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Game Breaker / Fire Emblem Heroes

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Distant Counter: Making ranged units think twice since day one.

"Ephraim and Hector possess incredible strength. Maintain the use of Armor March and take care of all foes."
Tactics Drills: Skill Study 23, giving players a taste of powerful Armored units

Given the large roster of characters, there are some that are bound to stand above the rest. In general, a Game-Breaker unit can usually take on a lot of foes, or are just so damn good at their job that they're either very easy to use, very difficult to take down, or both. Units on this page will usually have at least one or two of these abilities:

  • The ability to counterattack at any range with Distant or Close Counter, and some units either have that built into their weapon, or gain access to that effect and then some. Having this ability opens up a greater range of targets that the unit can take on, and will ensure that the unit won't be helpless against most opponents.
    • It also stands to reason that being able to deny counterattacks is also a very powerful ability, and is one that actually doesn't have much answers outside of a rare countermeasure skill on infantry units, or just straight up taking down your opponent before they reach you first, which might not always be easy.
  • The ability to guarantee follow ups, or deny an opponent's follow up. Attacking twice is the key to combat, often achieved with enough Spd, but some units can just straight up attack twice through their weapons or skills and won't necessarily have a need for Spd, allowing their stats to be more focused and allocated better. Other units can also just deny the opponent from following up, which improves their survival considerably. A few units can even do both of these, basically turning the Spd stat on its head entirely, unless the opponent has countermeasures against this.
    • Some units might not even need to follow up, and just have the ability to strike twice consecutively. They can instead just put all their stock into making those two strikes hit as hard as possible. They usually have draw backs, but are ones that can be worked through. A few units can even do this on either phase, not just when initiating combat, making them a threat whether attacking or defending.
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  • The ability to accelerate or spam Specials. Specials are usually what allow units to annihilate their foes, and some units have the means to quickly charge up a Special, which can be devastating when the unit has the right stats to back it up. Sometimes they can even deal increased damage with their Specials with the right weapons or skills. Several units even have unique Specials or skills that work with Specials that are truly destructive, and should especially be watched out for. This all but necessitates the use of skills that slow down the foe's Special charge to deter such powerful attacks.

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    Red Units 
  • Ike has a main gimmick which relies on faster special buildup and Distant Counter to trigger his Aether faster. While his regular variant is serviceable to use, his other variants made his gimmick more consistent to activate his special, as well as having more bulk.
    • Vanguard Ike is essentially a superior version of his regular self. While both regular Ike and Vanguard Ike mostly perform the same role of being a powerful infantry swordsman with Distant Counter, the only thing that regular Ike has over his Vanguard self is a single point of HP and Spd. Aside from that, Vanguard Ike is much better in every single aspect, boasting higher Atk and much more Def, an exclusive Special, and some better natural skills. Like his Brave variant, he comes with a Breath skill, only this time it's Warding Breath, which helps bolster his Res and helps charge his Special faster. With Warding Breath, and higher Res than his regular counterpart, he won't fold as fast when it comes to fighting mages or dragons. He also comes with Radiant Aether, a Special exclusive to him. It is variant of Aether that has a charge of 4 rather than 5, letting him activate it pretty quickly. He can also be obtained at anytime for free by clearing Xenologue 3, meaning he's a unit that everyone has access to. A popular set up for Vanguard Ike is to give him Quick Riposte which allows him to proc Radiant Aether with every combat (thanks to QR and Warding Breath), turning him into a self-sustaining wall.
    • Valentine's Ike. Only the game's first seasonal Sword Knight, Ike continues his trend of being of being one of the original Game Breakers by being an armor that has a bizarre stat spread for armors - that being a staggering 38 base Spd. While nothing in his base kit is unique, it's the specific combination of skills he brings that's scary: his weapon gives him +3 to all stats during combat if an ally is beside him, he has the same Radiant Aether special as his legendary alt (Aether with 1 less CD), and his passives are Distant Counter, Special Fighter and Even Spd Wave. With a Spd refine on his weapon, it's entirely possible for him to hit 50 Spd without any outside help; unless the enemy can interfere with his follow-up (either with a skill or also being lightning fast) or has Guard, that means Radiant Aether will proc every combat, putting a severe dent in any enemy while also keeping Ike healthy. He also has a very impressive physical bulk of 45 HP and 35 Def, so attacking him with almost any melee that doesn't have armor effectiveness is suicide. His major weakpoint is his paltry 19 Res, but Blue Mages still need to watch out for his Distant Counter.
  • Ike's main rival, the Black Knight is also a powerful contender in combat, and also received a superior, stronger variant.
    • The Black Knight has high stats all around aside from low Res. His Alondite has Distant Counter built in, which frees up his A slot to be a combat buff. Thankfully, he comes with one already in Steady Stance, granting him a +6 Def boosted when attacked. He could be given Steady Breath instead, letting him charge his Special much faster. What makes the Black Knight incredible is his unique Special: Black Luna. It has a charge of 3, just like Luna, but it pierces through 80% of his foe's Def, which can outright annihilate a lot of units. Since he's a free unit, he's quite a common threat in the Arena.
    • Zelgius takes the Black Knight's strengths and magnifies them. While he has slightly less HP and Spd at the base, he can also have stat variance since he can be summoned like any other unit. He retains the Alondite and Black Luna, and he also comes with another unique skill: Warp Powder, a B skill that lets him warp to an adjacent spot next to any ally within two spaces as long as he's healthy enough. This helps improve his mobility greatly. He also has a higher stat total than his former self and has one of the highest stat totals in the game, along with having two exclusive skills and a Distant Counter sword.
  • Ayra. She comes with a unique Special in Regnal Astra, which adds 40% of her Spd to her attack. What's notable is that it has a charge of 2, unlike other stat based Specials that are usually at 3 or 4. Ayra has the stats and the base kit to take full advantage of this skill. She boasts a good 33 Atk and 37 Spd at the base, gets another +3 Spd from her weapon Ayra's Blade, and if she's faster than her foe, she gets another Special charge per attack. Regnal Astra has the same charge as Moonbow, but at minimum it will deal at least 14 damage, which will outdo what Moonbow has to offer, while allowing Ayra to carve up any neutral targets better than Glimmer could. Her damage will just increase the faster she is. This is all before any Elite Tweak too: With a +Spd Slaying Edge+, Wrath, and skills that complement her combat performance like Distant Counter or Swift Sparrow, as well as Quickened Pulse, she'll be able to activate her 1 charge Regnal Astra basically every other attack, adding at least 16 to 26 damage, which is even capable of breaking through some blue opponents. With Wrath, as long as she's injured enough, she'll have Regnal Astra ready and charged for her next victim, and she actually has pretty decent physical bulk to take a hit and exchange blows. Her only real weakness is her low Res.
  • Karla. She's quite similar to Ayra, but instead of a busted Special, she instead has a busted weapon: the Vassal's Blade. If she's faster than her opponent, whatever the difference in Spd is, 70% of that will get added to Karla's damage, capping out at 7 per attack. It also reduces Karla's Special charge by 1, and like Ayra, she has the right stats and skills to exploit it. She has 35 Atk and 40 Spd at the base, which outdoes Ayra herself, on top of what is basically a 23 Mt weapon. Her Even Spd Wave gives her (and any adjacent ally) +6 Spd at the start of every other turn, which would boost that 40 Spd to 46. She even has a Spd superasset, meaning she can get another +4 Spd, which could let her reach 50 Spd all by herself, making her an absolute speed demon. Without a skill like Swordbreaker or Wary Fighter, the prospect of preventing Karla from doubling is simply just not easy. She also has Wrath in her base skillset, and while she doesn't have Regnal Astra, she can still hit pretty damn hard with Glimmer or Moonbow instead, and her weapon can make up for the rest of the damage. This is all before any other Elite Tweak, too. Karla's only real weakness is her low bulk, so exchanging blows could be a bit dangerous for her, though it's a far better showing than her original self.
  • Brave Celica. Rounding out the terrifying trio of female swordmasters, this variant of Celica brings a busted skill: Double Lion, which applies a Brave weapon effect if she initiates (she attacks twice in a row, like using a Brave Sword or Brave Axe). Brave weapons are usually offset by having a Speed penalty, but Celica doesn't have that; in fact her Royal Sword weapon increases her Speed, putting her at 42 neutral before buffs or an Asset. Royal Sword also has a cooldown reduction effect if she's within two spaces of an ally, so she can possibly hit an enemy four times and rapid-fire specials in the same round of combat, bolstered even further by the new Death Blow 4 skill she comes with which gives +8 Atk if she initiates. She even comes with Astra and Galeforce to take advantage of this crazy offensive power, and she can still inherit low-cooldown specials and a Firesweep Sword+ to blow up enemies with no fear of counterattack. Fortunately, her absurd player phase power comes with a catch: Double Lion only works at full HP, and deals a single point of damage to her after combat, so she can't spam it without dedicated healer support (and a refresher if she drops Galeforce). While her player phase is phenomenal, she suffers a bit of Crippling Overspecialization, as her enemy phase is pretty lacking. Like the other Brave units, she is available for free, making her accessible to most players.
  • Summer Young Tiki is the third flying dragon to be released, complementing Myrrh and Female Grima. And like Myrrh, Tiki's broken-ness comes from her weapon, Summer's Breath, which has a whopping four special effects: it grants Defense +3, is effective against enemy dragons, has adaptive damage versus ranged units, and lastly - and most importantly - grants extra special cooldown if she is attacked. This is noteworthy because it's the first instance of Steady/Warding Breath on a flier, which can't normally inherit such skills. Summer Young Tiki's stats also don't disappoint; aside from mediocre Res, her numbers are high across the board. Especially important is her base 37 Speed which means she can avoid and dish out a lot of double-attacks, which fellow broken dragons Myrrh and Male Grima needed a valuable B slot skill to do. This means that between her weapon and her stats, and Iote's Shield in the Seal slot to remove her Bow weakness, her A and B skills are free for whatever the player wants. Her Dragon weakness is also harder to exploit than it first appears as she is a Red unit, so she can potentially survive the similarly-red Falchion/Binding Blade with her high Defense, and she has Weapon Triangle advantage over the green Naga tomes.
  • Halloween Myrrh. This land-bound iteration of Magvel's manakete weighs in at 179 BST (possibly hitting the 180 bin with Superassets), and is the Red and more defensive member of the original armor-dragon trio at a whopping 43 Def (40 + 3 from her weapon) and 32 Res at neutral, on top of a high 54 Atk. Her Spd is what suffers as a result, but is irrelevant because of Vengeful Fighter in her B slot and the effect of her Spirit Breath weapon guaranteeing player-phase follow-ups on enemies with 5 less Def than her, giving her reliable doubles on both phases with her base kit alone. She also comes with Armor March to give her extra movement if she starts her turn beside a friendly armor, encouraging the player to put her on tank teams. Her biggest failing when compared to Legendary Tiki and Male Grima is that her weapon lacks their in-built Distant Counter effect, which requires either the actual A skill or a complete overhaul of her skillset to maintain the dual-phase doubling, but makes up for it by being a Red unit that can ward off both Falchions (due to high Def) and Naga tomes (due to color advantage) better than the other two.
  • Legendary Marth. This variant makes him (alongside Julia and Deirdre and their refined Naga and Divine Naga) the best dragon check in the game, thanks to his Exalted Falchion and Binding Shield. His Exalted Falchion has effectiveness against dragons, and it also gives him +3 Spd and has Bonus Doubler built-in, and Binding Shield which if he is in combat against a dragon foe, he guarantees he has a follow-up attack, negates any of the enemy's follow-up attack, and, if he initiates combat, negates any of their counter attacks. He also has Fire Emblem, which on activation adds 30% of his Spd to his attack and gives himself and all allies +4 Atk/Spd/Def/Res after combat, even if he was knocked out, which synergizes with his Exalted Falchion, and Atk/Spd Bond, which gives him +5 Atk/Spd during combat if he is adjacent to an ally, making him avoid Crippling Overspecialization as well. The only thing against him is his low Res, and even then the dragons who would exploit it would also be in his mercy due to his Binding Shield. As the first Lord of the Fire Emblem series, he deserves such a skill kit.
  • Tibarn. One of the first Beast units in the game, he sets a high bar for what to expect. Since he's a flying Beast, he gains +1 Mov when transformed, having the movement of a cavalier but the freedom of a flier. In addition to a very high 38 base Atk, his Hawk King Claw (14 Mt) provides +3 Atk by default and another +2 Atk when transformed, and if his foe is at full health, Tibarn is guaranteed a follow up attack when initiating combat. What truly makes him stand out is the combination of this weapon and his A skill which he introduces into the game: Sturdy Impact, which grants the user +6 Atk and +10 Def when initiating combat, improving Tibarn's already good 34 Def, but it also denies the foe from making a follow up attack. This means right out of the box with even neutral Assets/Flaws, he can fly three spaces, packs a 63 damage initiation, hits with it twice, and the target can only hit back once without both a follow-up skill and winning the Spd check - 31 Spd isn't high, but most high-speed units don't have the bulk to take the follow-up or the raw power to OHKO him before it lands, making trying to tank Tibarn a very daunting task. Tibarn also has Chill Atk to globally debuff the strongest threat on his opponent's team, and Even Atk Wave to further increase his already sky high Atk. All this is before remembering that Tibarn can easily receive ally buffs (he is a flier after all) and still equip a Sacred Seal; the Heavy Blade seal in particular fits him like a glove with his nuclear Atk, granting him an easy Bonfire every combat or instantly activating Galeforce to menace multiple units at once. His biggest flaw is that his enemy phase isn't nearly as scary, and he is still a flier and thus weak to Bows - anyone who can get in range with something like a Brave Bow will find him a much easier problem to solve, and failing that his Res is also very low.
  • Keaton. He's the first red infantry Beast, and he hits like a monster truck. He has a very high base 41 Atk, and a +Atk asset gives him an extra point of Atk at 45. His Wolfskin Fang has 9 Mt, reduces his already low Spd by 5, and it lets him strike twice like a Brave Sword+. Unlike a regular Brave Sword+ though, this works on either phase, like Swordhardt's Meisterschwert, meaning Keaton isn't as helpless on the enemy phase. Keaton can take advantage of enemy phase skills like Distant Counter or Vantage to complement this. This isn't even counting the transformation effect, wherein he gets an extra +2 Atk and +10 Special damage. He comes with Special Spiral by default, meaning he'll be geared to spam destructive Specials, but he can also use Wrath for even more firepower. His only real weakness is his very low Res, making him an easy target for mages or dragons, but even then, they'll have to one shot him or risk taking two powerful hits in return.
  • Idunn. Contrary to her lackluster boss fight in Binding Blade, Idunn finally shows her Final Boss credentials here as an armored dragon. The main attraction is her Demonic Breath which comes with plenty of useful tools. 16 Mt, +3 Def and armour effectiveness are already good passives, but it's the unique effect of her weapon that breaks the mold: if she has any negative status effect or is damaged, she will neutralize all of her debuffs and gain +4 to all stats during combat. Idunn is the first unit to completely ignore visible debuffs, which in itself turns the metagame on its head, but in addition to this she also has Fort. Def/Res 3, Vengeful Fighter and Ward Dragons in her base kit, allowing her to reach upwards of 52 Def / 44 Res and launch nuclear Bonfires fresh out of the Summoning Gate. Let that sink in: a unit with 52/44 defenses that can't be debuffed before an Elite Tweak. If the enemy doesn't have anti-armor or anti-dragon weapons, Idunn can easily be a Hopeless Boss Fight.Fun fact: 
  • Lethe. Yet another red Beast unit with a monstrous player phase, Lethe is a Cavalry-type frontloaded on stacking as much Spd as possible. Lethe has Spd+3 and Atk/Spd Solo baked into her weapon and Spd/Def Solo in her A slot, reaching a shocking 55 Atk and 53 Spd at base just by her own merits. While the stats themselves don't amount to much these days, its the Cavalry Beast transformation effect that sets Lethe apart, inflicting Atk/Def-4 (for functionally 59 Atk) and negating enemy follow-ups if she initiates, and with Spd/Def Solo giving her extra Def, she has surprising bulk as she is practically impossible to double without a Player Phase effect that grants it (Brave weapons, Bold Fighter, etc.). And again, as a Cavalry, she gets three spaces of movement. She is best described as Tibarn as a Cavalier, trading his mobility for survivability, but mercifully has the same low Res stat.
  • Fallen Mareeta joins the swordmaster squad with a good 33 Atk and a blisteringly high 41 Spd. What sets her apart is her Shadow Sword, which accelerates the user's Special like a Slaying+ weapon would, and it also has Forseti's effect built in, namely Desperation above 50% HP, meaning if Mareeta will attack twice, she'll strike consecutively. Adding to this is her new skill in Flashing Blade 4, which grants an extra Special charge if the unit is faster than the foe, and each strike will also deal 5 true damage per hit, which can add up quickly. To round this set out, she has Luna, which is all but assured to go off on the second hit and pierce through half of the foe's Def, and Null Follow Up, preventing any follow up manipulation shenanigans from the opponent. If she's healthy and fast enough, she effectively has a weapon that combines a Slaying Edge+ and a Brave Sword+ into one, which lets her tear into her foes. Her only real issue is that while her player phase is killer, her enemy phase suffers a bit, her Res isn't that great, and Hardy Bearing takes away away the safety her weapon provides, although her incredible Spd and Null Follow Up can potentially save her from some enemies.

    Blue Units 
  • Reinhardt. His Dire Thunder tome strikes twice consecutively, but reduces his already low Spd. As a Glass Cannon, those two strikes are all he needs, giving him a dominating player phase presence. The meta even revolved around how to stand up to him for quite a while, as every player was expected to have an answer to him, usually some kind of high Res green that can counter him like Fae. With team buffs like Hone Cavalry and all sorts of tools at his disposal for the sake of improving his power like Death Blow 4 and Chill Res, he becomes a unit that would make his original boss incarnation proud. As he's a mounted ranged unit, he can seek out foes from across the map with ease. He was such a threat that the developers introduced countermeasures, with units like Sigurd and Deirdre who can shut him down with just their base kits, and all sorts of skills that deny Reinhardt his power and buffs like Deflect Magic, the Valentine's weapons, skill refined anti-cavalry weapons, Dull Ranged, and so on. The devs also brought in trench tiles for the sole purpose of slowing cavalry down, and some Abyssal and Infernal maps are basically designed so that he can't just wreck everything. Reinhardt is also a very common unit, being 3* and 4* available, requiring at least a big feather investment for him to reach his maximum potential and wield Dire Thunder at 5*. While Reinhardt is no longer the completely dominating threat that he was, he's still very dangerous against sword wielders like Ayra and Zelgius, as he's able to decimate them without breaking a sweat. With the release of Aether Raids and its lack of base stat total restrictions, he returns to being a popular choice for defense teams, at least for that mode.
  • Brave Hector embodies everything that makes Armor Units impressive in a single Lance Armor pack. He possesses the exclusive A skill Ostian Counter, which combines the effects of Distant Counter and Sturdy Stance (gain +4 Attack and Defense during combat if an enemy initiates), has natural access to Bold Fighter, and most notably, his lance Maltet. In addition to lowering his special cooldown by one, it also allows him to perform a guaranteed follow-up attack if he has at least 50% HP and the foe initiates combat, making it a superior Quick Riposte. This notably gives Brave Hector the ability to perform follow-up attacks on both player phase and enemy phase just with his natural skill set. That's not to mention he can still use a Sacred Seal for even more options like Distant Def, Close Def, or Atk/Def Bond to make him even tankier. This is on top of actually having a decent Res stat of 28 and Odd Res Wave to boost it higher, meaning Brave Hector can handle magic much better than the other Hectors. Finally, he's a free choice, making him available to many players.
  • Legendary Tiki. This Tiki is a blue armoured dragon, and has so many things going for her. She has a monstrously high stat total at 180, and it's pretty evenly distributed, making her a bona fide Lightning Bruiser. She's actually quite fast for an armoured unit, allowing her to avoid doubles and even naturally double other foes if it comes down to it. Her base kit does her many favours. To start, she has a Distant Counter breath in Divine Mist, which also has the adaptive damage effect just like Grima's Expiration, but for good measure, it's also effective against other dragons, which lets her take on practically any kind of unit outside of high Res melee foes. She comes with Fierce Breath, which complements her playstyle, since it grants her +4 Atk when attacked and she charges her Special much faster during that round of combat. She comes with Moonbow by default, meaning she just has to get hit once and she should respond with it charged. She also has Bold Fighter, which gives her an excellent player phase presence by allowing her to perform a follow up attack when initiating, and she'll also charge her Special really quickly this way too. Finally, her unique skill, With Everyone!, fortifies herself and any ally for +5 Def and Res simply by standing next to her. She has a few weaknesses, being weak to both dragon effectiveness and armour effectiveness, and she also only has 1 Mov on account of being an armoured unit, but these weaknesses can be worked around.
  • Winter Ephraim. This Ephraim comes with his exclusive Festive Siegmund, which gives him +4 Atk/Spd/Def/Res if he is not adjacent to an ally and -1 special cooldown, great Mighty Glacier stats to back him up, with default 41 Atk, which could go to 45 with an Atk asset, and has Bold Fighter in his default kit as well. He also has Atk/Def Solo to give him +6 Atk/Def when he is alone to make sure he is physically bulky and stacks with his Festive Siegmund. With all that, he can use Galeforce and Armored March/Armored Boots to make him take out two targets with ease, while also being bulky enough to survive other attacks from his enemies, or he can go with the Distant Counter and Quick Riposte build to make him similar to Brave Hector and make him a menace on both phases.
  • Legendary Azura. She is, bar none, the best refresher in the entire game, due to her two incredible unique skills. The first is her weapon, Prayer Wheel, which takes her refresh target's highest stat buff and applies it to all of their stats (i.e. if they receive/have Atk+6, they will gain Atk/Spd/Def/Res+6 upon being refreshed). The second is her unique refresh skill, Gray Waves, which if used on an Infantry or Flier ally gives them an extra space of movement (i.e. 2 spaces becomes 3 spaces). This double whammy can turn the right ally into an utter monster, such as -blade tomes or Galeforce rushers, especially since most debuffs they might suffer will have fallen off after being refreshed. She also comes with Atk Tactic to emphasize this playstyle, though if the team composition doesn't allow for that, Hone/Fortify skills or Dance-based Sacred Seals work just as well.
  • Nailah. As one of the first beast units introduced into the game, Nailah claws her way in with a very impressive set of skills. Her weapon, the Wolf Queen Fang, grants her -1 Special charge, +2 Atk and Spd for every nearby ally (to a total of +6 each), and if she's transformed, another +2 Atk, and she deals +10 damage when she activates her Special, much like the Wo Dao+ effect. She comes with Distant Counter, which pairs perfectly with the B skill that she introduces: Null C-Disrupt. This skill basically lets her counterattack against foes that would normally deny it through Firesweep+ and Dazzling Staff, basically letting her tear apart enemies who think they can get away with denying counterattacks. However, if this isn't a problem, she could instead run Wrath, as she's an infantry melee unit. This will stack with her weapon to a total of +20 Special damage, and at the time of writing, she's unique among blue units who can pull off this combination and also take advantage of -1 Special charge for faster Specials. She also has a unique C skill in Glare, which is basically the Gravity+ staff in a skill, where the enemy and any adjacent enemies Mov is reduced to 1 after combat. Her only weaknesses is that despite being designed to counter Dazzling Staff units, her 23 Res is actually a bit low, and her 31 Atk is a little lacking as well. On top of that, to maximize her effectiveness and stay transformed, she needs to be on teams that either have other Beast units or dragon units, or keep her distance from other types of units, and unlike flier beasts, she doesn't have the extra Mov or freedom to keep her distance if she needs to.
  • Mordecai. An Infantry-type Beast, Mordecai's first claim to fame is his massive Def stat of 39 + 3 from his weapon that would make most Armors jealous, surpassed only by Halloween Myrrh and Surtr - the catch being that he isn't an Armor, so Anti-Armor weapons can't be used to bypass his Def. His weapon's second effect is a unique one: when a movement support skill is used on or by him, both himself and the ally will emit a Smoke field that inflicts Atk/Spd/Def/Res-4 to all enemies within two spaces of them. Mordecai not only has Smite for this purpose, but also Atk/Def Link to add Atk/Def+6 to himself and his ally when he uses it, turning both of them into physical juggernauts against enemies that already have to deal with the debuff effect. And as an Infantry Beast, he gets +10 Special damage when he's transformed, so a Special like Bonfire, which scales off of his huge Def, will pack a giant punch. Thankfully the Gentle Giant has weakpoints in Spd and Res so mages can deal with him easily, but good luck fighting him with anything physical. He becomes especially disgusting when paired with Kaden, who not only has Spd/Res Link to compliment Atk/Def Link, but also has the unique weapon effect of passing his buffs to allies within two spaces during combat, effectively giving Mordecai +16 to everything. Since the ending of the Out of Gallia banner, Mordecai has been demoted to 4* rarity, making him easier to obtain for budget players.

    Green Units 
  • Hector has been an incredible unit since the game's launch, and has been able to adapt to the game's changes as it went on. If it wasn't enough, he also received a seasonal variant in February 2018, a Legendary variant in June 2018, and a Brave variant in August 2018, but all of them are formidable units to either use or face off against. Generally speaking, all four Hectors share the Distant Counter skill and similar stats, namely high HP, Atk, Def, with low Spd and Res, and low mobility on account of being an armored unit. Since Brave Hector is a lance unit, he will be in the Blue section, as for the others...
    • His regular self comes with Distant Counter, which lets him retaliate against ranged foes. At launch, this was to ensure that no mage or archer could take advantage of their ability to fight at a range, but even to this day, this remains a very useful skill for him or for any other unit that needs it. His Armads has Quick Riposte built-in, allowing him to perform a follow-up attack when he's attacked above 80% HP. Given that this is built into his weapon, he can then take advantage of a completely different B skill. With Vantage, he can strike first if he's at 75% HP or less, meaning if he's not in his Armads HP threshold, he's in the Vantage HP threshold. He's either going to strike twice, or strike first, which are both dangerous prospects for his enemies, especially if he has a Special ready. With Bold Fighter, he can double on either phase, and when he's initiating, he also charges his Special much faster. Alternatively, he could opt for Wary Fighter and run the Quick Riposte Seal. This combination lets him prevent foes from doubling him while he'll be able to double his opponents when he's attacked. If this wasn't enough, he's also able to wield the Berserk Armads like his variant can, which gives him extreme amount of nuking potential. This versatility allows regular Hector to remain a powerful threat, even as the meta continues to change.
    • Meanwhile, his Love Abounds variant plays a little differently, but is still incredibly powerful. He also comes with Distant Counter, and he actually has better stats than Hector in everything but HP and Spd. His HP is still pretty good, and his Spd becomes more of a Dump Stat so it's not too much of a loss. His Berserk Armads loses the Quick Riposte effect, but instead, its strength is all about Special charges. It reduces Hector's Special charge by -1 like a Killer/Slaying weapon, while also having the Wrath effect built-in, letting him do +10 damage if he's at 75% HP or less, while also charging his Special at the start of the turn. This setup allows him to annihilate his foes with powerful Specials, and the best part is, it stacks with Wrath as the B skill. Meaning he can potentially do an additional 20 damage with his Special, while also being granted 2 Special charges at the start of the turn if both effects are active. He can also run Bold Fighter just as well as any armour can. This variant of Hector's claim to fame is Special charging and he's got all the tools to pull it off.
    • Legendary Hector has a stat total one point higher than Love Abounds Hector, having lower HP and Defense in exchange for higher stats in everything else, along with a superasset in Attack, meaning he can reach a whopping 60 Attack in total with his weapon. His Thunder Armads increases his Defense by 3 and prevents the enemy from making follow-up attacks if Hector has more allies within 2 spaces than enemies. Combined with having natural access to Vengeful Fighter, this makes Hector an incredible unit on defense, allowing him to attack twice while the enemy can't. He also has the exclusive C skill Ostia's Pulse, which accelerates every ally's Special charge by 1 if there are two or less of that ally's movement type on the team, making Hector a perfect fit for mixed teams. Finally, he's a Fire Legendary Hero who grants an Attack boost to his allies if they have a Fire Blessing, making his team even more dangerous during Fire Seasons.
  • Myrrh gets a special mention for being the first flying dragon, the first dragon with a unique weapon, and she also has a monstrously high stat total that rivals armour units (for reference, Hector and the Black Knight have a stat total of around 168 or 169, while Myrrh has a stat total of around 167). Her weapon, the Great Flame, gives her even more Atk, targets the lower defensive stat of a ranged opponent like all of the enhanced dragon breaths, and most notably, it gives her a sort of Wary Fighter effect. If her opponent has 5 less Def than her, then they will be unable to double her. This can help save her from powerful swordsmen and red mages who would normally one-round her by doubling. Myrrh also comes with Hone Dragons, allowing her to be a powerful team player for an all-dragon team. Since she's also a flier, she can fit in perfectly onto a flier team and take advantage of their buffs too, or she can use Guidance to help her fellow dragons move around, making her a versatile unit as well. She can also put Iote's Shield to good use to help patch up her archer weakness, and when combined with Distant Counter, she can actually be a good answer to archers, especially Brave Lyn. The only thing that Myrrh does have to fear are Falchion wielders, as she can't protect herself from them. Even with her weapon's effect and her incredible bulk, she's still going to be in peril after facing one of them. She also has to fear Naga tomes, although if she can reach them first, she can usually one shot them by hitting their low Def stat.
  • Male Grima, known as Fallen Male Robin ingame, is the first armored dragon. While armored units with Distant Counter built into their weapon aren't unheard of (Black Knight, Zelgius, Hardin), Grima takes it even further by also having the adaptive damage of dragonbreath in his unique Expiration weapon. Being able to reach a monstrous 60 base power with an Attack Asset before any buffs, there's not a lot that can take a hit from him. And as an armored unit he has access to Breath and Fighter skills, one of which (Vengeful Fighter) even comes in his base kit along with the Ignis special, so he's an Enemy Phase monster right out of the box. And as far as teamplay goes, he has another unlockable skill unique to him: Ward Dragons, which is the less potent but ranged variant of Fortify Dragons. Combined with any other dragon, this makes Grima a priority target, but attacking him nonlethally means supercharging his Special. The opponent's saving grace is, as a green dragon, Grima is fittingly obliterated by Falchions (and Armorsmashers), and without movement skills it takes him a while to reach his targets.
  • Brave Ephraim. This Ephraim, like the other two, has access to follow ups through his weapon. His Garm axe which allows him to perform a follow up attack if he is under any buff effect. Rally, Odd Atk Wave, Def/Res Link, Armor March, and so on; all of them work, and this is even emphasized by him coming with Armor March in his base kit. Coupled with his 57 base Atk (60 with a Asset), those double-attacks are going to hurt regardless of phase. His defenses aren't lacking either, with a high 37 Defense and decent 26 Resistance augmented by Close Def 3. But what really sets him apart is his B skill, Special Fighter: regardless of phase, if his HP is above 50%, this skill not only grants the user extra cooldown charge per attack, but decreases the cooldown charge of the enemy per attack. Ephraim already gets doubles from his weapon and doesn't need Bold/Vengeful Fighter or Quick Riposte to achieve it, so can abuse Special Fighter freely, completely shutting down anyone that is over-reliant on their special (which is arguably most of the cast). This Ephraim is geared to be a duelist, one that deters enemy Specials and overpowers his foes with his own. And like the other Arrival of the Brave units, Brave Ephraim is potentially free for any player to summon.
  • Surtr. His playable iteration packs an incredibly min-maxed statline, which completely dumps his speed in exchange for incredible values everywhere else. Not only does he have a colossal 39 Atk and a whopping 40 base Def, he also retains Sinmara which grants him 3 more Def and deals 20 damage to all enemies near him when his turn starts. His Promotion to Playable also gives him two powerful skills: Steady Stance 4, which adds 8 more Def and reduces enemy cooldown gain when he's attacked (putting him at 51 Def out of the box and making it virtually impossible for player-phase units to hit him with specials), and his exclusive skill Surtr's Menace, which at turn start debuffs all nearby enemy stats by -4 and also gives Surtr +4 to all stats if it hits someone. With Wary Fighter in his base kit to patch up his speed deficit and a surprisingly high 33 base Res, Surtr requires a significant effort to KO even compared to other high-tier armors. This isn't as big of a problem in game modes where Surtr can be baited such as Arena, but in Aether Raids or under player control where he can wait at chokepoints, the enemies have to come to Surtr instead, which is where his case of Morton's Fork really shines: either they gamble with Surtr's "Instant Death" Radius and hope they can take it, or they pour everything into him to KO him immediately but get swarmed by his nearby allies. If you attack a player's Surtr and don't have a movement skill or refresher unit to get out of his "Instant Death" Radius, someone on your team is going to die.
  • Winter Fae. Like Male Grima, she is an armored dragon, and is the third Trainee armored dragon in the game with 180 BST to her name. Her stats focus on being a Mighty Glacier, with the highest Res on a playable unit in the game, with at default 41 Res, and decent Atk and Def, being at 35 and 33, respectively. She also has Vengeful Fighter and Armored March, good armor exclusive skill, but it's her weapon and A skill that makes her a big wall to face against: Def/Res Bond and Glittering Breath+. Def/Res Bond gives her +5 Def/Res during combat if she is adjacent to an ally and Glittering Breath+, which gives her +2 Def/Res during combat for every ally within 2 spaces of her, capping out at +6 for each with that effect. With that, she can have up to 44 Def and 52 Res on those two skills alone, and that is not counting Ward and Drive skills her nearby allies can equip as well. She can also run Lightning Breath+ or Distant Counter, which while she sacrifices defenses, allows her to counter any threat against her and make maximum use of her Vengeful Fighter, while also being able to take down any enemy unlucky enough to attack her, barring Armorsmasher and Falchion wielders. The only thing she has against her is that she does not have an exclusive weapon to allow her to score highly as the other Armored Dragons in Arena, and even then it's not much of a problem when she can be on the same team as the other armored dragons listed here.
  • Lewyn. He's the first unit with the Desperation effect but with its requirements reversed, namely working when the user is healthy rather than injured, and he has a statline and base kit perfect for making use of it with a solid 34 Atk and a high 37 Spd which is only pushed further by the +3 Spd granted by Forseti. His natural Special Spiral allows him to constantly fire off specials while Forseti's effect gives him a safe way to secure the first charge while Swift Sparrow and Odd Attack Wave make him hit even harder and faster. In addition to his strong base kit, since he has such a similar statline to Mareeta, he's also just as capable of making effective use of Flashing Blade 4 and Null Follow Up, making him one of the more dangerous green mages in the game. His main issue is that no matter which build you use, he's a fragile unit with a Def less than 20 and Hardy Bearing takes away the safety of Forseti, although once he gets going, his high speed and ability to consistently fire off specials makes him a hard unit to stop.

    Colourless Units 
  • Legendary Alm, an archer variant of the regular Alm. He has a high 37 Atk and 37 Spd at base, and he has all the right tools to improve his performance. His Luna Arc bow gives him an extra +3 Spd, and if he initiates combat, he'll deal damage equal to a quarter of the foe's Def, essentially being a sort of Moonbow on command. His unique Special Lunar Flash has a charge of 2, just like Moonbow, and it pierces through 20% of the foe's Def instead, but it also adds damage equal to 20% of Alm's Spd. That's where his A skill, Darting Blow 4, comes in. It's a simple +9 Spd boost when he initiates combat, meaning at base, Alm can reach up to 49 Spd, making him quite a speed demon. He also comes with Null Follow Up to bypass skills like Wary Fighter and similar effects, and Odd Atk Wave to make sure his arrows will sting. With good Atk, incredible Spd, and a lot of Def piercing, this Alm will be quite the trouble to try and take on. His only downfall is his low Res and mediocre Def, but with Null Follow Up and super high Spd, trying to double him on the counter will be quite a task.
  • Klein. He may only have 31 Atk and 33 Spd at base, but he makes up for it with his Argent Bow, a unique Brave Bow that comes with 1 more Mt and a lower Spd penalty of -2 compared to the Brave Bow+, and it can also be refined to have Chill Def as an effect. Because of this, he can run other skills in his B slot to help improve his performance, like Chill Spd to help him quadruple strike against helpless foes, or even Desperation to attack safely against tougher, slower enemies. Like Reinhardt, Klein is readily available at 3-4* rarity, making him easy to obtain and build.
  • Summer Takumi, a flying version of Takumi that has a great 35 Atk and Spd at base. While he can't make use of Flashing Blade, Null Follow-Up and other infantry locked skills like Alm can, he still has access to options like Sturdy Impact and Chill Def while being able to benefit from the stronger buffs which non infantry units get access to. He also has great mobility, flying over terrain, and being able to use skills like Flier Formation or Aerobatics to either help him get to safety or to get the jump on an opponent.
  • Brave Lyn, a mounted archer variant of the regular Lyn. She has a good 33 Atk and 35 Spd at base, lending well to the likes of a Brave Bow+ or Firesweep Bow+. Since Lyn is mounted, she can take advantage of cavalry buffs and has high Mov to seek out foes easily. She also has a unique B skill: Sacae's Blessing. This lets her ignore Distant Counter on physical melee units like Hector, or units who have it built-in like Ike's Ragnell, denying them the chance to counterattack her. If she's fast enough, she can quadruple strike such units without fear with a Brave Bow+, but otherwise has to watch out for powerful ranged enemies, dragons or beasts with Distant Counter, or any unit with Null C-Disrupt. Since she was free, she's a fairly popular threat in Aether Raids.
  • Brave Veronica. Following in the footsteps of Brave Lyn a year before her, she's a colourless cavalry unit that has the ability to deny counterattacks. Her personal staff has Dazzling Staff built in, meaning she fears no retaliation, but it also comes with an effect that buffs herself and nearby allies for +4 to all stats and debuffs the target and nearby foes for -4 to all stats after combat, already making her a fantastic support unit. If that wasn't enough, she brings the new healing Special, Windfire Balm+, which grants a +6 Atk and Spd buff to all allies once it activates. With a charge of 1, that basically activates every other turn. She also comes with Close Guard, which helps her allies mitigate damage taken from melee weapons. Veronica is also a good combatant despite her low defenses: with a 14 Mt staff and good 32 Atk / 36 Spd offenses, the buffs/debuffs of her staff, and getting Wrathful Staff naturally to hit as hard as any other mage, it's entirely possible for her to overcomes her foes all by herself which is a novelty among healers. Whether Veronica is healing or attacking, she will be showering her allies with numerous buffs until she is killed. The best part is that she's also a free choice, just like the first set of Brave units, making her available to many players.
  • Halloween Mia, the game's first airborne healer. First and foremost is her weapon, Witchy Wand, that not only inflicts a Guard debuff (Special cooldown -1 per attack) on her target and all enemies within two spaces of them, but also resets their cooldowns entirely and disables after-combat charging (like Special Spiral) for good measure. Without heavy and creative use of Fighter or Pulse skills, Specials become completely useless if Mia lands a hit, which is huge because of how many builds rely on their Special to function. And Witchy Wand is inheritable as well as refineable, most notably for Dazzling so the user doesn't get counterattacked. Halloween Mia herself isn't too impressive statwise aside from Spd and Res (and comes with Spd/Res Bond to emphasize this), but her mere existence as a flying healer opens up a whole other can of worms, having no concerns about terrain and being able to use all of the buffing and positioning skills fliers enjoy, even having Hone Fliers in her base kit.
  • Duma. The Final Boss of Gaiden/SoV is our first Anima Mythic Hero and already makes a huge statement of what to expect from future Mythics. Joining the Armored Dragon brigade as their first Colorless unit, Duma ties with Grima for the highest potential base Atk at 56 (60 with a Superasset) and solid 34/31 defenses, and brings an impressive one-two punch of personal skills with him. The first is his weapon, Fell Breath: in addition to Atk+3 and the usual adaptive damage of dragon weapons, if his opponent doesn't have full HP, Duma gets Atk/Res+6 and prevents them from making a follow-up attack. This on its own is scary, but his Upheaval C Skill is what makes it utterly terrifying: he does a guaranteed, unavoidable 7 damage to all enemies on the map on the first turn. If the enemy team doesn't have a source of healing, then not only does this give Duma Fell Breath's stat boosts for free, but it ensures he can't be doubled by anyone without both a follow-up skill (Bold Fighter, Flame Siegmund, etc.) and a successful Spd check (base 21 isn't much, but it can be enough to deter other slow units that rely on skill effects for their follow-ups). This notably allows him to run whatever B skill he wants, and with Bold Fighter in his base kit, he pretty much has what he wants there already. His A skill is Def/Res Solo, which is the least scary thing in his kit, but also means it's mindless to replace it with something more obscene, such as Distant Counter, Steady Stance 4 or a Breath.
  • Caineghis. The first armored beast, he already has a terrifying advantage in his beast transformation effect being Atk+2 and Distant Counter, and moreover his weapon's basic effect is an innate Atk+3 and also grants him +4 to all stats during combat if attacked. He's also colorless, so he has no Weapon Triangle disadvantage to exploit. This on its own is incredible, but you may be thinking that as a colorless unit he'd be easy pickings for a -Raven tome, right? Wrong. His base kit includes a new skill, Distant Def 4, which both gives him Def/Res+8 (in addition to his weapon's boosts) and inflicts Dull Ranged on his attacker if they're ranged - and if he's transformed, he can hit back, possibly with a Bonfire powered by the extra Def. And to rub more salt in the wound, he comes with Vengeful Fighter to guarantee a double on attackers, and Distant Guard to give Def/Res+4 to his allies mid-combat should the ranged enemy change targets.
  • Fallen Young Tiki is another super armour dragon, and is basically a colourless version of her Legendary self, with a near identical and absurdly high stat line, and the same dragon effective weapon with Distant Counter built in. She has Brazen Atk/Spd, Special Fighter, Ignis, and a good amount of Spd to take advantage of said skills, but her unique skill Solitary Dream is what makes her especially dangerous. If Tiki is next to only dragon allies or next to no allies, she gets +4 to all stats, and also +1 Mov for the turn, letting her keep up with other units by turning her into a 2 Mov unit with 180 BST at nearly all times. Like her Legendary self, she has to fear both armour and dragon effective weapons, but unlike her Legendary self, she also doesn't have to fear any specific colour, outside of rare -Raven+ tome wielders.
  • Fallen Female Corrin unleashes her full draconic power in the form of a 173 BST infantry dragon, effectively giving her a better stat line than most armored units released in the game's first year. And it shows, with 35/37 offenses and 31/27 defenses, her stats are downright monstrous for an infantry unit. But what really makes her stand out is her weapon, Savage Breath. Not only does it grant an extra +3 Atk, it also grants a bonus to all stats that changes depending on how many allies are within two spaces of her, growing larger if the number of nearby allies decreases, with the maximum being +6 when left completely alone. This, combined with her infantry typing and lack of color, means that the only things she really needs to worry about are Anti-Dragon weapons, the rare -Raven+ tome wielders and the next-to-nonexistent Poison Dagger+ users. On top of that, she has Atk/Spd Solo, allowing her to get another +6 on both her Atk and Spd stats when alone, which can stack with her weapon's effect for her to reach a total of 66 Atk and 49 Spd, without even factoring in any buffing skills from allies. This allows her to make it incredibly hard for foes to double her and dish out some really heavy hits to even the tankiest units, especially when her Dragon Fang special comes into play to deal a massive 33 damage if all buffs are applied on top of her ludicrious Atk and Spd.
    Types of Units 
  • Dragons. Common examples include Tiki, Nowi, Fae, but any of them can be built to be quite powerful. They usually have good stats, whether they're balanced or optimized, and all of them can generally perform a tanking role. Once weapon refinery was introduced, all existing Breath weapons up to that point could be enhanced to hit the lower defensive stat of a ranged opponent. When given the Lightning Breath+, these dragons become some of the perfect answers to the likes of archers and mages, especially Brave Lyn, whose Sacae Blessing does not target Dragonstones. Most mages and some archers have good Res but bad Def, which is what this effect can prey upon. This effect applies to any enhanced breath weapon though, or any new breath weapon introduced starting from Myrrh's Great Flame and onward, and the only requirement is that the opponent is a ranged foe. This means a dragon can just walk up to a mage or an archer and destroy them that way too, or take advantage of other breath skills like Dark Breath+'s debuffs. And, just like specialized teams, there are specialized dragon buffs such as Fortify Dragons and Ward Dragons to make them even more of a threat, although most of them are on 5* exclusive units at the time of this writing, making them quite elusive.
  • -Blade tome users. Each colors come with one character packing the tome themselves and have the stats to make it scary: Tharja (Red), Nino (Green) and Tailtiu (Blue).note  The tome is so powerful that basically any mage carrying it can become decentnote , because of its effect: bonus damage equal to all of the stat bonuses given to that unit is added. The more stat buffs given to the unit, the stronger they will get. Using supporting characters with Rally or Hone skills to boost the -blade unit's stats and they can hit as hard as nukes. Eirika and Ephraim are noteworthy partners as their weapons boost the Atk of adjacent allies by +3. With their weapons, Hone Speed, and the Fortify Def or Res Seal, they can boost three stats simply by standing adjacent to an ally, or they can boost four stats with the appropriate Rally. Another noteworthy partners are Dancers, with the advent of Sacred Seal forges, who can refresh a unit to move twice(allowing Blade Tome user to target 2 enemies a turn), soft dispels Panic Ploy, in addition to the main buffing role from equipping Hone ATK and Hone SPD which provides the large majority of offensive damage used by Bladetome user.
  • Refresher units. These are units who can allow another ally to act again through the use of Sing or Dance. Just like in the main series, the ability for a unit to act again is absolutely invaluable, especially when the player has one of the units listed on this page that can defeat many opposing units. Such units in the permanent summoning pool include Olivia, Ninian, Azura, and Lene, while special, seasonal refreshers were also introduced as well. Some refreshers come with the ability to boost stats upon refreshing a unit through their skills, while Performer Azura and flier Olivia can boost all stats by +3 thanks to their weapons. All refreshers benefit from movement-assisting skills like Wings of Mercy to help give a unit a Heroic Second Wind. Flying refreshers can take advantage of skills like Guidance or Flier Guidance to help their allies reach them, or they can use skills that can help them reach their allies better like Aerobatics and Flier Formation.
  • Mounted healers. With the advent of the weapon refinery, all staff users got a boost in viability by having much powerful healing prowess, as well as much stronger weapons with area of effect abilities. Additionally, their weapons can be enhanced to have either the Wrathful Staff effect (which allows for regular damage calculation) or the Dazzling Staff effect (which prevents the opponent from counterattacking). A unit can have both if they have their weapon enhanced with one and they have the other as the B skill, making them quite a threat to face. Maribelle and Veronica are excellent examples, especially thanks to their base skillsets making them easier to build. Regardless, a mounted healer can take advantage of cavalry buffs to heighten their offenses and the vicious area of effect abilities that staffs can use, all while being colorless (and thus, most foes really can't rely on the weapon triangle to mitigate damage taken) and avoiding counterattacks. These staves can actually be quite annoying to even deadly to deal with:
    • Candlelight+/Flash+ inflicts a debuff that prevents the target from counterattacking, allowing the rest of the player's team to safely get some damage in on their foes.
    • Gravity+'s range is a bit smaller, only hitting adjacent foes next to the target, but it reduces the foe and any adjacent foe's Mov to 1, slowing them down considerably.
    • Pain+ does 10 damage to the target and any nearby foes after combat. Nearby foes can be injured further through the use of Savage Blow, and with it as the C skill and Seal, this is a potential free 24 damage.
    • Absorb+ is basically the Sol special on command, restoring 50% of damage dealt to the user's HP with every hit. While Absorb+ builds are expensive, requiring Close Counter and Wrathful Staff to really do work, the result is a self-healing tank that can put meta-level Aether armors to shame.
    • Witchy Wand+ will inflict -1 special buildup and also resets their special counter after combat if the user attacks the target and foes within 2 spaces of them, making it much more difficult for them to activate their special.
  • Specialized "Emblem" teams. These are teams that consist of units that are only of a specific type. They all use skills that work only for their specific type, having access to powerful buffing skills. Hone and Fortify skills will boost their respective stats (Hone for Atk and Spd, Fortify for Def and Res) by 6 each to any adjacent unit that it applies to, while Goad and Ward skills will boost their respective stats (Goad for Atk and Spd, Ward for Def and Res) by 4 each to any nearby unit within two spaces that it applies to. The regular equivalents to these skills are less effective but more general, boosting only one stat, or only working for adjacent allies. This is why these specialized teams are not only very viable, but potentially very dangerous to face thanks to their benefits. Cavalry units have great movement, armoured units having great stats and incredible offensive skills, and fliers have freedom of movement. Any -Blade tome wielder that can get these buffs will become incredibly powerful, allowing them to devastate their foes. A single Hone boost would effectively grant an extra +18 damage, far greater than any other buffer could provide.
    • Full cavalry teams enjoy high Mov in maps without many obstacles, and these teams are very easy to form, making them a popular choice for players to build. All of the important team buffs are available from easy to obtain units, as Hone Cavalry is available on the free unit Gunter, while Fortify Cavalry is available from Jagen who is a common unit. On top of that, several cavalry units like Xander, Camus, Cecilia, Brave Lyn, and Brave Veronica are all available for free. Reinhardt is also fairly common, being 3* and 4* available, and he thrives on cavalry teams to give him the +Atk buff he needs. Thanks to their high movement range, cavalry units can often perform hit and run tactics, either by using the actual Hit and Run skill on melee cavalry, or by riding out and using the Reposition or Draw Back skill to bring an ally back to safety. Cavalry teams were so dominant that as the game went on, other types of teams just got stronger and got more exclusive skills while the game introduced trench tiles designed to purposefully slow cavaliers down. Still, cavalry teams can be beginner-friendly, and can do well in a lot of PvE content.
    • Full flier teams excel in offense and movement freedom. They aren't too difficult to form, although most ranged fliers and refresher fliers are 5* exclusive or seasonal. Thankfully, there are several common or uncommon flier units that shouldn't be too difficult to obtain like Caeda, Shigure, Est, Cherche, and so on, while Eir is available for free as a dagger flier. Hone Fliers became readily available with Hostile Springs Camilla, another free dagger flier, although Goad Fliers stacking is a common tactic. Since it grants +4 Atk and Spd to any flier ally within two spaces, and is available on the common 3* Palla, the aforementioned fliers can put it to great use and just try to stick together, a feat made easier thanks to the Hit and Run skill. Hit and Run lets the user retreat one space backwards after attacking, which helps fliers stay in formation, and they put it to great use since fliers have no terrain restriction. More elusive fliers can enjoy even greater mobility with skills like Flier Formation, Aerobatics, Guidance, Flier Guidance, and Air Orders, all of which involve improving mobility in some manner, either for the user or for their allies. While all fliers are weak to archers, this weakness can be prevented with the Iote's Shield Seal, and some of the better fliers like Myrrh with Distant Counter, or any strong mage flier with a -Raven+ tome put the Seal to great use. Female Grima notably has Dragonskin, which has Bracing Stance and Iote's Shield at the same time. In general, fliers are great at offense and mobility, and also do excellently in PvE content.
    • Full armour teams all boast huge stats and excellent skills that take their combat to new heights, although this kind of team is difficult to truly form compared to the others, as all of the better units and skills are all 5* exclusive. Their specialized buff skills are actually all easy enough to obtain, as Hone, Ward, and Fortify Armor are all on common or uncommon units, while Goad Armor became easily available from Love Abounds Eliwood. As most common armours lack a way of making up for their lack of Mov or range, their common tactic is Ward Armours stacking, since it grants +4 Def and Res to any armour ally within two spaces. This encourages them to all stay together and to improve their bulk and tank oncoming threats. To truly make the most of armoured teams, the player will need skills like Distant Counter to make up for the lack of range, Armour March to make up for the lack of mobility, and the Fighter skills (specifically Bold, Vengeful, or Special) to grant them a great boost in combat by granting them follow ups and extra Special charges. These skills are all available on 5* exclusive units, and some of the best armours are all 5* exclusive as well. Armour teams may be a bit difficult to truly form, but if they're properly built, they can be a force to be reckoned with, especially in PvP content.
    Skills and Mechanics 
  • Bonus stats. Any unit can become a potential Game-Breaker in certain maps if they have heightened stats. Any unit can be Summoner Supported, which grants +5 HP and +2 to all stats, which improves their overall combat performance, letting them hit harder, faster, and take hits much better. In some modes, like the Arena or Tempest, also feature specific units that get a greater stat boost of +10 HP and +4 to all stats instead. Using those units make those modes a lot easier for the player. And should the player use those units and Summoner Support them at the same time, then their stats just go through the roof, meaning the player has to really try to get them to fall in battle. These boosts are only applicable to the player's side out of fairness, but this makes PvE maps potentially a lot easier.
  • Distant Counter and Close Counter. Back when the game first launched, there were two names that would strike fear into the hearts of the fresh summoners: Hector and Takumi. Turns out most of the reason why they were so difficult to deal with early was because they came with Distant and Close Counter pre-skill inheritance. While Hector was a good unit on his own merits without Distant Counter, Takumi on the other hand was not, as it was Close Counter that made him so powerful pre-skill inheritance. Since then, these skills could be given to other units, which grant them the great flexibility of being able to counterattack regardless of range. This opens up a plethora of defensive options for any unit running it and great synergy with other enemy phase defensive skills like Vantage, Quick Riposte, and if the unit has Distant Counter built into their weapon, Stance or Breath skills. Armoured units in particular make better use of either skill due their already high BST and defensive stats which naturally favour defensive enemy phase skills.
    • The Lightning Breath+ weapon for dragons has Distant Counter built in, although it has some drawbacks, namely lower Mt and a Special charge penalty. But since it can be refined, it can grant the user greater stats to help them tank, and it can also do adaptive damaged against enemy ranged foes, hitting their lower defensive stat. Pair that with it being fairly easy to obtain (being on adult Tiki and Nowi, both available at 3*) and that it can be given to any dragon regardless of colour, and the player can easily build a powerful Distant Counter tank unit.
    • For flier units, combine the Iote's Shield Sacred Seal (neutralizes the "arrow" weakness for fliers) with Distant Counter and any enemy phase defensive skills mentioned above, and watch them slaughter numerous archer and dagger units without any effort, alongside units they have an advantage against. Bonus points if the flier in question is a rare Mage Flier which can run a -Raven tome, giving them Weapon Triangle advantage against Colorless (and thus Bows) while they're at it.
  • Bold Fighter. While it has gotten a mention in the armour section of specialized teams, it truly deserves its own entry, highlighting just how damn powerful this skill is. One of the biggest problems for most armoured units is their lack of Spd. Bold Fighter lets an armoured unit perform a follow-up attack when initiating combat, regardless of Spdnote , ignoring the concept entirely. That alone would have been fine, but Bold Fighter also grants the user extra Special charges during combat, which can be just completely ridiculous, especially when the Quick Riposte Seal can also allow the user to perform a follow-up attack on the enemy phase, letting them be a terror on either phase. Some examples of Bold Fighter being put to good use:
    • Black Knight, Zelgius, Hardin, and the Armored Dragons deserve special mention for having weapons with Distant Counter baked in which frees up their A skill slot, which most notably allows for Steady or Warding Breath. These are the only units who can pull off a combination of Bold Fighter, the Quick Riposte Seal, a Breath skill and a Distant Counter weapon; this allows them to do follow-up attacks on either phase, counterattack regardless of range, and charge their specials ridiculously fast. That's especially dangerous when used on Zelgius or Black Knight because of Black Luna, or any of them can use Aether and become a self-sustaining juggernaut.
    • Brave+ weapons are also perfect with Bold Fighter, as this means the user can quadruple strike any unit, just as long as they can take a hit in-between, but they usually can. Again, another special mention goes to Zelgius and Black Knight: with Bold Fighter and Quickened Pulse, they can activate Black Luna on the second strike. If blows are exchanged and Zelgius/Black Knight is still standing, they can just attack twice again. And activate Black Luna again.
    • Ranged units often have trouble charging their Special faster, as they don't have access to Breath skills or Wrath. However, Halloween Jakob and Winter Tharja can take full advantage of this skill due to being armored units. Jakob can run a Brave Bow+ and annihilate most units without worrying about the weapon triangle while blasting them with a vicious Ignis. Meanwhile, Tharja can run a -Blade+ tome, make up for the Special penalty, and just delete a unit with the immense power that armour buffs can provide.
    • Some units can perform a single-turn Galeforce. With a Slaying+ weapon (or the Berserk Armads in Hector's case), Galeforce is down to 4. Attack once, it's down to 2. Attack again, and it's charged. With enough raw power, a unit can just destroy a foe and then proceed to destroy the next. Regardless, Galeforce is almost assuredly going to be charged unless the opponent has Guard.
      • Or, one could use a Firesweep+ weapon and Quickened Pulse for the same effect. Quickened Pulse will bring Galeforce down to a charge of 4, and the user can burn through the rest of those charges by attacking twice with Bold Fighter, this time fearing no counterattack. Afterwards, the user can just smash through another opponent, retreat, or even finish off the first foe if those two strikes weren't enough, basically getting four free hits in without fear.
  • Special Fighter. Introduced by Brave Ephraim, himself a Game Breaker listed above, this armor-inheritable B-slot is a combination of Steady/Warding Breath, Guard, and Heavy/Flashing Blade. If the user is above 50% HP, they will not only gain extra cooldown charge per attack, but their opponent gets decreased charge per attack. This on its own is scary since it allows the armored unit to stop enemy specials while rapid-firing their own, and unlike Bold Fighter and Vengeful Fighter, it works on both phases. But what really makes this so powerful is that, also unlike Bold/Vengeful builds that often require a whole skillset dedicated to them, Special Fighter's skill combination frees up the A slot - and in the case of sufficiently fast armors, also the Sacred Seal - for whatever skill combinations the player can imagine.
  • Special Spiral. This B Skill applies an automatic -2 cooldown every time the unit's Special activates before or during combat. This effect was first introduced with Ares's Dark Mystletainn, and then became a skill for any infantry or armour to use. It allows for some insane builds that were previously impossible. The only thing that holds the unit back is the initial charge of the special, which can be mitigated by teammates having appropriate skills, and once they get going they are nearly unstoppable. Some highlights include:
    • Lilina, Celica or Sanaki with an Area of Effect special. All three are Red Mages notorious for their sky-high Atk on Player Phase, so the first use of the AoE followed by the regular attack is not only a death sentence to anyone without Vantage (and Distant Counter if they are a melee unit), but allows the Heavy Blade seal to drop the cooldown by -2. Special Spiral then kicks in, lowering it by another 2, fully charging it in time for them to pick the next victim if the enemy does not have Guard (or one of its derivatives).
      • In a similar vein, Ishtar and Ophelia. While they have less attack than the above three, what they gain in exchange is reduced cooldown count on their respective Mjölnir and Missiletainn tomes, so the AoE has a cooldown of 3 instead of 4. Not only does this remove the need for Heavy Blade, but this allows appropriate Pulse teams to skip their charging phase and prepare the AoE right on Turn 1. Not requiring Quickened Pulse to do this also frees up the Sacred Seal slot for the usually situational Hardy Bearing seal, removing the set's weakness to Vantage. The pros and cons depend on the unit: Ishtar can get around Guard by using Flashing Blade in the A slot due to her insane Spd, but needs a full team of Infantry Pulse users to make it work. Ophelia does not strictly need a Pulse team as Missiletainn gains Special charge just from having fellow tome-users, allowing for a more balanced team composition, but has no answer to Guard.
    • Again, Black Knight/Zelgius, this time equipping a Slaying Edge (for the -1 cooldown count) and Steady/Warding Breath to spam Black Luna with impunity. With a full party of Ward Armor allies and optionally a defense tile, Black Knight/Zelgius can park himself in front of the enemy to take the initial hit to charge Black Luna, obliterate the poor soul, and then Special Spiral will fully charge it for every combat afterwards.
    • Mixing the Miracle special, Flashing Blade, Distant/Close Counter and one of the first-season Spring weapons to make a nigh-immortal unit. Someone with good Speed and a little teammate help can fully charge Miracle very quickly, allowing them to tank any unit that cannot double them, and if they can double in return they will fully charge Miracle for the next combat. The Spring weapon also heals them a little after combat, fulfilling Miracle's "if HP ≥ 1" requirement. If the enemy doesn't have a workaround (doubles them, negates doubles, has AoE damage, has Guard), then the unit cannot die.
    • Velouria has a unique weapon that grants her and her support partner 2 Special charges. For any of these units that need some charges to get going, all one needs to do is pair Velouria up with them and the player has a monstrous Special spammer ready to go. Velouria herself and her father Keaton also have weapons that grant +10 damage when their Special activates, making them powerful users of Special Spiral themselves; Keaton even starts with it on top of having a unique dual-phase Brave effect on his weapon.
    • Ares himself and his father Eldigan deserve a mention since, at the time of writing, they're the only units that can do this and run Vantage. Dark Mystletainn has Special Spiral built in, and it also has the standard -1 Special effect from Slaying weapons, meaning Specials like Bonfire or Draconic Aura are perfectly timed to spam every time they activate it. And since it's built into the weapon, they can use all sorts of skills that complement it like Distant Counter, Vantage and Brazen Atk/Def. A particularly lucky player with a Mystic Boost fodder available can also give it to Ares/Eldigan for a Miracle build similar to the one above. Once they get going, unless the player has a specific countermeasure, Ares and Eldigan will just feast on any foe that dares attack them.
    • Lewyn, who first introduced the actual skill proper, deserves a mention for how easily he can take advantage of it too. His Forseti lets his follow up attacks occur consecutively, basically giving him Desperation if he's above 50% HP. As long as he can outspeed his foes, he can safely engage and charge his Special, which can further be sped up with Flashing Blade, and then proceed to spam it to his heart's content.
    • Fallen Mareeta, as she has the same effect on her Shadow Sword as Lewyn's Forseti and a very similar statline, she's just as capable of taking very good advantage of the skill. In addition to this, she also has the advantage of her weapon having -1 Special charge meaning that unlike Lewyn, she doesn't need to run Flashing Blade to ensure a recharge if using an AoE special
  • Bonus Doubler. This unique, Infantry-only A Skill takes all of the field buffs on a unit and doubles them during combat (i.e.: if they have +6 to Atk, it will become +12); this skill can theoretically grant a lot of power to any unit so long as they avoid Panic and Dull skills, and it goes with Tactics teams like bread and butter. Bonus Doubler on its own isn't all that scary, not even on Legendary Roy whom it originates from, but there are a select handful of units that can take Bonus Doubler's power and turn it into something monstrous:
    • Nino. -Blade tome users are an obvious recipient of the skill due to their heavy reliance on field buffs, but Nino gets a special mention for having a one-up on all of them with Iris's Tome, a personal -Blade tome without their usual Cooldown penalty and Even Atk Wave built-in. A Nino running this and Odd Atk Wave in the C slot will have a hard +18 Atk at all times, which is a novelty on a ranged unit with such high Spd. Nino is also a common 3★/4★ summon from the Green pool, so she's easy to build and merge.
    • Eirika (the original one). While she is typically a strong recipient for Distant Counter instead, her unique weapon synergizes with Bonus Doubler: Sieglinde will copy any field buffs from a buffed ally within two spaces of her during combat. Should both Eirika and her ally be buffed and Eirika have Bonus Doubler equipped, these effects will stack for effectively triple the original boost (i.e.: if both have +6 Atk, Eirika will end at +18). And like Nino, Eirika is a common Red summon, and with a source of buffs the two happen to work together incredibly well.
    • Legendary Marth. Already a Game Breaker listed above, his Exalted Falchion has Bonus Doubler baked into it, which stacks with the A skill. L!Marth also has the Fire Emblem Special skill to self-buff (+4 to every stat for himself and all allies when it activates), not needing to rely on teammates to spoonfeed him.
    • Kaden offers a unique twist, doing the reverse of Eirika: he instead gives his current field buffs to allies within two spaces during combat, potentially turning his whole team into a legion of super-tanks. While Kaden cannot learn Bonus Doubler himself (it's Infantry-only), he can instead further buff the unit who has it: the Eirika or L!Marth examples above can potentially quadruple their buffs if he's near them. Get it away!
    • Legendary Azura can't use Bonus Doubler herself, but as stated in her entry above, her weapon takes the target's highest field buff (or the one she's about to apply with a Dance passive) and applies it to all four stats at once when she refreshes them. This allows the Bonus Doubler unit to use the skill to its full potential without worrying about team comp or positioning. Encountering L!Azura with any of the above means you're likely in for a world of pain if you don't have a countermeasure.


Example of: