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* Effie and LightningBruiser are synonyms. Sporting a brutal '''80%''' strength growth is already quite good, but unlike most characters, she also has a very high speed growth which cancels out the main weakness of her class while also giving her good defenses.

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* Effie and LightningBruiser are synonyms. Sporting a brutal '''80%''' strength growth as a Knight (20%+ from Knight, 60% naturally) is already quite good, but unlike most characters, she also has a very high speed growth which cancels out the main weakness of her class while also giving her good defenses.



** The Brave Weapons, giving the attacker up to 4 attacks on the same turn can be brutal, especially considering every hit has a separate chance of activating offensive skills. With a Brave weapon, Lethality, Quixotic, and Hoshidan Unity, you get a guaranteed 68% chance of insta-killing the opponent regardless of your skill rate, as long as you hit 4 times. And if he happens to have Quixotic too, the chance gets ramped to 87%, and that without counting whatever your skill is. With a high skill and speed class like Master Ninja or Sniper (basically Asugi and Kiragi), and reaching around 32 skill, you will get a 80% and 92% of Lethality triggering respectively. No wonder they gave all the final bosses Dragonskin.

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** The Brave Weapons, giving the attacker up to 4 attacks on the same turn can be brutal, especially considering every hit has a separate chance of activating offensive skills. With a Brave weapon, Lethality, Quixotic, and Hoshidan Unity, you get a guaranteed 68% chance of insta-killing the opponent regardless of your skill rate, as long as you hit 4 times. And if he the opponent happens to have Quixotic too, the chance gets ramped to 87%, and that without counting whatever your skill is. With a high skill and speed class like Master Ninja or Sniper (basically Asugi and Kiragi), and reaching around 32 skill, you will get a 80% and 92% of Lethality triggering respectively. No wonder they gave all the final bosses Dragonskin.



* Similarly, nearly any physical fighter benefits greatly from an S Support with Keaton, as his Pair Up bonuses grant a total of +7 Strength, +4 Speed and +2 Defense while also granting the desirable Fighter class branch discussed above and below. (Additionally, his daughter Velouria has some of the best base growths of the children so is one of the few who always ends up useful)

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* Similarly, nearly any physical fighter benefits greatly from an S Support with Keaton, as his Pair Up bonuses grant a total of +7 Strength, +4 Speed and +2 Defense while also granting the desirable Fighter class branch discussed above and below. (Additionally, his daughter Velouria has some of the best base growths of the children children, so she is one of the few who always ends up useful)
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Grammar


* Takumi is very good to use in the ''Birthright'' path. He joins very early with his special [[BlowYouAway Fujin Yumi]] that is more powerful than anything you get for five or six more chapters. He also joins on a very shuriken-heavy map ([[TacticalRockPaperScissors which are weak to bows]]), and the next map after that, all the enemies are fliers, which are more prime targets for his arrows. The only thing stopping him from soloing the game is the fact that he can't attack adjacent enemies without a specialized Bow/Yumi (which often has drawbacks like lower Attack Speed or Avoid), or the [[DownloadableContent DLC]] [[BribingYourWayToVictory skill Point Blank]]. He also has a great personal skill which grants him +3 Damage dealt and -1 Damage taken and +10 Crit (in a class that already has a Crit bonus) if he's Supporting a same or higher-leveled unit. Takumi is very strong, and is generally agreed within the Serenes Forest forums that he's actually stronger than ''[[MagikarpPower Mozu]]'' when both are promoted into Sniper class simply because of the unique bow he has access to. The only advantage Mozu has over Takumi is that she has access to other classes via reclassing that have skills that have better synergy together for a Sniper. However, Takumi is still very powerful, and will undoubtedly be one of your best Snipers, if not one of your best units.

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* Takumi is very good to use in the ''Birthright'' path. He joins very early with his special [[BlowYouAway Fujin Yumi]] that is more powerful than anything you get for five or six more chapters. He also joins on a very shuriken-heavy map ([[TacticalRockPaperScissors which are weak to bows]]), and the next map after that, all the enemies are fliers, which are more prime targets for his arrows. The only thing stopping him from soloing the game is the fact that he can't attack adjacent enemies without a specialized Bow/Yumi (which often has drawbacks like lower Attack Speed or Avoid), or the [[DownloadableContent DLC]] [[BribingYourWayToVictory skill Point Blank]]. He also has a great personal skill which grants him +3 Damage dealt and -1 Damage taken and +10 Crit (in a class that already has a Crit bonus) if he's Supporting a same or higher-leveled unit. Takumi is very strong, and is generally agreed within the Serenes Forest forums that he's actually stronger than ''[[MagikarpPower Mozu]]'' when both are promoted into the Sniper class simply because of the unique bow he has access to. The only advantage Mozu has over Takumi is that she has access to other classes via reclassing that have skills that have better synergy together for a Sniper. However, Takumi is still very powerful, and will undoubtedly be one of your best Snipers, if not one of your best units.
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** On that note, getting Xander and Kaze up to A+ on ''Conquest'' will still grant Kaze with the aforementioned skills with Silas while ''Xander'' can gain access to Poison Strike, Lethality and Replicate, something he can't gain other than marrying a Ninja talent Avatar.

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* Velouria is one of the most powerful children characters. Before any other parent modifiers, her Strength modifier is +4 and Defense is +3, with her only negative being -1 Skill. Give her say, Camilla, and that Strength is now +5, Defense is +4, and the Skill modifier raises and cancels out the negative modifier. On top of that, she gets access to Camilla's Wyvern Rider class line, meaning she can get Savage Blow, which will stack with Grisly Wound. She will be able to do 40% HP of poison damage thanks to those two skills, that is, if she doesn't outright kill the enemy. Marry her yourself and choose Ninja as your secondary and she can get access to Poison Strike as well, letting her do ''60% HP'' of poison damage. Finally, like her father, she comes with Beastbane, so she will also be a powerful combatant against the fliers in Hinoka's chapter, and the foxes in the Kitsune forest (should you get her before then).

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* Velouria is one of the most powerful children characters. Before any other parent modifiers, her Strength modifier is +4 and Defense is +3, with her only negative being -1 Skill. Give her say, Camilla, and that Strength is now +5, Defense is +4, and the Skill modifier raises and cancels out the negative modifier. On top of that, she gets access to Camilla's Wyvern Rider class line, meaning she can get Savage Blow, which will stack with Grisly Wound. She will be able to do 40% HP of poison damage thanks to those two skills, that is, if she doesn't outright kill the enemy. Marry her yourself and choose Ninja as your secondary and she can get access to Poison Strike as well, letting her do ''60% HP'' of poison damage. Finally, like her father, she comes with Beastbane, so she will also be a powerful combatant against the fliers in Hinoka's chapter, and the foxes in the Kitsune forest (should you get her before then). Plus Camilla grants her access to Trample, which is basically a Weapon-faire against non-mounted units, so whether the enemies are mounted or not, they're going to be in a world of pain when fighting with her.



* Life and Death. This skill gives you +10 Damage, but you also take +10 more Damage. This is perfect for GlassCannon characters and characters who like to keep their distance or have high Avoid and won't be getting hit anyway. With this skill and a few others that give a straight up damage boost (such as Trample, Quick Draw, Aggressor, or a weapon Faire), such a set up can turn a unit into a monster, capable of destroying things in a single hit.

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* Life and Death. This skill gives you +10 Damage, but you also take +10 more Damage. This is perfect for GlassCannon characters and characters who like to keep their distance or have high Avoid and won't be getting hit anyway. With this skill and a few others that give a straight up damage boost (such as Trample, Quick Draw, Aggressor, or a weapon Faire), such a set up can turn a unit into a monster, capable of destroying things in a single hit. And if you pair it with the skill [[CastFromMoney Spendthrift]] plus the gold bar required to activate, you get ''+20 damage without the drawback.''


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** On a specific note, Keaton and Camilla may as well be the gender-flipped Xander and Charlotte. Not only do they produce an incredibly powerful Velouria (see above), but Keaton will get access to the Wyvern Rider class allowing him to also stack Savage Blow with Grisly Wound and Trample to punish unmounted units, and Camila gets the Fighter class to gain Gamble, HP+5, Sol and Axefaire that she can abuse to great ability.
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** And about the ability to buy skills from other players mentioned above? After getting a skill set on a particular character, the player can add them into the Avatar Logbook. Then they can simply buy the skills from their own characters on all other files, saving themselves the trouble of having to hunting down the players they originally got the skills from again.

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


* Oboro is without a doubt one of the single best characters on the ''Birthright'' route and one of the best non-Royalty units in the entire game! For starters she's a JackOfAllTrades with balanced growths in Strength, Speed, Skill, and Defense with Resistance being the only low stat. Upon promotion to a Spear Master however, her stats all greatly increase while staying evenly paced which allows Oboro to easily become a full blown LightningBruiser on par with the Hoshidan Royalty. She can get access to some of the best skills without much reclassing including Rend Heaven, and Quixotic if made a Basara, Seal Defense and Speed by her base class and going Spear Master (which also grants her Lancefaire, which makes her ''[[UpToEleven even more]]'' ridiculous offensively). She can also become a Apothecary, allowing her to get Replicate and Profiteer. She also has a good range of Support options, such as [[ImpliedLoveInterest Takumi]] in order to get skills like Certain Blow, Hinata for the Samurai class and skills like Astra and Duelist's Blow, and in ''Revelation'', she can support with Beruka for some useful Wyvern Rider skills and Niles for some supportive skills like Lucky Seven. Oh and lest we forget what makes her mandatory on all ''Birthright'' maps, Nohr Enmity which gives her +3 damage against all Nohrian enemies, which ''Birthright'' is full of.

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* Oboro is without a doubt one of the single best characters on the ''Birthright'' route and one of the best non-Royalty units in the entire game! For starters she's a JackOfAllTrades with balanced growths in Strength, Speed, Skill, and Defense with Resistance being the only low stat. Upon promotion to a Spear Master however, her stats all greatly increase while staying evenly paced which allows Oboro to easily become a full blown LightningBruiser on par with the Hoshidan Royalty. She can get access to some of the best skills without much reclassing including Rend Heaven, and Quixotic if made a Basara, Seal Defense and Speed by her base class and going Spear Master (which also grants her Lancefaire, which makes her ''[[UpToEleven even more]]'' ''even more'' ridiculous offensively). She can also become a Apothecary, allowing her to get Replicate and Profiteer. She also has a good range of Support options, such as [[ImpliedLoveInterest Takumi]] in order to get skills like Certain Blow, Hinata for the Samurai class and skills like Astra and Duelist's Blow, and in ''Revelation'', she can support with Beruka for some useful Wyvern Rider skills and Niles for some supportive skills like Lucky Seven. Oh and lest we forget what makes her mandatory on all ''Birthright'' maps, Nohr Enmity which gives her +3 damage against all Nohrian enemies, which ''Birthright'' is full of.



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

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* An A+ rank between Charlotte and Rinkah in ''Revelation'' can make Charlotte very strong while making Rinkah an actually decent unit. Rinkah can get the Fighter-Berserker class, allowing her to get HP+5, arguably the best thing she could use from it, Gamble, and Axefaire, which allows her to be useful. Charlotte, meanwhile, will be able to get Death Blow, which gives Critical Rate +20, Counter, and Lancebreaker. In fact, if set up right, this will allow Charlotte to have upwards of a [[UpToEleven 95]] 95 [[NoKillLikeOverKill Percent]] [[OneHitKO Crit chance]].
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* Ophelia's growth rates, accessible skills and classes, and stat caps make her ''the'' strongest unit possible in vanilla ''Conquest'' when given the right mother [[note]] Elise [[/note]] and spouse [[note]] Corrin with a Diviner or Monk talent [[/note]]. See her in all her glory [[https://www.youtube.com/watch?v=f6eLl8ar8hU here]].
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* The Guard Naginata. It's a C Rank Naginata that gives ''+5 Def and Res'', and since it's a Naginata, it adds an additional +1 to Def and Res for a total of ''+6,'' turning any Lance/Naginata user into a bulky unit. This is especially notable in ''Birthright'' where most of your units are pretty frail, so a weapon like this can help survivability a lot.

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* The Guard Naginata. It's a C Rank Naginata that gives ''+5 Def and Res'', and since it's a Naginata, it adds an additional +1 to Def and Res for a total of ''+6,'' turning any Lance/Naginata user into a bulky unit. This is especially notable in ''Birthright'' where most of your units are pretty frail, so a weapon like this can help survivability a lot.
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* The Guard Naginata. It's a C Rank Naginata that gives ''+5 Def and Res'', turning any Lance/Naginata user into a bulky unit. This is especially notable in ''Birthright'' where most of your units are pretty frail, so a weapon like this can help survivability a lot.

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* The Guard Naginata. It's a C Rank Naginata that gives ''+5 Def and Res'', and since it's a Naginata, it adds an additional +1 to Def and Res for a total of ''+6,'' turning any Lance/Naginata user into a bulky unit. This is especially notable in ''Birthright'' where most of your units are pretty frail, so a weapon like this can help survivability a lot.
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* Takumi is very good to use in the ''Birthright'' path. He joins very early with his special [[BlowYouAway Fujin Yumi]] that is more powerful than anything you get for five or six more chapters. He also joins on a very shuriken-heavy map ([[TacticalRockPaperScissors which are weak to bows]]), and the next map after that, all the enemies are fliers, which are more prime targets for his arrows. The only thing stopping him from soloing the game is the fact that he can't attack adjacent enemies without a specialized Bow/Yumi (which often has drawbacks like lower Attack Speed or Avoid), or the [[DownloadableContent DLC]] [[BribingYourWayToVictory skill Point Blank]]. He also has a great personal skill which grants him +3 Damage dealt and -1 Damage taken and +10 Crit (in a class that already has a Crit bonus) if he's Supporting a same or higher leveled unit. Takumi is very strong, and is generally agreed within the Serenes Forest forums that he's actually stronger than ''[[MagikarpPower Mozu]]'' when both are promoted into Sniper class simply because of the unique bow he has access to. The only advantage Mozu has over Takumi is that she has access to other classes via reclassing that have skills that have better synergy together for a Sniper. However, Takumi is still very powerful, and will undoubtedly be one of your best Snipers, if not one of your best units.

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* Takumi is very good to use in the ''Birthright'' path. He joins very early with his special [[BlowYouAway Fujin Yumi]] that is more powerful than anything you get for five or six more chapters. He also joins on a very shuriken-heavy map ([[TacticalRockPaperScissors which are weak to bows]]), and the next map after that, all the enemies are fliers, which are more prime targets for his arrows. The only thing stopping him from soloing the game is the fact that he can't attack adjacent enemies without a specialized Bow/Yumi (which often has drawbacks like lower Attack Speed or Avoid), or the [[DownloadableContent DLC]] [[BribingYourWayToVictory skill Point Blank]]. He also has a great personal skill which grants him +3 Damage dealt and -1 Damage taken and +10 Crit (in a class that already has a Crit bonus) if he's Supporting a same or higher leveled higher-leveled unit. Takumi is very strong, and is generally agreed within the Serenes Forest forums that he's actually stronger than ''[[MagikarpPower Mozu]]'' when both are promoted into Sniper class simply because of the unique bow he has access to. The only advantage Mozu has over Takumi is that she has access to other classes via reclassing that have skills that have better synergy together for a Sniper. However, Takumi is still very powerful, and will undoubtedly be one of your best Snipers, if not one of your best units.



* Hinoka [[JackOfAllStats has fairly even growths across the board]], which means that depending on how the numbers roll, she may end up [[LightningBruiser really powerful]] or [[MasterOfNone rather weak]]. However, one can focus on giving her good offensive growths by reclassing her to her Spear Fighter secondary class. Her growths as a Spear Master are good enough to rival ''Ryoma''. Simply by doing this and acquiring the potent skills in the Spear Fighter line, Hinoka becomes [[LightningBruiser a blitzing powerhouse]] similar to her older brother, but can also help support the team with her personal skill (which grants any ally within two spaces +2 Damage) and debuffing enemies with the Seal Defense and Seal Speed skills that the Spear Master class offers. She can return to being a Falcon Knight or even a Kinshi Knight at any point, as her heightened offensive stats and Lancefaire will help her perform better as those classes since both classes still use Naginatas as well. She has some great skills available from the classes she has access to from her A+ Support options, from Trample and Savage Blow (A+ with Camilla in the ''Revelation'' path), to Quick Draw and Certain Blow (A+ with Setsuna), or with a little more patience, Inspiration and Demoiselle (A+ with Azura). Inspiration is especially helpful since it stacks with her personal, effectively granting any ally within two spaces +4 Damage. Hinoka's versatility as both a supportive unit and an offensive unit makes her a force to be reckoned with.
** To make her even better, one can reclass her into the DLC class Great Lord, from the ''Before Awakening'' DLC map by clearing it without losing anyone. She gets access to the powerful Aether skill (Sol and Luna together), as well as the Dual Striker skill (boosting the damage in Attack Stance, allowing her to be a great partner in Attack Stance), Awakening (+30 Crit, Hit, Avoid, and Dodge at half health) and most importantly, Charm (any ally within two spaces deals +2 Damage). Charm is basically her personal skill, so combined with her actual personal skill, and Inspiration up above, any ally within two spaces should deal ''+6 Damage'' just by standing near Hinoka, allowing her to be a great team player.
** In terms of alternative classes via Supports, Camilla probably provides the best in terms of these classes. Wyvern Lord in particular helps maintain her Naginata and gives her a very powerful Strength, Skill and Defense growth, and on top of her already strong growths in every other area except Magic, you would think she should have been a Wyvern Rider to begin with.
* Ryoma on the other hand, is an absolute monster. He has very high Speed, Skill, a surprisingly large amount of HP and an insane amount of Avoid and Crit. His [[ShockAndAwe Raijinto katana]] allows him to attack at a distance without any drawbacks (as most ranged weapons in this game now have some kind of drawback) and it also boosts his Strength (which was already pretty good to begin with), eliminating the two most common problems with sword using classes. He also has a fantastic personal skill which grants him +2 Damage dealt and -2 Damage taken and +10 Crit (which adds to his class's Crit bonus) if he's Supporting a same or lower leveled unit. With some minor grinding, he can have such a high damage output that physical tanks like Generals are still easily killed in one round. In ''Birthright'', it can actually be easier to beat the game by pairing yourself to Ryoma in Guard Stance and just letting him kill everything.

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* Hinoka [[JackOfAllStats has fairly even growths across the board]], which means that depending on how the numbers roll, she may end up [[LightningBruiser really powerful]] or [[MasterOfNone rather weak]]. However, one can focus on giving her good offensive growths by reclassing her to her Spear Fighter secondary class. Her growths as a Spear Master are good enough to rival ''Ryoma''. Simply by doing this and acquiring the potent skills in the Spear Fighter line, Hinoka becomes [[LightningBruiser a blitzing powerhouse]] similar to her older brother, but can also help support the team with her personal skill (which grants any ally within two spaces +2 Damage) and debuffing enemies with the Seal Defense and Seal Speed skills that the Spear Master class offers. She can return to being a Falcon Knight or even a Kinshi Knight at any point, as her heightened offensive stats and Lancefaire will help her perform better as those classes classes, since both classes still use Naginatas as well. She has some great skills available from the classes she has access to from her A+ Support options, from Trample and Savage Blow (A+ with Camilla in the ''Revelation'' path), to Quick Draw and Certain Blow (A+ with Setsuna), or with a little more patience, Inspiration and Demoiselle (A+ with Azura). Inspiration is especially helpful since it stacks with her personal, effectively granting any ally within two spaces +4 Damage. Hinoka's versatility as both a supportive unit and an offensive unit makes her a force to be reckoned with.
** To make her even better, one can reclass her into the DLC class Great Lord, from the ''Before Awakening'' DLC map map, by clearing it without losing anyone. She gets access to the powerful Aether skill (Sol and Luna together), as well as the Dual Striker skill (boosting the damage in Attack Stance, allowing her to be a great partner in Attack Stance), Awakening (+30 Crit, Hit, Avoid, and Dodge at half health) health), and most importantly, Charm (any ally within two spaces deals +2 Damage). Charm is basically her personal skill, so combined with her actual personal skill, and Inspiration up above, any ally within two spaces should deal ''+6 Damage'' just by standing near Hinoka, allowing her to be a great team player.
** In terms of alternative classes via Supports, Camilla probably provides the best in terms of these classes. Wyvern Lord in particular helps maintain her Naginata and gives her a very powerful Strength, Skill Skill, and Defense growth, and on top of her already strong growths in every other area except Magic, you would think she should have been a Wyvern Rider to begin with.
* Ryoma on the other hand, is an absolute monster. He has very high Speed, Skill, a surprisingly large amount of HP and an insane amount of Avoid and Crit. His [[ShockAndAwe Raijinto katana]] allows him to attack at a distance without any drawbacks (as most ranged weapons in this game now have some kind of drawback) and it also boosts his Strength (which was already pretty good to begin with), eliminating the two most common problems with sword using classes. He also has a fantastic personal skill which grants him +2 Damage dealt and -2 Damage taken and +10 Crit (which adds to his class's Crit bonus) if he's Supporting a same or lower leveled lower-leveled unit. With some minor grinding, he can have such a high damage output that physical tanks like Generals are still easily killed in one round. In ''Birthright'', it can actually be easier to beat the game by pairing yourself to Ryoma in Guard Stance and just letting him kill everything.



* Camilla. She joins promoted with amazing base stats and growth rates, and while she is a prepromote, she gains experience at a much faster rate than normal, and is in the amazing [[LightningBruiser Wyvern Rider]] class line. She also joins in [[ThatOneLevel Chapter 10]] where her insane offense, speed, and bulk make her absolutely necessary to survive the map. As a Malig Knight she has fantastic Defense and Resistance which makes her perfect for taking on the armies of mages and knights in Nohr. Her personal skill helps her allies kill their enemies faster as she can grant +3 Damage to anyone standing next to her. Her only weakness is her lack of good 1-2 range as her magic stat won't get high enough to be extremely effective. As such, one option to consider is to reclass her to Wyvern Lord after getting a few levels to get the Savage Blow skill from Malig Knight, which can help her wear down tougher enemies. Or, the player could feed her all of the Spirit Dusts they own and have her use a Bolt Axe to take advantage of the Malig Knight's magic stat. Either way, she is a flying tank and one of the player's best units in ''Conquest'', aside from Corrin and Xander. Her GameBreaker status has even earned her the nickname "Girl Haar", as she is similar to fellow Wyvern Lord GameBreaker Haar from ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'', who also joined fairly early, is a prepromote and was incredibly useful and powerful all throughout the game. Wyvern Lords might not be as absolutely effective as they were in that game, but they are still pretty damn great, and Camilla is the best example of this.
** Those who want to make her even more ridiculous should her to a Dark Falcon. She may not take advantage of the class as other characters, but let her acquire Speed +2, Relief and Galeforce. As soon as she changes back into her more heavy-hitting Wyvern Lord or Malig Knight class, Camilla will be able to wipe out the entire map.
** If there is any doubt into how absurdly beastly Camilla is, look no further than her sky high strength, which is, barring some Charlotte builds, the highest possible in the game, backed by nearly as incredible defenses. Really, the only thing holding her back from being considered on the same tier as Corrin and Xander are that Corrin is highly adaptable with a MightyGlacier form and a GlassCannon form, and Xander has a powerful unique weapon with a range of 1-2. And even then, when range doesn't matter, Camilla completely outclasses what is largely considered the biggest gamebreaker in this game in terms of sheer killing potential. No wonder she's a BreakOutCharacter.

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* Camilla. She joins promoted with amazing base stats and growth rates, and while she is a prepromote, she gains experience at a much faster rate than normal, and is in the amazing [[LightningBruiser Wyvern Rider]] class line. She also joins in [[ThatOneLevel Chapter 10]] where her insane offense, speed, and bulk make her absolutely necessary to survive the map. As a Malig Knight she has fantastic Defense and Resistance which makes her perfect for taking on the armies of mages and knights in Nohr. Her personal skill helps her allies kill their enemies faster as she can grant +3 Damage to anyone standing next to her. Her only weakness is her lack of good 1-2 range range, as her magic stat won't get high enough to be extremely effective. As such, one option to consider is to reclass her to Wyvern Lord after getting a few levels to get the Savage Blow skill from Malig Knight, which can help her wear down tougher enemies. Or, the player could feed her all of the Spirit Dusts they own and have her use a Bolt Axe to take advantage of the Malig Knight's magic stat. Either way, she is a flying tank and one of the player's best units in ''Conquest'', aside from Corrin and Xander. Her GameBreaker status has even earned her the nickname "Girl Haar", as she is similar to fellow Wyvern Lord GameBreaker Haar from ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'', who also joined fairly early, is a prepromote and was incredibly useful and powerful all throughout the game. Wyvern Lords might not be as absolutely effective as they were in that game, but they are still pretty damn great, and Camilla is the best example of this.
** Those who want to make her even more ridiculous should reclass her to a Dark Falcon. She may not take advantage of the class as well as other characters, but it will let her acquire Speed +2, Relief Relief, and Galeforce. As soon as she changes back into her more heavy-hitting Wyvern Lord or Malig Knight class, Camilla will be able to wipe out the entire map.
** If there is any doubt into about how absurdly beastly Camilla is, look no further than her sky high strength, which is, barring some Charlotte builds, the highest possible in the game, backed by nearly as incredible defenses. Really, the only thing holding her back from being considered on the same tier as Corrin and Xander are that Corrin is highly adaptable with a MightyGlacier form and a GlassCannon form, and Xander has a powerful unique weapon with a range of 1-2. And even then, when range doesn't matter, Camilla completely outclasses what is largely considered the biggest gamebreaker in this game in terms of sheer killing potential. No wonder she's a BreakOutCharacter.



* While not as strong as the Avatar in ''Awakening'', the Avatar in this game can be just as good even in just their Nohr Prince(ss) line depending on how the player builds them, and they also must be in every chapter so it doesn't hurt to have this character in every fight. Most importantly they have access to the Yato which evolves and gets more powerful as the game continues and a Dragonstone, which is magical in this game so this allows them to attack a low Resistance unit while buffing their defensive stats. They can also utilize nearly every class in the game, their secondary class the player chooses at the start, and classes from any A Supports they have allowing them a wide access of skills available to them.

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* While not as strong as the Avatar in ''Awakening'', the Avatar in this game can be just as good even in just their Nohr Prince(ss) line depending on how the player builds them, and they also must be in every chapter chapter, so it doesn't hurt to have this character in every fight. Most importantly importantly, they have access to the Yato Yato, which evolves and gets more powerful as the game continues continues, and a Dragonstone, which is magical in this game game, so this allows them to attack a low Resistance unit while buffing their defensive stats. They can also utilize nearly every class in the game, game — their secondary class the player chooses at the start, start and classes from any A Supports they have allowing them a wide access of skills available to them.



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

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



** Ryoma's Raijinto and Xander's Siegfried are powerful 1-2 range swords with absolutely no drawbacks. In this game, most 1-2 range weapons debilitate the user in some way, by not being able to double attack, lowering Avoid, not being able to use offensive activation skills, or worse, all three. The Raijinto and Siegfried have no such drawback and can be used without fear. On top of that, Raijinto boosts Ryoma's Str by +4 and Siegfried boost Xander's Def by +4, allowing them to perform even better in battle.

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** Ryoma's Raijinto and Xander's Siegfried are powerful 1-2 range swords with absolutely no drawbacks. In this game, most 1-2 range weapons debilitate the user in some way, by not being able to double attack, lowering Avoid, not being able to use offensive activation skills, or worse, all three. The Raijinto and Siegfried have no such drawback and can be used without fear. On top of that, Raijinto boosts Ryoma's Str by +4 and Siegfried boost boosts Xander's Def by +4, allowing them to perform even better in battle.



** The Brave Weapons, giving the attacker up to 4 attacks on the same turn can be brutal, especially considering every hit has a separate chance of activating offensive skills. With a Brave weapon, Lethality, Quixotic and Hoshidan Unity, you get a guaranteed 68% chance of insta-killing the opponent regardless of your skill rate, as long as you hit 4 times. And if he happens to have Quixotic too, the chance gets ramped to 87%, and that without counting whatever your skill is. With a high skill and speed class like Master Ninja or Sniper (basically Asugi and Kiragi), and reaching around 32 skill, you will get a 80% and 92% of Lethality triggering respectively. No wonder they gave all the final bosses Dragonskin.

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** The Brave Weapons, giving the attacker up to 4 attacks on the same turn can be brutal, especially considering every hit has a separate chance of activating offensive skills. With a Brave weapon, Lethality, Quixotic Quixotic, and Hoshidan Unity, you get a guaranteed 68% chance of insta-killing the opponent regardless of your skill rate, as long as you hit 4 times. And if he happens to have Quixotic too, the chance gets ramped to 87%, and that without counting whatever your skill is. With a high skill and speed class like Master Ninja or Sniper (basically Asugi and Kiragi), and reaching around 32 skill, you will get a 80% and 92% of Lethality triggering respectively. No wonder they gave all the final bosses Dragonskin.



** Hoshidan Unity is also very useful. Giving a free +10% chance of activating any skill ranging from Witch's Brew to Lethality is no joke, but unlike Quixotic, it comes with no such drawback..

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** Hoshidan Unity is also very useful. Giving a free +10% chance of activating any skill ranging from Witch's Brew to Lethality is no joke, but unlike Quixotic, it comes with no such drawback..drawback.



* The Blow skills, Certain Blow[[note]]+40 hit chance, Archer class.[[/note]], Duelist's Blow[[note]]+30 to avoid, Samurai class.[[/note]], Death Blow [[note]]+20 critical hit chance, Oni Savage class.[[/note]], Darting Blow [[note]]+5 speed for double hit, Pegasus Knight class.[[/note]], Warding Blow[[note]]-20 magic damage, Pegasus Knight class.[[/note]], and Armored Blow[[note]]-10 physical damage, Great Knight class.[[/note]] are all great skills found in various classes on both sides. Each are BoringButPractical skills that increase a specific basic stat but do so in a way that are more useful than you would think. Each one has a lot of synergy with other skills such as Certain Blow fixing the minus hit chance on Gamble, fixing the Great Club's poor hit rate, as well as negating the Weapon-Breaker avoid bonus; Death Blow stacks with Gamble and turning your units into crit machines, and Duelist's Blow allowing slower characters to dodge attacks better.
* Life and Death. This skill gives you +10 Damage but you also take +10 more Damage. This is perfect for GlassCannon characters and characters who like to keep their distance or have high Avoid and won't be getting hit anyway. With this skill and a few others that give a straight up damage boost (such as Trample, Quick Draw, Aggressor, or a weapon Faire), such a set up can turn a unit into a monster, capable of destroying things in a single hit.

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* The Blow skills, Certain Blow[[note]]+40 hit chance, Archer class.[[/note]], class[[/note]], Duelist's Blow[[note]]+30 to avoid, Samurai class.[[/note]], class[[/note]], Death Blow [[note]]+20 critical hit chance, Oni Savage class.[[/note]], class[[/note]], Darting Blow [[note]]+5 speed for double hit, Pegasus Knight class.[[/note]], class[[/note]], Warding Blow[[note]]-20 magic damage, Pegasus Knight class.[[/note]], class[[/note]], and Armored Blow[[note]]-10 physical damage, Great Knight class.[[/note]] class[[/note]] are all great skills found in various classes on both sides. Each are BoringButPractical skills that increase a specific basic stat stat, but do so in a way that are more useful than you would think. Each one has a lot of synergy with other skills such as Certain Blow fixing the minus hit chance on Gamble, fixing the Great Club's poor hit rate, as well as negating the Weapon-Breaker avoid bonus; Death Blow stacks with Gamble and turning your units into crit machines, and Duelist's Blow allowing slower characters to dodge attacks better.
* Life and Death. This skill gives you +10 Damage Damage, but you also take +10 more Damage. This is perfect for GlassCannon characters and characters who like to keep their distance or have high Avoid and won't be getting hit anyway. With this skill and a few others that give a straight up damage boost (such as Trample, Quick Draw, Aggressor, or a weapon Faire), such a set up can turn a unit into a monster, capable of destroying things in a single hit.
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** Takumi can also reclass into the DLC-exclusive Ballistician class. One of the skills that ballistician adds essentially lets him act as a mobile ballista turret (albeit with slightly lower range), using his equipped bow for its stats. Although the ballista command can only reduce enemies to one health, he can easily soften up entire groups of enemies for the rest of your army. He can combine this with the Fujin Yumi to make Birthright and Revelations' final bosses obscenely easy to fight, even on Lunatic mode.

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** Takumi can also reclass into the DLC-exclusive Ballistician class. One of the skills that ballistician adds essentially lets him act as a mobile ballista turret (albeit with slightly lower range), using his equipped bow for its stats. Although the ballista command can only reduce enemies to one health, he can easily soften up entire groups of enemies for the rest of your army. He can combine this with the Fujin Yumi to make Birthright and Revelations' Revelation's final bosses obscenely easy to fight, even on Lunatic mode.
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* Speaking of recruiting units, the simple fact that the players can recruit a unit from another player's castle as an Einherjar is a Gamebreaker itself, as a player can easily recruit a maxed out juggernaut into their own army ''at no cost'', and even better they will be added to the logbook for future use as well. And with enough time spent visiting these "Easy Seize" castles, one can field an entire army of Einherjar units and completely ''[[CurbStompBattle crush]]'' [[CurbStompBattle every challenge the game has to offer in all three routes,]] ''[[CurbStompBattle even on Lunatic difficulty]]''. Sure, they cannot support anyone, but that's merely a technicality when they still provide Pair-Up bonuses and basic Attack/Guard Stance benefits.

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* Speaking of recruiting units, the simple fact that the players can recruit a unit from another player's castle as an Einherjar is a Gamebreaker gamebreaker itself, as a player can easily recruit a maxed out juggernaut into their own army ''at no cost'', and even better they will be added to the logbook for future use as well. And with enough time spent visiting these "Easy Seize" castles, one can field an entire army of Einherjar units and completely ''[[CurbStompBattle crush]]'' [[CurbStompBattle every challenge the game has to offer in all three routes,]] ''[[CurbStompBattle even on Lunatic difficulty]]''. Sure, they cannot support anyone, but that's merely a technicality when they still provide Pair-Up bonuses and basic Attack/Guard Stance benefits.



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

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** [[UpToEleven A new And on top of all that, there's an exploit has been discovered that lets which allows the players completely destroy the game's difficulty with logbook units]], [[AwesomeButImpractical though this may be very hard and time-consuming player to do on non-DLC ''Conquest'' due to the lack of a lot of gold to earn in that route and probably not being able to get a lot of units]]. Similar to Awakening's [=StreetPass=] abuse farming that lets players turn ''all'' of their units into '''monsters''', all one needs is one of every boost an Einherjar's stats without permanently using up any stat boosting item, perhaps one items. It does cost a fair chunk of every seal available, any skill teaching item one may have, and a sizeable amount of gold. Then the players save the game when the logbook unit they want to break is actually in the logbook, recruit them, feed them all the items possible and use up all the skill granting items handy on them, update that unit in the unit logbook, go straight into any battle, and bookmark/battle save. Then it's time to back to the original save (which will delete the bookmark) and go to the unit logbook. If the unit's already in playable roster before the player started beefing them up, it's time to dismiss them without updating their stats. Then they can be recruited from the logbook, rinse and repeat. The player '''''must not absolutely save the game ''''' during any point after feeding the logbook unit the items handy or else they'll lose them for good (and Anankos help those whose units were were the only/last copies they could gold, but if you have gotten in the playthrough). This process can take a bit but it's far quicker to get powerful units than Awakening's [=StreetPass=] abuse. With DLC, the long process becomes a mere technicality and can turn ''[[NintendoHard Lunatic Conquest]]'' from unbearably hard to an absolute cakewalk. [[http://imgur.money, [[https://imgur.com/a/Vmuwz Here is the source of the process in case any of the above wording is too confusing.abuse away.]]
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* Velouria is one of the most powerful children characters. Before any other parent modifiers, her Str modifier is +4 and Def is +3, with her only negative being -1 Skl. Give her say, Camilla, and that Str is now +5, Def is +4, and the Skl modifier raises and cancels out the negative modifier. On top of that, she gets access to Camilla's Wyvern Rider class line, meaning she can get Savage Blow, which will stack with Grisly Wound. She will be able to do 40% HP of poison damage thanks to those two skills, that is, if she doesn't outright kill the enemy. Marry her yourself and choose Ninja as your secondary and she can get access to Poison Strike as well, letting her do ''60% HP'' of poison damage. Finally, like her father, she comes with Beastbane, so she will also be a powerful combatant against the fliers in Hinoka's chapter, and the foxes in the Kitsune forest (should you get her before then).

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* Velouria is one of the most powerful children characters. Before any other parent modifiers, her Str Strength modifier is +4 and Def Defense is +3, with her only negative being -1 Skl. Skill. Give her say, Camilla, and that Str Strength is now +5, Def Defense is +4, and the Skl Skill modifier raises and cancels out the negative modifier. On top of that, she gets access to Camilla's Wyvern Rider class line, meaning she can get Savage Blow, which will stack with Grisly Wound. She will be able to do 40% HP of poison damage thanks to those two skills, that is, if she doesn't outright kill the enemy. Marry her yourself and choose Ninja as your secondary and she can get access to Poison Strike as well, letting her do ''60% HP'' of poison damage. Finally, like her father, she comes with Beastbane, so she will also be a powerful combatant against the fliers in Hinoka's chapter, and the foxes in the Kitsune forest (should you get her before then).



* Benny is the most BoringButPractical character in the game, but that doesn't stop him from being the best wall in the game. He starts out regardless of difficulty with really good base stats, to the point where in ''Revelation'' he completely eclipses Effie by joining the same chapter as her and having higher values than her in every stat including strength (Effie's best stat and overall focus). He can also be promoted immediately if min maxing isn't an option. His growth rates are amazing by a non-royal's standard, having good strength and skill, absurd defense and HP, and an absurdly high resistance stat of 50%, a res stat many mages don't get in ''Fates'', let alone an armor knight (the class which is the most magically susceptible in the game). His speed is pretty horrendous at 10% growth and single digit speed base but Generals get access to the Wary Fighter skill, making it impossible for him to double (something he literally could never do with out a lot of rallies and the enemies speed nerfed from daggers anyways) but makes it impossible for enemies to double him. As a General alone he will generally cap defense with ease to the point that many enemies on even Lunatic difficulty won't even bother attacking him because they won't damage him and he'll knock their health low enough for a weaker unit to finish them off. Even mages will struggle to bring him down due to having the highest HP growth of the first gen and good res. With all factors included Benny can get Renewal to be impossible to stop from even the endgame bosses AND their back up, he can get Countermagic to easily one round mages, Sol from his Fighter line to give him great self sustainability, and Heavy Blade from Vanguard as he won't be using speed ever so its essentially a free buff to his strength. Benny's only real problem is he's really slow from a meta standard, unlike Ryoma who can clear through anything in a single turn Benny will need at least two rounds to effectively deal with someone, as well as a flier to ferry him to the actual fight, but considering how the upside is literally someone most enemies won't even bother attacking due to his unmatched bulk on all fronts its not that bad of a trade off if the player doesn't care about turn counts.

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* Benny is the most BoringButPractical character in the game, but that doesn't stop him from being the best wall in the game. He starts out regardless of difficulty with really good base stats, to the point where in ''Revelation'' he completely eclipses Effie by joining the same chapter as her and having higher values than her in every stat including strength (Effie's best stat and overall focus). He can also be promoted immediately if min maxing isn't an option. His growth rates are amazing by a non-royal's standard, having good strength and skill, absurd defense and HP, and an absurdly high resistance stat of 50%, a res stat many mages don't get in ''Fates'', let alone an armor knight (the class which is the most magically susceptible in the game). His speed is pretty horrendous at 10% growth and single digit speed base but Generals get access to the Wary Fighter skill, making it impossible for him to double (something he literally could never do with out a lot of rallies and the enemies speed nerfed from daggers anyways) but makes it impossible for enemies to double him. As a General alone he will generally cap defense with ease to the point that many enemies on even Lunatic difficulty won't even bother attacking him because they won't damage him and he'll knock their health low enough for a weaker unit to finish them off. Even mages will struggle to bring him down due to having the highest HP growth of the first gen and good res.resistance. With all factors included Benny can get Renewal to be impossible to stop from even the endgame bosses AND their back up, he can get Countermagic to easily one round mages, Sol from his Fighter line to give him great self sustainability, and Heavy Blade from Vanguard as he won't be using speed ever so its essentially a free buff to his strength. Benny's only real problem is he's really slow from a meta standard, unlike Ryoma who can clear through anything in a single turn Benny will need at least two rounds to effectively deal with someone, as well as a flier to ferry him to the actual fight, but considering how the upside is literally someone most enemies won't even bother attacking due to his unmatched bulk on all fronts its not that bad of a trade off if the player doesn't care about low turn counts.



** And to top it off, there is a [[GoodBadBugs glitch]] that auto-cancels the "half Mag/Str until next attack" if you pair up the Replica with the original unit in Attack Stance, as long as both units attack the opponent, even if either attack misses, or does no damage. That ensures that the incredibly powerful ranged Brave weapons, the melee S rank weapons, the Dragon and Snake Scrolls, and the Ginungagap tome come with no drawbacks whatsoever.

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** And to top it off, there is a [[GoodBadBugs glitch]] that auto-cancels the "half Mag/Str until next attack" if you pair up the Replica with the original unit in Attack Stance, as long as both units attack the opponent, even if either attack misses, or does no damage. That ensures that the incredibly powerful ranged Brave weapons, the melee S rank weapons, the Dragon and Snake Scrolls, and the Ginungagap Ginnungagap tome come with no drawbacks whatsoever.



* Similarly, nearly any physical fighter benefits greatly from an S Support with Keaton, as his Pair Up bonuses grant a total of +7 Strength, +4 Speed and +2 Defense while also granting the desirable Fighter class branch discussed above and below. (Aditionally, his daughter Velouria has some of the best base growths of the children so is one of the few who always ends up useful)

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* Similarly, nearly any physical fighter benefits greatly from an S Support with Keaton, as his Pair Up bonuses grant a total of +7 Strength, +4 Speed and +2 Defense while also granting the desirable Fighter class branch discussed above and below. (Aditionally, (Additionally, his daughter Velouria has some of the best base growths of the children so is one of the few who always ends up useful)



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

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** [[UpToEleven A new exploit has been discovered that lets the players completely destroy the game's difficulty with logbook units]], [[AwesomeButImpractical though this may be very hard and time-consuming to do on non-DLC ''Conquest'' due to the lack of a lot of gold to earn in that route and probably not being able to get a lot of units]]. Similar to Awakening's [=StreetPass=] abuse farming that lets players turn ''all'' of their units into '''monsters''', all one needs is one of every stat boosting item, perhaps one of every seal avaliable, available, any skill teaching item one may have, and a sizeable amount of gold. Then the players save the game when the logbook unit they want to break is actually in the logbook, recruit them, feed them all the items possible and use up all the skill granting items handy on them, update that unit in the unit logbook, go straight into any battle, and bookmark/battle save. Then it's time to back to the original save (which will delete the bookmark) and go to the unit logbook. If the unit's already in playable roster before the player started beefing them up, it's time to dismiss them without updating their stats. Then they can be recruited from the logbook, rinse and repeat. The player '''''must not absolutely save the game ''''' during any point after feeding the logbook unit the items handy or else they'll lose them for good (and Anankos help those whose units were were the only/last copies they could have gotten in the playthrough). This process can take a bit but it's far quicker to get powerful units than Awakening's [=StreetPass=] abuse. With DLC, the long process becomes a mere technicality and can turn ''[[NintendoHard Lunatic Conquest]]'' from unbearably hard to an absolute cakewalk. [[http://imgur.com/a/Vmuwz Here is the source of the process in case any of the above wording is too confusing.]]
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** Takumi can also reclass into the DLC-exclusive Ballistician class. One of the skills that ballistician adds essentially lets him act as a mobile ballista turret (albeit with slightly lower range), using his equipped bow for its stats. Although the ballista command can only reduce enemies to one health, he can easily soften up entire groups of enemies for the rest of your army. He can combine this with the Fujin Yum to make Birthright and Revelations' final bosses obscenely easy to fight, even on Lunatic mode.

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** Takumi can also reclass into the DLC-exclusive Ballistician class. One of the skills that ballistician adds essentially lets him act as a mobile ballista turret (albeit with slightly lower range), using his equipped bow for its stats. Although the ballista command can only reduce enemies to one health, he can easily soften up entire groups of enemies for the rest of your army. He can combine this with the Fujin Yum Yumi to make Birthright and Revelations' final bosses obscenely easy to fight, even on Lunatic mode.
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''VideoGame/FireEmblemFates'', much like its [[VideoGame/FireEmblemAwakening predecessor]], has so many areas that completely break it's necessary to make a page just to explain why.

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''VideoGame/FireEmblemFates'', much like its [[VideoGame/FireEmblemAwakening predecessor]], has so many areas that completely break it it's necessary to make a page just to explain why.
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Why haven't we mentioned this skill yet?

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* Draconic Hex. A Nohr Noble skill with an ''amazing'' effect: the ability to lower ''all of the opponent's stats'' (except HP and movement) ''by four.'' While it can be a bit of a drop in the bucket at times, most others? It's an immensely powerful skill that allows whoever triggers it to swoop in and finish the opponent off.
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** If there is any doubt into how absurdly beastly Camilla is, look no further than her sky high strength, which is, barring some Charlotte builds, the highest possible in the game, backed by nearly as incredible defenses. Really, the only thing holding her back from being considered on the same tier as Corrin and Xander are that Corrin is highly adaptable with a MightyGlacier form and a GlassCannon form, and Xander has a powerful unique weapon with a range of 1-2. And even then, when range doesn't matter, Camilla completely outclasses what is largely considered the biggest gamebreaker in this game in terms of sheer killing potential. No wonder she's a BreakOutCharacter.
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** And to top it off, there is a [[GoodBadBugs glitch]] that auto-cancels the "half Mag/Str until next attack" if you pair up the Replica with the original unit in Attack Stance, as long as both units attack the opponent, even if either attack misses, or does no damage. That ensures the incredibly powerful ranged Brave weapons, the melee S rank weapons, the Dragon and Snake Scrolls, and the Ginungagap tome come with no drawback whatsoever.

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** And to top it off, there is a [[GoodBadBugs glitch]] that auto-cancels the "half Mag/Str until next attack" if you pair up the Replica with the original unit in Attack Stance, as long as both units attack the opponent, even if either attack misses, or does no damage. That ensures that the incredibly powerful ranged Brave weapons, the melee S rank weapons, the Dragon and Snake Scrolls, and the Ginungagap tome come with no drawback drawbacks whatsoever.
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* Replicate. This skill lets a unit spawn a copy of themself that shares a health bar, weapons and stats. The applications of a skill that allows a unit to be in two places at once are insane, you can perform rallies across maps, spread boosting aura skills like Inspiration, have stave users using staves on themselves, having more Guard Stance partners so you don't have less units to command and many more. But the really useful stuff comes from supporting these skills on to the Avatar's brothers since their duplicates also have the same stats and weapons that make them so powerful. The final nail in the coffin is that with the right pairings, it is possible to have at least half your army with this skill, especially in ''Birthright'' and ''Revelation'' where many characters would have the Ninja or the Apothecary line as a default and/or secondary class.
** And to top it off, there is a [[GoodBadBugs glitch]] that auto-cancels the "half Mag/Str until next attack" if you pair up the Replica with the original unit in Attack Stance, as long as both units attack the opponent, even if either attack misses, or does no damage. That renders the incredibly powerfull ranged Brave weapons, the melee S rank weapons, and the Dragon and Snake Scrolls and the Ginungagapp tome with no drawback whatsoever.

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* Replicate. This skill lets a unit spawn a copy of themself themselves that shares a health bar, weapons and stats. The applications of a skill that allows a unit to be in two places at once are insane, you can perform rallies across maps, spread boosting aura skills like Inspiration, have stave users using staves on themselves, having more Guard Stance partners so you don't have less units to command and many more. But the really useful stuff comes from supporting these skills on to the Avatar's brothers since their duplicates also have the same stats and weapons that make them so powerful. The final nail in the coffin is that with the right pairings, it is possible to have at least half your army with this skill, especially in ''Birthright'' and ''Revelation'' where many characters would have the Ninja or the Apothecary line as a default and/or secondary class.
** And to top it off, there is a [[GoodBadBugs glitch]] that auto-cancels the "half Mag/Str until next attack" if you pair up the Replica with the original unit in Attack Stance, as long as both units attack the opponent, even if either attack misses, or does no damage. That renders ensures the incredibly powerfull powerful ranged Brave weapons, the melee S rank weapons, and the Dragon and Snake Scrolls Scrolls, and the Ginungagapp Ginungagap tome come with no drawback whatsoever.

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* Your royal siblings in any route are typically your strongest units. Your sisters have auras that can either reduce damage a unit takes or increase damage a unit can do, and they all stack. Your brothers on the other hand, have unique weapons that are powerful and lack any drawback. In addition, all of these character can activate Dragon Veins, allowing for tactical map advantages as well. Don't be surprised if your entire party in ''Revelation'' consists of the Avatar and the eight siblings.
** Sakura can be surprisingly powerful, but you wouldn't know it right off the bat. She starts off as a simple Shrine Maiden healer that can promote to a [[CombatMedic Priestess]] or an [[RedMage Onmyoji]]. She gets pretty good Magic, Luck, and Resistance, and having her as a Priestess really highlights her abilities... but while she'll perform nicely, she's forced to use bows, which doesn't really go well with her naturally low Strength rate, making her hard to train in the class. On the other hand, Onmyoji takes advantage of her much better Magic stat, but it doesn't highlight her full potential, especially with a low Luck cap, her best stat. Unfortunately for her, she doesn't have too much in terms of decent alternative classes, especially since ''Birthright'' doesn't offer too much to magic users. In ''Revelation'', however, she has easy access to a Shining Bow, which allows her to attack with a 1-2 range Bow that uses her higher Magic stat, allowing her to train much easier to get her Strength to where she needs it to. In addition, she can support with Elise (which gives her access to the Troubadour class line and its skills) and Leo (giving her access to the Dark Mage class line and its skills). The important skills to obtain from the Troubadour class line are Live to Serve (letting her be a great CombatMedic by being able to fight, heal, and also heal herself sufficiently enough), Rally Resistance (which helps mitigate ally damage from magical attacks), and most importantly, Inspiration (wherein any ally within 2 spaces deals +2 more damage and takes -2 less damage, which stacks with Sakura's personal skill) and Demoiselle (male allies within 2 spaces takes 2 less damage). Both skills are especially important as it should stack with Sakura's personal skill, meaning that the skills help mitigate any damage taken, to a total of -4 less damage taken (6 with Demoiselle). Meanwhile, the Dark Mage class line gives her a strong Magic class to be in that takes advantage of her good Magic modifier. She can also marry Jakob in ''Birthright'' and ''Revelation'' to also get access to the Troubadour class line, but in ''Revelation'' she's able to get that just by Friendship Sealing with Elise, allowing her to marry someone else. With all this, the final result is a powerful Priestess with a Shining Bow who can also serve as a great CombatMedic who can help reduce the damage her allies take.
** Takumi is very good to use in the ''Birthright'' path. He joins very early with his special [[BlowYouAway Fujin Yumi]] that is more powerful than anything you get for five or six more chapters. He also joins on a very shuriken-heavy map ([[TacticalRockPaperScissors which are weak to bows]]), and the next map after that, all the enemies are fliers, which are more prime targets for his arrows. The only thing stopping him from soloing the game is the fact that he can't attack adjacent enemies without a specialized Bow/Yumi (which often has drawbacks like lower Attack Speed or Avoid), or the [[DownloadableContent DLC]] [[BribingYourWayToVictory skill Point Blank]]. He also has a great personal skill which grants him +3 Damage dealt and -1 Damage taken and +10 Crit (in a class that already has a Crit bonus) if he's Supporting a same or higher leveled unit. Takumi is very strong, and is generally agreed within the Serenes Forest forums that he's actually stronger than ''[[MagikarpPower Mozu]]'' when both are promoted into Sniper class simply because of the unique bow he has access to. The only advantage Mozu has over Takumi is that she has access to other classes via reclassing that have skills that have better synergy together for a Sniper. However, Takumi is still very powerful, and will undoubtedly be one of your best Snipers, if not one of your best units.
*** Takumi can also reclass into the DLC-exclusive Ballistician class. One of the skills that ballistician adds essentially lets him act as a mobile ballista turret (albeit with slightly lower range), using his equipped bow for its stats. Although the ballista command can only reduce enemies to one health, he can easily soften up entire groups of enemies for the rest of your army. He can combine this with the Fujin Yum to make Birthright and Revelations' final bosses obscenely easy to fight, even on Lunatic mode.
** Hinoka [[JackOfAllStats has fairly even growths across the board]], which means that depending on how the numbers roll, she may end up [[LightningBruiser really powerful]] or [[MasterOfNone rather weak]]. However, one can focus on giving her good offensive growths by reclassing her to her Spear Fighter secondary class. Her growths as a Spear Master are good enough to rival ''Ryoma''. Simply by doing this and acquiring the potent skills in the Spear Fighter line, Hinoka becomes [[LightningBruiser a blitzing powerhouse]] similar to her older brother, but can also help support the team with her personal skill (which grants any ally within two spaces +2 Damage) and debuffing enemies with the Seal Defense and Seal Speed skills that the Spear Master class offers. She can return to being a Falcon Knight or even a Kinshi Knight at any point, as her heightened offensive stats and Lancefaire will help her perform better as those classes since both classes still use Naginatas as well. She has some great skills available from the classes she has access to from her A+ Support options, from Trample and Savage Blow (A+ with Camilla in the ''Revelation'' path), to Quick Draw and Certain Blow (A+ with Setsuna), or with a little more patience, Inspiration and Demoiselle (A+ with Azura). Inspiration is especially helpful since it stacks with her personal, effectively granting any ally within two spaces +4 Damage. Hinoka's versatility as both a supportive unit and an offensive unit makes her a force to be reckoned with.
*** To make her even better, one can reclass her into the DLC class Great Lord, from the ''Before Awakening'' DLC map by clearing it without losing anyone. She gets access to the powerful Aether skill (Sol and Luna together), as well as the Dual Striker skill (boosting the damage in Attack Stance, allowing her to be a great partner in Attack Stance), Awakening (+30 Crit, Hit, Avoid, and Dodge at half health) and most importantly, Charm (any ally within two spaces deals +2 Damage). Charm is basically her personal skill, so combined with her actual personal skill, and Inspiration up above, any ally within two spaces should deal ''+6 Damage'' just by standing near Hinoka, allowing her to be a great team player.
*** In terms of alternative classes via Supports, Camilla probably provides the best in terms of these classes. Wyvern Lord in particular helps maintain her Naginata and gives her a very powerful Strength, Skill and Defense growth, and on top of her already strong groths in every other area except Magic, you would think she should have been a Wyvern Rider to begin with.
** Ryoma on the other hand, is an absolute monster. He has very high Speed, Skill, a surprisingly large amount of HP and an insane amount of Avoid and Crit. His [[ShockAndAwe Raijinto katana]] allows him to attack at a distance without any drawbacks (as most ranged weapons in this game now have some kind of drawback) and it also boosts his Strength (which was already pretty good to begin with), eliminating the two most common problems with sword using classes. He also has a fantastic personal skill which grants him +2 Damage dealt and -2 Damage taken and +10 Crit (which adds to his class's Crit bonus) if he's Supporting a same or lower leveled unit. With some minor grinding, he can have such a high damage output that physical tanks like Generals are still easily killed in one round. In ''Birthright'', it can actually be easier to beat the game by pairing yourself to Ryoma in Guard Stance and just letting him kill everything.
*** To make him even better, reclass him into the DLC class Vanguard, from the Vanguard Dawn DLC. He will get access to Heavy Blade (+3 Str but -1 Speed, which he has more than enough of), Aether (a powerful skill that does two hits, the first healing HP equal to half the damage dealt, the second halving the enemy's Defense), and more importantly, Strengthtaker. Ryoma gains +2 Str after initiating any combat and killing an enemy, which stacks five times to a total of +10 Str. With all of that Str, you have an unstoppable force of nature on your hands.
*** Alternatively, reclass him to Lodestar and have him take advantage of the speed boosts that the class has to offer through Dancing Blade (+3 Speed, but -1 Defense) and Speedtaker, allowing him to be an even speedier dodge tank. Once Speedtaker gets going, few things will be able to hit a Lodestar Ryoma at all.
** Xander. He joins in a mounted class, and has a drawback free 1-2 range weapon in a game where most 1-2 range weapons have been nerfed. He has incredible Strength and a great personal skill that only helps in killing his enemies (+2 Damage dealt and -2 Damage taken against enemies with full HP, will be very often), and he can tank hits with very high Defense and his Sword boosting that even further. His only weaknesses are Beast Killers (as he is a mounted unit, and they're also Lances which beat Swords), Magic (although this is only on the Enemy Phase, Xander often packs enough of a punch to one shot them with no fear), and his average Speed. He is a prime candidate for every Speedwing and Speed Tonic you come across, as well as doing his FanPreferredCouple with Charlotte as in Guard Stance, Charlotte gives Xander +8 Strength and +5 Speed. Combine all this and you have one hell of a GameBreaker in the Nohr Route.
*** To make him even better, reclass him into the DLC class Lodestar, from the ''Before Awakening'' DLC map by clearing it without losing anyone. He will get access to Dancing Blade (+3 Speed but -1 Defense, which he has more than enough of), Dual Guardsman (which will help him guard against attacks more), and more importantly, Speedtaker. Xander gains +2 Speed after initiating any combat and killing an enemy, which stacks five times to a total of +10 Speed. With all of that Speed, you have an incredibly quick juggernaut who simply cannot be stopped.
*** Alternatively, reclass him to Vanguard since you can get the Speedtaker skill via completing parts of the Heirs of Fate DLC. Few things can survive getting hit by a Vanguard Xander, and what does very likely can't kill him.
** Camilla. She joins promoted with amazing base stats and growth rates, and while she is a prepromote, she gains experience at a much faster rate than normal, and is in the amazing [[LightningBruiser Wyvern Rider]] class line. She also joins in [[ThatOneLevel Chapter 10]] where her insane offense, speed, and bulk make her absolutely necessary to survive the map. As a Malig Knight she has fantastic Defense and Resistance which makes her perfect for taking on the armies of mages and knights in Nohr. Her personal skill helps her allies kill their enemies faster as she can grant +3 Damage to anyone standing next to her. Her only weakness is her lack of good 1-2 range as her magic stat won't get high enough to be extremely effective. As such, one option to consider is to reclass her to Wyvern Lord after getting a few levels to get the Savage Blow skill from Malig Knight, which can help her wear down tougher enemies. Or, the player could feed her all of the Spirit Dusts they own and have her use a Bolt Axe to take advantage of the Malig Knight's magic stat. Either way, she is a flying tank and one of the player's best units in ''Conquest'', aside from Corrin and Xander. Her GameBreaker status has even earned her the nickname "Girl Haar", as she is similar to fellow Wyvern Lord GameBreaker Haar from ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'', who also joined fairly early, is a prepromote and was incredibly useful and powerful all throughout the game. Wyvern Lords might not be as absolutely effective as they were in that game, but they are still pretty damn great, and Camilla is the best example of this.
*** Those who want to make her even more ridiculous should her to a Dark Falcon. She may not take advantage of the class as other characters, but let her acquire Speed +2, Relief and Galeforce. As soon as she changes back into her more heavy-hitting Wyvern Lord or Malig Knight class, Camilla will be able to wipe out the entire map.
** [[MagicKnight Leo]], much like Hinoka, has [[JackOfAllStats balanced stats across the board,]] noticeably being one of the few casters to have decent durability. He joins at the halfway point of ''Conquest'', or just past the halfway point of ''Revelation'', and his [[GreenThumb Brynhildr]] tome is only two points of Might weaker than the S-rank Excalibur, while not having any negative effects as well as letting him half incoming Magic damage at a chance equal to his skill, making him an amazing MageKiller. His personal skill allows him to do more damage (+3 Damage to be exact) to any injured enemy, making him a great candidate to finish off weakened enemies. He also has access to the [[BlackMage Sorcerer]] class as a reclass option, which boosts his Speed, uses his higher Magic stat, and gives him access to the Vengeance skill. One A+ Support option he has is with Odin, and because their default classes already overlap (both have Dark Mage as a base), Leo gets access to Odin's secondary, which is Samurai. The Samurai class line has some good skills, with [[ActionInitiative Vantage]] in particular being useful as it pairs up well with Vengeance. In ''Revelation'', he can partner with Sakura, giving him access to Tomefaire for more offensive power, Renewal to help him survive, Countermagic to help cement his MageKiller status, and Rally Luck to help him be a team player. Leo also has the Troubadour line as a secondary class, allowing him to get the skills from that line, such as Inspiration, Live to Serve, or Rally Resistance, allowing him to be a supportive team player as well. Whether the player uses him as a [[MagicKnight Dark Knight]], a [[BlackMage Sorcerer]], an [[RedMage Onmyoji]], or a supportive [[RedMage Strategist]], he is a valuable asset to any team and almost always your go to mage.
** Elise is similar to her counterpart Sakura, unable to hurt anyone in her base class. However, being one of your only healers in ''Conquest'', a mounted one at that, makes her incredibly useful. She has the Lily's Poise skill that reduces damage adjacent allies take by -3 (-5 with Demoiselle for males). Given how hard enemies can hit in ''Conquest'', these few points can really make a difference. Since she can promote naturally to a Strategist, she can get the skill Inspiration which should stack with her personal, reducing damage taken further to -5 less damage (7 with Demoiselle, again). Also, once she promotes, she can use Tomes. She has great Mag, Spd, and Lck, so she can pack quite a magical punch. However, she has low Skill and Defense, so she might have trouble hitting her enemies to begin with, and she will go down rather easily to physical fighters. She has natural access to the Wyvern Rider class line, allowing her to keep her Tome proficiency and gain the Savage Blow skill if she reclasses to Malig Knight. Or, with enough patience (and possibly a few Arms Scrolls to use the Bolt Axe if you don't grind), she can get Rally Defense from Wyvern Lord. With Rally Defense, and the Strategist's Rally Resistance and Inspiration skills, as well as her personal, she can potentially mitigate damage so much, reaching ''-9 Damage taken''[[note]](or even ''-11'' for male allies with, again, Demoiselle!)[[/note]]. -5 from her personal and Inspiration, and another -4 if both of those defensive Rallies are used. In terms of offense, she can A+ with Sakura in the ''Revelation'' path and get the valuable Tomefaire skill, boosting her damage further. Or, though it would require a slog through physical weapons or a few Arms Scrolls to use magical weapons, she can A+ with Effie and get some valuable Knight class line skills such as Luna, Pavise, and Armored Blow. Whether you use her as a magical GlassCannon or an incredible team supporter, Elise is sure to perform well.
*** Out of all the sisters, Elise is probably the best pick for the Witch class. Her naturally high Magic and Luck stats allow her to take the most advantage of the Witch's abilities, mainly Witch's Brew, which gives you a random potion item for the first 7 turns based on her Luck stat (which is already high) and Warp which helps solidify her as the go to support of the game allowing her to teleport next to an allied unit and then make another action (mainly healing them).

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* Your royal siblings in any route are typically your strongest units. Your sisters have auras that can either reduce damage a unit takes or increase damage a unit can do, and they all stack. Your brothers on the other hand, have unique weapons that are powerful and lack any drawback. In addition, all of these character can activate Dragon Veins, allowing for tactical map advantages as well. Don't be surprised if your entire party in ''Revelation'' consists of the Avatar and the eight siblings.
** Sakura can be surprisingly powerful, but you wouldn't know it right off the bat. She starts off as a simple Shrine Maiden healer that can promote to a [[CombatMedic Priestess]] or an [[RedMage Onmyoji]]. She gets pretty good Magic, Luck, and Resistance, and having her as a Priestess really highlights her abilities... but while she'll perform nicely, she's forced to use bows, which doesn't really go well with her naturally low Strength rate, making her hard to train in the class. On the other hand, Onmyoji takes advantage of her much better Magic stat, but it doesn't highlight her full potential, especially with a low Luck cap, her best stat. Unfortunately for her, she doesn't have too much in terms of decent alternative classes, especially since ''Birthright'' doesn't offer too much to magic users. In ''Revelation'', however, she has easy access to a Shining Bow, which allows her to attack with a 1-2 range Bow that uses her higher Magic stat, allowing her to train much easier to get her Strength to where she needs it to. In addition, she can support with Elise (which gives her access to the Troubadour class line and its skills) and Leo (giving her access to the Dark Mage class line and its skills). The important skills to obtain from the Troubadour class line are Live to Serve (letting her be a great CombatMedic by being able to fight, heal, and also heal herself sufficiently enough), Rally Resistance (which helps mitigate ally damage from magical attacks), and most importantly, Inspiration (wherein any ally within 2 spaces deals +2 more damage and takes -2 less damage, which stacks with Sakura's personal skill) and Demoiselle (male allies within 2 spaces takes 2 less damage). Both skills are especially important as it should stack with Sakura's personal skill, meaning that the skills help mitigate any damage taken, to a total of -4 less damage taken (6 with Demoiselle). Meanwhile, the Dark Mage class line gives her a strong Magic class to be in that takes advantage of her good Magic modifier. She can also marry Jakob in ''Birthright'' and ''Revelation'' to also get access to the Troubadour class line, but in ''Revelation'' she's able to get that just by Friendship Sealing with Elise, allowing her to marry someone else. With all this, the final result is a powerful Priestess with a Shining Bow who can also serve as a great CombatMedic who can help reduce the damage her allies take.
**
Takumi is very good to use in the ''Birthright'' path. He joins very early with his special [[BlowYouAway Fujin Yumi]] that is more powerful than anything you get for five or six more chapters. He also joins on a very shuriken-heavy map ([[TacticalRockPaperScissors which are weak to bows]]), and the next map after that, all the enemies are fliers, which are more prime targets for his arrows. The only thing stopping him from soloing the game is the fact that he can't attack adjacent enemies without a specialized Bow/Yumi (which often has drawbacks like lower Attack Speed or Avoid), or the [[DownloadableContent DLC]] [[BribingYourWayToVictory skill Point Blank]]. He also has a great personal skill which grants him +3 Damage dealt and -1 Damage taken and +10 Crit (in a class that already has a Crit bonus) if he's Supporting a same or higher leveled unit. Takumi is very strong, and is generally agreed within the Serenes Forest forums that he's actually stronger than ''[[MagikarpPower Mozu]]'' when both are promoted into Sniper class simply because of the unique bow he has access to. The only advantage Mozu has over Takumi is that she has access to other classes via reclassing that have skills that have better synergy together for a Sniper. However, Takumi is still very powerful, and will undoubtedly be one of your best Snipers, if not one of your best units.
*** ** Takumi can also reclass into the DLC-exclusive Ballistician class. One of the skills that ballistician adds essentially lets him act as a mobile ballista turret (albeit with slightly lower range), using his equipped bow for its stats. Although the ballista command can only reduce enemies to one health, he can easily soften up entire groups of enemies for the rest of your army. He can combine this with the Fujin Yum to make Birthright and Revelations' final bosses obscenely easy to fight, even on Lunatic mode.
** * Hinoka [[JackOfAllStats has fairly even growths across the board]], which means that depending on how the numbers roll, she may end up [[LightningBruiser really powerful]] or [[MasterOfNone rather weak]]. However, one can focus on giving her good offensive growths by reclassing her to her Spear Fighter secondary class. Her growths as a Spear Master are good enough to rival ''Ryoma''. Simply by doing this and acquiring the potent skills in the Spear Fighter line, Hinoka becomes [[LightningBruiser a blitzing powerhouse]] similar to her older brother, but can also help support the team with her personal skill (which grants any ally within two spaces +2 Damage) and debuffing enemies with the Seal Defense and Seal Speed skills that the Spear Master class offers. She can return to being a Falcon Knight or even a Kinshi Knight at any point, as her heightened offensive stats and Lancefaire will help her perform better as those classes since both classes still use Naginatas as well. She has some great skills available from the classes she has access to from her A+ Support options, from Trample and Savage Blow (A+ with Camilla in the ''Revelation'' path), to Quick Draw and Certain Blow (A+ with Setsuna), or with a little more patience, Inspiration and Demoiselle (A+ with Azura). Inspiration is especially helpful since it stacks with her personal, effectively granting any ally within two spaces +4 Damage. Hinoka's versatility as both a supportive unit and an offensive unit makes her a force to be reckoned with.
*** ** To make her even better, one can reclass her into the DLC class Great Lord, from the ''Before Awakening'' DLC map by clearing it without losing anyone. She gets access to the powerful Aether skill (Sol and Luna together), as well as the Dual Striker skill (boosting the damage in Attack Stance, allowing her to be a great partner in Attack Stance), Awakening (+30 Crit, Hit, Avoid, and Dodge at half health) and most importantly, Charm (any ally within two spaces deals +2 Damage). Charm is basically her personal skill, so combined with her actual personal skill, and Inspiration up above, any ally within two spaces should deal ''+6 Damage'' just by standing near Hinoka, allowing her to be a great team player.
*** ** In terms of alternative classes via Supports, Camilla probably provides the best in terms of these classes. Wyvern Lord in particular helps maintain her Naginata and gives her a very powerful Strength, Skill and Defense growth, and on top of her already strong groths growths in every other area except Magic, you would think she should have been a Wyvern Rider to begin with.
** * Ryoma on the other hand, is an absolute monster. He has very high Speed, Skill, a surprisingly large amount of HP and an insane amount of Avoid and Crit. His [[ShockAndAwe Raijinto katana]] allows him to attack at a distance without any drawbacks (as most ranged weapons in this game now have some kind of drawback) and it also boosts his Strength (which was already pretty good to begin with), eliminating the two most common problems with sword using classes. He also has a fantastic personal skill which grants him +2 Damage dealt and -2 Damage taken and +10 Crit (which adds to his class's Crit bonus) if he's Supporting a same or lower leveled unit. With some minor grinding, he can have such a high damage output that physical tanks like Generals are still easily killed in one round. In ''Birthright'', it can actually be easier to beat the game by pairing yourself to Ryoma in Guard Stance and just letting him kill everything.
*** ** To make him even better, reclass him into the DLC class Vanguard, from the Vanguard Dawn DLC. He will get access to Heavy Blade (+3 Str but -1 Speed, which he has more than enough of), Aether (a powerful skill that does two hits, the first healing HP equal to half the damage dealt, the second halving the enemy's Defense), and more importantly, Strengthtaker. Ryoma gains +2 Str after initiating any combat and killing an enemy, which stacks five times to a total of +10 Str. With all of that Str, you have an unstoppable force of nature on your hands.
*** ** Alternatively, reclass him to Lodestar and have him take advantage of the speed boosts that the class has to offer through Dancing Blade (+3 Speed, but -1 Defense) and Speedtaker, allowing him to be an even speedier dodge tank. Once Speedtaker gets going, few things will be able to hit a Lodestar Ryoma at all.
** * Xander. He joins in a mounted class, and has a drawback free 1-2 range weapon in a game where most 1-2 range weapons have been nerfed. He has incredible Strength and a great personal skill that only helps in killing his enemies (+2 Damage dealt and -2 Damage taken against enemies with full HP, will be very often), and he can tank hits with very high Defense and his Sword boosting that even further. His only weaknesses are Beast Killers (as he is a mounted unit, and they're also Lances which beat Swords), Magic (although this is only on the Enemy Phase, Xander often packs enough of a punch to one shot them with no fear), and his average Speed. He is a prime candidate for every Speedwing and Speed Tonic you come across, as well as doing his FanPreferredCouple with Charlotte as in Guard Stance, Charlotte gives Xander +8 Strength and +5 Speed. Combine all this and you have one hell of a GameBreaker in the Nohr Route.
*** ** To make him even better, reclass him into the DLC class Lodestar, from the ''Before Awakening'' DLC map by clearing it without losing anyone. He will get access to Dancing Blade (+3 Speed but -1 Defense, which he has more than enough of), Dual Guardsman (which will help him guard against attacks more), and more importantly, Speedtaker. Xander gains +2 Speed after initiating any combat and killing an enemy, which stacks five times to a total of +10 Speed. With all of that Speed, you have an incredibly quick juggernaut who simply cannot be stopped.
*** ** Alternatively, reclass him to Vanguard since you can get the Speedtaker skill via completing parts of the Heirs of Fate DLC. Few things can survive getting hit by a Vanguard Xander, and what does very likely can't kill him.
** * Camilla. She joins promoted with amazing base stats and growth rates, and while she is a prepromote, she gains experience at a much faster rate than normal, and is in the amazing [[LightningBruiser Wyvern Rider]] class line. She also joins in [[ThatOneLevel Chapter 10]] where her insane offense, speed, and bulk make her absolutely necessary to survive the map. As a Malig Knight she has fantastic Defense and Resistance which makes her perfect for taking on the armies of mages and knights in Nohr. Her personal skill helps her allies kill their enemies faster as she can grant +3 Damage to anyone standing next to her. Her only weakness is her lack of good 1-2 range as her magic stat won't get high enough to be extremely effective. As such, one option to consider is to reclass her to Wyvern Lord after getting a few levels to get the Savage Blow skill from Malig Knight, which can help her wear down tougher enemies. Or, the player could feed her all of the Spirit Dusts they own and have her use a Bolt Axe to take advantage of the Malig Knight's magic stat. Either way, she is a flying tank and one of the player's best units in ''Conquest'', aside from Corrin and Xander. Her GameBreaker status has even earned her the nickname "Girl Haar", as she is similar to fellow Wyvern Lord GameBreaker Haar from ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'', who also joined fairly early, is a prepromote and was incredibly useful and powerful all throughout the game. Wyvern Lords might not be as absolutely effective as they were in that game, but they are still pretty damn great, and Camilla is the best example of this.
*** ** Those who want to make her even more ridiculous should her to a Dark Falcon. She may not take advantage of the class as other characters, but let her acquire Speed +2, Relief and Galeforce. As soon as she changes back into her more heavy-hitting Wyvern Lord or Malig Knight class, Camilla will be able to wipe out the entire map.
** [[MagicKnight Leo]], much like Hinoka, has [[JackOfAllStats balanced stats across the board,]] noticeably being one of the few casters to have decent durability. He joins at the halfway point of ''Conquest'', or just past the halfway point of ''Revelation'', and his [[GreenThumb Brynhildr]] tome is only two points of Might weaker than the S-rank Excalibur, while not having any negative effects as well as letting him half incoming Magic damage at a chance equal to his skill, making him an amazing MageKiller. His personal skill allows him to do more damage (+3 Damage to be exact) to any injured enemy, making him a great candidate to finish off weakened enemies. He also has access to the [[BlackMage Sorcerer]] class as a reclass option, which boosts his Speed, uses his higher Magic stat, and gives him access to the Vengeance skill. One A+ Support option he has is with Odin, and because their default classes already overlap (both have Dark Mage as a base), Leo gets access to Odin's secondary, which is Samurai. The Samurai class line has some good skills, with [[ActionInitiative Vantage]] in particular being useful as it pairs up well with Vengeance. In ''Revelation'', he can partner with Sakura, giving him access to Tomefaire for more offensive power, Renewal to help him survive, Countermagic to help cement his MageKiller status, and Rally Luck to help him be a team player. Leo also has the Troubadour line as a secondary class, allowing him to get the skills from that line, such as Inspiration, Live to Serve, or Rally Resistance, allowing him to be a supportive team player as well. Whether the player uses him as a [[MagicKnight Dark Knight]], a [[BlackMage Sorcerer]], an [[RedMage Onmyoji]], or a supportive [[RedMage Strategist]], he is a valuable asset to any team and almost always your go to mage.
** Elise is similar to her counterpart Sakura, unable to hurt anyone in her base class. However, being one of your only healers in ''Conquest'', a mounted one at that, makes her incredibly useful. She has the Lily's Poise skill that reduces damage adjacent allies take by -3 (-5 with Demoiselle for males). Given how hard enemies can hit in ''Conquest'', these few points can really make a difference. Since she can promote naturally to a Strategist, she can get the skill Inspiration which should stack with her personal, reducing damage taken further to -5 less damage (7 with Demoiselle, again). Also, once she promotes, she can use Tomes. She has great Mag, Spd, and Lck, so she can pack quite a magical punch. However, she has low Skill and Defense, so she might have trouble hitting her enemies to begin with, and she will go down rather easily to physical fighters. She has natural access to the Wyvern Rider class line, allowing her to keep her Tome proficiency and gain the Savage Blow skill if she reclasses to Malig Knight. Or, with enough patience (and possibly a few Arms Scrolls to use the Bolt Axe if you don't grind), she can get Rally Defense from Wyvern Lord. With Rally Defense, and the Strategist's Rally Resistance and Inspiration skills, as well as her personal, she can potentially mitigate damage so much, reaching ''-9 Damage taken''[[note]](or even ''-11'' for male allies with, again, Demoiselle!)[[/note]]. -5 from her personal and Inspiration, and another -4 if both of those defensive Rallies are used. In terms of offense, she can A+ with Sakura in the ''Revelation'' path and get the valuable Tomefaire skill, boosting her damage further. Or, though it would require a slog through physical weapons or a few Arms Scrolls to use magical weapons, she can A+ with Effie and get some valuable Knight class line skills such as Luna, Pavise, and Armored Blow. Whether you use her as a magical GlassCannon or an incredible team supporter, Elise is sure to perform well.
*** Out of all the sisters, Elise is probably the best pick for the Witch class. Her naturally high Magic and Luck stats allow her to take the most advantage of the Witch's abilities, mainly Witch's Brew, which gives you a random potion item for the first 7 turns based on her Luck stat (which is already high) and Warp which helps solidify her as the go to support of the game allowing her to teleport next to an allied unit and then make another action (mainly healing them).
map.



* Surprisingly, Azama can be a great unit. His growth rates are comparable to ''Ryoma''. The only real issue Azama has is that he starts in a magic class (despite his growths not being suited towards magic) and as such, it takes him a while to grow. But if reclassed into something more physical, like an Apothecary, he can truly shine. In the ''Revelation'' path, he can Support with Arthur and get access to one of the strongest physical classes in the game, Berserker. He's often a common candidate for the Dread Scroll to make him an instant war machine that can (keyword: can) rival even the Avatar in the same class in ''Birthright''.
* Keaton, and the Wolfskin class in general, is extremely powerful. He joins with great base stats and growths in Strength, Speed and Defense, making him [[LightningBruiser a tank who also has great doubling ability]], and he can make use of the bonuses from either Beaststones (Speed) or Beastrunes (Defense and Resistance) to enhance either one of these depending on what role he needs to fill at the time. The skills of his class, Better Odds (restores 40% HP at the start of odd-numbered turns) and Grisly Wound (enemies lose 20% HP after any combat with the unit) make him an excellent chokepointer, but much more versatile than a General as he also has access to the Berserker class for its offensive skills. He also has Beastbane which is very useful for fighting the enemy Kitsune in ''Conquest'' Ch 19, as well as the onslaught of fliers in ''Conquest'' Ch 24. Beast Killers are his only real weakness, but Keaton is still incredibly useful, especially on the ''Conquest'' route as defensive units are essential there.
** His daughter Velouria is especially powerful. Before any other parent modifiers, her Str modifier is +4 and Def is +3, with her only negative being -1 Skl. Give her say, Camilla, and that Str is now +5, Def is +4, and the Skl modifier raises and cancels out the negative modifier. On top of that, she gets access to Camilla's Wyvern Rider class line, meaning she can get Savage Blow, which will stack with Grisly Wound. She will be able to do 40% HP of poison damage thanks to those two skills, that is, if she doesn't outright kill the enemy. Marry her yourself and choose Ninja as your secondary and she can get access to Poison Strike as well, letting her do ''60% HP'' of poison damage. Finally, like her father, she comes with Beastbane, so she will also be a powerful combatant against the fliers in Hinoka's chapter, and the foxes in the Kitsune forest (should you get her before then).
* Peri, if given the right DLC skills suited for her. If she gets her Galeforce, Strengthtaker, and Replicate, she can become a one woman army. When she kills an enemy, her personal skill activates and she gains a stat boost, a nice +4 Str/Mag/Skill/Speed. With Strengthtaker, that's another +2 Str which can continue to stack five times for a total of +10 Str. And with Galeforce, she can move again. If you replicated her beforehand, then the Replica receives any stat boosts the original received (or vice versa), allowing her to kill more easily, as well as help her raise her stats even more. Even those worried about her being too fragile to take a hit can always use a Galeforce turn to return to safety. Or even give her Warp to have her do that. With all this, you can potentially have a murderous doll on a killing spree on your hands.
* While not as strong as the Avatar in ''Awakening'', the Avatar in this game can be just as good even in just their Nohr Prince(ss) line depending on how the player builds them, they also must be in every chapter so it doesn't hurt to have this character in every fight. Most importantly they have access to the Yato which evolves and gets more powerful as the game continues and a Dragonstone, which is magical in this game so this allows them to attack a low Resistance unit while buffing their defensive stats. They can also utilize nearly every class in the game, their secondary class the player chooses at the start, and classes from any A Supports they have allowing them a wide access of skills available to them.

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* Surprisingly, ''Birthright'' Azama can be a great unit. His growth rates are comparable is astoundingly easy to ''Ryoma''. The only real issue Azama has is that he underestimate. He starts in a magic class (despite his growths not being suited towards magic) and off as such, it takes a Monk, making him a while unappealing compared to grow. a trained Sakura or Felicia/Jakob. But if reclassed into something more physical, like an Apothecary, he can truly shine. In the ''Revelation'' path, he can Support with Arthur and get access to one of the strongest physical classes in the game, Berserker. He's often a common candidate for the Dread Scroll to make him an instant war machine that can (keyword: can) rival even the Avatar in the same class in ''Birthright''.
* Keaton, and the Wolfskin class in general, is extremely powerful. He joins with great
His base stats and growths in as an Apothecary include 15 Strength, Speed 9 Speed, and 14 Defense, making him [[LightningBruiser a tank who also has great doubling ability]], and he can make use of the bonuses from either Beaststones (Speed) or Beastrunes (Defense and Resistance) to enhance either one of these depending on what role he needs to fill at the time. The skills of his class, Better Odds (restores 40% HP at the start of odd-numbered turns) and Grisly Wound (enemies lose 20% HP after any combat with the unit) make him an excellent chokepointer, but much more versatile than a General as he also has access to the Berserker class for its offensive skills. He also has Beastbane which is very useful for fighting the enemy Kitsune in ''Conquest'' Ch 19, as well as the onslaught of fliers in ''Conquest'' Ch 24. Beast Killers growth rates are his only real weakness, but Keaton is still incredibly useful, especially on the ''Conquest'' route as defensive units are essential there.
** His daughter
comparable to ''Ryoma''.
*
Velouria is especially powerful.one of the most powerful children characters. Before any other parent modifiers, her Str modifier is +4 and Def is +3, with her only negative being -1 Skl. Give her say, Camilla, and that Str is now +5, Def is +4, and the Skl modifier raises and cancels out the negative modifier. On top of that, she gets access to Camilla's Wyvern Rider class line, meaning she can get Savage Blow, which will stack with Grisly Wound. She will be able to do 40% HP of poison damage thanks to those two skills, that is, if she doesn't outright kill the enemy. Marry her yourself and choose Ninja as your secondary and she can get access to Poison Strike as well, letting her do ''60% HP'' of poison damage. Finally, like her father, she comes with Beastbane, so she will also be a powerful combatant against the fliers in Hinoka's chapter, and the foxes in the Kitsune forest (should you get her before then).
* Peri, if given the right DLC skills suited for her. If she gets her Galeforce, Strengthtaker, and Replicate, she can become a one woman army. When she kills an enemy, her personal skill activates and she gains a stat boost, a nice +4 Str/Mag/Skill/Speed. With Strengthtaker, that's another +2 Str which can continue to stack five times for a total of +10 Str. And with Galeforce, she can move again. If you replicated her beforehand, then the Replica receives any stat boosts the original received (or vice versa), allowing her to kill more easily, as well as help her raise her stats even more. Even those worried about her being too fragile to take a hit can always use a Galeforce turn to return to safety. Or even give her Warp to have her do that. With all this, you can potentially have a murderous doll on a killing spree on your hands.
* While not as strong as the Avatar in ''Awakening'', the Avatar in this game can be just as good even in just their Nohr Prince(ss) line depending on how the player builds them, and they also must be in every chapter so it doesn't hurt to have this character in every fight. Most importantly they have access to the Yato which evolves and gets more powerful as the game continues and a Dragonstone, which is magical in this game so this allows them to attack a low Resistance unit while buffing their defensive stats. They can also utilize nearly every class in the game, their secondary class the player chooses at the start, and classes from any A Supports they have allowing them a wide access of skills available to them.



* Despite appearing to be little more than a decent MageKiller, Kaze can be surprisingly powerful. He sports the highest speed growth in the game, and his wide availability and early join time make him useful on all three routes. His Strength growth is surprisingly higher than expected, being only slightly lower than ''Ryoma'', and he ties for the third-highest HP growth of the first generation. Those who have access to at least two paths can reclass him into a Dread Fighter early on, boosting his strength and defense while only slightly lowering his already-high Skill and Speed and already-low Luck score, as well as giving him access to axes/clubs to patch up his damage issues. While ultimately best off as a Master Ninja, due to his status as a neutral character, he can marry most female units, including the above-mentioned Camilla, which gives both characters access to the Poison Strike + Savage Blow combination. While his only Buddy class is Silas' Cavalier, the skills provided by its promotions are enough, with Luna and Armored Blow further patching up his only issues. Finally, he is one of the best support units for the aforementioned Midori, as his personal skill essentially gives her a free Miracle, and fathering Midori in the first place is almost enough reason to give him some use.
** Additionally, Kaze has natural access to the Samurai line via Heart Seal, which comes with its ''very'' good skill set. If reclassed into Swordmaster for a little while, and then returned to Master Ninja, Kaze can get -faire skills for ''both of his available weapon types'', which [[BoringButPractical sounds simple but is very nice to have]]. Combine that with his insane speed and general utility, and you have a ridiculously useful unit on your hands.



* Charlotte is a textbook example of a MagikarpPower character done right. When she first joins in ''Conquest'', she has mediocre bases that make training her a major pain, especially given how poor her Defenses are. ''Then'' you realize she has ''insane'' [[GlassCannon HP, Strength, Speed and Skill]], and once you train her enough and promote her into a Berserker, she'll be doubling everything and hitting hard with high damage and tons of crits. And '''[[SerialEscalation then]]''' you realize she can get access to the Great Club via Museum Melee or ''Revelation'', on top of Death Blow, Certain Blow, Renewal, Gamble and any other miscellaneous skills. The resulting monster gets critical hits in the ''100 percents'', and her insane damage output ensures she's capable of hitting like an absolute freight train. The only thing that slows her down is her poor bases, but her stat distribution and high crit rate can make her into one of your most broken units by far. [[ArsonMurderAndJaywalking That, and she's a fantastic pair-up bot too.]]
* With a little [[StealthPun luck]], Arthur can become a powerful LightningBruiser who's easily one of ''the'' highest-potential characters in the game. He starts out with middling bases compared to everyone else and more than one accuracy issue, but he more than makes up for it with his fantastic growths: high HP and Strength is as expected of a Fighter, but he has a whopping '''70% growth''' in Skill, so with a few levels in, it'll be very hard for anyone to dodge him. On top of that, he also has an impressive 50% growth in Speed and Defense, and with a few lucky level ups, he's capable of becoming a [[LightningBruiser frighteningly fast, hard-hitting and accurate warrior.]] Plus, with a Buddy Support with Benny, you can give him Pavise on top of his Fighter and Cavalier skills, and with the max cap of 40 Skill as a Hero, he can have a '''40%''' chance to partially negate damage for more than ''half'' of the weapons in the game, and if you get him Aegis, ''[[MadeOfIron all of them.]]'' The obvious downside is that his earlygame bases are unimpressive, his Luck's atrocious [[BornUnlucky (then again, it's Arthur)]], and it's quite tempting to bench him for Camilla, who joins three chapters later. But make no mistake, this Hero of Justice can and will be ''extremely'' useful with the right push. And it isn't as if his poor luck's unsalvagable; counting the playable first six chapters, you can give him ''four'' Goddess Icons in your entire playthrough on top of Veteran's Intuition from the Vanguard line, and it's not like anyone else really needs it.
* Selena's personal skill, Fierce Rival, makes her a very strong support unit for Attack Stance. Whenever she is the support unit and the lead unit lands a critical hit, she becomes guaranteed to land a critical hit as well as long as she doesn't miss outright. Give her a brave weapon and put her next to one of those guaranteed critical builds detailed elsewhere on the page, then watch as even final bosses crumple.
* In ''Revelation'', Fuga. His base stats are so ridiculously high at an even higher level that his laughably poor growth rates mean virtually nothing, outshining both Hana and Hinata in their own niches. The fact that he comes with fairly good weapon ranks as a Master of Arms means he can carry the later parts rather well.



* Benny is the most BoringButPractical character in the game, but that doesn't stop him from being the best wall in the game. He starts out regardless of difficulty with really good base stats, to the point where in Revelations he completely eclipses Effie by joining the same chapter as her and having higher values than her in every stat including strength (Effie's best stat and overall focus). He can also be promoted immediately if min maxing isn't an option. His growth rates are amazing by a non-royals standard, having good strength and skill, absurd defense and HP, and an absurdly high resistance stat of 50%, a res stat many mages don't get in Fates, let alone an armor knight (the class which is the most magically susceptible in the game) his speed is pretty horrendous at 10% growth single digit speed base but Generals get access to the Wary Fighter skill, making it impossible for him to double (something he literally could never do with out a lot of rallies and the enemies speed nerfed from daggers anyways) but makes it impossible for enemies to double him. As a General alone he will generally cap defense with ease to the point that many enemies on even Lunatic difficulty won't even bother attacking him because they won't damage him and he'll knock their health low enough for a weaker unit to finish them off. Even mages will struggle to bring him down due to having the highest HP growth of the first gen and good res. With all factors included Benny can get Renewal to be impossible to stop from even the endgame bosses AND their back up, he can get Countermagic to easily one round mages, Sol from his Fighter line to give him great self sustainability, and Heavy Blade from Vanguard as he won't be using speed ever so its essentially a free buff to his strength. Benny's only real problem is he's really slow from a meta standard, unlike Ryoma who can clear through anything in a single turn Benny will need at least two rounds to effectively deal with someone, as well as a flier to ferry him to the actual fight, but considering how the upside is literally someone most enemies won't even bother attacking due to his unmatched bulk on all fronts its not that bad of a trade off if the player doesn't care about turn counts.

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* Benny is the most BoringButPractical character in the game, but that doesn't stop him from being the best wall in the game. He starts out regardless of difficulty with really good base stats, to the point where in Revelations ''Revelation'' he completely eclipses Effie by joining the same chapter as her and having higher values than her in every stat including strength (Effie's best stat and overall focus). He can also be promoted immediately if min maxing isn't an option. His growth rates are amazing by a non-royals non-royal's standard, having good strength and skill, absurd defense and HP, and an absurdly high resistance stat of 50%, a res stat many mages don't get in Fates, ''Fates'', let alone an armor knight (the class which is the most magically susceptible in the game) his game). His speed is pretty horrendous at 10% growth and single digit speed base but Generals get access to the Wary Fighter skill, making it impossible for him to double (something he literally could never do with out a lot of rallies and the enemies speed nerfed from daggers anyways) but makes it impossible for enemies to double him. As a General alone he will generally cap defense with ease to the point that many enemies on even Lunatic difficulty won't even bother attacking him because they won't damage him and he'll knock their health low enough for a weaker unit to finish them off. Even mages will struggle to bring him down due to having the highest HP growth of the first gen and good res. With all factors included Benny can get Renewal to be impossible to stop from even the endgame bosses AND their back up, he can get Countermagic to easily one round mages, Sol from his Fighter line to give him great self sustainability, and Heavy Blade from Vanguard as he won't be using speed ever so its essentially a free buff to his strength. Benny's only real problem is he's really slow from a meta standard, unlike Ryoma who can clear through anything in a single turn Benny will need at least two rounds to effectively deal with someone, as well as a flier to ferry him to the actual fight, but considering how the upside is literally someone most enemies won't even bother attacking due to his unmatched bulk on all fronts its not that bad of a trade off if the player doesn't care about turn counts.

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