage is overall, an exceptionally powerful mechanic. Not only do elemental attacks deal extra damage, they also inflict status ailments that either enable more damage potential, offer great crowd control, or grant self-sustain.
    • Fire offers the highest raw damage potential through Burning and Combustion, which is great for those who simply want more killpower.
    • Lightning in general is incredibly broken. The majority of its power comes from its Shock ailment, which sends out lightning bolts that deal heavy damage and also inflict Shock when the enemy is sent flying. Attacking with lightning damage on a large crowd of enemies can set off a huge chain reaction of bolts flying everywhere that severely damage them and their Stun Gauges for quick Critical Rushes.
    • Wind inflicts Windtorn, a potent ailment that greatly increases the damage enemies take when they're launched midair. Said increased damage also applies to Stun Gauges, which enables quick and reliable Critical Rushes even outside of Awakening mode.
    • Ice provides the only source of hard crowd control through Freeze. Against a massive horde of enemies where you're likely to get ganged up on, this grants some much needed breathing room to recover and retaliate.
    • Dark is also a very broken element. Its ailment, Spellbound, reduces the defenses of the afflicted enemy, slows down their overall speed, and ignores their attempts to guard against your attacks. Given how enemies like to guard a lot, especially on the higher difficulties, putting a stop to their annoying bullshit is a godsend.
    • Light inflicts Life Drain, which is very helpful for conserving uses of vulneraries especially on the harder difficulties.
  • Blacksmith forging and reforging is a Boring, but Practical mechanic of this. It is costly and expensive but with a practical application, you could take the weakest weapons and make them Infinity Minus One Swords by simply increasing the Might and (especially) Durability of Weapons. And that is before you apply the same to the A-Ranked Weapons and the Heroes' Relics and Sacred Weapons.
  • Cooking is another Boring, but Practical mechanic that confers humongous benefits like filling up a full Warrior gauge every battle, and greatly decreasing the durability cost of spells and combat arts. Once you unlock the best dishes, it's quite easy to enjoy the incredible benefits.

    Characters 
  • Fitting for the game's Avatar, Shez is an incredible unit who rips up everything in their way. Their unique abilities include a highly spammable dash in and out-of-battle, a means of easily eliminating non-commander units with every attack, and a boost to their Warrior gauge fill rate as long as they stay above a certain health threshold. They also learn Renewed Carnage and The Creation, which gradually fills the Warrior gauge, and completely prevents knockback as long as they have at least one Warrior gauge filled respectively. Finally as one of two characters that have access to both genders, you can switch between genders in between campaigns to maximize customization meaning on a New Game Plus, Male Shez will have abilities that can be obtained by Female Shez and vice versa granting a significant advantage over many others.
  • Edelgard has innate Fire infusion on all of her attacks, and her second unique ability lets her pierce through a major portion of the enemy's guard ensuring she deals damage no matter what. Her stats are the most versatile out of the lords, which also makes her a great magic user with an impressive spell loadout. And that's not getting into when she obtains Aymr, as described in the Weapons folder.
  • Dimitri is an absolute beast of a lord whose entire skillset is perfectly designed to completely tear through even the hardiest foes. He comes with innate Lightning infusion on all of his attacks, and his second unique ability has perfect synergy with what lightning damage does, massively boosting the damage enemies and their Stun Gauges take when sent flying. Combined with his Paraselene art from his unique class, the utter brokenness that is Atrocity from his Areadbhar, his Crest greatly amplifying the damage from said arts, and of course, his absurd Strength stat, and you have a god of war.
  • Hubert. Edelgard's right hand man is every bit the powerhouse as his liege is, sporting a sky-high Magic stat and a skillset designed to ensure the enemy cannot escape their death. He can relentlessly stunlock enemies with his Dark Conjuration, and his second unique ability extends the duration of the Stun Gauge to ensure he gets that critical rush for massive damage. What's more, mastering his default class path, the Dark Bishop, grants him the Absorb Magic passive, letting him snowball even further.
  • Annette is easily the best support unit in the game. Not only does her unique ability "Courageous Aria" confer very powerful buffs, she also has access to a wide array of skills as an adjutant. Most notably, she is the sole user of the Rally Deluxe skill upon mastering Dancer which gives a unit +10 to Str, Spd, and Res.
  • Sothis is unlocked in a New Game Plus file for 60 Renown points. She is an incredible mage who comes with the highest tier of elemental spells (Ragnarok, Excalibur, Bolting, etc.) and has a unique ability that bombards all enemies in front of her with random elemental sigils based on her combo count. She also has a unique ability that renders her completely immune to damage for a duration when she makes a Perfect Dodge/Guard, or if she does an aerial recovery. Her incredible power is quite fitting as the Goddess. Her only real downside is that she's exclusive to battles from the Record Keeper, limiting her availability.
  • The Gatekeeper is unlocked on your third and subsequent playthroughs. He's an impressive Jack of All Trades whose balanced stats and growths allow him to function in basically every class, and comes with the added benefit of being completely immune to all status ailments. Additionally, he is the only character who can learn every single Innate Ability in the game (save for Flyswatter from Falcon Knight, which is female-exclusive), which makes him very customizable to fit the player's needs. Considering he's one of the last characters you'll unlock, he's the perfect canvas for your most absurd builds.

    Unique Abilities 
Certain characters' unique abilities are exceptionally powerful, and make them incredibly good on any map. As these are tied to the character themselves, combining them with certain classes can make them even more powerful.

In addition to the effects of the below, pairing up with a unit gives the primary unit the back up unit's unique support and tactical abilities. Once you get to Part II, you get an item for Shez they can trade to any A ranked support, once per playthrough, to get an accessory that replaces the equipped character's unique action ability with the one of the item's original owner. Between these mechanics, any character can benefit from any ability.


  • Edelgard's "Solar Prominence", Dimitri's "Azure Lightning", and Claude's "Dustcloud" imbue their attacks with fire, lightning, and wind respectively. While this may not seem like much, this means that all of their attacks can inflict Burning, Shock, and Windtorn, all ailments that can inflict heavy damage, boosting their overall damage output very significantly. Increasing the level of the ability increases the amount the element is applied to the enemy, further boosting their damage. Dimitri in particular is a top-tier character with his ability thanks to how broken lightning damage is.
  • Unique abilities that are tied to combo count tend to be insanely powerful, starting at 300 hits, then 1000 hits, then 1500 hits for the maximum power. Increasing its level decreases the number of hits required to reach maximum efficiency to a minimum of 150 hits, allowing the unit to reach their peak much faster.
    • Ferdinand's "Maximum Ambulation" is functionally the return of Astra from the first Warriors, increasing his movement speed and attack speed. As this ability is tied to Ferdinand himself, it works on any class he chooses to take up, and the increased attack speed lets him mercilessly stunlock any enemy commanders and break their Stun Gauges very quickly. Make Ferdinand a Thief or a Brawler and watch the absolute carnage he can create.
    • Sylvain's "Gordian Stroke" increases the range and damage of his attacks. The increased range and damage apply to all of Sylvain's attacks, allowing for some hilariously versatile shenanigans with the classes. As a Thief, Cavalier, or Brawler, he can zip around the battlefield while slaughtering everything that's more than two feet away from him. As an Archer, Mage, or Priest, he can nuke an entire stronghold of enemies without having to move from his spot. Sylvain is well known for his Jack of All Trades nature in the original game, and it certainly shows here too.
    • Marianne's "Snowslip" drops blasts of ice that freeze enemies as she attacks, with the combo count influencing how quickly the ice blasts fall. At maximum power, Marianne can keep enemies frozen indefinitely for her to clean up. It's also boosted by Essence of Ice, improving both its damage and freezing capability.
  • Shez's "Shadowflash" is an extremely spammable Flash Step on a very low cooldown - and when the button is held down, it helps Shez cover moderate distances quite quickly, out-speeding even mounted classes' movement speeds - and carries a chance to fire off attacks that instantly kill mooks, with the chance and frequency increasing as the ability levels up. The instant kill in particular is a huge boon on higher difficulties like Hard and Maddening.
  • Balthus's "Golden Fists" is an excellent ability for gold farming, generating gold whenever he sends enemies flying. Combine it with the Assassin's Despoil for a reliable gold farmer. Additionally, it also empowers his attacks based on his combo count, so it isn't entirely utility-based.
  • Hubert's "Dark Conjuration" sticks a dark spike onto the enemy for every hit Hubert lands on them, growing larger with each subsequent attack. Hubert can then detonate the spikes to forcibly launch all enemies afflicted by the spike and heavily damage them. What makes this pretty broken is that the detonation trigger has no cooldown and is highly spammable, letting Hubert attack, detonate, and repeat the process very quickly.
  • Lorenz's "Rondo of Roses" can be used to suck in enemies when the gauge is full, but its secondary function is far more ridiculous. It can block any attack and stagger the enemy as long as the gauge is partially filled enough to light up, not to mention the gauge fills surprisingly fast for such a powerful utility. As long as Lorenz can consistently keep up his offensive to fill his ability gauge, he is practically untouchable. This makes him the best character to use for S ranks if avoiding damage is the main requirement a player has trouble with.
  • Ignatz's "Dreamer's Paintbrush" splatters paint of three different colors whenever enemies are launched, with orange paint dealing fire damage, blue paint dealing lightning damage, and cyan paint dealing ice damage. While the damage is okay at best, the paint has an incredibly high affliction rate of the ailment related to the element, which if combined with a class with plenty of launching combos, allows Ignatz to control the battlefield and wreak havoc.
    • Additionally, his "Watchful Eye" increases the critical rate of his strong attacks. As Ignatz is already a powerful Critical Hit specialist thanks to his high Dexterity, maxing this ability out further ramps up his critical damage power.
  • Annette's "Courageous Aria" grants her and nearby allies one of three random effects, but each effect is powerful enough to massively increase damage output, whether it's increased speed, guaranteed critical hits, or an elemental infusion based on the character. Increasing the ability level speeds up the rate at which the ability gauge fills, so Annette can keep herself and her allies indefinitely buffed as long as she has something to hit.
  • In contrast to how mediocre her "Wicked Impulse" is, Monica's "Shrewd Operator" increases the damage she deals against enemies afflicted with status ailments. Given that Monica is a Mage, a class that can easily inflict various ailments with their combos, this ramps up her damage potential significantly, especially since the ailments can already enable heavy damage on their own. Additionally, provided she has a support rank built up, she is one of the best adjutant partners in the backline, allowing the frontline unit to take advantage of her ability.
  • Holst's "Galvanic Surge" imbues his attacks with lightning and greatly increases his attack speed. Given how powerful elemental infusions and speed boosts are, gaining both at once is a powerful boon. At max level, the buff gains excellent uptime as it charges up very quickly.
  • Byleth's "Divine Pulse" stops time and all enemies in their tracks for a period of time, letting Byleth and their allies lay the merciless smackdown without fear of retaliation. When it wears off, all enemies that were attacked are launched and take major damage based on how much they were attacked beforehand.
  • Rhea's "Purifying Rain" is a heavily damaging rain of fire that obliterates everything in Rhea's vicinity, which makes it significantly easier to take down strongholds and key targets on higher difficulties.
  • Mercedes's "Radiant Love" is an outstanding action skill that, when used, both causes a crowd control attack that blasts enemies with light (usually causing the Stun Gauge to appear for commanders) and heals herself and all of her allies in range. This skill alone, when combined with her sky-high Magic stat and magic ability pool, is why a lot of players and guides have named her a top-tier character to play as.
  • Ingrid's "Icy Plunge" is one of the best crowd control abilities in the game. After she sends enemies flying, they take ice damage and freeze all enemies around them, with the ability level increasing the radius of the freezing blast. The blast applies to every single enemy that gets launched, creating a huge chain reaction of frozen schmucks on the ground that Ingrid can then sweep up and finish off.
  • Felix's "Intense Velocity" boosts Felix's overall speed whenever he dodge cancels his combo, increasing every time he dodges, to maximum of 7/5/3 times. It has a very short duration that requires you to get used to dodge cancelling, but once mastered, it is one of the best speed boosts on demand without needing to build combo count or build up a gauge.

    Combat Arts and Spells 
  • Flash Strike is learned very early by the starting Myrmidon class, and is surprisingly quite powerful for an early game attack. It's a hard-hitting Flash Step attack with a very fast startup and a very low cooldown, and it also deals bonus damage to cavalry enemies, making it perfect for evading their long-reaching attacks and dishing out major damage in return.
    • Its gauntlet counterpart Rushing Blow also deserves mention. It is learned early in the Brawler class and trades Flash Strike's cavalry effectiveness for being unblockable. It's a strong combat art that can be used as a gap closer or to bypass an enemy guarding to open them up for the Brawler class line's powerful combo strings and class actions.
  • Wheelsweep is an easy-to-get Lance combat art from the Soldier class, and is an incredibly strong Combat Art for how early you get it. It's a simple two-hit focused Combat Art where you attack in a wide area, then send a shockwave out. By shockwave, it's actually almost a mini-tornado, as it effectively traps enemies and drags them along quickly. It has good Mt, only 15 durability cost (which while early on can be a lot, as the game goes on becomes only a small drop), and it's really helpful in enabling critical rushes better. Characters like Dimitri can really take advantage of it to deal not just a lot of damage, but also trap enemies if done near a wall, allowing you to whale on them with ease.
  • Tracking Shot is learned early by most characters in the archer class. It's a volley of arrows that home in on a target-locked enemy that not only causes the shield gauge to appear but also continues to deal major damage to the gauge as the rest of the arrows hit making critical rushes very easy to get with archers. It is also very cheap on durability cost and several characters also learn the Armsthrift ability (lowers durability cost for arts and magic) in the archer class to make this art downright spammable.
  • Thoron isn't as common as other spells to be learned, but it is by far, one of the most powerful spells in the game. It fires off in a straight line at a significantly far range, and like the aforementioned Tracking Shot, it opens up the shield gauge and deals major damage to it for an easy critical rush. However, unlike Tracking Shot, it also deals lightning damage, shocking enemies and causing them to take extra damage to their health and shield gauge when they are sent flying by this spell.
  • Eviscerate is a combat art that is obtainable by fully unlocking the crest effects of Vajra-Mushti at the blacksmith. It is a very strong and fast punch that does effective damage against all enemies in addition to being unblockable. Given how much damage it does and how much enemies love to block it is very reliable when you just want to get rid of a troublesome enemy. With enough damage boosting skills it is very easy for a unit using this combat art to one-shot most enemies in the magic classes and deal heavy damage to everything else.
  • In terms of pure destructive power, three magic spells come to mind: Thunder has a low cost, short recharge, and good damage, and gives great crowd control ability to mop up the non-commander enemies, Bolting is its stronger, more expensive cousin that has much the same effect but hits for more than one single burst of damage, and Bolganone not only causes solid damage by itself, but it also draws enemies in before exploding. Dorothea, Monica, Manuela, and Mercedes can all learn at least one of these spells (with Manuela learning all three of them), meaning they can be put to good effect by four of the roster's dedicated mages.
  • Luna is a very powerful dark magic spell that ignores enemy Resistance, sucks in all nearby enemies, and inflicts Spellbound on all of them, leaving them at the mercy of the caster to obliterate them in one fell swoop. To top it off, its durability cost is surprisingly low for such a potent spell, and is quite spammable to boot.
  • Combat arts that create lingering tornadoes that suck enemies in like Excalibur and Flamewhorl Kick leave enemies caught in them spinning helplessly in mid air while you can still pummel for an easy critical rush and both of them can be enhanced with Essence of Element abilities for a bigger tornado to affect more enemies. Even a blocking enemy will still find themselves scooped into the air fairly quickly. Excalibur is particularly nasty since it puts the wind torn status on affected enemies that increases damage done to them while airborne which the Excalibur will leave them in for a long time.

    Passive Abilities 
  • Lifeforce, an ability learned by the Mage, massively boosts the damage dealt by combat arts and spells, at the cost of some HP in proportion to the attack's might. The damage increase is potent enough to make even the weaker combat arts and spells deal major damage, and the HP cost can be offset with healing items or a dedicated healer nearby.
  • Wild Abandon is an ability learned by the Brigand for several characters, and it simply greatly boosts overall damage dealt at the cost of taking more damage. If you're good at dodging however, the drawback is rendered moot and the ability just becomes a free damage boost.
  • Appraisal and Despoil are both notable abilities under the Thief class line (see the Classes folder for more detail on the Thief class line itself). The former, obtained in the Thief class, increase the quality of weapons and materials dropped by commanders, and the latter, obtained in the Assassin class, gives the unit gold when they kill an enemy. These abilities make resource gathering and Level Grinding in auxiliary battles much more tolerable. The only downside is that not every unit gets access to the two, but those who can effectively become a player's go-to money farmer.
  • The Essence of Element abilities are powerful abilities of differing elements based on the character learned from the Warlock class (Priest for Light, and Dark Mage for Darkness) that enhance the elemental properties of strong attacks, combat arts, spells, and class actions pertaining to that element, generally leading to increased damage and range. Special mention goes to characters whose personal abilities add elements to their attacks such as the lords, Seteth, Marianne, and Linhardt; equipping the Essence ability massively improves their damage output.
  • Impossible Feat, learned by the Dark Bishop, is another overall damage booster at the cost of taking a little damage over time every time the unit attacks. The HP penalty however, can be rendered moot if your unit has any form of health regeneration equipped, resulting in another free damage boost that also stacks with Wild Abandon.
  • The secret Innate Abilities every character can learn after mastering a specific class are incredibly powerful and a great boon to the character that learns it. Notably, the Gatekeeper can actually learn almost all of these abilities.
    • Proficient Witstrike is obtained by mastering the Mortal Savant with Lysithea, Lorenz, and Sothis. This causes all damage to be calculated using the Magic stat regardless of class. This ability opens up a wider array of classes for the aforementioned units to use without needing to use specific weapons.
    • Nullify Magic is obtained by mastering the Gremory with Edelgard and Rhea, the Dark Bishop with Holst, Ignatz, Sylvain, Felix, and Balthus, and the Dark Knight with Flayn. It is Exactly What It Says on the Tin, nullfying all magic damage, rendering enemy mages completely unable to hurt them.
    • Range Master is obtained by mastering the Dark Knight with Shez, Hubert, Caspar, and Ashe, and the Holy Knight with Marianne and Seteth. It extends the range of all attacks - including Critical Rushes and Warrior Specials - by nearly double, allowing for easy and absolute devastation in a big area.
    • Sharpshooter is obtained by mastering the Bow Knight with Mercedes, Ingrid, and Yuri. It causes all critical hits to always instantly kill non-commander enemies. This ability especially has ridiculous synergy with Yuri and his Crest of Aubin, with a considerable chance to guarantee a critical hit. Combine that with the guaranteed critical hits granted from perfect dodges, and it is a major boon for taking out hordes of mooks in Hard and Maddening.
    • Heaviest Hitter is obtained by mastering the Wyvern Lord with Claude, Annette, and Hapi. It makes all strong attacks force out the Stun Gauge at a very high rate, enabling much easier critical rushes.

    Classes 
  • Shez's unique class, the Fluegel and the Asura, is a powerful Lightning Bruiser, boasting swift and relentless attacks that easily sweep up hordes of enemies and cut them to shreds. Combined with their unique ability granting them an extremely spammable dash, they won't disappoint.
  • The Thief class line is one of the best classes in the game, even before getting to Trickster. The Thief class line has some of the fastest attacks in the same, allowing anyone to swing their way through waves of enemies not too differently from Shez's unique class, and the classes' combos are really strong due to the movement and nature of how it attacks. Furthermore, between Thief and Assassin, some characters receive the Appraisal and Despoil skills, the former increasing the quality of weapons and materials dropped by commanders, while the latter gives the unit gold when they kill an enemy. Between those two skills, and the class lines' insane speed and combos, it can easily overpower most units in the game.
  • As fitting of their tier, the Master classes are incredibly powerful but even among them these stands out from the rest:
    • The Trickster takes what made the Thief and Assassin above so powerful and ramps it up on steroids. Their already powerful class action has a faster attack speed, their final combo finisher is a powerful spread of daggers that hits everything around the user, and their Lucky Seven ability boosts a random stat whenever they score a kill on an enemy commander. They also have very potent passive abilities like Burst of Valor and Burst of Resolve, restoring the Warrior and Awakening gauge respectively for every critical hit they land, which pairs up nicely with their excellent Dexterity stat, and Forethought, restoring the aforementioned two gauges whenever they use combat arts or magic, for even more relentless offenses.
    • In contrast to its rather mediocre self in Three Houses, the Mortal Savant is a nasty Lightning Bruiser who can enchant their strong attacks with all of the elements to amplify the already huge damage they dealt back when they were a Swordmaster.
    • The Bow Knight combines the great range and already relentless firing rate of the Sniper with the fantastic mobility of a cavalry unit, destroying hordes of enemies from afar while simultaneously zipping around the battlefield. Since the game allows for dismounting, the player can use Bow Knight to travel even through enemy cavalry slayers without fear of death.
    • While the War Master may not have a mount or the option to use magic, it makes up for it in sheer commander-crushing power. Their class action when charged and stocked lets you perform a three-hit combo by expending the charges you build up to force a stun gauge to appear. In addition, if you don't press the action button more times than you have charges you can immediately cancel into a normal combo for an easy critical rush. The meter for their class action also refills very quickly for such a useful attack, often recharging completely after the critical rush it opened up. They also have access to the Eviscerate combat art as mentioned above to deal heavy damage to anything it comes across.
    • Like the previous game, the Wyvern Lord is absolutely bonkers, retaining its reputation as a fearsome Lightning Bruiser, boasting great mobility and powerful, brutal combos that can smash the Stun Gauge to bits. It also learns some incredible passive abilities to boot, such as Str +10, Howl (easier knockback against enemy commanders), Undaunted (greatly boosts overall damage dealt at the cost of not being able to guard), and Nullify Flying Effect (ignores flier weakness, saving an accessory slot). While not as absolutely busted as it is in Fire Emblem Warriors or Three Houses, Wyvern Lord still has its place in your army when you need it.
    • A hidden class at first, the Dancer is deceptively powerful. Its class action when properly timed and with the Special Dance passive ability is a very powerful buff for not only yourself but all allies close to you. Not only that but its Rally passive abilities when this character is an adjutant will boost the Strength, Speed, Dexterity, Resistance, or Charm (depending on the dancer in question) of the active fighter by ten.

    Weapons/Equipment 
  • Keeping up the streak of Yuri's Hero's Relic being incredibly powerful, the Fetters of Dromi boosts the movement speed of a non-mounted unit to that of a cavalry unit. Those powerful characters and classes that are on foot are now able to bring the carnage across the battlefield even faster. As the only benefit to matching its Crest is a chance to nullify damage, any Crest-bearing character can borrow it to gain incredible speed. Those who are not Crest-bearers, unfortunately, miss out as it is an accessory.
  • Suttungr's Mystery, Lysithea's newly introduced Hero's Relic, allows her to use the powerful Agnea's Arrow spell, and grants the Relentless Magic passive, outright halving the cooldown of all her spells. Combined with the Gremory's class passive that already reduces spell cooldowns, she becomes a speedy tactical nuke that throws around Agnea's Arrows and Hades Omegas like candy. Additionally, you can also have her equip Thyrsus, which grants the Far-Reaching Magic passive that increases her attack range, further ramping up Lysithea's sheer destructive power.
  • To further contribute to Dimitri's top-tier status, his Areadbhar is loaded. It allows him to use the incredible Atrocity combat art, and also comes with the Lethal Blow passive, allowing Dimitri to completely ignore the enemy's guard when attacking, ensuring he destroys them. Initially, it suffers from Awesome, but Impractical because of the steep cost to use Atrocity, but if the player has the resources to upgrade it and has Dimitri learn Armsthrift to reduce the durability cost, expect Dimitri to be a One-Man Army who can almost one-shot most enemies.
  • Edelgard's Aymr is also an exceptionally powerful Relic weapon, obtained as an S-rank reward from defeating Epimenides in Scarlet Blaze. It grants the Unstoppable passive, filling up Edelgard's Warrior and Awakening gauges every time she kills an enemy commander, and also lets her use the amazing and infamous Raging Storm. It doesn't give her extra turns in this game, but what it is here is a devastating tornado of fire that utterly obliterates the Stun Gauge of the schmuck caught in its path (especially with the Essence of Fire passive ability), and with Edelgard's second unique ability (Flickering Flower) allowing her attacks to mostly pierce through enemy guards, no one is safe.
  • Bernadetta's The Inexhaustible is easily one of the best, if not the best, Sacred Weapons in the game. Unlike most of the Sacred Weapons which only have the Divine Glow passive, The Inexhaustible also comes with the absurdly potent Relentless Barrage, which halves the cooldown of all combat arts. And since it's a Sacred Weapon, anyone can use it and take advantage of the reduced cooldowns to spam Tracking Shots and all the other powerful bow arts like no tomorrow.
  • The Sublime Creator Sword and the Dark Creator Sword are only available on a New Game Plus for one very good reason: Their unleashed skills allow regular attacks to hit twice. While the Sublime Creator Sword is exclusive to Byleth and Sothis, the Dark Creator Sword can be used with anyone as well, which can be combined with Shez’s Asura class or any other rapid-hitting class to create a unit capable of devouring stun gauges with minimal effort.

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