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* '''Valentia Palla''' is a MightyGlacier that is difficult to bait and approach. Her Ladyblade, despite giving her -5 Spd, not only allows her to double attack regardless of phase, but also allows her to target the lower defensive stat of a foe during combat, so someone with low Def and/or Res needs to watch out for her, not helped with her sky high Atk, and with Ladyblade also giving [Canto(2)] (the first rotational unit to do so, since Fallen Dmitri was barred), alongside her Rally Atk/Def+, she's going to be difficult to bait out and chase down with her retreating after performing an action. Coupled with her Atk/Res Rein inflicting -4 Atk/Res to all foes within 2 spaces of her during combat and R Duel Flying 4 giving her +5 HP and +2 Atk/Spd/Def/Res and you got someone who can spell trouble by her presence alone.

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* '''Valentia Palla''' is a MightyGlacier that is difficult to bait and approach. Her Ladyblade, despite giving her -5 Spd, not only allows her to double attack regardless of phase, but also allows her to target the lower defensive stat of a foe during combat, so someone with low Def and/or Res needs to watch out for her, not helped with her sky high Atk, and with Ladyblade also giving [Canto(2)] [Canto (2)] (the first rotational unit to do so, so by default, since Sumia needs to have her Flower Lance and its unique refine to get Canto as well and Fallen Dmitri was barred), Dimitri is barred from being randomly generated), alongside her Rally Atk/Def+, she's going to be difficult to bait out and chase down with her retreating after performing an action. Coupled with her Atk/Res Rein inflicting -4 Atk/Res to all foes within 2 spaces of her during combat and R Duel Flying 4 giving her +5 HP and +2 Atk/Spd/Def/Res and you got someone who can spell trouble by her presence alone.



* '''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 further powers up her offensive and defensive abilities when alone, while Rouse Atk/Def ''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.

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* '''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 ''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.

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[[folder:Colorless units]]
* '''Wings of Fate Hinoka''' isn't too tough compared to other units, but for very specific teams, she's hell to deal with. Since she's a Bow unit, she already has a weapon super effective against fliers, and her Warrior Princess makes it effective against Armor units as well - along with giving her some extra Atk. Her high Res also makes her able to shrug off magic attacks. Her mobility's also great when it comes to fliers, as she has Flier Formation and Flier Guidance - meaning she can move a lot farther if she happens to be paired with other flying units. Also, January 2021 gave her weapon a refine (which is guaranteed to appear during higher levels of Forging Bonds and Hall of Forms), which allows her to lower the Atk, Def and Spd of any foes 3 spaces from her along with the preexisting Atk/Spd buff if she's close to an ally, guaranteeing her to hit fast and hit hard. Besides of the risk of running a flying or armor team, she's a ''hard counter'' to a couple of Hall of Forms teams (which tends to give you at least a Tome, Flying and/or Armor unit), especially the ''Sacred Stones'' themed one in late-June 2020 when you're given two Flying units and two Armor units. She was also released during Book II, so she's not affected by the purge that got rid of heroes from Book III onwards.

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[[folder:Colorless units]]
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* '''Wings of Fate Hinoka''' isn't too tough compared to other units, but for very specific teams, she's hell to deal with. Since she's '''Regular Velouria''' is a Bow unit, she already has a weapon super effective against fliers, LightningBruiser that players should be careful about, as her Wolfpup Fang gives her +3 Spd and her Warrior Princess makes it effective against Armor units as well - along with giving her some extra Atk. Her high Res also makes her able to shrug off magic attacks. Her mobility's also great when it comes to fliers, as she has Flier Formation and Flier Guidance - meaning she can move a lot farther if she happens to be paired with other flying units. Also, January 2021 gave her weapon a refine (which is guaranteed to appear during higher levels of Forging Bonds and Hall of Forms), which allows her to lower gain -2 special cooldown at the Atk, Def start of her first turn. Alongside her Luna being reduced to 1 cooldown and Spd of any foes 3 spaces from +10 damage when her along special activates when she transforms, if player are going to initiate on her they're going to be met with the preexisting Atk/Spd buff a very damaging attack if she's close to an ally, guaranteeing they don't take her to hit fast and hit hard. Besides of the risk of running a flying or armor team, she's a ''hard counter'' to a couple of Hall of Forms teams (which tends to give you at least a Tome, Flying and/or Armor unit), down first, especially the ''Sacred Stones'' themed one in late-June 2020 when you're given two Flying if they're not fielding any ranged units, who also has to go up against her Close Defense 3. However, she can fall easily against magic attacks with her low Res, but Dragon units and two Armor units. She was also released during Book II, so she's not affected by the purge that got rid of heroes from Book III onwards.still have to worry about her.


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[[/folder]]

[[folder:Colorless Ranged]]
* '''Wings of Fate Hinoka''' isn't too tough compared to other units, but for very specific teams, she's hell to deal with. Since she's a Bow unit, she already has a weapon super effective against fliers, and her Warrior Princess makes it effective against Armor units as well - along with giving her some extra Atk. Her high Res also makes her able to shrug off magic attacks. Her mobility's also great when it comes to fliers, as she has Flier Formation and Flier Guidance - meaning she can move a lot farther if she happens to be paired with other flying units. Also, January 2021 gave her weapon a refine (which is guaranteed to appear during higher levels of Forging Bonds and Hall of Forms), which allows her to lower the Atk, Def and Spd of any foes 3 spaces from her along with the preexisting Atk/Spd buff if she's close to an ally, guaranteeing her to hit fast and hit hard. Besides of the risk of running a flying or armor team, she's a ''hard counter'' to a couple of Hall of Forms teams (which tends to give you at least a Tome, Flying and/or Armor unit), especially the ''Sacred Stones'' themed one in late-June 2020 when you're given two Flying units and two Armor units. She was also released during Book II, so she's not affected by the purge that got rid of heroes from Book III onwards.
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* '''Valentia Palla''' is a MightyGlacier that is difficult to bait and approach. Her Ladyblade, despite giving her -5 Spd, not only allows her to double attack regardless of phase, but also allows her to target the lower defensive stat of a foe during combat, so someone with low Def and/or Res needs to watch out for her, not helped with her sky high Atk, and with Ladyblade also giving [Canto(2)], alongside her Rally Atk/Def+, she's going to be difficult to bait out and chase down with her retreating after performing an action. Coupled with her Atk/Res Rein inflicting -4 Atk/Res to all foes within 2 spaces of her during combat and R Duel Flying 4 giving her +5 HP and +2 Atk/Spd/Def/Res and you got someone who can spell trouble by her presence alone.

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* '''Valentia Palla''' is a MightyGlacier that is difficult to bait and approach. Her Ladyblade, despite giving her -5 Spd, not only allows her to double attack regardless of phase, but also allows her to target the lower defensive stat of a foe during combat, so someone with low Def and/or Res needs to watch out for her, not helped with her sky high Atk, and with Ladyblade also giving [Canto(2)], [Canto(2)] (the first rotational unit to do so, since Fallen Dmitri was barred), alongside her Rally Atk/Def+, she's going to be difficult to bait out and chase down with her retreating after performing an action. Coupled with her Atk/Res Rein inflicting -4 Atk/Res to all foes within 2 spaces of her during combat and R Duel Flying 4 giving her +5 HP and +2 Atk/Spd/Def/Res and you got someone who can spell trouble by her presence alone.

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[[folder:Red units]]

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[[folder:Red units]]Melee]]



** '''Regular Mareeta'''. She's an infantry sword wielder who gets a ton of stats simply by being away from her allies. With her weapon 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 skill, which mitigates damage up to 40% depending on how much faster she is. In short, this essentially makes her much harder to defeat.
** '''Shannan''' brings a speed unit that can wall off physical units, bringing his Balmung, which if either the foe initiates combat or has full HP before the start of combat he gains +5 Atk/Spd/Def/Res and neutralizes any penalties on him, Steady Posture 3 which gives +6 Spd/Def and inflicts -1 special buildup on the foe if they initiate combat, Wrath to boost his special damage and also reduce his special cooldown by 1 at the start of each turn if he has taken enough damage, and finally Imperial Astra, which is the same as Ayra's Regnal Astra. That being said, he folds under easily with magical attacks on him.
** '''Larcei''' is basically another version of her mother Ayra, and that mean trouble. She has Atk/Spd Solo to boost her Atk/Spd if she's not adjacent to an ally, Repel to both push one of your units back after she initiates combat while also making use of her high Spd to reduce damage, and Panic Smoke just to make sure that any bonuses on your heroes will be penalties instead. Her weapon Larcei's Edge reduces her cooldown by 1 and give her +4 Atk/Spd/Def/Res and ignore any bonuses on her foes if either she has higher Spd than her foe before combat or the foe is a full HP before the start of combat.

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** '''Regular Mareeta'''. She's an infantry sword wielder who gets a ton of stats simply by being away from her allies. With her weapon 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 skill, which mitigates damage up to 40% depending on how much faster she is. Finally, she has Rouse Atk/Def to give her +6 Atk/Def at the start of her turn if she's not adjacent to an ally. In short, this essentially makes her much harder to defeat.
** '''Shannan''' brings a speed unit that can wall off physical units, bringing his Balmung, which if either the foe either initiates combat or has full HP before at the start of combat he gains +5 Atk/Spd/Def/Res and neutralizes any penalties on him, Steady Posture 3 which gives +6 Spd/Def and inflicts -1 special buildup on the foe if they initiate combat, Wrath to boost his special damage and also reduce his special cooldown by 1 at the start of each turn if he has taken enough damage, Even Spd Wave to give him +6 Spd at the start of even turns, and finally Imperial Astra, which is the same as Ayra's Regnal Astra. That being said, he folds under easily with magical attacks on him.
** '''Larcei''' is basically another version of her mother Ayra, and that mean trouble. She has Atk/Spd Solo 3 to boost her Atk/Spd if she's not adjacent to an ally, Repel to both push one of your units back after she initiates combat while also making use of her high Spd to reduce damage, and Panic Smoke just to make sure that any bonuses on your heroes will be penalties instead. Her weapon Larcei's Edge reduces her cooldown by 1 and give her +4 Atk/Spd/Def/Res and ignore any bonuses on her foes if either she has higher Spd than her foe before at the start of combat or the her foe is a full HP before at the start of combat.



* '''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, but the worst of all is the rest of the skills. She has Blazing Wind, the best out of all the AOE specials in the game, Special Spiral, which gives her -2 special cooldown if she activated her special before or during combat, Pulse Smoke, which inflicts +1 special cooldown to the target and all foes within 2 spaces of the target up to their max special cooldown count, and Life and Death 4. However, since she is still a GlassCannon with her low defenses with everything equipped, any strong attackers will take her down in one round.
* '''Kiria''' is a walking debuff. While she is a SquishyWizard, her Mirage Rod inflicts -6 Atk/Res to any enemies within 2 spaces of her during combat, and she has Lull Atk/Res, which inflicts on the foe -3 Atk/Res and ignores any field buffs on those stats during combat, so she inflicts '''-9''' Atk/Res, making her surprisingly tanky. However, her low Spd and average HP and Def means that any decent physical attacker will fell her easily.
* '''Midori''' is just one of many bow users that shows that Takumi's nowhere near of a threat as he used to be. She has a slightly stronger variant of the Close Counter skill - Close Foil. She'll be granted +5 Atk/Def during combat if the foe wields a physical weapon and they initiate combat, giving her some room to survive an attack and strike back stronger, plus her Spendthrift Bow+ will make it so any attacker will have even lower Atk (she gains +7 Atk while also inflicting -7 Atk to her foe during combat). The only real weakness she has is that she has low Res and average Spd, meaning any Blue Dragons (since she's a Red bow) will defeat her with ease.
* Surviving a special from '''Regular Lysithea''' is nigh impossible, even for the bulkiest of blue tanks. Lysithea's insane Atk stat, combined with her busted weapon and ways to jack her attack stat to insane amounts, coupled with her kit helping with special acceleration and nullifying any buffs on their Res means that if you can't dash in and kill her first, you not probably, not maybe, but WILL get one of your units killed (Bye bye perfect AR offense) when her turn comes around. The only thing stopping her from being a GameBreaker is that she's a very extreme SquishyWizard[=/=]GlassCannon.



* '''Fallen Julia''', despite being a SquishyWizard, is a major force to deal with, especially alone with her weapon Dark Scripture and A Skill Atk/Res Solo 4. Dark Scripture give her +3 Atk and, when she's alone, allows her to inflict -6 Atk/Res on the foe, and if they don't have any Dragon effectiveness on them, she gets a guaranteed follow-up attack. That's not all: she also has Light and Dark from her Legendary variant, meaning that she inflicts -2 Atk/Spd/Def/Res on her foe during combat, ignore any field stat buffs the foe has, and negate any skills that target the user's lower defensive stats, meaning that any field stat buffs will not help you defend against her. In fact, she has Panic Smoke, meaning that any field stat buffs will hinder your units further against her if she attacks after combat. She thankfully has low Spd and Def, but if she initiates on your units, unless they either have high natural Res and/or are Blue, they're more likely as good as dead.



* '''Fallen Male Morgan''' is somebody you should be careful fighting with, as his Tome of Despair will give him +3 Atk and these effects if he is at 25% HP or above at the start of combat: inflict -6 Atk/Res on the foe during combat, and if the sum of the total field stat buffs he has and the total field stat debuff his target has is 5+ he will deny any of his foe's follow-up attacks, 10+ will guarantee his follow-up attack, and +15 he will inflict -1 special buildup on his foe during combat. That is bad enough, but he also packs Iceberg, Atk/Res Solo 4, Sabotage Def, and Atk/Res Menace, where at the start of his turn if a foe is within 4 spaces of him, he inflicts -6 Atk/Res to the nearest foes and gives himself +6 Atk/Res, meaning that skill alone gives him a 24 stat swing, which is more than enough to active all the effects of his Tome of Despair. Coupled with his MightyGlacier statline and you got a threat that is difficult to bait out, approach, and possibly even take down.



[[folder:Blue units]]

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[[folder:Red Ranged]]
* '''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, but the worst of all is the rest of the skills. She has Blazing Wind, the best out of all the AOE specials in the game, Special Spiral, which gives her -2 special cooldown if she activated her special before or during combat, Pulse Smoke, which inflicts +1 special cooldown to the target and all foes within 2 spaces of the target up to their max special cooldown count, and Life and Death 4. However, since she is still a GlassCannon with her low defenses with everything equipped, any strong attackers will take her down in one round.
* '''Kiria''' is a walking debuff. While she is a SquishyWizard, her Mirage Rod inflicts -6 Atk/Res to any enemies within 2 spaces of her during combat, and she has Lull Atk/Res, which inflicts on the foe -3 Atk/Res and ignores any field buffs on those stats during combat, so she inflicts '''-9''' Atk/Res, making her surprisingly tanky. However, her low Spd and average HP and Def means that any decent physical attacker will fell her easily.
* '''Midori''' is just one of many bow users that shows that Takumi's nowhere near of a threat as he used to be. She has a slightly stronger variant of the Close Counter skill - Close Foil. She'll be granted +5 Atk/Def during combat if the foe wields a physical weapon and they initiate combat, giving her some room to survive an attack and strike back stronger, plus her Spendthrift Bow+ will make it so any attacker will have even lower Atk (she gains +7 Atk while also inflicting -7 Atk to her foe during combat). The only real weakness she has is that she has low Res and average Spd, meaning any Blue Dragons (since she's a Red bow) will defeat her with ease.
* Surviving a special from '''Regular Lysithea''' is nigh impossible, even for the bulkiest of blue tanks. Lysithea's insane Atk stat, combined with her busted weapon and ways to jack her attack stat to insane amounts, coupled with her kit helping with special acceleration and nullifying any buffs on their Res means that if you can't dash in and kill her first, you not probably, not maybe, but WILL get one of your units killed (Bye bye perfect AR offense) when her turn comes around. The only thing stopping her from being a GameBreaker is that she's a very extreme SquishyWizard[=/=]GlassCannon.
* '''Fallen Julia''', despite being a SquishyWizard, is a major force to deal with, especially alone with her weapon Dark Scripture and A Skill Atk/Res Solo 4. Dark Scripture give her +3 Atk and, when she's alone, allows her to inflict -6 Atk/Res on the foe, and if they don't have any Dragon effectiveness on them, she gets a guaranteed follow-up attack. That's not all: she also has Light and Dark from her Legendary variant, meaning that she inflicts -2 Atk/Spd/Def/Res on her foe during combat, ignore any field stat buffs the foe has, and negate any skills that target the user's lower defensive stats, meaning that any field stat buffs will not help you defend against her. In fact, she has Panic Smoke, meaning that any field stat buffs will hinder your units further against her if she attacks after combat. She thankfully has low Spd and Def, but if she initiates on your units, unless they either have high natural Res and/or are Blue, they're more likely as good as dead.
* '''Fallen Male Morgan''' is somebody you should be careful fighting with, as his Tome of Despair will give him +3 Atk and these effects if he is at 25% HP or above at the start of combat: inflict -6 Atk/Res on the foe during combat, and if the sum of the total field stat buffs he has and the total field stat debuff his target has is 5+ he will deny any of his foe's follow-up attacks, 10+ will guarantee his follow-up attack, and +15 he will inflict -1 special buildup on his foe during combat. That is bad enough, but he also packs Iceberg, Atk/Res Solo 4, Sabotage Def, and Atk/Res Menace, where at the start of his turn if a foe is within 4 spaces of him, he inflicts -6 Atk/Res to the nearest foes and gives himself +6 Atk/Res, meaning that skill alone gives him a 24 stat swing, which is more than enough to active all the effects of his Tome of Despair. Coupled with his MightyGlacier statline and you got a threat that is difficult to bait out, approach, and possibly even take down.
[[/folder]]

[[folder:Blue units]]Melee]]



* '''Regular Ishtar''' is a GlassCannon, possessing a great offensive statline. She also wields the tome Mjölnir, which accelerates her special trigger while giving her +6 Spd if she initiates combat. Combined with her naturally high offenses, Swift Sparrow 2 and the fact that she comes with Moonbow by default, she'll be able to both double and fire off specials at a ridiculous rate - and they're going to hurt ''a lot''. She's also extremely fast, especially with Mjölnir and Swift Sparrow active, which means she can double most units, save for already fast characters. Things gets worse if she spawns with the unique refine for her Mjölnir, where it gives her an additional +5 Atk/Spd during combat and ignore any skills that deny any of her follow-up attacks. Finally, since she was part of the Book II roster, she will spawn in Hall of Forms. However, while her bulk isn't as bad as some other mages, she's still a GlassCannon at her core and will fall quickly under enemy attacks.
* '''Ophelia''' can be deadly if not dispatched quickly in most modes. Her Chill Res 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. If you thought you can abuse the damage before combat to cheese her with Vantage, think again, [[ComplacentGamingSyndrome because the most common build found in AR defense will run Hardy Bearing to prevent you from doing so]]. Thankfully her Special only activates during her phase, meaning you can attack her without her countering with one.



* '''Sirius'''. He's a unit you don't want to fight by himself, having a great Atk/Spd line that's boosted further by his weapon and kit. Along with a Killer effect, his weapon gives him +4 Atk/Spd/Def/Res if by his lonesome, which is boost further by having Atk/Spd Solo 3. On top of all that, he has Lull Atk/Spd, meaning he'll boost his power and speed even further while preventing your units from having boosts in them 'and' strengthen his own, his devastating strength all topped off by having Luna which he will more than likely will use with his incredible Spd.



* '''Sirius'''. He's a unit you don't want to fight by himself, having a great Atk/Spd line that's boosted further by his weapon and kit. Along with a Killer effect, his weapon gives him +4 Atk/Spd/Def/Res if by his lonesome, which is boost further by having Atk/Spd Solo 3. On top of all that, he has Lull Atk/Spd, meaning he'll boost his power and speed even further while preventing your units from having boosts in them 'and' strengthen his own, his devastating strength all topped off by having Luna which he will more than likely will use with his incredible Spd.



* 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, 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.



* '''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 skill 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. 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.



[[folder:Green units]]

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[[folder:Blue Ranged]]
* '''Regular Ishtar''' is a GlassCannon, possessing a great offensive statline. She also wields the tome Mjölnir, which accelerates her special trigger while giving her +6 Spd if she initiates combat. Combined with her naturally high offenses, Swift Sparrow 2 and the fact that she comes with Moonbow by default, she'll be able to both double and fire off specials at a ridiculous rate - and they're going to hurt ''a lot''. She's also extremely fast, especially with Mjölnir and Swift Sparrow active, which means she can double most units, save for already fast characters. Things gets worse if she spawns with the unique refine for her Mjölnir, where it gives her an additional +5 Atk/Spd during combat and ignore any skills that deny any of her follow-up attacks. Finally, since she was part of the Book II roster, she will spawn in Hall of Forms. However, while her bulk isn't as bad as some other mages, she's still a GlassCannon at her core and will fall quickly under enemy attacks.
* '''Ophelia''' can be deadly if not dispatched quickly in most modes. Her Chill Res 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. If you thought you can abuse the damage before combat to cheese her with Vantage, think again, [[ComplacentGamingSyndrome because the most common build found in AR defense will run Hardy Bearing to prevent you from doing so]]. Thankfully her Special only activates during her phase, meaning you can attack her without her countering with one.
* 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, 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.
* '''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 skill 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. 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.
[[/folder]]

[[folder:Green units]]Melee]]



* '''Regular Hilda'''. As a fast Axe Infantry, her skill kit will make great user of her GlassCannon stats. Her Freikugel gives her +3 Spd and all allies within 2 spaces of her +4 Atk/Spd if they have more Def than her, while she herself gets +6 Atk/Spd if she has no allies within 2 spaces of her with more Def than her. Now take into account the fact that she has Atk/Spd Solo, which gives her +6 Atk/Spd during combat if she is not adjacent to an ally, which means on a team with lower Def than her, she gains '''+12''' Atk/Spd during combat if she is alone. She also has Null Follow-Up to make sure that she laughs in the face of Axebreaker, the Fighter skills and the like. Her only weakness is her low Res and average HP, but good luck trying to defeating her in one round.

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* '''Regular Hilda'''. As a fast Axe Infantry, her skill kit will make great user of her GlassCannon stats. Her Freikugel gives her +3 Spd and all allies within 2 spaces of her +4 Atk/Spd if they have more Def than her, while she herself gets +6 Atk/Spd if she has no allies within 2 spaces of her with more Def than her. Now take into account the fact that she has Atk/Spd Solo, Solo 3, which gives her +6 Atk/Spd during combat if she is not adjacent to an ally, which means on a team with lower Def than her, she gains '''+12''' Atk/Spd during combat if she is alone. She also has Null Follow-Up to make sure that she laughs in the face of Axebreaker, the Fighter skills and the like. Her only weakness is her low Res and average HP, but good luck trying to defeating her in one round.



* '''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. Her power can be further bolstered with the usage of flier buffs - although, like her usual self, she's terrible at taking hits, especially now that her flier status gives her a crippling weakness to bow users.
* '''Lewyn''' has average Atk and high Spd, but his power lies within his personal weapon, the tome Forseti. Not only does it give him +3 Spd, it gives him a sort of inverted Desperation effect: if he's above 50% HP, his follow-ups will always hit before his opponent's counterattack. And considering how fast he is, he's going to be doubling a lot. The ability to double his opponent before they can retaliate makes him an incredible threat that's able to dispatch most enemies before they even get the chance to retaliate. If refinable weapons are generated on enemy heroes, then his refined Forseti becomes worse to face against, with it now lowering the HP threshold to 25% or above, as well as giving him +4 Atk/Spd during combat if he initiates combat as well, and the unique refine further giving him +4 Atk/Spd, as well as ignoring any field stat debuffs on his Atk and Spd, as well as any field stat buffs on his opponent's Atk and Spd if the foe is at 75% HP or over at the start of combat. Combined with his default Swift Sparrow 2, he gains '''+12''' Atk/Spd if he initiates combat and everything is in his favor. And if that's not enough, he comes with Special Spiral, which gives him -2 special cooldown every time he ends a round of combat using his Special, allowing him to fire Glimmer off like a machine gun. Finally, he was released during Book II, so he was excluded from the purge of Book III units and beyond in Hall of Forms. However, like other mages, he still suffers from low defenses - while difficult, anything that can weather his attacks will usually defeat him in short order.



* '''Shamir''', normally a GlassCannon, is someone you shouldn't leave alone. A Green Infantry Bow, her Survivalist Bow gives her -1 special cooldown, and she gains +6 Atk/Spd during combat and if the foe is at 80% HP or above at the start of combat she prevents enemy counterattacks, if she is not adjacent to an ally. She also has Moonbow, Atk/Spd Solo 4, Null Follow-Up, and Rouse Atk/Spd, making her more stronger if she's not next to an ally and is guaranteed to deal serious damage if you let her initiate combat. However, because she has high offenses but low defenses, she can easily be taken down by any strong attacks, especially if they're red, but you still need to be careful trying to get her into range of those units.
* If refined weapons are available for randomly generated heroes, then '''Rhajat''' is one to be feared against. Her Obsessive Curse normally allows her to deal effective damage against cavalry foes and inflicts -5 Spd/Res to all foes within 2 spaces of her during combat, but the unique refine for her makes her one of the worst heroes to face against if you let her attack, as the unique refine allows her to inflict 7 damage and a status effect that prevents the unit from counterattacking to the target and all their allies within 2 spaces of the target after combat if she attacked. Because of that, players have to prioritize taking her out as soon as possible, but with her default Rally Atk/Def, she would most likely create a MortonsFork scenario if she's near another powerful unit.
* '''Asbel'''. Normally a GlassCannon, Asbel has high stats thanks to Fury 4 and his weapons effect giving +5 to all stats when near an ally or is attacking, 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.




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[[folder:Green Ranged]]
* '''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. Her power can be further bolstered with the usage of flier buffs - although, like her usual self, she's terrible at taking hits, especially now that her flier status gives her a crippling weakness to bow users.
* '''Lewyn''' has average Atk and high Spd, but his power lies within his personal weapon, the tome Forseti. Not only does it give him +3 Spd, it gives him a sort of inverted Desperation effect: if he's above 50% HP, his follow-ups will always hit before his opponent's counterattack. And considering how fast he is, he's going to be doubling a lot. The ability to double his opponent before they can retaliate makes him an incredible threat that's able to dispatch most enemies before they even get the chance to retaliate. If refinable weapons are generated on enemy heroes, then his refined Forseti becomes worse to face against, with it now lowering the HP threshold to 25% or above, as well as giving him +4 Atk/Spd during combat if he initiates combat as well, and the unique refine further giving him +4 Atk/Spd, as well as ignoring any field stat debuffs on his Atk and Spd, as well as any field stat buffs on his opponent's Atk and Spd if the foe is at 75% HP or over at the start of combat. Combined with his default Swift Sparrow 2, he gains '''+12''' Atk/Spd if he initiates combat and everything is in his favor. And if that's not enough, he comes with Special Spiral, which gives him -2 special cooldown every time he ends a round of combat using his Special, allowing him to fire Glimmer off like a machine gun. Finally, he was released during Book II, so he was excluded from the purge of Book III units and beyond in Hall of Forms. However, like other mages, he still suffers from low defenses - while difficult, anything that can weather his attacks will usually defeat him in short order.
* '''Shamir''', normally a GlassCannon, is someone you shouldn't leave alone. A Green Infantry Bow, her Survivalist Bow gives her -1 special cooldown, and she gains +6 Atk/Spd during combat and if the foe is at 80% HP or above at the start of combat she prevents enemy counterattacks, if she is not adjacent to an ally. She also has Moonbow, Atk/Spd Solo 4, Null Follow-Up, and Rouse Atk/Spd, making her more stronger if she's not next to an ally and is guaranteed to deal serious damage if you let her initiate combat. However, because she has high offenses but low defenses, she can easily be taken down by any strong attacks, especially if they're red, but you still need to be careful trying to get her into range of those units.
* If refined weapons are available for randomly generated heroes, then '''Rhajat''' is one to be feared against. Her Obsessive Curse normally allows her to deal effective damage against cavalry foes and inflicts -5 Spd/Res to all foes within 2 spaces of her during combat, but the unique refine for her makes her one of the worst heroes to face against if you let her attack, as the unique refine allows her to inflict 7 damage and a status effect that prevents the unit from counterattacking to the target and all their allies within 2 spaces of the target after combat if she attacked. Because of that, players have to prioritize taking her out as soon as possible, but with her default Rally Atk/Def, she would most likely create a MortonsFork scenario if she's near another powerful unit.
* '''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.
* '''Regular Pent'''. While he is a SquishyWizard, he has G Duel Infantry 4 to further bolster his stats and Lull Atk/Res to give him more defenses and hit harder, but the worst thing about him is his Tome of Reglay, where it gives him +3 Atk, gives him +6 Atk/Spd during combat if his foe is at 75% HP or above at the start of combat, but most importantly gives himself and all his Tome allies within 2 spaces of him -1 special cooldown at the start of his turn if they're at maximum cooldown. Combined with his Time's Pulse, he's got his Glimmer already charged up at the start of his turns to allow him to potentially oneshot anyone not prepared for him, and he'll helping his Tome-wielding allies get their specials active faster, with some of them even getting it ready at the start of their turns, such as Regular Ishtar and Asbel mentioned above, making him a walking Time's Pulse to those allies as well.
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* Enemies with the Fatal Smoke skill, where not only will they prevent their target from healing during and after combat, but they will inflict the [Deep Wounds] status effect to the target and all of their allies within 2 spaces of that target, which those affected with that status effect will not be able to recover HP during their entire turn, so LifeDrain and HealThyself skills will not work on these users. This becomes especially bad if said enemy also has a skill and/or special that have deals damage outside of combat, such as the AOE specials and Poison Strike just to make sure that they stay damaged for other enemies to finish them off and players to waste turns to remove [Deep Wounds] and heal damaged units.

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* Enemies with the Fatal Smoke skill, where not only will they prevent their target from healing during and after combat, but they will inflict the [Deep Wounds] status effect to the target and all of their allies within 2 spaces of that target, which those affected with that status effect will not be able to recover HP during their entire turn, so LifeDrain and HealThyself skills will not work on these users. This becomes especially bad if said enemy also has a skill and/or special that have deals damage outside of combat, such as the AOE specials and Poison Strike just to make sure that they stay damaged for other enemies to finish them off and players to waste turns to remove [Deep Wounds] and heal their damaged units.


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* '''Valentia Palla''' is a MightyGlacier that is difficult to bait and approach. Her Ladyblade, despite giving her -5 Spd, not only allows her to double attack regardless of phase, but also allows her to target the lower defensive stat of a foe during combat, so someone with low Def and/or Res needs to watch out for her, not helped with her sky high Atk, and with Ladyblade also giving [Canto(2)], alongside her Rally Atk/Def+, she's going to be difficult to bait out and chase down with her retreating after performing an action. Coupled with her Atk/Res Rein inflicting -4 Atk/Res to all foes within 2 spaces of her during combat and R Duel Flying 4 giving her +5 HP and +2 Atk/Spd/Def/Res and you got someone who can spell trouble by her presence alone.


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* '''Zeke''', while having a MightyGlacier statline, is more of a LightningBruiser with his Holy Gradivus not only having Distant Counter, but also grants him a guaranteed follow-up attack if he is at 25% HP or above at the start of combat. Bad enough on its own, but he also has Atk/Def Catch 4, which gives him +7 Atk/Def during combat if his foe is either at full HP or has a [Penalty] inflicted on them at the start of combat, and an additional +2 Atk/Def during combat if both conditions are met at the start of combat, and Def/Res Menace, where he will gain +6 Def/Res and inflict -6 Def/Res to the nearest foe if there is a foe within 4 spaces of him during combat, which helps him activate his Atk/Def Catch 4. Combined with his Bonfire and Atk/Def Lull and you got someone who is both difficult to take down and bait out without AntiCavalry magic weapons.
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I hate fighting Asbel.


* '''Asbel''', normally a GlassCannon, is someone you shouldn't let initiate on you. His Grafcalibur gives him -1 special cooldown, effective damage against Fliers, and gives him +5 Atk/Spd/Def/Res and ignore any field stat buff his foe has during combat if he either initiates combat or is within 2 spaces of an ally. In addition, he has Fury 4, 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, though, he will fold against strong attacks, especially physical ones.

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* '''Asbel''', normally '''Asbel'''. Normally a GlassCannon, is someone you shouldn't let initiate on you. His Grafcalibur gives him -1 special cooldown, effective damage against Fliers, Asbel has high stats thanks to Fury 4 and gives him +5 Atk/Spd/Def/Res and ignore any field stat buff his foe has during combat if he either initiates combat weapons effect giving +5 to all stats when near an ally or is within 2 spaces attacking, on top of an ally. In addition, he has Fury 4, 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, though, he will fold against strong attacks, especially physical ones.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.
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* '''Fallen Male Morgan''' is somebody you should be careful fighting with, as his Tome of Despair will give him +3 Atk and these effects if he is at 25% HP or above at the start of combat: inflict -6 Atk/Res on the foe during combat, and if the sum of the total field stat buffs he has and the total field stat debuff his target has is 5+ he will deny any of his foe's follow-up attacks, 10+ will guarantee his follow-up attack, and +15 he will inflict -1 special buildup on his foe during combat. That is bad enough, but he also packs Iceberg, Atk/Res Solo 4, Sabotage Def, and Atk/Res Menace, where at the start of his turn if a foe is within 4 spaces of him, he inflicts -6 Atk/Res to the nearest foes and gives himself +6 Atk/Res, meaning that skill alone gives him a 24 stat swing, which is more than enough to active all the effects of his Tome of Despair. Coupled with his MightyGlacier statline and you got a threat that is difficult to bait out, approach, and possibly even take down.


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* '''Fallen Female Morgan''', like Jill, is someone you should be careful with if she initiates combat, as her Axe of Despair will give her -1 maximum special cooldown and these effects if she is at 25% HP or above at the start of combat: inflict -6 Atk/Def on the foe during combat, and if the sum of the total field stat buffs she has and the total field stat debuff her target has is 5+ she will deny any of his foe's follow-up attacks, 10+ will guarantee her follow-up attack, and +15 she will inflict -1 special buildup on his foe during combat. That is bad enough, but she also packs Glimmer, Atk/Def Solo 4, Dive-Bomb, which allows her to have any of her follow-up attacks go before the foe can counterattack if she initiates combat and she and her foe are at 80% HP or above at the start of combat, and Atk/Def Menace, where at the start of her turn if a foe is within 4 spaces of her she inflicts -6 Atk/Def to the nearest foes and gives herself +6 Atk/Res, meaning that skill alone gives her a 24 stat swing, which is more than enough to active all the effects of her Axe of Despair. Coupled with her MightyGlacier statline and you got a threat that is difficult to bait out, approach, and possibly even take down.
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* '''Karla''' is comparable to the above Od members, but in the Tempest Trials, her base kit allows 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.]] And she isn't even as strong as Mareeta or Larcei, as mentioned above.
* '''Regular Tibarn'''. All flying beasts gain 1 extra movement if, at the start of their turn, they're adjacent to any beast or dragon allies and not adjacent to any other type of ally, meaning that if he's alone or is next to a beast or dragon ally, he has the movement of a cavalry unit (better make sure you know this when fighting him, because the Danger Zone will not tell you until he morphs into his beast form). Hawk King Claw gives him +3 Atk and if the opponent is at 100% HP he has a guaranteed follow-up attack if he initiates combat, and Sturdy Impact gives him +6 Atk, +10 Def, and ''negates any of the opponent's follow-up attacks'' if he initiates combat. When all but tanky units cannot take him on, he is certainly to be feared when faced against, and he even has enough Spd to make sure he can outspeed {{Mighty Glacier}}s with Quick Riposte or any of the defensive Fighter skills, should Sturdy Impact's nullification of denying any enemy follow-up attacks and his Hawk King Claw's guaranteed follow-up attack should be cancelled out.

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* '''Karla''' is comparable to the above Od members, but in the Tempest Trials, with her base kit allows 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.]] And If refinable weapons are generated for enemy heroes, then she isn't gets even worse as strong 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 Mareeta well as Null Follow-Up if her foe is at 75% HP or Larcei, as mentioned above.
above at the start of combat.
* '''Regular Tibarn'''. All flying beasts gain 1 extra +1 movement if, at the start of their turn, they're adjacent to any beast or dragon allies and not adjacent to any other type of ally, meaning that if he's alone or is next to a beast or dragon ally, he has the movement of a cavalry unit (better make sure you know this when fighting him, because the Danger Zone will not tell you until he morphs into his beast form). Hawk King Claw gives him +3 Atk and if the opponent is at 100% HP he has a guaranteed follow-up attack if he initiates combat, and Sturdy Impact gives him +6 Atk, +10 Def, and ''negates any of the opponent's follow-up attacks'' if he initiates combat. When all but tanky units cannot take him on, he is certainly to be feared when faced against, and he even has enough Spd to make sure he can outspeed {{Mighty Glacier}}s with Quick Riposte or any of the defensive Fighter skills, should Sturdy Impact's nullification of denying any enemy follow-up attacks and his Hawk King Claw's guaranteed follow-up attack should be cancelled out.



* '''Sara''' is a Staff unit who you should look out for. Being a SquishyWizard, she has the Kia Staff, which allows her to deal regular damage with her Staff attacks, which alongside her Atk/Spd Push 4 and Dazzling Staff and great Atk and Spd, she will be a pain to deal with if she initiates combat, and with her high Res and Joint Drive Res, she can shrug off most magic attacks. She is also annoying as a support unit, as not only she has Return+, which acts like Reposition and heals her target ally, but the other effect of Kia Staff allows her to gives +6 Atk/Spd and removes all debuffs to her ally within 4 spaces of her with the lowest HP at the start of her turn, and prioritizes units that have any debuffs on them first before units that do not, meaning that you have to be careful with the unit she is restoring to full condition, as they have the potential to be devastating against your units. However, with her low HP and poor Def, she will fall against strong physical attacks.

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* '''Sara''' is a Staff unit who you should look out for. Being a SquishyWizard, she has the Kia Staff, which allows her to deal regular damage with her Staff attacks, which alongside her Atk/Spd Push 4 and 4, Dazzling Staff and great Atk and Spd, she will be a pain to deal with if she initiates combat, and with her high Res and Joint Drive Res, she can shrug off most magic attacks. She is also annoying as a support unit, as not only she has Return+, which acts like Reposition and heals her target ally, but the other effect of Kia Staff allows her to gives +6 Atk/Spd and removes all debuffs to her ally within 4 spaces of her with the lowest HP at the start of her turn, and prioritizes units that have any debuffs on them first before units that do not, meaning that you have to be careful with the unit she is restoring to full condition, as they have the potential to be devastating against your units. However, with her low HP and poor Def, she will fall against strong physical attacks.
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** Some named enemy units (i.e. not the Emblian mooks) which don't even have such skills in their initial kits could end up having them anyways. This is especially shown in maps using [[https://feheroes.fandom.com/wiki/The_Silver_Knight Paralogue 10-3 (which the unit in Tana's position will almost always have Guidance)]] and [[https://feheroes.fandom.com/wiki/Family_of_Fangs Book II: Chapter 10-3 (which the unit in Nino's position will always have Aerobatics]] That Myrrh you're fighting could have Guidance and bring over a powerful unit to ruin your day on Tempest Trials or Hall of Forms if you don't look at her skill kit carefully.

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** Some named enemy units (i.e. not the Emblian mooks) which don't even have such skills in their initial kits could end up having them anyways. This is especially shown in maps using [[https://feheroes.fandom.com/wiki/The_Silver_Knight Paralogue 10-3 (which the unit in Tana's position will almost always have Guidance)]] and [[https://feheroes.fandom.com/wiki/Family_of_Fangs Book II: Chapter 10-3 (which the unit in Nino's position will always have Aerobatics]] Aerobatics)]]. That Myrrh you're fighting could have Guidance and bring over a powerful unit to ruin your day on Tempest Trials or Hall of Forms if you don't look at her skill kit carefully.
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** Some named enemy units (i.e. not the Emblian mooks) which don't even have such skills in their initial kits could end up having them anyways. This is especially shown in maps using [[https://feheroes.fandom.com/wiki/The_Silver_Knight Paralogue 10-3 (which the unit in Tana's position will almost always have Guidance)]] and [[https://feheroes.fandom.com/wiki/Family_of_Fangs Book II: Chapter 10-3 (which the unit in Nino's position will ''always'' have Aerobatics]] That Myrrh you're fighting could have Guidance and bring over a powerful unit to ruin your day on Tempest Trials or Hall of Forms.

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** Some named enemy units (i.e. not the Emblian mooks) which don't even have such skills in their initial kits could end up having them anyways. This is especially shown in maps using [[https://feheroes.fandom.com/wiki/The_Silver_Knight Paralogue 10-3 (which the unit in Tana's position will almost always have Guidance)]] and [[https://feheroes.fandom.com/wiki/Family_of_Fangs Book II: Chapter 10-3 (which the unit in Nino's position will ''always'' always have Aerobatics]] That Myrrh you're fighting could have Guidance and bring over a powerful unit to ruin your day on Tempest Trials or Hall of Forms.Forms if you don't look at her skill kit carefully.
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** Some named enemy units (i.e. not the Emblian mooks) which don't even have such skills in their initial kits could end up having them anyways. That Myrrh you're fighting could have Guidance and bring over a powerful unit to ruin your day on Tempest Trials or Hall of Forms.

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** Some named enemy units (i.e. not the Emblian mooks) which don't even have such skills in their initial kits could end up having them anyways. This is especially shown in maps using [[https://feheroes.fandom.com/wiki/The_Silver_Knight Paralogue 10-3 (which the unit in Tana's position will almost always have Guidance)]] and [[https://feheroes.fandom.com/wiki/Family_of_Fangs Book II: Chapter 10-3 (which the unit in Nino's position will ''always'' have Aerobatics]] That Myrrh you're fighting could have Guidance and bring over a powerful unit to ruin your day on Tempest Trials or Hall of Forms.

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* Enemies with the Fatal Smoke skill, where not only will they prevent their target from healing during and after combat, but they will inflict the [Deep Wounds] status effect to the target and all of their allies within 2 spaces of that target, which those affected with that status effect will not be able to recover HP during their entire turn, so LifeDrain and HealThyself skills will not work on these users. This becomes especially bad if said enemy also has a skill and/or special that have deals damage outside of combat, such as the AOE specials and Poison Strike just to make sure that they stay damaged for other enemies to finish them off and players to waste turns to remove [Deep Wounds] and heal damaged units.



* 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 attacks, 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, 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.

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* 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 attacks, 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, 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.
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-->-- '''Hilda, proceeding to ruining player's days'''

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-->-- '''Hilda, before immediately proceeding to ruining player's ruin players' days'''
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** '''Regular Mareeta'''. She's an infantry sword wielder who gets a ton of stats simply by being away from her allies. With her weapon and Atk/Spd Solo, she gets ''+10 Atk/Spd'', as well as +4 Def and Res, 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 skill, which mitigates damage up to 40% depending on how much faster she is. In short, this essentially makes her much harder to defeat.

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** '''Regular Mareeta'''. She's an infantry sword wielder who gets a ton of stats simply by being away from her allies. With her weapon and Atk/Spd Solo, Solo 3, she gets ''+10 Atk/Spd'', as well as +4 Def and Res, 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 skill, which mitigates damage up to 40% depending on how much faster she is. In short, this essentially makes her much harder to defeat.



* '''Fallen Hardin''' serves as an incredible mixed tank, possessing high stats across the board - even his lowest stat, speed, is still enough to stop enemy doubles if he's given some buffs. With 36/32 defenses and 34 attack, he can both take and deal tons of damage, especially since his default weapon Gradivus already comes with the Distant Counter effect built in. Better still, he has Bold Fighter skill in his base kit, allowing him to attack twice and charge his specials faster when attacking foes. This combination of stats and skills overall makes him a terrifyingly strong unit.

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* '''Fallen Hardin''' serves as an incredible mixed tank, possessing high stats across the board - even his lowest stat, speed, is still enough to stop enemy doubles if he's given some buffs. With 36/32 good defenses and 34 attack, Atk, he can both take and deal tons of damage, especially since his default weapon Gradivus already comes with the Distant Counter effect built in. Better still, he has Bold Fighter skill in his base kit, allowing him to attack twice and charge his specials faster when attacking foes. Even worse in gamemodes where refine for weapons are allowed on enemy units, the unique refine for his Gradivus gives him +4 Atk/Spd/Def/Res during combat and allows him to recover 7 HP during each attack he performs if his foe either initiates combat or is at full HP at the start of combat, meaning he will have greater sustainability if those conditions are met, but even then it more likely create a MortonsFork scenario. This combination of stats and skills overall makes him a terrifyingly strong unit.



* '''Sirius'''. He's a unit you don't want to fight by himself, having a great Atk/Spd line that's boosted further by his weapon and kit. Along with a Killer effect, his weapon gives him +4 Atk/Spd/Def/Res if by his lonesome, which's boost further by having Atk/Spd Solo. On top of all that, he has Lull Atk/Spd, meaning he'll boost his power and speed even further while preventing your units from having boosts in them 'and' strengthen his own, his devastating strength all topped off by having Luna which he will more than likely will use with his incredible Spd.

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* '''Sirius'''. He's a unit you don't want to fight by himself, having a great Atk/Spd line that's boosted further by his weapon and kit. Along with a Killer effect, his weapon gives him +4 Atk/Spd/Def/Res if by his lonesome, which's which is boost further by having Atk/Spd Solo.Solo 3. On top of all that, he has Lull Atk/Spd, meaning he'll boost his power and speed even further while preventing your units from having boosts in them 'and' strengthen his own, his devastating strength all topped off by having Luna which he will more than likely will use with his incredible Spd.



* '''Regular Ingrid''' is basically a more powerful version of Roderick, as she has a GlassCannon statline, and has the skillkit to exploit it, with Lúin giving her -1 special cooldown, and if she either initiates combat or is within 2 spaces of an ally, she gains +6 Spd, deal damage equal to 20% of her Spd, and if she has 5 or more Spd higher than her foe during combat, she prevents their counterattacks. What's more, she also has Atk/Spd Solo 4, Lull Spd/Def and Rouse Atk/Spd in order to make sure that her Spd reaches high enough and lower her foe's Spd enough to make sure that she prevents her foe from counterattacking, and finally Moonbow to pierce through her foe's defenses. Because she is still a GlassCannon, players can easily take her down, but they're otherwise have to be careful not to allow her to initiate combat.

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* '''Regular Ingrid''' is basically a more powerful version of Roderick, as she has a GlassCannon statline, and has the skillkit to exploit it, with Lúin giving her -1 special cooldown, and if she either initiates combat or is within 2 spaces of an ally, she gains +6 Spd, deal damage equal to 20% of her Spd, and if she has 5 or more Spd higher than her foe during combat, she prevents their counterattacks. What's more, she also has Atk/Spd Solo 4, Lull Spd/Def and Rouse Atk/Spd in order to make sure that her Spd reaches high enough and lower her foe's Spd enough to make sure that she prevents her foe from counterattacking, and finally Moonbow to pierce through her foe's defenses. Because she is still a GlassCannon, players can easily take her down, but they're they otherwise have to be careful not to allow her to initiate combat.



* '''Mamori'''. With an already strong defensive statline, her Mirage Axe is what makes her especially tanky in that not only does she get +6 in both stats, she also prevents follow-ups both of which if she has so much as one ally within 2 spaces of her, which's even harder to prevent since being an armoured unit means she's not moving too far from her allies. Top it off with Shield Session, which gives her up to ''9+'' in Defense and Resistance depending on how many units have acted and you have a unit who's incredibly hard to get rid of.

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* '''Mamori'''. With an already strong defensive statline, her Mirage Axe is what makes her especially tanky in that not only does she get +6 in both stats, Def/Res during combat, she also prevents enemy follow-ups attacks, both of which if she has so much as one ally within 2 spaces of her, which's which is even harder to prevent since being an armoured unit means she's not moving too far from her allies. Top it off with Shield Session, which gives her up to ''9+'' in Defense and Resistance ''+9'' Def/Res during combat depending on how many units have acted and you have a unit who's incredibly hard to get rid of.
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%% 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, 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 and the Brave Redux and Farfetched Heroes. If they're annoying and/or dangerous to go against in the competitive modes such as Arena and Aether Raids, they go into the high or both category of TierInducedScrappy/FireEmblemHeroes instead.

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%% 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, 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 and the Brave Redux and Farfetched Heroes.Heroes, and the Fallen variants of Dimitri and Edelgard. If they're annoying and/or dangerous to go against in the competitive modes such as Arena and Aether Raids, they go into the high or both category of TierInducedScrappy/FireEmblemHeroes instead.

Added: 4851

Changed: 6173

Removed: 11

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



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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 or and/or weapons, especially if you have Auto-Battle on. Expect some overlap with heroes in the [[TierInducedScrappy/FireEmblemHeroes Tier Induced Scrappy]] and [[GameBreaker/FireEmblemHeroes Game Breaker]] entries for ''VideoGame/FireEmblemHeroes''.


''VideoGame/FireEmblemHeroes''.

[[foldercontrol]]



!!In General

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!!In General[[folder:In General]]



* Enemies with the Save skills, as they take the place of an ally within 2 spaces of them during combat if their foes are using a specific weapon range and initiate combat, meaning that they are treated as if they're adjacent to an ally, take all after combat effects such as from the Staff weapons, and protect that ally from said after combat effects. Although limited to Armor units, that also means that those who initiate on them need to have a way to defeat those units in one round of combat, as they often have high defenses to make sure that they can survive long enough to activate the Save skills again and waste turns of the player's units.
* Enemies with A/D Near Save or D/R Near Save. So far, the only units who have these access to these skills are Dedue (who is part of all rotations except for Forging Bonds) and Valentines Gustav (who is a seasonal unit). These skills allow the unit to take place of the unit that's getting attacked and get damaged in their place. This can be a pain if your Blue lance unit suddenly gets knocked out when attempting to take out a nearby Red. Dedue himself can be really tough for this reason. However, this can be a pain in (Insert Adjective Here) Hero Battles, especially Legendary ones, where the nameless enemy Armor units will LOVE to abuse this skill to no end.


!!Red units

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* Enemies with the Near/Far Save skills, as they take the place of an ally within 2 spaces of them during combat if their foes are using a specific weapon range and initiate combat, meaning that they are treated as if they're adjacent to an ally, ally (meaning that skills like the Bond skills will activate), take all after combat effects such as from the Staff weapons, and protect that ally from said after combat effects. Although limited to Armor units, that also means that those units who initiate on them need to have a way to defeat those units in one round of combat, as they often have high defenses to make sure that they can survive long enough to activate the Save skills again and waste turns of the player's units.
* Enemies with A/D Near Save or D/R Near Save. So far, the only units who have these access to these skills are Dedue (who is part of all rotations except for Forging Bonds) and Valentines Gustav (who is a seasonal unit). These skills allow the unit to take place of the unit that's getting attacked and get damaged in their place. This can be a pain if your Blue lance unit suddenly gets knocked out when attempting to take out a nearby Red. Dedue himself can be really tough for this reason. However, this can be a pain in (Insert Adjective Here) Hero Battles,
units, especially Legendary ones, where the nameless enemy Armor units will LOVE to abuse this skill to no end.


!!Red units
if they have Wary Fighter equipped.
[[/folder]]

[[folder:Red units]]



* '''Regular Sigurd''', especially in modes like the Tempest Trials. He's a formidable unit, with great Def, bolstered further by Close Def, 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. 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.

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* '''Regular Sigurd''', especially in modes like the Tempest Trials. He's a formidable unit, with great Def, bolstered further by Close Def, 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.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.



* '''Midori''' is just one of many bow users that shows that Takumi's nowhere near of a threat as he used to be. She has a slightly stronger variant of the Close Counter skill - Close Foil. She'll be granted +5 Atk and +5 Def automatically if the foe wields a physical weapon, giving her some room to survive an attack and attack back stronger. Plus her kit and weapon will make it so any attacker will have even lower attack (she gains 7 while you lose 7 during combat against her). The only real weakness she has is that she has low Res and average Spd, meaning any Blue Dragons (since she's a Red bow) will defeat her with ease.

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* '''Midori''' is just one of many bow users that shows that Takumi's nowhere near of a threat as he used to be. She has a slightly stronger variant of the Close Counter skill - Close Foil. She'll be granted +5 Atk and +5 Def automatically Atk/Def during combat if the foe wields a physical weapon, weapon and they initiate combat, giving her some room to survive an attack and attack strike back stronger. Plus stronger, plus her kit and weapon Spendthrift Bow+ will make it so any attacker will have even lower attack Atk (she gains 7 +7 Atk while you lose 7 also inflicting -7 Atk to her foe during combat against her).combat). The only real weakness she has is that she has low Res and average Spd, meaning any Blue Dragons (since she's a Red bow) will defeat her with ease.




!!Blue units

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\n!!Blue units[[/folder]]

[[folder:Blue units]]



* 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 attacks, 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, 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.



* '''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 skill 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. 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.




!!Green units

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\n!!Green units[[/folder]]

[[folder:Green units]]





!!Colorless units
* '''Wings of Fate Hinoka''' isn't too tough compared to other units, but for very specific teams, she's hell to deal with. Since she's a bow, she already has a weapon super effective against fliers, and her Warrior Princess makes it effective against Armor units as well - along with giving her some extra attack. Her high resistance also makes her able to shrug off magic attacks. Her mobility's also great when it comes to fliers, as she has Flier Formation and Flier Guidance - meaning she can move a lot farther if she happens to be paired with other flying units. Also, January 2021 gave her weapon a refine (which is guaranteed to appear during higher levels of Forging Bonds and Hall of Forms), which allows her to lower the Atk, Def, and Spd of any foes 3 spaces from her along with the preexisting Atk/Spd buff if she's close to an ally, guaranteeing her to hit fast and hit hard. Besides of the risk of running a flying or armor team, she's a ''hard counter'' to a couple of Hall of Forms teams (which tends to give you at least a Tome, Flying and/or Armor unit), especially the ''Sacred Stones'' themed one in late-June 2020 when you're given two Flying units and two Armor units. She was also released during Book II, so she's not affected by the purge that got rid of heroes from Book III onwards.
* '''Fallen Young Tiki'''. Essentially a rotational version of Legendary Tiki, she packs the same incredible stats, Distant Counter in her weapon and effectiveness against Dragons... and doesn't have the color disadvantage that her Legendary counterpart does. Good luck if you don't have an Anti-Dragon or Anti-Armor weapon in your capacity, because someone in your team will die trying to kill her otherwise. In addition to also being able to abuse Fighter skills (like her native Special Fighter), she's also a LightningBruiser if she happens to be solo as well, since Solitary Dream not only gives her boosts to all of her stats, but lets her move as far as an infantry unit, shutting down her previous weakness of low movement. Oh and even though she's not too rough during Forging Bonds (where her max level is 40), it's Tempest Trials and Hall of Forms where she becomes an absolute hell to deal with, especially if she's at the last map of the highest difficulty (or higher chambers in terms of Hall of Forms before they got rid of heroes released in Book III onwards entirely from there).
* '''Fallen Female Corrin'''. This infantry dragon packs BST comparable to Gen 2-3 ''Armored'' units, having incredible stats across the board. However, this isn't what makes her so strong - it's her weapon, which gives her up to +6 in ''every stat'' if she has no teammates nearby. As an enemy, Corrin is very liable to be the last one standing, meaning it's a lot easier for her weapon to fully activate than if a player is using her. Couple that with her native skills, like Atk/Spd Solo to further boost her offensive power and Sudden Panic to debuff just about anyone on your team, and you have a unit that's disproportionately difficult to take down, and can easily kill off any of your units in retaliation. Back before the Hall of Forms had enemies from Book III onwards, many people generally avoided any Hall of Forms map if it includes her, as unlike the other randomly generated maps, this counts as a waste of a Forma Torch.

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\n\n!!Colorless units\n* '''Dedue'''. His skill kit is focused on one thing: defend his allies from melee attacks. Dedue come with A/D Near Save, meaning that if a melee unit initiates on an ally within 2 spaces of him and that ally is not on an intraverable tile like mountains or water, and is also not within 2 spaces of another unit with a Near Save skill, he takes the place of that ally during combat, and he gains +4 Atk/Def during combat. Combined with his Steadfast Axe+ and Sturdy Stance 3 alongside his great MightyGlacier statline, he is practically immune to physical hits. Because of this, players need to be careful with initiating with melee units, since they need to check if Dedue is within 2 spaces of them during combat and create a MortonsFork scenario. However, his poor Spd and average Res means that he will fall to magical attacks with ease, but good luck if you only have physical units on your team.
[[/folder]]


[[folder:Colorless units]]
* '''Wings of Fate Hinoka''' isn't too tough compared to other units, but for very specific teams, she's hell to deal with. Since she's a bow, Bow unit, she already has a weapon super effective against fliers, and her Warrior Princess makes it effective against Armor units as well - along with giving her some extra attack. Atk. Her high resistance Res also makes her able to shrug off magic attacks. Her mobility's also great when it comes to fliers, as she has Flier Formation and Flier Guidance - meaning she can move a lot farther if she happens to be paired with other flying units. Also, January 2021 gave her weapon a refine (which is guaranteed to appear during higher levels of Forging Bonds and Hall of Forms), which allows her to lower the Atk, Def, Def and Spd of any foes 3 spaces from her along with the preexisting Atk/Spd buff if she's close to an ally, guaranteeing her to hit fast and hit hard. Besides of the risk of running a flying or armor team, she's a ''hard counter'' to a couple of Hall of Forms teams (which tends to give you at least a Tome, Flying and/or Armor unit), especially the ''Sacred Stones'' themed one in late-June 2020 when you're given two Flying units and two Armor units. She was also released during Book II, so she's not affected by the purge that got rid of heroes from Book III onwards.
* '''Fallen Young Tiki'''. Essentially a rotational version of Legendary Tiki, she packs the same incredible stats, Distant Counter in her weapon and effectiveness against Dragons... and doesn't have the color disadvantage that her Legendary counterpart does. Good luck if you don't have an Anti-Dragon or Anti-Armor weapon in your capacity, because someone in your team will die trying to kill her otherwise. In addition to also being able to abuse Fighter skills (like her native Special Fighter), she's also a LightningBruiser if she happens to be solo as well, since Solitary Dream not only gives her boosts to all of her stats, but lets her move as far as an infantry Infantry unit, shutting down her previous weakness of low movement. Oh and even though she's not too rough during Forging Bonds (where her max level is 40), it's Tempest Trials and Hall of Forms where she becomes an absolute hell to deal with, especially if she's at the last map of the highest difficulty (or higher chambers in terms of Hall of Forms before they got rid of heroes released in Book III onwards entirely from there).
* '''Fallen Female Corrin'''. This infantry dragon Infantry Dragon packs BST comparable to Gen 2-3 ''Armored'' units, having incredible stats across the board. However, this isn't what makes her so strong - it's her weapon, which gives her up to +6 in ''every stat'' if she has no teammates nearby. As an enemy, Corrin is very liable to be the last one standing, meaning it's a lot easier for her weapon to fully activate than if a player is using her. Couple that with her native skills, like Atk/Spd Solo 3 to further boost her offensive power and Sudden Panic to debuff just about anyone on your team, and you have a unit that's disproportionately difficult to take down, and can easily kill off any of your units in retaliation. Back before the Hall of Forms had enemies from Book III onwards, many people generally avoided any Hall of Forms map if it includes her, as unlike the other randomly generated maps, this counts as a waste of a Forma Torch.



* '''Shinon''' with his initial skill kit (in the Story Mode chapters alone assuming you're playing on Lunatic for Perfect Runs, you fight him ''3'' times) is a nightmare to deal with. Thought Midori was hell to deal with due to her access to Close Foil? This guy's weapon has Close Foil's advantages and then some built into it. Not only does it raise his Attack and Defense, it also raises his Speed and Res as well along with not having any weapon type or phase restrictions for it to activate. Additionally, it even speeds up his Special Cooldown, which charges for his skill Deadeye - which doubles the damage he deals with no way to reduce it outside of Specials like Aegis. His kit also contains Atk/Def Solo 4 and Lull Atk/Spd 3, which guarantees him to strike faster and harder than you if he's not adjacent with anyone. His only real weakness is that if he happens to be next to an ally, almost all of his advantages are shelved, but good luck if he happens to be the last foe on the map, or is otherwise spawned away from your other foes.

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* '''Shinon''' with his initial skill kit (in the Story Mode chapters alone assuming you're playing on Lunatic for Perfect Runs, you fight him ''3'' times) is a nightmare to deal with. Thought Midori was hell to deal with due to her access to Close Foil? This guy's weapon has Close Foil's advantages and then some built into it. Not only does it raise his Attack Atk and Defense, De, it also raises his Speed Spd and Res as well along with not having any weapon type or phase restrictions for it to activate. activate, only position requirements. Additionally, it even speeds up his Special Cooldown, which which, alongside Time's Pulse, charges him sooner for his skill Deadeye - which doubles the damage he deals with no way to reduce it outside of Specials like Aegis. His kit also contains Atk/Def Solo 4 and Lull Atk/Spd 3, which guarantees him to strike faster and harder than you if he's not adjacent with anyone. His only real weakness is that if he happens to be next to an ally, almost all of his advantages are shelved, but good luck if he happens to be the last foe on the map, or is otherwise spawned away from your other foes.foes.
* '''Sara''' is a Staff unit who you should look out for. Being a SquishyWizard, she has the Kia Staff, which allows her to deal regular damage with her Staff attacks, which alongside her Atk/Spd Push 4 and Dazzling Staff and great Atk and Spd, she will be a pain to deal with if she initiates combat, and with her high Res and Joint Drive Res, she can shrug off most magic attacks. She is also annoying as a support unit, as not only she has Return+, which acts like Reposition and heals her target ally, but the other effect of Kia Staff allows her to gives +6 Atk/Spd and removes all debuffs to her ally within 4 spaces of her with the lowest HP at the start of her turn, and prioritizes units that have any debuffs on them first before units that do not, meaning that you have to be careful with the unit she is restoring to full condition, as they have the potential to be devastating against your units. However, with her low HP and poor Def, she will fall against strong physical attacks.
[[/folder]]
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\n* Enemies with A/D Near Save or D/R Near Save. So far, the only units who have these access to these skills are Dedue (who is part of all rotations except for Forging Bonds) and Valentines Gustav (who is a seasonal unit). These skills allow the unit to take place of the unit that's getting attacked and get damaged in their place. This can be a pain if your Blue lance unit suddenly gets knocked out when attempting to take out a nearby Red. Dedue himself can be really tough for this reason. However, this can be a pain in (Insert Adjective Here) Hero Battles, especially Legendary ones, where the nameless enemy Armor units will LOVE to abuse this skill to no end.

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\n* Enemies with the Save skills, as they take the place of an ally within 2 spaces of them during combat if their foes are using a specific weapon range and initiate combat, meaning that they are treated as if they're adjacent to an ally, take all after combat effects such as from the Staff weapons, and protect that ally from said after combat effects. Although limited to Armor units, that also means that those who initiate on them need to have a way to defeat those units in one round of combat, as they often have high defenses to make sure that they can survive long enough to activate the Save skills again and waste turns of the player's units.




* '''Regular Ishtar''' is a GlassCannon, possessing a great offensive statline. She also wields the tome Mjölnir, which accelerates her special trigger while giving her +6 Spd if she initiates combat. Combined with her naturally high offenses, Swift Sparrow 2 and the fact that she comes with Moonbow by default, she'll be able to both double and fire off specials at a ridiculous rate - and they're going to hurt ''a lot''. She's also extremely fast, especially with Mjölnir and Swift Sparrow active, which means she can double most units, save for already fast characters. Things gets worse if she spawns with the unique refine for her Mjölnir, where it gives her an additional +5 Atk/Spd during combat and ignore any skills that deny any of her follow-up attacks. Finally, since she was part of the Book II roster, she will spawn in Hall of Forms. However, while her bulk isn't as bad as some other mages, she's still a glass cannon at her core and will fall quickly under enemy attacks.

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* '''Regular Ishtar''' is a GlassCannon, possessing a great offensive statline. She also wields the tome Mjölnir, which accelerates her special trigger while giving her +6 Spd if she initiates combat. Combined with her naturally high offenses, Swift Sparrow 2 and the fact that she comes with Moonbow by default, she'll be able to both double and fire off specials at a ridiculous rate - and they're going to hurt ''a lot''. She's also extremely fast, especially with Mjölnir and Swift Sparrow active, which means she can double most units, save for already fast characters. Things gets worse if she spawns with the unique refine for her Mjölnir, where it gives her an additional +5 Atk/Spd during combat and ignore any skills that deny any of her follow-up attacks. Finally, since she was part of the Book II roster, she will spawn in Hall of Forms. However, while her bulk isn't as bad as some other mages, she's still a glass cannon GlassCannon at her core and will fall quickly under enemy attacks.





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\n* '''Regular Ingrid''' is basically a more powerful version of Roderick, as she has a GlassCannon statline, and has the skillkit to exploit it, with Lúin giving her -1 special cooldown, and if she either initiates combat or is within 2 spaces of an ally, she gains +6 Spd, deal damage equal to 20% of her Spd, and if she has 5 or more Spd higher than her foe during combat, she prevents their counterattacks. What's more, she also has Atk/Spd Solo 4, Lull Spd/Def and Rouse Atk/Spd in order to make sure that her Spd reaches high enough and lower her foe's Spd enough to make sure that she prevents her foe from counterattacking, and finally Moonbow to pierce through her foe's defenses. Because she is still a GlassCannon, players can easily take her down, but they're otherwise have to be careful not to allow her to initiate combat.
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Duo Lif and Thrasir are seasonal heroes so they don't belong here. This page is for RSP units that appear randomly in certain PvE modes.


* '''Duo Lif and Thrasir''' are a red tome cavalry Duo Unit that is almost unfair to fight against. Chances are if you're running into 'em, they're on an Aether Raids defense team, ready to give you hell. Lif gets a guaranteed follow up attack if he's within 3 spaces of an ally, just like his regular version, and gets a huge stat ball of +6 to all stats, but he injures his closest ally (or allies) for 20 damage afterwards. With Atk/Def Push 4 and Lull Atk/Res, that's effectively even more bulk for him, and Fatal Smoke ensures that you also can't heal off any damage during or after combat, meaning any damage you sustain you just have to deal with. On top of that, his weapon pierces through half of any DamageReduction skill, so if you've been relying on that, you're in for a world of hurt.

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* '''Duo Lif and Thrasir''' are a red tome cavalry Duo Unit that is almost unfair to fight against. Chances are if you're running into 'em, they're on an Aether Raids defense team, ready to give you hell. Lif gets a guaranteed follow up attack if he's within 3 spaces of an ally, just like his regular version, and gets a huge stat ball of +6 to all stats, but he injures his closest ally (or allies) for 20 damage afterwards. With Atk/Def Push 4 and Lull Atk/Res, that's effectively even more bulk for him, and Fatal Smoke ensures that you also can't heal off any damage during or after combat, meaning any damage you sustain you just have to deal with. On top of that, his weapon pierces through half of any DamageReduction skill, so if you've been relying on that, you're in for a world of hurt.
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Duo Lif is a pain to fight.


** '''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. Even worse is if she's using her refined Ayra's Blade, which gives her -1 special cooldown, +3 Atk/Spd, and ignore skills that inflicts -1 special buildup on her and grants +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. As the game went on, however, unless she's using her refined Ayra's Blade, she became the least of player's worries as more powerful units were later release.

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** '''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. Even worse is if she's using She fell off after a while, but came back with a vengeance thanks to her refined Ayra's Blade, which weapon's refine. Now it gives her -1 special cooldown, Special, +3 Atk/Spd, and she can ignore skills that inflicts -1 special buildup on her and grants 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. As the game went on, however, unless she's using her refined Ayra's Blade, she became the least of player's worries as more powerful units were later release.





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\n* '''Duo Lif and Thrasir''' are a red tome cavalry Duo Unit that is almost unfair to fight against. Chances are if you're running into 'em, they're on an Aether Raids defense team, ready to give you hell. Lif gets a guaranteed follow up attack if he's within 3 spaces of an ally, just like his regular version, and gets a huge stat ball of +6 to all stats, but he injures his closest ally (or allies) for 20 damage afterwards. With Atk/Def Push 4 and Lull Atk/Res, that's effectively even more bulk for him, and Fatal Smoke ensures that you also can't heal off any damage during or after combat, meaning any damage you sustain you just have to deal with. On top of that, his weapon pierces through half of any DamageReduction skill, so if you've been relying on that, you're in for a world of hurt.
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* '''Jill''' is a LightningBruiser you don't want to initiate on your units, as her Talregan Axe gives her +6 Atk/Spd during combat if she either initiates combat or is within 2 spaces of an ally, allows her to have any of her follow-up attacks go before the foe can counterattack, and since it gives -1 special cooldown, she's going to activate her Moonbow in order to make sure that one of your units will have a high chance of dying to her. Worse still is that she has the skill kit to exploit this, as she has Atk/Spd Push 4, Chill Atk/Spd, and Spd/Def Rein in order to maximize her chances to defeating one of your units unharmed. With that said, her low Res is her biggest weakness, so any magic uses can take her down easily, but they should be careful that she's not in their range.
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** '''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. Even worse is if she's using her refined Ayra's Blade, which gives her -1 special cooldown, +3 Atk/Spd, and ignore skills that inflicts -1 special buildup on her and grants +1 special buildup on her foe during combat, as well as the unique refine giving her +5 Atk/Spd and 20% DamageReduction from the foe's first attack if her foe is at 75% HP or above at the start of combat. As the game went on, however, unless she's using her refined Ayra's Blade, she became the least of player's worries as more powerful units were later release.

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** '''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. Even worse is if she's using her refined Ayra's Blade, which gives her -1 special cooldown, +3 Atk/Spd, and ignore skills that inflicts -1 special buildup on her and grants +1 special buildup on her foe during combat, as well as the unique refine giving her +5 Atk/Spd +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. As the game went on, however, unless she's using her refined Ayra's Blade, she became the least of player's worries as more powerful units were later release.



* '''Regular Ishtar''' is a GlassCannon, possessing a great offensive statline. She also wields the tome Mjölnir, which accelerates her special trigger while giving her +6 Spd on initiation. Combined with her naturally high offenses, base kit (which includes Swift Sparrow 2) and the fact that she comes with Moonbow by default, she'll be able to both double and fire off specials at a ridiculous rate - and they're going to hurt ''a lot''. She's also extremely fast, especially with Mjölnir and Swift Sparrow active, which means she can double most units, save for already fast characters. However, while her bulk isn't as bad as some other mages, she's still a glass cannon at her core and will fall quickly under enemy attacks.

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* '''Regular Ishtar''' is a GlassCannon, possessing a great offensive statline. She also wields the tome Mjölnir, which accelerates her special trigger while giving her +6 Spd on initiation. if she initiates combat. Combined with her naturally high offenses, base kit (which includes Swift Sparrow 2) 2 and the fact that she comes with Moonbow by default, she'll be able to both double and fire off specials at a ridiculous rate - and they're going to hurt ''a lot''. She's also extremely fast, especially with Mjölnir and Swift Sparrow active, which means she can double most units, save for already fast characters. Things gets worse if she spawns with the unique refine for her Mjölnir, where it gives her an additional +5 Atk/Spd during combat and ignore any skills that deny any of her follow-up attacks. Finally, since she was part of the Book II roster, she will spawn in Hall of Forms. However, while her bulk isn't as bad as some other mages, she's still a glass cannon at her core and will fall quickly under enemy attacks.





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\n* '''Asbel''', normally a GlassCannon, is someone you shouldn't let initiate on you. His Grafcalibur gives him -1 special cooldown, effective damage against Fliers, and gives him +5 Atk/Spd/Def/Res and ignore any field stat buff his foe has during combat if he either initiates combat or is within 2 spaces of an ally. In addition, he has Fury 4, 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, though, he will fold against strong attacks, especially physical ones.

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** '''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. As the game went on, however, she became the least of player's worries as more powerful units were later release.

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** '''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. Even worse is if she's using her refined Ayra's Blade, which gives her -1 special cooldown, +3 Atk/Spd, and ignore skills that inflicts -1 special buildup on her and grants +1 special buildup on her foe during combat, as well as the unique refine giving her +5 Atk/Spd and 20% DamageReduction from the foe's first attack if her foe is at 75% HP or above at the start of combat. As the game went on, however, unless she's using her refined Ayra's Blade, she became the least of player's worries as more powerful units were later release.



** '''Larcei''' is basically a better version of her mother Ayra, and that mean trouble. She has Atk/Spd Solo to boost her Atk/Spd if she's not adjacent to an ally, Repel to both push one of your units back after she initiates combat while also making use of her high Spd to reduce damage, and Panic Smoke just to make sure that any bonuses on your heroes will be penalties instead. Her weapon Larcei's Edge reduces her cooldown by 1 and give her +4 Atk/Spd/Def/Res and ignore any bonuses on her foes if either she has higher Spd than her foe before combat or the foe is a full HP before the start of combat.

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** '''Larcei''' is basically a better another version of her mother Ayra, and that mean trouble. She has Atk/Spd Solo to boost her Atk/Spd if she's not adjacent to an ally, Repel to both push one of your units back after she initiates combat while also making use of her high Spd to reduce damage, and Panic Smoke just to make sure that any bonuses on your heroes will be penalties instead. Her weapon Larcei's Edge reduces her cooldown by 1 and give her +4 Atk/Spd/Def/Res and ignore any bonuses on her foes if either she has higher Spd than her foe before combat or the foe is a full HP before the start of combat.



* '''Karla''' is already a broken enough unit, but in the Tempest Trials, her base kit allows 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.]] And she isn't even as strong as Mareeta or Larcei, as mentioned above.

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* '''Karla''' is already a broken enough unit, comparable to the above Od members, but in the Tempest Trials, her base kit allows 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.]] And she isn't even as strong as Mareeta or Larcei, as mentioned above.



* '''Gatrie''' is a MightyGlacier with the highest Def stat in ''Heroes'', and that means trouble if you're using primarily physical units, and that gets higher with his default Fortress Def/Res 3. Not only that, but he also has by default Crafty Fighter, which is a strong combination of Guard and Quick Riposte, as it allows him to have a guaranteed follow-up attack and decelerates the foe's special buildup if the foe initiates combat and he has 25% HP or more at the start of combat, and his Spirited Lance+ allows him to gain +4 Atk/Def and accelerates his special buildup if he has any bonus applied to him at the start of combat, such as the Hone and Rally skills. 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.

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* '''Gatrie''' is a MightyGlacier with one of the highest Def stat stats in ''Heroes'', and that means trouble if you're using primarily physical units, and that gets higher with his default Fortress Def/Res 3. Not only that, but he also has by default Crafty Fighter, which is a strong combination of Guard and Quick Riposte, as it allows him to have a guaranteed follow-up attack and decelerates the foe's special buildup if the foe initiates combat and he has 25% HP or more at the start of combat, and his Spirited Lance+ allows him to gain +4 Atk/Def and accelerates his special buildup if he has any bonus applied to him at the start of combat, such as the Hone and Rally skills. 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.
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* '''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 increasing her damage depending on how much faster she is than her enemy, up to a maximum of ''7 damage''. 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. Her power can be further bolstered with the usage of flier buffs - although, like her usual self, she's terrible at taking hits, especially now that her flier status gives her a crippling weakness to bow users.

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* '''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''.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. Her power can be further bolstered with the usage of flier buffs - although, like her usual self, she's terrible at taking hits, especially now that her flier status gives her a crippling weakness to bow users.
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** 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. As the game went on, however, she became the least of player's worries as more powerful units were later release.
** Fallen Mareeta. Her Shadow Sword gives her -1 special cooldown and if she initiate combat and is at 50% HP or over, she has any follow-up attack go before the foe can counterattack. She also has Luna, Flashing Blade 4, and Null Follow-Up, which means with her natural high Spd, she will be dealing a lot of damage and possibly outright kill one of your units if she's fast enough. Her low Res and average Def makes her weak defensively, however, unlike...
** Regular Mareeta. She's an infantry sword wielder who gets a ton of stats simply by being away from her allies. With her weapon and Atk/Spd Solo, she gets ''+10 Atk/Spd'', as well as +4 Def and Res, 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 skill, which mitigates damage up to 40% depending on how much faster she is. In short, this essentially makes her much harder to defeat.
** Shannan brings a speed unit that can wall off physical units, bringing his Balmung, which if either the foe initiates combat or has full HP before the start of combat he gains +5 Atk/Spd/Def/Res and neutralizes any penalties on him, Steady Posture 3 which gives +6 Spd/Def and inflicts -1 special buildup on the foe if they initiate combat, Wrath to boost his special damage and also reduce his special cooldown by 1 at the start of each turn if he has taken enough damage, and finally Imperial Astra, which is the same as Ayra's Regnal Astra. That being said, he folds under easily with magical attacks on him.
** Larcei is basically a better version of her mother Ayra, and that mean trouble. She has Atk/Spd Solo to boost her Atk/Spd if she's not adjacent to an ally, Repel to both push one of your units back after she initiates combat while also making use of her high Spd to reduce damage, and Panic Smoke just to make sure that any bonuses on your heroes will be penalties instead. Her weapon Larcei's Edge reduces her cooldown by 1 and give her +4 Atk/Spd/Def/Res and ignore any bonuses on her foes if either she has higher Spd than her foe before combat or the foe is a full HP before the start of combat.
* Regular Sigurd, especially in modes like the Tempest Trials. He's a formidable unit, with great Def, bolstered further by Close Def, 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. 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.
* Karla is already a broken enough unit, but in the Tempest Trials, her base kit allows 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.]] And she isn't even as strong as Mareeta or Larcei, as mentioned above.
* Regular Tibarn. All flying beasts gain 1 extra movement if, at the start of their turn, they're adjacent to any beast or dragon allies and not adjacent to any other type of ally, meaning that if he's alone or is next to a beast or dragon ally, he has the movement of a cavalry unit (better make sure you know this when fighting him, because the Danger Zone will not tell you until he morphs into his beast form). Hawk King Claw gives him +3 Atk and if the opponent is at 100% HP he has a guaranteed follow-up attack if he initiates combat, and Sturdy Impact gives him +6 Atk, +10 Def, and ''negates any of the opponent's follow-up attacks'' if he initiates combat. When all but tanky units cannot take him on, he is certainly to be feared when faced against, and he even has enough Spd to make sure he can outspeed {{Mighty Glacier}}s with Quick Riposte or any of the defensive Fighter skills, should Sturdy Impact's nullification of denying any enemy follow-up attacks and his Hawk King Claw's guaranteed follow-up attack should be cancelled out.
* Regular Lethe, as her weapon and A skill makes her bring trouble to players. She has Spd/Def Solo, which gives her +6 Spd/Def during combat if she's not adjacent to any ally, and her Brazen Cat Fang gives her +3 Spd, and gives her +6 Atk/Spd during combat if she's not adjacent to any ally, and coupled with the Cavalry Beast effect of inflicting -4 Atk/Def on the foe during combat if she initiates, she hitting hard and fast. However, her low Res means that any decent Blue mage can take her down easily, but players need to be careful of her 3 movement.
* Regular Idunn is a pretty devastating unit that can spell an end to your team if you're not careful. Even for an armored unit, her mixed bulk is ''incredible'' - making it so that even with her low speed, most units won't be able to kill her in one round even if they double. Considering the fact she can't be debuffed at all, and in fact ''gets stronger'' if debuffed, she will most likely tank most things you throw at her, then retaliate and destroy anything that isn't a bulky blue unit. Thankfully Distant Counter isn't part of her kit.
* Zofia's Call 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 will make her move farther than she should and will finish anyone out of position.
* 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, but the worst of all is the rest of the skills. She has Blazing Wind, the best out of all the AOE specials in the game, Special Spiral, which gives her -2 special cooldown if she activated her special before or during combat, Pulse Smoke, which inflicts +1 special cooldown to the target and all foes within 2 spaces of the target up to their max special cooldown count, and Life and Death 4. However, since she is still a GlassCannon with her low defenses with everything equipped, any strong attackers will take her down in one round.
* Kiria is a walking debuff. While she is a SquishyWizard, her Mirage Rod inflicts -6 Atk/Res to any enemies within 2 spaces of her during combat, and she has Lull Atk/Res, which inflicts on the foe -3 Atk/Res and ignores any field buffs on those stats during combat, so she inflicts '''-9''' Atk/Res, making her surprisingly tanky. However, her low Spd and average HP and Def means that any decent physical attacker will fell her easily.
* Midori is just one of many bow users that shows that Takumi's nowhere near of a threat as he used to be. She has a slightly stronger variant of the Close Counter skill - Close Foil. She'll be granted +5 Atk and +5 Def automatically if the foe wields a physical weapon, giving her some room to survive an attack and attack back stronger. Plus her kit and weapon will make it so any attacker will have even lower attack (she gains 7 while you lose 7 during combat against her). The only real weakness she has is that she has low Res and average Spd, meaning any Blue Dragons (since she's a Red bow) will defeat her with ease.
* Surviving a special from Regular Lysithea is nigh impossible, even for the bulkiest of blue tanks. Lysithea's insane Atk stat, combined with her busted weapon and ways to jack her attack stat to insane amounts, coupled with her kit helping with special acceleration and nullifying any buffs on their Res means that if you can't dash in and kill her first, you not probably, not maybe, but WILL get one of your units killed (Bye bye perfect AR offense) when her turn comes around. The only thing stopping her from being a GameBreaker is that she's a very extreme SquishyWizard[=/=]GlassCannon.
* Fallen Ike is a major force to deal with, as he has Darting Breath to charge up his specials faster if the foe initiates combat, Repel to reduce damage he takes if he's faster than his foe, and Atk/Spd Oath to give him +5 Atk/Spd at the start of his turn, all to go along with his Mayham Aether and high Spd, but Chaos Ragnell is the worst of the bunch, as if he's debuffed at the start of combat, he reverses them during combat, so if you have skills such as Chill Spd and Chill Atk, you're just making him stronger during combat.
* Fallen Julia, despite being a SquishyWizard, is a major force to deal with, especially alone with her weapon Dark Scripture and A Skill Atk/Res Solo 4. Dark Scripture give her +3 Atk and, when she's alone, allows her to inflict -6 Atk/Res on the foe, and if they don't have any Dragon effectiveness on them, she gets a guaranteed follow-up attack. That's not all: she also has Light and Dark from her Legendary variant, meaning that she inflicts -2 Atk/Spd/Def/Res on her foe during combat, ignore any field stat buffs the foe has, and negate any skills that target the user's lower defensive stats, meaning that any field stat buffs will not help you defend against her. In fact, she has Panic Smoke, meaning that any field stat buffs will hinder your units further against her if she attacks after combat. She thankfully has low Spd and Def, but if she initiates on your units, unless they either have high natural Res and/or are Blue, they're more likely as good as dead.
* 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.


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** Ayra.'''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. As the game went on, however, she became the least of player's worries as more powerful units were later release.
** Fallen Mareeta.'''Fallen Mareeta'''. Her Shadow Sword gives her -1 special cooldown and if she initiate combat and is at 50% HP or over, she has any follow-up attack go before the foe can counterattack. She also has Luna, Flashing Blade 4, and Null Follow-Up, which means with her natural high Spd, she will be dealing a lot of damage and possibly outright kill one of your units if she's fast enough. Her low Res and average Def makes her weak defensively, however, unlike...
** Regular Mareeta.'''Regular Mareeta'''. She's an infantry sword wielder who gets a ton of stats simply by being away from her allies. With her weapon and Atk/Spd Solo, she gets ''+10 Atk/Spd'', as well as +4 Def and Res, 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 skill, which mitigates damage up to 40% depending on how much faster she is. In short, this essentially makes her much harder to defeat.
** Shannan '''Shannan''' brings a speed unit that can wall off physical units, bringing his Balmung, which if either the foe initiates combat or has full HP before the start of combat he gains +5 Atk/Spd/Def/Res and neutralizes any penalties on him, Steady Posture 3 which gives +6 Spd/Def and inflicts -1 special buildup on the foe if they initiate combat, Wrath to boost his special damage and also reduce his special cooldown by 1 at the start of each turn if he has taken enough damage, and finally Imperial Astra, which is the same as Ayra's Regnal Astra. That being said, he folds under easily with magical attacks on him.
** Larcei '''Larcei''' is basically a better version of her mother Ayra, and that mean trouble. She has Atk/Spd Solo to boost her Atk/Spd if she's not adjacent to an ally, Repel to both push one of your units back after she initiates combat while also making use of her high Spd to reduce damage, and Panic Smoke just to make sure that any bonuses on your heroes will be penalties instead. Her weapon Larcei's Edge reduces her cooldown by 1 and give her +4 Atk/Spd/Def/Res and ignore any bonuses on her foes if either she has higher Spd than her foe before combat or the foe is a full HP before the start of combat.
* Regular Sigurd, '''Regular Sigurd''', especially in modes like the Tempest Trials. He's a formidable unit, with great Def, bolstered further by Close Def, 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. 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.
* Karla '''Karla''' is already a broken enough unit, but in the Tempest Trials, her base kit allows 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.]] And she isn't even as strong as Mareeta or Larcei, as mentioned above.
* Regular Tibarn.'''Regular Tibarn'''. All flying beasts gain 1 extra movement if, at the start of their turn, they're adjacent to any beast or dragon allies and not adjacent to any other type of ally, meaning that if he's alone or is next to a beast or dragon ally, he has the movement of a cavalry unit (better make sure you know this when fighting him, because the Danger Zone will not tell you until he morphs into his beast form). Hawk King Claw gives him +3 Atk and if the opponent is at 100% HP he has a guaranteed follow-up attack if he initiates combat, and Sturdy Impact gives him +6 Atk, +10 Def, and ''negates any of the opponent's follow-up attacks'' if he initiates combat. When all but tanky units cannot take him on, he is certainly to be feared when faced against, and he even has enough Spd to make sure he can outspeed {{Mighty Glacier}}s with Quick Riposte or any of the defensive Fighter skills, should Sturdy Impact's nullification of denying any enemy follow-up attacks and his Hawk King Claw's guaranteed follow-up attack should be cancelled out.
* Regular Lethe, '''Regular Lethe''', as her weapon and A skill makes her bring trouble to players. She has Spd/Def Solo, which gives her +6 Spd/Def during combat if she's not adjacent to any ally, and her Brazen Cat Fang gives her +3 Spd, and gives her +6 Atk/Spd during combat if she's not adjacent to any ally, and coupled with the Cavalry Beast effect of inflicting -4 Atk/Def on the foe during combat if she initiates, she hitting hard and fast. However, her low Res means that any decent Blue mage can take her down easily, but players need to be careful of her 3 movement.
* Regular Idunn '''Regular Idunn''' is a pretty devastating unit that can spell an end to your team if you're not careful. Even for an armored unit, her mixed bulk is ''incredible'' - making it so that even with her low speed, most units won't be able to kill her in one round even if they double. Considering the fact she can't be debuffed at all, and in fact ''gets stronger'' if debuffed, she will most likely tank most things you throw at her, then retaliate and destroy anything that isn't a bulky blue unit. Thankfully Distant Counter isn't part of her kit.
* Zofia's '''Zofia's Call Catria.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 will make her move farther than she should and will finish anyone out of position.
* Igrene '''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, but the worst of all is the rest of the skills. She has Blazing Wind, the best out of all the AOE specials in the game, Special Spiral, which gives her -2 special cooldown if she activated her special before or during combat, Pulse Smoke, which inflicts +1 special cooldown to the target and all foes within 2 spaces of the target up to their max special cooldown count, and Life and Death 4. However, since she is still a GlassCannon with her low defenses with everything equipped, any strong attackers will take her down in one round.
* Kiria '''Kiria''' is a walking debuff. While she is a SquishyWizard, her Mirage Rod inflicts -6 Atk/Res to any enemies within 2 spaces of her during combat, and she has Lull Atk/Res, which inflicts on the foe -3 Atk/Res and ignores any field buffs on those stats during combat, so she inflicts '''-9''' Atk/Res, making her surprisingly tanky. However, her low Spd and average HP and Def means that any decent physical attacker will fell her easily.
* Midori '''Midori''' is just one of many bow users that shows that Takumi's nowhere near of a threat as he used to be. She has a slightly stronger variant of the Close Counter skill - Close Foil. She'll be granted +5 Atk and +5 Def automatically if the foe wields a physical weapon, giving her some room to survive an attack and attack back stronger. Plus her kit and weapon will make it so any attacker will have even lower attack (she gains 7 while you lose 7 during combat against her). The only real weakness she has is that she has low Res and average Spd, meaning any Blue Dragons (since she's a Red bow) will defeat her with ease.
* Surviving a special from Regular Lysithea '''Regular Lysithea''' is nigh impossible, even for the bulkiest of blue tanks. Lysithea's insane Atk stat, combined with her busted weapon and ways to jack her attack stat to insane amounts, coupled with her kit helping with special acceleration and nullifying any buffs on their Res means that if you can't dash in and kill her first, you not probably, not maybe, but WILL get one of your units killed (Bye bye perfect AR offense) when her turn comes around. The only thing stopping her from being a GameBreaker is that she's a very extreme SquishyWizard[=/=]GlassCannon.
* Fallen Ike '''Fallen Ike''' is a major force to deal with, as he has Darting Breath to charge up his specials faster if the foe initiates combat, Repel to reduce damage he takes if he's faster than his foe, and Atk/Spd Oath to give him +5 Atk/Spd at the start of his turn, all to go along with his Mayham Aether and high Spd, but Chaos Ragnell is the worst of the bunch, as if he's debuffed at the start of combat, he reverses them during combat, so if you have skills such as Chill Spd and Chill Atk, you're just making him stronger during combat.
* Fallen Julia, '''Fallen Julia''', despite being a SquishyWizard, is a major force to deal with, especially alone with her weapon Dark Scripture and A Skill Atk/Res Solo 4. Dark Scripture give her +3 Atk and, when she's alone, allows her to inflict -6 Atk/Res on the foe, and if they don't have any Dragon effectiveness on them, she gets a guaranteed follow-up attack. That's not all: she also has Light and Dark from her Legendary variant, meaning that she inflicts -2 Atk/Spd/Def/Res on her foe during combat, ignore any field stat buffs the foe has, and negate any skills that target the user's lower defensive stats, meaning that any field stat buffs will not help you defend against her. In fact, she has Panic Smoke, meaning that any field stat buffs will hinder your units further against her if she attacks after combat. She thankfully has low Spd and Def, but if she initiates on your units, unless they either have high natural Res and/or are Blue, they're more likely as good as dead.
* Catherine '''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.




* Fallen Hardin serves as an incredible mixed tank, possessing high stats across the board - even his lowest stat, speed, is still enough to stop enemy doubles if he's given some buffs. With 36/32 defenses and 34 attack, he can both take and deal tons of damage, especially since his default weapon Gradivus already comes with the Distant Counter effect built in. Better still, he has Bold Fighter skill in his base kit, allowing him to attack twice and charge his specials faster when attacking foes. This combination of stats and skills overall makes him a terrifyingly strong unit.
* Regular Ishtar is a GlassCannon, possessing a great offensive statline. She also wields the tome Mjölnir, which accelerates her special trigger while giving her +6 speed on initiation. Combined with her naturally high offenses, base kit (which includes Swift Sparrow) and the fact that she comes with Moonbow by default, she'll be able to both double and fire off specials at a ridiculous rate - and they're going to hurt ''a lot''. She's also extremely fast, especially with Mjölnir and Swift Sparrow active, which means she can double most units, save for already fast characters. However, while her bulk isn't as bad as some other mages, she's still a glass cannon at her core and will fall quickly under enemy attacks.
* Ophelia can be deadly if not dispatched quickly in most modes. Her Chill Res 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. If you thought you can abuse the damage before combat to cheese her with Vantage, think again, [[ComplacentGamingSyndrome because the most common build found in AR defense will run Hardy Bearing to prevent you from doing so]]. Thankfully her Special only activates during her phase, meaning you can attack her without her countering with one.
* Regular Selkie. This Blue Beast Cavalier is a force of nature that players should fear going against if they're not prepared for her. As a Beast Cavalry, she have 3 Movement and a default weapon effect for cavalry that denies enemy follow-up attacks, as well as inflict -4 Atk/Def if she initiates combat and is transformed, but it's her weapon that makes her a pain to go against: Foxkit Fang. It give her +3 Res, and if she has higher Res than the enemy and they wield a melee weapon, she gains +1 Atk/Spd/Def/Res during combat for every 2 Res she has higher than her foe, with a cap just to prevent her from being ''very'' broken, and she has very high Res with her weapon equipped. 6 Res higher than her foe? She gains +3 Atk/Spd/Def/Res during combat. 16+ more? '''+8''' Atk/Spd/Def/Res, beating even ''Armored'' units in terms of BST. Helping her to gain those stats in combat is her default Even Res Wave, which gives her +6 Res at the start of even turns, giving her more Res to make her weapon work. The only real weakness is that Foxkit Fang doesn't affect Ranged foes, both offensively and defensively, and her low Def, so a Dagger or Bow user that attacks her can stop her in her tracks, especially if they're Green.
* Fallen Berkut, unlike his regular variant, is an optimised 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, 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...
* Regular Dimitri. He is a Lance Cavalier has MightyGlacier stats, but his skill set is the reason he's annoying to face against. He has Death Blow 4 to give him +8 Atk if he initiates combat, and Lull Atk/Def which inflict -3 Atk/Def on the target, as well as negate any field buffs on the target's Atk/Def during combat. The worst of it all is his Noble Lance: It gives him +3 Atk, and if either both him and the target are at full HP, or both are not at full HP, he gets a guaranteed follow-up attack. Because everyone is at full HP at the start of the map, outside of multimap modes, he ''will'' be doing a guaranteed follow-up on your units, and with his Death Blow 4 and Lull Atk/Def, he ''will'' be punching dents on your tanks. His only weakness is his low Res and below average Spd.
* 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, which gives him +6 Atk/Def if he's not adjacent to any allies during combat, Atk/Spd Lull, which inflicts -3 Atk/Spd on the opponent and negates any field buffs on those stats during combat, and Rouse Def/Res, which gives him +6 Def/Res if he's not adjacent to an ally at the start of his turn. 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.
* Sirius. He's a unit you don't want to fight by himself, having a great Atk/Spd line that's boosted further by his weapon and kit. Along with a Killer effect, his weapon gives him +4 Atk/Spd/Def/Res if by his lonesome, which's boost further by having Atk/Spd Solo. On top of all that, he has Lull Atk/Spd, meaning he'll boost his power and speed even further while preventing your units from having boosts in them 'and' strengthen his own, his devastating strength all topped off by having Luna which he will more than likely will use with his incredible Spd.
* Fallen Male Corrin. This Infantry Dragon is just a few stats away from reaching Gen 4 ''Armored'' units, having incredible stats across the board. However, it's his entire skill kit that is the most worrying about him. His Brutal Breath gives him up to +5 Atk/Spd/Def/Res the less allies he has within 2 spaces of him, and inflicts -1 special cooldown to his foe if he has one or no allies within the same range, Atk/Spd Solo 4 to give him +7 Atk/Spd when he's alone, Rouse Spd/Def to give him +6 Spd/Def at the start of his turn with the same activation conditions, and Null Follow-Up just to make things harder. Unlike his female counterpart, he is blue, but that also means that anyone not green or with dragon effective weapons will be dragon food to him if he's not handled properly.
* Duessel is another unit you don't want to fight by himself, as he is a MightyGlacier that has skills that will raise his defenses sky high, to the point that they can reach the ''50~60s'' range. Obsidian Lance gives him +3 Def and a guaranteed follow-up attack and inflicts -6 Atk/Def on the foe during combat if he's not adjacent to an ally, Bonfire, Def/Res Solo 4, Lull Atk/Def, and Rouse Def/Res. The only reasonable way to stop him is to target his lower Res, but even then that's nothing to sneeze at without any AntiCavalry magic weapons.


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* Fallen Hardin '''Fallen Hardin''' serves as an incredible mixed tank, possessing high stats across the board - even his lowest stat, speed, is still enough to stop enemy doubles if he's given some buffs. With 36/32 defenses and 34 attack, he can both take and deal tons of damage, especially since his default weapon Gradivus already comes with the Distant Counter effect built in. Better still, he has Bold Fighter skill in his base kit, allowing him to attack twice and charge his specials faster when attacking foes. This combination of stats and skills overall makes him a terrifyingly strong unit.
* Regular Ishtar '''Regular Ishtar''' is a GlassCannon, possessing a great offensive statline. She also wields the tome Mjölnir, which accelerates her special trigger while giving her +6 speed Spd on initiation. Combined with her naturally high offenses, base kit (which includes Swift Sparrow) Sparrow 2) and the fact that she comes with Moonbow by default, she'll be able to both double and fire off specials at a ridiculous rate - and they're going to hurt ''a lot''. She's also extremely fast, especially with Mjölnir and Swift Sparrow active, which means she can double most units, save for already fast characters. However, while her bulk isn't as bad as some other mages, she's still a glass cannon at her core and will fall quickly under enemy attacks.
* Ophelia '''Ophelia''' can be deadly if not dispatched quickly in most modes. Her Chill Res 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. If you thought you can abuse the damage before combat to cheese her with Vantage, think again, [[ComplacentGamingSyndrome because the most common build found in AR defense will run Hardy Bearing to prevent you from doing so]]. Thankfully her Special only activates during her phase, meaning you can attack her without her countering with one.
* Regular Selkie.'''Regular Selkie'''. This Blue Beast Cavalier is a force of nature that players should fear going against if they're not prepared for her. As a Beast Cavalry, she have 3 Movement and a default weapon effect for cavalry that denies enemy follow-up attacks, as well as inflict -4 Atk/Def if she initiates combat and is transformed, but it's her weapon that makes her a pain to go against: Foxkit Fang. It give her +3 Res, and if she has higher Res than the enemy and they wield a melee weapon, she gains +1 Atk/Spd/Def/Res during combat for every 2 Res she has higher than her foe, with a cap just to prevent her from being ''very'' broken, and she has very high Res with her weapon equipped. 6 Res higher than her foe? She gains +3 Atk/Spd/Def/Res during combat. 16+ more? '''+8''' Atk/Spd/Def/Res, beating even ''Armored'' units in terms of BST. Helping her to gain those stats in combat is her default Even Res Wave, which gives her +6 Res at the start of even turns, giving her more Res to make her weapon work. The only real weakness is that Foxkit Fang doesn't affect Ranged foes, both offensively and defensively, and her low Def, so a Dagger or Bow user that attacks her can stop her in her tracks, especially if they're Green.
* Fallen Berkut, '''Fallen Berkut''', unlike his regular variant, is an optimised 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, 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...
* Regular Dimitri.'''Regular Dimitri'''. He is a Lance Cavalier has MightyGlacier stats, but his skill set is the reason he's annoying to face against. He has Death Blow 4 to give him +8 Atk if he initiates combat, and Lull Atk/Def which inflict -3 Atk/Def on the target, as well as negate any field buffs on the target's Atk/Def during combat. The worst of it all is his Noble Lance: It gives him +3 Atk, and if either both him and the target are at full HP, or both are not at full HP, he gets a guaranteed follow-up attack. Because everyone is at full HP at the start of the map, outside of multimap modes, he ''will'' be doing a guaranteed follow-up on your units, and with his Death Blow 4 and Lull Atk/Def, he ''will'' be punching dents on your tanks. His only weakness is his low Res and below average Spd.
* Perceval.'''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, which gives him +6 Atk/Def if he's not adjacent to any allies during combat, Atk/Spd Lull, which inflicts -3 Atk/Spd on the opponent and negates any field buffs on those stats during combat, and Rouse Def/Res, which gives him +6 Def/Res if he's not adjacent to an ally at the start of his turn. 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.
* Sirius.'''Sirius'''. He's a unit you don't want to fight by himself, having a great Atk/Spd line that's boosted further by his weapon and kit. Along with a Killer effect, his weapon gives him +4 Atk/Spd/Def/Res if by his lonesome, which's boost further by having Atk/Spd Solo. On top of all that, he has Lull Atk/Spd, meaning he'll boost his power and speed even further while preventing your units from having boosts in them 'and' strengthen his own, his devastating strength all topped off by having Luna which he will more than likely will use with his incredible Spd.
* Fallen '''Fallen Male Corrin.Corrin'''. This Infantry Dragon is just a few stats away from reaching Gen 4 ''Armored'' units, having incredible stats across the board. However, it's his entire skill kit that is the most worrying about him. His Brutal Breath gives him up to +5 Atk/Spd/Def/Res the less allies he has within 2 spaces of him, and inflicts -1 special cooldown to his foe if he has one or no allies within the same range, Atk/Spd Solo 4 to give him +7 Atk/Spd when he's alone, Rouse Spd/Def to give him +6 Spd/Def at the start of his turn with the same activation conditions, and Null Follow-Up just to make things harder. Unlike his female counterpart, he is blue, but that also means that anyone not green or with dragon effective weapons will be dragon food to him if he's not handled properly.
* Duessel '''Gatrie''' is a MightyGlacier with the highest Def stat in ''Heroes'', and that means trouble if you're using primarily physical units, and that gets higher with his default Fortress Def/Res 3. Not only that, but he also has by default Crafty Fighter, which is a strong combination of Guard and Quick Riposte, as it allows him to have a guaranteed follow-up attack and decelerates the foe's special buildup if the foe initiates combat and he has 25% HP or more at the start of combat, and his Spirited Lance+ allows him to gain +4 Atk/Def and accelerates his special buildup if he has any bonus applied to him at the start of combat, such as the Hone and Rally skills. 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.
* '''Duessel'''
is another unit you don't want to fight by himself, as he is a MightyGlacier that has skills that will raise his defenses sky high, to the point that they can reach the ''50~60s'' range. Obsidian Lance gives him +3 Def and a guaranteed follow-up attack and inflicts -6 Atk/Def on the foe during combat if he's not adjacent to an ally, Bonfire, Def/Res Solo 4, Lull Atk/Def, and Rouse Def/Res. The only reasonable way to stop him is to target his lower Res, but even then that's nothing to sneeze at without any AntiCavalry magic weapons.




* Surtr is a menace from his sheer presence alone. He keeps Sinmara and comes with additional skills that make fighting him during either player phase or enemy phase tricky. Only the sturdiest units can stand a chance of surviving a debuff and attack from him, and otherwise there are few who can reliably one-round KO him. While Surtr is manageable if you're manually controlling everyone, if you're auto-battling he can spell a hasty end for your team. He was so disruptive that a later update specifically prevents him from appearing in certain modes, so you didn't have to build a team just to deal with him.
* Yarne's weapon kit makes him one of the few randomly generated named characters to possess Galeforce, making him rather dangerous. If you don't have any means of killing him quickly (his Res is thankfully pathetically low, meaning Tomes and Dragons can safely take care of him), he'll end up tearing your team apart by possibly activating Galeforce (unlike other characters who possess it, he can activate it fast, considering when he's at least at 75% health, his special count ''drops by two'' after he attacks. He's also a Beast Cavalry, meaning you're already dealing with a long-range threat as well. Depending on the circumstances, he'll attack again and have the potential to kill two members from your team if you're not properly prepared.
* 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 further powers up her offensive and defensive abilities when alone, while Rouse Atk/Def ''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.
* Regular Hilda. As a fast Axe Infantry, her skill kit will make great user of her GlassCannon stats. Her Freikugel gives her +3 Spd and all allies within 2 spaces of her +4 Atk/Spd if they have more Def than her, while she herself gets +6 Atk/Spd if she has no allies within 2 spaces of her with more Def than her. Now take into account the fact that she has Atk/Spd Solo, which gives her +6 Atk/Spd during combat if she is not adjacent to an ally, which means on a team with lower Def than her, she gains '''+12''' Atk/Spd during combat if she is alone. She also has Null Follow-Up to make sure that she laughs in the face of Axebreaker, the Fighter skills and the like. Her only weakness is her low Res and average HP, but good luck trying to defeating her in one round.
* Gerik is a pain to go up against thanks to his high HP to activate Sudden Panic and Infantry Pulse 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. His low Res and being unable to counterattack is his major downfall, however.
* 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 increasing her damage depending on how much faster she is than her enemy, up to a maximum of ''7 damage''. 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. Her power can be further bolstered with the usage of flier buffs - although, like her usual self, she's terrible at taking hits, especially now that her flier status gives her a crippling weakness to bow users.
* Lewyn has average Atk and high Spd, but his power lies within his personal weapon, the tome Forseti. Not only does it give him +3 Spd, it gives him a sort of inverted Desperation effect: if he's above 50% HP, his follow-ups will always hit before his opponent's counterattack. And considering how fast he is, he's going to be doubling a lot. The ability to double his opponent before they can retaliate makes him an incredible threat that's able to dispatch most enemies before they even get the chance to retaliate. And if that's not enough, he comes with the Special Spiral skill, which gives him -2 special cooldown every time he ends a round of combat using his Special, allowing him to fire them off like a machine gun. However, like other mages, he still suffers from low defenses - while difficult, anything that can weather his attacks will usually defeat him in short order.
* Mamori. With an already strong defensive statline, her Mirage Axe is what makes her especially tanky in that not only does she get +6 in both stats, she also prevents follow-ups both of which if she has so much as one ally within 2 spaces of her, which's even harder to prevent since being an armoured unit means she's not moving too far from her allies. Top it off with Shield Session, which gives her up to ''9+'' in Defense and Resistance depending on how many units have acted and you have a unit who's incredibly hard to get rid of.
* Annette. Not only does have Rally Atk/Spd+ alongside Def/Res Ruse to strengthen her ally and debuff your units while also likely keeping herself a way from the range of fire of your units, her weapon gives the unit she buffs ''+1 movement'', which the only units that thankfully do not get that movement buff is ranged cavaliers. On top of that, her weapon also lets her target the lower of a unit's Def/Res as well and with her great Atk, she'll definitely put a dent in even the bulkiest of units.
* Shamir, normally a GlassCannon, is someone you shouldn't leave alone. A Green Infantry Bow, her Survivalist Bow gives her -1 special cooldown, and she gains +6 Atk/Spd during combat and if the foe is at 80% HP or above at the start of combat she prevents enemy counterattacks, if she is not adjacent to an ally. She also has Moonbow, Atk/Spd Solo 4, Null Follow-Up, and Rouse Atk/Spd, making her more stronger if she's not next to an ally and is guaranteed to deal serious damage if you let her initiate combat. However, because she has high offenses but low defenses, she can easily be taken down by any strong attacks, especially if they're red, but you still need to be careful trying to get her into range of those units.
* If refined weapons are available for randomly generated heroes, then Rhajat is one to be feared against. Her Obsessive Curse normally allows her to deal effective damage against cavalry foes and inflicts -5 Spd/Res to all foes within 2 spaces of her during combat, but the unique refine for her makes her one of the worst heroes to face against if you let her attack, as the unique refine allows her to inflict 7 damage and a status effect that prevents the unit from counterattacking to the target and all their allies within 2 spaces of the target after combat if she attacked. Because of that, players have to prioritize taking her out as soon as possible, but with her default Rally Atk/Def, she would most likely create a MortonsFork scenario if she's near another powerful unit.


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* Surtr '''Surtr''' is a menace from his sheer presence alone. He keeps Sinmara and comes with additional skills that make fighting him during either player phase or enemy phase tricky. Only the sturdiest units can stand a chance of surviving a debuff and attack from him, and otherwise there are few who can reliably one-round KO him. While Surtr is manageable if you're manually controlling everyone, if you're auto-battling he can spell a hasty end for your team. He was so disruptive that a later update specifically prevents him from appearing in certain modes, so you didn't have to build a team just to deal with him.
* Yarne's '''Yarne'''. His weapon kit makes him one of the few randomly generated named characters to possess Galeforce, making him rather dangerous. If you don't have any means of killing him quickly (his Res is thankfully pathetically low, meaning Tomes and Dragons can safely take care of him), he'll end up tearing your team apart by possibly activating Galeforce (unlike other characters who possess it, he can activate it fast, considering when he's at least at 75% health, his special count ''drops by two'' after he attacks. He's also a Beast Cavalry, meaning you're already dealing with a long-range threat as well. Depending on the circumstances, he'll attack again and have the potential to kill two members from your team if you're not properly prepared.
* Regular Edelgard, '''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 further powers up her offensive and defensive abilities when alone, while Rouse Atk/Def ''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.
* Regular Hilda.'''Regular Hilda'''. As a fast Axe Infantry, her skill kit will make great user of her GlassCannon stats. Her Freikugel gives her +3 Spd and all allies within 2 spaces of her +4 Atk/Spd if they have more Def than her, while she herself gets +6 Atk/Spd if she has no allies within 2 spaces of her with more Def than her. Now take into account the fact that she has Atk/Spd Solo, which gives her +6 Atk/Spd during combat if she is not adjacent to an ally, which means on a team with lower Def than her, she gains '''+12''' Atk/Spd during combat if she is alone. She also has Null Follow-Up to make sure that she laughs in the face of Axebreaker, the Fighter skills and the like. Her only weakness is her low Res and average HP, but good luck trying to defeating her in one round.
* Gerik '''Gerik''' is a pain to go up against thanks to his high HP to activate Sudden Panic and Infantry Pulse 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. His low Res and being unable to counterattack is his major downfall, however.
* Scattered '''Scattered Fangs Nino 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 increasing her damage depending on how much faster she is than her enemy, up to a maximum of ''7 damage''. 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. Her power can be further bolstered with the usage of flier buffs - although, like her usual self, she's terrible at taking hits, especially now that her flier status gives her a crippling weakness to bow users.
* Lewyn '''Lewyn''' has average Atk and high Spd, but his power lies within his personal weapon, the tome Forseti. Not only does it give him +3 Spd, it gives him a sort of inverted Desperation effect: if he's above 50% HP, his follow-ups will always hit before his opponent's counterattack. And considering how fast he is, he's going to be doubling a lot. The ability to double his opponent before they can retaliate makes him an incredible threat that's able to dispatch most enemies before they even get the chance to retaliate. If refinable weapons are generated on enemy heroes, then his refined Forseti becomes worse to face against, with it now lowering the HP threshold to 25% or above, as well as giving him +4 Atk/Spd during combat if he initiates combat as well, and the unique refine further giving him +4 Atk/Spd, as well as ignoring any field stat debuffs on his Atk and Spd, as well as any field stat buffs on his opponent's Atk and Spd if the foe is at 75% HP or over at the start of combat. Combined with his default Swift Sparrow 2, he gains '''+12''' Atk/Spd if he initiates combat and everything is in his favor. And if that's not enough, he comes with the Special Spiral skill, Spiral, which gives him -2 special cooldown every time he ends a round of combat using his Special, allowing him to fire them Glimmer off like a machine gun. Finally, he was released during Book II, so he was excluded from the purge of Book III units and beyond in Hall of Forms. However, like other mages, he still suffers from low defenses - while difficult, anything that can weather his attacks will usually defeat him in short order.
order.
* Mamori.'''Mamori'''. With an already strong defensive statline, her Mirage Axe is what makes her especially tanky in that not only does she get +6 in both stats, she also prevents follow-ups both of which if she has so much as one ally within 2 spaces of her, which's even harder to prevent since being an armoured unit means she's not moving too far from her allies. Top it off with Shield Session, which gives her up to ''9+'' in Defense and Resistance depending on how many units have acted and you have a unit who's incredibly hard to get rid of.
* Annette.'''Annette'''. Not only does have Rally Atk/Spd+ alongside Def/Res Ruse to strengthen her ally and debuff your units while also likely keeping herself a way from the range of fire of your units, her weapon gives the unit she buffs ''+1 movement'', which the only units that thankfully do not get that movement buff is ranged cavaliers. On top of that, her weapon also lets her target the lower of a unit's Def/Res as well and with her great Atk, she'll definitely put a dent in even the bulkiest of units.
* Shamir, '''Shamir''', normally a GlassCannon, is someone you shouldn't leave alone. A Green Infantry Bow, her Survivalist Bow gives her -1 special cooldown, and she gains +6 Atk/Spd during combat and if the foe is at 80% HP or above at the start of combat she prevents enemy counterattacks, if she is not adjacent to an ally. She also has Moonbow, Atk/Spd Solo 4, Null Follow-Up, and Rouse Atk/Spd, making her more stronger if she's not next to an ally and is guaranteed to deal serious damage if you let her initiate combat. However, because she has high offenses but low defenses, she can easily be taken down by any strong attacks, especially if they're red, but you still need to be careful trying to get her into range of those units.
* If refined weapons are available for randomly generated heroes, then Rhajat '''Rhajat''' is one to be feared against. Her Obsessive Curse normally allows her to deal effective damage against cavalry foes and inflicts -5 Spd/Res to all foes within 2 spaces of her during combat, but the unique refine for her makes her one of the worst heroes to face against if you let her attack, as the unique refine allows her to inflict 7 damage and a status effect that prevents the unit from counterattacking to the target and all their allies within 2 spaces of the target after combat if she attacked. Because of that, players have to prioritize taking her out as soon as possible, but with her default Rally Atk/Def, she would most likely create a MortonsFork scenario if she's near another powerful unit.




* Wings of Fate Hinoka isn't too tough compared to other units, but for very specific teams, she's hell to deal with. Since she's a bow, she already has a weapon super effective against fliers, and her Warrior Princess makes it effective against Armor units as well - along with giving her some extra attack. Her high resistance also makes her able to shrug off magic attacks. Her mobility's also great when it comes to fliers, as she has Flier Formation and Flier Guidance - meaning she can move a lot farther if she happens to be paired with other flying units. Also, January 2021 gave her weapon a refine (which is guaranteed to appear during higher levels of Forging Bonds and Hall of Forms), which allows her to lower the Atk, Def, and Spd of any foes 3 spaces from her along with the preexisting Atk/Spd buff if she's close to an ally, guaranteeing her to hit fast and hit hard. Besides of the risk of running a flying or armor team, she's a ''hard counter'' to a couple of Hall of Forms teams (which tends to give you at least a Tome, Flying and/or Armor unit), especially the ''Sacred Stones'' themed one in late-June 2020 when you're given two Flying units and two Armor units. She was also released during Book II, so she's not affected by the purge that got rid of heroes from Book III onwards.
* Fallen Tiki. Essentially a rotational version of Legendary Tiki, she packs the same incredible stats, Distant Counter in her weapon and effectiveness against Dragons... and doesn't have the color disadvantage that her Legendary counterpart does. Good luck if you don't have an Anti-Dragon or Anti-Armor weapon in your capacity, because someone in your team will die trying to kill her otherwise. In addition to also being able to abuse Fighter skills (like her native Special Fighter), she's also a LightningBruiser if she happens to be solo as well, since Solitary Dream not only gives her boosts to all of her stats, but lets her move as far as an infantry unit, shutting down her previous weakness of low movement. Oh and even though she's not too rough during Forging Bonds (where her max level is 40), it's Tempest Trials and Hall of Forms where she becomes an absolute hell to deal with, especially if she's at the last map of the highest difficulty (or higher chambers in terms of Hall of Forms before they got rid of heroes released in Book III onwards entirely from there).
* Fallen Female Corrin. This infantry dragon packs BST comparable to Gen 2-3 ''Armored'' units, having incredible stats across the board. However, this isn't what makes her so strong - it's her weapon, which gives her up to +6 in ''every stat'' if she has no teammates nearby. As an enemy, Corrin is very liable to be the last one standing, meaning it's a lot easier for her weapon to fully activate than if a player is using her. Couple that with her native skills, like Atk/Spd Solo to further boost her offensive power and Sudden Panic to debuff just about anyone on your team, and you have a unit that's disproportionately difficult to take down, and can easily kill off any of your units in retaliation. Back before the Hall of Forms had enemies from Book III onwards, many people generally avoided any Hall of Forms map if it includes her, as unlike the other randomly generated maps, this counts as a waste of a Forma Torch.
* Eleonora has a GlassCannon statline, but what makes her annoying is her weapon and A skill. She has Atk/Spd Push 4, which gives her +7 Atk/Spd during combat if she is at 25% HP or over before the start of combat, and her Mirage Bow gives her +3 Spd and if she is faster than her foe, ''prevents them from counterattacking''. Thanks to her high Spd she will negate counterattacks from the majority of the roster, while her fragility does not matter if she's faster than her foe, and this is before any buffs are applied to her Spd. She also has Rally Atk/Spd+ and Spd/Def Ruse to make sure that anyone within her and her ally's line of sight will be debuffed and won't build up their special while also giving her ally +6 Atk/Spd just to rub it in. With that said, her defenses are low, and coupled with her average HP, she will go down if any nuker attacks her.
* Leila is a GlassCannon, as she has Life and Death 4, but her Constant Dagger gives her +5 Atk/Spd during combat if she initiates, so she would most likely be able to one round anyone within her range, and thanks to her Rally Atk/Spd+ and Atk/Def Ruse, she will be debuffing your Atk/Def of your units and make sure that they will not build up their special while also giving +6 Atk/Spd to one of her allies. Since she is still a GlassCannon, however, she can fold under any strong attacker. Just be thankful that the second effect of her Constant Dagger does not activate if she's on the enemy side, unlike Eleonora before her.
* Shinon with his initial skill kit (in the Story Mode chapters alone assuming you're playing on Lunatic for Perfect Runs, you fight him ''3'' times) is a nightmare to deal with. Thought Midori was hell to deal with due to her access to Close Foil? This guy's weapon has Close Foil's advantages and then some built into it. Not only does it raise his Attack and Defense, it also raises his Speed and Res as well along with not having any weapon type or phase restrictions for it to activate. Additionally, it even speeds up his Special Cooldown, which charges for his skill Deadeye - which doubles the damage he deals with no way to reduce it outside of Specials like Aegis. His kit also contains Atk/Def Solo 4 and Lull Atk/Spd 3, which guarantees him to strike faster and harder than you if he's not adjacent with anyone. His only real weakness is that if he happens to be next to an ally, almost all of his advantages are shelved, but good luck if he happens to be the last foe on the map, or is otherwise spawned away from your other foes.

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* Wings '''Wings of Fate Hinoka Hinoka''' isn't too tough compared to other units, but for very specific teams, she's hell to deal with. Since she's a bow, she already has a weapon super effective against fliers, and her Warrior Princess makes it effective against Armor units as well - along with giving her some extra attack. Her high resistance also makes her able to shrug off magic attacks. Her mobility's also great when it comes to fliers, as she has Flier Formation and Flier Guidance - meaning she can move a lot farther if she happens to be paired with other flying units. Also, January 2021 gave her weapon a refine (which is guaranteed to appear during higher levels of Forging Bonds and Hall of Forms), which allows her to lower the Atk, Def, and Spd of any foes 3 spaces from her along with the preexisting Atk/Spd buff if she's close to an ally, guaranteeing her to hit fast and hit hard. Besides of the risk of running a flying or armor team, she's a ''hard counter'' to a couple of Hall of Forms teams (which tends to give you at least a Tome, Flying and/or Armor unit), especially the ''Sacred Stones'' themed one in late-June 2020 when you're given two Flying units and two Armor units. She was also released during Book II, so she's not affected by the purge that got rid of heroes from Book III onwards.
* Fallen Tiki.'''Fallen Young Tiki'''. Essentially a rotational version of Legendary Tiki, she packs the same incredible stats, Distant Counter in her weapon and effectiveness against Dragons... and doesn't have the color disadvantage that her Legendary counterpart does. Good luck if you don't have an Anti-Dragon or Anti-Armor weapon in your capacity, because someone in your team will die trying to kill her otherwise. In addition to also being able to abuse Fighter skills (like her native Special Fighter), she's also a LightningBruiser if she happens to be solo as well, since Solitary Dream not only gives her boosts to all of her stats, but lets her move as far as an infantry unit, shutting down her previous weakness of low movement. Oh and even though she's not too rough during Forging Bonds (where her max level is 40), it's Tempest Trials and Hall of Forms where she becomes an absolute hell to deal with, especially if she's at the last map of the highest difficulty (or higher chambers in terms of Hall of Forms before they got rid of heroes released in Book III onwards entirely from there).
* Fallen '''Fallen Female Corrin.Corrin'''. This infantry dragon packs BST comparable to Gen 2-3 ''Armored'' units, having incredible stats across the board. However, this isn't what makes her so strong - it's her weapon, which gives her up to +6 in ''every stat'' if she has no teammates nearby. As an enemy, Corrin is very liable to be the last one standing, meaning it's a lot easier for her weapon to fully activate than if a player is using her. Couple that with her native skills, like Atk/Spd Solo to further boost her offensive power and Sudden Panic to debuff just about anyone on your team, and you have a unit that's disproportionately difficult to take down, and can easily kill off any of your units in retaliation. Back before the Hall of Forms had enemies from Book III onwards, many people generally avoided any Hall of Forms map if it includes her, as unlike the other randomly generated maps, this counts as a waste of a Forma Torch.
* Eleonora '''Eleonora''' has a GlassCannon statline, but what makes her annoying is her weapon and A skill. She has Atk/Spd Push 4, which gives her +7 Atk/Spd during combat if she is at 25% HP or over before the start of combat, and her Mirage Bow gives her +3 Spd and if she is faster than her foe, ''prevents them from counterattacking''. Thanks to her high Spd she will negate counterattacks from the majority of the roster, while her fragility does not matter if she's faster than her foe, and this is before any buffs are applied to her Spd. She also has Rally Atk/Spd+ and Spd/Def Ruse to make sure that anyone within her and her ally's line of sight will be debuffed and won't build up their special while also giving her ally +6 Atk/Spd just to rub it in. With that said, her defenses are low, and coupled with her average HP, she will go down if any nuker attacks her.
* Leila '''Leila''' is a GlassCannon, as she has Life and Death 4, but her Constant Dagger gives her +5 Atk/Spd during combat if she initiates, so she would most likely be able to one round anyone within her range, and thanks to her Rally Atk/Spd+ and Atk/Def Ruse, she will be debuffing your Atk/Def of your units and make sure that they will not build up their special while also giving +6 Atk/Spd to one of her allies. Since she is still a GlassCannon, however, she can fold under any strong attacker. Just be thankful that the second effect of her Constant Dagger does not activate if she's on the enemy side, unlike Eleonora before her.
* Shinon '''Shinon''' with his initial skill kit (in the Story Mode chapters alone assuming you're playing on Lunatic for Perfect Runs, you fight him ''3'' times) is a nightmare to deal with. Thought Midori was hell to deal with due to her access to Close Foil? This guy's weapon has Close Foil's advantages and then some built into it. Not only does it raise his Attack and Defense, it also raises his Speed and Res as well along with not having any weapon type or phase restrictions for it to activate. Additionally, it even speeds up his Special Cooldown, which charges for his skill Deadeye - which doubles the damage he deals with no way to reduce it outside of Specials like Aegis. His kit also contains Atk/Def Solo 4 and Lull Atk/Spd 3, which guarantees him to strike faster and harder than you if he's not adjacent with anyone. His only real weakness is that if he happens to be next to an ally, almost all of his advantages are shelved, but good luck if he happens to be the last foe on the map, or is otherwise spawned away from your other foes.
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* Sigurd, especially in modes like the Tempest Trials. He's a formidable unit, with great Def, bolstered further by Close Def, 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. Take too long to defeat him and [[LastChanceHitPoint Miracle]] will activate, letting him survive. 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.

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* Regular Sigurd, especially in modes like the Tempest Trials. He's a formidable unit, with great Def, bolstered further by Close Def, 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. 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.him, but they too should be careful if Sigurd has his refined Divine Tyrfing.



* Ophelia can be deadly if not dispatched quickly in most modes. Her Chill Res 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. If you thought you can abuse the damage before combat to cheese her with Vantage, think again, [[COmplacentGamingSyndrome because the most common build found in AR defense will run Hardy Bearing to prevent you from doing so]]. Thankfully her Special only activates during her phase, meaning you can attack her without her countering with one.

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* Ophelia can be deadly if not dispatched quickly in most modes. Her Chill Res 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. If you thought you can abuse the damage before combat to cheese her with Vantage, think again, [[COmplacentGamingSyndrome [[ComplacentGamingSyndrome because the most common build found in AR defense will run Hardy Bearing to prevent you from doing so]]. Thankfully her Special only activates during her phase, meaning you can attack her without her countering with one.



* Sirius. He's a unit you don't want to fight by himself, having a great Atk/Spd line that's boosted further by his weapon and kit. Along with a Killer effect, his weapon gives him a full +4 boost if by his lonesome, which's boost further by having Atk/Spd Solo. On top of all that, he has Lull Atk/Spd, meaning he'll boost his power and speed even further while preventing your units from having boosts in them 'and' strengthen his own, his devastating strength all topped off by having Luna which he will more than likely will use with his incredible Spd.

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* Sirius. He's a unit you don't want to fight by himself, having a great Atk/Spd line that's boosted further by his weapon and kit. Along with a Killer effect, his weapon gives him a full +4 boost Atk/Spd/Def/Res if by his lonesome, which's boost further by having Atk/Spd Solo. On top of all that, he has Lull Atk/Spd, meaning he'll boost his power and speed even further while preventing your units from having boosts in them 'and' strengthen his own, his devastating strength all topped off by having Luna which he will more than likely will use with his incredible Spd.



* Duessel is another unit you don't want to fight by himself, as he is a MightyGlacier that has skills that will raise his defenses sky high, to the point that they can reach the ''50~60s'' range. Obsidian Lance gives him +3 Def and a guaranteed follow-up attack and inflicts -6 Atk/Def on the foe during combat if he's not adjacent to an ally, Bonfire, Def/Res Solo 4, Lull Atk/Def, and Rouse Def/Res. The only reasonable way to stop him is to target his lower Res, but even then that's nothing to sneeze at.


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* Duessel is another unit you don't want to fight by himself, as he is a MightyGlacier that has skills that will raise his defenses sky high, to the point that they can reach the ''50~60s'' range. Obsidian Lance gives him +3 Def and a guaranteed follow-up attack and inflicts -6 Atk/Def on the foe during combat if he's not adjacent to an ally, Bonfire, Def/Res Solo 4, Lull Atk/Def, and Rouse Def/Res. The only reasonable way to stop him is to target his lower Res, but even then that's nothing to sneeze at.

at without any AntiCavalry magic weapons.




* Shamir, normally a GlassCannon, is someone you shouldn't leave alone. A Green Infantry Bow, her Survivalist Bow gives her -1 special cooldown, and she gains +6 Atk/Spd during combat and if the foe is at 80% HP or above at the start of combat she prevents enemy counterattacks, if she is not adjancent to an ally. She also has Moonbow, Atk/Spd Solo 4, Null Follow-Up, and Rouse Atk/Spd, making her more stronger if she's not next to an ally and is guaranteed to deal serious damage if you let her initiate combat. However, because she has high offenses but low defenses, she can easily be taken down by any strong attacks, especially if they're red, but you still need to be careful trying to get her into range of those units.
* If refinable weapons are available for randomly generated heroes, then Rhajat is one to be feared against. Her Obsessive Curse normally allows her to deal effective damage against cavalry foes and inflicts -5 Spd/Res to all foes within 2 spaces of her during combat, but the unique refine for her makes her one of the worst heroes to face against if you let her attack, as the unique refine allows her to inflict 7 damage and a status effect that prevents the unit from counterattacking to the target and all their allies within 2 spaces of the target after combat if she attacked. Because of that, players have to prioritize taking her out as soon as possible, but with her default Rally Atk/Def, she would most likely create a MortonsFork scenario if she's near another powerful unit.


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* Shamir, normally a GlassCannon, is someone you shouldn't leave alone. A Green Infantry Bow, her Survivalist Bow gives her -1 special cooldown, and she gains +6 Atk/Spd during combat and if the foe is at 80% HP or above at the start of combat she prevents enemy counterattacks, if she is not adjancent adjacent to an ally. She also has Moonbow, Atk/Spd Solo 4, Null Follow-Up, and Rouse Atk/Spd, making her more stronger if she's not next to an ally and is guaranteed to deal serious damage if you let her initiate combat. However, because she has high offenses but low defenses, she can easily be taken down by any strong attacks, especially if they're red, but you still need to be careful trying to get her into range of those units.
* If refinable refined weapons are available for randomly generated heroes, then Rhajat is one to be feared against. Her Obsessive Curse normally allows her to deal effective damage against cavalry foes and inflicts -5 Spd/Res to all foes within 2 spaces of her during combat, but the unique refine for her makes her one of the worst heroes to face against if you let her attack, as the unique refine allows her to inflict 7 damage and a status effect that prevents the unit from counterattacking to the target and all their allies within 2 spaces of the target after combat if she attacked. Because of that, players have to prioritize taking her out as soon as possible, but with her default Rally Atk/Def, she would most likely create a MortonsFork scenario if she's near another powerful unit.

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* Wings of Fate Hinoka isn't too tough compared to other units, but for very specific teams, she's hell to deal with. Since she's a bow, she already has a weapon super effective against fliers, and her Warrior Princess makes it effective against Armor units as well - along with giving her some extra attack. Her high resistance also makes her able to shrug off magic attacks. Her mobility's also great when it comes to fliers, as she has Flier Formation and Flier Guidance - meaning she can move a lot farther if she happens to be paired with other flying units. Why specific teams? Besides of the risk of running a flying or armor team, she's a ''hard counter'' to a couple of Hall of Forms teams (which tends to give you at least a Tome, Flying and/or Armor unit), especially the ''Sacred Stones'' themed one in late-June 2020 when you're given two Flying units and two Armor units. She was also released during Book II, so she's not affected by the purge that got rid of heroes from Book III onwards.

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* Wings of Fate Hinoka isn't too tough compared to other units, but for very specific teams, she's hell to deal with. Since she's a bow, she already has a weapon super effective against fliers, and her Warrior Princess makes it effective against Armor units as well - along with giving her some extra attack. Her high resistance also makes her able to shrug off magic attacks. Her mobility's also great when it comes to fliers, as she has Flier Formation and Flier Guidance - meaning she can move a lot farther if she happens to be paired with other flying units. Why specific teams? Also, January 2021 gave her weapon a refine (which is guaranteed to appear during higher levels of Forging Bonds and Hall of Forms), which allows her to lower the Atk, Def, and Spd of any foes 3 spaces from her along with the preexisting Atk/Spd buff if she's close to an ally, guaranteeing her to hit fast and hit hard. Besides of the risk of running a flying or armor team, she's a ''hard counter'' to a couple of Hall of Forms teams (which tends to give you at least a Tome, Flying and/or Armor unit), especially the ''Sacred Stones'' themed one in late-June 2020 when you're given two Flying units and two Armor units. She was also released during Book II, so she's not affected by the purge that got rid of heroes from Book III onwards.
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* During Røkkr Sieges, just about every Røkkr that is either colorless or a dagger user (or [[BreadEggsBreadedEggs both]]). Colorless Røkkr are much more difficult to manage as they are outside of weapon triangle, which makes it impossible to build a team to abuse the 20% bonus provided by it (in particular, it's ''significantly'' harder to reach the 150000 damage needed to get the accessory vs colorless Røkkr). Meanwhile dagger using Røkkr are problematic due to their DamageIncreasingDebuff, forcing players to sacrifice damage for additional survivability, not to mention dagger users generally have enough speed to avoid doubles.


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* During Røkkr Sieges, just about every Røkkr that is either colorless or a dagger user (or [[BreadEggsBreadedEggs both]]). Colorless Røkkr are much more difficult to manage as they are outside of weapon triangle, which makes it impossible to build a team to abuse the 20% bonus provided by it (in particular, it's ''significantly'' harder to reach the 150000 damage needed to get the accessory vs colorless Røkkr). Meanwhile dagger using Røkkr are problematic due to their DamageIncreasingDebuff, forcing players to sacrifice damage for additional survivability, not to mention dagger users generally have enough speed Spd to avoid doubles.

doubles from {{Mighty Glacier}}s and JackOfAllStats.




* Duessel is another unit you don't want to fight by himself, as he is a MightyGlacier has skills that will raise his defenses sky high, to the point that they can reach the ''50~60s'' range. Obsidian Lance gives him +3 Def and a guaranteed follow-up attack and inflicts -6 Atk/Def on the foe during combat if he's not adjacent to an ally, Bonfire, Def/Res Solo 4, Lull Atk/Def, and Rouse Def/Res. The only reasonable way to stop him is to target his lower Res, but even then that's nothing to sneeze at.


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* Duessel is another unit you don't want to fight by himself, as he is a MightyGlacier that has skills that will raise his defenses sky high, to the point that they can reach the ''50~60s'' range. Obsidian Lance gives him +3 Def and a guaranteed follow-up attack and inflicts -6 Atk/Def on the foe during combat if he's not adjacent to an ally, Bonfire, Def/Res Solo 4, Lull Atk/Def, and Rouse Def/Res. The only reasonable way to stop him is to target his lower Res, but even then that's nothing to sneeze at.






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\n* If refinable weapons are available for randomly generated heroes, then Rhajat is one to be feared against. Her Obsessive Curse normally allows her to deal effective damage against cavalry foes and inflicts -5 Spd/Res to all foes within 2 spaces of her during combat, but the unique refine for her makes her one of the worst heroes to face against if you let her attack, as the unique refine allows her to inflict 7 damage and a status effect that prevents the unit from counterattacking to the target and all their allies within 2 spaces of the target after combat if she attacked. Because of that, players have to prioritize taking her out as soon as possible, but with her default Rally Atk/Def, she would most likely create a MortonsFork scenario if she's near another powerful unit.

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\n* During Røkkr Sieges, just about every Røkkr that is either colorless or a dagger user (or [[BreadEggsBreadedEggs both]]). Colorless Røkkr are much more difficult to manage as they are outside of weapon triangle, which makes it impossible to build a team to abuse the 20% bonus provided by it (in particular, it's ''significantly'' harder to reach the 150000 damage needed to get the accessory vs colorless Røkkr). Meanwhile dagger using Røkkr are problematic due to their DamageIncreasingDebuff, forcing players to sacrifice damage for additional survivability, not to mention dagger users generally have enough speed to avoid doubles.

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None


* Wings of Fate Hinoka isn't too tough compared to other units, but for very specific teams, she's hell to deal with. Since she's a bow, she already has a weapon super effective against fliers, and her Warrior Princess makes it effective against Armor units as well - along with giving her some extra attack. Her high resistance also makes her able to shrug off magic attacks. Her mobility's also great when it comes to fliers, as she has Flier Formation and Flier Guidance - meaning she can move a lot farther if she happens to be paired with other flying units. Why specific teams? Besides of the risk of running a flying or armor team, she's a ''hard counter'' to a couple of Hall of Forms teams (which tends to give you at least a Tome, Flying and/or Armor unit), especially the ''Sacred Stones'' themed one in late-June 2020 when you're given two Flying units and two Armor units.

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* Wings of Fate Hinoka isn't too tough compared to other units, but for very specific teams, she's hell to deal with. Since she's a bow, she already has a weapon super effective against fliers, and her Warrior Princess makes it effective against Armor units as well - along with giving her some extra attack. Her high resistance also makes her able to shrug off magic attacks. Her mobility's also great when it comes to fliers, as she has Flier Formation and Flier Guidance - meaning she can move a lot farther if she happens to be paired with other flying units. Why specific teams? Besides of the risk of running a flying or armor team, she's a ''hard counter'' to a couple of Hall of Forms teams (which tends to give you at least a Tome, Flying and/or Armor unit), especially the ''Sacred Stones'' themed one in late-June 2020 when you're given two Flying units and two Armor units. She was also released during Book II, so she's not affected by the purge that got rid of heroes from Book III onwards.

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