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* Effie and LightningBruiser are synonyms. Sporting a brutal '''60%''' strength growth is already quite good, but unlike most characters, she also has a very high speed growth which cancels out the main weakness of her class while also giving her good defenses.

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* Effie and LightningBruiser are synonyms. Sporting a brutal '''60%''' '''80%''' strength growth is already quite good, but unlike most characters, she also has a very high speed growth which cancels out the main weakness of her class while also giving her good defenses.
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*** Takumi can also reclass into the DLC-exclusive Ballistician class. One of the skills that ballistician adds essentially lets him act as a mobile ballista turret (albeit with slightly lower range), using his equipped bow for its stats. Although the ballista command can only reduce enemies to one health, he can easily soften up entire groups of enemies for the rest of your army. This makes Birthright and Revelations' final bosses obscenely easy to fight, even on Lunatic mode.

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*** Takumi can also reclass into the DLC-exclusive Ballistician class. One of the skills that ballistician adds essentially lets him act as a mobile ballista turret (albeit with slightly lower range), using his equipped bow for its stats. Although the ballista command can only reduce enemies to one health, he can easily soften up entire groups of enemies for the rest of your army. This makes He can combine this with the Fujin Yum to make Birthright and Revelations' final bosses obscenely easy to fight, even on Lunatic mode.

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*** Takumi can also reclass into the DLC-exclusive Ballistician class. One of the skills that ballistician adds essentially lets him act as a mobile ballista turret (albeit with slightly lower range), using his equipped bow for its stats. Although the ballista command can only reduce enemies to one health, this makes Birthright and Revelations' final boss obscenely easy to fight.

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*** Takumi can also reclass into the DLC-exclusive Ballistician class. One of the skills that ballistician adds essentially lets him act as a mobile ballista turret (albeit with slightly lower range), using his equipped bow for its stats. Although the ballista command can only reduce enemies to one health, this he can easily soften up entire groups of enemies for the rest of your army. This makes Birthright and Revelations' final boss bosses obscenely easy to fight.fight, even on Lunatic mode.
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*** Takumi can also reclass into the DLC-exclusive Ballistician class. One of the skills that ballistician adds essentially lets him act as a mobile ballista turret (albeit with slightly lower range), using his equipped bow for its stats. Although the ballista command can only reduce enemies to one health, this makes Birthright and Revelations' final boss obscenely easy to fight.
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* Benny is the most BoringButPractical character in the game, but that doesn't stop him from being the best wall in the game. He starts out regardless of difficulty with really good base stats, to the point where in revelations he completely eclipses Effie by joining the same chapter as her and having higher values than her in every stat including strength (Effie's best stat and overall focus). He can also be promoted immediately if min maxing isn't an option. his growth rates are amazing by a non royals standard, having good strength and skill, absurd defense and HP, and an absurdly high resistance stat of 50%, a res stat many mages don't get in fates, let alone an armor knight (the class which is the most magically susceptible in the game) his speed is pretty horrendous at 10% growth single digit speed base but generals get access to the wary fighter skill, making it impossible for him to double (something he literally could never do with out a lot of rallies and the enemies speed nerfed from daggers anyways)but makes it impossible for enemies to double him. as a general alone he will generally cap defense with ease to the point that many enemies on even lunatic difficulty wont even bother attacking him because they wont damage him and he'll knock their health low enough for a weaker unit to finish them off. even mages will struggle to bring him down due to having the highest hp growth of the first gen and good res. with all factors included Benny can get renewal to be impossible to stop from even the endgame bosses AND there back up, he can get magic counter to easily one round mages, sol from his fighter line to give him great self sustain, and heavy blade from Vanguard as he wont be using speed ever so its essentially a free buff to his strength. Benny's only real problem is he's really slow from a meta standard, unlike Ryoma who can clear through anything in a single turn Benny will need at least two rounds to effectively deal with someone, as well as a flier to ferry him to the actual fight, but considering how the upside is literally someone most enemies won't even bother attacking due to his unmatched bulk on all fronts its not that bad of a trade off if the player doesn't care about turn counts.

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* Benny is the most BoringButPractical character in the game, but that doesn't stop him from being the best wall in the game. He starts out regardless of difficulty with really good base stats, to the point where in revelations Revelations he completely eclipses Effie by joining the same chapter as her and having higher values than her in every stat including strength (Effie's best stat and overall focus). He can also be promoted immediately if min maxing isn't an option. his His growth rates are amazing by a non royals non-royals standard, having good strength and skill, absurd defense and HP, and an absurdly high resistance stat of 50%, a res stat many mages don't get in fates, Fates, let alone an armor knight (the class which is the most magically susceptible in the game) his speed is pretty horrendous at 10% growth single digit speed base but generals Generals get access to the wary fighter Wary Fighter skill, making it impossible for him to double (something he literally could never do with out a lot of rallies and the enemies speed nerfed from daggers anyways)but anyways) but makes it impossible for enemies to double him. as As a general General alone he will generally cap defense with ease to the point that many enemies on even lunatic Lunatic difficulty wont won't even bother attacking him because they wont won't damage him and he'll knock their health low enough for a weaker unit to finish them off. even Even mages will struggle to bring him down due to having the highest hp HP growth of the first gen and good res. with With all factors included Benny can get renewal Renewal to be impossible to stop from even the endgame bosses AND there their back up, he can get magic counter Countermagic to easily one round mages, sol Sol from his fighter Fighter line to give him great self sustain, sustainability, and heavy blade Heavy Blade from Vanguard as he wont won't be using speed ever so its essentially a free buff to his strength. Benny's only real problem is he's really slow from a meta standard, unlike Ryoma who can clear through anything in a single turn Benny will need at least two rounds to effectively deal with someone, as well as a flier to ferry him to the actual fight, but considering how the upside is literally someone most enemies won't even bother attacking due to his unmatched bulk on all fronts its not that bad of a trade off if the player doesn't care about turn counts.
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* Benny is the most BoringButPractical character in the game, but that doesn't stop him from being the best wall in the game. He starts out regardless of difficulty with really good base stats, to the point where in revelations he completely eclipses Effie by joining the same chapter as her and having higher values than her in every stat including strength (Effie's best stat and overall focus). He can also be promoted immediately if min maxing isn't an option. his growth rates are amazing by a non royals standard, having good strength and skill, absurd defense and HP, and an absurdly high resistance stat of 50%, a res stat many mages don't get in fates, let alone an armor knight (the class which is the most magically susceptible in the game) his speed is pretty horrendous at 10% growth single digit speed base but generals get access to the wary fighter skill, making it impossible for him to double (something he literally could never do with out a lot of rallies and the enemies speed nerfed from daggers anyways)but makes it impossible for enemies to double him. as a general alone he will generally cap defense with ease to the point that many enemies on even lunatic difficulty wont even bother attacking him because they wont damage him and he'll knock their health low enough for a weaker unit to finish them off. even mages will struggle to bring him down due to having the highest hp growth of the first gen and good res. with all factors included Benny can get renewal to be impossible to stop from even the endgame bosses AND there back up, he can get magic counter to easily one round mages, sol from his fighter line to give him great self sustain, and heavy blade from Vanguard as he wont be using speed ever so its essentially a free buff to his strength. Benny's only real problem is he's really slow from a meta standard, unlike Ryoma who can clear through anything in a single turn Benny will need at least two rounds to effectively deal with someone, as well as a flier to ferry him to the actual fight, but considering how the upside is literally someone most enemies won't even bother attacking due to his unmatched bulk on all fronts its not that bad of a trade off if the player doesn't care about turn counts.
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** Sakura can be surprisingly powerful but you wouldn't know it right off the bat. She starts off as a simple Shrine Maiden healer that can promote to a [[CombatMedic Priestess]] or an [[RedMage Onmyoji]]. She gets a pretty good Magic, Luck and Resistance and having her as a Priestess really highlights her abilities... but while she'll perform nicely, she's forced to use bows which doesn't really go well with her naturally low Strength rate making her hard to train in the class. On the other hand, Onmyoji takes advantage of her much better Magic stat, but it doesn't highlight her full potential, especially with a low Luck cap, her best stat. Unfortunately for her, she doesn't have too much in terms of decent alternative classes especially since ''Birthright'' doesn't offer too much to magic users. In ''Revelation'' however, she has easy access to a Shining Bow, which allows her to attack with a 1-2 range Bow that uses her higher Magic stat allowing her to train much easier to get her Strength to where she needs it to. In addition, she can support with Elise (which gives her access to the Troubadour class line and its skills) and Leo (giving her access to the Dark Mage class line and its skills). The important skills to obtain from the Troubadour class line are Live to Serve (letting her be a great CombatMedic by being able to fight, heal, and also heal herself sufficiently enough), Rally Resistance (which helps mitigate ally damage from magical attacks) and most importantly, Inspiration (wherein any ally within 2 spaces deals +2 more damage and takes -2 less damage, which stacks with Sakura's personal skill) and Demoiselle (male allies within 2 spaces takes 2 less damage). Both skills are especially important as it should stack with Sakura's personal skill, meaning that the skills help mitigate any damage taken, to a total of -4 less damage taken (6 with Demoiselle). Meanwhile, the Dark Mage class line gives her a strong Magic class to be in that takes advantage of her good Magic modifier. She can also marry Jakob in ''Birthright'' and ''Revelation'' to also get access to the Troubadour class line, but in ''Revelation'' she's able to get that just by Friendship Sealing with Elise, allowing her to marry someone else. With all this, the final result is a powerful Priestess with a Shining Bow who can also serve as a great CombatMedic who can help reduce the damage her allies take.

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** Sakura can be surprisingly powerful powerful, but you wouldn't know it right off the bat. She starts off as a simple Shrine Maiden healer that can promote to a [[CombatMedic Priestess]] or an [[RedMage Onmyoji]]. She gets a pretty good Magic, Luck Luck, and Resistance Resistance, and having her as a Priestess really highlights her abilities... but while she'll perform nicely, she's forced to use bows bows, which doesn't really go well with her naturally low Strength rate rate, making her hard to train in the class. On the other hand, Onmyoji takes advantage of her much better Magic stat, but it doesn't highlight her full potential, especially with a low Luck cap, her best stat. Unfortunately for her, she doesn't have too much in terms of decent alternative classes classes, especially since ''Birthright'' doesn't offer too much to magic users. In ''Revelation'' ''Revelation'', however, she has easy access to a Shining Bow, which allows her to attack with a 1-2 range Bow that uses her higher Magic stat stat, allowing her to train much easier to get her Strength to where she needs it to. In addition, she can support with Elise (which gives her access to the Troubadour class line and its skills) and Leo (giving her access to the Dark Mage class line and its skills). The important skills to obtain from the Troubadour class line are Live to Serve (letting her be a great CombatMedic by being able to fight, heal, and also heal herself sufficiently enough), Rally Resistance (which helps mitigate ally damage from magical attacks) attacks), and most importantly, Inspiration (wherein any ally within 2 spaces deals +2 more damage and takes -2 less damage, which stacks with Sakura's personal skill) and Demoiselle (male allies within 2 spaces takes 2 less damage). Both skills are especially important as it should stack with Sakura's personal skill, meaning that the skills help mitigate any damage taken, to a total of -4 less damage taken (6 with Demoiselle). Meanwhile, the Dark Mage class line gives her a strong Magic class to be in that takes advantage of her good Magic modifier. She can also marry Jakob in ''Birthright'' and ''Revelation'' to also get access to the Troubadour class line, but in ''Revelation'' she's able to get that just by Friendship Sealing with Elise, allowing her to marry someone else. With all this, the final result is a powerful Priestess with a Shining Bow who can also serve as a great CombatMedic who can help reduce the damage her allies take.
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*** In terms of alternative classes via Supports, Camilla probably provides the best in terms of these classes. Wyvern Lord in particular helps maintain her Naginata and gives her a very powerful Strength, Skill and Defense growth, and on top of her already strong groths in every other area except Magic, you would think she should have been a Wyvern Rider to begin with.
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* With a little [[StealthPun luck]], Arthur can become a powerful LightningBruiser who's easily one of ''the'' highest-potential characters in the game. He starts out with middling bases compared to everyone else and more than one accuracy issue, but he more than makes up for it with his fantastic growths: high HP and Strength is as expected of a Fighter, but he has a whopping '''70% growth''' in Skill, so with a few levels in, it'll be very hard for anyone to dodge him. On top of that, he also has an impressive 50% growth in Speed and Defense, and with a few lucky level ups, he's capable of becoming a [[LightningBruiser frighteningly fast, hard-hitting and accurate warrior.]] Plus, with a Buddy Support with Benny, you can give him Pavise on top of his Fighter and Cavalier skills, and with the max cap of 40 Skill as a Hero, he can have a '''40%''' chance to partially negate damage for more than ''half'' of the weapons in the game, and if you get him Aegis, ''[[MadeOfIron all of them.]]'' The obvious downside is that his earlygame bases are unimpressive, his Luck's atrocious [[BornUnlucky (then again, it's Arthur)]], and it's quite tempting to bench him for Camilla, who joins three chapters later. But make no mistake, this Hero of Justice can and will be ''extremely'' useful with the right push. And it isn't as if his poor luck's unsalvagable; counting the playable first six chapters, you can give him ''four'' Goddess Icons in your entire playthrough on top of Veteran's Intuition from the Vanguard line, and it's not like anyone really needs it.

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* With a little [[StealthPun luck]], Arthur can become a powerful LightningBruiser who's easily one of ''the'' highest-potential characters in the game. He starts out with middling bases compared to everyone else and more than one accuracy issue, but he more than makes up for it with his fantastic growths: high HP and Strength is as expected of a Fighter, but he has a whopping '''70% growth''' in Skill, so with a few levels in, it'll be very hard for anyone to dodge him. On top of that, he also has an impressive 50% growth in Speed and Defense, and with a few lucky level ups, he's capable of becoming a [[LightningBruiser frighteningly fast, hard-hitting and accurate warrior.]] Plus, with a Buddy Support with Benny, you can give him Pavise on top of his Fighter and Cavalier skills, and with the max cap of 40 Skill as a Hero, he can have a '''40%''' chance to partially negate damage for more than ''half'' of the weapons in the game, and if you get him Aegis, ''[[MadeOfIron all of them.]]'' The obvious downside is that his earlygame bases are unimpressive, his Luck's atrocious [[BornUnlucky (then again, it's Arthur)]], and it's quite tempting to bench him for Camilla, who joins three chapters later. But make no mistake, this Hero of Justice can and will be ''extremely'' useful with the right push. And it isn't as if his poor luck's unsalvagable; counting the playable first six chapters, you can give him ''four'' Goddess Icons in your entire playthrough on top of Veteran's Intuition from the Vanguard line, and it's not like anyone else really needs it.
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* Your royal siblings in any route are typically your strongest units. Your sisters have auras that can either reduce damage a unit takes or increase damage a unit can do, and they all stack. Your brothers on the other hand, have unique weapons that are powerful and lack any drawback. In addition, all of these character can activate Dragon Veins, allowing for tactical map advantages as well. Don't be surprised if your entire party in Revelation consists of the Avatar and the eight siblings.
** Sakura can be surprisingly powerful but you wouldn't know it right off the bat. She starts off as a simple Shrine Maiden healer that can promote to a [[CombatMedic Priestess]] or an [[RedMage Onmyoji]]. She gets a pretty good Magic, Luck and Resistance and having her as a Priestess really highlights her abilities... but while she'll perform nicely, she's forced to use bows which doesn't really go well with her naturally low Strength rate making her hard to train in the class. On the other hand, Onmyoji takes advantage of her much better Magic stat, but it doesn't highlight her full potential, especially with a low Luck cap, her best stat. Unfortunately for her, she doesn't have too much in terms of decent alternative classes especially since Birthright doesn't offer too much to magic users. In Revelation however, she has easy access to a Shining Bow, which allows her to attack with a 1-2 range Bow that uses her higher Magic stat allowing her to train much easier to get her Strength to where she needs it to. In addition, she can support with Elise (which gives her access to the Troubadour class line and its skills) and Leo (giving her access to the Dark Mage class line and its skills). The important skills to obtain from the Troubadour class line are Live to Serve (letting her be a great CombatMedic by being able to fight, heal, and also heal herself sufficiently enough), Rally Resistance (which helps mitigate ally damage from magical attacks) and most importantly, Inspiration (wherein any ally within 2 spaces deals +2 more damage and takes -2 less damage, which stacks with Sakura's personal skill) and Demoiselle (male allies within 2 spaces takes 2 less damage). Both skills are especially important as it should stack with Sakura's personal skill, meaning that the skills help mitigate any damage taken, to a total of -4 less damage taken (6 with Demoiselle). Meanwhile, the Dark Mage class line gives her a strong Magic class to be in that takes advantage of her good Magic modifier. She can also marry Jakob in ''Birthright'' and ''Revelation'' to also get access to the Troubadour class line, but in ''Revelation'' she's able to get that just by Friendship Sealing with Elise, allowing her to marry someone else. With all this, the final result is a powerful Priestess with a Shining Bow who can also serve as a great CombatMedic who can help reduce the damage her allies take.

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* Your royal siblings in any route are typically your strongest units. Your sisters have auras that can either reduce damage a unit takes or increase damage a unit can do, and they all stack. Your brothers on the other hand, have unique weapons that are powerful and lack any drawback. In addition, all of these character can activate Dragon Veins, allowing for tactical map advantages as well. Don't be surprised if your entire party in Revelation ''Revelation'' consists of the Avatar and the eight siblings.
** Sakura can be surprisingly powerful but you wouldn't know it right off the bat. She starts off as a simple Shrine Maiden healer that can promote to a [[CombatMedic Priestess]] or an [[RedMage Onmyoji]]. She gets a pretty good Magic, Luck and Resistance and having her as a Priestess really highlights her abilities... but while she'll perform nicely, she's forced to use bows which doesn't really go well with her naturally low Strength rate making her hard to train in the class. On the other hand, Onmyoji takes advantage of her much better Magic stat, but it doesn't highlight her full potential, especially with a low Luck cap, her best stat. Unfortunately for her, she doesn't have too much in terms of decent alternative classes especially since Birthright ''Birthright'' doesn't offer too much to magic users. In Revelation ''Revelation'' however, she has easy access to a Shining Bow, which allows her to attack with a 1-2 range Bow that uses her higher Magic stat allowing her to train much easier to get her Strength to where she needs it to. In addition, she can support with Elise (which gives her access to the Troubadour class line and its skills) and Leo (giving her access to the Dark Mage class line and its skills). The important skills to obtain from the Troubadour class line are Live to Serve (letting her be a great CombatMedic by being able to fight, heal, and also heal herself sufficiently enough), Rally Resistance (which helps mitigate ally damage from magical attacks) and most importantly, Inspiration (wherein any ally within 2 spaces deals +2 more damage and takes -2 less damage, which stacks with Sakura's personal skill) and Demoiselle (male allies within 2 spaces takes 2 less damage). Both skills are especially important as it should stack with Sakura's personal skill, meaning that the skills help mitigate any damage taken, to a total of -4 less damage taken (6 with Demoiselle). Meanwhile, the Dark Mage class line gives her a strong Magic class to be in that takes advantage of her good Magic modifier. She can also marry Jakob in ''Birthright'' and ''Revelation'' to also get access to the Troubadour class line, but in ''Revelation'' she's able to get that just by Friendship Sealing with Elise, allowing her to marry someone else. With all this, the final result is a powerful Priestess with a Shining Bow who can also serve as a great CombatMedic who can help reduce the damage her allies take.



** Ryoma on the other hand, is an absolute monster. He has very high Speed, Skill, a surprisingly large amount of HP and an insane amount of Avoid and Crit. His [[ShockAndAwe Raijinto katana]] allows him to attack at a distance without any drawbacks (as most ranged weapons in this game now have some kind of drawback) and it also boosts his Strength (which was already pretty good to begin with), eliminating the two most common problems with sword using classes. He also has a fantastic personal skill which grants him +2 Damage dealt and -2 Damage taken and +10 Crit (which adds to his class's Crit bonus) if he's Supporting a same or lower leveled unit. With some minor grinding, he can have such a high damage output that physical tanks like Generals are still easily killed in one round. In Birthright, it can actually be easier to beat the game by pairing yourself to Ryoma in Guard Stance and just letting him kill everything.

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** Ryoma on the other hand, is an absolute monster. He has very high Speed, Skill, a surprisingly large amount of HP and an insane amount of Avoid and Crit. His [[ShockAndAwe Raijinto katana]] allows him to attack at a distance without any drawbacks (as most ranged weapons in this game now have some kind of drawback) and it also boosts his Strength (which was already pretty good to begin with), eliminating the two most common problems with sword using classes. He also has a fantastic personal skill which grants him +2 Damage dealt and -2 Damage taken and +10 Crit (which adds to his class's Crit bonus) if he's Supporting a same or lower leveled unit. With some minor grinding, he can have such a high damage output that physical tanks like Generals are still easily killed in one round. In Birthright, ''Birthright'', it can actually be easier to beat the game by pairing yourself to Ryoma in Guard Stance and just letting him kill everything.



** Camilla. She joins promoted with amazing base stats and growth rates, and while she is a prepromote, she gains experience at a much faster rate than normal, and is in the amazing [[LightningBruiser Wyvern Rider]] class line. She also joins in [[ThatOneLevel Chapter 10]] where her insane offense, speed, and bulk make her absolutely necessary to survive the map. As a Malig Knight she has fantastic Defense and Resistance which makes her perfect for taking on the armies of mages and knights in Nohr. Her personal skill helps her allies kill their enemies faster as she can grant +3 Damage to anyone standing next to her. Her only weakness is her lack of good 1-2 range as her magic stat won't get high enough to be extremely effective. As such, one option to consider is to reclass her to Wyvern Lord after getting a few levels to get the Savage Blow skill from Malig Knight, which can help her wear down tougher enemies. Or, the player could feed her all of the Spirit Dusts they own and have her use a Bolt Axe to take advantage of the Malig Knight's magic stat. Either way, she is a flying tank and one of the player's best units in Conquest, aside from Corrin and Xander. Her GameBreaker status has even earned her the nickname "Girl Haar", as she is similar to fellow Wyvern Lord GameBreaker Haar from [[VideoGame/FireEmblemTellius Radiant Dawn]], who also joined fairly early, is a prepromote and was incredibly useful and powerful all throughout the game. Wyvern Lords might not be as absolutely effective as they were in that game, but they are still pretty damn great, and Camilla is the best example of this.

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** Camilla. She joins promoted with amazing base stats and growth rates, and while she is a prepromote, she gains experience at a much faster rate than normal, and is in the amazing [[LightningBruiser Wyvern Rider]] class line. She also joins in [[ThatOneLevel Chapter 10]] where her insane offense, speed, and bulk make her absolutely necessary to survive the map. As a Malig Knight she has fantastic Defense and Resistance which makes her perfect for taking on the armies of mages and knights in Nohr. Her personal skill helps her allies kill their enemies faster as she can grant +3 Damage to anyone standing next to her. Her only weakness is her lack of good 1-2 range as her magic stat won't get high enough to be extremely effective. As such, one option to consider is to reclass her to Wyvern Lord after getting a few levels to get the Savage Blow skill from Malig Knight, which can help her wear down tougher enemies. Or, the player could feed her all of the Spirit Dusts they own and have her use a Bolt Axe to take advantage of the Malig Knight's magic stat. Either way, she is a flying tank and one of the player's best units in Conquest, ''Conquest'', aside from Corrin and Xander. Her GameBreaker status has even earned her the nickname "Girl Haar", as she is similar to fellow Wyvern Lord GameBreaker Haar from [[VideoGame/FireEmblemTellius ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]], Dawn]]'', who also joined fairly early, is a prepromote and was incredibly useful and powerful all throughout the game. Wyvern Lords might not be as absolutely effective as they were in that game, but they are still pretty damn great, and Camilla is the best example of this.



** Elise is similar to her counterpart Sakura, unable to hurt anyone in her base class. However, being one of your only healers in Conquest, a mounted one at that, makes her incredibly useful. She has the Lily's Poise skill that reduces damage adjacent allies take by -3 (-5 with Demoiselle for males). Given how hard enemies can hit in ''Conquest'', these few points can really make a difference. Since she can promote naturally to a Strategist, she can get the skill Inspiration which should stack with her personal, reducing damage taken further to -5 less damage (7 with Demoiselle, again). Also, once she promotes, she can use Tomes. She has great Mag, Spd, and Lck, so she can pack quite a magical punch. However, she has low Skill and Defense, so she might have trouble hitting her enemies to begin with, and she will go down rather easily to physical fighters. She has natural access to the Wyvern Rider class line, allowing her to keep her Tome proficiency and gain the Savage Blow skill if she reclasses to Malig Knight. Or, with enough patience (and possibly a few Arms Scrolls to use the Bolt Axe if you don't grind), she can get Rally Defense from Wyvern Lord. With Rally Defense, and the Strategist's Rally Resistance and Inspiration skills, as well as her personal, she can potentially mitigate damage so much, reaching ''-9 Damage taken''[[note]](or even ''-11'' for male allies with, again, Demoiselle!)[[/note]]. -5 from her personal and Inspiration, and another -4 if both of those defensive Rallies are used. In terms of offense, she can A+ with Sakura in the Revelation path and get the valuable Tomefaire skill, boosting her damage further. Or, though it would require a slog through physical weapons or a few Arms Scrolls to use magical weapons, she can A+ with Effie and get some valuable Knight class line skills such as Luna, Pavise, and Armored Blow. Whether you use her as a magical GlassCannon or an incredible team supporter, Elise is sure to perform well.

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** Elise is similar to her counterpart Sakura, unable to hurt anyone in her base class. However, being one of your only healers in Conquest, ''Conquest'', a mounted one at that, makes her incredibly useful. She has the Lily's Poise skill that reduces damage adjacent allies take by -3 (-5 with Demoiselle for males). Given how hard enemies can hit in ''Conquest'', these few points can really make a difference. Since she can promote naturally to a Strategist, she can get the skill Inspiration which should stack with her personal, reducing damage taken further to -5 less damage (7 with Demoiselle, again). Also, once she promotes, she can use Tomes. She has great Mag, Spd, and Lck, so she can pack quite a magical punch. However, she has low Skill and Defense, so she might have trouble hitting her enemies to begin with, and she will go down rather easily to physical fighters. She has natural access to the Wyvern Rider class line, allowing her to keep her Tome proficiency and gain the Savage Blow skill if she reclasses to Malig Knight. Or, with enough patience (and possibly a few Arms Scrolls to use the Bolt Axe if you don't grind), she can get Rally Defense from Wyvern Lord. With Rally Defense, and the Strategist's Rally Resistance and Inspiration skills, as well as her personal, she can potentially mitigate damage so much, reaching ''-9 Damage taken''[[note]](or even ''-11'' for male allies with, again, Demoiselle!)[[/note]]. -5 from her personal and Inspiration, and another -4 if both of those defensive Rallies are used. In terms of offense, she can A+ with Sakura in the Revelation ''Revelation'' path and get the valuable Tomefaire skill, boosting her damage further. Or, though it would require a slog through physical weapons or a few Arms Scrolls to use magical weapons, she can A+ with Effie and get some valuable Knight class line skills such as Luna, Pavise, and Armored Blow. Whether you use her as a magical GlassCannon or an incredible team supporter, Elise is sure to perform well.



* Keaton, and the Wolfskin class in general, is extremely powerful. He joins with great base stats and growths in Strength, Speed and Defense, making him [[LightningBruiser a tank who also has great doubling ability]], and he can make use of the bonuses from either Beaststones (Speed) or Beastrunes (Defense and Resistance) to enhance either one of these depending on what role he needs to fill at the time. The skills of his class, Better Odds (restores 40% HP at the start of odd-numbered turns) and Grisly Wound (enemies lose 20% HP after any combat with the unit) make him an excellent chokepointer, but much more versatile than a General as he also has access to the Berserker class for its offensive skills. He also has Beastbane which is very useful for fighting the enemy Kitsune in Conquest Ch 19, as well as the onslaught of fliers in Conquest Ch 24. Beast Killers are his only real weakness, but Keaton is still incredibly useful, especially on the Conquest route as defensive units are essential there.

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* Keaton, and the Wolfskin class in general, is extremely powerful. He joins with great base stats and growths in Strength, Speed and Defense, making him [[LightningBruiser a tank who also has great doubling ability]], and he can make use of the bonuses from either Beaststones (Speed) or Beastrunes (Defense and Resistance) to enhance either one of these depending on what role he needs to fill at the time. The skills of his class, Better Odds (restores 40% HP at the start of odd-numbered turns) and Grisly Wound (enemies lose 20% HP after any combat with the unit) make him an excellent chokepointer, but much more versatile than a General as he also has access to the Berserker class for its offensive skills. He also has Beastbane which is very useful for fighting the enemy Kitsune in Conquest ''Conquest'' Ch 19, as well as the onslaught of fliers in Conquest ''Conquest'' Ch 24. Beast Killers are his only real weakness, but Keaton is still incredibly useful, especially on the Conquest ''Conquest'' route as defensive units are essential there.



* Kana can become one of the most powerful and useful characters in the game if you marry your avatar to one of the [[ParanormalRomance second generation]] [[MayDecemberRomance kids]]. Under the right [[BornWinner circumstances]], Kana can [[TheAce excel in any role]] and do a [[SuperiorSuccessor better job than its parents]] even without the need of a legendary weapon. Kana is so great that a [[MinMaxing good parent pairing in combination with the logbook unit exploit mentioned down below]] can increase Kana's overall stats to ridiculous levels to the point that he/she can easily [[SoloCharacterRun Solo Lunatic Conquest Endgame]] without breaking a sweat.

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* Kana can become one of the most powerful and useful characters in the game if you marry your avatar Avatar to one of the [[ParanormalRomance second generation]] [[MayDecemberRomance kids]]. Under the right [[BornWinner circumstances]], Kana can [[TheAce excel in any role]] and do a [[SuperiorSuccessor better job than its their parents]] even without the need of a legendary weapon. Kana is so great that a [[MinMaxing good parent pairing in combination with the logbook unit exploit mentioned down below]] can increase Kana's overall stats to ridiculous levels to the point that he/she can easily [[SoloCharacterRun Solo Lunatic Conquest solo Lunatic]] ''[[SoloCharacterRun Conquest]]'' [[SoloCharacterRun Endgame]] without breaking a sweat.



** First is the "Gold Farmer" build, where players give her Salvage Blow, Profiteer, and sometimes Witch's Brew, and skills like Luck +4/Hoshidan Unity/Replicate to increase the likeliness of the skills proccing. When recruited early on, this combo can net you thousands of gold over the whole game, and it works even in Conquest.

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** First is the "Gold Farmer" build, where players give her Salvage Blow, Profiteer, and sometimes Witch's Brew, and skills like Luck +4/Hoshidan Unity/Replicate to increase the likeliness of the skills proccing. When recruited early on, this combo can net you thousands of gold over the whole game, and it works even in Conquest.''Conquest''.



** A Merchant!Midori with Profiteer (aka the skill where she can get Gold Bars in her first seven turns) will be very, ''very'' useful in Conquest, where the lack of money to purchase weapons and staves is a constant issue.
* Anna from the DLC "Anna on the Run". Like with Midori, she is a common "gold farmer" unit due to her personal giving about 150 gold whenever it activates (and it'll happen a lot with her high luck stat). She is a solid Bow user when used normally, but her greatest perk is her incredible magic oriented growths and base stats in a game that lacks good offensive casters, especially since she is a Level 10 unit that's available for recruitment as soon as you can use the Dragon's Gate (Which is Chapter 7).
** And if you use the free 'Anna's Gift DLC' and use the Witch's Mark on Anna. [[DiscOneNuke She becomes a Lv10 Witch with]] ''20 MAG'' and [[DiscOneNuke stats comparable to Leo]] (save for Defense, Health, and Strength), and Leo is effectively ''12 levels higher than she is at base and joins at the midpoint of Conquest''. And keep in mind that ''Leo is one of the Gamebreaker Royal Units mentioned above''.

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** A Merchant!Midori with Profiteer (aka the skill where she can get Gold Bars in her first seven turns) will be very, ''very'' useful in Conquest, ''Conquest'', where the lack of money to purchase weapons and staves is a constant issue.
* Anna from the DLC "Anna on the Run". Like with Midori, she is a common "gold farmer" unit due to her personal giving about 150 gold whenever it activates (and it'll happen a lot with her high luck stat). She is a solid Bow user when used normally, but her greatest perk is her incredible magic oriented growths and base stats in a game that lacks good offensive casters, especially since she is a Level 10 unit that's available for recruitment as soon as you can use the Dragon's Gate (Which (which is Chapter 7).
** And if you use the free 'Anna's Gift DLC' and use the Witch's Mark on Anna. [[DiscOneNuke She becomes a Lv10 Witch with]] ''20 MAG'' and [[DiscOneNuke stats comparable to Leo]] (save for Defense, Health, and Strength), and Leo is effectively ''12 levels higher than she is at base and joins at the midpoint of Conquest''.of'' Conquest. And keep in mind that ''Leo is one of the Gamebreaker Royal Units mentioned above''.



* Charlotte is a textbook example of a MagikarpPower character done right. When she first joins in Conquest, she has mediocre bases that make training her a major pain, especially given how poor her Defenses are. ''Then'' you realize she has ''insane'' [[GlassCannon HP, Strength, Speed and Skill]], and once you train her enough and promote her into a Berserker, she'll be doubling everything and hitting hard with high damage and tons of crits. And '''[[SerialEscalation then]]''' you realize she can get access to the Great Club via Museum Melee or ''Revelation'', on top of Death Blow, Certain Blow, Renewal, Gamble and any other miscellaneous skills. The resulting monster gets critical hits in the ''100 percents'', and her insane damage output ensures she's capable of hitting like an absolute freight train. The only thing that slows her down is her poor bases, but her stat distribution and high crit rate can make her into one of your most broken units by far. [[ArsonMurderAndJaywalking That, and she's a fantastic pair-up bot too.]]

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* Charlotte is a textbook example of a MagikarpPower character done right. When she first joins in Conquest, ''Conquest'', she has mediocre bases that make training her a major pain, especially given how poor her Defenses are. ''Then'' you realize she has ''insane'' [[GlassCannon HP, Strength, Speed and Skill]], and once you train her enough and promote her into a Berserker, she'll be doubling everything and hitting hard with high damage and tons of crits. And '''[[SerialEscalation then]]''' you realize she can get access to the Great Club via Museum Melee or ''Revelation'', on top of Death Blow, Certain Blow, Renewal, Gamble and any other miscellaneous skills. The resulting monster gets critical hits in the ''100 percents'', and her insane damage output ensures she's capable of hitting like an absolute freight train. The only thing that slows her down is her poor bases, but her stat distribution and high crit rate can make her into one of your most broken units by far. [[ArsonMurderAndJaywalking That, and she's a fantastic pair-up bot too.]]



* The fact that Scarlet is only available in ''Birthright'' [[spoiler:outside of a couple of chapters in Revelation]] and can only support with the Avatar is likely to balance out the absolute ''insanity'' that her personal skill is capable of creating. If she starts a battle with under 25% of her maximum HP, her critical hit rate goes up by 30%, and since she's a female unit, she can reclass to the DLC-only Great Lord class and stack this with Awakening (see below), giving her an automatic +60% chance to land a critical hit--enough that she'll always crit when attacking with a Great Club and just about always with a Killer weapon (at maxed Skill in most classes, it'll tick just over 100%). Just on a first run, pairing her with an Avatar that grants the Samurai line to give her access to Vantage allows her to be able to survive fairly well even at the low HP that this requires as long as she can crit at 1-2 range; use Einherjar skill acquisition to bring in Vengeance and Gamble, then go to Museum Melee to get her a Peri's Lance (1-2 range, +10 to crit chance), and with max skill in her default class she'll have roughly a 50% chance of proccing Vengeance (adds half of damage taken to damage dealt, and remember that this build requires her to have already taken heavy damage) and a ''96% chance'' of landing a critical (which puts its multiplier into effect ''after'' the Vengeance boost), attacking before the enemy can even on the enemy phase, regardless of whether she was attacked by a melee or ranged unit. Alternatively, replace Gamble with Quixotic to boost the Vengeance chance another 15% at the expense of the 10% boost to Crit that Gamble provided; this also has the benefit of adding +30 to hit rate, so when she's ''not'' at risk of getting attacked at range, she can easily switch over to the Great Club for those guaranteed crits with multiplier x4 instead of x3.

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* The fact that Scarlet is only available in ''Birthright'' [[spoiler:outside of a couple of chapters in Revelation]] ''Revelation'']] and can only support with the Avatar is likely to balance out the absolute ''insanity'' that her personal skill is capable of creating. If she starts a battle with under 25% of her maximum HP, her critical hit rate goes up by 30%, and since she's a female unit, she can reclass to the DLC-only Great Lord class and stack this with Awakening (see below), giving her an automatic +60% chance to land a critical hit--enough that she'll always crit when attacking with a Great Club and just about always with a Killer weapon (at maxed Skill in most classes, it'll tick just over 100%). Just on a first run, pairing her with an Avatar that grants the Samurai line to give her access to Vantage allows her to be able to survive fairly well even at the low HP that this requires as long as she can crit at 1-2 range; use Einherjar skill acquisition to bring in Vengeance and Gamble, then go to Museum Melee to get her a Peri's Lance (1-2 range, +10 to crit chance), and with max skill in her default class she'll have roughly a 50% chance of proccing Vengeance (adds half of damage taken to damage dealt, and remember that this build requires her to have already taken heavy damage) and a ''96% chance'' of landing a critical (which puts its multiplier into effect ''after'' the Vengeance boost), attacking before the enemy can even on the enemy phase, regardless of whether she was attacked by a melee or ranged unit. Alternatively, replace Gamble with Quixotic to boost the Vengeance chance another 15% at the expense of the 10% boost to Crit that Gamble provided; this also has the benefit of adding +30 to hit rate, so when she's ''not'' at risk of getting attacked at range, she can easily switch over to the Great Club for those guaranteed crits with multiplier x4 instead of x3.



** The Omega Yato in the Revelation path. It is the final form of the Yato, and grants the same stat bonuses that its Birthright and Conquest counterparts give, for a nice +4 Str, Speed, Def, and Res boost. It has very high Might and its final forms ignore 75% of the defensive boost that Dragonskin gives, so it's perfect to slay the FinalBoss with.
*** Even on the other two routes, the Yato is ''still'' very useful. While Revelation does crank it up a lot, the Avatar will get very early access to a decently powerful weapon that only ''gets better'', and still provides some of the stat boosts.
* The Guard Naginata. It's a C Rank Naginata that gives ''+5 Def and Res'', turning any Lance/Naginata user into a bulky unit. This is especially notable in Birthright where most of your units are pretty frail, so a weapon like this can help survivability a lot.

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** The Omega Yato in the Revelation ''Revelation'' path. It is the final form of the Yato, and grants the same stat bonuses that its Birthright ''Birthright'' and Conquest ''Conquest'' counterparts give, for a nice +4 Str, Speed, Def, and Res boost. It has very high Might and its final forms ignore 75% of the defensive boost that Dragonskin gives, so it's perfect to slay the FinalBoss with.
*** Even on the other two routes, the Yato is ''still'' very useful. While Revelation ''Revelation'' does crank it up a lot, the Avatar will get very early access to a decently powerful weapon that only ''gets better'', and still provides some of the stat boosts.
* The Guard Naginata. It's a C Rank Naginata that gives ''+5 Def and Res'', turning any Lance/Naginata user into a bulky unit. This is especially notable in Birthright ''Birthright'' where most of your units are pretty frail, so a weapon like this can help survivability a lot.



* Point Blank. This skill lets Bow and Yumi users fight at ''close range''. Takumi has this in a few of his encounters in Conquest, and is one of the reasons why he is so dangerous to fight in that route. Bows and Yumi already have high enough Mt and their "balance" is that they can't attack adjacent foes. Take that away and you have what is possibly the most effective weapon type in the game, all thanks to this one skill. Plus, if you use the Spy's Yumi, which normally has 3 range, Point Blank gives you 1-3 range instead, allowing you to always counterattack. So what's the catch about this skill? It is a DLC skill, received after clearing the final Heirs of Fate map ''without losing anyone''.

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* Point Blank. This skill lets Bow and Yumi users fight at ''close range''. Takumi has this in a few of his encounters in Conquest, ''Conquest'', and is one of the reasons why he is so dangerous to fight in that route. Bows and Yumi already have high enough Mt and their "balance" is that they can't attack adjacent foes. Take that away and you have what is possibly the most effective weapon type in the game, all thanks to this one skill. Plus, if you use the Spy's Yumi, which normally has 3 range, Point Blank gives you 1-3 range instead, allowing you to always counterattack. So what's the catch about this skill? It is a DLC skill, received after clearing the final Heirs of Fate map ''without losing anyone''.



** [[UpToEleven A new exploit has been discovered that lets the players completely destroy the game's difficulty with logbook units]], [[AwesomeButImpractical though this may be very hard and time-consuming to do on non-DLC Conquest due to the lack of a lot of gold to earn in that route and probably not being able to get a lot of units]]. Similar to Awakening's [=StreetPass=] abuse farming that lets players turn ''all'' of their units into '''monsters''', all one needs is one of every stat boosting item, perhaps one of every seal avaliable, any skill teaching item one may have, and a sizeable amount of gold. Then the players save the game when the logbook unit they want to break is actually in the logbook, recruit them, feed them all the items possible and use up all the skill granting items handy on them, update that unit in the unit logbook, go straight into any battle, and bookmark/battle save. Then it's time to back to the original save (which will delete the bookmark) and go to the unit logbook. If the unit's already in playable roster before the player started beefing them up, it's time to dismiss them without updating their stats. Then they can be recruited from the logbook, rinse and repeat. The player '''''must not absolutely save the game ''''' during any point after feeding the logbook unit the items handy or else they'll lose them for good (and Anankos help those whose units were were the only/last copies they could have gotten in the playthrough). This process can take a bit but it's far quicker to get powerful units than Awakening's [=StreetPass=] abuse. With DLC, the long process becomes a mere technicality and can turn ''[[NintendoHard Lunatic Conquest]]'' from unbearably hard to an absolute cakewalk. [[http://imgur.com/a/Vmuwz Here is the source of the process in case any of the above wording is too confusing.]]

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** [[UpToEleven A new exploit has been discovered that lets the players completely destroy the game's difficulty with logbook units]], [[AwesomeButImpractical though this may be very hard and time-consuming to do on non-DLC Conquest ''Conquest'' due to the lack of a lot of gold to earn in that route and probably not being able to get a lot of units]]. Similar to Awakening's [=StreetPass=] abuse farming that lets players turn ''all'' of their units into '''monsters''', all one needs is one of every stat boosting item, perhaps one of every seal avaliable, any skill teaching item one may have, and a sizeable amount of gold. Then the players save the game when the logbook unit they want to break is actually in the logbook, recruit them, feed them all the items possible and use up all the skill granting items handy on them, update that unit in the unit logbook, go straight into any battle, and bookmark/battle save. Then it's time to back to the original save (which will delete the bookmark) and go to the unit logbook. If the unit's already in playable roster before the player started beefing them up, it's time to dismiss them without updating their stats. Then they can be recruited from the logbook, rinse and repeat. The player '''''must not absolutely save the game ''''' during any point after feeding the logbook unit the items handy or else they'll lose them for good (and Anankos help those whose units were were the only/last copies they could have gotten in the playthrough). This process can take a bit but it's far quicker to get powerful units than Awakening's [=StreetPass=] abuse. With DLC, the long process becomes a mere technicality and can turn ''[[NintendoHard Lunatic Conquest]]'' from unbearably hard to an absolute cakewalk. [[http://imgur.com/a/Vmuwz Here is the source of the process in case any of the above wording is too confusing.]]
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* Your royal siblings in any route are your strongest units. Your sisters have auras that can either reduce damage a unit takes or increase damage a unit can do, and they all stack. Your brothers on the other hand, have unique weapons that are powerful and lack any drawback. Don't be surprised if your entire party in Revelation consists of the Avatar and the eight siblings.
** Sakura can be surprisingly powerful but you wouldn't know it right off the bat. She starts off as a simple Shrine Maiden healer that can promote to a [[CombatMedic Priestess]] or an [[RedMage Onmyoji]]. She gets a pretty good Magic, Luck and Resistance and having her as a Priestess really highlights her abilities... but while she'll perform nicely, she's forced to use bows which doesn't really go well with her naturally low Strength rate making her hard to train in the class. On the other hand, Onmyoji takes advantage of her much better Magic stat, but it doesn't highlight her full potential, especially with a low Luck cap, her best stat. Unfortunately for her, she doesn't have too much in terms of decent alternative classes especially since Birthright doesn't offer too much to magic users. In Revelation however, she has easy access to a Shining Bow, which allows her to attack with a 1-2 range Bow that uses her higher Magic stat allowing her to train much easier to get her Strength to where she needs it to.. In addition, she can support with Elise (which gives her access to the Troubadour class line and its skills) and Leo (giving her access to the Dark Mage class line and its skills). The important skills to obtain from the Troubadour class line are Live to Serve (letting her be a great CombatMedic by being able to fight, heal, and also heal herself sufficiently enough), Rally Resistance (which helps mitigate ally damage from magical attacks) and most importantly, Inspiration (wherein any ally within 2 spaces deals +2 more damage and takes -2 less damage, which stacks with Sakura's personal skill) and Demoiselle (male allies within 2 spaces takes 2 less damage). Both skills are especially important as it should stack with Sakura's personal skill, meaning that the skills help mitigate any damage taken, to a total of -4 less damage taken (6 with Demoiselle). Meanwhile, the Dark Mage class line gives her a strong Magic class to be in that takes advantage of her good Magic modifier. She can also marry Jakob in ''Birthright'' and ''Revelation'' to also get access to the Troubadour class line, but in ''Revelation'' she's able to get that just by Friendship Sealing with Elise, allowing her to marry someone else. With all this, the final result is a powerful Priestess with a Shining Bow who can also serve as a great CombatMedic who can help reduce the damage her allies take.

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* Your royal siblings in any route are typically your strongest units. Your sisters have auras that can either reduce damage a unit takes or increase damage a unit can do, and they all stack. Your brothers on the other hand, have unique weapons that are powerful and lack any drawback. In addition, all of these character can activate Dragon Veins, allowing for tactical map advantages as well. Don't be surprised if your entire party in Revelation consists of the Avatar and the eight siblings.
** Sakura can be surprisingly powerful but you wouldn't know it right off the bat. She starts off as a simple Shrine Maiden healer that can promote to a [[CombatMedic Priestess]] or an [[RedMage Onmyoji]]. She gets a pretty good Magic, Luck and Resistance and having her as a Priestess really highlights her abilities... but while she'll perform nicely, she's forced to use bows which doesn't really go well with her naturally low Strength rate making her hard to train in the class. On the other hand, Onmyoji takes advantage of her much better Magic stat, but it doesn't highlight her full potential, especially with a low Luck cap, her best stat. Unfortunately for her, she doesn't have too much in terms of decent alternative classes especially since Birthright doesn't offer too much to magic users. In Revelation however, she has easy access to a Shining Bow, which allows her to attack with a 1-2 range Bow that uses her higher Magic stat allowing her to train much easier to get her Strength to where she needs it to..to. In addition, she can support with Elise (which gives her access to the Troubadour class line and its skills) and Leo (giving her access to the Dark Mage class line and its skills). The important skills to obtain from the Troubadour class line are Live to Serve (letting her be a great CombatMedic by being able to fight, heal, and also heal herself sufficiently enough), Rally Resistance (which helps mitigate ally damage from magical attacks) and most importantly, Inspiration (wherein any ally within 2 spaces deals +2 more damage and takes -2 less damage, which stacks with Sakura's personal skill) and Demoiselle (male allies within 2 spaces takes 2 less damage). Both skills are especially important as it should stack with Sakura's personal skill, meaning that the skills help mitigate any damage taken, to a total of -4 less damage taken (6 with Demoiselle). Meanwhile, the Dark Mage class line gives her a strong Magic class to be in that takes advantage of her good Magic modifier. She can also marry Jakob in ''Birthright'' and ''Revelation'' to also get access to the Troubadour class line, but in ''Revelation'' she's able to get that just by Friendship Sealing with Elise, allowing her to marry someone else. With all this, the final result is a powerful Priestess with a Shining Bow who can also serve as a great CombatMedic who can help reduce the damage her allies take.



** [[MagicKnight Leo]], much like Hinoka, has [[JackOfAllStats balanced stats across the board,]] noticeably being one of the few casters to have decent durability. He joins at the halfway point of ''Conquest'', or just past the halfway point of ''Revelation'', and his [[GreenThumb Brynhildr]] tome is only two points of Might weaker than the S-rank Excalibur, while not having any negative effects as well as letting him half incoming Magic damage at a chance equal to his skill, making him an amazing MageKiller. His personal skill allows him to do more damage (+3 Damage to be exact) to any injured enemy, making him a great candidate to finish off weakened enemies. He also has access to the [[BlackMage Sorcerer]] class as a reclass option, which boosts his Speed, uses his higher Magic stat, and gives him access to the Vengeance skill. One A+ Support option he has is with Odin, and because their default classes already overlap (both have Dark Mage as a base), Leo gets access to Odin's secondary, which is Samurai. The Samurai class line has some good skills, with [[ActionInitiative Vantage]] in particular being useful as it pairs up well with Vengeance. In ''Revelation'', he can partner with Sakura, giving him access to Tomefaire for more offensive power, Renewal to help him survive, Countermagic to help cement his MageKiller status, and Rally Luck to help him be a team player. Leo also has the Troubadour line as a secondary class, allowing him to get the skills from that line, such as Inspiration, Live to Serve, or Rally Resistance, allowing him to be a supportive team player as well. Whether the player uses him as a [[MagicKnight Dark Knight]], a [[BlackMage Sorcerer]], an [[RedMage Onmyoji]], or a supportive [[RedMage Strategist]], he is a valuable asset to any team.

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** [[MagicKnight Leo]], much like Hinoka, has [[JackOfAllStats balanced stats across the board,]] noticeably being one of the few casters to have decent durability. He joins at the halfway point of ''Conquest'', or just past the halfway point of ''Revelation'', and his [[GreenThumb Brynhildr]] tome is only two points of Might weaker than the S-rank Excalibur, while not having any negative effects as well as letting him half incoming Magic damage at a chance equal to his skill, making him an amazing MageKiller. His personal skill allows him to do more damage (+3 Damage to be exact) to any injured enemy, making him a great candidate to finish off weakened enemies. He also has access to the [[BlackMage Sorcerer]] class as a reclass option, which boosts his Speed, uses his higher Magic stat, and gives him access to the Vengeance skill. One A+ Support option he has is with Odin, and because their default classes already overlap (both have Dark Mage as a base), Leo gets access to Odin's secondary, which is Samurai. The Samurai class line has some good skills, with [[ActionInitiative Vantage]] in particular being useful as it pairs up well with Vengeance. In ''Revelation'', he can partner with Sakura, giving him access to Tomefaire for more offensive power, Renewal to help him survive, Countermagic to help cement his MageKiller status, and Rally Luck to help him be a team player. Leo also has the Troubadour line as a secondary class, allowing him to get the skills from that line, such as Inspiration, Live to Serve, or Rally Resistance, allowing him to be a supportive team player as well. Whether the player uses him as a [[MagicKnight Dark Knight]], a [[BlackMage Sorcerer]], an [[RedMage Onmyoji]], or a supportive [[RedMage Strategist]], he is a valuable asset to any team.team and almost always your go to mage.
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* Oboro is without a doubt one of the single best characters on the ''Birthright'' route and one of the best non-Royalty units in the entire game! For starters she's a JackOfAllTrades with balanced growths in Strength, Speed, Skill, and Defense with Resistance being the only low stat. Upon promotion to a Spear Master however, her stats all greatly increase while staying evenly paced which allows Oboro to easily become a full blown LightningBruiser on par with the Hoshidan Royalty. She can get access to some of the best skills without much reclassing including Rend Heaven, and Quixotic if made a Basara, Seal Defense and Speed by her base class and going Spear Master and she can also become a Apothecary, allowing her to get Replicate and Profiteer. She also has a good range of Support options, such as [[ImpliedLoveInterest Takumi]] in order to get skills like Certain Blow, Hinata for the Samurai class and skills like Astra and Duelist's Blow, and in ''Revelation'', she can support with Beruka for some useful Wyvern Rider skills and Niles for some supportive skills like Lucky Seven. Oh and lest we forget what makes her mandatory on all ''Birthright'' maps, Nohr Enmity which gives her +3 damage against all Nohrian enemies, which ''Birthright'' is full of.
* Despite appearing to be little more than a decent MageKiller, Kaze can be surprisingly powerful. He sports the highest speed growth in the game, and his wide availability and early join time make him useful on all three routes. His Strength growth is surprisingly higher than expected, being only slightly lower than ''Ryoma'', and he ties for the third-highest HP growth of the first generation. Those who have access to at least two paths can reclass him into a Dread Fighter early on, boosting his strength and defense while only slightly lowering his already-high Skill and Speed and already-low Luck score, as well as giving him access to axes/clubs to patch up his damage issues. While ultimately best off as a Master Ninja, due to his status as a neutral character, he can marry most female units, including the above-mentioned Camilla, which gives both characters access to the Poison Strike + Savage Blow combination. While his only Buddy class is Silas' Cavalier, the skills provided by its promotions are enough, with Luna and Armored Blow further patching up his only issues. Finally, he is one of the best support units for the aforementioned Midori, as his personal skill essentially gives her a free Miracle.
** Additionally, Kaze has natural access to the Samurai line via Heart Seal, which comes with its ''very'' good skill set. If reclassed into Swordmaster for a little while, and then returned to Master Ninja, Kaze can get -faire skills for ''both of his available weapon types'', which sounds simple but is very nice to have. Combine that with his insane speed and general utility, and you have a ridiculously useful unit on your hands.

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* Oboro is without a doubt one of the single best characters on the ''Birthright'' route and one of the best non-Royalty units in the entire game! For starters she's a JackOfAllTrades with balanced growths in Strength, Speed, Skill, and Defense with Resistance being the only low stat. Upon promotion to a Spear Master however, her stats all greatly increase while staying evenly paced which allows Oboro to easily become a full blown LightningBruiser on par with the Hoshidan Royalty. She can get access to some of the best skills without much reclassing including Rend Heaven, and Quixotic if made a Basara, Seal Defense and Speed by her base class and going Spear Master and she (which also grants her Lancefaire, which makes her ''[[UpToEleven even more]]'' ridiculous offensively). She can also become a Apothecary, allowing her to get Replicate and Profiteer. She also has a good range of Support options, such as [[ImpliedLoveInterest Takumi]] in order to get skills like Certain Blow, Hinata for the Samurai class and skills like Astra and Duelist's Blow, and in ''Revelation'', she can support with Beruka for some useful Wyvern Rider skills and Niles for some supportive skills like Lucky Seven. Oh and lest we forget what makes her mandatory on all ''Birthright'' maps, Nohr Enmity which gives her +3 damage against all Nohrian enemies, which ''Birthright'' is full of.
* Despite appearing to be little more than a decent MageKiller, Kaze can be surprisingly powerful. He sports the highest speed growth in the game, and his wide availability and early join time make him useful on all three routes. His Strength growth is surprisingly higher than expected, being only slightly lower than ''Ryoma'', and he ties for the third-highest HP growth of the first generation. Those who have access to at least two paths can reclass him into a Dread Fighter early on, boosting his strength and defense while only slightly lowering his already-high Skill and Speed and already-low Luck score, as well as giving him access to axes/clubs to patch up his damage issues. While ultimately best off as a Master Ninja, due to his status as a neutral character, he can marry most female units, including the above-mentioned Camilla, which gives both characters access to the Poison Strike + Savage Blow combination. While his only Buddy class is Silas' Cavalier, the skills provided by its promotions are enough, with Luna and Armored Blow further patching up his only issues. Finally, he is one of the best support units for the aforementioned Midori, as his personal skill essentially gives her a free Miracle.
Miracle, and fathering Midori in the first place is almost enough reason to give him some use.
** Additionally, Kaze has natural access to the Samurai line via Heart Seal, which comes with its ''very'' good skill set. If reclassed into Swordmaster for a little while, and then returned to Master Ninja, Kaze can get -faire skills for ''both of his available weapon types'', which [[BoringButPractical sounds simple but is very nice to have.have]]. Combine that with his insane speed and general utility, and you have a ridiculously useful unit on your hands.
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* Replicate. This skill lets a unit spawn a copy of themself that shares a health bar, weapons and stats. The applications of a skill that allows a unit to be in two places at once are insane, you can perform rallies across maps, spread boosting aura skills like Inspiration, have stave users using staves on themselves, having more Guard Stance partners so you don't have less units to command and many more. But the really useful stuff comes from supporting these skills on to the Avatar's brothers since their duplicates also have the same stats and weapons that make them so powerful. The final nail in the coffin is that with the right pairings, it is possible to have at least half your army with this skill.

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* Replicate. This skill lets a unit spawn a copy of themself that shares a health bar, weapons and stats. The applications of a skill that allows a unit to be in two places at once are insane, you can perform rallies across maps, spread boosting aura skills like Inspiration, have stave users using staves on themselves, having more Guard Stance partners so you don't have less units to command and many more. But the really useful stuff comes from supporting these skills on to the Avatar's brothers since their duplicates also have the same stats and weapons that make them so powerful. The final nail in the coffin is that with the right pairings, it is possible to have at least half your army with this skill.skill, especially in ''Birthright'' and ''Revelation'' where many characters would have the Ninja or the Apothecary line as a default and/or secondary class.
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the most brutal battle quirk/glitch in all of fates

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** And to top it off, there is a [[GoodBadBugs glitch]] that auto-cancels the "half Mag/Str until next attack" if you pair up the Replica with the original unit in Attack Stance, as long as both units attack the opponent, even if either attack misses, or does no damage. That renders the incredibly powerfull ranged Brave weapons, the melee S rank weapons, and the Dragon and Snake Scrolls and the Ginungagapp tome with no drawback whatsoever.
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* With a little [[StealthPun luck]], Arthur can become a powerful LightningBruiser who's easily one of ''the'' highest-potential characters in the game. He starts out with middling bases compared to everyone else and more than one accuracy issue, but he more than makes up for it with his fantastic growths: high HP and Strength is as expected of a Fighter, but he has a whopping '''70% growth''' in Skill, so with a few levels in, it'll be very hard for anyone to dodge him. On top of that, he also has an impressive 50% growth in Speed and Defense, and with a few lucky level ups, he's capable of becoming a [[LightningBruiser frighteningly fast, hard-hitting and accurate warrior.]] Plus, with a Buddy Support with Benny, you can give him Pavise on top of his Fighter and Cavalier skills, and with the max cap of 40 Skill as a Hero, he can have a '''40%''' chance to partially negate damage for more than ''half'' of the weapons in the game, and if you get him Aegis, ''[[MadeOfIron all of them.]]'' The obvious downside is that his earlygame bases are unimpressive, his Luck's atrocious [[BornUnlucky (then again, it's Arthur)]], and it's quite tempting to bench him for Camilla, who joins three chapters later. But make no mistake, this Hero of Justice can and will be ''extremely'' useful with the right push.

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* With a little [[StealthPun luck]], Arthur can become a powerful LightningBruiser who's easily one of ''the'' highest-potential characters in the game. He starts out with middling bases compared to everyone else and more than one accuracy issue, but he more than makes up for it with his fantastic growths: high HP and Strength is as expected of a Fighter, but he has a whopping '''70% growth''' in Skill, so with a few levels in, it'll be very hard for anyone to dodge him. On top of that, he also has an impressive 50% growth in Speed and Defense, and with a few lucky level ups, he's capable of becoming a [[LightningBruiser frighteningly fast, hard-hitting and accurate warrior.]] Plus, with a Buddy Support with Benny, you can give him Pavise on top of his Fighter and Cavalier skills, and with the max cap of 40 Skill as a Hero, he can have a '''40%''' chance to partially negate damage for more than ''half'' of the weapons in the game, and if you get him Aegis, ''[[MadeOfIron all of them.]]'' The obvious downside is that his earlygame bases are unimpressive, his Luck's atrocious [[BornUnlucky (then again, it's Arthur)]], and it's quite tempting to bench him for Camilla, who joins three chapters later. But make no mistake, this Hero of Justice can and will be ''extremely'' useful with the right push. And it isn't as if his poor luck's unsalvagable; counting the playable first six chapters, you can give him ''four'' Goddess Icons in your entire playthrough on top of Veteran's Intuition from the Vanguard line, and it's not like anyone really needs it.
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* With a little [[StealthPun luck]], Arthur can become a powerful LightningBruiser who's easily one of ''the'' highest-potential characters in the game. He starts out with middling bases compared to everyone else more than one accuracy issue, but he more than makes up for it with his fantastic growths: high HP and Strength is as expected of a Fighter, but he has a whopping '''70% growth''' in Skill, so with a few levels in, it'll be very hard for anyone to dodge him. On top of that, he also has an impressive 50% growth in Speed and Defense, and with a few lucky level ups, he's capable of becoming a [[LightningBruiser frighteningly fast, hard-hitting and accurate warrior.]] Plus, with a Buddy Support with Benny, you can give him Pavise on top of his Fighter and Cavalier skills, and with the max cap of 40 Skill as a Hero, he can have a '''40%''' chance to partially negate damage for more than ''half'' of the weapons in the game, and if you get him Aegis, ''[[MadeOfIron all of them.]]'' The obvious downside is that his earlygame bases are unimpressive, his Luck's atrocious [[BornUnlucky (then again, it's Arthur)]], and it's quite tempting to bench him for Camilla, who joins three chapters later. But make no mistake, this Hero of Justice can and will be ''extremely'' useful with the right push.

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* With a little [[StealthPun luck]], Arthur can become a powerful LightningBruiser who's easily one of ''the'' highest-potential characters in the game. He starts out with middling bases compared to everyone else and more than one accuracy issue, but he more than makes up for it with his fantastic growths: high HP and Strength is as expected of a Fighter, but he has a whopping '''70% growth''' in Skill, so with a few levels in, it'll be very hard for anyone to dodge him. On top of that, he also has an impressive 50% growth in Speed and Defense, and with a few lucky level ups, he's capable of becoming a [[LightningBruiser frighteningly fast, hard-hitting and accurate warrior.]] Plus, with a Buddy Support with Benny, you can give him Pavise on top of his Fighter and Cavalier skills, and with the max cap of 40 Skill as a Hero, he can have a '''40%''' chance to partially negate damage for more than ''half'' of the weapons in the game, and if you get him Aegis, ''[[MadeOfIron all of them.]]'' The obvious downside is that his earlygame bases are unimpressive, his Luck's atrocious [[BornUnlucky (then again, it's Arthur)]], and it's quite tempting to bench him for Camilla, who joins three chapters later. But make no mistake, this Hero of Justice can and will be ''extremely'' useful with the right push.
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* With a little [[StealthPun luck]], Arthur can become a powerful LightningBruiser who's easily one of ''the'' highest-potential characters in the game. He starts out with middling bases compared to everyone else more than one accuracy issue, but he more than makes up for it with his fantastic growths: high HP and Strength is as expected of a Fighter, but he has a whopping '''70% growth''' in Skill, so with a few levels in, it'll be very hard for anyone to dodge him. On top of that, he also has an impressive 50% growth in Speed and Defense, and with a few lucky level ups, he's capable of becoming a [[LightningBruiser frighteningly fast, hard-hitting and accurate warrior.]] Plus, with a Buddy Support with Benny, you can give him Pavise on top of his Fighter and Cavalier skills, and with the max cap of 40 Skill as a Hero, he can have a '''40%''' chance to partially negate damage for more than ''half'' of the weapons in the game, and if you get him Aegis, ''[[MadeOfIron all of them.]]'' The obvious downside is that his earlygame bases are unimpressive, his Luck's atrocious [[BornUnlucky (then again, it's Arthur)]], and it's quite tempting to bench him for Camilla, who joins three chapters later. But make no mistake, this Hero of Justice can and will be ''extremely'' useful with the right push.
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** Sakura can be surprisingly powerful but you wouldn't know it right off the bat. She starts off as a simple Shrine Maiden healer that can promote to a [[CombatMedic Priestess]] or an [[RedMage Onmyoji]]. She gets a pretty good Magic, Luck and Resistance and having her as a Priestess really highlights her abilities... but while she'll perform nicely, she's forced to use bows which doesn't really go well with her naturally low Strength rate making her hard to train in the class. On the other hand, Onmyoji takes advantage of her much better Magic stat, but it doesn't highlight her full potential, especially with a low Luck cap, her best stat. Unfortunately for her, she doesn't have too much in terms of decent alternative classes especially since Birthright doesn't offer too much to magic users. In Revelation however, she has easy access to a Shining Bow, which allows her to attack with a 1-2 range Bow that uses her higher Magic stat allowing her to train much easier to get her Strength to where she needs it to.. In addition, she can support with Elise (which gives her access to the Troubadour class line and its skills) and Leo (giving her access to the Dark Mage class line and its skills). The important skills to obtain from the Troubadour class line are Live to Serve (letting her be a great CombatMedic by being able to fight, heal, and also heal herself sufficiently enough), Rally Resistance (which helps mitigate ally damage from magical attacks) and most importantly, Inspiration (wherein any ally within two spaces deals +2 more damage and takes -2 less damage, which stacks with Sakura's personal skill). Inspiration is especially important as it should stack with Sakura's personal skill, meaning both skills help mitigate any damage taken, to a total of -4 less damage taken. Meanwhile, the Dark Mage class line gives her a strong Magic class to be in that takes advantage of her good Magic modifier. She can also marry Jakob in ''Birthright'' and ''Revelation'' to also get access to the Troubadour class line, but in ''Revelation'' she's able to get that just by Friendship Sealing with Elise, allowing her to marry someone else. With all this, the final result is a powerful Priestess with a Shining Bow who can also serve as a great CombatMedic who can help reduce the damage her allies take.

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** Sakura can be surprisingly powerful but you wouldn't know it right off the bat. She starts off as a simple Shrine Maiden healer that can promote to a [[CombatMedic Priestess]] or an [[RedMage Onmyoji]]. She gets a pretty good Magic, Luck and Resistance and having her as a Priestess really highlights her abilities... but while she'll perform nicely, she's forced to use bows which doesn't really go well with her naturally low Strength rate making her hard to train in the class. On the other hand, Onmyoji takes advantage of her much better Magic stat, but it doesn't highlight her full potential, especially with a low Luck cap, her best stat. Unfortunately for her, she doesn't have too much in terms of decent alternative classes especially since Birthright doesn't offer too much to magic users. In Revelation however, she has easy access to a Shining Bow, which allows her to attack with a 1-2 range Bow that uses her higher Magic stat allowing her to train much easier to get her Strength to where she needs it to.. In addition, she can support with Elise (which gives her access to the Troubadour class line and its skills) and Leo (giving her access to the Dark Mage class line and its skills). The important skills to obtain from the Troubadour class line are Live to Serve (letting her be a great CombatMedic by being able to fight, heal, and also heal herself sufficiently enough), Rally Resistance (which helps mitigate ally damage from magical attacks) and most importantly, Inspiration (wherein any ally within two 2 spaces deals +2 more damage and takes -2 less damage, which stacks with Sakura's personal skill). Inspiration is skill) and Demoiselle (male allies within 2 spaces takes 2 less damage). Both skills are especially important as it should stack with Sakura's personal skill, meaning both that the skills help mitigate any damage taken, to a total of -4 less damage taken.taken (6 with Demoiselle). Meanwhile, the Dark Mage class line gives her a strong Magic class to be in that takes advantage of her good Magic modifier. She can also marry Jakob in ''Birthright'' and ''Revelation'' to also get access to the Troubadour class line, but in ''Revelation'' she's able to get that just by Friendship Sealing with Elise, allowing her to marry someone else. With all this, the final result is a powerful Priestess with a Shining Bow who can also serve as a great CombatMedic who can help reduce the damage her allies take.
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* The Blow skills, Certain Blow[[note]]+40 hit chance, Archer class.[[/note]], Duelist's Blow[[note]]+30 to avoid, Samurai class.[[/note]], Death Blow [[note]]+20 critical hit chance, Oni Savage class.[[/note]], Darting Blow [[note]]+5 speed for double hit, Pegasus Knight class.[[/note]], Warding Blow[[note]]-20 magic damage, Pegasus Knight class.[[/note]], and Armored Blow[[note]]-10 physical damage, Great Knight class.[[/note]] are all great skills found in various classes on both sides. Each are BoringButPractical skills that increase a specific basic stat but do so in a way that are more useful than you would think. Each one has a lot of synergy with other skills such as Certain Blow fixing the minus hit chance on Gamble, fixing the Great Club's poor hit rate, as well as negating the Weapon-Breaker avoid bonus; and Duelist's Blow allowing slower characters to dodge attacks better.

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* The Blow skills, Certain Blow[[note]]+40 hit chance, Archer class.[[/note]], Duelist's Blow[[note]]+30 to avoid, Samurai class.[[/note]], Death Blow [[note]]+20 critical hit chance, Oni Savage class.[[/note]], Darting Blow [[note]]+5 speed for double hit, Pegasus Knight class.[[/note]], Warding Blow[[note]]-20 magic damage, Pegasus Knight class.[[/note]], and Armored Blow[[note]]-10 physical damage, Great Knight class.[[/note]] are all great skills found in various classes on both sides. Each are BoringButPractical skills that increase a specific basic stat but do so in a way that are more useful than you would think. Each one has a lot of synergy with other skills such as Certain Blow fixing the minus hit chance on Gamble, fixing the Great Club's poor hit rate, as well as negating the Weapon-Breaker avoid bonus; Death Blow stacks with Gamble and turning your units into crit machines, and Duelist's Blow allowing slower characters to dodge attacks better.

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* The fact that Scarlet is only available in ''Birthright'' [[spoiler:outside of a couple of chapters in Revelation]] and can only support with the Avatar is likely to balance out the absolute ''insanity'' that her personal skill is capable of creating. If she starts a battle with under 25% of her maximum HP, her critical hit rate goes up by 30%, and since she's a female unit, she can reclass to the DLC-only Great Lord class and stack this with Awakening (see below), giving her an automatic +60% chance to land a critical hit--enough that she'll always crit when attacking with a Great Club and just about always with a Killer weapon (at maxed Skill in most classes, it'll tick just over 100%). Just on a first run, pairing her with an Avatar that grants the Samurai line to give her access to Vantage allows her to be able to survive fairly well even at the low HP that this requires as long as she can crit at 1-2 range; use Einherjar skill acquisition to bring in Vengeance and Gamble, then go to Museum Melee to get her a Peri's Lance (1-2 range, +10 to crit chance), and with max skill in her default class she'll have roughly a 50% chance of proccing Vengeance (adds half of damage taken to damage dealt, and remember that this build requires her to have already taken heavy damage) and a ''96% chance'' of landing a critical (which puts its multiplier into effect ''after'' the Vengeance boost), attacking before the enemy can even on the enemy phase, regardless of whether she was attacked by a melee or ranged unit. Alternatively, replace Gamble with Quixotic to boost the Vengeance chance another 15% at the expense of the 10% boost to Crit that Gamble provided; this also has the benefit of adding +30 to hit rate, so when she's ''not'' at risk of getting attacked at range, she can easily switch over to the Great Club for those guaranteed crits with multiplier x4 instead of x3.



* Awakening, which is received from the DLC-exclusive Great Lord class, grants +30 to Hit rate, Avoid, Critical rate and Critical Evade when a unit's HP is under half. Which also happens to be the triggering mechanism for Vantage (unit attacks first even on enemy phase).



** And about the ability to buy skills from other players mentioned above? Aftter getting a skill set on a particular character, the player can add them into the Avatar Logbook. Then they can simply buy the skills from their own characters on all other files, saving themselves the trouble of having to hunting down the players they originally got the skills from again.

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** And about the ability to buy skills from other players mentioned above? Aftter After getting a skill set on a particular character, the player can add them into the Avatar Logbook. Then they can simply buy the skills from their own characters on all other files, saving themselves the trouble of having to hunting down the players they originally got the skills from again.
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* Selena's personal skill, Fierce Rival, makes her a very strong support unit for Attack Stance. Whenever she is the support unit and the lead unit lands a critical hit, she becomes guaranteed to land a critical hit as well as long as she doesn't miss outright. Give her a brave weapon and put her next to one of those guaranteed critical builds detailed elsewhere on the page, then watch as even final bosses crumple.

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* Despite appearing to be little more than a decent MageKiller, Kaze can be surprisingly powerful. He sports the highest speed growth in the game, and his wide availability and early join time make him useful on all three routes. His Strength growth is surprisingly high, being only slightly lower than ''Ryoma'', and he ties for the third-highest HP growth of the first generation. Those who have access to at least two paths can reclass him into a Dread Fighter early on, boosting his strength and defense while only slightly lowering his already-high Skill and Speed and already-low Luck score, as well as giving him access to axes/clubs to patch up his damage issues. While ultimately best off as a Master Ninja, due to his status as a neutral character, he can marry most female units, including the above-mentioned Camilla, which gives both characters access to the Poison Strike + Savage Blow combination. While his only Buddy class is Silas' Cavalier, the skills provided by its promotions are enough, with Luna and Armored Blow further patching up his only issues. Finally, he is one of the best support units for the aforementioned Midori, as his personal skill essentially gives her a free Miracle.

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* Despite appearing to be little more than a decent MageKiller, Kaze can be surprisingly powerful. He sports the highest speed growth in the game, and his wide availability and early join time make him useful on all three routes. His Strength growth is surprisingly high, higher than expected, being only slightly lower than ''Ryoma'', and he ties for the third-highest HP growth of the first generation. Those who have access to at least two paths can reclass him into a Dread Fighter early on, boosting his strength and defense while only slightly lowering his already-high Skill and Speed and already-low Luck score, as well as giving him access to axes/clubs to patch up his damage issues. While ultimately best off as a Master Ninja, due to his status as a neutral character, he can marry most female units, including the above-mentioned Camilla, which gives both characters access to the Poison Strike + Savage Blow combination. While his only Buddy class is Silas' Cavalier, the skills provided by its promotions are enough, with Luna and Armored Blow further patching up his only issues. Finally, he is one of the best support units for the aforementioned Midori, as his personal skill essentially gives her a free Miracle.


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* Effie and LightningBruiser are synonyms. Sporting a brutal '''60%''' strength growth is already quite good, but unlike most characters, she also has a very high speed growth which cancels out the main weakness of her class while also giving her good defenses.
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** Sakura can be surprisingly powerful but you wouldn't know it right off the bat. She starts off as a simple Shrine Maiden healer that can promote to a [[CombatMedic Priestess]] or an [[RedMage Onmyoji]]. She gets a pretty good Magic, Luck and Resistance and having her as a Priestess really highlights her abilities... but while she'll perform nicely, she's forced to use bows which doesn't really go well with her naturally low Strength rate making her hard to train in the class. On the other hand, Onmyoji takes advantage of her much better Magic stat, but it doesn't highlight her full potential, especially with a low Luck cap, her best stat. Unfortunately for her, she doesn't have too much in terms of decent alternative classes especially since Birthright doesn't offer too much to magic users. In Revelation however, she has easy access to a Shining Bow, which allows her to attack with a 1-2 range Bow that uses her higher Magic stat allowing her to train much easier to get her Strength to where she needs it to.. In addition, she can support with Elise (which gives her access to the Troubadour class line and its skills) and Leo (giving her access to the Dark Mage class line and its skills). The important skills to obtain from the Troubadour class line are Live to Serve (letting her be a great CombatMedic by being able to fight, heal, and also heal herself sufficiently enough), Rally Resistance (which helps mitigate ally damage from magical attacks) and most importantly, Inspiration (wherein any ally within two spaces deals +2 more damage and takes -2 less damage, which stacks with Sakura's personal skill). Inspiration is especially important as it should stack with Sakura's personal skill, meaning both skills help mitigate any damage taken, to a total of -4 less damage taken. Meanwhile, the Dark Mage class line gives her a strong Magic class to be in that takes advantage of her good Magic modifier. She can also marry Jakob in Birthright and Revelation to also get access to the Troubadour class line, but in Revelation she's able to get that just by Friendship Sealing with Elise, allowing her to marry someone else. With all this, the final result is a powerful Priestess with a Shining Bow who can also serve as a great CombatMedic who can help reduce the damage her allies take.
** Takumi is very good to use in the Hoshido path. He joins very early with his special [[BlowYouAway Fujin Yumi]] that is more powerful than anything you get for five or six more chapters. He also joins on a very shuriken-heavy map ([[TacticalRockPaperScissors which are weak to bows]]), and the next map after that, all the enemies are fliers, which are more prime targets for his arrows. The only thing stopping him from soloing the game is the fact that he can't attack adjacent enemies without a specialized Bow/Yumi (which often has drawbacks like lower Attack Speed or Avoid), or the [[DownloadableContent DLC]] [[BribingYourWayToVictory skill Point Blank]]. He also has a great personal skill which grants him +3 Damage dealt and -1 Damage taken and +10 Crit (in a class that already has a Crit bonus) if he's Supporting a same or higher leveled unit. Takumi is very strong, and is generally agreed within the Serenes Forest forums that he's actually stronger than ''[[MagikarpPower Mozu]]'' when both are promoted into Sniper class simply because of the unique bow he has access to. The only advantage Mozu has over Takumi is that she has access to other classes via reclassing that have skills that have better synergy together for a Sniper. However, Takumi is still very powerful, and will undoubtedly be one of your best Snipers, if not one of your best units.
** Hinoka [[JackOfAllStats has fairly even growths across the board]], which means that depending on how the numbers roll, she may end up [[LightningBruiser really powerful]] or [[MasterOfNone rather weak]]. However, one can focus on giving her good offensive growths by reclassing her to her Spear Fighter secondary class. Her growths as a Spear Master are good enough to rival ''Ryoma''. Simply by doing this and acquiring the potent skills in the Spear Fighter line, Hinoka becomes [[LightningBruiser a blitzing powerhouse]] similar to her older brother, but can also help support the team with her personal skill (which grants any ally within two spaces +2 Damage) and debuffing enemies with the Seal Defense and Seal Speed skills that the Spear Master class offers. She can return to being a Falcon Knight or even a Kinshi Knight at any point, as her heightened offensive stats and Lancefaire will help her perform better as those classes since both classes still use Naginatas as well. She has some great skills available from the classes she has access to from her A+ Support options, from Trample and Savage Blow (A+ with Camilla in the Revelation path), to Quick Draw and Certain Blow (A+ with Setsuna), or with a little more patience, Inspiration and Demoiselle (A+ with Azura). Inspiration is especially helpful since it stacks with her personal, effectively granting any ally within two spaces +4 Damage. Hinoka's versatility as both a supportive unit and an offensive unit makes her a force to be reckoned with.

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** Sakura can be surprisingly powerful but you wouldn't know it right off the bat. She starts off as a simple Shrine Maiden healer that can promote to a [[CombatMedic Priestess]] or an [[RedMage Onmyoji]]. She gets a pretty good Magic, Luck and Resistance and having her as a Priestess really highlights her abilities... but while she'll perform nicely, she's forced to use bows which doesn't really go well with her naturally low Strength rate making her hard to train in the class. On the other hand, Onmyoji takes advantage of her much better Magic stat, but it doesn't highlight her full potential, especially with a low Luck cap, her best stat. Unfortunately for her, she doesn't have too much in terms of decent alternative classes especially since Birthright doesn't offer too much to magic users. In Revelation however, she has easy access to a Shining Bow, which allows her to attack with a 1-2 range Bow that uses her higher Magic stat allowing her to train much easier to get her Strength to where she needs it to.. In addition, she can support with Elise (which gives her access to the Troubadour class line and its skills) and Leo (giving her access to the Dark Mage class line and its skills). The important skills to obtain from the Troubadour class line are Live to Serve (letting her be a great CombatMedic by being able to fight, heal, and also heal herself sufficiently enough), Rally Resistance (which helps mitigate ally damage from magical attacks) and most importantly, Inspiration (wherein any ally within two spaces deals +2 more damage and takes -2 less damage, which stacks with Sakura's personal skill). Inspiration is especially important as it should stack with Sakura's personal skill, meaning both skills help mitigate any damage taken, to a total of -4 less damage taken. Meanwhile, the Dark Mage class line gives her a strong Magic class to be in that takes advantage of her good Magic modifier. She can also marry Jakob in Birthright ''Birthright'' and Revelation ''Revelation'' to also get access to the Troubadour class line, but in Revelation ''Revelation'' she's able to get that just by Friendship Sealing with Elise, allowing her to marry someone else. With all this, the final result is a powerful Priestess with a Shining Bow who can also serve as a great CombatMedic who can help reduce the damage her allies take.
** Takumi is very good to use in the Hoshido ''Birthright'' path. He joins very early with his special [[BlowYouAway Fujin Yumi]] that is more powerful than anything you get for five or six more chapters. He also joins on a very shuriken-heavy map ([[TacticalRockPaperScissors which are weak to bows]]), and the next map after that, all the enemies are fliers, which are more prime targets for his arrows. The only thing stopping him from soloing the game is the fact that he can't attack adjacent enemies without a specialized Bow/Yumi (which often has drawbacks like lower Attack Speed or Avoid), or the [[DownloadableContent DLC]] [[BribingYourWayToVictory skill Point Blank]]. He also has a great personal skill which grants him +3 Damage dealt and -1 Damage taken and +10 Crit (in a class that already has a Crit bonus) if he's Supporting a same or higher leveled unit. Takumi is very strong, and is generally agreed within the Serenes Forest forums that he's actually stronger than ''[[MagikarpPower Mozu]]'' when both are promoted into Sniper class simply because of the unique bow he has access to. The only advantage Mozu has over Takumi is that she has access to other classes via reclassing that have skills that have better synergy together for a Sniper. However, Takumi is still very powerful, and will undoubtedly be one of your best Snipers, if not one of your best units.
** Hinoka [[JackOfAllStats has fairly even growths across the board]], which means that depending on how the numbers roll, she may end up [[LightningBruiser really powerful]] or [[MasterOfNone rather weak]]. However, one can focus on giving her good offensive growths by reclassing her to her Spear Fighter secondary class. Her growths as a Spear Master are good enough to rival ''Ryoma''. Simply by doing this and acquiring the potent skills in the Spear Fighter line, Hinoka becomes [[LightningBruiser a blitzing powerhouse]] similar to her older brother, but can also help support the team with her personal skill (which grants any ally within two spaces +2 Damage) and debuffing enemies with the Seal Defense and Seal Speed skills that the Spear Master class offers. She can return to being a Falcon Knight or even a Kinshi Knight at any point, as her heightened offensive stats and Lancefaire will help her perform better as those classes since both classes still use Naginatas as well. She has some great skills available from the classes she has access to from her A+ Support options, from Trample and Savage Blow (A+ with Camilla in the Revelation ''Revelation'' path), to Quick Draw and Certain Blow (A+ with Setsuna), or with a little more patience, Inspiration and Demoiselle (A+ with Azura). Inspiration is especially helpful since it stacks with her personal, effectively granting any ally within two spaces +4 Damage. Hinoka's versatility as both a supportive unit and an offensive unit makes her a force to be reckoned with.



* Charlotte is a textbook example of a MagikarpPower character done right. When she first joins in Conquest, she has mediocre bases that make training her a major pain, especially given how poor her Defenses are. ''Then'' you realize she has ''insane'' [[GlassCannon HP, Strength, Speed and Skill]], and once you train her enough and promote her into a Berserker, she'll be doubling everything and hitting hard with high damage and tons of crits. And '''[[SerialEscalation then]]''' you realize she can get access to the Great Club via Museum Melee or Revelations, on top of Death Blow, Certain Blow, Renewal, Gamble and any other miscellaneous skills. The resulting monster gets critical hits in the ''100 percents'', and her insane damage output ensures she's capable of hitting like an absolute freight train. The only thing that slows her down is his poor bases, but her stat distribution and high crit rate can make her into one of your most broken units by far. [[ArsonMurderAndJaywalking That, and she's a fantastic pair-up bot too.]]

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* Charlotte is a textbook example of a MagikarpPower character done right. When she first joins in Conquest, she has mediocre bases that make training her a major pain, especially given how poor her Defenses are. ''Then'' you realize she has ''insane'' [[GlassCannon HP, Strength, Speed and Skill]], and once you train her enough and promote her into a Berserker, she'll be doubling everything and hitting hard with high damage and tons of crits. And '''[[SerialEscalation then]]''' you realize she can get access to the Great Club via Museum Melee or Revelations, ''Revelation'', on top of Death Blow, Certain Blow, Renewal, Gamble and any other miscellaneous skills. The resulting monster gets critical hits in the ''100 percents'', and her insane damage output ensures she's capable of hitting like an absolute freight train. The only thing that slows her down is his her poor bases, but her stat distribution and high crit rate can make her into one of your most broken units by far. [[ArsonMurderAndJaywalking That, and she's a fantastic pair-up bot too.]]
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* Similar to their Nohrian counterparts, S supporting Ryoma and Rinkah together can lead to some devastating results. While Rinkah doesn't really get anything that makes her more viable, Ryoma getting the Oni Savage class gives him access to Death Blow which makes his already high crit rate even higher, Salvage Blow which can occasionally net you a free weapon for your other units and Lancebreaker which removes his weakness to lances, making him harder to kill. In Guard Stance regardless of what Rinkah promotes into, she gives Ryoma a significant boost in Strength and Defense as well as activating Ryoma's personal skill, making him even stronger and safer to use than he already is.

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* Similar to their Nohrian counterparts, S supporting Ryoma and Rinkah together can lead to some devastating results. While Rinkah doesn't really get anything that makes her more viable, viable (save for Astra, which lets her net 5 blows at half-strength in one single attack), Ryoma getting the Oni Savage class gives him access to Death Blow which makes his already high crit rate even higher, Salvage Blow which can occasionally net you a free weapon for your other units or for forging and Lancebreaker which removes his weakness to lances, making him harder to kill. In Guard Stance regardless of what Rinkah promotes into, she gives Ryoma a significant boost in Strength and Defense as well as activating Ryoma's personal skill, making him even stronger and safer to use than he already is.
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* Charlotte is a textbook example of a MagikarpPower character done right. When she first joins in Conquest, she has mediocre bases that make training her a major pain, especially given how poor her Defenses are. ''Then'' you realize she has ''insane'' [[GlassCannon HP, Strength, Speed and Skill]], and once you train her enough and promote her into a Berserker, she'll be doubling everything and hitting hard with high damage and tons of crits. And '''[[Serial Escalation then]]''' you realize she can get access to the Great Club via Museum Melee or Revelations, on top of Death Blow, Certain Blow, Renewal, Gamble and any other miscellaneous skills. The resulting monster gets critical hits in the ''100 percents'', and her insane damage output ensures she's capable of hitting like an absolute freight train. The only thing that slows her down is his poor bases, but her stat distribution and high crit rate can make her into one of your most broken units by far. [[ArsonMurderAndJaywalking That, and she's a fantastic pair-up bot too.]]

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* Charlotte is a textbook example of a MagikarpPower character done right. When she first joins in Conquest, she has mediocre bases that make training her a major pain, especially given how poor her Defenses are. ''Then'' you realize she has ''insane'' [[GlassCannon HP, Strength, Speed and Skill]], and once you train her enough and promote her into a Berserker, she'll be doubling everything and hitting hard with high damage and tons of crits. And '''[[Serial Escalation '''[[SerialEscalation then]]''' you realize she can get access to the Great Club via Museum Melee or Revelations, on top of Death Blow, Certain Blow, Renewal, Gamble and any other miscellaneous skills. The resulting monster gets critical hits in the ''100 percents'', and her insane damage output ensures she's capable of hitting like an absolute freight train. The only thing that slows her down is his poor bases, but her stat distribution and high crit rate can make her into one of your most broken units by far. [[ArsonMurderAndJaywalking That, and she's a fantastic pair-up bot too.]]
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* Charlotte is a textbook example of a MagikarpPower character done right. When she first joins in Conquest, she has mediocre bases that make training her a major pain, especially given how poor her Defenses are. ''Then'' you realize she has ''insane'' [[GlassCannon HP, Strength, Speed and Skill]], and once you train her enough and promote her into a Berserker, she'll be doubling everything and hitting hard with high damage and tons of crits. And '''[[Serial Escalation then]]''' you realize she can get access to the Great Club via Museum Melee or Revelations, on top of Death Blow, Certain Blow, Renewal, Gamble and any other miscellaneous skills. The resulting monster gets critical hits in the ''100 percents'', and her insane damage output ensures she's capable of hitting like an absolute freight train. The only thing that slows her down is his poor bases, but her stat distribution and high crit rate can make her into one of your most broken units by far. [[ArsonMurderAndJaywalking That, and she's a fantastic pair-up bot too.]]

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* Surprisingly, Azama can be a great unit. His growth rates are comparable to ''Ryoma''. The only real issue Azama has is that he starts in a magic class (despite his growths not being suited towards magic) and as such, it takes him a while to grow. But if reclassed into something more physical, like an Apothecary, he can truly shine. In the Revelation path, he can Support with Arthur and get access to one of the strongest physical classes in the game, Berserker.

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* Surprisingly, Azama can be a great unit. His growth rates are comparable to ''Ryoma''. The only real issue Azama has is that he starts in a magic class (despite his growths not being suited towards magic) and as such, it takes him a while to grow. But if reclassed into something more physical, like an Apothecary, he can truly shine. In the Revelation ''Revelation'' path, he can Support with Arthur and get access to one of the strongest physical classes in the game, Berserker.Berserker. He's often a common candidate for the Dread Scroll to make him an instant war machine that can (keyword: can) rival even the Avatar in the same class in ''Birthright''.



* In ''Revelation'', Fuga. His base stats are so ridiculously high at an even higher level that his laughably poor growth rates mean virtually nothing, outshining both Hana and Hinata in their own niches. The fact that he comes with fairly good weapon ranks as a Master of Arms means he can carry the later parts rather well.



** Hoshidan Unity is also very useful. Giving a free +10% chance of activating any skill ranging from Witch's Brew to Lethality is no joke.

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** Hoshidan Unity is also very useful. Giving a free +10% chance of activating any skill ranging from Witch's Brew to Lethality is no joke.joke, but unlike Quixotic, it comes with no such drawback..
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* Speaking of recruiting units, the simple fact that you can recruit a unit from another player's castle as an Einherjar is a Gamebreaker itself, as you can easily recruit a maxed out juggernaut into your own army ''at no cost'', and even better they will be added to your logbook for future use as well. And with enough time spent visiting these "Easy Seize" castles, you can field an entire army of Einherjar units and completely ''[[CurbStompBattle crush]]'' [[CurbStompBattle every challenge the game has to offer you in all three routes,]] ''[[CurbStompBattle even on Lunatic difficulty]]''. Sure, they cannot support anyone, but that's merely a technicality when they still provide Pair-Up bonuses and basic Attack/Guard Stance benefits.
** Compounding on this, once you clear a save, the game allows you to choose up to 5 of your own surviving units to be recorded to the Avatar Logbook, with their current stats and EVERY skill they gained, whether learned or purchased, to be used as an Einherjar. And you can drop the game's difficulty down to Normal/Phoenix and keep beating the game to add or update units in the logbook with ease. This makes it very easy to customize units in other saves. Or, if you are on Casual Mode, you can have a Battle Save right before defeating the final boss and you can clear the game repeatedly and register more units. All of this saves you money from adding your units into the logbook from the Einherjar Shop, which can get costly.
** And see the ability to buy skills from other players mentioned above? Once you get a skill set you like on a particular character, you can add them into your Avatar Logbook. You can then simply buy the skills from your own characters on all other files, saving yourself the trouble of having to hunting down the players you originally got the skills from again.
** [[UpToEleven A new exploit has been discovered that lets you completely destroy the game's difficulty with logbook units]], [[AwesomeButImpractical though this may be very hard and time-consuming to do on non-DLC Conquest due to the lack of a lot of gold you can earn in that route and you may not be able to get a lot of units]]. Similar to Awakening's [=StreetPass=] abuse farming that let you turn ''all'' of your units into '''monsters''', all one needs is one of every stat boosting item, perhaps one of every seal one can use, any skill teaching item one may have, and a sizeable amount of gold. Save your game when the logbook unit you want to break is actually in your logbook, recruit them, feed them all the items you can and use up all the skill granting items you have on them, update that unit in the unit logbook, go straight into any battle, and bookmark/battle save. Go back to your original save (which will delete the bookmark) and go to the unit logbook. If you already have the unit in your playable roster before you started beefing them up, dismiss them but don't update their stats. Recruit them from the logbook, rinse and repeat. You '''''absolutely must not save your game''''' during any point after you fed the logbook unit the items you've had or else you will lose them for good (and Anankos help you if those were the only/last copies you could have gotten in your playthrough). This process can take a bit but it's far quicker to get powerful units than Awakening's [=StreetPass=] abuse. With DLC, the long process becomes a mere technicality and can turn ''[[NintendoHard Lunatic Conquest]]'' from unbearably hard to an absolute cakewalk. [[http://imgur.com/a/Vmuwz Here is the source of the process in case any of the above wording confuses anyone.]]

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

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* Despite appearing to be little more than a decent MageKiller, Kaze can be surprisingly powerful. He sports the highest speed growth in the game, and his wide availability and early join time make him useful on all three routes. His Strength growth is surprisingly high, being only slightly lower than ''Ryoma'', and he ties for the third-highest HP growth of the first generation. Those who have access to at least two paths can reclass him into a Dread Fighter early on, boosting his strength and defence while only slightly lowering his already-high Skill and Speed and already-low Luck score, as well as giving him access to axes/clubs to patch up his damage issues. While ultimately best off as a Master Ninja, due to his status as a neutral character, he can marry most female units, including the above-mentioned Camilla, which gives both characters access to the Poison Strike + Savage Blow combination. While his only Buddy class is Silas' Cavalier, the skills provided by its promotions are enough. Finally, he is one of the best support units for the aforementioned Midori, as his personal skill essentially gives her a free Miracle.

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* Despite appearing to be little more than a decent MageKiller, Kaze can be surprisingly powerful. He sports the highest speed growth in the game, and his wide availability and early join time make him useful on all three routes. His Strength growth is surprisingly high, being only slightly lower than ''Ryoma'', and he ties for the third-highest HP growth of the first generation. Those who have access to at least two paths can reclass him into a Dread Fighter early on, boosting his strength and defence defense while only slightly lowering his already-high Skill and Speed and already-low Luck score, as well as giving him access to axes/clubs to patch up his damage issues. While ultimately best off as a Master Ninja, due to his status as a neutral character, he can marry most female units, including the above-mentioned Camilla, which gives both characters access to the Poison Strike + Savage Blow combination. While his only Buddy class is Silas' Cavalier, the skills provided by its promotions are enough. enough, with Luna and Armored Blow further patching up his only issues. Finally, he is one of the best support units for the aforementioned Midori, as his personal skill essentially gives her a free Miracle.Miracle.
** Additionally, Kaze has natural access to the Samurai line via Heart Seal, which comes with its ''very'' good skill set. If reclassed into Swordmaster for a little while, and then returned to Master Ninja, Kaze can get -faire skills for ''both of his available weapon types'', which sounds simple but is very nice to have. Combine that with his insane speed and general utility, and you have a ridiculously useful unit on your hands.
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* An A+ rank between Charlotte and Rinkah in ''Revelation'' can make Charlotte very strong while making Rinkah an actually decent unit. Rinkah can get the Warrior class, allowing her to get HP+, arguably the best thing she could use from it, Gamble, and Axefaire, which allows her to be useful. Charlotte, meanwhile, will be able to get Death Blow, which gives Critical Rate +20, Counter, and Lancebreaker. In fact, if set up right, this will allow Charlotte to have upwards of a [[UpToEleven 95]] [[NoKillLikeOverKill Percent]] [[OneHitKO Crit chance]].

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* An A+ rank between Charlotte and Rinkah in ''Revelation'' can make Charlotte very strong while making Rinkah an actually decent unit. Rinkah can get the Warrior Fighter-Berserker class, allowing her to get HP+, HP+5, arguably the best thing she could use from it, Gamble, and Axefaire, which allows her to be useful. Charlotte, meanwhile, will be able to get Death Blow, which gives Critical Rate +20, Counter, and Lancebreaker. In fact, if set up right, this will allow Charlotte to have upwards of a [[UpToEleven 95]] [[NoKillLikeOverKill Percent]] [[OneHitKO Crit chance]].

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