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1[[WMG:[[center: [- '''VideoGame/UnicornOverlord [[Characters/UnicornOverlord Main Character Index]]'''\
2[[Characters/UnicornOverlordTheLiberationArmy The Liberation Army]] | [[Characters/UnicornOverlordCornia Cornia]] | [[Characters/UnicornOverlordDrakenhold Drakenhold]] | [[Characters/UnicornOverlordElheim Elheim]] | [[Characters/UnicornOverlordBastorias Bastorias]] | [[Characters/UnicornOverlordAlbion Albion]] | [[Characters/UnicornOverlordZenoira Zenoira]] | '''Classes''']] -]]]
3
4!!This is a character sheet focusing on common classes that share design and gameplay mechanics. Character-specific classes[[note]]Lord/High Lord, Priestess/High Priestess, Crusader/Valkyria, Dark Marquess, Prince, Elven Augur, Elven Sibyl, Snow Ranger, Werelion, Dark Lord/Overlord, Necromancer[[/note]] and lore-based tropes should be included in their proper character pages.
5
6------
7
8[[foldercontrol]]
9
10!!Human Classes
11!!!Melee Infantry
12[[folder:Fighter]]
13[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/fighter_8.png]]
14[[quoteright:350:[[labelnote:When promoted into Vanguard]]https://static.tvtropes.org/pmwiki/pub/images/vanguard_9.png[[/labelnote]]]]
15-->'''Class Type''': Sword, Shield, Infantry, Armor\
16'''Gender''': Male\
17'''Promotion''': Vanguard\
18'''Active Skills''': Warding Slash, Shield Bash (Level 15), Defender (Level 20 Vanguard)\
19'''Passive Skills''': Arrow Cover, Quick Guard (Level 10), Provoke (Level 25 Vanguard)\
20'''Leader Effect''': Resist Ranged Assist\
21'''Valor Skill''': Provoke (II)
22
23Shield-bearing swordsmen that excel in protecting their allies from ranged attacks.
24----
25* AntiAir: [[GuideDangIt Not that the game explains this anywhere]], but attacks sourced from flying units are also considered to be ranged, so Fighters can be used to protect your cavalry from the gryphons and wyverns who would normally devastate them.
26* BoringButPractical: A fighter's main role is defensive, with mediocre damage output and fairly unimpressive performance as a frontline tank. Where they shine is in [[NoSell blocking arrows meant for squishy or flying targets]], allowing a single fighter to shore up the defenses of multiple vulnerable units.
27* CripplingOverspecialization: Fighters are good at protecting allies from ranged attacks, meaning in a party where you have units weak to ranged attacks they are solid defenders, but they don't do much in battle besides that, so if the enemy isn't targeting ranged units, Fighters don't contribute much to the party.
28* DefendCommand: Fighters have the guard skill, ''Quick Guard'', and the cover skill, ''Arrow Cover''. ''Arrow Cover'' is practically a godsend for flying units, as the Fighter can protect them from archers that prioritizes targeting them.
29* EyeObscuringHat: The Fighter's helmet cast a deep shadow that almost completely hides their eyes. The only time you can clearly see their eyes is during their triumph pose.
30* KnightlySwordAndShield: They run a middle path between the offense of a Sellsword and the defense of a Hoplite. Their shields are particularly useful for defending themselves and allies against physical ranged attacks.
31* LogicalWeakness: They count as an Armored unit and rely a lot on their shields for defending against melee attacks, so naturally they're weak against the Unguardable, AntiArmor attacks from Warriors and Breakers.
32* LoopholeAbuse: Elven Archer attacks are magical in nature, and will melt Hoplites despite their resembling the arrows they usually block without issue. And they'll usually do the same to a Fighter. However, their attacks are also registered as ranged physickal attacks, so if a Fighter blocks them with ''Arrow Cover'', they will receive no damage from them.
33* NoSell: ''Arrow Cover'' not only allows Fighters to take ranged physickal attacks intended for their teammates, but also ''comletely nullifies'' any and all damage from said attacks, allowing Fighters to effectively tank archers and fliers even if they've been inflicted with the Guard Seal or Defense Down status ailments.
34* PracticalTaunt:
35** Their valor skill ''Provoke'' forces an enemy unit to march towards the unit with the Fighter that initiated the valor skill in their formation for 10 seconds, even working against units that are on watchtowers. This doesn't work on enemies garrisoned in towns or fortification, which are usually [[ContractualBossImmunity bosses]]. Upon promoting to Vanguard, the valor skill can target enemies within an area-of-effect. It is very useful in preventing enemy Thieves from running away with any stolen gold they gained from using ''Plunder''.
36** Their Vanguard-exclusive passive skill ''Provoke'' allows them to force a row of enemies to attack the Vanguard at the start of battle. Combine with gaining 50% guard rate from using the passive skill and the +50% defense buff from ''Defender'', and they can hold the line against a barrage of physickal attacks.
37* ShieldBash: One of their attacks is a shield bash that inflicts stun upon the enemy.
38* ViolationOfCommonSense: You'd think the armored, shield-bearing Fighter would belong in the front row, but thanks to their CripplingOverspecialization against ranged attacks, the best place for them is actually in the ''back'' row, placed behind friendly cavalry and fliers.
39[[/folder]]
40
41[[folder:Gladiator]]
42[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gladiator_78.png]]
43[[quoteright:350:[[labelnote: When promoted into Berserker]]https://static.tvtropes.org/pmwiki/pub/images/berserker_24.png[[/labelnote]]]]
44-->'''Class Type''': Axe, Infantry\
45'''Gender''': Male\
46'''Promotion''': Berserker\
47'''Active Skills''': Wide Smash, Mounting Charge (Level 20 Berserker), Grand Smash (Level 30 Berserker)\
48'''Passive Skills''': Bulk Up, Wide Counter (Level 15), Berserk (Level 25 Berserker)\
49'''Leader Effect''': Barrier Breaker\
50'''Valor Skill''': Toughness (II)
51
52Wild axe-wielding hulking men that can wipe out a row of foes.
53----
54* AchillesHeel:
55** Units that can take away their passive points, like thieves and shamans. Without ''Bulk Up'', Gladiators will fall like dominoes due to their lack of survivability.
56** To a lesser extent, crowd control effects. If they're Stunned, Frozen, or inflicted with Passive Seal, they won't be able to use ''Bulk Up'' regardless of how much PP they have left.
57* AlternateCompanyEquivalent: They're the equivalent of the "Barbarian[=/=]Brigand[=/=]Pirate[=/=]Berserker" class in ''Franchise/FireEmblem''.
58* AwesomeButImpractical:
59** ''Grand Smash.'' Leapinig twenty feet into the air and unleashing a massive GroundPound on an entire enemy team with [[FullHealthBonus potentially]] 150% attack potency without needing to spend a turn charging up first sounds awesome on paper, but its low base accuracy combined with the Berserker's already poor aim and the fact that it's a ground-based attack that always misses against flying units, makes it rather impractical in practice.
60** The entire class deals with this as well. A musclebound giant of a man who is capable of inflicting tons of damage, hitting wide areas of foes and having self-healing sounds like a ''great'' front-liner to have... but in practice, their stats are too poor and their accuracy even worse really capstone off of that without having a right team composition.
61* BarbaricBattleaxe: Half-naked [[TopHeavyGuy Top-Heavy Guys]] who are muscular as hell and fight with axes as big as a normal person, with their promotion's axes getting even bigger. They also fight like TheBerserker in combat as well.
62* TheBerserker: Their promotion. Upon reaching Level 25, they learn ''Berserk'', a passive skill that sacrifices all of their passive points to gain an active point and allow them to [[LastChanceHitPoint survive a single fatal blow]].
63* CounterAttack: ''Wide Counter'' allows them to counterattack with a row-hitting attack.
64* GlassCannon: On one hand, their HP is fantastic and their physickal attacks can do a lot of hurting. On the other hand, their stats in '''everything else''' is terrible, especially defenses. Downplayed in that their HP is so absolutely ''monstrous'' that it's nigh-impossible to kill them in a single hit without stacking multiple offensive buffs first, including guaranteed crits and improved crit damage.
65* FullHealthBonus: They deal a lot more damage if their HP is full, and are designed like a GlassCannon. They rely on topping himself with their passive ability ''Bulk Up'', which recovers 40% of their HP when hit, and a partner that can heal them, like a Soldier or Cleric, in order to reach their maximum potential.
66* HealingFactor: To make up for their high HP and low defense, their passive skill ''Bulk Up'' recovers 40% of their HP upon receiving a hit. Upon reaching Level 20 as a Berserker, they gain the active skill ''Mounting Charge'' that allows them to heal 30% HP and grant themselves an attack buff.
67* HerdHittingAttack: Their basic active ability ''Wide Smash'' is a SpinAttack that deals damage to a row of enemies. Their Level 15 passive skill, ''Wide Counter'', allows him to counterattack with a row-hitting attack. Their Level 30 skill as Berserkers, ''Grand Smash'', targets all ground-based enemies.
68* MasterOfNone: Their [=HP=] and Physickal Attack are absolutely excellent, with their [=HP=] being the highest in the game... but their ''everything else'' is utterly horrible, and in practice, they take too much damage and have too little initiative for their HealingFactor to really be a good trade-off. Not that there aren't compositions that can't make them competitive, but even with this, their stat compositions are still not good at all.
69* PowerfulButInaccurate: Their innate offensive abilities can do a lot of damage to a lot of enemies... if they can hit them, due to their unimpressive E rank in accuracy, and their skills' 75-80% hit rate.
70* TopHeavyGuy: Design-wise, their upper body looks twice as wide as their (still impressive) lower body.
71* UnskilledButStrong: They have a high Physickal Attack stat and a lot of health, but their accuracy, speed and defense all suck.
72[[/folder]]
73
74[[folder:Hoplite]]
75[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hoplite_0.png]]
76[[quoteright:350:[[labelnote: When promoted into Legionnaire]]https://static.tvtropes.org/pmwiki/pub/images/legionnaire.png[[/labelnote]]]]
77-->'''Class Type''': Spear, Greatshield, Infantry, Armor\
78'''Gender''': Male\
79'''Promotion''': Legionnaire\
80'''Active Skills''': Sting, Row Protection (Level 25 Legionnarie), Greatshield (Level 30 Legionnarie)\
81'''Passive Skills''': Heavy Cover, Guardian (Level 15), Row Cover (Level 20 Legionnarie)\
82'''Leader Effect''': Resist Ranged Assist\
83'''Valor Skill''': Fortress (II)
84
85Heavily-armored soldiers who are nearly impervious to physickal attacks.
86----
87* AchillesHeel: Hoplites have two:
88** Magick. Spells in this game are [[ShieldsAreUseless unblockable by default]], and the M.Def growth of Hoplites is quite literally ''non-existant,'' with a resounding base stat of... ''1''. In fact, they're so vulnerable to Magick that if you manage to walk your unit into the range of overlapping enemy Magick Assists from enemy units led by Wizards and Witches, they can end up killed before the fight even properly begins!
89** [[ArmorPiercingAttack Armor-Piercing Attacks]]. Hoplites are the best physickal tank in the game, but that distinction ends up becoming meaningless against enemies that have an innate ability to pierce through their defense. Warriors are a hard-counter to the class for this reason, and any class that has some form of AntiArmor is best avoided; while it's not as devastating to a Hoplite as Magick, it'll still take off a huge chunk of their health if you're not careful.
90* AlternateCompanyEquivalent: They're the equivalent of the "Knight[=/=]General" class in ''Franchise/FireEmblem''.
91* BoringButPractical: They're not gonna do a lot of damage without the right set-up and they're utterly toasted by magic, but when it comes to soaking up physickal damage or protecting the back row, there's ''literally'' no better class than these guys. Make no mistake, mobility wise, they're still Armored units and still slow units they're attached to down considerably, but they can circumvent one of the traditional pitfalls of ''Franchise/FireEmblem''[='=]s foot knights by designating someone else as the party leader, making them far easier to use in [[StealthPun general]].
92* GuideDangIt: The game is shy about explaining what "stage damage" ''Fortress'' would negate entails. This not only includes environmental hazards but traps, projectile valor skills, and siege weaponry such as catapults as well; basically anything besides a fight with another unit that would cause damage won't.
93* HeavilyArmoredMook: An armored unit that boasts the highest physickal defense, but are vulnerable to magic and AntiArmor attacks.
94* MightyGlacier: They have ''monstrous'' Physickal Defense and while their attack isn't the greatest, is still good enough that it can pack a punch against softer enemies. Their Evasion, however, is non-existent, as is their Initiative and mobility on any map as a party leader. [[DumpStat Not that this is a problem]] as those things [[HeavilyArmoredMook literally aren't what they're paid for]].
95* StatusBuff: ''Row Protection'' grants a physickal defense buff to a row of allies, ''Greatshield'' grants themselves a physickal defense buff and 2 passive points so that they can keep on defending allies, and Guardian grants them a physickal attack and guard rate buff upon receiving a physickal hit.
96* StoneWall: Their defenses and guard rate growth are the highest possible in the game, at the cost of mediocre offence and even worse critical rates and initiative. As Armored units they also stall out the mobility of any units they're part of, regardless of if they're the unit leader.
97* TakingTheBullet: Hoplites excel in taking physickal damage and their ''Heavy Cover'' passive skill allow them to cover for a weaker foe.
98[[/folder]]
99
100[[folder:Housecarl]]
101[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/housecarl.png]]
102[[quoteright:350:[[labelnote:When promoted into Viking]]https://static.tvtropes.org/pmwiki/pub/images/viking.png[[/labelnote]]]]
103-->'''Class Type''': Axe, Infantry, Shield (As Viking)\
104'''Gender''': Male\
105'''Promotion''': Viking\
106'''Active Skills''': Smash, Rolling Axe (Level 10), Wide Breaker (Level 20 Viking)\
107'''Passive Skills''': Parting Blow, Frenzied Strike (Level 15), War Horn (Level 25 Viking)\
108'''Leader Effect''': Barrier Breaker\
109'''Valor Skill''': Vitalize (II)
110
111A strong axe-wielding class who specializes in reducing the enemies' defense.
112----
113* AlternateCompanyEquivalent: They're the equivalent of the "Fighter[=/=]Warrior" class in ''Franchise/FireEmblem''.
114* BarbaricBattleaxe: Due to being inspired by [[HornyVikings vikings]], their weapons of choice are axes.
115* BlowThatHorn: Their Viking-exclusive passive skill ''War Horn'' has them blowing his horn to signal their allies to battle, granting them a buff that [[UnblockableAttack negate the enemy's ability to guard]].
116* CounterAttack: ''Frenzied Strike'' allows them to counter any enemies that attacked an ally and reduce the enemy's defense by 15%.
117* DamageIncreasingDebuff: Their skills revolve around decreasing the enemy's defense so that any follow-up attacks can defeat the enemy quicker. For example, ''Smash'' reduces defense by 20%.
118* HerdHittingAttack:
119** ''Rolling Axe'' deals damage to a row of enemies 3 times and decreases the enemy's defense by 15% at a reduced potency and hit rate. their animation shows them [[SpinAttack spinning with their axes]].
120** ''Wide Breaker'' deals damage to a row of enemies and decreases the enemy's defense by 30%. In addition, [[InjuredVulnerability it gains +50 potency against debuffed enemies]].
121* HornyVikings: The class is themed around viking culture, with housecarls being servants and bodyguards in Northern Europe. Heck, their promoted class is called ''Viking'', complete with [[PeltsOfTheBarbarian furred leather]] and [[HornsOfBarbarism horned helmet]]. Ironically, rather than [[GrimUpNorth Bastorias]], the Housecarl and Viking classes are more closely associated with [[DesertBandits Drakenhold]].
122* LuckilyMyShieldWillProtectMe: Upon promoting to Viking, they can carry shields to serve as a frontline tank, something that they couldn't do as a Housecarl. Bonus point to their shield being depicted as round, wooden shields famously carried by vikings.
123[[/folder]]
124
125[[folder:Sellsword]]
126[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sellsword.png]]
127[[quoteright:350:[[labelnote: When promoted into Landsknecht]]https://static.tvtropes.org/pmwiki/pub/images/landskneckt.png[[/labelnote]]]]
128-->'''Class Type''': Sword, Infantry, Shield (as Landsknecht)\
129'''Gender''': Unisex\
130'''Promotion''': Landsknecht\
131'''Active Skills''': Heavy Slash, Killing Chain (Level 10), Bastard's Cross (Level 20 Landsknecht)\
132'''Passive Skills''': Following Slash, Vengeful Guard (Level 25 Landsknecht), Bull Force (Level 30 Landsknecht)\
133'''Leader Effect''': Greater Garrison\
134'''Valor Skill''': Summon Wariors / Summon Archers
135
136Mercenaries that wield heavy two-handed swords. They specializes in dealing counterattacks.
137----
138* AlternateCompanyEquivalent: They're the equivalent of the "Mercenary[=/=]Hero" class in ''Franchise/FireEmblem''.
139* {{BFS}}:
140** Male Sellswords and Landsknechts wield longswords as their weapon of choice.
141** Female Sellswords wield greatswords as their weapon of choice, with the female Landsknecht's blade resembling a flamberge.
142* ChainLethalityEnabler: ''Killing Chain'' restores 1 AP if it kills a target.
143* CounterAttack: Their basic passive skill ''Following Slash'' allows them to counterattack when an ally is attacked. In addition, the passive skill also replenishes a passive point when their counterattack is successful.
144* DefendCommand: Landsknecht can learn ''Vengeful Guard'', which guards against an enemy attack and grants them an attack buff.
145* DifficultButAwesome: Sellswords do not have traditional Infantry strengths (they can't tank well, they can't dodge reliably, they don't have attack bonuses against particular enemy types, and they can't debuff by default) while having all the typical weaknesses. Properly equipped and programmed, they can spend an entire fight passively attacking whenever an ally does or whenever they're being assaulted, refunding the points they use for both on top of their primary attacks.
146* {{Expy}}: The male Sellsword is the spitting image of [[Manga/{{Berserk}} Guts]], with their upgrade the Landsknecht wearing a slightly modified version of the armor and helmet he wore during the Golden Age arc.
147* FullHealthBonus: Inverted. ''Bastard's Cross'' gain additional potency based on the enemy's HP.
148* LegFocus: Female Sellswords wear the traditional large and puffed up shirt of a ''Landsknecht'', complete with the heavy sword and the armored crotch. Her muscular legs are left bare to the elements though.
149* LuckilyMyShieldWillProtectMe: Sellswords get access to shields upon promoting to Landsknecht, boosting their defensive properties and guarding ability.
150* MookMaker: The Sellsword's valor skill ''Summon Warriors'' summons an unit of mercenaries into battle, while the Landsknecht's valor skill Summon Archer summons an unit of archers into battle.
151* NonindicativeName: The female Landsknecht [[ShownTheirWork actually dress the part and strongly resemble the mercenaries who fought for the Holy Roman Empire]]. The males on the other hand, are mostly just Guts-inspired generic warriors.
152* SleevesAreForWimps: As opposed to the poofy sleeves of the leg-baring females, male Sellswords have no sleeves and put their ''very'' muscular arms on full display.
153[[/folder]]
154
155[[folder:Soldier]]
156[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/soldier_7.png]]
157[[quoteright:350:[[labelnote: When promoted into Sergeant]]https://static.tvtropes.org/pmwiki/pub/images/sergeant_5.png[[/labelnote]]]]
158-->'''Class Type''': Spear, Infantry\
159'''Gender''': Unisex\
160'''Promotion''': Sergeant\
161'''Active Skills''': Long Thrust, Javelin (Level 10), Honed Spear (Level 20 Sergeant)\
162'''Passive Skills''': First Aid, Keen Call (Level 15), Active Gift (Level 25 Sergeant)\
163'''Leader Effect''': Quick Rest\
164'''Valor Skill''': Life Aid (II)
165
166Spear-fighting soldiers that can pierce through enemy column and support their allies.
167----
168* AlternateCompanyEquivalent: They're the equivalent of the "Soldier[=/=]Halberdier" class in ''Franchise/FireEmblem''.
169* AntiCavalry: Their basic active skill ''Long Thrust'' gains +50 potency against cavalry units, while their Level 20 active skill ''Honed Spear'' ignores blocking from cavalry.
170* CombatMedic: They can use the ''First Aid'' skill to provide a small amount of healing to someone in the formation they are in.
171* JackOfAllTrades: They are designed to do a bit of everything, from type-effective offence to buffing and healing allies.
172* JavelinThrower: Their active skill, ''Javelin'', allows them to throw their polearms like a javelin, allowing them to target the back row. It also deals +50 potency against [[AntiAir flying units]]. One of their exclusive weapons, Flame Javelin, grants them burn immunity and the active ability ''Flame Javelin''. It is similar to their Javelin ability, which may explain why it's exclusive to the class, but it has more potency, inflict Burn, and costs 2 active points instead of 1.
173* MutualDisadvantage: Besides Warriors, they're the only Infantry units who have strong Anti-Cavalry skills, but like Warriors, they're still very vulnerable to Cavalry attacks.
174* ProperTightsWithASkirt: While male soldiers are visibly wearing pants, female soldiers give off an illusion of wearing tights, due to their bottom lacking any bagginess and wrinkles, and their shirt makes the chainmail they wear underneath resemble a skirt.
175* SupportPartyMember: Their passive skills revolve around supplementing their allies. ''First Aid'' heals an ally by 25% at the end of battle, ''Keen Call'' allows any attack to deal a critical hit, and ''Active Gift'' grants an ally a single active point.
176[[/folder]]
177
178[[folder:Swordfighter]]
179[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/swordfighter.png]]
180[[quoteright:350:[[labelnote: When promoted into Swordmaster]]https://static.tvtropes.org/pmwiki/pub/images/swordmaster_7.png[[/labelnote]]]]
181-->'''Class Type''': Sword, Infantry\
182'''Gender''': Unisex\
183'''Promotion''': Swordmaster\
184'''Active Skills''': Keen Edge, Impale (Level 15), Meteor Slash (Level 20 Swordmaster)\
185'''Passive Skills''': Hastened Strike, Parry (Level 10), Charged Impetus (Level 25 Swordmaster)\
186'''Leader Effect''': Greater Garrison\
187'''Valor Skill''': Quick Impetus (II)
188
189Nimble swordfighters who weave parries and killing blows into chains of attacks.
190----
191* AchillesHeel: Ranged attacks. Since their ''Parry'' ability doesn't block ranged attacks, ranged attacks from Hunters can bypass their counter skill and hit them, especially since their ''Eagle Eye'' ability negates the Swordfighter's high evasion. It is also worth mentioning that flying units' attacks are considered "ranged attacks," so they can also bypass their ''Parry'' ability.
192* ActionInitiative: Usually, the fastest unit goes first. However, ''Hastened Strike'' allows the swordfighter to deal one strong physickal attack at the start of the battle. It also has truestrike, so it can be used as a sucker punch against thieves and flying units.
193* AlternateCompanyEquivalent: They're the equivalent of the "Myrmidon[=/=]Swordmaster" class in ''Franchise/FireEmblem'', though themed around ''Literature/TheThreeMusketeers'', instead of {{Samurai}}. They are sword fighters that use [[FragileSpeedster speed]] and [[CriticalHitClass critical hits]] to deliver the killing blow. They also have a multi-hit attack, similar to the ''Astra'' skill that is associated with Swordmasters in ''Fire Emblem''.
194* AlwaysAccurateAttack: Their basic active skill ''Keen Edge'' and passive skill ''Hastened Strike'' has truestrike and cannot be dodged.
195* ChainLethalityEnabler: Via a combo of ''Parry'' and ''Impale'' explained under CounterAttack.
196* ChestInsignia: Their personal heraldry will be presented on their chest, though only the shield and coat of arms will be represented as to not make it too busy.
197* CounterAttack: A strange take on the concept. Rather than having a counter move the way other classes do, the Swordfighter has "Parry", a move that negates one melee attack damage, and restores an AP when triggered. This lets them attack again. In turn, ''Impale'' gives them 1 PP if they successfully kill a unit. This allows them to ''Parry'' once more, allowing the cycle to keep going.
198* CriticalHitClass: They have very high crit chances and mechanics to give themselves extra attacks, and attacks with multiple hits (like ''Meteor Slash'') allow them to efficiently fish for crits. ''Charged Impetus'' also increases their critical damage, so they will do a lot more damage if they deal a critical hit.
199* DeathOfAThousandCuts: ''Meteor Slash'' has the hit count of 9, but it also has the physickal potency of 20. However, it also grants +30 critical rate, so the critical damage may make up for the deficiency.
200* DefendCommand: ''Parry'' negates any melee physickal damage received and grants them an extra active point.
201* DualWielding: Swordmasters gain the ability to equip a second sword. They will use the highest attack value between both their swords but will benefit from the passive stat bonuses and skills of both weapons, and (after a patch) add half of the attack value of the weaker weapon.
202* FragileSpeedster: They have exceptionally high evasion and initiative, but their physickal defense and guard rates are terrible. It's only slightly downplayed due to their ''Parry'' passive skill, allowing them to block melee attacks so long as they have PP.
203* MutualDisadvantage: Against flying classes, like Gryphon Knights and Wyvern Knights. On one hand, flying classes bypass their Parry and hit them for damage. On the other hand, Swordfighters have skills that ignores their high evasion against grounded units.
204[[/folder]]
205
206[[folder:Thief]]
207[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/thief_88.png]]
208[[quoteright:350:[[labelnote: When promoted into Rogue]]https://static.tvtropes.org/pmwiki/pub/images/rogue_61.png[[/labelnote]]]]
209-->'''Class Type''': Sword, Infantry, Scout\
210'''Gender''': Male\
211'''Promotion''': Rogue\
212'''Active Skills''': Passive Steal, Toxic Throw (Level 10), Shadowbite (Level 20 Rogue), Active Steal (Level 30 Rogue)\
213'''Passive Skills''': Evade, Sneaking Edge (Level 25 Rogue)\
214'''Leader Effect''': Quick Rest\
215'''Valor Skill''': Plunder (II)
216
217Sly fighters that use their speed to steal the enemy's passive points and avoid any attacks.
218----
219* AchillesHeel: Any units with [[AlwaysAccurateAttack truestrike attacks]]. Since truestrike attacks will always hit the target, the thief's ''Evade'' skill becomes useless against them and he will likely receive a mortal blow. Gets flipped on its head when they promote into Rogues and learn ''Shadowbite'', which inflicts blindness on an entire row of enemies. Blind enemies will ''always'' miss their next attack, even with truestrike attacks, making Rogues a solid means of protecting your team's fliers and fragile speedsters from enemy Fencers and Hunters.
220* AlternateCompanyEquivalent: They're the equivalent of the, [[ShapedLikeItself well]], "Thief[=/=]Rogue[=/=]Assassin" class in ''Franchise/FireEmblem''.
221* {{Backstab}}: ''Sneaking Edge'' has the Rogue blend into the shadows, sneak their target from behind, and deliver a quick stab in the back. It also inflicts Guard Seal and Passive Seal.
222* DeviousDaggers: Although their weapon type are swords, they wield two knives, representing their cunning and thievery.
223* FragileSpeedster: They have exceptionally high evasion and initiative, along with the ''Evade'' skill to dodge the few hits that would have connected. However, they also have the lowest HP and P.Def stats out of any class in the game. The second they DO get hit by a physical attack, they are going down.
224* PoisonedWeapon: ''Toxic Throw'' has them throwing their daggers filled with deadly toxins at the target, dealing ranged damage and inflicting Poison.
225* VideoGameStealing: Their basic active skill ''Passive Steal'' allows them to steal all of the enemy's passive points, which increases their ability to dodge incoming attacks with their passive ability ''Evade''. They later gain ''Active Steal'', allowing them to do the same to the enemy's active points. Thieves' valor skill, ''Plunder'', allows them to steal gold from an enemy unit. Rogues can do this to all enemies in an area.
226[[/folder]]
227
228[[folder:Warrior]]
229[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/warrior_4.png]]
230[[quoteright:350:[[labelnote: When promoted into Breaker]]https://static.tvtropes.org/pmwiki/pub/images/breaker_5.png[[/labelnote]]]]
231-->'''Class Type''': Axe, Infantry\
232'''Gender''': Unisex\
233'''Promotion''': Breaker\
234'''Active Skills''': Heavy Smash, Assaulting Blow (Level 10), Row Smash (Level 30 Breaker)\
235'''Passive Skills''': Binding Guard, Enrage (Level 20 Breaker), Heavy Counter (Level 25 Breaker)\
236'''Leader Effect''': Barrier Breaker\
237'''Valor Skill''': Heavy Swing (II)
238
239Hammer-wielding soldiers that can penetrate through heavy armor.
240----
241* AntiArmor: Their primary specialty. Their basic active skill ''Heavy Smash'' completely ignores the defense of armored units, like Fighters and Hoplites.
242* AntiStructure: Their valor skill ''Heavy Swing'' deals a rather weak physickal attack but it [[BlownAcrossTheRoom knocks enemies back]] and instantly destroys barricades. Their leader effect "Barrier Breaker" also 'very' heavily enhances their unit's damage to barricades and gates.
243* BoringButPractical: Unlike other front-line fighters that rely on blocking, dodging, or PP-consuming gimmicks to stay alive and use fancy attacks that specialize in countering a specific unit type, Warriors are a simple MightyGlacier class with good HP, P.Def, and M.Def across the board, and their S-rank growth in Physickal Attack means they can deal devastating damage to more than just armored foes.
244* ChainLethalityEnabler: Their unlockable active skill at Level 10, ''Assaulting Blow'', grants them an extra active point for each target defeated, allowing them to sweep the enemy until they miss, fail to finish off the enemy, or until no enemies remain.
245* CriticalStatusBuff: Their ''Enrage'' ability plays with this. Whenever an ally is attacked, the Breaker gains a bonus to their Physickal Attack and Accuracy as long as they have PP available.
246* GlacierWaif: Female warriors are petite youngsters who can swing heavy hammers just as efficient as male warriors.
247* HumongousHeadedHammer: Though classified as an axefighter, warriors wield heavy hammers to crackdown on any fortification. There are several axes that are exclusive to Warriors, due to being warhammers. In fact, you can say that the Warriors are using marble bricks as the hammerhead, with the Breaker's hammers looking more like oversized meat tenderizers than actual warhammers.
248* MutualDisadvantage: With FragileSpeedster infantry classes like Thieves, Werefoxes, and Fencers. Warriors lack any innate attacks that deal multiple hits and/or have the [[AlwaysAccurateAttack Truestrike]] property, meaning those classes will always be able to ''Evade'' or ''Parry'' their hammer strikes as long as they have PP left. From the opposite end, said classes don't pose any real threat to the Warriors either, thanks to their high raw defensive stats and lack of reliance on passive skills to deal and tank damage.
249* ShieldsAreUseless: Against them. Every single one of their innate attacks comes with the "Unguardable" trait, making them downright impossible to block with shields. On top of that, their passive skill ''Binding Guard'' allows their attack to inflict Guard Seal, preventing enemies from guarding against ''any'' form of attack.
250* StoutStrength: Male warriors have a prominent paunch but are strong fighters that wield hammers (mostly axes in gameplay).
251* StrongFleshWeakSteel: They can reliably one-shot armored classes thanks to their AntiArmor abilities, but struggle against unarmored hulks like the Gladiator that tank damage through sheer HP (although once they unlock ''Enrage'', they can often fell even such foes with a single critical hit).
252[[/folder]]
253
254!!!Archers
255[[folder:Arbalist]]
256[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arbalist.png]]
257[[quoteright:350:[[labelnote: When promoted into Shieldshooter]]https://static.tvtropes.org/pmwiki/pub/images/shieldshooter.png[[/labelnote]]]]
258-->'''Class Type''': Bow, Infantry, Greatshield (As Shieldshooter) \
259'''Gender''': Female\
260'''Promotion''': Shieldshooter\
261'''Active Skills''': Power Bolt, Toxic Bolt (Level 10), Heavy Bolt (Level 20 Shieldshooter)\
262'''Passive Skills''': Medical Aid, Quick Reload (Level 15), Aid Cover (Level 25 Shieldshooter)\
263'''Leader Effect''': Ranged Assist\
264'''Valor Skill''': Smoke Bolt (II)
265
266Crossbowwomen who trade the Hunter's AlwaysAccurateAttack for extra durability, damage, and group healing.
267----
268* BowsVersusCrossbows: Compared to Hunters, Arbalists hit harder and are capable of tanking once they promote into Shieldshooters. However, Arbalists lack ''Eagle Eye'', so they will not be able to hit through enemies with evasion skills, like Thieves and Elven Fencers. In addition, Snipers are capable of hitting multiple targets, while Shieldshooters can only hit a single target.
269* CombatMedic: [[NinjaPirateRobotZombie Combat Medic ''Tank'', more like]]. As Arbalists they're backliners who can heal their allies after a battle, but once they promote, they can become frontliners who not only deal reasonably respectable damage, but can tank, guard their allies, and actively heal them while doing it.
270* JackOfAllTrades: Once promoted to Shieldshooters, they can fill literally any role aside from applying buffs and cleansing debuffs. A unit consisting of four Shieldshooters and a single dedicated SupportPartyMember like a Witch, Shaman, or Cleric is a perfectly viable unit.
271* TakingTheBullet: Shieldshooter's passive skill Aid Cover allows her to cover for an ally. It also heals the targeted ally by 25% of their HP.
272* TrickArrow:
273** ''Toxic Bolt'' has the Arbalist shoot her target with a poisonous bolt, dealing damage and inflicting Poison.
274** Their valor skill ''Smoke Bolt'' shoots a bolt that emits a smokescreen that prevents a unit from using assist or detect units, making them effective at nullifying hunters and witches.
275* ViolationOfCommonSense: One wouldn't imagine putting a ranged unit in the frontline, but Shieldshooters are decent tanks when properly set up. They gain access to greatshields, the active skill ''Heavy Bolt'' that grants them +100 potency if they're fighting in the front row, and the passive skill ''Aid Cover'' that allows them to cover an ally with a medium guard and restore 25% HP to that ally.
276[[/folder]]
277
278[[folder:Hunter]]
279[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hunter_44.png]]
280[[quoteright:350:[[labelnote: When promoted into Sniper]]https://static.tvtropes.org/pmwiki/pub/images/sniper_4.png[[/labelnote]]]]
281-->'''Class Type''': Bow, Infantry, Archer\
282'''Gender''': Male\
283'''Promotion''': Sniper\
284'''Active Skills''': Single Shot, Dual Shot (Level 10), Row Shot (Level 20 Sniper)\
285'''Passive Skills''': Eagle Eye, Pursuit (Level 15), Aerial Snipe (Level 25 Sniper)\
286'''Leader Effect''': Ranged Assist\
287'''Valor Skill''': Arrow Rain (II)
288
289A bow-wielding class specializing in taking out fliers and other evasive units.
290----
291* AlternateCompanyEquivalent: They're the equivalent of the "Archer[=/=]Sniper" class in ''Franchise/FireEmblem''.
292* AlwaysAccurateAttack: ''Eagle Eye'' allows them to constantly apply truestrike to their attacks, which ensures that evasive {{Fragile Speedster}}s will die.
293* AntiAir: Hunters have an innate double damage against flying units.
294* CounterAttack: their unlockable passive skill as a Level 25 Sniper, ''Aerial Snipe'', allows themm to counterattack when an enemy attacks an ally. It also deals an additional 100 potency against flying units.
295* DoubleTap: At level 15, Hunters get the ''Pursuit'' skill, firing off a quick shot at an enemy who survives an ally's attack.
296* RainOfArrows: As an archer unit, Hunters have the leader effect Ranged Assist, which allows them to aid allies by shooting a volley of arrows to damage the enemy unit at the start of battle. In addition, their valor skill ''Arrow Rain'' is an area-of-effect damaging skill that hurts everything that is under its radius. It deals 1.5x damage against flying units.
297[[/folder]]
298
299!!!Cavalry
300[[folder:Dark Knight]]
301[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dark_knight_2.png]]
302[[quoteright:350:[[labelnote: When promoted into Doom Knight]]https://static.tvtropes.org/pmwiki/pub/images/doom_knight.png[[/labelnote]]]]
303-->'''Class Type''': Axe, Shield, Cavalry\
304'''Gender''': Male\
305'''Promotion''': Doom Knight\
306'''Active Skills''': Vengeful Axe, Venom Axe (Level 10), Dark Flame (Level 20 Doom Knight)\
307'''Passive Skills''': Vengeance, Sanguine Arts (Level 15), Demonic Pact (Level 25 Doom Knight)\
308'''Leader Effect''': Quick Rest\
309'''Valor Skill''': Attack Call (II)
310
311Knights donned in black armor that grow stronger as their health depletes.
312----
313* AlternateCompanyEquivalent: Their use of great axes and heavy armor makes them the equivalent of the "Great Knight" class in ''Franchise/FireEmblem'', whith a heavy addition of BlackKnight theming, which, along with their CastFromHitpoints abilities, also makes them resemble the "Dark Knight" job from ''Franchise/FinalFantasy''.
314* AntiInfantry: They deal double physickal damage against infantry-type units.
315* BlackKnight: They are crude and ruthless riders compared to the chivalrous Knights and Radiant Knights.
316* BrutishCharacterBrutishWeapon: Contrast to the chivalrous Knights' JoustingLance and Radiant Knights' KnightlySwordAndShield, the Dark Knights wield axes to represent their savage and risky technique.
317* CastFromHitpoints:
318** The Doom Knights passive skill ''Demonic Pact'' grants them an extra active point at a cost of 25% of his HP.
319** ''Dark Flame'' requires 30% of Doom Knight's HP to use the active skill.
320* CriticalStatusBuff: Their main specialty is that they grow stronger as they receive damage. Their basic passive skill ''Vengeance'' grants them an attack and defense (and a passive point if their health reaches below 50%) when receiving damage, and their basic active skill ''Vengeful Axe'' deals additional potency for every missing HP.
321* {{Hellfire}}: ''Dark Flame'' has the Doom Knight cast an infernal spell that deals both physickal and magickal damage and inflicts Burn to a row of enemies at a cost of 30% of their HP. It also gains +50 potency when used against [[InjuredVulnerability a debuffed enemy]].
322* LifeDrain: ''Sanguine Arts'' recover their HP based on 50% of the damage they dealt.
323* MagikarpPower: Dark Knights are often considered a terrible class. Poor tactics and equipment loadouts can even have them attacking ''before'' they take damage, making their usual buff useless after they themselves are hit. Doom Knights on the other hand are terrifying once they hit level 20. They are the centerpiece to a scary team comp involving a shaman and a witch which guarantees ''Dark Flame'' will one shot an entire row.
324* PoisonedWeapon: ''Venom Axe'' deals damage and inflicts poison to the target.
325[[/folder]]
326
327[[folder:Knight]]
328[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/knight_4.png]]
329[[quoteright:350:[[labelnote: When promoted into Great Knight]]https://static.tvtropes.org/pmwiki/pub/images/great_knight.png[[/labelnote]]]]
330-->'''Class Type''': Spear, Shield, Cavalry\
331'''Gender''': Male\
332'''Promotion''': Great Knight\
333'''Active Skills''': Assaulting Lance, Wild Rush (Level 10), Pile Thrust (Level 20 Great Knight)\
334'''Passive Skills''': Quick Guard, Cavalier Call (Level 15), Knight's Pursuit (Level 25 Great Knight)\
335'''Leader Effect''': Quick Rest\
336'''Valor Skill''': Wild Rush (II)
337
338Knights who ride into the fray on horseback. He is equal in both attack and defense.
339----
340* AlternateCompanyEquivalent: They're the equivalent of the "Cavalier[=/=]Paladin" class in ''Franchise/FireEmblem''.
341* AntiInfantry: They deal double physickal damage against infantry-type units.
342* ChainLethalityEnabler:
343** Their basic active skill ''Assaulting Lance'' grants them an extra active point for each target they defeat, allowing themm to sweep the enemy until they either kill everyone, fail to kill, or misses the attack.
344** Their unlockable active skill as a Level 20 Great Knight, ''Pile Thrust'', grants an extra active point for each target they defeat. It's significantly stronger than ''Assaulting Lance'', hitting the target three times at 50% potency, but costs 2 active points.
345* DashAttack: ''Wild Rush'' involves the Knight charging through a column of foes, dealing damage to them and inflicting Stun. Their passive skill ''Knight's Pursuit'' also involves a charge that damages a column of foes.
346* DefendCommand: ''Quick Guard'' allows the Knight to automatically guard against physickal attacks at a cost of their passive point.
347* JoustingLance: As a spear-wielding cavalrymen, they charge into battle with lances in hand. While their lances as a Knight resembles polearms, their lances as a Great Knight actually resembles a jousting lances.
348* StatusBuff: Their unlockable passive skill at Level 15, ''Cavalier Call'', grants an attack buff to all cavalry units in their row.
349[[/folder]]
350
351[[folder:Paladin]]
352
353-->'''Class Type''': Sword, Shield, Cavalry\
354'''Gender''': Male\
355'''Active Skills''': Slice, Heal (Level 5), Divine Cross (Level 30)\
356'''Passive Skills''': Holy Barrier, Holy Guard (Level 10), Pursuit (Level 20)\
357'''Leader Effect''': Resist Magick Assist\
358'''Valor Skill''': Heal
359
360A holy soldier who rides on horseback. He excels in defense and shields others against attacks.
361----
362* AlternateCompanyEquivalent: Being only held by an old man who joins early on automatically promoted, they're clearly this for the Jagen archetype in ''Franchise/FireEmblem''.
363* AntiDebuff: Their passive skill ''Holy Barrier'' casts a barrier on the target that halves damage received and prevents them from being afflicted. In addition, their ''Holy Guard'' skill allows them to guard attacks without receiving any debuffs.
364* BoringButPractical: Although the paladin has no particular specialization in any one field, and their base skills aren’t extraordinary, their versatility and solid stats make them valuable for most unit compositions. Additionally, their growths become far better in the late game, so they can pull their weight with greater efficacy.
365* BraggingRightsReward: The generic Paladin can only be recruited at Gran Corrine, meaning they’re only available when you’ve cleared the main mission of the game. Downplayed in that it’s not essential to have liberated ''all'' other countries, so you can still use them in more missions than merely the postgame.
366* DefendCommand: ''Holy Guard'' allows them to automatically guard against physickal attacks and prevents him from receiving debuffs.
367* HealingHands: They have ''Heal'' as both an active and valor skill.
368* LightningBruiser: Statistically the Paladin has no major downside besides being somewhat vulnerable to magick; their stats are largely balanced, they can hit hard with both physickal and (set properly) magickal attacks, and they can rest their stamina faster than most as unit leader.
369* SpearCounterpart: This class is essentially the male version of the Radiant/Sainted Knight class line. They have similar active and passive skills, which include an attack that grants them passive point for hitting, a healing skill, a shield that blocks attacks, and a guard that prevents debuffs.
370* SupportPartyMember: Half of the paladin’s kit is built around aiding their unit and other allies: they can ''Heal'' in battle for active point, and an in-range unit on the field for one valor point; ''Resist Magick Attack'' as a leader effect makes their unit safer in range of mage-led enemy units; and the combination of ''Holy Barrier'' and ''Holy Guard'' for in-battle defenses for both themselves and their teammates’ survivability.
371[[/folder]]
372
373[[folder:Radiant Knight]]
374[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/radiant_knight.png]]
375[[quoteright:350:[[labelnote: When promoted into Sainted Knight]]https://static.tvtropes.org/pmwiki/pub/images/sainted_knight.png[[/labelnote]]]]
376-->'''Class Type''': Sword, Shield, Cavalry\
377'''Gender''': Female\
378'''Promotion''': Sainted Knight\
379'''Active Skills''': Hache, Row Heal (Level 10), Saint's Blade (Level 25 Sainted Knight)\
380'''Passive Skills''': Magick Barrier, Holy Guard (Level 15), Row Barrier (Level 20 Sainted Knight)\
381'''Leader Effect''': Resist Magick Assist\
382'''Valor Skill''': Guard Call (II)
383
384A holy soldier who rides on horseback. She excels in magick defense and shield others against magick.
385----
386* AlternateCompanyEquivalent: They're the equivalent of the "Troubadour[=/=]Valkyrie" class in ''Franchise/FireEmblem'', specifically the interpretations of the class that use swords like in ''VideoGame/FireEmblemPathOfRadiance''.
387* AntiDebuff: Their passive skills that cast a barrier on the target both negate magickal damage received and prevent them from being afflicted. In addition, their ''Holy Guard'' skill allows them to guard attacks without receiving any debuffs.
388* AntiInfantry: They deal double physickal damage against infantry-type units.
389* DefendCommand: ''Holy Guard'' allows the Radiant Knight to automatically guard against physickal attacks and prevents them from receiving debuffs.
390* DistaffCounterpart: This class is essentially the female version of Josef's Paladin class. They have similar active and passive skills, which include an attack that grants them passive point for hitting, a healing skill, a shield that blocks attack, and a guard that prevents debuffs.
391* HealingHands: ''Row Heal'' is actually one of the strongest healing abilities of the game, healing an entire row of units for 100% of the Radiant Knight's M.Atk stat for the cost of only a single AP. Note that Radiant Knights actually have a higher Magick stat than ''Clerics,'' with a growth of B to the Cleric's C.
392* FullHealthBonus: They learn the active skill ''Saint's Blade'' at Level 25 as a Sainted Knight. They deal damage two times, with an additional +25 potency when their HP is full, and gain a passive point upon hitting the target.
393* KnightlySwordAndShield: Radiant Knights wield both sword and shield, acting as ThePaladin, compared to Knights and Dark Knights.
394* MageKiller: They have both the highest magick defense in the game and 2 passive skills designed to negate magick attacks for their allies, making them specifically designed for mage killing.
395[[/folder]]
396
397!!!Fliers
398[[folder:Gryphon Knight]]
399[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gryphon_knight.png]]
400[[quoteright:350:[[labelnote: When promoted into Gryphon Master]]https://static.tvtropes.org/pmwiki/pub/images/gryphon_master.png[[/labelnote]]]]
401-->'''Class Type''': Axe, Flying\
402'''Gender''': Female\
403'''Promotion''': Gryphon Master\
404'''Active Skills''': High Swing, Fatal Dive (Level 20 Gryphon Master), Aerial Smite (Level 30 Gryphon Master)\
405'''Passive Skills''': Wing Rest, Feathering (Level 15), Gryphon Glide (Level 25 Gryphon Master)\
406'''Leader Effect''': Flight\
407'''Valor Skill''': Hastened Call (II)
408
409Airborne maidens who ride on gryphons. They are a bane to cavalry units.
410----
411* AchillesHeel: Bows will not only hit them fairly easily, but they do massive bonus damage to them.
412* AlternateCompanyEquivalent: They're the equivalent of both the "Pegasus Knight[=/=]Falcon Knight" class in ''Franchise/FireEmblem'' and of the Gryphon class from ''VideoGame/OgreBattle'', sharing the former's status as a mounted flying unit that is vulnerable to arrows and the latter's ability to grant flight to their entire unit and literally being a lion/eagle hybrid. While this syncretizes both of the games' main influences, Creator/{{Nintendo}} has also trademarked mounted pegasus cavalry.
413* AntiCavalry: Not only does they have an innate double damage against cavalry units, but their basic skill ''High Swing'' adds an additional 50 potency against cavalry units. ''High Swing'' and ''Aerial Smite'' are also [[UnblockableAttack unguardable against cavalry units]].
414* FixedDamageAttack: ''Fatal Dive'' deals fixed amount of damage based on half of the Gryphon Master's current HP to a column of enemies. It is also unguardable, making ''Fatal Dive'' effective at countering high-defense targets, like Legionnaires.
415* FragileSpeedster: Downplayed, their evasion growth is the highest possible at S rank, while their guard rate is the lowest possible at F rank, but their defenses are still reasonable enough to survive at least 1 hit (as long as it's not from a bow).
416* FullHealthBonus: {{Inverted}} with ''Aerial Smite'', as it removes a row of enemies' AP if their HP is full.
417* HerdHittingAttack: ''High Swing'' and ''Aerial Smite'' deals damage to a row of enemies.
418* MsFanservice: Though they dress conservatively, their breasts are about as big as their head and [[{{Gainaxing}} they bounce around a lot]]. In fact, their jiggling breasts synchronize with the flaps of their gryphon's wings.
419* OurGryphonsAreDifferent: Her airborne mount.
420[[/folder]]
421
422[[folder:Wyvern Knight]]
423[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wyvern_knight.png]]
424[[quoteright:350:[[labelnote: When promoted into Wyvern Master]]https://static.tvtropes.org/pmwiki/pub/images/wyvern_master.png[[/labelnote]]]]
425-->'''Class Type''': Spear, Flying\
426'''Gender''': Female\
427'''Promotion''': Wyvern Master\
428'''Active Skills''': Diving Thrust, Fire Breath (Level 20 Wyvern Master), Tempest Drive (Level 30 Wyvern Master)\
429'''Passive Skills''': Ground Counter, Deflect (Level 15), Dragon's Roar (Level 25 Wyvern Master)\
430'''Leader Effect''': Flight\
431'''Valor Skill''': Dragoon Dive (II)
432
433Fearsome spearmen who ride on wyverns and boast attacks that cover a lot of ground. They're a bane to cavalry units.
434----
435* AchillesHeel: Unlike many other flying or evasive units, Wyvern Riders are actually well-armored and sturdy enough to take a few arrows or Truestrike attacks without going down. Don't ask them about magick though.
436* AlternateCompanyEquivalent: They're the equivalent of the "Wyvern Rider[=/=]Wyvern Lord" class in ''Franchise/FireEmblem''.
437* AntiCavalry:
438** Not only do they have an innate double damage against cavalry units, but also, their basic skill ''Diving Thrust'' adds an additional 50 potency that cannot be guarded against cavalry units. In addition, their passive skill ''Ground Counter'' deals an additional 100 potency against cavalry units.
439** ''Tempest Drive'' [[UnblockableAttack negates cavalry unit's ability to guard]].
440* BreathWeapon: ''Fire Breath'' allows Wyvern Masters to deal damage to a row of enemies and inflict Burn. However, it costs 2 active points and deals 75 physickal potency.
441* ChargedAttack: The Dragoon's Warspear, a spear that is exclusive to the Wyvern Knight and Master, grants the active ability ''Dragoon Dive''. They have to charge up for the attack, meaning that they are vulnerable to attacks during the process, especially since it disables their ''Deflect'' ability and evasion bonuses. When the charging is complete, they deal damage to the entire enemy unit with an addition +50 potency against ground-based units.
442* CriticalStatusBuff: When they use ''Tempest Drive' 'below half of their HP, it gains [[AlwaysAccurateAttack truestrike]] and automatically deals a critical hit.
443* DevilsPitchfork: The fearsome and less elegant wyvern knights' choice of lances are tridents.
444* DefendCommand: ''Deflect'' negates melee physickal attacks received and grants herself an evasion buff.
445* DragonRider: Airbornes knight who rides on wyverns. These warriors are also prominently found in Drakenhold.
446* RoarBeforeBeating: Wyvern Masters activate ''Dragon's Roar'' at the start of battle, decreasing the enemies' initiative.
447* WeakToMagic: Contrasting with their gryphon riding counterparts, Wyvern Knights are more vulnerable to magic.
448[[/folder]]
449
450!!!Casters
451[[folder:Cleric]]
452[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cleric_1.png]]
453[[quoteright:350:[[labelnote: When promoted into Bishop]]https://static.tvtropes.org/pmwiki/pub/images/bishop_07.png[[/labelnote]]]]
454-->'''Class Type''': Staff, Infantry, Caster\
455'''Gender''': Female\
456'''Promotion''': Bishop\
457'''Active Skills''': Heal, Sacred Heal (Level 25 Bishop)\
458'''Passive Skills''': Quick Heal, Refresh (Level 10), Lifesaver (Level 15), Parting Resurrection (Level 20 Bishop)\
459'''Leader Effect''': Healing Assist\
460'''Valor Skill''': Heal (II)
461
462Maiden of the cloth that can heal her allies.
463----
464* AlternateCompanyEquivalent: They're the equivalent of the "Cleric[=/=]Priest[=/=]Bishop" class in ''Franchise/FireEmblem''.
465* AntiDebuff: ''Refresh'' and ''Sacred Heal'' remove debuffs that are inflicted on a row of units.
466* BackFromTheDead: ''Parting Resurrection'' allows Bishops to revive a defeated ally at the end of battle, resurrecting them at 1 HP.
467* HiddenBuxom: Though their conservative wardrobes make it hard to notice, they're actually well-endowed.
468* LastChanceHitPoint: ''Lifesaver'' is a passive skill that Clerics cast on themselves when they receive damage. When casted, they heals themselves for little HP and grants a buff that allow her to survive one fatal blow.
469* ModestyShorts: Clerics are wearing bloomers underneath their skirts. This is noticeable in their "taking damage" and "incapacitated" animation.
470* OfCorsetsSexy: {{Downplayed}}, but they wear a corset that helps highlight their [[HiddenBuxom surprisingly ample bosom]].
471* PlagueDoctor: An unique variant of a cleric seen in the side quest "The Tormented Helm" wears plague mask. They can be hired at Fort Épine Morceaux upon completing the side quest.
472* WhiteMage: Their main specialty, as they excels in healing injured allies to tiptop shape, but lacks any offensive capabilities. ''Heal'' heals a single target, while ''Sacred Heal'' heals a row of allies and [[AntiDebuff removes debuffs]]. ''Quick Heal'' restores an ally's HP upon receiving damage, allowing them to endure another attack.
473[[/folder]]
474
475[[folder:Shaman]]
476[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shaman_3.png]]
477[[quoteright:350:[[labelnote: When promoted into Druid]]https://static.tvtropes.org/pmwiki/pub/images/druid_81.png[[/labelnote]]]]
478-->'''Class Type''': Staff, Infantry, Caster\
479'''Gender''': Female\
480'''Promotion''': Druid\
481'''Active Skills''': Passive Curse, Offensive Curse (Level 10), Defensive Curse (Level 20 Druid), Compounding Curse (Level 30 Druid)\
482'''Passive Skills''': Quick Curse, Cursed Swamp (Level 25 Druid)\
483'''Leader Effect''': Resist Magick Assist\
484'''Valor Skill''': Clairvoyace (II)
485
486Mysterious occultists who can inflict curses on their foes.
487----
488* AlternateCompanyEquivalent: They're the equivalent of the "Dark Mage[=/=]Sorcerer" class in ''Franchise/FireEmblem''.
489* AntiCavalry: Their Level 25 passive skill as a Druid, ''Cursed Swamp'', removes a passive point on cavalry units.
490* {{Curse}}: Their active skills involve casting curses to inflict debuffs to a row of enemies. Shaman's basic active skill, ''Passive Curse'', removes a passive point and inflict an initiative debuff, while their unlockable active skill at Level 10, ''Offensive Curse'', inflict both physickal and magickal attack debuff. Their passive skill ''Quick Curse'' inflicts an attack debuff and prevents them from dealing a critical hit.
491* DamageIncreasingDebuff: ''Defensive Curse'' inflicts a defense debuff and Guard Seal, which not only makes the enemies easier to kill, but also they cannot guard themselves from attacks.
492* DefogOfWar: Her valor skill allows you to see obscured foes within the area-of-effect, like those hiding in the forest. It also provide vision in fog-of-war, which is useful in the some quests, like "Beyond the Swirling Sands" and "Legacy of the Lion Kings", as the battlefield is completely obscured by sandstorms and blizzards, respectively.
493* KickChick: The Shaman's Bonestaff is a staff exclusive to the Shaman. It increases the Shaman's physickal attack and grants her the ''Cursed Strike'' active skill, which allows her to physickally attack a single target. It [[ArmorPiercingAttack ignores half of the enemy's defense]] and deal extra potency if [[InjuredVulnerability the enemy is inflicted with debuffs]]. The active skill is represented by an animation showing the Shaman kicking the target.
494* MarkOfTheSupernatural: Druids obtain tattoos that cover her entire body, from her arms to [[IntimateMarks her midriff and legs]]. Whether those tattoos are mere BodyPaint or actual PowerTattoos, her markings exemplify her mastery in curses.
495* MsFanservice: Though downplayed compared to some of the other classes, the Shaman are still well-endowed, wear revealing crop tops, and leave their legs fully on display.
496* PlayingWithFire: The weapon skill ''Fire Curse'' allows a Shaman to set entire rows of enemies on fire at once.
497* SituationalSword: ''Clairvoyance'' is mostly useful for improving ally accuracy in its area of effect, and its primary function for improving visibility is rendered moot in areas without environmental obstructions (weather, cover, etc.).
498* SupportPartyMember: Shamans are pure support, as they lack any innate offensive skills. However, their curses provide numerous invaluable debuffs, with ''Passive Curse'' hampering the foes' ability to resist or counter attacks and ''Offensive Curse'' cutting entire rows of enemies' offensive output in half. Clairvoyance, in addition to revealing any units within the area-of-effect, including concealed units, also grants an accuracy boost to your allies, allowing them to effectively hit some very evasive classes, like thieves and swordfighters.
499[[/folder]]
500
501[[folder:Witch]]
502[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/witch_91.png]]
503[[quoteright:350:[[labelnote: When promoted into Sorceress]]https://static.tvtropes.org/pmwiki/pub/images/sorceress.png[[/labelnote]]]]
504-->'''Class Type''': Staff, Infantry, Caster\
505'''Gender''': Female\
506'''Promotion''': Sorceress\
507'''Active Skills''': Icebolt, Magick Missile (Level 10), Ice Coffin (Level 30 Sorceress)\
508'''Passive Skills''': Magick Conferral, Focus Sight (Level 15), Quick Cast (Level 25 Sorceress)\
509'''Leader Effect''': Magick Assist\
510'''Valor Skill''': (Greater) Gravity, Teleport
511
512Mystical ladies of magickal prowess. They can cast ice magic to freeze their foes and empower their allies' weapons with magick.
513----
514* AchillesHeel: Angel units. ''Quick Cast'' + ''Ice Coffin'' is normally one of the most devistating combinations a single unit can pull off in a single move, damaging and completely locking down an entire row before the enemy even has a chance to act - however angels will ''actively punish'' you for trying this. For specifics:
515** Aside from the Featherbow's knack for picking off spellcasters with her bow, her ''Blinding Light'' passive skill inflicts Blindness on an entire row before an enemy team's first attack, guaranteeing that not only the witch's ''Ice Coffin'', but also her allies' attacks will miss their targets.
516** The Feathershield can straight up [[AttackReflector reflect]] the spell back at the Witch's team with their ''[[ExactlyWhatItSaysOnTheTin Reflect Magick]]'' passive skill, resulting in your own row taking damage and being frozen instead.
517** The Featherstaff's ''Holy Breath'' ability heals friendly units and removes their afflictions at no cost if said ally is afflicted, effectively rendering the Witch's ice spells moot.
518* ActionInitiative: ''Quick Cast'' has the Sorceress buff herself at the start of the battle, maxing out her initiative for her next action and allowing her to attack first, but at the cost of -50% critical hit chance. Since her base critical hit rate is usually in the single-digits to begin with, this really doesn't her her much.
519* AlwaysAccurateAttack: Not the Witches themselves, but they can grant this to their allies with their ''Focus Sight'' buff, thus mitigating the need for Hunters or Fencers to deal with enemy fliers and scouts.
520* AnIcePerson: ''Icebolt'' and ''Ice Coffin'' both have a secondary effect that freezes any enemy hit by the spell.
521* GravityMaster: Their first valor skill, ''Gravity'', slows all enemy units in a large area to an absolute ''crawl,'' making them easy targets for seige weapons like catapults.
522* HarmlessFreezing: Normally played completely straight... untill you get to Bastorias and start finding weapons that deal [[InjuredVulnerability double damage]] to frozen enemies.
523* HotWitch: Witches wear nothing but a bra and a miniskirt and sway their hips around to [[{{Gainaxing}} accentuate their breasts]]. Sorceress wears much more than the witches, but they instead wear a SexySlitDress that shows off their cleavage and navel.
524* RobeAndWizardHat: Witches and sorceresses wears pointed black hats with horns attached to it.
525* SquishyWizard: They are strong magickal damage dealers, but squishy and vulnerable to physical damage if not protected properly.
526* SupportPartyMember: Their passives allow them to assist allies into dishing out magic boosted attacks (''Magick Conferral'') and more consistent attacks (''Focus Sight''), and the Freeze effect may help improve their allies' survivability. They're also one of the only generic classes to have TWO valor skills in stead of just one.
527* {{Teleportation}}: Their second valor skill ''[[{{ExactlyWhatItSaysOnTheTin}} Teleport]]'' allows them to teleport their unit to any other friendly unit or command post on the map - excellent for instantly reinforcing units that have over-extended themselves or needing to protect any conquered area from being overrun by enemy reinforcements.
528
529[[/folder]]
530
531[[folder:Wizard]]
532[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wizard_9.png]]
533[[quoteright:350:[[labelnote: When promoted into Warlock]]https://static.tvtropes.org/pmwiki/pub/images/warlock_4.png[[/labelnote]]]]
534-->'''Class Type''': Staff, Infantry, Caster\
535'''Gender''': Male\
536'''Promotion''': Warlock\
537'''Active Skills''': Fireball, Thunderous Strike (Level 20 Warlock), Volcano (Level 30 Warlock)\
538'''Passive Skills''': Magick Counter, Magick Pursuit (Level 15), Concentrate (Level 25 Warlock)\
539'''Leader Effect''': Magick Assist\
540'''Valor Skill''': Blaze (II)
541
542Scholars of magic, they excel in burning their foes and providing a fire storm to their allies.
543----
544* AlternateCompanyEquivalent: They're the equivalent of the "Mage[=/=]Sage" class in ''Franchise/FireEmblem''.
545* AttackAttackAttack: Five out of six of their abilities are attack spells centered purely on dealing damage to the enemy team, and the one that isn't, ''Concentrate'', exchanges their PP for AP while buffing their accuracy so they can launch ''more'' attacks!
546* CounterAttack: Their basic passive skill ''Magick Counter'' allows them to counter any foes' magick attack with their own. Note that ''Magick Counter'' will also trigger off of physickal attacks as well, provided the [[SquishyWizard Wizard]] actually [[AwesomeButImpractical survives the hit]].
547* KungFuWizard: The Sorcerer's Gauntlets is an accessory that is exclusive to the Wizards. It grants them the ''Sorcerous Blow'', which deals both physickal and magickal damage and inflict Stun to a single target. It uses the seldom-seen animation of the Wizard delivering a punch to the foe.
548* PlayingWithFire: Their basic active skill ''Fireball'' casts a fireball that harms the foe 3 times and inflicts Burn. As Warlocks, they learn ''Volcano'' at level 30, which hits an entire column and inflicts Burn.
549* ShockAndAwe: ''Thunderous Strike'' summons lightning to strike the foes, dealing damage and inflicting stun to a row of targets.
550* SquishyWizard: They are strong magickal damage dealers, but squishy and vulnerable to physical damage if not protected properly.
551[[/folder]]
552
553!!Elven Classes
554
555[[folder:Elven Classes in General]]
556* AntiArmor: Because of their magickal damage, they tend to do very well against armored opponents.
557* FragileSpeedster: They tend to be very fragile, with high evasion but low physickal protection.
558* MagicKnight: All Elven classes have attacks that deal both physickal and magickal damage at the same time.
559[[/folder]]
560
561[[folder:Elven Archer]]
562[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/elven_archer.png]]
563-->'''Class Type''': Bow, Infantry, Caster, Elven\
564'''Gender''': Unisex\
565'''Active Skills''': Wind Arrow, Mystic Conferral (Level 20), Icicle Arrow (Level 30)\
566'''Passive Skills''': Quick Cure, Selfless Heal (Level 15), Pure Field (Level 25)\
567'''Leader Effect''': Ranged Assist\
568'''Valor Skill''': Merciful Rain
569
570Archers who imbue their arrows with wind magic, and can heal party members.
571----
572* BattleBallgown: Females wear elaborate dresses more akin to what you'd expect at a ball.
573* HealingHands: They're unusual healers in that they need to have someone else to heal them to trigger their healing effect on the rest of the party, making them a poor choice for a squad's sole source of healing. However, said healing effect is the ''strongest in the game,'' healing the ''entire party'' and being able to combo into itself if you have multiple Elven Archers in the same unit.
574* LegFocus: Both genders wear thigh high boots that emphasize their legs.
575* MageMarksman: They mix spellcasting and support spells with their archery, debilitating foes' stats and maintaining their party.
576* MasterOfAll: In terms of backline support. They're a Cleric, Witch, and Hunter all rolled into a single class, and beat them all when it comes to healing output, single-target damage, initiative, and survivability. At higher levels they even match the Cleric and Witch in terms of debuff protection and crowd control, being able to grant one-time debuff immunity to the entire party at the start of battle with ''Pure Field'', and freeze any two targets at once with ''Icicle Arrow''.
577* SquishyWizard: They pay for their incredible versatility in durability. Their evasion isn't up to par compared to most other classes in their niche, and while they can handle debuffs well the same can't be said for straight-up damage.
578* WeatherManipulation: Their valor skill, ''Merciful Rain'', summons a raincloud that moves in a single line and heals allies.
579
580[[/folder]]
581
582[[folder:Elven Fencer]]
583[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/elven_fencer.png]]
584-->'''Class Type''': Sword, Infantry, Caster, Elven\
585'''Gender''': Unisex\
586'''Active Skills''': Lightning Blade, Nature's Wrath (Level 20), Mirage Stab (Level 30)\
587'''Passive Skills''': Sylphic Barrier, Remove Weakness (Level 15), Evasive Impetus (Level 25)\
588'''Leader Effect''': Magick Assist\
589'''Valor Skill''': Thundercloud
590
591Swordfighters who deal both physical and magical damage and can summon fairies for support.
592----
593* DishingOutDirt: ''Nature's Wrath'' let's them attack an entire column by making rock spikes erupt beneath the enemy. It deals bonus damage to Cavalry.
594* ImpossiblyLowNeckline: It's a miracle that the female fencers don't bounce out of their LeotardOfPower to a slight breeze.
595* MagicKnight: Melee fighters who deal both physical and magical damage. They also use spells to protect themselves.
596* MrFanservice: Not to be outdone by their female counterparts, the lithe males wear skintight spandex (tight enough that their defined abs are visible), belts that emphasize their butts, and are posed in such a way that missing it borders on impossible.
597* MsFanservice: The female Elven Fencers are very well-endowed with plenty of [[{{Gainaxing}} breast jiggle]], and their LeotardOfPower is incredibly revealing, having an ImpossiblyLowNeckline, a NavelWindow, and [[LegFocus exposed upper legs]].
598* {{Stripperiffic}}: Female Elven Fencers wear basically a leotard made of black straps that hides very little, combining LegFocus, ImpossiblyLowNeckline and a NavelWindow.
599* WeatherManipulation: Their valor skill ''Thundercloud'' summons a thundering cloud that will harm enemies in its path.
600* WildHair: Male Elven Fencers boast an impressively poofy mane reaching their lower back as part of their outfit, given that impression, especially because of their [[FacelessGoons fencing mask]] hiding their faces and making their real hair difficult to see.
601[[/folder]]
602
603!!Bestral Classes
604
605[[folder:Bestral Classes In General]]
606* AlternateCompanyEquivalent: Their being animal-people who get big stat boosts at night call to mind the demihumans from ''VideoGame/OgreBattle'', who are usually Chaotic aligned and enjoy benefits from fighting at night.
607* BattleAura: A yellow glow appears on bestral-led units during night to signify their {{Lunacy}} boost has kicked in.
608* {{Lunacy}}: They become more powerful at night, gaining huge stats boosts and speed boosts on the overworld map. Every single Bestral unit has at least one ability that is enhanced at night, as well.
609* SilverBullet: Implied with the Silvermoon weapons, with bestow the ''Beastslayer'' ability that targets bestrals.
610* VocalDissonance: They draw from the same general pool of voices as the rest of the game's generic mercenaries, potentially leading to sagacious owls with cutesy young girl voices or hulking bears that sound like 15 year old teenage boys.
611[[/folder]]
612
613[[folder:Werebear]]
614[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/werebear.png]]
615-->'''Class Type''': Axe, Greatshield, Infantry, Armor, Bestral\
616'''Gender:''' Male\
617'''Active Skills''': Bear Crush, Round Swing (Level 10), Earthshaker (Level 30)\
618'''Passive Skills''': Heavy Guard, Nocturnal Rest (Level 15), Life Blow (Level 25)\
619'''Leader Effect:''' Nightwalk & Barrier Breaker\
620'''Valor Skill''': Bear Crush
621
622Large anthropomorphic bears wielding giant hammers and huge shield. Make the earth shake with their blows, allowing them to damage groups of enemies at the price of being useless against flyers.
623----
624* DefendCommand: Werebears have the passive skill ''Heavy Guard'', which allows them to automatically guards against attacks.
625* FixedDamageAttack: ''Life Blow'' allows the Werebear to deal damage based on 80% of their current HP to the target at the end of battle.
626* FullHealthBonus: ''Round Swing'' gains more potency when the unit has a lot of HP.
627* GroundPound: ''Earthshaker'' has the Werebear jump up and down to cause an earthquake that harms all grounded enemies. [[DesperationAttack It deals more damage when the Werebear's HP is very low]], so expect a lot of hurt if the Werebear is down to their last digit.
628* HealingFactor: ''Nocturnal Rest'' heals the Werebear by 30% of their HP after attacking, which doubles to 60% when it is nighttime.
629* LuckilyMyShieldWillProtectMe: They can equip greatshields, but don't have any abilities to cover an ally, forcing them to rely on equipment if that's a role a player would like them to serve.
630* MightyGlacier: Their kit revolves around their current Hit Points, with some attacks hitting harder when they're healthier, and others when they're near death, and so they've plenty to spare and a reliable way to recover it, but are slow as molasses. Bonus points for living in the frozen nation of Bastorias, too.
631* ShockwaveStomp: The titular ''Earthshaker'' move does this.
632* UnskilledButStrong: Werebears are so poorly balanced, they fumble their hammers and nearly topple over whenever they're hit by an attack they don't guard. Their standard attacks also have excessively long wind ups in which they have to take several uncoordinated hops forward towards their foe. But none of that matters considering what they strive to do: hit ''hard'', take hits, heal damage (or not, if they plan on implementing ''Earthshaker''), and hit back '''harder'''.
633
634[[/folder]]
635
636[[folder:Werefox]]
637[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/werefox.png]]
638-->'''Class Type''': Spear, Infantry, Scout, Bestral\
639'''Gender:''' Female\
640'''Active Skills''': Piercing Lance, Passive Hold (Level 10), Venom Thrust (Level 30)\
641'''Passive Skills''': Nocturnal Evade, Shadow Pursuit (Level 15), Weakness Hunter (Level 25)\
642'''Leader Effect:''' Nightwalk\
643'''Valor Skill''': Jump, Jump II
644
645Bestrals resembling arctic and fennec foxes wielding spears. They are nimble fighters resembling Thieves.
646----
647* AchillesHeel: Like thieves, they are vulnerable to classes with [[AlwaysAccurateAttack truestrike skills]], as it makes their high evasion and ''Nocturnal Evade'' useless. Downplayed somewhat in that they actually have better HP and P.Def than thieves, meaning they can typically tough out a single hit from a Swordfighter or Hunter... provided said hit isn't a [[CriticalHitClass critical hit.]]
648* FoxyVixen: The werefoxes are beautiful vixen who fight in an [[ChainmailBikini armored bikini and little other protection]].
649* FragileSpeedster: They boast some of the highest initiative in the game, especially at night. They also have very high evasion. But will go down if someone gets a lucky hit, or targets them with an AlwaysAccurateAttack.
650* {{Gainaxing}}: They are extremely lithe and slender but very busty with a noticeable jiggle.
651* InASingleBound: Their ''Jump'' valor skill lets them jump towards an ally or an enemy squad, avoiding any obstacle in-between.
652* InjuredVulnerability: Werefoxes excel at finishing off debuffed prey. ''Weakness Hunter'' allows werefoxes to deal an UnblockableAttack that [[ArmorPiercingAttack ignores half of their defense]] against a debuffed enemy, and ''Venom Thrust'' deals extra potency against already-poisoned enemies.
653* PoisonedWeapon: ''Venom Thrust'' deals a piercing attack that both poisons enemies and [[AntiRegeneration inflict a debuff that lowers their HP recovery]]. It also [[InjuredVulnerability increases potency against poisoned enemies]].
654* StatusInflictionAttack: Specializes in these, with all but one of her attacks inflicting some sort of [[StatusEffects Affliction]]. Apart from her PoisonedWeapon above, she can also inflict [[ShieldsAreUseless Guard Seal]] with ''Piercing Thrust'' and Blind enemies with ''Shadow Pursuit''. Perhaps the most dangerous is ''Passive Hold'', which inflicts Passive Seal on enemies, preventing them from using any skills that require PP, many of which are defensive.
655[[/folder]]
656
657[[folder:Wereowl]]
658[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wereowl.png]]
659-->'''Class Type''': Staff, Flying, Caster, Bestral\
660'''Gender:''' Female\
661'''Active Skills''': Aurora Veil, Night Vision (Level 10), Extra Heal (Level 30)\
662'''Passive Skills''': Restore, Quick Dispel (Level 15), Circle Barrier (Level 25)\
663'''Leader Effect:''' [[SuperpowerLotteryWinner Nightwalk & Healing Assist & Flight]]\
664'''Valor Skill''': Farsight
665
666Female anthropomorphic owls who support the party with defensive and curative spells.
667----
668* DefogOfWar: Her valor skill allows you to see obscured foes within the area-of-effect, like those hiding in the forest. It also provide vision in fog-of-war, which is useful in the main quest "Legacy of the Lion Kings", as the battlefield is completely obscured by a blizzard and you conveniently recruited Ramona in the previous main quest.
669* NonMammalMammaries: They are anthropomorphic owls, but have distinctly humanoid busts.
670* OminousOwl: In contrast to Ramona, all other Wereowls a player encounters have more intense gazes than hers.
671* PowerFloats: They hover above the ground, letting their unit fly if they're assigned as the leader.
672* SquishyWizard: Like most healing units besides the Radiant and Sainted Knight, naturally, but like their Winged counterparts the Featherstaff, this is compounded by them being flying units, which draws the ire of AI archers, who are typically set to prioritize any flying units.
673* SupportPartyMember: Their kit is entirely support spells, some of which are enhanced at night.
674[[/folder]]
675
676[[folder:Werewolf]]
677[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/werewolf_3.png]]
678-->'''Class Type''': Sword, Infantry, Bestral\
679'''Gender:''' Male\
680'''Active Skills''': Finishing Stab, Decimate (Level 10), Wild Fang (Level 30)\
681'''Passive Skills''': Nocturnal Strike, Bestral Howl (Level 15), Killing Pursuit (Level 25)\
682'''Leader Effect:''' Nightwalk\
683'''Valor Skill''': Hide
684
685Male anthropomorphic wolves who excel at finishing off weakened foes.
686----
687* CoupDeGrace: Their kit is based around doing more damage to wounded enemies, and doing a lot of follow-up attacks when an ally wounds a target.
688* DarkIsNotEvil: The red eyes, coarse fur, and long tongue aren't the result of Zenoiran sorcery. Werewolf soldiers just tend to look like that when they're on the job.
689* HeartIsAnAwesomePower: As noted in their MasterOfNone entry below, Werewolves are rather unimpressive in an actual fight... however their unique valor skill ''Hide'' allows them to render a friendly unit completely undetectable for 20 whole seconds for only a ''single'' valor point, allowing you to cheese most maps with ease by simply walking (or flying) up to the enemy command post entirely unimpeded.
690* MasterOfNone: Werewolves are noticeably squishier and have lower physical attack than other front-line fighters while also having considerably worse evasion than the other FragileSpeedster classes, and while they have an exceptionally high accuracy stat, they lack any innate Truestrike attacks, making them largely ineffective against enemy scouts with ''Evade''. On top of all that, none of their attacks have extra effectiveness against any particular unit type and don't inflict any debuffs, and their one support ability, ''Bestral Howl'' is one of the weakest buffs in the game, only buffing their row's physickal attack by 15% and is incapable of stacking with itself. However, it should be noted that their unique valor skill [[StealthExpert Hide]] gives them a niche that no other class has.
691* RoarBeforeBeating: The howling variety, naturally. They can use ''Bestral Howl'' to enhance their row's physical damage.
692* RunningOnAllFours: They adopt a four legged stance when running in the overworld, though given they still are holding a sword in one hand it is more like they are running on ''three'' limbs.
693* SavageWolf: They are wolf warriors who looks untamed and dangerous to anyone that crosses them. Alain and Lex's first encounter with a bestral upon entering Bastorias is a werewolf that attacks them without warning, forcing Lex to kill him in self-defense. Another werewolf seen in the cutscene after completing "Tempest of White" is tied up and when Alain attempts to use the Ring of the Unicorn to remove the magick of control on him, he remains berserk due to the werewolf being affected by something else.
694* StealthExpert: They can hide their unit from sight to ambush foes or sneak around to key points on the map unhindered by enemies. They also can use it on friendly units, making them capable of invoking this for units they aren't able to, such as lighting-fast-moving ''[[OnrushingArmy all-cavalry units]]''.
695* WalkingShirtlessScene: They wear kilts and greaves, but no shirts.
696[[/folder]]
697
698!!Angel Classes
699
700[[folder:Angel Classes In General]]
701* AlternateCompanyEquivalent: Their stat boosts from fighting in daytime call to mind the similar bonus Lawful units receive in daylight in the ''VideoGame/OgreBattle'' franchise, where angel units both exist and are near-exclusively Lawful.
702* CoolMask: Generic angel units, except for Feathershields, wear wing-like masks.
703* ThePowerOfTheSun: Less prominent in comparison to Bestral's {{Lunacy}} boost, but each Angel class has a skill that gains additional effects during the day.
704* WingedHumanoid: The wings aren't just for show - all Angel classes are capable of flight, which means units led by them will by able to soar over any obstacles during battles.
705[[/folder]]
706
707[[folder:Featherbow]]
708[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/featherbow.png]]
709-->'''Class Type''': Bow, Flying, Archer, Angel\
710'''Gender''': Female\
711'''Active Skills''': Delaying Shot, Saint's Shot (Level 10), Photon Arrow (Level 30)\
712'''Passive Skills''': Aerial Pursuit, Tailwind (Level 15), Shining Light (Level 25)\
713'''Leader Effect''': Ranged Assist & Flight\
714'''Valor Skill''': Delay
715
716Winged archers that fire arrows with debilitating effects.
717----
718* BlindedByTheLight: Their passive skill, ''Shining Light'', will inflict Blindness on an entire row of enemies before an enemy attacks.
719[[/folder]]
720
721[[folder:Feathershield]]
722[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/feathershield.png]]
723-->'''Class Type''': Sword, Greatshield, Flying, Armor, Angel\
724'''Gender''': Male\
725'''Active Skills''': Impulse, Resistance (Level 20), Mystic Shield (Level 30)\
726'''Passive Skills''': Reflect Magick, Sacrifice (Level 15), Mirror Weakness (Level 25)\
727'''Leader Effect''': Resist Magick Assist & Flight\
728'''Valor Skill''': Mirror Ring
729
730Flying shieldbarers who can protect allies from magickal attacks.
731----
732* AntiMagic: Their niche is shutting down magic users and magic damage. They have a passable C in physical defense and modest HP, so they're not exactly squishy on the physical side by any stretch, but arrows and sufficiently accurate physical attacks will wear them down faster than any other tank.
733* AttackReflector: ''Reflect Magick'' allows them to turn enemy attack spells against the enemy squad. ''Mirror Weakness'' is a unique variant that instead reflects status ailments they suffer back onto the one that inflicted them while cleansing themselves of the effect, magical or otherwise.
734* GoThroughMe: Their ''Sacrifice'' passive has them leap out to take a direct hit ''without'' guarding first, despite the shield they all carry, as a PlayerNudge to assign them to only tank the magic spells they're built to endure, which can't be guarded against anyway. In exchange, they get a hefty 2 PP to spend on their many useful passives.
735* TopHeavyGuy: They have huge, muscular torsos and relatively small legs, making them the slowest flying unit in the game.
736[[/folder]]
737
738[[folder:Featherstaff]]
739[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/featherstaff.png]]
740-->'''Class Type''': Staff, Flying, Caster, Angel\
741'''Gender''': Male\
742'''Active Skills''': Overheal, Honed Healing (Level 10), Holy Cradle (Level 30)\
743'''Passive Skills''': Hastened Heal, Preemptive Heal (Level 15), Holy Breath (Level 25)\
744'''Leader Effect''': Healing Assist & Flight\
745'''Valor Skill''': Distant Heal
746
747A angelic healer that has the power to ensure that their allies will never fall in battle.
748----
749* AntiDebuff: ''Holy Breath'' removes affliction if they are afflicted, and are rewarded 1 PP upon being cleansed.
750* DifficultButAwesome: Featherstaffs can be recruited at an awkward time late game when a player will already have access to powerful healing units they're already used to. But they boast very high Initiative, allowing them to use their active skills at more appropriate junctures, which combo well with their passives, and ultimately make tank units even more robust and ensuring that they survive attacks that would've wiped them out otherwise. They have a particular niche in Online Battles, where having higher HP at the end of a match is more important than wiping out the opposition.
751* StatOverflow: ''Overheal'' has a special effect where excess healing will temporarily increases their maximum HP, up to 150%.
752* LastChanceHitPoint: ''Holy Cradle'' grants a row of allies a buff that allows them to survive a fatal blow.
753
754[[/folder]]
755
756[[folder:Feathersword]]
757[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/feathersword.png]]
758-->'''Class Type''': Sword, Shield, Flying, Angel\
759'''Gender''': Female\
760'''Active Skills''': Spiral Sword, Shield Smite (Level 10), Honed Slash (Level 30)\
761'''Passive Skills''': Accelerate, Diurnal Guard (Level 15), Discharge (Level 25)\
762'''Leader Effect''': Flight\
763'''Valor Skill''': Haste
764
765Angelic warriors who fight with swords and shields. They prefer fighting in day time.
766----
767* AlternateCompanyEquivalent: Their two starting actions and inability to promote along with, you know, being a literal sword-wielding angel all evoke the Cherubim class from ''VideoGame/OgreBattle''.
768* DefendCommand: ''Diurnal Guard'' allows her to automatically guard against attacks. It also grants her an extra passive point during daytime, effectively refunding her a passive point and allowing her to tank during the day if her evasion fails her.
769* PaintedOnPants: Their pants are skintight, and they show off their butt in their attacking, running (or flying) and dodging animations.
770* ShieldBash: ''Shield Smite'' deals physickal damage to a target and inflicts the enemy with a defense debuff, while granting themselves a defense buff.
771* StatusBuff: They use their skills to grant themselves buffs. For example, ''Spiral Sword'' grants them an evasion buff, while inflicting the enemy an evasion debuff.
772* StatusBuffDispel: Inverted. Their ''Discharge'' passive skill dispels them of buffs, but they deal extra damage for one attack for each buffs that was dispelled.
773[[/folder]]
774

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