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This is a character sheet focusing on common classes that share design and gameplay mechanics. Character-specific classesnote  and lore-based tropes should be included in their proper character pages.


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Human Classes

Melee Infantry

    Fighter 
https://static.tvtropes.org/pmwiki/pub/images/fighter_8.png
When promoted into Vanguard
Class Type: Sword, Shield, Infantry, Armor
Gender: Male
Promotion: Vanguard
Active Skills: Warding Slash, Shield Bash (Level 15), Defender (Level 20 Vanguard)
Passive Skills: Arrow Cover, Quick Guard (Level 10), Provoke (Level 25 Vanguard)
Leader Effect: Resist Ranged Assist
Valor Skill: Provoke (II)

Shield-bearing swordsmen that excel in protecting their allies from ranged attacks.


  • Anti-Air: 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.
  • Boring, but Practical: A fighter's main role is defensive, with mediocre damage output and fairly unimpressive performance as a frontline tank. Where they shine is in blocking arrows meant for squishy or flying targets, allowing a single fighter to shore up the defenses of multiple vulnerable units.
  • Crippling Overspecialization: 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.
  • Defend Command: 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.
  • Eye-Obscuring Hat: 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.
  • Knightly Sword and Shield: 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.
  • Logical Weakness: 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, Anti-Armor attacks from Warriors and Breakers.
  • Loophole Abuse: 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.
  • No-Sell: 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.
  • Practical Taunt:
    • 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 bosses. Upon promoting to Vanguard, the valor skill can target enemies within an area-of-effect.
    • 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.
  • Shield Bash: One of their attacks is a shield bash that inflicts stun upon the enemy.
  • Violation of Common Sense: You'd think the armored, shield-bearing Fighter would belong in the front row, but thanks to their Crippling Overspecialization against ranged attacks, the best place for them is actually in the back row, placed behind friendly cavalry and fliers.

    Gladiator 
https://static.tvtropes.org/pmwiki/pub/images/gladiator_78.png
When promoted into Berserker
Class Type: Axe, Infantry
Gender: Male
Promotion: Berserker
Active Skills: Wide Smash, Mounting Charge (Level 20 Berserker), Grand Smash (Level 30 Berserker)
Passive Skills: Bulk Up, Wide Counter (Level 15), Berserk (Level 25 Berserker)
Leader Effect: Barrier Breaker
Valor Skill: Toughness (II)

Wild axe-wielding hulking men that can wipe out a row of foes.


  • Achilles' Heel:
    • 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.
    • 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.
  • Awesome, but Impractical: Grand Smash. Leapinig twenty feet into the air and unleashing a massive Ground Pound on an entire enemy team with 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 agaisnt flying units, makes it rather impractical in practice.
  • The Berserker: 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 survive a single fatal blow.
  • Counter-Attack: Wide Counter allows them to counterattack with a row-hitting attack.
  • Glass Cannon: 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 absotutely monsterous that it's nigh-impossible to kill them in a single hit without stacking multiple multiple offensive buffs first, including guaranteed crits and improved crit damage.
  • Full Health Bonus: They deal a lot more damage if their HP is full, and are designed like a Glass Cannon. 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.
  • Healing Factor: 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.
  • Herd-Hitting Attack: Their basic active ability Wide Smash is a Spin Attack 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.
  • Powerful, but Inaccurate: 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.
  • Top-Heavy Guy: Design-wise, their upper body looks twice as wide as their (still impressive) lower body.

    Hoplite 
https://static.tvtropes.org/pmwiki/pub/images/hoplite_0.png
When promoted into Legionnaire
Class Type: Spear, Greatshield, Infantry, Armor
Gender: Male
Promotion: Legionnaire
Active Skills: Sting, Row Protection (Level 25 Legionnarie), Greatshield (Level 30 Legionnarie)
Passive Skills: Heavy Cover, Guardian (Level 15), Row Cover (Level 20 Legionnarie)
Leader Effect: Resist Ranged Assist
Valor Skill: Fortress (II)

Heavily-armored soldiers who are nearly impervious to physickal attacks.


  • Achilles' Heel: Magick. Spells in this game are 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!
  • Guide Dang It!: 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.
  • Heavily Armored Mook: An armored unit that boasts the highest physickal defense, but are vulnerable to magic and Anti-Armor attacks.
  • Status Buff: 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.
  • Stone Wall: 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.
  • Taking the Bullet: Hoplites excel in taking physickal damage and their Heavy Cover passive skill allow them to cover for a weaker foe.

    Housecarl 
https://static.tvtropes.org/pmwiki/pub/images/housecarl.png
When promoted into Viking
Class Type: Axe, Infantry, Shield (As Viking)
Gender: Male
Promotion: Viking
Active Skills: Smash, Rolling Axe (Level 10), Wide Breaker (Level 20 Viking)
Passive Skills: Parting Blow, Frenzied Strike (Level 15), War Horn (Level 25 Viking)
Leader Effect: Barrier Breaker
Valor Skill: Heavy Swing (II)

A strong axe-wielding class who specializes in reducing the enemies' defense.


  • Barbaric Battleaxe: Due to being inspired by vikings, their weapons of choice are axes.
  • Blow That Horn: Their Viking-exclusive passive skill War Horn has them blowing his horn to signal their allies to battle, granting them a buff that negate the enemy's ability to guard.
  • Counter-Attack: Frenzied Strike allows them to counter any enemies that attacked an ally and reduce the enemy's defense by 15%.
  • Damage-Increasing Debuff: 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%.
  • Herd-Hitting Attack:
  • Horny Vikings: 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 furred leather and horned helmet. Ironically, rather than Bastorias, the Housecarl and Viking classes are more closely associated with Drakenhold.
  • Luckily, My Shield Will Protect Me: 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.

    Sellsword 
https://static.tvtropes.org/pmwiki/pub/images/sellsword.png
When promoted into Landsknecht
Class Type: Sword, Infantry, Shield (as Landsknecht)
Gender: Unisex
Promotion: Landsknecht
Active Skills: Heavy Slash, Killing Chain (Level 10), Bastard's Cross (Level 20 Landsknecht)
Passive Skills: Following Slash, Vengeful Guard (Level 25 Landsknecht), Bull Force (Level 30 Landsknecht)
Leader Effect: Greater Garrison
Valor Skill: Summon Wariors / Summon Archers

Mercenaries that wield heavy two-handed swords. They specializes in dealing counterattacks.


  • BFS:
    • Male Sellswords and Landsknechts wield longswords as their weapon of choice.
    • Female Sellswords wield greatswords as their weapon of choice, with the female Landsknecht's blade resembling a flamberge.
  • Chain Lethality Enabler: Killing Chain restores 1 AP if it kills a target.
  • Counter-Attack: 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.
  • Defend Command: Landsknecht can learn Vengeful Guard, which guards against an enemy attack and grants them an attack buff.
  • Difficult, but Awesome: 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.
  • Expy: The male Sellsword is the spitting image of Guts, with their upgrade the Landsnecht wearing a slightly modified version of the armor and helmet he wore during the Golden Age arc.
  • Full Health Bonus: Inverted. Bastard's Cross gain additional potency based on the enemy's HP.
  • Leg Focus: 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.
  • Mook Maker: 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.
  • Nonindicative Name: The female Landsknecht 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.
  • Sleeves Are for Wimps: 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.

    Soldier 
https://static.tvtropes.org/pmwiki/pub/images/soldier_7.png
When promoted into Sergeant
Class Type: Spear, Infantry
Gender: Unisex
Promotion: Sergeant
Active Skills: Long Thrust, Javelin (Level 10), Honed Spear (Level 20 Sergeant)
Passive Skills: First Aid, Keen Call (Level 15), Active Gift (Level 25 Sergeant)
Leader Effect: Quick Rest
Valor Skill: Life Aid (II)

Spear-fighting soldiers that can pierce through enemy column and support their allies.


  • Anti-Cavalry: Their basic active skill Long Thrust gains +50 potency against cavalry units, while their Level 20 active skill Honed Spear ignores blocking from cavalry.
  • Combat Medic: They can use the First Aid skill to provide a small amount of healing to someone in the formation they are in.
  • Jack of All Trades: They are designed to do a bit of everything, from type-effective offence to buffing and healing allies.
  • Javelin Thrower: 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 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.
  • Mutual Disadvantage: 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.
  • Proper Tights with a Skirt: 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 chainshirt they wear underneath resemble a skirt.
  • Support Party Member: 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.

    Swordfighter 
https://static.tvtropes.org/pmwiki/pub/images/swordfighter.png
When promoted into Swordmaster
Class Type: Sword, Infantry
Gender: Unisex
Promotion: Swordmaster
Active Skills: Keen Edge, Impale (Level 15), Meteor Slash (Level 20 Swordmaster)
Passive Skills: Hastened Strike, Parry (Level 10), Charged Impetus (Level 25 Swordmaster)
Leader Effect: Greater Garrison
Valor Skill: Quick Impetus (II)

Nimble Swordfighters who weave parries and killing blows into chains of attacks.


  • Achilles' Heel: 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.
  • Action Initiative: 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.
  • Always Accurate Attack: Their basic active skill Keen Edge and passive skill Hastened Strike has truestrike and cannot be dodged.
  • Chain Lethality Enabler: Via a combo of Parry and Impale explained under Counter-Attack.
  • Chest Insignia: 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.
  • Counter-Attack: 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.
  • Critical Hit Class: 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.
  • Death of a Thousand Cuts: 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.
  • Defend Command: Parry negates any melee physickal damage received and grants them an extra active point.
  • Dual Wielding: 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.
  • Fragile Speedster: 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.
  • Mutual Disadvantage: 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.

    Thief 
https://static.tvtropes.org/pmwiki/pub/images/thief_88.png
When promoted into Rogue
Class Type: Sword, Infantry, Scout
Gender: Male
Promotion: Rogue
Active Skills: Passive Steal, Toxic Throw (Level 10), Shadowbite (Level 20 Rogue), Active Steal (Level 30 Rogue)
Passive Skills: Evade, Sneaking Edge (Level 25 Rogue)
Leader Effect: Quick Rest
Valor Skill: Plunder (II)

Sly fighters that use their speed to steal the enemy's passive points and avoid any attacks.


  • Achilles' Heel: Any units with 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.
  • 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.
  • Devious Daggers: Although their weapon type are swords, they wield two knives, representing their cunning and thievery.
  • Fragile Speedster: 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.
  • Poisoned Weapon: Toxic Throw has them throwing their daggers filled with deadly toxins at the target, dealing ranged damage and inflicting Poison.
  • Video Game Stealing: 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.

    Warrior 
https://static.tvtropes.org/pmwiki/pub/images/warrior_4.png
When promoted into Breaker
Class Type: Axe, Infantry
Gender: Unisex
Promotion: Breaker
Active Skills: Heavy Smash, Assaulting Blow (Level 10), Row Smash (Level 30 Breaker)
Passive Skills: Binding Guard, Enrage (Level 20 Breaker), Heavy Counter (Level 25 Breaker)
Leader Effect: Barrier Breaker
Valor Skill: Heavy Swing (II)

Hammer-wielding soldiers that can penetrate through heavy armor.


  • Anti-Armor: Their primary specialty. Their basic active skill Heavy Smash completely ignores the defense of armored units, like Fighters and Hoplites.
  • Anti-Structure: Their valor skill Heavy Swing deals a rather weak physickal attack but it knocks enemy back and instantly destroys barricades. Their leader effect "Barrier Breaker" also 'very' heavily enchances their damage to barricades and gates.
  • Boring, but Practical: 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 Mighty Glacier 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.
  • Chain Lethality Enabler: 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.
  • Critical Status Buff: 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.
  • Glacier Waif: Female warriors are petite youngsters who can swing heavy hammers just as efficient as male warriors.
  • Humongous-Headed Hammer: 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.
  • Mutual Disadvantage: With Fragile Speedster infantry classes like Thieves, Werefoxes, and Fencers. Warriors lack any innate attacks that deal multiple hits and/or have the 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.
  • Shields Are Useless: 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.
  • Stout Strength: Male warriors have a prominent paunch but are strong fighters that wield hammers (mostly axes in gameplay).
  • Strong Flesh, Weak Steel: They can reliably one-shot armored classes thanks to their Anti-Armor abilities, but struggle against unarmored hulks like the Gladiator that tank damage through sheer HP.

Archers

    Arbalist 
https://static.tvtropes.org/pmwiki/pub/images/arbalist.png
When promoted into Shieldshooter
Class Type: Bow, Infantry, Greatshield (As Shieldshooter)
Gender: Female
Promotion: Shieldshooter
Active Skills: Power Bolt, Toxic Bolt (Level 10), Heavy Bolt (Level 20 Shieldshooter)
Passive Skills: Medical Aid, Quick Reload (Level 15), Aid Cover (Level 25 Shieldshooter)
Leader Effect: Ranged Assist
Valor Skill: Smoke Bolt (II)

Armored crossbow users who trade the Hunter's Always Accurate Attack for extra durability, damage, and group healing.


  • Bows Versus Crossbows: They do more damage per shot than hunters do, and are depicted as using crossbows.
  • Combat Medic: Combat Medic ''Tank'', more like. As Arbalists they're backliners who can heal their allies after a battle, but once they promote, they become frontliners who not only deal reasonably respectable damage, but can tank, guard their allies, and actively heal them while doing it.
  • Jack of All Trades: 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 Support Party Member like a Witch, Shaman, or Cleric is a perfectly viable unit.
  • Taking the Bullet: Shieldshooter's passive skill Aid Cover allows her to cover for an ally. It also heals the targeted ally by 25% of their HP.
  • Trick Arrow:
    • Toxic Bolt has the Arbalist shoot her target with a poisonous bolt, dealing damage and inflicting Poison.
    • 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 counters against hunters and witches.
  • Violation of Common Sense: 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'r 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.

    Hunter 
https://static.tvtropes.org/pmwiki/pub/images/hunter_44.png
When promoted into Sniper
Class Type: Bow, Infantry, Archer
Gender: Male
Promotion: Sniper
Active Skills: Single Shot, Dual Shot (Level 10), Row Shot (Level 20 Sniper)
Passive Skills: Eagle Eye, Pursuit (Level 15), Aerial Snipe (Level 25 Sniper)
Leader Effect: Ranged Assist
Valor Skill: Arrow Rain (II)

A bow-wielding class specializing in taking out fliers and other evasive units.


  • Always Accurate Attack: Eagle Eye allows them to constantly apply truestrike to their attacks, which ensures that evasive Fragile Speedsters will die.
  • Anti-Air: Hunters have an innate double damage against flying units.
  • Counter-Attack: 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.
  • Double Tap: At level 15, Hunters get the Pursuit skill, firing off a quick shot at an enemy who survives an ally's attack.
  • Rain of Arrows: 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.

Cavalry

    Dark Knight 
https://static.tvtropes.org/pmwiki/pub/images/dark_knight_2.png
When promoted into Doom Knight
Class Type: Axe, Shield, Cavalry
Gender: Male
Promotion: Doom Knight
Active Skills: Vengeful Axe, Venom Axe (Level 10), Dark Flame (Level 20 Doom Knight)
Passive Skills: Vengeance, Sanguine Arts (Level 15), Demonic Pact (Level 25 Doom Knight)
Leader Effect: Quick Rest
Valor Skill: Attack Call (II)

Knights donned in black armor that grow stronger as their health depletes.


  • Anti-Infantry: They deal double physickal damage against infantry-type units.
  • Black Knight: They are crude and ruthless riders compared to the chivalrous Knights and Radiant Knights.
  • Brutish Character, Brutish Weapon: Contrast to the chivalrous Knights and Radiant Knights, the Dark Knights wield axes to represent their savage and risky technique.
  • Cast From Hitpoints:
    • The Doom Knights passive skill Demonic Pact grants them an extra active point at a cost of 25% of his HP.
    • Dark Flame requires 30% of Doom Knight's HP to use the active skill, which deals both physickal and magickal damage and inflict Burn to a row of enemies. It also gains +50 potency when used against a debuffed enemy.
  • Critical Status Buff: 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.
  • Life Drain: Sanguine Arts recover their HP based on 50% of the damage they dealt.
  • Magikarp Power: Dark Knights are often considered a terrible class. Poor tactics and equipment load outs 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 center piece to a scary team comp involving a shaman and a witch which guarantees Dark Flame will one shot an entire row.
  • Poisoned Weapon: Venom Axe deals damage and inflicts poison to the target.

    Knight 
https://static.tvtropes.org/pmwiki/pub/images/knight_4.png
When promoted into Great Knight
Class Type: Spear, Shield, Cavalry
Gender: Male
Promotion: Great Knight
Active Skills: Assaulting Lance, Wild Rush (Level 10), Pile Thrust (Level 20 Great Knight)
Passive Skills: Quick Guard, Cavalier Call (Level 15), Knight's Pursuit (Level 25 Great Knight)
Leader Effect: Quick Rest
Valor Skill: Wild Rush (II)

Knights who ride into the fray on horseback. He is equal in both attack and defense.


  • Anti-Infantry: They deal double physickal damage against infantry-type units.
  • Chain Lethality Enabler:
    • 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.
    • 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.
  • Dash Attack: 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.
  • Defend Command: Quick Guard allows the Knight to automatically guard against physickal attacks at a cost of their passive point.
  • Jousting Lance: 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.
  • Status Buff: Their unlockable passive skill at Level 15, Cavalier Call, grants an attack buff to all cavalry units in their row.

    Paladin 

Class Type: Sword, Shield, Cavalry
Gender: Male
Active Skills: Slice, Heal (Level 5), Divine Cross (Level 30)
Passive Skills: Holy Barrier, Holy Guard (Level 10), Pursuit (Level 20)
Leader Effect: Resist Magick Assist
Valor Skill: Heal

A holy soldier who rides on horseback. He excels in defense and shields others against attacks.


  • Anti-Debuff: 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.
  • Boring, but Practical: Although the paladin has no particular specialisation 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.
  • Bragging Rights Reward: 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.
  • Defend Command: Holy Guard allows them to automatically guard against physickal attacks and prevents him from receiving debuffs.
  • Healing Hands: They have Heal as both an Active and Valor skill.
  • Lightning Bruiser: 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.
  • Spear Counterpart: 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.
  • Support Party Member: 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 defences for both themselves and their teammates’ survivability.

    Radiant Knight 
https://static.tvtropes.org/pmwiki/pub/images/radiant_knight.png
When promoted into Sainted Knight
Class Type: Sword, Shield, Cavalry
Gender: Female
Promotion: Sainted Knight
Active Skills: Hache, Row Heal (Level 10), Saint's Blade (Level 25 Sainted Knight)
Passive Skills: Magick Barrier, Holy Guard (Level 15), Row Barrier (Level 20 Sainted Knight)
Leader Effect: Resist Magick Assist
Valor Skill: Guard Call (II)

A holy soldier who rides on horseback. She excels in magick defense and shield others against magick.


  • Anti-Debuff: 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.
  • Anti-Infantry: They deal double physickal damage against infantry-type units.
  • Defend Command: Holy Guard allows the Radiant Knight to automatically guard against physickal attacks and prevents them from receiving debuffs.
  • Distaff Counterpart: 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.
  • Healing Hands: 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.
  • Full Health Bonus: 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.
  • Mage Killer: 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.

Fliers

    Gryphon Knight 
https://static.tvtropes.org/pmwiki/pub/images/gryphon_knight.png
When promoted into Gryphon Master
Class Type: Axe, Flying
Gender: Female
Promotion: Gryphon Master
Active Skills: High Swing, Fatal Dive (Level 20 Gryphon Master), Aerial Smite (Level 30 Gryphon Master)
Passive Skills: Wing Rest, Feathering (Level 15), Gryphon Glide (Level 25 Gryphon Master)
Leader Effect: Flight
Valor Skill: Hastened Call (II)

Airborne maidens who ride on gryphons. They are a bane to cavalry units.


  • Achilles' Heel: Bows will not only hit them fairly easily, but they do massive bonus damage to them.
  • Anti-Cavalry: 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.
  • Fixed Damage Attack: 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.
  • Fragile Speedster: 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).
  • Gainaxing: A Gryphon Knight's huge breasts bounce like the flaps of her gryphon's wings. Aside from Fran's, anyways.
  • Herd-Hitting Attack: High Swing deals damage to a row of enemies.
  • Ms. Fanservice: Though they dress conservatively, their breasts are about as big as their head and they bounce around a lot.
  • Our Gryphons Are Different: Her airborne mount.

    Wyvern Knight 
https://static.tvtropes.org/pmwiki/pub/images/wyvern_knight.png
When promoted into Wyvern Master
Class Type: Spear, Flying
Gender: Female
Promotion: Wyvern Master
Active Skills: Diving Thrust, Fire Breath (Level 20 Wyvern Master), Tempest Drive (Level 30 Wyvern Master)
Passive Skills: Ground Counter, Deflect (Level 15), Dragon's Roar (Level 25 Wyvern Master)
Leader Effect: Flight
Valor Skill: Dragoon Dive (II)

Fearsome spearmen who ride on wyverns and boast attacks that cover a lot of ground. They're a bane to cavalry units.


  • Achilles' Heel: 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 magic though.
  • Anti-Cavalry:
    • 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.
    • Tempest Drive negates cavalry unit's ability to guard.
  • Breath Weapon: 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.
  • Charged Attack: 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.
  • Critical Status Buff: When they use ''Tempest Drive' 'below half of their HP, it gains truestrike and automatically deals a critical hit.
  • Devil's Pitchfork: The fearsome and less elegant wyvern knights' choice of lances are tridents.
  • Defend Command: Deflect negates melee physickal attacks received and grants herself an evasion buff.
  • Dragon Rider: Airbornes knight who rides on wyverns. These warriors are also prominently found in Drakenhold.
  • Roar Before Beating: Wyvern Masters activate Dragon's Roar at the start of battle, decreasing the enemies' initiative.
  • Weak to Magic: Contrasting with their gryphon riding counterparts, Wyvern Knights are more vulnerable to magic.

Casters

    Cleric 
https://static.tvtropes.org/pmwiki/pub/images/cleric_1.png
When promoted into Bishop
Class Type: Staff, Infantry, Caster
Gender: Female
Promotion: Bishop
Active Skills: Heal, Sacred Heal (Level 25 Bishop)
Passive Skills: Quick Heal, Refresh (Level 10), Lifesaver (Level 15), Parting Resurrection (Level 20 Bishop)
Leader Effect: Healing Assist
Valor Skill: Heal (II)

Maiden of the cloth that can heal her allies.


  • Anti-Debuff: Refresh and Sacred Heal remove debuffs that are inflicted on a row of units.
  • Back from the Dead: Parting Resurrection allows Bishops to revive a defeated ally at the end of battle, resurrecting them at 1 HP.
  • Hidden Buxom: Though their conservative wardrobes make it hard to notice, they're actually well-endowed.
  • Last Chance Hit Point: 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.
  • Modesty Shorts: Clerics are wearing bloomers underneath their skirts. This is noticeable in their "taking damage" and "incapacitated" animation.
  • Of Corsets Sexy: Downplayed, but they wear a corset that helps highlight their surprisingly ample bosom.
  • Plague Doctor: 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.
  • White Mage: 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 removes debuffs. Quick Heal restores an ally's HP upon receiving damage, allowing them to endure another attack.

    Shaman 
https://static.tvtropes.org/pmwiki/pub/images/shaman_3.png
When promoted into Druid
Class Type: Staff, Infantry, Caster
Gender: Female
Promotion: Druid
Active Skills: Passive Curse, Offensive Curse (Level 10), Defensive Curse (Level 20 Druid), Compounding Curse (Level 30 Druid)
Passive Skills: Quick Curse, Cursed Swamp (Level 25 Druid)
Leader Effect: Resist Magick Assist
Valor Skill: Clairvoyace (II)

Mysterious occultists who can inflict curses on their foes.


  • Anti-Cavalry: Their Level 25 passive skill as a Druid, Cursed Swamp, removes a passive point on cavalry units.
  • 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.
  • Ms. Fanservice: 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.
  • Playing with Fire: The weapon skill Fire Curse allows a Shaman to set entire rows of enemies on fire at once.
  • Situational Sword: 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.).
  • Support Party Member: 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.

    Witch 
https://static.tvtropes.org/pmwiki/pub/images/witch_91.png
When promoted into Sorceress
Class Type: Staff, Infantry, Caster
Gender: Female
Promotion: Sorceress
Active Skills: Icebolt, Magick Missile (Level 10), Ice Coffin (Level 30 Sorceress)
Passive Skills: Magick Conferral, Focus Sight (Level 15), Quick Cast (Level 25 Sorceress)
Leader Effect: Magick Assist
Valor Skill: (Greater) Gravity, Teleport

Mystical ladies of magickal prowess. They can cast ice magic to freeze their foes and empower their allies' weapons with magick.


  • Achilles' Heel: 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:
    • 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.
    • The Feathershield can straight up reflect the spell back at the Witch's team with their Reflect Magick passive skill, resulting in your own row taking damage and being frozen instead.
    • 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.
  • Action Initiative: 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.
  • Always Accurate Attack: 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.
  • An Ice Person: Icebolt and Ice Coffin both have a secondary effect that freezes any enemy hit by the spell.
  • Gravity Master: 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.
  • Harmless Freezing: Normally played completely straight... untill you get to Bastorias and start finding weapons that deal double damage to frozen enemies.
  • Hot Witch: Witches wear nothing but a bra and a miniskirt and sway their hips around to accentuate their breasts. Sorceress wears much more than the witches, but they instead wear a Sexy Slit Dress that shows off their cleavage and navel.
  • Robe and Wizard Hat: Witches and sorceresses wears pointed black hats with horns attached to it.
  • Squishy Wizard: They are strong magickal damage dealers, but squishy and vulnerable to physical damage if not protected properly.
  • Support Party Member: 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.
  • Teleportation: Their second valor skill Teleport allows them to teleport their unit to any other friendly unit on the map - excellent for instantly reinforcing units that have over-extended themselves.

    Wizard 
https://static.tvtropes.org/pmwiki/pub/images/wizard_9.png
When promoted into Warlock
Class Type: Staff, Infantry, Caster
Gender: Male
Promotion: Warlock
Active Skills: Fireball, Thunderous Strike (Level 20 Warlock), Volcano (Level 30 Warlock)
Passive Skills: Magick Counter, Magick Pursuit (Level 15), Concentrate (Level 25 Warlock)
Leader Effect: Magick Assist
Valor Skill: Blaze (II)

Scholars of magic, they excel in burning their foes and providing a fire storm to their allies.


  • Attack! Attack! Attack!: 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!
  • Counter-Attack: 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 Wizard actually survives the hit.
  • Playing with Fire: 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.
  • Shock and Awe: Thunderous Strike summons lightning to strike the foes, dealing damage and inflicting stun to a row of targets.
  • Squishy Wizard: They are strong magickal damage dealers, but squishy and vulnerable to physical damage if not protected properly.

Elven Classes

    Elven Classes in General 
  • Anti-Armor: Because of their magickal damage, they tend to do very well against armored opponents.
  • Fragile Speedster: They tend to be very fragile, with high evasion but low physickal protection.
  • Magic Knight: All Elven classes have attacks that deal both physickal and magickal damage at the same time.

    Elven Archer 
https://static.tvtropes.org/pmwiki/pub/images/elven_archer.png
Class Type: Bow, Infantry, Caster, Elven
Gender: Unisex
Active Skills: Wind Arrow, Mystic Conferral (Level 20), Icicle Arrow (Level 30)
Passive Skills: Quick Cure, Selfless Heal (Level 15), Pure Field (Level 25)
Leader Effect: Ranged Assist
Valor Skill: Merciful Rain

Archers who imbue their arrows with wind magic, and can heal party members.


  • Battle Ballgown: Females wear elaborate dresses more akin to what you'd expect at a ball.
  • Healing Hands: 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 intself if you have multiple Elven Archers in the same unit.
  • Leg Focus: Both genders wear thigh high boots that emphasize their legs.
  • Mage Marksman: They mix spellcasting and support spells with their archery, debilitating foes' stats and maintaining their party.
  • Master of All: in terms of backline support. They're a Cleric, Witch, and Hunter all rolled into a single class, and beats 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.
  • Weather Manipulation: Their valor skill, Merciful Rain, summons a raincloud that moves in a single line and heals allies.

    Elven Fencer 
https://static.tvtropes.org/pmwiki/pub/images/elven_fencer.png
Class Type: Sword, Infantry, Caster, Elven
Gender: Unisex
Active Skills: Lightning Blade, Nature's Wrath (Level 20), Mirage Stab (Level 30)
Passive Skills: Sylphic Barrier, Remove Weakness (Level 15), Evasive Impetus (Level 25)
Leader Effect: Magick Assist
Valor Skill: Thundercloud

Swordfighters who deal both physical and magical damage and can summon fairies for support.


  • Dishing Out Dirt: "Nature's Wrath" let's them attack an entire column by making rock spikes erupt beneath the enemy. It deals bonus damage to Cavalry.
  • Magic Knight: Melee fighters who deal both physical and magical damage. They also use spells to protect themselves.
  • Mr. Fanservice: 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.
  • Ms. Fanservice: The female Elven Fencers are very well-endowed with plenty of breast jiggle, and their Leotard of Power is incredibly revealing, having an Impossibly-Low Neckline, a Navel Window, and exposed upper legs.
  • Stripperiffic: Female Elven Fencers wear basically a leotard made of black straps that hides very little, combining Leg Focus, Impossibly-Low Neckline and exposed belly.
  • Weather Manipulation: Their valor skill Thundercloud summons a thundering cloud that will harm enemies in its path.
  • Wild Hair: Male Elven Fencers boast an impressively poofy mane reaching their lower back as part of their outfit, given that impression, especially because of their fencing mask hiding their faces and making their real hair difficult to see.

Bestral Classes

    Bestral Classes In General 
  • Battle Aura: A yellow glow appears on bestral-led units during night to signify their Lunacy boost has kicked in.
  • 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.
  • Silver Bullet: Implied with the Silvermoon weapons, with bestow the Beastslayer ability that targets bestrals.
  • Vocal Dissonance: 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.

    Werebear 
https://static.tvtropes.org/pmwiki/pub/images/werebear.png
Class Type: Axe, Greatshield, Infantry, Armor, Bestral
Gender: Male
Active Skills: Bear Crush, Round Swing (Level 10), Earthshaker (Level 30)
Passive Skills: Heavy Guard, Nocturnal Rest (Level 15), Life Blow (Level 25)
Leader Effect: Nightwalk & Barrier Breaker
Valor Skill: Bear Crush

Large 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.


  • Defend Command: Werebears have the passive skill Heavy Guard, which allows them to automatically guards against attacks.
  • Luckily, My Shield Will Protect Me: 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.
  • Mighty Glacier: 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.
  • Shockwave Stomp: The titular Earthshaker move does this.
  • Unskilled, but Strong: 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.

    Werefox 
https://static.tvtropes.org/pmwiki/pub/images/werefox.png
Class Type: Spear, Infantry, Scout, Bestral
Gender: Female
Active Skills: Piercing Lance, Passive Hold (Level 10), Venom Thrust (Level 30)
Passive Skills: Nocturnal Evade, Shadow Pursuit (Level 15), Weakness Hunter (Level 25)
Leader Effect: Nightwalk
Valor Skill: Jump, Jump II

Bestrals resembling arctic and fennec foxes wielding spears. They are nimble fighters resembling Thieves.


    Wereowl 
https://static.tvtropes.org/pmwiki/pub/images/wereowl.png
Class Type: Staff, Flying, Caster, Bestral
Gender: Female
Active Skills: Aurora Veil, Night Vision (Level 10), Extra Heal (Level 30)
Passive Skills: Restore, Quick Dispel (Level 15), Circle Barrier (Level 25)
Leader Effect: Nightwalk & Healing Assist & Flight
Valor Skill: Farsight

Female anthropomorphic owls who support the party with defensive and curative spells.


  • Power Floats: They hover above the ground, letting their unit fly if they're assigned as the leader.
  • Squishy Wizard: 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.
  • Support Party Member: Their kit is entirely support spells, some of which are enhanced at night.

    Werewolf 
https://static.tvtropes.org/pmwiki/pub/images/werewolf_3.png
Class Type: Sword, Infantry, Bestral
Gender: Male
Active Skills: Finishing Stab, Decimate (Level 10), Wild Fang (Level 30)
Passive Skills: Nocturnal Strike, Bestral Howl (Level 15), Killing Pursuit (Level 25)
Leader Effect: Nightwalk
Valor Skill: Hide

Male anthropomorphic wolves who excel at finishing off weakened foes.


  • Coup de GrĂ¢ce: 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.
  • Heart Is an Awesome Power: As noted in their Master of None 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.
  • Master of None: Werewolves are noticably squishier and have lower physical attack than other front-line fighters while also having considerably worse evasion than the other Fragile Speedster 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.
  • Roar Before Beating: The howling variety, naturally. They can use Bestral Howl to enhance their row's physical damage.
  • Savage Wolf: 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 Bastoria 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.
  • Stealth Expert: 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 all-cavalry units.
  • Walking Shirtless Scene: They wear kilts and greaves, but no shirts.

Angel Classes

    Angel Classes In General 
  • Cool Mask: Generic angel units, except for Feathershields, wear wing-like masks.
  • The Power of the Sun: Less prominent in comparison to Bestral's Lunacy boost, but each Angel class has a skill that gains additional effects during the day.
  • Winged Humanoid: 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.

    Featherbow 
https://static.tvtropes.org/pmwiki/pub/images/featherbow.png
Class Type: Bow, Flying, Archer, Angel
Gender: Female
Active Skills: Delaying Shot, Saint's Shot (Level 10), Photon Arrow (Level 30)
Passive Skills: Aerial Pursuit, Tailwind (Level 15), Shining Light (Level 25)
Leader Effect: Ranged Assist & Flight
Valor Skill: Delay

Winged archers that fire arrows with debilitating effects.


  • Blinded by the Light: Their passive skill, Shining Light, will inflict Blindness on an entire row of enemies before an enemy attacks.

    Feathershield 
https://static.tvtropes.org/pmwiki/pub/images/feathershield.png
Class Type: Sword, Greatshield, Flying, Armor, Angel
Gender: Male
Active Skills: Impulse, Resistance (Level 20), Mystic Shield (Level 30)
Passive Skills: Reflect Magick, Sacrifice (Level 15), Mirror Weakness (Level 25)
Leader Effect: Resist Magick Assist & Flight
Valor Skill: Mirror Ring

Flying shieldbarers who can protect allies from magickal attacks.


  • Anti-Magic: 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.
  • Attack Reflector: 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.
  • Go Through Me: Their Sacrifice passive has them leap out to take a direct hit without guarding first, despite the shield they all carry, as a Player Nudge 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.
  • Top-Heavy Guy: They have huge, muscular torsos and relatively small legs, making them the slowest flying unit in the game.

    Featherstaff 
https://static.tvtropes.org/pmwiki/pub/images/featherstaff.png
Class Type: Staff, Flying, Caster, Angel
Gender: Male
Active Skills: Overheal, Honed Healing (Level 10), Holy Cradle (Level 30)
Passive Skills: Hastened Heal, Preemptive Heal (Level 15), Holy Breath (Level 25)
Leader Effect: Healing Assist & Flight
Valor Skill: Distant Heal

A angelic healer that has the power to ensure that their allies will never fall in battle.


  • Anti-Debuff: Holy Breath removes affliction if they are afflicted, and are rewarded 1 PP upon being cleansed.
  • Stat Overflow: Overheal has a special effect where excess healing will temporarily increases their maximum HP, up to 150%.
  • Last Chance Hit Point: Holy Cradle grants a row of allies a buff that allows them to survive a fatal blow.

    Feathersword 
https://static.tvtropes.org/pmwiki/pub/images/feathersword.png
Class Type: Sword, Shield, Flying, Angel
Gender: Female
Active Skills: Spiral Sword, Shield Smite (Level 10), Honed Slash (Level 30)
Passive Skills: Accelerate, Diurnal Guard (Level 15), Discharge (Level 25)
Leader Effect: Flight
Valor Skill: Haste

Angelic warriors who fight with swords and shields. They prefer fighting in day time.


  • Defend Command: 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.
  • Shield Bash: Shield Smite deals physickal damage to a target and inflicts the enemy with a defense debuff, while granting themselves a defense buff.
  • Status Buff: They use their skills to grant themselves buffs. For example, Spiral Sword grants them an evasion buff, while inflicting the enemy an evasion debuff.
  • Status-Buff Dispel: Inverted. Their Discharge passive skill dispels them of buffs, but they deal extra damage for one attack for each buffs that was dispelled.


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