Follow TV Tropes

Following

History DemonicSpiders / FireEmblemHeroes

Go To

OR

Is there an issue? Send a MessageReason:
Added example(s)

Added DiffLines:

* '''Ascended Merric''' is a green tome cavalier with a GlassCannon statline and the skills to bolster it with Remote Sparrow, Seal Spd/Res 3, and Incite Atk/Spd. The two things that make him exceedingly dangerous are his Tender Excalibur and his unique special, Sacred Wind. The former gives him -1 Special cooldown, deals effective damage against fliers, and if he exists, he gains +5 to all stats, extra stats to his Atk and Spd equal to 9 - the number of his allies with less than 40% HP, Null-Follow Up, reduces damage from his foe's first attacks by 30%, and grants Special cooldown charge -1 to himself before his first attack ''and'' before his first follow-up attack. The latter is a 2-turn cooldown special (which becomes a 1-turn cooldown special thanks to his prf) that boosts damage dealt by 40% of his Spd, negates percentage based DamageReduction, restores 20 HP to himself and all of his allies after combat, and grants Canto (1) to himself after combat. He's nigh impossible to survive against for many units due to the stat swing from his Tender Excalibur and his skills along with having a special that not only bypasses percentage based DamageReduction and grants him Canto, but also preemptively charges itself before he attacks. Even worse, thanks to his own DamageReduction, it's going to take more firepower than you'd initially expect to ensure that he goes down.
Is there an issue? Send a MessageReason:
Removed the "support partner" part of the Alears entry since enemies in Pv E game modes can never have supports.


* '''Regular Female Alear and Regular Male Alear''' are LightningBruiser sword infantries that are difficult to take down, with her having Atk/Spd Ideal 4, Close Call 4, and Spd Smoke 4, and him having Atk/Spd Ideal 4, Repel 4, and G Feud 3 to give them a lot of Spd swing and DamageReduction, but their Líberation takes the cake. It gives -1 maximum special cooldown, gives them [Charge] to themselves and any support partners within 3 spaces of them at the start of their turn, +5 Atk/Spd/Def/Res during combat, inflicts -4 Spd/Def on their foe during combat as well as an additional -4 Spd/Def during combat for each ally within 3 spaces of them that are from different ''Fire Emblem'' titles, and reduces damage taken by 4% for each point of Spd they have over their foe, up to 40% damage reduced, all which activates if they are at 25% HP or above. Them having great mobility is difficult enough to fight against, but with everything in their favor they're going to reduce damage taken by '''70%''' for Regular Male Alear or '''82%''' for Regular Female Alear, where only specials like Lethality or Deadeye can take her down, unlike...

to:

* '''Regular Female Alear and Regular Male Alear''' are LightningBruiser sword infantries that are difficult to take down, with her having Atk/Spd Ideal 4, Close Call 4, and Spd Smoke 4, and him having Atk/Spd Ideal 4, Repel 4, and G Feud 3 to give them a lot of Spd swing and DamageReduction, but their Líberation takes the cake. It gives -1 maximum special cooldown, gives them [Charge] to themselves and any support partners within 3 spaces of them at the start of their turn, +5 Atk/Spd/Def/Res during combat, inflicts -4 Spd/Def on their foe during combat as well as an additional -4 Spd/Def during combat for each ally within 3 spaces of them that are from different ''Fire Emblem'' titles, and reduces damage taken by 4% for each point of Spd they have over their foe, up to 40% damage reduced, all which activates if they are at 25% HP or above. Them having great mobility is difficult enough to fight against, but with everything in their favor they're going to reduce damage taken by '''70%''' for Regular Male Alear or '''82%''' for Regular Female Alear, where only specials like Lethality or Deadeye can take her them down, unlike...

Added: 147

Changed: 60

Is there an issue? Send a MessageReason:
None


With every new release of heroes, so to the likeliness of at least one of them being randomly being generated to be able to ruin your day thanks to their skills and/or weapons, especially if you have Auto-Battle on. Expect some overlap with heroes in the [[HighTierScrappy/FireEmblemHeroes High-Tier Scrappy]] and [[GameBreaker/FireEmblemHeroes Game Breaker]] entries for ''VideoGame/FireEmblemHeroes''.

to:

With every new release of heroes, so to the likeliness of at least one of them being randomly being generated to be able to ruin your day thanks to their skills and/or weapons, especially if you have Auto-Battle on. Expect some overlap with heroes in the the[[GameBreaker/FireEmblemHeroes Game Breaker]] entries for ''VideoGame/FireEmblemHeroes''.

For characters that are considered notorious in competitive gamemodes, see this game's
[[HighTierScrappy/FireEmblemHeroes High-Tier Scrappy]] and [[GameBreaker/FireEmblemHeroes Game Breaker]] entries for ''VideoGame/FireEmblemHeroes''.
page.

Added: 1430

Changed: 30

Removed: 3657

Is there an issue? Send a MessageReason:
Added example(s). Removed Azelle, Gatrie, Regular Ophelia, Asbel, and Wolf for now, as they have long fallen off in the face of recent units. May add them back except for Regular Ophelia if their refines are threatening enough.


* '''Female Alear and Male Alear''' are LightningBruiser sword infantries that are difficult to take down, with her having Atk/Spd Ideal 4, Close Call 4, and Spd Smoke 4, and him having Atk/Spd Ideal 4, Repel 4, and G Feud 3 to give them a lot of Spd swing and DamageReduction, but their Líberation takes the cake. It gives -1 maximum special cooldown, gives them [Charge] to themselves and any support partners within 3 spaces of them at the start of their turn, +5 Atk/Spd/Def/Res during combat, inflicts -4 Spd/Def on their foe during combat as well as an additional -4 Spd/Def during combat for each ally within 3 spaces of them that are from different ''Fire Emblem'' titles, and reduces damage taken by 4% for each point of Spd they have over their foe, up to 40% damage reduced, all which activates if they are at 25% HP or above. Them having great mobility is difficult enough to fight against, but with everything in their favor they're going to reduce damage taken by '''70%''' for Male Alear or '''82%''' for Female Alear, where only specials like Lethality or Deadeye can take her down, unlike...

to:

* '''Female '''Regular Female Alear and Regular Male Alear''' are LightningBruiser sword infantries that are difficult to take down, with her having Atk/Spd Ideal 4, Close Call 4, and Spd Smoke 4, and him having Atk/Spd Ideal 4, Repel 4, and G Feud 3 to give them a lot of Spd swing and DamageReduction, but their Líberation takes the cake. It gives -1 maximum special cooldown, gives them [Charge] to themselves and any support partners within 3 spaces of them at the start of their turn, +5 Atk/Spd/Def/Res during combat, inflicts -4 Spd/Def on their foe during combat as well as an additional -4 Spd/Def during combat for each ally within 3 spaces of them that are from different ''Fire Emblem'' titles, and reduces damage taken by 4% for each point of Spd they have over their foe, up to 40% damage reduced, all which activates if they are at 25% HP or above. Them having great mobility is difficult enough to fight against, but with everything in their favor they're going to reduce damage taken by '''70%''' for Regular Male Alear or '''82%''' for Regular Female Alear, where only specials like Lethality or Deadeye can take her down, unlike...



* If you're relying on field stat buffs, then '''Azelle''' will most likely be the end of them. With a GlassCannon statline, he brings Rally Up Spd+, R Duel Infantry 4, Spd/Res Ruse 3 and Joint Hone Spd, making him an annoying support unit, but his Sparking Tome is the worst of all, as it give him +3 Spd and if his foe is at 50% HP or above at the start of combat he inflicts -6 Spd/Res on the foe during combat, as well as basically reverse any field stat buffs on those stats the foe has during combat, where having any field stat buffs on your unit's Spd and/or Res is a ''bad'' idea against him. With that said, his GlassCannon statline means that any strong Blue units can take him down easily.



* '''Gatrie''' is a MightyGlacier with one of the highest Def stats in ''Heroes'', and that means trouble if you're using primarily physical units, and that gets higher with his default Spirited Lance+, Fortress Def/Res 3, and Crafty Fighter 3 to make him difficult to take down, alongside having Moonbow. His only real weakness is his low Spd and average Res, as well as strong units with AntiArmor weapons, but the former is compensated by his Crafty Fighter, and his average Res is nothing to sneeze at.



* '''Regular Ophelia''' can be deadly if not dispatched quickly in most modes. Her Chill Res 3 will make sure your designated Res tank gets debuffed, as Missiletainn's effect lets her turn her into a special nuke quickly enough. If she's grouped with other tome users, you'll fight one immediately with a special. The Special, Blazing Light, is an Area of Effect spell that damages the user based on her Atk minus her target's Def or Res. And Feh bless you if you have any units aligned to the target diagonally, as it'll damage those too. With this, she can easily finish off even bulky green units. Thankfully her Special only activates during her phase, meaning you can attack her without her countering with one.



* '''Rosado''' is an axe flier with astonishingly supreme bulk with Bonfire, Earthwind Boost 3, and Wyvern Rift. Much of his bulk comes from the latter skill and his Axe of Adoration, which gives him -1 special cooldown, and if he exists, it inflicts -X to his foe's Atk/Spd/Def, with X equal to 16 - his foe's maximum special cooldown (minimum 8), reduces damage from his foe's first attacks by 40%, grants special cooldown charge +1 to himself per attack, reduces his foe's percentage-based DamageReduction skills by 70% if their Def is greater than their Res or 30% otherwise, and restores 7 HP to himself after combat. That's not all, though, as his Wyvern Rift skill inflicts -4 Atk/Def on his foe during combat, and if his Spd + Def is equal to or greater than his foe's Spd + Def - 10, he reduces damage from his foe's first attacks by a number equal to his defense at the start of combat - 35, to a maximum of 7 and a minimum of 0, gains the Omnibreaker effect, and he also increases the Spd difference needed for his foe to double by 20. It's going to be a tall order for most units to double him thanks to Wyvern Rift, and combined with how much DamageReduction he gets along with his LightningBruiser stats, even bow and magic units can struggle to feasibly take him out, while melee units are in serious danger of getting wiped out by his Bonfire and his ability to shred their percentage-based DamageReduction skills.



* '''Asbel'''. Normally a GlassCannon, Asbel has high stats thanks to Fury 4 and his Grafcalibur giving +5 Atk/Spd/Def/Res and ignore any of his foe's field stat buffs if he either initiates combat or is within 2 spaces of an ally, on top of having Null Follow-Up and Spd/Res Oath to bolster his stats more and make sure that only the fastest units can double attack him, and Moonbow to pierce the defenses of his foe. Like other Glass Cannons, he will fold against strong attacks, especially physical ones, but in modes where enemy units get large stat inflations like Lunatic tier difficulty or Resonant Battles, he goes from a GlassCannon to a MasterOfAll capable of practically one-shotting everything he fights, with his only weakness being the recoil effect of Fury.



* '''Wolf''' is a GlassCannon Colorless Bow Cavalier that you should be careful around if he initiates combat. He has Reposition, Life and Death 4, Def/Res Snag 3, and Panic Smoke 3, but the worst of all is his Keen Coyote Bow, which give him +3 Atk, deals effective damage against flying units, and if he is at 25% HP or above at the start of combat, he gains +6 Atk/Spd and allow him to have any of his follow-up attacks go before the foe can counterattack if he initiates combat. He basically acts like a better version of Regular Bernadetta, who needed to have a [Penalty] or not be at full HP to get the +5 Atk/Spd and Desperation effects on her Persecution Bow, which requires setup to activate, while he can stall out from attacking if he's far away from any foes with using Reposition on allies, making it hard to catch him off guard as well, but he easily goes down with a strong attack if players do catch him thanks to his low defenses and average HP.
Is there an issue? Send a MessageReason:
Added example(s)

Added DiffLines:

* Anytime '''Tina''' shows up on a map with her Thief staff, you better make sure that you're keeping track of whoever on your team has the most Bonus effects, especially if two or more units tie for having the most of them. It gives her -1 special cooldown, prevents foes from counterattacking, inflicts -4 to all stats on her foes within 3 columns or 3 rows centered on her during their combat, and if she exists, she gains +6 Atk/Spd during combat and deals damage equal to the number of non-stat Bonus effects active on herself times 5, for a maximum of 20 damage. How does she gain all of those Bonus effects? As the name of her prf implies, she '''steals all of the Bonus effects active on the foe(s) with the most Bonus effects active''' and grants them to herself ''and'' her allies within 2 spaces. What makes her even more obnoxious is that this ''includes'' movement based Bonus effects, so if you have extra movement, Charge, and/or Pathfinder Bonuses, she and/or another DemonicSpider can suddenly ambush you when you least expect it. That's not even going into the other skills she has going for herself as an infantry staff with GlassCannon stats, which are Nudge+, Holy Pressure[[note]]boosts damage by 45% of her Res and inflicts Gravity on target and adjacent foes after combat[[/note]], Atk/Spd Ideal 4, Wrathful Tempo[[note]]same effect as Wrathful Staff, but also inflicts -4 Spd/Res on her foe during combat and gives her the full Tempo effect[[/note]], and Infantry Pulse 4. Even among other DemonicSpiders, Tina is in a league of her own thanks to how she can easily screw you over by removing all of your Bonuses and buffing herself and her allies with those Bonuses, all while having immense damage output herself.
Is there an issue? Send a MessageReason:
Added example(s)

Added DiffLines:

* '''Harken''' is a sword infantry with high Atk and Def, average HP, and middling Spd and Res. His Troubling Blade is pretty threatening, as it gives him -1 Special cooldown, the brave effect on both phases, and if his HP is at or above 25%, he gains +5 to all stats, reduces damage from his foe's first attack by 40%, and grants Special cooldown charge +1 to unit per attack. However, the really [[{{Pun}} troublesome]] effect is that he can warp to a space adjacent to any of his foes within 4 spaces. This lets him bypass forests, flier only spaces, and walls, and with the rest of his skillset suited for his player phase with Atk/Def Clash 4, Brash Assault 4, and Bonfire, he will likely kill your units by triggering his Bonfire on his second attack or by quad attacking with Brash Assault 4. He's also very bulky on the physical side like Gregor is, so if you don't want to have [[{{Pun}} trouble]] taking him out, then using 2-range magical damage is the way to go for him.
* '''Regular Severa''' is a LightningBruiser sword infantry who shares several similarities with Regular Felix. However, instead of getting stronger while alone, her strength comes from her allies. In addition to giving her -1 Special cooldown, if she's within 3 spaces of an ally, her Striving Sword gives her a bonus to her stats equal to 25% of her foe's Atk at start of combat - 4 (for a maximum of +14 and a minimum of +5 to all stats), inflicts -1 special cooldown on her foe per attack, neutralizes percentage based damage reduction when her Special triggers ''or'' on her next attack if her foe's attack triggers her Special, and grants Special cooldown count -2 after combat. Her Atk/Spd Finish 4 goes hand in hand with her Striving Sword, and Buffer 4 not only ensures that she will have her Godlike Reflexes precharged, but gives her even more DamageReduction and stat debuffs to boot. The sheer statswing that her Striving Sword gives her along with her ability to negate percentage-based DamageReduction skills makes her a truly formidable godsword to the point where the only feasible way to take her on is to take out her nearby allies first.
Is there an issue? Send a MessageReason:
I can't believe I forgot that Regular Rhea's Revealing Breath gives her the Guard effect. As if she wasn't degenerate enough.


* While Fallen Rhea was tagged to not spawn as a random enemy unit, '''Regular Rhea''' has no such tag. She is an Infantry Colorless Dragon with a MightyGlacier statline and the skills Glimmer and Atk Res Scowl 4[[note]]if foe initiates combat or is at or above 75% HP, grants +7 Atk/Res during combat, and if foe’s attack can trigger their special and her Res > foe’s Res +5, inflicts special cooldown count +1 on foe before foe’s first attack[[/note]]. Just like her fallen variant, she has True Dragon Wall, which reduces damage by 6% for each point of Res she has over her foe during her first combat in either phase (up to ''60%'') and 4% for her second combat or later (up to 40%), and if she has a dragon or beast ally on her team, she restores 7 HP at the start of her turn and after combat. All of these skills already make her an immense threat, but her Revealing Breath is what truly puts her in her own league. It gives her -1 special cooldown and if her foe initiates combat or is at or above 75% HP, she gains +5 to all stats, a guaranteed follow-up, and reduces damage from her foe’s follow-up attack by ''30% of her Res''. When combined with her Atk Res Scowl 4 and True Dragon Wall, most units will only deal damage in the single digits on their follow-up attacks or [[NoSell no damage at all]]. Units who rely on their specials to negate her damage reduction will find themselves only being able to proc their special on their follow-up attack thanks to her Atk Res Scowl 4, which will still be reduced by 30% of her Res. Although she is weak to dragon effective damage and effects that reduce or negate her damage reduction, her skills can push her bulk to such obscene levels that she can outlast and wipe out teams that can’t break through her defenses, especially if she spawns alongside a dragon or beast enemy.

to:

* While Fallen Rhea was tagged to not spawn as a random enemy unit, '''Regular Rhea''' has no such tag. She is an Infantry Colorless Dragon with a MightyGlacier statline and the skills Glimmer and Atk Res Scowl 4[[note]]if foe initiates combat or is at or above 75% HP, grants +7 Atk/Res during combat, and if foe’s attack can trigger their special and her Res > foe’s Res +5, inflicts special cooldown count +1 on foe before foe’s first attack[[/note]]. Just like her fallen variant, she has True Dragon Wall, which reduces damage by 6% for each point of Res she has over her foe during her first combat in either phase (up to ''60%'') and 4% for her second combat or later (up to 40%), and if she has a dragon or beast ally on her team, she restores 7 HP at the start of her turn and after combat. All of these skills already make her an immense threat, but her Revealing Breath is what truly puts her in her own league. It gives her -1 special cooldown and if her foe initiates combat or is at or above 75% HP, she gains +5 to all stats, a guaranteed follow-up, inflicts special cooldown count -1 on her foe during combat, and reduces damage from her foe’s follow-up attack by ''30% of her Res''. When combined with her Atk Res Scowl 4 and True Dragon Wall, most units will only deal damage in the single digits on their follow-up attacks or [[NoSell no damage at all]]. Units who rely on their specials to negate her damage reduction will find themselves only being able to proc their special on their follow-up attack thanks to her Atk Res Scowl 4, which will still be reduced by 30% of her Res.Res, and that's if they have a way to work around her Guard effect, too. Although she is weak to dragon effective damage and effects that reduce or negate her damage reduction, her skills can push her bulk to such obscene levels that she can outlast and wipe out teams that can’t break through her defenses, especially if she spawns alongside a dragon or beast enemy.

Added: 2766

Changed: 153

Removed: 1035

Is there an issue? Send a MessageReason:
Changed the quote to a more fitting example since Lucia can't trigger her special during combat. Also, Regular Rhea is truly one of the worst Demonic Spiders to go up against in general. Removed Fallen Berkut since his refine didn't do enough to make him a significant threat these days. Added several new units.


->''"Face me if you dare!"''
-->-- '''Lucia, before immediately proceeding to ruin players' days'''

to:

->''"Face me if you dare!"''
->''"You have been judged."''
-->-- '''Lucia, ''Regular Rhea, before immediately proceeding to ruin players' days'''
days.''



* Enemies with true DamageReduction based on X% of a stat, especially in game modes like Binding Worlds and Seer's Snare where their stats are massively inflated. Unlike percentage-based DamageReduction, this type of DamageReduction cannot be neutralized by any means, and when these enemies have their defensive stats in the 70-90s, they're going to be nigh-impossible to take out for most units due to being able to reduce damage on such a massive scale. In particular, Spring Maria, Ninja Cherche, and Regular Rhea have become infamous in these game modes because of this.

to:

* Enemies with true DamageReduction based on X% of a stat, especially in game modes like Binding Worlds and Seer's Snare where their stats are massively inflated. Unlike percentage-based DamageReduction, this type of DamageReduction cannot be neutralized by any means, and when these enemies have their defensive stats in the 70-90s, they're going to be nigh-impossible to take out for most units due to being able to reduce damage on such a massive scale. In particular, Spring Maria, Ninja Cherche, and Regular Rhea Rhea, and Diamant have become infamous in these game modes because of this.



* '''Ascended Young Tiki''' is a LightningBruiser red infantry dragon with Iceberg, Spd/Res Finish 4, and Spd/Res Bulwark 3. Her Awoken Breath and her unique C skill, All Together!, make her a draconic beast to beware of. The former gives her -1 special cooldown, effective damage against dragons, and if she’s within 3 spaces of an ally, she gains +5 to all stats and special cooldown charge +1 per attack during combat, neutralizes her foe’s bonuses, and if she has 5 or more Res than her foe and her foe’s attack can trigger their special, she inflicts special cooldown count +1 on her foe before their first attack during combat. The latter skill grants +4 to all stats during combat for her allies within 2 spaces of her, and if she’s within 2 spaces of an ally, she gains +4 to all stats, reduces damage from area of effect specials by 40% for each ally within 2 spaces (up to 80%), and reduces damage from her foe’s first attack by 20% for each ally within 2 spaces (up to 40%). With all of her skills combined, she becomes incredibly tough to break through, especially if your units have less Res than her, and her Bulwark skill also makes it much tougher to move around her to target her allies.



* '''Fallen Berkut''', unlike his regular variant, is an optimized MightyGlacier. Against melee foes, he will be struggling with; Against ''ranged'' foes, he can potentially catch them off guard. His Kreimhild will make him counterattack ranged foes and deny any of their follow-up attacks if he has an ally within 2 spaces of him, and the refinable version increases the range of needing an ally to 3 spaces and has the follow-up prevention activate regardless of the foe's weapon type and the unique refine inflicts -5 Atk/Def on the foe during combat and grants him a guaranteed follow-up attack if the foe either initiates combat or is at 75% HP or above at the start of combat, his Warding Stance 4 will give him +8 Res and slow down the foe's special buildup, and he has Odd Res Wave to give him +6 more Res during the start of odd turns. Of course, if he activates his Kreimhild, he inflicts 20 damage to his nearest ally, but if said ally has a skill that activates when they're damaged such as Escape Route or Brazen skills...



* '''Mycen''' is a lance cavalier who puts Duessel to shame with his MightyGlacier statline combined with Bonfire, Atk/Def Clash 4 and Joint Close Guard. His Worldly Lance gives him -1 special cooldown, and if he’s within 2 spaces of an ally at the start of his turn, he grants Def/Res +6 and the “neutralizes foe’s bonuses during combat” buff to himself and his allies within 2 spaces for 1 turn. If he initiates combat or is within 2 spaces of an ally, he inflicts an in-combat penalty to his foe’s Atk/Def equal to 20% of his Def at start of combat + 6, makes a guaranteed follow-up, and gains the Guard effect. Unlike with Duessel, he’s significantly weaker if he’s away from his allies, but if he’s nearby them, he’ll be a tough cookie to take on.



* '''Regular Sacred Stone Selena''' is somebody who you don't want to initiate on your units, as her GlassCannon statline is further bolstered with Life and Death 4, which alongside her Tome of Storms, which gives her +3 Spd, and if her foe is at 75% HP or above at the start of combat she gains +5 Atk/Spd during combat as well as negate any skills that deny any of her follow-up attacks as well as skills that guarantee the foe's follow-up attacks. She is also an annoying support unit, as she has Rally Atk/Res+ and Atk/Res Ruse to boost her ally and debuff her foes within cardinal directions of her and her ally she is Rallying, but this can get bad if her ally has a Rally skill to activate her Atk/Res Ruse 3. However, her GlassCannon statline means that her defenses are poor and therefore she will fall against anyone with a good Atk, but players need to be careful baiting her out first.

to:

* '''Regular Sacred Stone Stones Selena''' is somebody who you don't want to initiate on your units, as her GlassCannon statline is further bolstered with Life and Death 4, which alongside her Tome of Storms, which gives her +3 Spd, and if her foe is at 75% HP or above at the start of combat she gains +5 Atk/Spd during combat as well as negate any skills that deny any of her follow-up attacks as well as skills that guarantee the foe's follow-up attacks. She is also an annoying support unit, as she has Rally Atk/Res+ and Atk/Res Ruse to boost her ally and debuff her foes within cardinal directions of her and her ally she is Rallying, but this can get bad if her ally has a Rally skill to activate her Atk/Res Ruse 3. However, her GlassCannon statline means that her defenses are poor and therefore she will fall against anyone with a good Atk, but players need to be careful baiting her out first.



* '''Febail''' is a GlassCannon blue infantry bow with Luna, Spd/Res Hexblade, and Phys Null Follow. His Heired Yewfelle gives him -1 special cooldown, and if he initiates combat or is within 2 spaces of an ally, he gains +5 to all stats, an additional bonus to his Atk/Spd based on 25% of his foe’s Atk at start of combat - 8 (min 0; max 10), Null Guard, reduces damage from his foe’s first attack by 30% during combat, and restores 7 HP after combat. This makes him very dangerous if he gets the jump on your units, especially with Phys Null Follow cutting through your DamageReduction skills, and if he manages to activate his Hexblade skill, he’ll be targeting the Res stat if it’s lower. It’s best to attack first with a 1 range unit of your own to avoid dealing with the effects from his Heired Yewfelle.



* '''Ascended Ced''' is an infantry mage with GlassCannon stats who will more likely than not delete anyone who he initiates on with his special thanks to his Heired Forseti. It gives him -1 special cooldown, and if his HP is 25% or above, he gains a +6 Atk/Spd buff and special cooldown count -1 at the start of his turn, +6 Atk/Spd during combat, reduces the damage from his foe's first attack by 30%, and deals true damage equal to a certain percentage of his Spd when his special triggers. This percentage is equal to his max special cooldown count multiplied by 10, then added by 20, so he'll be dealing damage equal to ''50%'' of his Spd when he triggers his Blazing Wind special in addition to the damage normally calculated from his special. He also has Atk/Spd Ideal 4, Special Spiral 4, and Infantry Pulse 4, with the latter two skills ensuring that he'll have no trouble charging up his special and recharging it after combat. Attacking him during your player phase is the best way to defeat him, but otherwise, don't even think about letting him attack first unless your unit has Vantage, a lot of area of effect special DamageReduction, or a far save tank who's out of range from Blazing Wind.

to:

* '''Ascended Ced''' is an infantry mage with GlassCannon stats who will more likely than not delete anyone who he initiates on with his special thanks to his Heired Forseti. It gives him -1 special cooldown, and if his HP is 25% or above, he gains a +6 Atk/Spd buff and special cooldown count -1 at the start of his turn, +6 Atk/Spd during combat, reduces the damage from his foe's first attack by 30%, and deals true damage equal to a certain percentage of his Spd when his special triggers. This percentage is equal to his max special cooldown count multiplied by 10, then added by 20, so he'll be dealing damage equal to ''50%'' of his Spd when he triggers his Blazing Wind special in addition to the damage normally calculated from his special. He also has Atk/Spd Ideal 4, Special Spiral 4, and Infantry Pulse 4, with the latter two skills ensuring that he'll have no trouble charging up his special and recharging it after combat. Not to mention that his 30% DamageReduction can make him deceptively hard to kill, too. Attacking him during your player phase is the best way to defeat him, but otherwise, don't even think about letting him attack first unless your unit has Vantage, a lot of area of effect special DamageReduction, or a far save tank who's out of range from Blazing Wind.

Added: 1206

Changed: -12

Is there an issue? Send a MessageReason:
None


* '''Ascended Ced''' is an infantry mage with GlassCannon stats who will more likely than not delete anyone who he initiates on with his special thanks to his Heired Forseti. It gives him -1 special cooldown, and if his HP is 25% or above, he gains a +6 Atk/Spd buff and special cooldown count -1 at the start of his turn, +6 Atk/Spd during combat, reduces the damage from his foe's first attack by 30%, and deals true damage equal to a certain percentage of his Spd when his special triggers. This percentage is equal to his max special cooldown count multiplied by 10, then added by 20, so he'll be dealing damage equal to ''50%'' of his Spd when he triggers his Blazing Wind special in addition to the damage normally calculated from his special. He also has Atk/Spd Ideal 4, Special Spiral 4, and Infantry Pulse 4, with the latter two skills ensuring that he'll have no trouble charging up his special and recharging it after combat. Attacking him during your player phase is the best way to defeat him, but otherwise, don't even think about letting him attack first unless your unit has Vantage, a lot of area of effect special DamageReduction, or a far save tank who's out of range from Blazing Wind.



* While Fallen Rhea was tagged to not spawn as a random enemy unit, '''Regular Rhea''' has no such tag. She is an Infantry Colorless Dragon with a MightyGlacier statline and the skills Glimmer and Atk Res Scowl 4[[note]]if foe initiates combat or is at or above 75% HP, grants +7 Atk/Res during combat, and if foe’s attack can trigger their special and her Res > foe’s Res +5, inflicts special cooldown count +1 on foe before foe’s first attack[[/note]]. Just like her fallen variant, she has True Dragon Wall, which reduces damage by 6% for each point of Res she has over her foe during her first combat in either phase (up to 60%) and 4% for her second combat or later (up to 40%), and if she has a dragon or beast ally on her team, she restores 7 HP at the start of her turn and after combat. All of these skills already make her an immense threat, but her Revealing Breath is what truly puts her in her own league. It gives her -1 special cooldown and if her foe initiates combat or is at or above 75% HP, she gains +5 to all stats, a guaranteed follow-up, and reduces damage from her foe’s follow-up attack by 30% of her Res. When combined with her Atk Res Scowl 4 and True Dragon Wall, most units will only deal damage in the single digits on their follow-up attacks or [[NoSell no damage at all]]. Units who rely on their specials to negate her damage reduction will find themselves only being able to proc their special on their follow-up attack thanks to her Atk Res Scowl 4, which will still be reduced by 30% of her Res. Although she is weak to dragon effective damage and effects that reduce or negate her damage reduction, her skills can push her bulk to such obscene levels that she can outlast and wipe out teams that can’t break through her defenses, especially if she spawns alongside a dragon or beast enemy.

to:

* While Fallen Rhea was tagged to not spawn as a random enemy unit, '''Regular Rhea''' has no such tag. She is an Infantry Colorless Dragon with a MightyGlacier statline and the skills Glimmer and Atk Res Scowl 4[[note]]if foe initiates combat or is at or above 75% HP, grants +7 Atk/Res during combat, and if foe’s attack can trigger their special and her Res > foe’s Res +5, inflicts special cooldown count +1 on foe before foe’s first attack[[/note]]. Just like her fallen variant, she has True Dragon Wall, which reduces damage by 6% for each point of Res she has over her foe during her first combat in either phase (up to 60%) ''60%'') and 4% for her second combat or later (up to 40%), and if she has a dragon or beast ally on her team, she restores 7 HP at the start of her turn and after combat. All of these skills already make her an immense threat, but her Revealing Breath is what truly puts her in her own league. It gives her -1 special cooldown and if her foe initiates combat or is at or above 75% HP, she gains +5 to all stats, a guaranteed follow-up, and reduces damage from her foe’s follow-up attack by 30% ''30% of her Res.Res''. When combined with her Atk Res Scowl 4 and True Dragon Wall, most units will only deal damage in the single digits on their follow-up attacks or [[NoSell no damage at all]]. Units who rely on their specials to negate her damage reduction will find themselves only being able to proc their special on their follow-up attack thanks to her Atk Res Scowl 4, which will still be reduced by 30% of her Res. Although she is weak to dragon effective damage and effects that reduce or negate her damage reduction, her skills can push her bulk to such obscene levels that she can outlast and wipe out teams that can’t break through her defenses, especially if she spawns alongside a dragon or beast enemy.

Added: 3201

Changed: 41

Is there an issue? Send a MessageReason:
None


* Most of the Fallen heroes are dangerous but manageable, but the ones released post-2020 are among the worst heroes to go against. Not only do they have optimized statlines, they also have skillkits that are often compared to Brave, Legendary, Mythic, Ascended and Rearmed Heroes, but like Ascended Heroes they are randomly generated as enemy units, and so are a pain to go against if they are seen on the battlefield. Fortunately, the most powerful Fallen Heroes do not actually show up as randomly generated heroes, that being the Fallen variants of Dimitri, Edelgard, and Rhea.

to:

* Most of the Fallen heroes are dangerous but manageable, but the ones released post-2020 are among the worst heroes to go against. Not only do they have optimized statlines, they also have skillkits that are often compared to Brave, Legendary, Mythic, Ascended and Rearmed Heroes, but like Ascended Heroes they are randomly generated as enemy units, and so are a pain to go against if they are seen on the battlefield. Fortunately, the most powerful Fallen Heroes do not actually show up as randomly generated heroes, that being the Fallen variants of Dimitri, Edelgard, Rhea, and Rhea.Female Byleth.



* Enemies with true DamageReduction based on X% of a stat, especially in game modes like Binding Worlds and Seer's Snare where their stats are massively inflated. Unlike percentage-based DamageReduction, this type of DamageReduction cannot be neutralized by any means, and when these enemies have their defensive stats in the 70-90s, they're going to be nigh-impossible to take out for most units due to being able to reduce damage on such a massive scale. In particular, Spring Maria, Ninja Cherche, and Regular Rhea have become infamous in these game modes because of this.



* '''Ascended Fir''' is another LightningBruiser of an infantry sword, with the skills Glimmer, Atk/Spd Finish 4, Phys Null-Follow [[note]]same effect as Null-Follow Up 3, but it also inflicts Spd/Def -4 on foe and halves their percentage-based DamageReduction[[/note]], and Atk/Spd Oath 4. Her Vassal-Saint Blade gives her -1 special cooldown, and if she exists[[note]]her HP is 25% or above[[/note]], she gains +5 to all stats, inflicts a penalty to her foe's Spd/Def equal to 11 - 2 x the value of her foe's maximum special cooldown, to a minimum of -3 Spd/Def, grants special cooldown count -1 at the start of her turn and after combat if her special cooldown count is at its maximum value, and if she has 5 or more Spd than her foe, she gains Null Guard. These skills make her particularly dangerous against units who rely on DamageReduction and low cooldown specials, all while she procs her own special on a consistent basis.

to:

* '''Ascended Fir''' is another LightningBruiser of an infantry sword, with the skills Glimmer, Atk/Spd Finish 4, Phys Null-Follow [[note]]same effect as Null-Follow Up 3, but it also inflicts Spd/Def -4 on foe and halves their percentage-based DamageReduction[[/note]], and Atk/Spd Oath 4. Her Vassal-Saint Blade gives her -1 special cooldown, and if [[MemeticMutation she exists[[note]]her exists]][[note]]her HP is 25% or above[[/note]], she gains +5 to all stats, inflicts a penalty to her foe's Spd/Def equal to 11 - 2 x the value of her foe's maximum special cooldown, to a minimum of -3 Spd/Def, grants special cooldown count -1 at the start of her turn and after combat if her special cooldown count is at its maximum value, and if she has 5 or more Spd than her foe, she gains Null Guard. These skills make her particularly dangerous against units who rely on DamageReduction and low cooldown specials, all while she procs her own special on a consistent basis.basis.
* '''Diamant''' is an infantry sword who is not as fast as many of the other aforementioned infantry sword units, but more than makes up for that with his Fair-Fight Blade. On top of giving him -1 special cooldown and +5 to all of his stats if his HP is 25% or above, he'll deal damage equal to 25% of his Def and reduce the damage he takes by the same amount. If he initiates combat, he gains special cooldown count -1 before his first attack, and if his foe initiates, he gains Null Guard and restores 10 HP when dealing damage with his special. The "fair fight" part of his weapon comes into play here, as it makes him a MechanicallyUnusualFighter by neutralizing any percentage based damage reduction effects on himself and his foes, effects that guarantee follow-ups on both sides, and increasing the amount of Spd required to follow-up by 20, meaning that a 25 Spd difference is required for either his foe or himself to make a follow-up attack. Combined with his skills Bonfire, Atk/Def Finish 4, Atk/Spd Bulwark 3, and Time's Pulse 4, he'll more likely than not wipe out anyone who's reliant on percentage based DamageReduction to survive while still standing strong thanks to his true DamageReduction, the immense amount of Spd required to follow-up against him, and the healing from his skills. Your best bet against him is to use a combination of magic, brave effects, and/or immense Spd stacking, as otherwise, Diamant will strike you down with haste in a [[SarcasmMode "fair fight"]].


Added DiffLines:

* '''Citrinne''' is a SquishyWizard with the skills Iceberg, Special Spiral 4, and Atk Res Oath 4. Her Tome of Luxuries makes her a force to be reckoned with, as it gives her -1 special cooldown, grants her special cooldown count -2 on turn 1, and if her HP is 25% or above, she gains +5 to all stats, deals damage equal to 15% of her Res, gains the "if unit initiates combat, unit makes a guaranteed follow-up" status, and after all of her team's start of turn skills have triggered, she grants all of her positive status effects except for Pathfinder and extra movement to her allies within 2 spaces. This makes her fellow DemonicSpiders much more dangerous, as they are at least guaranteed to receive a +6 buff to their Atk and Res, the Orders status, and the "guaranteed follow-up when initiating" status from her, and she will nuke immensely hard thanks to having her Iceberg precharged by her weapon and Special Spiral 4 negating percentage based DamageReduction when her special triggers. Her low physical bulk is her main weakness, but her Orders buff can make it tough to safely approach her if she’s nearby other units.

Added: 932

Changed: 670

Is there an issue? Send a MessageReason:
None


* '''Female Alear''' is a LightningBruiser that is difficult to take down, with her having Atk/Spd Ideal 4, Close Call 4, and Spd Smoke 4 to give her a lot of Spd swing and DamageReduction, but her Líberation takes the cake. It gives -1 maximum special cooldown, and gives her [Charge] to herself and any support partners within 3 spaces of her at the start of her turn, +5 Atk/Spd/Def/Res during combat, inflicts -4 Spd/Def on the foe during combat as well as additional -4 Spd/Def during combat for each ally within 3 spaces of that are from different ''Fire Emblem'' titles, and reduces damage taken by 4% for each point of Spd she has over her foe, up to 40% damage reduced, all which activates if she is at 25% HP or above. Her having great mobility is difficult enough to fight against, but with everything in her favor she's going to reduce damage taken by '''82%''', where only specials like Lethality or Deadeye can take her down, unlike...

to:

* '''Female Alear and Male Alear''' is a are LightningBruiser sword infantries that is are difficult to take down, with her having Atk/Spd Ideal 4, Close Call 4, and Spd Smoke 4 4, and him having Atk/Spd Ideal 4, Repel 4, and G Feud 3 to give her them a lot of Spd swing and DamageReduction, but her their Líberation takes the cake. It gives -1 maximum special cooldown, and gives her them [Charge] to herself themselves and any support partners within 3 spaces of her them at the start of her their turn, +5 Atk/Spd/Def/Res during combat, inflicts -4 Spd/Def on the their foe during combat as well as an additional -4 Spd/Def during combat for each ally within 3 spaces of them that are from different ''Fire Emblem'' titles, and reduces damage taken by 4% for each point of Spd she has they have over her their foe, up to 40% damage reduced, all which activates if she is they are at 25% HP or above. Her Them having great mobility is difficult enough to fight against, but with everything in her their favor she's they're going to reduce damage taken by '''82%''', '''70%''' for Male Alear or '''82%''' for Female Alear, where only specials like Lethality or Deadeye can take her down, unlike...



* '''Ascended Fir''' is another LightningBruiser of an infantry sword, with the skills Glimmer, Atk/Spd Finish 4, Phys Null-Follow [[note]]same effect as Null-Follow Up 3, but it also inflicts Spd/Def -4 on foe and halves their percentage-based DamageReduction[[/note]], and Atk/Spd Oath 4. Her Vassal-Saint Blade gives her -1 special cooldown, and if she exists[[note]]her HP is 25% or above[[/note]], she gains +5 to all stats, inflicts a penalty to her foe's Spd/Def equal to 11 - 2 x the value of her foe's maximum special cooldown, to a minimum of -3 Spd/Def, grants special cooldown count -1 at the start of her turn and after combat if her special cooldown count is at its maximum value, and if she has 5 or more Spd than her foe, she gains Null Guard. These skills make her particularly dangerous against units who rely on DamageReduction and low cooldown specials, all while she procs her own special on a consistent basis.



* '''Regular Igrene''' brings a very strong kit, and a GlassCannon to go along with it. Her Guardian's Bow has -1 special cooldown and inflicts -5 Atk/Spd/Def on the foe if she's faster than them, alongside Blazing Wind, Life and Death 4, Special Spiral 3 and Pulse Smoke 3 just to make things harder when she initiates combat. However, since she is still a GlassCannon with her low defenses with everything equipped, any strong attackers will take her down in one round.

to:

* '''Regular Igrene''' brings a very strong kit, and a GlassCannon to go along with it. Her Guardian's Bow has -1 special cooldown and inflicts -5 Atk/Spd/Def on the foe if she's faster than them, alongside Blazing Wind, Life and Death 4, Special Spiral 3 and Pulse Smoke 3 just to make things harder when she initiates combat. She becomes more dangerous if her Guardian's Bow is refined, as she now inflicts those in-combat stat debuffs and reduces the damage from her foe's first attack by 30% if she initiates combat or if her Spd is equal to or greater than her foe's Spd - 7. The unique effect of her refine takes things further if her HP is 25% or above, as she'll gain +4 to all of her stats, deal true damage equal to 10% of her Spd, gain Null Guard, and neutralize her foe's bonuses to their Spd and Def. However, since she is still a GlassCannon with her low defenses with everything equipped, any strong attackers will take her down in one round.



* While Fallen Rhea was tagged to not spawn as a random enemy unit, '''Regular Rhea''' has no such tag. She is an Infantry Cololess Dragon with a MightyGlacier statline and the skills Glimmer and Atk Res Scowl 4[[note]]if foe initiates combat or is at or above 75% HP, grants +7 Atk/Res during combat, and if foe’s attack can trigger their special and her Res > foe’s Res +5, inflicts special cooldown count +1 on foe before foe’s first attack[[/note]]. Just like her fallen variant, she has True Dragon Wall, which reduces damage by 6% for each point of Res she has over her foe during her first combat in either phase (up to 60%) and 4% for her second combat or later (up to 40%), and if she has a dragon or beast ally on her team, she restores 7 HP at the start of her turn and after combat. All of these skills already make her an immense threat, but her Revealing Breath is what truly puts her in her own league. It gives her -1 special cooldown and if her foe initiates combat or is at or above 75% HP, she gains +5 to all stats, a guaranteed follow-up, and reduces damage from her foe’s follow-up attack by 30% of her Res. When combined with her Atk Res Scowl 4 and True Dragon Wall, most units will only deal damage in the single digits on their follow-up attacks or [[NoSell no damage at all]]. Units who rely on their specials to negate her damage reduction will find themselves only being able to proc their special on their follow-up attack thanks to her Atk Res Scowl 4, which will still be reduced by 30% of her Res. Although she is weak to dragon effective damage and effects that reduce or negate her damage reduction, her skills can push her bulk to such obscene levels that she can outlast and wipe out teams that can’t break through her defenses, especially if she spawns alongside a dragon or beast enemy.

to:

* While Fallen Rhea was tagged to not spawn as a random enemy unit, '''Regular Rhea''' has no such tag. She is an Infantry Cololess Colorless Dragon with a MightyGlacier statline and the skills Glimmer and Atk Res Scowl 4[[note]]if foe initiates combat or is at or above 75% HP, grants +7 Atk/Res during combat, and if foe’s attack can trigger their special and her Res > foe’s Res +5, inflicts special cooldown count +1 on foe before foe’s first attack[[/note]]. Just like her fallen variant, she has True Dragon Wall, which reduces damage by 6% for each point of Res she has over her foe during her first combat in either phase (up to 60%) and 4% for her second combat or later (up to 40%), and if she has a dragon or beast ally on her team, she restores 7 HP at the start of her turn and after combat. All of these skills already make her an immense threat, but her Revealing Breath is what truly puts her in her own league. It gives her -1 special cooldown and if her foe initiates combat or is at or above 75% HP, she gains +5 to all stats, a guaranteed follow-up, and reduces damage from her foe’s follow-up attack by 30% of her Res. When combined with her Atk Res Scowl 4 and True Dragon Wall, most units will only deal damage in the single digits on their follow-up attacks or [[NoSell no damage at all]]. Units who rely on their specials to negate her damage reduction will find themselves only being able to proc their special on their follow-up attack thanks to her Atk Res Scowl 4, which will still be reduced by 30% of her Res. Although she is weak to dragon effective damage and effects that reduce or negate her damage reduction, her skills can push her bulk to such obscene levels that she can outlast and wipe out teams that can’t break through her defenses, especially if she spawns alongside a dragon or beast enemy.

Changed: 1333

Removed: 456

Is there an issue? Send a MessageReason:
None


** '''Ayra'''. She will use her high Spd to decimate her foes, and she has her nearly everything she needs to do so. Her Ayra's Blade gives her +3 Spd and will give her +1 special buildup if she's faster than her foe during combat, but her power lays in her unique special, Regnal Astra, which deals damage based on her Spd and only has a cooldown count of 2, and since she has Swift Sparrow and Desperation, she can be devastating if she was damaged enough. She fell off after a while, but came back with a vengeance thanks to her weapon's refine. Now it gives her -1 Special, +3 Atk/Spd, and she can ignore skills that inflicts -1 special buildup on her and/or grant +1 special buildup on her foe during combat, as well as the unique refine giving her +4 Atk/Spd/Def/Res during combat and 20% DamageReduction from the foe's first attack if her foe is at 75% HP or above at the start of combat. And since she's a Book I unit, she can appear in Hall of Forms unlike units from Book III and beyond.

to:

** '''Ayra'''.'''Regular Ayra'''. She will use her high Spd to decimate her foes, and she has her nearly everything she needs to do so. Her Ayra's Blade gives her +3 Spd and will give her +1 special buildup if she's faster than her foe during combat, but her power lays in her unique special, Regnal Astra, which deals damage based on her Spd and only has a cooldown count of 2, and since she has Swift Sparrow and Desperation, she can be devastating if she was damaged enough. She fell off after a while, but came back with a vengeance thanks to her weapon's refine. Now it gives her -1 Special, +3 Atk/Spd, and she can ignore skills that inflicts -1 special buildup on her and/or grant +1 special buildup on her foe during combat, as well as the unique refine giving her +4 Atk/Spd/Def/Res during combat and 20% DamageReduction from the foe's first attack if her foe is at 75% HP or above at the start of combat. And since she's a Book I unit, she can appear in Hall of Forms unlike units from Book III and beyond.



** '''Regular Mareeta'''. She gets a ton of stats simply by being away from her allies. With her Mareeta's Sword and Atk/Spd Solo 3, she gets ''+10 Atk/Spd'', as well as +4 Def/Res during combat, and she'll also disable any skills that either guarantee your follow-up attacks or deny her follow-up attacks. In other words, you have to face her in a fair and square Spd check, which is no easy feat when her Spd is through the roof. Said Spd also helps her with her Close Call 3 skill, which mitigates damage up to 40% depending on how much faster she is. Finally, she has Rouse Atk/Def 3 to bolster her stats further. In short, this essentially makes her much harder to defeat, but not to the extent like...

to:

** '''Regular Mareeta'''. She gets a ton of stats simply by being away from her allies. With her Mareeta's Sword and Atk/Spd Solo 3, she gets ''+10 Atk/Spd'', as well as +4 Def/Res during combat, and she'll also disable any skills that either guarantee your follow-up attacks or deny her follow-up attacks. In other words, you have to face her in a fair and square Spd check, which is no easy feat when her Spd is through the roof. Things get worse if she has refines available to her, as the refined version now gives her the stats, Null Follow-Up, and the addition of ignoring any field stat buffs the foe has on their Spd and Def during combat if she either initiates combat or there is at most 1 ally adjacent to her, and the unique refine gives her an additional +4 Atk/Spd/Def/Res during combat, allows her to deal true damage equal to 10% of her Spd, and ignores Guard effects and non-Special damage reduction effects when she triggers her special, all which activates if she is at 25% HP or above at the start of combat. Said Spd also helps her with her Close Call 3 skill, which mitigates damage up to 40% depending on how much faster she is. Finally, she has Rouse Atk/Def 3 to bolster her stats further. In short, this essentially makes her much harder to defeat, but not to the extent like...



* '''Valentia Catria'''. Her entire default skill kit is made to make her mobile and annihilate anyone not Blue and tanky. She has Atk/Spd Bond 4 to both give her +7 Atk/Spd and ignore any debuffs on those stats during if she's adjacent to an ally, and Aerobatics to give her great mobility with non-flier allies within 2 spaces of her. The worst of it all is her Astra Blade: It gives her +3 Atk, and if she has more Atk than the enemy's Def, she boost her damage by 50% of the difference between them, and this is after weapons triangle calculations are involved. This makes her a GlassCannon, but one should be careful baiting enemies when she's around them, as Aerobatics 3 will make her move farther than she should and will finish anyone out of position.

to:

* '''Valentia Catria'''. Her entire default skill kit is made to make her mobile and annihilate anyone not Blue and tanky. She has Atk/Spd Bond 4 to both give her +7 Atk/Spd and ignore any debuffs on those stats during if she's adjacent to an ally, and Aerobatics to give her great mobility with non-flier allies within 2 spaces of her. The worst of it all is her Her Astra Blade: It gives Bladegives her +3 Atk, and if she has more Atk than the enemy's Def, she boost her damage by 50% of the difference between them, and this is after weapons triangle calculations are involved. This makes involved, and if refines are available to her, things get worse as the refined version gives +4 Atk/Spd/Def/Res during if she either initiates combat or is within 2 spaces of an ally, and the unique refine grants her an additional +4 Atk/Spd/Def/Res during combat, grants her Atk and reduces the foe's Def by 2 for each space either she or her foe moved before attacking, and allows her to warp within 2 spaces of an ally within 2 spaces of her. While she is a GlassCannon, but one should be careful baiting enemies when she's around them, as Aerobatics 3 her warping shenanigans will make her move farther than she should and will finish anyone out of position.



* '''Catherine''' is someone who you shouldn't let her initiate on one of your units with her weapons, skills and LightningBruiser stats. Her Thunderbrand, on top of granting the user +3 Spd, allows her to gain +5 Atk/Spd, negates any skills that prevent her follow-up, and if she initiates combat, she will have that follow-up attack go before the foe counterattacks, if her foe is at 50% HP or above at the start of combat. She also has Swift Sparrow 3 and Lull Spd/Def, meaning that will hit harder and have a guaranteed follow-up attack with her naturally high Spd, and thanks to her high Atk, only the tankiest units will survive against her. With that said, her low Res is her main weakness, so any strong blue magic user can take her down easily, but make sure that they're out of range of her when it is her turn to move.

to:

* '''Catherine''' '''Regular Catherine''' is someone who you shouldn't let her initiate on one of your units with her weapons, skills and LightningBruiser stats. Her Thunderbrand, on top of granting the user +3 Spd, allows her to gain +5 Atk/Spd, negates any skills that prevent her follow-up, and if she initiates combat, she will have that follow-up attack go before the foe counterattacks, if her foe is at 50% HP or above at the start of combat. She also has Swift Sparrow 3 and Lull Spd/Def, meaning that will hit harder and have a guaranteed follow-up attack with her naturally high Spd, and thanks to her high Atk, only the tankiest units will survive against her. With that said, her low Res is her main weakness, so any strong blue magic user can take her down easily, but make sure that they're out of range of her when it is her turn to move.



%%* '''Perceval'''. He stands out among other Lance Cavaliers by being a LightningBruiser instead of a GlassCannon or MightyGlacier, while also being surprisingly tanky. He has Atk/Def Solo 3, Atk/Spd Lull 3 and Rouse Def/Res 3 to bolster his stats, but the worst of all is his Prized Lance: it gives him -1 special cooldown, and if the opponent is at full HP, he gains +4 Atk/Spd/Def/Res during combat ''and'' inflicts -1 special buildup for the opponent.



* If you're fielding any Tome units, then '''Guinivere''' would most likely spell the end of them if you're not careful. Her Aureola gives her +3 Res, gives her +5 Atk/Spd/Res during combat and ignore any skills that targets her lower defensive stat if she either initiates combat or is within 2 spaces of an ally, and recovers 7 HP to herself and all allies within 2 spaces of her after combat, even if she didn't attack, but most importantly Aureola allows her to deal effective damage against Tome units. Already bad by itself, but since she comes with Atk/Res Push 4, Lull Atk/Res 3, and Joint Drive Res, only very strong magical units will even reach her sky high Res, while she also will take them down with ease with her great Atk and Spd. However, she is also a SquishyWizard, so she can fall easily against physical attack, but be careful when she initiates combat.

to:

* If you're fielding any Tome units, then '''Guinivere''' '''Regular Guinivere''' would most likely spell the end of them if you're not careful. Her Aureola gives her +3 Res, gives her +5 Atk/Spd/Res during combat and ignore any skills that targets her lower defensive stat if she either initiates combat or is within 2 spaces of an ally, and recovers 7 HP to herself and all allies within 2 spaces of her after combat, even if she didn't attack, but most importantly Aureola allows her to deal effective damage against Tome units. Already bad by itself, but since she comes with Atk/Res Push 4, Lull Atk/Res 3, and Joint Drive Res, only very strong magical units will even reach her sky high Res, while she also will take them down with ease with her great Atk and Spd. However, she is also a SquishyWizard, so she can fall easily against physical attack, but be careful when she initiates combat.



* '''Ymir''' is a green Dragon Cavalier with MightyGlacier stats and the skills Rally Up Atk+, Atk/Res Unity, and A/R Near Trace. Her personal weapon Everliving Breath and her unique C skill Everliving Domain can throw a wrench in the player's plans if they aren't prepared. Everliving Breath gives her +3 Atk, grants her +5 Atk/Spd/Def/Res during combat and a guaranteed follow-up attack if her HP is 25% or above, and if she uses a rally or movement assist skill or a rally or movement assist skill is used on her, she restores 10 HP to her allies within 2 spaces of her and the ally who she used her skill on or used the skill on her and neutralizes any penalties on them. If she's within 2 spaces of an ally, her C skill Everliving Domain grants herself and her allies within 2 spaces of her +4 Def/Res during combat and a Miracle effect with a 75% HP threshold. The good news is that this Joint Drive Miracle effect only activates while the foe is at or above 75% HP, so a second attack during combat from a follow-up attack or a brave effect will finish them off. Ymir herself can also be dealt with by a powerful unit with good Spd or by using dragon or cavalry effective damage. However, the types of support Ymir can provide to her allies should not be overlooked when she's around.

to:

* '''Ymir''' '''Regular Ymir''' is a green Dragon Cavalier with MightyGlacier stats and the skills Rally Up Atk+, Atk/Res Unity, and A/R Near Trace. Her personal weapon Everliving Breath and her unique C skill Everliving Domain can throw a wrench in the player's plans if they aren't prepared. Everliving Breath gives her +3 Atk, grants her +5 Atk/Spd/Def/Res during combat and a guaranteed follow-up attack if her HP is 25% or above, and if she uses a rally or movement assist skill or a rally or movement assist skill is used on her, she restores 10 HP to her allies within 2 spaces of her and the ally who she used her skill on or used the skill on her and neutralizes any penalties on them. If she's within 2 spaces of an ally, her C skill Everliving Domain grants herself and her allies within 2 spaces of her +4 Def/Res during combat and a Miracle effect with a 75% HP threshold. The good news is that this Joint Drive Miracle effect only activates while the foe is at or above 75% HP, so a second attack during combat from a follow-up attack or a brave effect will finish them off. Ymir herself can also be dealt with by a powerful unit with good Spd or by using dragon or cavalry effective damage. However, the types of support Ymir can provide to her allies should not be overlooked when she's around.



* While Fallen Rhea was tagged to not spawn as a random enemy unit, '''Regular Rhea''' has no such tag. She is an Infantry Dragon with a MightyGlacier statline and the skills Glimmer and Atk Res Scowl 4[[note]]if foe initiates combat or is at or above 75% HP, grants +7 Atk/Res during combat, and if foe’s attack can trigger their special and her Res > foe’s Res +5, inflicts special cooldown count +1 on foe before foe’s first attack[[/note]]. Just like her fallen variant, she has True Dragon Wall, which reduces damage by 6% for each point of Res she has over her foe during her first combat in either phase (up to 60%) and 4% for her second combat or later (up to 40%), and if she has a dragon or beast ally on her team, she restores 7 HP at the start of her turn and after combat. All of these skills already make her an immense threat, but her Revealing Breath is what truly puts her in her own league. It gives her -1 special cooldown and if her foe initiates combat or is at or above 75% HP, she gains +5 to all stats, a guaranteed follow-up, and reduces damage from her foe’s follow-up attack by 30% of her Res. When combined with her Atk Res Scowl 4 and True Dragon Wall, most units will only deal damage in the single digits on their follow-up attacks or [[NoSell no damage at all]]. Units who rely on their specials to negate her damage reduction will find themselves only being able to proc their special on their follow-up attack thanks to her Atk Res Scowl 4, which will still be reduced by 30% of her Res. Although she is weak to dragon effective damage and effects that reduce or negate her damage reduction, her skills can push her bulk to such obscene levels that she can outlast and wipe out teams that can’t break through her defenses, especially if she spawns alongside a dragon or beast enemy.

to:

* While Fallen Rhea was tagged to not spawn as a random enemy unit, '''Regular Rhea''' has no such tag. She is an Infantry Cololess Dragon with a MightyGlacier statline and the skills Glimmer and Atk Res Scowl 4[[note]]if foe initiates combat or is at or above 75% HP, grants +7 Atk/Res during combat, and if foe’s attack can trigger their special and her Res > foe’s Res +5, inflicts special cooldown count +1 on foe before foe’s first attack[[/note]]. Just like her fallen variant, she has True Dragon Wall, which reduces damage by 6% for each point of Res she has over her foe during her first combat in either phase (up to 60%) and 4% for her second combat or later (up to 40%), and if she has a dragon or beast ally on her team, she restores 7 HP at the start of her turn and after combat. All of these skills already make her an immense threat, but her Revealing Breath is what truly puts her in her own league. It gives her -1 special cooldown and if her foe initiates combat or is at or above 75% HP, she gains +5 to all stats, a guaranteed follow-up, and reduces damage from her foe’s follow-up attack by 30% of her Res. When combined with her Atk Res Scowl 4 and True Dragon Wall, most units will only deal damage in the single digits on their follow-up attacks or [[NoSell no damage at all]]. Units who rely on their specials to negate her damage reduction will find themselves only being able to proc their special on their follow-up attack thanks to her Atk Res Scowl 4, which will still be reduced by 30% of her Res. Although she is weak to dragon effective damage and effects that reduce or negate her damage reduction, her skills can push her bulk to such obscene levels that she can outlast and wipe out teams that can’t break through her defenses, especially if she spawns alongside a dragon or beast enemy.
Is there an issue? Send a MessageReason:
None


* '''Gerik''' is a pain to go up against thanks to his high HP to activate Sudden Panic 3 and Infantry Pulse 3 while also having Firesweep Axe+ and Darting Blow 4 to make use of his GlassCannon stats to make sure that he hits twice while also preventing counterattacks. Because of his high HP, any buff skills are actually a detriment to your units thanks to his Sudden Panic 3. His low Res and being unable to counterattack is his major downfall, however.

to:

* '''Gerik''' is a pain to go up against thanks to normally an annoyance with his high HP to activate Firesweep Axe+, Darting Blow 4, Sudden Panic 3 3, and Infantry Pulse 3 while also having Firesweep Axe+ 3, but if he has his Desert-Tiger Axe in certain game modes, he becomes truly formidable. It gives him +4 to all stats if his HP is at or above 25% and Darting Blow 4 several bonuses to make use himself and his allies who have less HP than him at the start of his GlassCannon stats turn, which are: -1 special cooldown count (only at the start of turn 1), a +6 Atk/Spd buff, the "neutralizes penalties during combat" buff, and Null Panic. When refined, if he's within 3 spaces of an ally, he gains an in-combat bonus to make sure that he hits twice while also preventing counterattacks. Because all of his stats depending on the highest buff on each stat between himself and an ally within 3 spaces, reduces damage from his foe's first attack by 30%, and Null Guard. His high HP, any buff skills are actually a detriment to HP will ensure that your units thanks to his Sudden will be inflicted with Panic 3. His low Res if they're adjacent to each other while giving most of his allies all of the aforementioned buffs from his personal weapon, making them even more threatening than they normally would be, while he himself is no slouch in combat with all those buffs and being unable to counterattack is his major downfall, however.other effects he has going for him.

Added: 938

Changed: 6

Is there an issue? Send a MessageReason:
None


* '''Regular Ylgr''' is a GlassCannon infantry dagger who normally isn't a noteworthy threat, but she becomes one if she has her Sylgr refined. The base effect of her refine gives her +3 Spd, and if her Spd is greater than her foe's Spd or if her foe's HP is 75% or above, she gains +5 Atk/Spd during combat and deals damage equal to 15% of her Spd. The unique effect kicks things up a notch, as she'll inflict an in-combat penalty to Atk/Spd/Def/Res on foes within 3 spaces of her, with the penalty being the greater of her bonus to those stats or her foe's penalty to those stats, and if her HP is 25% or above, she gains +4 Atk/Spd during combat. These effects ensure that she'll not only hit hard and fast, but she’ll also make fighting her allies tougher thanks to her in-combat debuffs. To top it off, she's a Book II unit, which means she can appear in Hall of Forms and prove to be very dangerous against teams unprepared for her.



* '''Ascended Elincia''' is a Flying Staff unit packing a GlassCannon statline and the skills to make the most of it with Rescue+, Light’s Restraint, Atk Spd Push 4, Dazzling Shift[[note]]unit can move to a space adjacent to an ally within 2 spaces, inflicts -4 Spd to foe during combat, and grants the Dazzling Staff effect[[/note]], and Spd Res Hold. Light’s Restraint is an offensive healer special that boosts damage dealt by 25% of her Res and inflicts Guard and special cooldown count +1 on her target and foes within 2 spaces of that target after it triggers. Her Crimean Scepter gives her the Wrathful Staff effect, -1 maximum special cooldown, +6 Atk/Spd and a further in-combat bonus to her Atk/Spd equal to the highest bonuses among herself and her allies within 2 spaces if she initiates combat or is within two spaces of an ally, and at the start of her turn, if she’s within 2 spaces of an ally, she grants +6 Atk/Spd and the "if unit initiates combat, unit makes a guaranteed follow-up attack" status to herself and her allies within 2 spaces for 1 turn. On top of hitting hard against anyone without Mystic Boost, her fellow DemonicSpiders will become even more dangerous to bait out with those buffs. Her low defenses make her easy to take out, especially with bows, but players will still need to beware of her buffs and her damage output.

to:

* '''Ascended Elincia''' is a Flying Staff unit packing a GlassCannon statline and the skills to make the most of it with Rescue+, Light’s Light's Restraint, Atk Spd Push 4, Dazzling Shift[[note]]unit can move to a space adjacent to an ally within 2 spaces, inflicts -4 Spd to foe during combat, and grants the Dazzling Staff effect[[/note]], and Spd Res Hold. Light’s Light's Restraint is an offensive healer special that boosts damage dealt by 25% of her Res and inflicts Guard and special cooldown count +1 on her target and foes within 2 spaces of that target after it triggers. Her Crimean Scepter gives her the Wrathful Staff effect, -1 maximum special cooldown, +6 Atk/Spd and a further in-combat bonus to her Atk/Spd equal to the highest bonuses among herself and her allies within 2 spaces if she initiates combat or is within two spaces of an ally, and at the start of her turn, if she’s she's within 2 spaces of an ally, she grants +6 Atk/Spd and the "if unit initiates combat, unit makes a guaranteed follow-up attack" status to herself and her allies within 2 spaces for 1 turn. On top of hitting hard against anyone without Mystic Boost, her fellow DemonicSpiders will become even more dangerous to bait out with those buffs. Her low defenses make her easy to take out, especially with bows, but players will still need to beware of her buffs and her damage output.

Added: 3911

Changed: 21

Is there an issue? Send a MessageReason:
None


%% Before adding heroes to this page, make sure that whoever you're adding can be or were once randomly generated in modes such as Training Tower, Forging Bonds, Tempest Trials and Hall of Forms. This excludes Seasonal, Brave, Legendary and Mythic Heroes, Rearmed Heroes, heroes gained from rewards such as Tempest Trials and Grand Hero Battles, and heroes with a certain tag that make them never spawn, such as the refresher units, the Brave Redux and Farfetched Heroes, Rearmed Heroes, and the Fallen variants of Dimitri, Edelgard and Rhea. If they're annoying and/or dangerous to go against in the competitive modes such as Arena and Aether Raids, they go into HighTierScrappy/FireEmblemHeroes instead.

to:

%% Before adding heroes to this page, make sure that whoever you're adding can be or were once randomly generated in modes such as Training Tower, Forging Bonds, Tempest Trials and Hall of Forms. This excludes Seasonal, Brave, Legendary and Mythic Heroes, Rearmed Heroes, heroes gained from rewards such as Tempest Trials and Grand Hero Battles, and heroes with a certain tag that make them never spawn, such as the refresher units, the Brave Redux and Farfetched Heroes, Rearmed Heroes, and the Fallen variants of Dimitri, Edelgard Edelgard, Rhea and Rhea.Female Byleth. If they're annoying and/or dangerous to go against in the competitive modes such as Arena and Aether Raids, they go into HighTierScrappy/FireEmblemHeroes instead.



* '''Syrene'''. She has a seemingly GlassCannon statline that can fool players due to her weapon making her more of a LightningBruiser. Her Frelian Blade gives her -1 maximum special cooldown, and if the foe either initiates combat or is at 75% HP or above at the start of combat she gets +5 Atk/Spd/Def/Res during combat, inflicts penalties on her foe's Atk/Spd/Def during combat equal to 15% of her Spd, ignores skills that deny any of her follow-up attack and reduces damage taken from the foe's first attack by 40%. Alongside Pegasus Flight 4, this makes her tough to take down even with Bow units without Deadeye or Special Spiral 4 with her DamageReduction and Atk debuffs, while magical units do not stand a good chance against her thanks to her natural high Res and Spd/Res Catch 4.
* '''Regular Felix'''. He is a LightningBruiser that is difficult to take down thanks to his weapon exploiting his entire skillkit. His Lone Wolf grants him -1 maximum special cooldown, if he is at 25% HP at the start of his turn, grant him either -2 special cooldown if he is at max special cooldown or -1 special cooldown is he is 1 charge away from max, and grants him +5 Atk/Spd/Def/Res during combat, reduces damage taken from attacks and non-Røkkr AOE specials by 30%, and if he is not adjacent to an ally he inflicts -5 Atk/Spd/Def on the foe during combat, all which activates if he is at 25% HP or above at the start of combat. Alongside Godlike Reflexes, Atk/Spd Finish 4, Atk/Spd Bulwark 3 and Spd Smoke 4, he's inflicting a lot of debuffs on the foe's Atk and Spd, recover a good amount of HP, reduces a lot of damage taken, and deals a lot of damage back, while he has a good chance to obstruct your units from his other allies.



* '''Fallen Anankos''' is a Blue Breath Armor that is a LightningBruiser with a skillkit that makes him hard to both outspeed and take him down while he protect his allies. His Silent Breath gives him -1 maximum special cooldown, deal adaptive damage against ranged foes, and grants him +5 Atk/Spd/Def/Res during combat, effectively reverses any field stat buffs the foe has during combat, deals damage equal to 20% of his Spd during combat, and reduces damage taken from the foe's first attacks during combat by 7, including both attacks from weapons and skills that attack twice in one round, all which activates if the foe either initiates combat or is at 75% HP or above at the start of combat. Alongside Kestrel Stance 4, Savvy Fighter 4 and A/S Near Save 3, he'll make sure that he will outspeed your units, punishes field stat buffs on them, and reduces a fair amount of damage.



* '''Ascended Elincia''' is a Flying Staff unit packing a GlassCannon statline and the skills to make the most of it with Rescue+, Light’s Restraint, Atk Spd Push 4, Dazzling Shift[[note]]unit can move to a space adjacent to an ally within 2 spaces, inflicts -4 Spd to foe during combat, and grants the Dazzling Staff effect[[/note]], and Spd Res Hold. Light’s Restraint is an offensive healer special that boosts damage dealt by 25% of her Res and inflicts Guard and special cooldown count +1 on her target and foes within 2 spaces of that target after it triggers. Her Crimean Scepter gives her the Wrathful Staff effect, -1 special cooldown, +6 Atk/Spd and a further in-combat bonus to her Atk/Spd equal to the highest bonuses among herself and her allies within 2 spaces if she initiates combat or is within two spaces of an ally, and at the start of her turn, if she’s within 2 spaces of an ally, she grants +6 Atk/Spd and the “if unit initiates combat, unit makes a guaranteed follow-up attack” status to herself and her allies within 2 spaces for 1 turn. On top of hitting hard against anyone without Mystic Boost, her fellow DemonicSpiders will become even more dangerous to bait out with those buffs. Her low defenses make her easy to take out, especially with bows, but players will still need to beware of her buffs and her damage output.

to:

* '''Ascended Elincia''' is a Flying Staff unit packing a GlassCannon statline and the skills to make the most of it with Rescue+, Light’s Restraint, Atk Spd Push 4, Dazzling Shift[[note]]unit can move to a space adjacent to an ally within 2 spaces, inflicts -4 Spd to foe during combat, and grants the Dazzling Staff effect[[/note]], and Spd Res Hold. Light’s Restraint is an offensive healer special that boosts damage dealt by 25% of her Res and inflicts Guard and special cooldown count +1 on her target and foes within 2 spaces of that target after it triggers. Her Crimean Scepter gives her the Wrathful Staff effect, -1 maximum special cooldown, +6 Atk/Spd and a further in-combat bonus to her Atk/Spd equal to the highest bonuses among herself and her allies within 2 spaces if she initiates combat or is within two spaces of an ally, and at the start of her turn, if she’s within 2 spaces of an ally, she grants +6 Atk/Spd and the “if "if unit initiates combat, unit makes a guaranteed follow-up attack” attack" status to herself and her allies within 2 spaces for 1 turn. On top of hitting hard against anyone without Mystic Boost, her fellow DemonicSpiders will become even more dangerous to bait out with those buffs. Her low defenses make her easy to take out, especially with bows, but players will still need to beware of her buffs and her damage output.output.
* '''Fallen Maria'''. She is a GlassCannon Infantry Staff unit that has a strong skillkit. Alongside Holy Panic, Atk/Spd Unity, Poetic Justice and Even Recovery 3, her Sacrifice Staff gives her -1 maximum special cooldown, prevent the foe from counterattacking, and grants +5 Atk/Spd/Def/Res during combat and ignores skills that inflicts -X special buildup on her per attack if she either initiates combat or is within 2 spaces of an ally. All of that makes her a tricky unit to bait out and take down, but that's not all what she can do. The other effect of Sacrifice Staff grants +4 Atk/Spd/Def/Res to allies within 2 spaces of her, and, once per map, give an ally a LastChanceHitPoint from a lethal attack if they have more than 1 HP and restores 99 HP after combat to that ally. That's right, she gives Legendary Fae's Life Unending to '''anyone''' on her team, and things get worse if said unit is also a DemonicSpider, including Save units that can protect her, and potentially the chance to have more than one of her spawn on the Training Tower. The only things that can ignore that specific effect are to either take out Fallen Maria herself, which is difficult due her skillkit and potential ally protecting her, or Feud-like effect against her ally, which are very rare to begin with.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* While Fallen Rhea was tagged to not spawn as a random enemy unit, '''Regular Rhea''' has no such tag. She is an Infantry Dragon with a MightyGlacier statline and the skills Glimmer and Atk Res Scowl 4[[note]]if foe initiates combat or is at or above 75% HP, grants +7 Atk/Res during combat, and if foe’s attack can trigger their special and her Res > foe’s Res +5, inflicts special cooldown count +1 on foe before foe’s first attack[[/note]]. Just like her fallen variant, she has True Dragon Wall, which reduces damage by 6% for each point of Res she has over her foe during her first combat in either phase (up to 60%) and 4% for her second combat or later (up to 40%), and if she has a dragon or beast ally on her team, she restores 7 HP at the start of her turn and after combat. All of these skills already make her an immense threat, but her Revealing Breath is what truly puts her in her own league. It gives her -1 special cooldown and if her foe initiates combat or is at or above 75% HP, she gains +5 to all stats, a guaranteed follow-up, and reduces damage from her foe’s follow-up attack by 30% of her Res. When combined with her Atk Res Scowl 4 and True Dragon Wall, most units will only deal damage in the single digits on their follow-up attacks or [[NoSell no damage at all]]. Units who rely on their specials to negate her damage reduction will find themselves only being able to proc their special on their follow-up attack thanks to her Atk Res Scowl 4, which will still be reduced by 30% of her Res. Although she is weak to dragon effective damage and effects that reduce or negate her damage reduction, her skills can push her bulk to such obscene levels that she can outlast and wipe out teams that can’t break through her defenses, especially if she spawns alongside a dragon or beast enemy.


Added DiffLines:

* '''Ascended Elincia''' is a Flying Staff unit packing a GlassCannon statline and the skills to make the most of it with Rescue+, Light’s Restraint, Atk Spd Push 4, Dazzling Shift[[note]]unit can move to a space adjacent to an ally within 2 spaces, inflicts -4 Spd to foe during combat, and grants the Dazzling Staff effect[[/note]], and Spd Res Hold. Light’s Restraint is an offensive healer special that boosts damage dealt by 25% of her Res and inflicts Guard and special cooldown count +1 on her target and foes within 2 spaces of that target after it triggers. Her Crimean Scepter gives her the Wrathful Staff effect, -1 special cooldown, +6 Atk/Spd and a further in-combat bonus to her Atk/Spd equal to the highest bonuses among herself and her allies within 2 spaces if she initiates combat or is within two spaces of an ally, and at the start of her turn, if she’s within 2 spaces of an ally, she grants +6 Atk/Spd and the “if unit initiates combat, unit makes a guaranteed follow-up attack” status to herself and her allies within 2 spaces for 1 turn. On top of hitting hard against anyone without Mystic Boost, her fellow DemonicSpiders will become even more dangerous to bait out with those buffs. Her low defenses make her easy to take out, especially with bows, but players will still need to beware of her buffs and her damage output.
Is there an issue? Send a MessageReason:
None


* '''Catherine''' is someone who shouldn't let initiate on one of your units with her weapons, skills and LightningBruiser stats. Her Thunderbrand, on top of granting the user +3 Spd, allows her to gain +5 Atk/Spd, negates any skills that prevent her follow-up, and if she initiates combat, she will have that follow-up attack go before the foe counterattacks, if her foe is at 50% HP or above at the start of combat. She also has Swift Sparrow 3 and Lull Spd/Def, meaning that will hit harder and have a guaranteed follow-up attack with her naturally high Spd, and thanks to her high Atk, only the tankiest units will survive against her. With that said, her low Res is her main weakness, so any strong blue magic user can take her down easily, but make sure that they're out of range of her when it is her turn to move.

to:

* '''Catherine''' is someone who you shouldn't let her initiate on one of your units with her weapons, skills and LightningBruiser stats. Her Thunderbrand, on top of granting the user +3 Spd, allows her to gain +5 Atk/Spd, negates any skills that prevent her follow-up, and if she initiates combat, she will have that follow-up attack go before the foe counterattacks, if her foe is at 50% HP or above at the start of combat. She also has Swift Sparrow 3 and Lull Spd/Def, meaning that will hit harder and have a guaranteed follow-up attack with her naturally high Spd, and thanks to her high Atk, only the tankiest units will survive against her. With that said, her low Res is her main weakness, so any strong blue magic user can take her down easily, but make sure that they're out of range of her when it is her turn to move.



* '''Gilliam''' is a lance armor with a MightyGlacier statline that rivals Gatrie. With the same or similar skills as Ascended Idunn, he has Bonfire, Sturdy Stance 3, Vengeful Fighter 4 [[note]]if unit's HP is 25% or above and foe initiates combat, inflicts -4 Atk on foe, unit makes a guaranteed follow-up, foe cannot follow-up, and grants Special cooldown charge +1 to unit per attack[[/note]], and A/D Near Save. As one would expect, his Frelian Lance is what makes him an absolute nightmare to go up against. It gives him -1 special cooldown, grants the Iote's Shield status to his flier allies within 2 spaces, and if his foe initiates combat or is at 75% HP or above, he gains +6 Atk during combat, inflicts -6 Atk on his foe, inflicts a further in-combat penalty to his foe's Atk/Def equal to 20% of his Def, and reduces damage from his foe’s first attack by 40%. Not only is he a disgustingly bulky Near Save tank who can mop the floor with his melee foes by instantly retaliating with Bonfire, his flier allies will become a lot more annoying to take out thanks to the Iote’s Shield status negating flier effective damage. Unlike Ascended Idunn, he’s weak to armor effective weapons, but with all the stat swings, follow-up manipulation, damage reduction, and special charging he has going for him, taking him down is no easy feat.

to:

* '''Gilliam''' is a lance armor with a MightyGlacier statline that rivals Gatrie. With the same or similar skills as Ascended Idunn, he has Bonfire, Sturdy Stance 3, Vengeful Fighter 4 [[note]]if 4[[note]]if unit's HP is 25% or above and foe initiates combat, inflicts -4 Atk on foe, unit makes a guaranteed follow-up, foe cannot follow-up, and grants Special cooldown charge +1 to unit per attack[[/note]], and A/D Near Save.Save 3. As one would expect, his Frelian Lance is what makes him an absolute nightmare to go up against. It gives him -1 special cooldown, grants the Iote's Shield status to his flier allies within 2 spaces, and if his foe initiates combat or is at 75% HP or above, he gains +6 Atk during combat, inflicts -6 Atk on his foe, inflicts a further in-combat penalty to his foe's Atk/Def equal to 20% of his Def, and reduces damage from his foe’s first attack by 40%. Not only is he a disgustingly bulky Near Save tank who can mop the floor with his melee foes by instantly retaliating with Bonfire, his flier allies will become a lot more annoying to take out thanks to the Iote’s Shield status negating flier effective damage. Unlike Ascended Idunn, he’s weak to armor effective weapons, but with all the stat swings, follow-up manipulation, damage reduction, and special charging he has going for him, taking him down is no easy feat.

Added: 1340

Changed: 157

Is there an issue? Send a MessageReason:
None


->''"This is going to be more trouble than it's worth, but somebody has to do it. Guess it's going to be me."''
-->-- '''Hilda, before immediately proceeding to ruin players' days'''

to:

->''"This is going to be more trouble than it's worth, but somebody has to do it. Guess it's going to be me."''
->''"Face me if you dare!"''
-->-- '''Hilda, '''Lucia, before immediately proceeding to ruin players' days'''



* '''Regular Sigurd''', especially in modes like Hall of Forms since he's a Book I unit and can still show up there. He's a formidable unit, with great Def, bolstered further by Close Def 3, and while he may have low Res, his Divine Tyrfing basically gives him a free Aegis, halving any magic damage he takes. His Crusader's Ward will mitigate any further, consecutive ranged strikes to almost nothing. His Divine Tyrfing also got a refinement in which it gives him +5 Atk/Def if he's at 50% HP or over at the start of combat, and the unique refine gives him an additional +5 Atk/Def and gives him a guaranteed follow-up attack if his foe is at 50% HP or over at the start of combat, meaning that he will be a heavy hitting physical wall if he has that refinement, especially in Hall of Forms. Take too long to defeat him and [[LastChanceHitPoint Miracle]] will activate, letting him survive long enough to dish out more damage to your units. His only real weakness are dragons, especially blue ones, as none of his skills will protect him from them. Tough lance users can also make quick work of him, but they too should be careful if Sigurd has his refined Divine Tyrfing.

to:

* '''Regular Sigurd''', especially in modes like Hall of Forms since he's a Book I unit and can still show up there. He's a formidable unit, with great Def, bolstered further by Close Def 3, and while he may have low Res, his Divine Tyrfing basically gives him a free Aegis, halving any magic damage he takes. His Crusader's Ward will mitigate any further, consecutive ranged strikes to almost nothing. His Divine Tyrfing also got a refinement in which it gives him +5 Atk/Def if he's at 50% HP or over at the start of combat, and the unique refine gives him an additional +5 Atk/Def and gives him a guaranteed follow-up attack if his foe is at 50% HP or over at the start of combat, meaning that he will be a heavy hitting physical wall if he has that refinement, especially in Hall of Forms.refinement. Take too long to defeat him and [[LastChanceHitPoint Miracle]] will activate, letting him survive long enough to dish out more damage to your units. His only real weakness are dragons, especially blue ones, as none of his skills will protect him from them. Tough lance users can also make quick work of him, but they too should be careful if Sigurd has his refined Divine Tyrfing.



* '''Gilliam''' is a lance armor with a MightyGlacier statline that rivals Gatrie. With the same or similar skills as Ascended Idunn, he has Bonfire, Sturdy Stance 3, Vengeful Fighter 4 [[note]]if unit's HP is 25% or above and foe initiates combat, inflicts -4 Atk on foe, unit makes a guaranteed follow-up, foe cannot follow-up, and grants Special cooldown charge +1 to unit per attack[[/note]], and A/D Near Save. As one would expect, his Frelian Lance is what makes him an absolute nightmare to go up against. It gives him -1 special cooldown, grants the Iote's Shield status to his flier allies within 2 spaces, and if his foe initiates combat or is at 75% HP or above, he gains +6 Atk during combat, inflicts -6 Atk on his foe, inflicts a further in-combat penalty to his foe's Atk/Def equal to 20% of his Def, and reduces damage from his foe’s first attack by 40%. Not only is he a disgustingly bulky Near Save tank who can mop the floor with his melee foes by instantly retaliating with Bonfire, his flier allies will become a lot more annoying to take out thanks to the Iote’s Shield status negating flier effective damage. Unlike Ascended Idunn, he’s weak to armor effective weapons, but with all the stat swings, follow-up manipulation, damage reduction, and special charging he has going for him, taking him down is no easy feat.



* '''Scattered Fangs Nino''' is an exceptional GlassCannon, boasting good Atk while having high Spd thanks to her weapon and skills. This is not enough, as her personal weapon Giga Excalibur gives her even more Spd while the unrefined version increasing her damage depending on how much faster she is than her enemy, up to a maximum of ''7 damage'', but that can be managed if she's attacking a fast unit. If refines are available for the enemy Nino, then the refined Giga Excalibur is even worse, as it allows her to gain true damage equal to 20% of her Spd, with no cap on that true damage, and the unique refine allows her to gain +4 Atk/Spd during combat if she's within 2 spaces of an ally, while also giving all allies within 2 spaces the same bonuses. Combined with her innate mobility as a flier, Nino can easily traverse the map and fire off devastatingly powerful attacks that will double quite often. She is arguably at her worst in Hall of Forms, since she is a Book II unit and isn't excluded from showing up there. However, like her usual self, she's terrible at taking hits, especially now that her flier status gives her a crippling weakness to bow users.

to:

* '''Scattered Fangs Nino''' is an exceptional GlassCannon, boasting good Atk while having high Spd thanks to her weapon and skills. This is not enough, as her personal weapon Giga Excalibur gives her even more Spd while the unrefined version increasing her damage depending on how much faster she is than her enemy, up to a maximum of ''7 damage'', but that can be managed if she's attacking a fast unit. If refines are available for the enemy Nino, then the refined Giga Excalibur is even worse, as it allows her to gain true damage equal to 20% of her Spd, with no cap on that true damage, and the unique refine allows her to gain +4 Atk/Spd during combat if she's within 2 spaces of an ally, while also giving all allies within 2 spaces the same bonuses. Combined with her innate mobility as a flier, Nino can easily traverse the map and fire off devastatingly powerful attacks that will double quite often. She is arguably at her worst in Hall of Forms, since she is a Book II unit and isn't excluded from showing up there. However, like her usual self, she's terrible at taking hits, especially now that her flier status gives her a crippling weakness to bow users.
Is there an issue? Send a MessageReason:
Fallen Berkut is not that tanky, especially with all the powercreep in 2023 now, so to say that he can tank ranged foes like it's nothing is an overstatement.


** '''Ayra'''. She will use her high Spd to decimate her foes, and she has her nearly everything she needs to do so. Her Ayra's Blade gives her +3 Spd and will give her +1 special buildup if she's faster than her foe during combat, but her power lays in her unique special, Regnal Astra, which deals damage based on her Spd and only has a cooldown count of 2, and since she has Swift Sparrow and Desperation, she can be devastating if she was damaged enough. She fell off after a while, but came back with a vengeance thanks to her weapon's refine. Now it gives her -1 Special, +3 Atk/Spd, and she can ignore skills that inflicts -1 special buildup on her and/or grant +1 special buildup on her foe during combat, as well as the unique refine giving her +4 Atk/Spd/Def/Res during combat and 20% DamageReduction from the foe's first attack if her foe is at 75% HP or above at the start of combat.

to:

** '''Ayra'''. She will use her high Spd to decimate her foes, and she has her nearly everything she needs to do so. Her Ayra's Blade gives her +3 Spd and will give her +1 special buildup if she's faster than her foe during combat, but her power lays in her unique special, Regnal Astra, which deals damage based on her Spd and only has a cooldown count of 2, and since she has Swift Sparrow and Desperation, she can be devastating if she was damaged enough. She fell off after a while, but came back with a vengeance thanks to her weapon's refine. Now it gives her -1 Special, +3 Atk/Spd, and she can ignore skills that inflicts -1 special buildup on her and/or grant +1 special buildup on her foe during combat, as well as the unique refine giving her +4 Atk/Spd/Def/Res during combat and 20% DamageReduction from the foe's first attack if her foe is at 75% HP or above at the start of combat. And since she's a Book I unit, she can appear in Hall of Forms unlike units from Book III and beyond.



* '''Regular Sigurd''', especially in modes like the Tempest Trials. He's a formidable unit, with great Def, bolstered further by Close Def 3, and while he may have low Res, his Divine Tyrfing basically gives him a free Aegis, halving any magic damage he takes. His Crusader's Ward will mitigate any further, consecutive ranged strikes to almost nothing. His Divine Tyrfing also got a refinement in which it gives him +5 Atk/Def if he's at 50% HP or over at the start of combat, and the unique refine gives him an additional +5 Atk/Def and gives him a guaranteed follow-up attack if his foe is at 50% HP or over at the start of combat, meaning that he will be a heavy hitting physical wall if he has that refinement, especially in Hall of Forms. Take too long to defeat him and [[LastChanceHitPoint Miracle]] will activate, letting him survive long enough to dish out more damage to your units. His only real weakness are dragons, especially blue ones, as none of his skills will protect him from them. Tough lance users can also make quick work of him, but they too should be careful if Sigurd has his refined Divine Tyrfing.
* '''Regular Karla''' is comparable to the above Od members, with her base kit allowing her to tear through almost every unit that isn't built to counter her, thanks to her Vassal's Blade, Wrath and Even Spd Wave. [[OneWomanArmy If you're auto-battling, she can easily destroy your entire team.]] If refinable weapons are generated for enemy heroes, then she gets even worse as her Vassal's Blade, alongside the -1 max special cooldown, now gives her +5 Spd and deals damage equal to 15% of her Spd during combat if she either initiates combat or is within 2 spaces of an ally, and the unique refine has her gain +5 Atk/Spd during combat as well as Null Follow-Up if her foe is at 75% HP or above at the start of combat.

to:

* '''Regular Sigurd''', especially in modes like the Tempest Trials.Hall of Forms since he's a Book I unit and can still show up there. He's a formidable unit, with great Def, bolstered further by Close Def 3, and while he may have low Res, his Divine Tyrfing basically gives him a free Aegis, halving any magic damage he takes. His Crusader's Ward will mitigate any further, consecutive ranged strikes to almost nothing. His Divine Tyrfing also got a refinement in which it gives him +5 Atk/Def if he's at 50% HP or over at the start of combat, and the unique refine gives him an additional +5 Atk/Def and gives him a guaranteed follow-up attack if his foe is at 50% HP or over at the start of combat, meaning that he will be a heavy hitting physical wall if he has that refinement, especially in Hall of Forms. Take too long to defeat him and [[LastChanceHitPoint Miracle]] will activate, letting him survive long enough to dish out more damage to your units. His only real weakness are dragons, especially blue ones, as none of his skills will protect him from them. Tough lance users can also make quick work of him, but they too should be careful if Sigurd has his refined Divine Tyrfing.
* '''Regular Karla''' is comparable to the above Od members, with her base kit allowing her to tear through almost every unit that isn't built to counter her, thanks to her Vassal's Blade, Wrath and Even Spd Wave. [[OneWomanArmy If you're auto-battling, she can easily destroy your entire team.]] If refinable weapons are generated for enemy heroes, then she gets even worse as her Vassal's Blade, alongside the -1 max special cooldown, now gives her +5 Spd and deals damage equal to 15% of her Spd during combat if she either initiates combat or is within 2 spaces of an ally, and the unique refine has her gain +5 Atk/Spd during combat as well as Null Follow-Up if her foe is at 75% HP or above at the start of combat. As she is a Book II unit, she can show up in Hall of Forms and prove to be extremely dangerous for teams that are ill-suited for dealing with her.



* '''Constance''', despite being a GlassCannon, is somebody who you don't want to initiates on your units. She brings Atk/Spd Push 4, A/S Far Trace 3, and Spd/Res Rein 3 to boost her damage and Spd to ludicrous levels, but the worst of all is her Agnea's Arrow: It gives her +3 Spd, and gives her +6 Atk/Spd during combat, ignore skills that deny any of her follow-up attacks, ignore any field stat buffs on the foe's Spd and Res during combat on odd turns, and any field stat debuffs on her Atk and Spd on even turns, all which activates if she either initiates combat or is within 2 spaces of an ally. However, her low defenses and weakness to Bows allows players to take her down easily, but one should still be careful about her.

to:

* '''Constance''', despite being a GlassCannon, is somebody who you don't want to initiates initiate on your units. She brings Atk/Spd Push 4, A/S Far Trace 3, and Spd/Res Rein 3 to boost her damage and Spd to ludicrous levels, but the worst of all is her Agnea's Arrow: It gives her +3 Spd, and gives her +6 Atk/Spd during combat, ignore skills that deny any of her follow-up attacks, ignore any field stat buffs on the foe's Spd and Res during combat on odd turns, and any field stat debuffs on her Atk and Spd on even turns, all which activates if she either initiates combat or is within 2 spaces of an ally. However, her low defenses and weakness to Bows allows players to take her down easily, but one should still be careful about her.



* '''Fallen Berkut''', unlike his regular variant, is an optimized MightyGlacier. Against melee foes, he will be struggling with; Against ''ranged'' foes, he will be tanking them like it's nothing. His Kreimhild will make him counterattack ranged foes ''and'' deny any of their follow-up attacks if he has an ally within 2 spaces of him, and the refinable version increases the range of needing an ally to 3 spaces and has the follow-up prevention activate regardless of the foe's weapon type and the unique refine inflicts -5 Atk/Def on the foe during combat and grants him a guaranteed follow-up attack if the foe either initiates combat or is at 75% HP or above at the start of combat, his Warding Stance 4 will give him +8 Res and slow down the foe's special buildup, and he has Odd Res Wave to give him +6 more Res during the start of odd turns. Of course, if he activates his Kreimhild, he inflicts 20 damage to his nearest ally, but if said ally has Escape Route...

to:

* '''Fallen Berkut''', unlike his regular variant, is an optimized MightyGlacier. Against melee foes, he will be struggling with; Against ''ranged'' foes, he will be tanking can potentially catch them like it's nothing. off guard. His Kreimhild will make him counterattack ranged foes ''and'' and deny any of their follow-up attacks if he has an ally within 2 spaces of him, and the refinable version increases the range of needing an ally to 3 spaces and has the follow-up prevention activate regardless of the foe's weapon type and the unique refine inflicts -5 Atk/Def on the foe during combat and grants him a guaranteed follow-up attack if the foe either initiates combat or is at 75% HP or above at the start of combat, his Warding Stance 4 will give him +8 Res and slow down the foe's special buildup, and he has Odd Res Wave to give him +6 more Res during the start of odd turns. Of course, if he activates his Kreimhild, he inflicts 20 damage to his nearest ally, but if said ally has a skill that activates when they're damaged such as Escape Route...Route or Brazen skills...



* '''Ophelia''' can be deadly if not dispatched quickly in most modes. Her Chill Res 3 will make sure your designated Res tank gets debuffed, as Missiletainn's effect lets her turn her into a special nuke quickly enough. If she's grouped with other tome users, you'll fight one immediately with a special. The Special, Blazing Light, is an Area of Effect spell that damages the user based on her Atk minus her target's Def or Res. And Feh bless you if you have any units aligned to the target diagonally, as it'll damage those too. With this, she can easily finish off even bulky green units. Thankfully her Special only activates during her phase, meaning you can attack her without her countering with one.

to:

* '''Ophelia''' '''Regular Ophelia''' can be deadly if not dispatched quickly in most modes. Her Chill Res 3 will make sure your designated Res tank gets debuffed, as Missiletainn's effect lets her turn her into a special nuke quickly enough. If she's grouped with other tome users, you'll fight one immediately with a special. The Special, Blazing Light, is an Area of Effect spell that damages the user based on her Atk minus her target's Def or Res. And Feh bless you if you have any units aligned to the target diagonally, as it'll damage those too. With this, she can easily finish off even bulky green units. Thankfully her Special only activates during her phase, meaning you can attack her without her countering with one.



* '''Regular Edelgard''', effectively an Axe Armor disguised as an infantry unit. Her Victorious Axe is like Ephraim's Flame Siegmund - in addition to accelerating her Special trigger, she'll make a guaranteed follow-up if she is surrounded by more enemies than allies. This makes her offensive speed weakness moot, letting her tear chunks out of just about any enemy while firing off specials. The rest of her kit synergizes extremely well with her weapon: Atk/Def Solo 3 further powers up her offensive and defensive abilities when alone, while Rouse Atk/Def 3 ''further'' boosts her if she starts combat without an adjacent teammate. While her skillset deprives her of valuable team support, she is more than capable of handling foes on her own - if all her abilities trigger at once, there are almost no physical units capable of fighting her and surviving. Her only real weakness is her low Res and average HP and Spd.

to:

* '''Regular Edelgard''', effectively an Axe Armor disguised as an infantry unit. Her Victorious Axe is like Ephraim's Flame Siegmund - in addition to accelerating her Special trigger, she'll make a guaranteed follow-up if she is surrounded by more enemies than allies. This makes her offensive speed weakness moot, letting her tear chunks out of just about any enemy while firing off specials. The rest of her kit synergizes extremely well with her weapon: Atk/Def Solo 3 further powers up her offensive and defensive abilities when alone, while Rouse Atk/Def 3 ''further'' boosts her if she starts combat without an adjacent teammate. She becomes a lot more threatening if she has her Victorious Axe refined, as on top of gaining +4 to all stats and a guaranteed follow-up if she meets her base conditional effect or if [[MemeticMutation she exists]], [[note]]her HP is 25% or above[[/note]] if she initiates combat or is not adjacent to an ally, she gains an additional +4 to her stats and deals true damage equal to 10% of her Atk, making her hit even harder than before. The real kicker is her last effect: if she initiates combat and is not adjacent to an ally after combat, she gets ''another action for herself''. This gives her newfound killing potential, as she can either attack your unit again and finish them off, go after one of your frail units, or kill two of your units in one turn. While her skillset deprives her of valuable team support, she is more than capable of handling foes on her own - if all her abilities trigger at once, there are almost no physical units capable of fighting her and surviving. Her only real weakness is her low Res and average HP and Spd.



* '''Scattered Fangs Nino''' is an exceptional GlassCannon, boasting good Atk while having high Spd thanks to her weapon and skills. This is not enough, as her personal weapon Giga Excalibur gives her even more Spd while the unrefined version increasing her damage depending on how much faster she is than her enemy, up to a maximum of ''7 damage'', but that can be managed if she's attacking a fast unit. If refines are available for the enemy Nino, then the refined Giga Excalibur is even worse, as it allows her to gain true damage equal to 20% of her Spd, with no cap on that true damage, and the unique refine allows her to gain +4 Atk/Spd during combat if she's within 2 spaces of an ally, while also giving all allies within 2 spaces the same bonuses. Combined with her innate mobility as a flier, Nino can easily traverse the map and fire off devastatingly powerful attacks that will double quite often. However, like her usual self, she's terrible at taking hits, especially now that her flier status gives her a crippling weakness to bow users.

to:

* '''Scattered Fangs Nino''' is an exceptional GlassCannon, boasting good Atk while having high Spd thanks to her weapon and skills. This is not enough, as her personal weapon Giga Excalibur gives her even more Spd while the unrefined version increasing her damage depending on how much faster she is than her enemy, up to a maximum of ''7 damage'', but that can be managed if she's attacking a fast unit. If refines are available for the enemy Nino, then the refined Giga Excalibur is even worse, as it allows her to gain true damage equal to 20% of her Spd, with no cap on that true damage, and the unique refine allows her to gain +4 Atk/Spd during combat if she's within 2 spaces of an ally, while also giving all allies within 2 spaces the same bonuses. Combined with her innate mobility as a flier, Nino can easily traverse the map and fire off devastatingly powerful attacks that will double quite often. She is arguably at her worst in Hall of Forms, since she is a Book II unit and isn't excluded from showing up there. However, like her usual self, she's terrible at taking hits, especially now that her flier status gives her a crippling weakness to bow users.



* '''Yuri''' is a GlassCannon with Glimmer, C Duel Infantry 4 and Time's Pulse 3. He is also tricky to take down, as he has Foul Play, which allows him to swap places with an ally 3 spaces of him, and his Honorable Blade will exploit that. Honorable Blade give him -1 maximum special cooldown, the standard [Dagger 7] effect, [Canto (2)], +1 movement at the start of his turn, and +6 Atk/Spd during combat if his foe is at 50% HP or above at the start of combat. With Time's Pulse charging his Glimmer every turn, he'll deal a lot of damage to his foe and use HitAndRunTactics thanks to his Honorable Blade's Canto, and he'll get any of his allies out of trouble with his Foul Play and still leave enough room to escape, giving them an unorthodox HitAndRunTactics as well. With that said, when players can take him down easily when they finally can attack him thanks to his low defenses, but good luck trying to catch him first.

to:

* '''Yuri''' '''Regular Yuri''' is a GlassCannon with Glimmer, C Duel Infantry 4 and Time's Pulse 3. He is also tricky to take down, as he has Foul Play, which allows him to swap places with an ally 3 spaces of him, and his Honorable Blade will exploit that. Honorable Blade give him -1 maximum special cooldown, the standard [Dagger 7] effect, [Canto (2)], +1 movement at the start of his turn, and +6 Atk/Spd during combat if his foe is at 50% HP or above at the start of combat. With Time's Pulse charging his Glimmer every turn, he'll deal a lot of damage to his foe and use HitAndRunTactics thanks to his Honorable Blade's Canto, and he'll get any of his allies out of trouble with his Foul Play and still leave enough room to escape, giving them an unorthodox HitAndRunTactics as well. With that said, when players can take him down easily when they finally can attack him thanks to his low defenses, but good luck trying to catch him first.
Is there an issue? Send a MessageReason:
None


%% Before adding heroes to this page, make sure that whoever you're adding can be or were once randomly generated in modes such as Training Tower, Forging Bonds, Tempest Trials and Hall of Forms. This excludes Seasonal, Brave, Legendary and Mythic Heroes, Rearmed Heroes, heroes gained from rewards such as Tempest Trials and Grand Hero Battles, and heroes with a certain tag that make them never spawn, such as the refresher units, the Brave Redux and Farfetched Heroes, and the Fallen variants of Dimitri, Edelgard and Rhea. If they're annoying and/or dangerous to go against in the competitive modes such as Arena and Aether Raids, they go into HighTierScrappy/FireEmblemHeroes instead.

to:

%% Before adding heroes to this page, make sure that whoever you're adding can be or were once randomly generated in modes such as Training Tower, Forging Bonds, Tempest Trials and Hall of Forms. This excludes Seasonal, Brave, Legendary and Mythic Heroes, Rearmed Heroes, heroes gained from rewards such as Tempest Trials and Grand Hero Battles, and heroes with a certain tag that make them never spawn, such as the refresher units, the Brave Redux and Farfetched Heroes, Rearmed Heroes, and the Fallen variants of Dimitri, Edelgard and Rhea. If they're annoying and/or dangerous to go against in the competitive modes such as Arena and Aether Raids, they go into HighTierScrappy/FireEmblemHeroes instead.

Top