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YMMV: Fire Emblem
  • Alternate Character Interpretation: Given how many characters there are across the games, this is inevitable. Particularly obvious with shipping (especially when it comes to sexual orientation), since the games rarely define specific canon pairings, and the support system often gives one character multiple potential romances.
  • Americans Hate Tingle: While the games set in Marth's world are loved in Japan, with Mystery of the Emblem being heralded as the very best, the rest of the world sees them as some of the weakest parts in the series.
  • Anti-Climax Boss: Quite a few. The Sacred Stones give you a bunch of weapons super effective against the final boss. A decent mage takes no damage from the Dragon (figurative, not literal) in Shadow Dragon, and you merely need a special spell to bypass his damage immunity; depending on how much you've used Marth, the final boss himself is either easy or stupidly easy — the good Falchion can often take him out down in two hits. (If Marth's not doing so well, Tiki or Nagi, as well as someone using Parthia or Gradivus, will work wonders.) Then there's Binding Blade, where you have nine weapons that are super-effective against every enemy in the final two levels the titular weapon, which destroys all in its path.
    • Mention must be made of Veld in Thracia 776, who's well known as the easiest Final Boss in the series, wielding a heavy, long-range only Dark Tome alongside the more basic Yotsmungand as a back up weapon, and having rather mediocre stats. With no ability to defend himself up close and a laughable attack speed of 0 on the first turn he is out, he'll go down in one round if you throw anyone worth using at him. In fact, it's even possible to capture him without taking any damage!
    • And if you use Yuria and her Naga tome, like the game tells you to, Yurius in Genealogy becomes this. If she's dead, however, he's That One Boss... go figure.
    • For the US release, (not sure if it happens in others,) Ashnard in Path of Radiance doesn't revive with the power of Lehran's Medallion unless you fight him on hard mode. Not playing on hard also has your Requested Laguz Royal join at the beginning of the final stage (instead of appearing after Ashnard's resurrection,) making the final stage a cakewalk on Easy or Normal.
      • In the Japanese version of the game, Ashard only goes Berserk on Hard and Maniac mode, so he's still a cakewalk on Normal mode there.
    • There are countless stories of people beating the Dragon in Blazing Sword by equipping Canas or Athos with Luna.
    • Completly averted in Radiant Dawn, as The last chapter, Rebirth (all 5 parts of it) are full of the most powerful bosses in the game all with climatic battles and plot importance by the truckloads. Specially the final boss, whose battle counts as Crowning Moment of Awesome and [[Spoiler: Did You Just Punch Out Cthulhu?]].
  • Anvilicious: Path of Radiance and Radiant Dawn's "racism is bad, mmkay?" Aesop can be pretty annoying, especially since nothing new is really done with it.
  • Base Breaker: The tier system has made any and all members of the Est archetype grounds for countless holy wars.
  • Big Lipped Alligator Moment: "Battle Preparations" in The Blazing Sword. You've just decided to assault the Very Definitely Final Dungeon, the fate of the world hangs in the balance, Hector has just learned that his brother has died... and then without warning, an unexpected lesson in economics and trade. "[...] as Marquess Ostia, he gave a scathing indictment of the peer system." — What?
  • Broken Base: Shadow Dragon caused (and still causes) a lot of drama among the fans. It was highly anticipated by Western fans, who were excited to finally get one of Marth's games and avert the No Export for You nature of the first installment of the franchise. When the game released, however, it was considered a rather lackluster remake, as aside from the graphical update and a few nice new features, the game lacked a number of systems that are now considered core mechanics: such as the Support system, the Rescue system, or even allowing any unit to visit a village (only Marth can do so). It still sold well and got good reviews, but the Even Better Sequel, New Mystery of the Emblem never made it across the pond.
  • Character Tiers: Debates over this encompass a big part of the fandom.
  • Cliché Storm: The games go in and out of this - Fire Emblem Akaneia certainly seems this way after more modern instalments but these games are products of the dawn of video game storytelling in the early 90s. The plot of Sword of Seals is certainly rather old hat (playing many tropes used in the first game almost identically), and Sacred Stones, outside of its interesting and three-dimensional antagonist, is also following well-trod ground. The rest of the series is much-less similar, or at least does a better job of playing with the tropes it utilizes.
  • Complete Monster: See here.
  • Crack Pairing: Just about every game in the franchise that has a either a lover system or a support system doesn't even need wacky fan pairings. While there are certainly plenty of those out there (such as Sain / Florina), some of the canon pairing possibilities are downright Crack Pairings. Some examples include Hector / Florina from the 7th game, Kyle / Lute from the 8th game, and Astrid / Makalov from the 10th game. The 13th game averts this beacause every possible pairing has a unique set of supports building up to it, and everyone seems to have a legitimate reason for falling in love with anyone else. (With the only exception being Chrom/Olivia, which is lampshaded in the game itself.)
  • Cult Classic: While the series is well-known thanks to Super Smash Bros., the people who actually have bought a game and played it are reduced to a (very loyal) cult. Still to this day, people are still arguing over a tier list in FE9 and FE10. In Japan, though, it's very much mainstream, and the West seems to be getting in on the action if the sales figures for Awakening are any indication.
  • Demonic Spider: The Dark Magi with their "reduce to 1 HP" spell in the Genealogy of Holy War. Despite the low accuracy, it still seems to hit you very often for some reason.
    • Played totally straight in Sacred Stones with the Bael and Elder Bael enemies. Actual giant, demonic spiders that also fit the trope - as they hit hard, fast, can poison, have a respectable chunk of health and defense, and nearly always spawn on mountain tiles and/or in fog.
  • Ensemble Darkhorse: Gheb especially, but Batta The Beast, Glass, and Denning also qualify.
  • Fanon Discontinuity: Anything regarding sacrificing allies in Shadow Dragon. Surprisingly, Shadow Dragon's version of Marth is considered to be very well written and has its fair share of fans.
    • The mechanics that caused this actually verge on Canon Discontinuity in New Mystery. Namely, all characters from Shadow Dragon (even the sacrifice) appear alive and well, and Marth recognizes them all. An outcome like this would be impossible to achieve in Shadow Dragon, as meeting the sidequest characters requires most of the other characters to be dead.
  • Fan Nickname: A Radiant Dawn Lets Play named the reinforcements who appear near the starting point of the map "Asshole Reinforcements". It's true.
  • Game Breaker: Certain units can become this with the right development. Now has its own page.
  • Goddamned Bats: Enemy magic users with Sleep or Berserk staves. Especially in Genealogy of the Holy War, where enemy-exclusive Sleep staves had near-perfect accuracy and unlimited uses and in Thracia 776, where the staves had infinite range and the status effects never wore off on their own.
  • Goddamned Boss: Any static boss with decent power, doubly so if they're sitting on a throne which gives substantial bonuses to their defense and evasion.
  • Good Bad Bugs: Radiant Dawn's "fix" of the bonus XP system from Path of Radiance actually made the system more broken. While Path of Radiance was merely Save Scummable, Radiant Dawn guarantees 3 (though only 3) stat gains per level up, even if all the stats most likely to grow are maxed. Consequently, characters with unbalanced growths (weak but speedy Vika, slow but sturdy Aran, or powerful but fragile Soren, for example) can use BEXP once they cap their good stats to improve their bad ones.
    • The enemy control glitches, which have Game Breaker potential (but are not Game Breaking Bugs).
    • The pitfall traps in Chapter 3-11 of Radiant Dawn only activate if a non-flying unit moves onto the space, and one of the enemy bishops in that chapter has a Rescue staff. This can allow a unit to end up on one of the pitfall spaces without setting it off. (Yes, normally the enemies avoid those spaces, which makes it easy to see which spaces are and are not booby-trapped.) However, because the space is already occupied without the pitfall trap having been set off, a unit with Pass can move through that space without falling into a pit.
  • Ho Yay: Every game...every game.
    • In Radiant Dawn, Micaiah lampshades it: "general Ike: Leader of the Greil mercenaries, "Hero" of the Crimean liberation, and father of Sothe's children..."
      • There is still some impressive rage over whether or not there could by Ho Yay between Ike and Soren or Ike and Ranulf.
    • Fire Emblem Awakening introduces us to Gerome and Severa, who end up in same-sex OT Ps twice as often as they do hetero ones.
  • Hype Backlash: Genealogy of the Holy War started to show signs of this. Blazing Sword, however, averts it despite being the FE game that most people have played.
    • A strange example of this combined with Seinfeld Is Unfunny hit with Shadow Dragon. If you ask most people outside of Japan what their first Fire Emblem game was, most of them will say "Blazing Sword". In between receiving Shadow Dragon, we also received Fire Emblem: The Sacred Stones, and Fire Emblem Tellius... so a lot of people were expecting Marth's game to be like what we expected a Fire Emblem game to be. When Shadow Dragon was a "Back to basics" remake of the first game, a lot of people expressed disappointment because twenty-odd years of innovation had taken place in the meantime, and the game was showing its age.
  • Hypocrite: A certain sect of the fandom. Specifically, the sect that is against Casual Mode even existing because it takes away from the emotional impact of the permadeath feature. That reason itself is fine and all, except that many of this sect of the fandom prefer to start over rather than lose a character, making said "emotional impact" a waste and revealing the snobbish source of their real objection.
  • It's Popular, Now It Sucks: The fandom is infested with elitist snobs who actively dislike the newer games for including easier game modes for new players.
  • Mis-blamed: Many blame Shadow Dragon as the cause of series' fall, using the fact that New Mystery, its direct sequel, is not localized. It should be noted that the only Fire Emblem game that manage to have below average sales are, in fact, the Tellius duology - at least in Japan, Path of Radiance is the lowest-selling Fire Emblem game, with 156,000 units in total sold there.
    • Also, don't listen to what some people say about Shadow Dragon hurting the series in the West - the game received strong reviews from the gaming press (gaining a respectable score of 81 on Metacritic as of 6th November 2010) and had good sales (over half a million copies sold in North America and Japan collectively).
  • Moment Of Awesome: The critical hit animations. Especially for the swordsmaster and Lyn with the Sol Katti.
  • Most Wonderful Sound: The ting of an enemy's weapon bouncing off of your unit for zero damage.
    • The stinging crack of a critical hit also counts, so long as it's your unit on the attack and not the enemy.
  • Newbie Boom: The first international newbie boom started with Super Smash Bros. Melee, due the surprising popularity of Marth and Roy in the game. Now, the hype and general acclaim of Fire Emblem Awakening has generated a Newbie Boom of its own seeing as how it saved the series from dying and became the best-selling game in the series.
  • Scrappy Mechanic: The concept of promotion can prove quite uneven: the gap in promotable classes between FE 1 and FEDS clearly expresses just one example.
    • Weapon weight, which reduces a unit's attack speed, has proven a thorny issue to address throughout the series. There have been four different ways to deal with it, each with a logical reason behind it, and each one unbalanced in favor of certain classes and builds:
      • "No Buffer" (AS decreases by full weight): Favors sword users and archers whose lighter weapons allow for better speed retention. Rationale: any weapon can weigh anyone down;
      • "Build/Constitution" (Unit slows if weight exceeds build/con): Favors bulky units with at least decent speed, allowing them to outrun normally faster yet terribly burdened light units. Rationale: bulkier warriors can handle weight better;
      • "Strength" (Same as above, only with strength): Favors fast units with the strength to keep all their speed. Rationale: the stronger a unit becomes, the more weight s/he could handle;
      • "No Weight" (Weapons have no weight whatsoever): Favors all fast units, especially those with issues over the two prior methods. Rationale: a properly trained warrior should never be burdened with his/her weapon.
    • Healing staves can (and frustratingly do) miss in FE5, as it's based on a Skill calculation. While status staves in this game have a ridiculously high hit rate and can hit from practically anywhere on the map, a healer can miss while standing next to the unit he/she tries to heal. All the additions in FE5 counts.
    • Biorhythm from Path of Radiance and Radiant Dawn. Chances are, no matter whether your units are feeling good or not, you will either want to use a certain unit in a certain place, or that unit is the only one who is suited for the area. If you are feeling good and the enemies aren't, good for you. But, if you're feeling down and the enemies just so happen to be in good or even great condition, better hope your unit has enough health/defenses to weather their attacks. If you like using the Myrmidon or Pegasus Knight type of unit, then this will hit you hard.
    • Having to kill off your own characters to get sidequests in Shadow Dragon. Needless to say, there was much rejoicing when it was revealed New Mystery would be doing away with this.
  • Seinfeld Is Unfunny: Akaenia was the series that was the Trope Codifier for this series, as well as the entire genre (Along with Shining Force and some games like Nintendo Wars.) Most of the complaints for Shadow Dragon are pretty much this, as the remake was more of a straight up remake rather than a re-imagining.
  • Shipping: With the concept of supports in the later games, excluding remakes, the many different endings that come with A level support between two characters and the stat bonuses characters receive if they have A level supports and are next to each other, the game is actually encouraging characters to be shipped!
  • Ship-to-Ship Combat: Every single game. Example: In The Blazing Sword, the Lyn x Hector vs Eliwood vs Kent vs Rath vs Florina + whatever else comes to mind. And please, for the love of peace on the internet, do not bring up Roy's heritage...
    • If she's supported with Sain, Serra lampshades this at Lyn's expense.
    • And of course, theres the legendary Finn - Beowulf - Raquesis triangle.
  • “Stop Having Fun” Guys: There's a very vocal portion of low turncount players that fall into this category.
  • They Changed It, Now It Sucks AND It's the Same, Now It Sucks: Shadow Dragon is not well liked by fans because it is very close to the original (which fans tend to acknowledge as lacking) with only some of the improvements made in latter titles (meaning that most of the features were "removed").
    • In New Mystery of the Emblem, a lot of fans were bothered by the announcement of the addition of a "Casual" mode option (removing the series' signature permanent death). Fans turned to "meh" after the actual release proved Lunatic is moonstruck hard enough to ease the fears it would be the first sign in dumbing down the series.
  • Tier-Induced Scrappy - Low to bottom Tier characters are treated as trash by the fanbase regardless of their backstory. High to God tier characters, however, are worshipped.
    • Archers are a consistently hated class since even though they can attack from two squares away, they can only attack from two squares away. Fine, but most enemies in the game attack from one square away, and later in the games, they tend to have weapons that allow them to attack from 1-2 squares away, leaving them defenseless on the turn they are attacked. Adding to this, Archers have very low defense, and since the enemy AI tends to pick the unit it can do the most damage to, the archer is generally cannon fodder for the enemy to pick off. The only real niche they could fill is that they can take out wyvern and pegasus riders, but even that is rendered null because Mages can do that too and attack from 1-2 squares away. It should be noted that this also resulted in Archers getting MUCH less exp compared to other classes, which is taken further with Archer's generally lacking base stats. It didn't help that the older games and their DS remakes gave archers some of the lowest mobility in the game, either. To be fair though, Fire Emblem: Radiant Dawn gave archers crossbows that allows them to attack one space and when promoted to marksmen, they could attack from three spaces making them Game Breakers in this particular game.
    • Knights also get a fair amount of flak, though not as much as Archers. Unlike Archers, they do have a specific niche to fill as the party's tank, and tend to start with decent stats. Unfortunately, their low move severely hinders their usefulness - either the party has to move more slowly so the Knight can stay in the front and tank, or the Knight gets left behind. Their low Speed is also a problem, as most enemies later in the game will be able to double them (somewhat mitigated by their very high Defence, but they'll get worn down eventually). They can shine on maps where the party mostly has to stay still and defend a specific area, but there don't tend to be too many of those (and some games don't have any). Combine that with the fact that there are a number of weapons that are effective against them, that their generally low Resistance makes them vulnerable to mages, and that there tend to be many other, faster and more mobile units that can fill a frontline tanking role, and you have a class that tends to get left in the dust.
  • True Art Is Angsty: A very vocal portion of the fandom believes this, particularly about the more-tongue-in-cheek and less cynical games. Awakening is catching the brunt of this more than any other title in the franchise.
  • What Do You Mean, It's Not Symbolic?: A lot of characters are named after mythological figures, and while there are a few examples where they make sense, there's clearly some thrown in just for the hell of it. Please don't dig too deeply into why a guy would name his wyvern after the Greek God of Sun.
  • Woolseyism: The names of pretty much everything and everyone are changed in localization, which usually works well. Some are questionable (Celice becomes Seliph), but they work really well for the most part. The English writing is exceptional, too—there's a huge gap in quality between the various fan translations and the official stuff.

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