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"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 many foes with ease, being so damn good at their job that they even impact the meta. These units are a great boon in the player's hands, and a threat to watch out for in the opponent's hands.

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    Red Units 

Melee Units

  • Brave Roy, and Eliwood by association, as both have access to Blazing Durandal (the former by default, the latter via refinery). When refined, the Blazing Durandal boasts incredible effects, with the base refine giving +3 Atk and a Special Fighter effect (+1 Special charge to the user per attack, -1 Special charge on the foe) when initiating combat, and the special refine adding Steady Impact (+7 Spd, +10 Def, and negates enemy follow-ups if the user initiates combat). Fighter and Impact skills are normally restricted from Cavalry units, but these two getting these on their weapon not only makes them unique among mounted units, it also frees up their entire skillset for whatever the player can imagine, transforming them from bog-standard offensive cavaliers to some of the strongest player phase units in the game capable of insta-proccing their own Specials while denying the enemy their own. While the set is intended to work with Galeforce to menace multiple units at once, there's nothing stopping them from proccing damage-based Specials like Dragon Fang or Ignis every time they initiate to just decimate someone. The differences between the two are minimal: Brave Roy's statline is slightly weighted to offense while Eliwood has more Res to work with. What really puts Eliwood in the spotlight is that he's a common 3★/4★ summon from the Red pool, so building and merging him is a simple task, and he received a Resplendent version which boosts his all of his stats by 2, which narrows the stat gap between father and son.
  • Reginn. The first unit from Niðavellir is here to show us what the combined might of magic and technology can achieve. For starters, she's a cavalry sword with an impressive 36/40 offensive spread, with a Superboon in Speed, which combined with her weapon's +3 native increase to Speed, allows her to reach 47 at neutral and 48 with Dragonflowers. Her base kit further complements her offensive nature with Swift Sparrow 3, Lull Spd/Def 3 and Panic Smoke. On top of that, her unique Special, Seiðr Shell, has a 3-turn cooldown and lowers its special cooldown by 3 at the start of the first turn, on top of adding 15 damage and calculating its damage based on the opponent's lowest defensive stat. This, combined with her base kit, allows her to dent even the hardiest of tanks while also turning the buffs of anyone near her opponent into debuffs, giving her some utility. This would already be quite good, but what truly elevates her to Game Breaker status is her weapon, Lyngheiðr. On top of the aforementioned +3 speed boost the weapon gives to Reginn, she will gain +6 to Attack/Speed and receive 30% less damage from an enemy's first attack if she initiates combat, fixing up her low defenses somewhat, and if that wasn't enough, gives her access to Canto. What's more, it now activates after an assist skill AND after an AR structure is destroyed, on top of activating when initiating against an opponent. Its only real weakness is that it cannot trigger more than once per turn and only activates on the first 4 turns, but even then, melding all of these together results in a powerhouse of an offensive unit that can go in, nuke someone, apply Panic, and then just as quickly get out unscathed. And the best part? She's free! As the Arc Hero of Book V, she can be obtained after clearing the first chapter, giving any player a chance to gun down foes with impunity right out of the gate.
  • Legendary Sigurd. Much like his regular version, he's also a sword cavalier, but while his regular version only boasts Damage Reduction against magic wielders, this Sigurd has Damage Reduction against almost anyone he faces. He wields Hallowed Tyrfing, which has -1 Special, grants him +5 to all stats and a follow up attack if his foe's above 75% HP, and he gets 40% Damage Reduction from his foe's first attack if he initiates combat, or if his foe fights him at a range. The extra stats and follow up help a lot as he is a Mighty Glacier, much like the Legendary version of his son. It's a pretty good weapon, but what cements Sigurd as a champion is his unique Special: Holy-Knight Aura. It's similar to Draconic Aura, boosting damage based on Atk, only 25% rather than 30% in this case, but it has a charge of 1 (down from 2 thanks to his weapon), and at the start of the turn, Sigurd is granted +1 Mov. This means that at all times, Sigurd is a 4 Mov cav unit. But it doesn't stop there, once he activates his Special during combat, he grants +6 Atk and +1 Mov to himself and all allies for the rest of the turn. That boost applies to any ally, so even ranged cavaliers get in on the fun, darting across the map with 4 Mov. Even just trying to deal with Sigurd on his own is quite a task, since he gets his Damage Reduction when he initiates on you or if you initiate on him at a range, so you have to try and get up close and initiate on him instead at melee range, but then you face the problem of trying to get up close to begin with thanks to his 4 Mov, and you have to try and get past his high Def, meanwhile his allies are near him, ready to get the jump on you and the rest of your team the moment Holy-Knight Aura goes off. And since Holy-Knight Aura is a 1 charge Special, he can even get past Guard by equipping Quickened Pulse. The rest of his skills complement his tanky juggernaut playstyle, with Atk/Def Catch 4 to give him even more Atk and Def, Crusader's Ward to ensure that consecutive ranged attacks will get neutralized, and Fatal Smoke to deny his foes healing.
  • Legendary Ryoma received a whole host of new tools around the time of his Legendary Remix event, as he not only received new skills, his Raijinto finally received a refine after four years. Raijinto's refine grants +4 to all stats and Null Follow Up if Ryoma either initiates combat or has an ally near him, freeing his B slot to be something else. In this case, Ryoma gets to use his new Bushido II, which gives him Iote's Shield, alleviating his archer weakness, lets him deal 7 damage without any condition, and it gives him Spd based Damage Reduction. The last part is especially notable since fliers don't really get access to typical Damage Reduction skills. He also gets Atk/Spd Rein, effectively making him faster and giving him more bulk, but he could also put other Rein skills to good use. With 7 free damage, he essentially has 41 Atk and 39 Spd, and Ryoma brings with him a very formidable skillset.
  • Mareeta is an excellent swordmaster with a good 35 Atk and a ridiculous 42 Spd. Joining the arms race of swordmaster types, she brings her eponymous sword, which has -1 Special, grants her +4 to all stats and the ability to negate any skills that affect follow ups when she isn’t adjacent to any ally. This means that to double her, or to prevent being doubled by her, she either has to be adjacent to one of her allies or you need to match or beat her Spd, which is a tough feat when she can easily reach 52 Spd just at neutral stats, thanks to her weapon and her natural Atk/Spd Solo, as long as she can keep her distance from her allies. She'll also hit quite hard at 61 Atk this way, and her Rouse Atk/Def adds to this by granting her +6 Atk and Def. She's also surprisingly sturdy that way, aided by her newly introduced Close Call skill, which when simply put, mitigates the damage she takes if she's faster than her opponent, to a max of 40% damage reduction. Her only real weakness is that her Res is low, and she also can't be next to her allies for her to be truly dangerous, but otherwise, she's a force to be reckoned with.
  • Fallen Ike. Overwhelmed by the power of Lehran's Medallion, this Ike seeks to crush any foe standing in his way. He's very similar statistically to Mareeta, with 35 Atk, 42 Spd, and otherwise decent bulk. Like some other Ike variants, this one has a Distant Counter sword in Chaos Ragnell. Unlike them however, Chaos Ragnell has an additional effect, granting him an in combat buff to his stats equal to double any debuff he currently has. This means if he has a -7 Spd debuff, his Chaos Ragnell grants him +14 Spd for a net total of +7 Spd, counteracting the debuff. He also has Mayhem Aether, a 4 charge variant of Aether, and Darting Breath, to help him charge it much faster. To improve his Spd, he comes with Atk/Spd Oath, and to ensure that his Spd can protect him, he has Repel, a Damage Reduction skill that'll mitigate up to 40% damage taken if he's much faster than his foes. With a ready made base kit for power, sustain, and the ability to combat debuffs, Fallen Ike proves to be a One-Man Army, and that's before an Elite Tweak. His weapon can stack with Unity skills, so if you debuff him for -7 Atk, then he has a net gain of +7 Atk from his weapon, and then he gets another +19 Atk from something like Atk/Def Unity note . He will prey upon any enemies foolish enough to debuff him, and can also use other skills like Null Follow Up to ensure he can put his Spd to good use, or a Lull skill to prevent his foes from using their buffs. His low Res may be an issue however, even if he has Repel to help mitigate damage.
  • Ayra returned to the spotlight when her eponymous Blade received a refine. It now gives her -1 Special, +3 Atk/Spd (bringing her Atk and Spd up to a respectable 36 Atk/40 Spd), and lets her ignore Guard. This means her Special can never be deterred, and it ensures that one way or another, she will fire off her 1 charge Regnal Astra. Once given the skill refine, it also grants +4 to all stats and gives Ayra 20% Damage Reduction. It's not a lot, but sometimes it can be enough to help her survive a hit. Her B skill could either be another Damage Reduction skill for more protection, or she could equip Null Follow Up and be undeterred from any follow up manipulation, making her weapon similar to the Creator Sword and then some.
  • Idunn. Contrary to her lackluster boss fight in Binding Blade, Idunn finally shows her Final Boss credentials here as an armored dragon. Although her statline already makes her a phenomenal Mighty Glacier (with 35 Atk and 39/32 defenses at neutral), 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 not only completely ignore visible debuffs but gain power from them, 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 spam 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: 

Ranged Units

  • Fallen Julia is an infantry red mage who sports all sorts of vicious effects to assail her opponents. Her Dark Scripture tome grants +3 Atk, adding to her already huge 41 Atk, and if she's not adjacent to any ally, she inflicts -6 Atk and Res on her foe during combat, and if her foe also has no skills that grant "effective against dragons", she gets a guaranteed follow up attack. Most units she's gonna come across won't have such abilities, which means she gets a free follow up attack against them. note  Her A and B skills further improve her effects, as her A skill is Atk/Res Solo 4, granting her +7 Atk and Res during combat if she's not next to any ally, and her B skill is Light and Dark; just like her Legendary version, the skill inflicts -2 Atk/Spd/Def/Res on her opponent and neutralizes any buffs her foe has, and it also cancels out any adaptive damage. The in combat debuffs and her opponent's inability to use buffs, and the basically free follow up attack means trying to fight Julia head on will be a bit of a dangerous task. She also has Panic Smoke to impair another opponent who foolishly decided to pack buffs, and Iceberg which goes nicely with her huge 40 Res. She's still kind of squishy even after the in combat debuffs, so swapping out her A skill for something more defensive like Sturdy Impact can help her a lot. Her guaranteed follow up works on both phases too, so she's not too helpless on the enemy phase, meaning she'll at least be able to go toe to toe with other mages.
    Blue Units 

Melee Units

  • Brave Hector was at first your typical Mighty Glacier armour unit with a powerful -1 Special lance and the ability to follow up on either phase. He was pretty good at the time of his release, but fell off after a little while. Come September 2020 though, and Hector returns with a vengeance thanks to his Maltet's refine that lets him stand up to way more opponents. Maltet's refine is a jackpot of effects, with a far easier to maintain 25% HP threshold. In addition to his guaranteed enemy phase follow up, Hector can now neutralize any debuffs he has, and he neutralizes his armour weakness, meaning effective damage is no longer an option to take him out. It gets better (or worse, if you're facing him): when given its skill refine, Maltet inflicts -6 Atk/Def on the foe if the foe initiates combat or is at full health, and Hector's foe is denied a follow up. Hector's base kit is a complete arsenal, with a -1 Special weapon, Distant Counter, Sturdy Stance, guaranteed follow up on either phase, follow up denial and -6 Atk/Def on the foe, debuff neutralization, and armour weakness nullification. He can put other Fighter skills to great use as well, like Special Fighter to focus on his enemy phase, denying his foe's Special and accelerating his own, or Vengeful Fighter, strange as it may sound, to counter Impact effects.
  • Legendary Dimitri is an incredibly powerful lance infantry who boasts all sorts of effects, making him the One-Man Army he was in his home game. He wields Areadbhar, which has -1 Special, and if he's above 25% HP, he gains +5 Atk/Spd/Def/Res during combat, and if his Spd is greater than his foe's, then he'll mitigate up to 40% damage taken. The HP condition is very lenient, so it should almost always be active, and the Damage Reduction effect is the very same as the likes of Close Call and Spurn, normally reserved for the B slot of speedy melee infantry. This means Dimitri's own B slot is open, but he does come with a very powerful, unique skill: Atrocity. With Atrocity, Dimitri's damage is boosted by 25% of his Atk if his foe's above 50% HP, basically being a free Draconic Aura, and after combat, his target and any nearby foes will be inflicted with -5 Atk/Spd/Def/Res and +1 Special charge after combat, meaning it's got five Smoke skills built in (the four stat Smokes, and Pulse Smoke). For most foes, Atrocity will do the job greatly, letting Dimitri not only tear into his enemies, but also severely impair any oncoming foes afterwards. Dimitri could also put other B skills to good use though like Null Follow Up so he can rely on his Spd, or a Lull skill so that his foes can't rely on their buffs. His C skill slot is flexible if he's running Atrocity, and he comes with a new skill in Odd Tempest, granting him +1 Mov on odd numbered turns, giving him more mobility for a brief period of time. He also comes with Blazing Wind and Sturdy Impact, both powerful player phase tools. With his capabilities and his high 41 Atk and Spd, and great 37 Def, the king of Faerghus is a powerful Lightning Bruiser that can decimate his opponents— every last one of 'em. The only real atrocity is his abysmal 18 Res, so any good mage will really threaten him, and his Damage Reduction can only do so much to help him.
  • Seiros is an infantry blue dragon who can and will deliver divine punishment to whoever she faces. Her Aurora Breath is very straightforward, granting her +3 Atk, +6 Atk and a guaranteed follow up attack if she's initiating combat, and +6 Def and Res and follow up denial on the foe if her foe initiates combat, plus the standard adaptive damage effect. She'll manipulate follow ups in her favour whenever she needs it, and these effects make up for her awful Spd, as she has very high Atk and Res and good Def otherwise. Rounding out her skills are Glacies, which works off her high Res, Mirror Impact, which also lets her deny follow up attacks and also grant a huge Atk and Res boost, and a new inheritable skill in Dragon's Wall, which is a Damage Reduction skill similar to Spurn but it checks Res. With 40 Res at base and the ability to get more from her skills, plus melee tanks usually not having the best Res, she'll activate it fairly easily. Her unique skill is Wings of Light, which helps out her ally Mythic Heroes, granting them an in combat boost to all stats that increases as the match goes on. As an Anima Mythic Hero, with just her base kit alone, she's something to watch out for, especially without Null Follow Up and/or having Naga to help you out. This is all before an Elite Tweak too, as she can put skills like Distant Counter, Dragon's Ire, Time's Pulse and the like to great use, and being one of the few dragons that can actually player phase well, she can shine well in other modes too. She is still a dragon however, so she is at the mercy of dragon effective weapons, although her huge defenses, follow up denial, and Dragon's Wall will help her out a lot.

Ranged Units

  • Reinhardt. He's a blue tome cavalier who dominated the meta for quite a long time, forcing players to always account for him by having a high Res tank to deal with him, and can still catch unsuspecting players off guard. He's a prime Glass Cannon, needing only two things: his good 32 Atk, and his Dire Thunder tome, which has 9 Mt, reduces his Spd by -5, and lets him strike twice when initiating combat. With his 3 Mov, which lets him seek out foes from across the map with ease, and all sorts of skills and buffs at his disposal like Death Blow, he becomes a unit that would make his original boss incarnation proud. The developers knew how much trouble he caused, introducing more skills to deal with him and units with capabilities to counter him right out of the box, and even going so far as introducing trench tiles for the sole purpose of slowing cavalry down. Some Abyssal and Infernal maps have ridiculous enemies that are designed to stand in his way too. Reinhardt is a popular choice for most players, and is very dangerous against most red units and low Res units, being able to decimate them without breaking a sweat. As a 3* and 4* available unit, he's not too difficult to summon from any blue stones, and he's even a free unit through the Heroes Path quests, making him available to every player. He also received a Resplendent version in March 2021, giving him a bit more stats to work with, notably some extra Atk for him to strike even harder. With the lack of base stat total restrictions in Aether Raids, he can put in some work on defense teams that also use other cavalry units alongside him.
  • Ophelia. She's an infantry blue mage with a very powerful tome: Missiletainn, which has -1 Special charge, and she gets +1 charge for every mage on her team, and this includes herself. With enough charges through a combination of Pulse skills, other mages on the team, or similar effects, she can have a powerful Special charged right from turn one, including the usually underused AoE Specials, one of which she already comes with. These allow her to pack an incredible punch, capable of even defying the weapon triangle, and it all but demands having a very high Res green tank if the player dares to take her head on. She also has Chill Res by default however, which can threaten said tank. If she's given Special Spiral on the other hand, then as long as she's not deterred by Guard, then she can launch a devastating AoE Special, then hit her foe and gain a charge, and then she gets another two after combat, fully charging the AoE for her next turn. Ophelia is also one of the very few units that can use the Hardy Bearing Seal effectively, which nullifies enemies with Vantage, negating the most prominent weakness to AoE-centric builds. In short, Ophelia can quickly charge up a destructive Special on her first turn, and can even potentially keep spamming said Specials, making her a dangerous threat, especially on an Aether Raids defense team.
  • Legendary Julia is an infantry blue mage, and is a ranged dragon slayer just like her regular version. Unlike her regular version though, she's got all the tools to truly demonstrate the devastating might of Naga. She's got a very high 39 Atk (43 Atk with a +Atk Asset), and her Virtuous Naga tome capitalizes on this by giving her another +3 Atk, is also effective against dragons, and if her Atk is greater than her foe's Atk, she gets an additional +6 Atk and +6 Res during combat. She comes with Dragon Fang, which also lends well to how high her Atk stat can reach. The rest of her base kit all work together to skyrocket her Atk and Res stats to overpower her opponents: Mirror Impact gives her +6 Atk and +10 Res when initiating combat and it denies an opponent's follow up, Atk/Res Oath to grant her a field buff for +5 Atk and Res if she starts the turn next to an ally, and her unique skill Light and Dark inflicts a -2 Atk/Spd/Def/Res debuff to her opponent during combat, negates any field buffs on the opponent, and it disables the adaptive damage effect that dragons have been parading around with for so long. With all of this factored in, letting Julia initiate against you is a very dangerous prospect, because with all her skills active, she can reach a potential 73 Atk just at neutral stats, while you're denied a follow up attack, you can't use any field buffs, and you're down -2 to all stats (which in turn is more damage for her). Suffice to say, she'll hit incredibly hard, decimating pretty much any dragon or low Res unit in her path, and even units with good or even great Res are gonna feel the pain. Thankfully, for anyone trying to take her down, her enemy phase isn't as great, and her Spd and Def are also pretty poor.
    Green Units 

Melee Units

  • Brave Ike. He got a new lease on life with his refined Urvan, making him into one of the finest tanks in the game. Urvan has -1 Special cooldown, and it mitigates damage from consecutive attacks taken (second attack onward) by 80% - interesting, but prone to Brave Ike being oneshotted from the first attack, and fell flat if he counterattacked before the second hit (which invalidates the damage mitigation). His new personal refine for Urvan augments its original effects: now not only is the first attack received mitigated by 40%, he now gives his opponent Desperation, forcing the enemy's follow up attack to occur consecutively if they initiated on Ike. This means that should he get doubled, he will take both hits and mitigate them by 40% and 80% respectively, making him an incredibly sturdy tank. This also works on either phase, and since Ike isn't the speediest unit, he can engage a faster unit, get a hit in, take two hits back, and both hits will have the same damage mitigation. His base kit is geared towards punishing melee opponents, with Steady Breath and Aether, daring foes to engage him at close range. He'll withstand both hits, super charge his Special, and respond with Aether, healing off the damage taken while cutting through the foe's HP. With a proper Elite Tweak in skills like Distant Counter, Null C-Disrupt, and an ally to provide Special acceleration (Brave Lucina's refined Geirskogul or Infantry Breath), Ike opens up the doors to which targets he can tank and take down with impunity. Without Hardy Bearing (to deny Urvan's forced Desperation), an AoE special, or a really hard-hitting Red nuke, taking Brave Ike down is a very daunting task. The best part is that Brave Ike has appeared as a free unit twice: first from the first Choose Your Legends event, and second from the Heroes' Path questline, and if that's not enough, players who have Feh Pass can get him one more time when he received a Replendent version in February 2021, while also getting +2 to all his stats, meaning his bulk is further increased.
  • Legendary Hector. Like the other Hectors, this version of Hector has excellent Atk and Def, good HP, and low Spd and Res. He can reach 60 Atk at base if he's +Atk, meaning he's going to hit pretty hard. His Thunder Armads is what makes him an incredible tank, boosting his already high Def by another +3, and it 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 Atk boost to his allies if they have a Fire Blessing, making his team even more dangerous during Fire Seasons.
  • Legendary Edelgard and Brave Edelgard are both Mighty Glacier armoured axe units that are one woman armies, prevailing over their foes with their capabilities. Both have very similar stats, with basically no Spd but very high stats everywhere else, especially in Atk and Def. They play completely differently however, so the differences are outlined below.
    • Legendary Edelgard prevails over her foes by working alone. She wields Aymr, which grants +3 Atk, and if she's next to no ally, Aymr inflicts -6 Atk/Def on the foe while also denying the foe's follow up. Her entire skillset revolves around her having no one near her, with Atk/Res Solo to boost her Atk and Res, Armoured Stride to give her +1 Mov, and her unique skill, Raging Storm, which grants her an extra turn after initiating combat, while also performing a follow up attack against any dragon or beast, letting her smite them handily. Raging Storm is basically a Galeforce on command, but the best part is, it stacks with the actual Galeforce, letting her potentially move three times in a single turn, allowing her to take on multiple foes all by herself or continue to ravage a single foe. As long as she keeps her distance, with every skill active, she effectively has 73 Atk, 45 Def, and 48 Res, her opponent is denied a follow up, and she'll be able to get an extra turn to continue to wreak havoc. She doesn't have any natural method of Special charges or guaranteed follow ups (outside of fighting dragons and beasts) however, and Raging Storm takes up her B slot, where Fighter skills normally go, meaning she'd have to rely on skills like Heavy Blade to help her charge her Specials. Also, the moment she's next to any of her allies, she'll lose a lot of her power, although that would mean having to deal with her teammates instead.
    • Brave Edelgard on the other hand, is far easier to use, and all of her effects are dependent on a very lenient 25% HP threshold. As long as she is above 25% HP, her Flower Hauteclere, which has -1 Special, will grant her +1 Mov, the Orders status (allowing her to move to a space adjacent to any ally within two spaces), -6 Atk/Def on the foe, and her unique skill, Black Eagle Rule, will grant her a follow up attack on either phase, and if her foe initiates combat, damage from any follow up attack is mitigated by 80%. She also comes with Distant Ward and Joint Drive Res to boost her Res, and Noontime for sustain. What makes this Edelgard especially dangerous is just how easily you can forget she's actually an armoured unit, thanks to the fact that she can move like an infantry and warp around like a flier, letting her stay near her allies way more easily, acting as both their sword and shield. Thanks to Black Eagle Rule, if you don't one shot her, your follow up attacks will be a lot weaker, and she can heal in between using Noontime. Flower Hauteclere having -1 Special also lends well to Galeforce, using Heavy Blade and Black Eagle Rule as a substitute for Bold Fighter, while still allowing her to have a great enemy phase for versatility's sake. Edelgard can tank, has damage reduction, can Galeforce well, and with her improved mobility, she avoids the biggest shortcomings that armours have to face. She can seemingly do it all, but armour effectiveness could still do her in, and Null Follow Up puts a stop to her follow ups. Plus, while the HP threshold is pretty lenient, it's still a threshold she needs to be mindful of. Like the other Brave units, she's a free choice for any player to pick up, and has a lot to offer for any team.

Ranged Units

  • Legendary Celica. The queen of Valentia is as no nonsense as you can get, this time being a green tome version, with a great 38 Atk and 38 Spd (42 Spd if she's +Spd), boosted further with her Swift Sparrow 3. Similarly to her husband's Luna Arc, her Saintly Seraphim grants +3 Spd and deals true damage equal to a quarter of the foe's Res if she initiates combat, meaning even the toughest Res tanks are going to take some damage, and any foe with low Res will be at her mercy anyway. Unlike Alm however, she doesn't have a unique Special, but her unique skill is Soul of Zofia, which combines Desperation and Null Follow-Up into one. She'll bust through Wary Fighter and similar effects, thwart any guaranteed follow ups against her, and once she's taken enough damage, she'll strike twice consecutively. As long as she avoids opponents who could one shot her on retaliation, as well as units with Hardy Bearing, she'll handily smite any opponent with the might of Mila on her side.
    Colourless Units 

Melee Units

  • Legendary Female Corrin is an infantry dragon that's a pure Lightning Bruiser. With 41 HP, 38 Atk, 40 Spd, 34 Def, and 29 Res, her stats are good to great all around. Her weapon, Primordial Breath, has -1 Special, and grants her +5 Atk/Spd/Def/Res and +1 Special charge for each of her attacks if her foe's HP is at 100% or if her foe initiates combat. Her unique Special, Negating Fang, will mitigate any damage taken (at any range) by 30%, and Corrin's next attack will be boosted by 30% of her Atk, basically acting as Escutcheon, Sacred Cowl, and Draconic Aura all rolled into one Special. With how her weapon works, she'll be able to recharge her Special when she retaliates. The damage mitigation and stat ball will help her stand up to many foes, especially given how dragons normally can't use the damage reduction B skills, and the rest of her kit works well with this, with Distant Counter, Shield Pulse, and Joint Drive Atk. Unlike her fallen version, who is a similar Lightning Bruiser, this version of Corrin can actually stay near her allies, and is even powered up by being near them. She just has to worry about the plethora of dragon slaying weapons and abilities, as they'll still take a chunk out of her through the damage reduction, and she has no way of healing herself if she's using her Negating Fang, necessitating the use of a healer ally.
  • Fallen Edelgard is an absolute literal monster of a unit. This Edelgard is also armoured, but is a Colourless Beast, assuming her Final Boss form from the Azure Moon path. Her weapon, Twin-Crest Power, has -1 Special, and if she's above 25% HP, she inflicts -6 Atk/Def on her foe, denies her foe's follow up attack (as well as her own, like Wary Fighter), and if she initiates combat after transforming, she gets an Extra Turn like Legendary Edelgard's Raging Storm. Since she's an armoured Beast, she also gets Distant Counter (and +2 Atk) when transformed. She also comes with a unique B skill in Armoured Wall, which is Special Fighter, granting her an extra Special charge during combat while denying her foe's Special charge, but at a 25% HP threshold, and after combat, she heals for 7 HP, and under that same threshold, if she's transformed, she gets 40% Damage Reduction during the first combat on either phase. Her Special is Bonfire, working well off of her huge 44 Def, and she also has Atk/Def Ideal 4, which grants her extra Atk and Def if she's either at full health or has a bonus, or more if she has both, and Armoured Stride to help her move further when she's alone. Thanks to the Extra Turn from her weapon, she can function as a Galeforce machine like her Legendary version, but with a -1 Special weapon and Armoured Wall, her Special charges line up much more easily. Her base stats are your typical Mighty Glacier, with 45 HP, 42 Atk, 14 Spd, 44 Def, and 39 Res, and when you factor in every effect, you're dealing with a truly demonic beast that can effectively sport up to 75 Atk, 59 Def, 45 Res, with follow up denial, Special denial, and Damage Reduction. Try to engage her and face her Distant Counter, and try to stand your ground and she just gets an Extra Turn against you to attack again, either way, she can crush almost anything that comes her way, and heal off any attempts at taking her down. The only real thing she has to worry about is that some of her effects rely on her being transformed, which does mean you have to take that into account when building a team, and Null Follow Up will also be a problem, although her opponents still have to pierce through all those other defensive effects.
  • Pirate Tibarn swoops in as a colourless version of his regular self. Like his regular version, he has very high Atk and all the tools needed to make him a soaring scourge of the skies. His Sky-Pirate's Claw has -1 Special, and if he's next to no allies, grants him +5 Atk, inflicts -5 Atk on the foe, and grants him a follow up attack. Pairing perfectly with this is his innate Galeforce and Heavy Blade 4, and a new skill in Dive-Bomb, which grants him a Desperation effect if both he and his foe are above 80% HP. This makes him perfectly suited for Galeforce, as he can easily just fly up with his 3 Mov, get his two consecutive hits in, and activate Galeforce, then either ravage another foe or flee back to safety. Plus, since he's colourless, he doesn't really have to worry about any disadvantageous colour matchups, barring a few weapons like Raven+ tomes and similar weapons. Tibarn just has to be mindful of a few things: meeting the Atk check for his weapon and Heavy Blade, since some foes can also debuff his Atk during combat too, he has to be alone, and he also has to meet a mutual HP threshold for him and his foes for Dive-Bomb to work. He also has a bow weakness and poor Res, just like his regular version but since he's a colorless flier, making him vulnerable to Raven tomes.

Ranged Units

  • Legendary Alm. The king of Valentia put most archers before his release to shame thanks to his capabilities. He's got a high 37 Atk and Spd, and he wields Luna Arc, a bow that grants +3 Spd, and allows him to deal damage equal to 25% of the foe's Def if he initiates combat, being a sort of Moonbow on command. His unique Special, Lunar Flash, allows for more defense piercing, piercing through 20% of the foe's Def while also boosting Alm's damage equal to 20% of Alm's Spd. With Darting Blow 4 to let him reach up to 49 Spd, and Null Follow-Up to prevent any follow up manipulation, his arrows are going to leave a mark, and will likely crush anyone who stands in his way. His defenses aren't the best though, and being a colourless unit, he is at the mercy of Raven tomes.
  • 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. In September 2020, she received a refine to her weapon that has a simple but straightforward effect in that it buffs any allies within 3 spaces of her for +3 Atk and Spd and inflicts -3 Def and Res on any foe within 3 spaces of her. Unlike most supportive abilities, this ability working within 3 spaces allows Veronica to help her team even if they're a little further away, but the -3 Res on the foe helps her in combat too. Like the other Brave units, she was also a free choice, which made her available to many players, and is otherwise on one of the weekly revival banners for new players to help acquire her.
  • Legendary Leif. His second appearance in the game, now playing at being a Master Knight, Leif rejoins the fight as a Bow Cavalier with a nasty bag of tricks. His weapon is Meisterbogen, a dual-phase Brave Bow and a very high base Atk of 38 to take advantage of it (and his superasset is in Atk too). But what really makes him mean is his Special, Njörun's Zeal, which is a 3-CD Galeforce with the stipulation that it self-inflicts the Gravity debuff after activating. This gives him a unique role as the only ranged unit in the game - with cavalry movement no less - that has access to Galeforce, and the self-Gravity can be removed by an allied healer with Restore. Compounding on this is the S-Drink, Leif's unique B Skill that heals him to full HP and (more importantly) gives him a Special charge on Turn 1, so it's possible for him to activate Njörun's Zeal right away. With Atk/Res Push 4 and Def Smoke also in his base kit, Leif hits as much as 58 Atk out of the box with a superasset and can capitalize on a Def-7 debuff with Njörun's Zeal, which with allied buffs is more than enough to obliterate all but the hardiest supertanks from the word "Go".
  • Legendary Claude proves his mastery of schemes by being deceptively tricky to take on. He's a bow flier who wields Failnaught, which has -1 Special, and if he's above 25% HP, he gets +5 Atk/Spd/Def/Res and Null Follow Up. The HP threshold is very lenient, so it should almost always be active, and he's got a great 41 Spd to ensure that he can put his Spd to great use. He gets even more Atk and Spd from his inheritable A skill in Atk/Spd Catch 4, which grants +7 Atk and Spd during combat if his foe is either at full health or has a penalty, and an additional +2 Atk and Spd if both conditions are met. He's also got Spd/Def Rein for even more damage and speed, and Luna to pierce through defenses. What makes him truly dangerous is his unique B skill, Fallen Star. When he initiates combat, his foe's first hit is mitigated by 80%, letting him shrug off even the strongest of hits like it was nothing, and after combat, he gains the Fallen Star effect as a status, which will provide the same damage mitigation but for either phase for the rest of that turn. His foe and any adjacent foes will also suffer Gravity, reducing their Mov to 1 for a turn. Having Claude engage you will almost always put you in a bad spot unless you can pierce through his heavy Damage Reduction through Twin Blades or Deadeye, and if he survives, then he still has Fallen Star up to protect him, your Mov is reduced, and his teammates are either going to close in or bring him back to safety. And that's all before an Elite Tweak with skills like Impacts, Close Counter or Close Foil, and Smoke skills. His player phase is not to be underestimated, although unless Fallen Star is active, his enemy phase isn't as strong.
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    Duo and Harmonized Units 
Introduced in Oct 2019, Duo Heroes are a special type of unit that feature two heroes, have a special once per map ability (which works in any mode) that can usually help a team immensely, and they are also treated as having a high base score for the purposes of Arena scoring, meaning they can just hop right into and help in those modes as well.

Harmonized Heroes on the other hand, also feature two heroes, but they hail from different games. While they don't have the high base score effect, they instead boost score in Resonant Battles, and they also have a once per map ability which affects any unit, including themselves, if they also originate from the same games in question. The range is global, allowing it to work from across the map.

Both types of units are incredible for support, and some are also formidable combatants.

Red Units

  • Halloween Hector and Lilina is the game's first Duo Hero, and they bring quite a few tricks up their sleeves. Hector's Duo ability lets him and Lilina do 20 damage to any enemy within three columns of the two, being AoE damage they have access to on command, making them a walking Bolt Tower that can fire off whenever. This allows them to weaken the opposition greatly for modes like Aether Raids (which is especially deadly when paired with the actual Bolt Tower), or helping the bonus unit secure a victory in the Arena. As a combatant, Hector is no slouch either. He's got incredibly high Atk at 41 (reaching 45 with an Asset), a great 47 HP and 39 Def, and average 26 Spd and 27 Res. His base kit also lends well to synergizing with his Duo ability. His weapon, Conjurer Curios, grants +3 Atk (meaning with an Asset, Hector reaches 64 Atk at base), is armour effective, and he gets +4 to Atk/Spd/Def/Res if it's either an odd numbered turn, or if his foe is at less than full health. This beefs up his stats even further, but he wouldn't be a Hector without some form of follow up manipulation, which is where he introduces the Odd Follow Up B skill. This grants the user a follow up and denies the opponent a follow up on odd numbered turns, essentially being a -Breaker skill to every opponent on every other turn. Rounding out his skillset is Distant Counter to let him spook ranged foes, and Bonfire, working well off of his high Def. Hector's main downfall is his average Res, is still at the mercy of armour effective weapons, and a good opponent would be sure to either stay healthy or engage Hector on even numbered turns.
  • Spring Idunn and Fae. A red armour dragon, Idunn wields the Zephyr Breath, which grants +3 Res, is armour effective, and if she has a buff or has an ally within two spaces of her, then she neutralizes any debuffs on her, debuffs her opponent for -6 Atk during combat, and her opponent can't perform a follow up attack. It's also got the standard adaptive damage effect for dragons. Since you can't debuff her, she debuffs you during combat, and you can't follow up, taking her down becomes quite a challenge. Compounding this is her Sturdy Stance 3, which grants her +6 Atk and Def when she's attacked, and it also deters the foe's Special charge, which is another disadvantage for anyone trying to fight her head on. She also comes with Vengeful Fighter to further improve her enemy phase, and Iceberg to rend her opponents. She has the makings of an incredible tank, but it gets better: she is a Duo Hero, and her Duo ability lets her and Fae grant themselves and any allies within five rows and columns of them +6 Def and Res, and a status that nullifies dragon and armour effectiveness for one turn. Armours and dragons are usually held back by their inherent weaknesses, and armour dragons have it worse by lieu of being weak to both, but for one turn, they'll fear basically nothing, and sometimes, that one turn might be all the player needs to engage a map, especially in competitive modes. With all of her skills active and in the player's hands, and having Idunn stand strong on the enemy phase, she'll have effectively 59 Atk, 26 Spd, 55 Def, 53 Res, she can't be debuffed, her opponent can't follow up, charge their Specials, or use dragon or armour slaying weapons. With all this, she's a titan of a wall to try and take down. The only saving grace is that fighting her as an AI opponent is a little easier since the AI can't use Duo skills, and unless she gets a tweak to her skillset, her own player phase will be lacking.
  • Winter Altina and Sanaki. The founder of Begnion and her descendant are an infantry sword who can seemingly do it all. Altina has a very min maxed statline of 42 HP, 40 Atk, 18 Spd, 37 Def, and 39 Res, making her a Mighty Glacier. She dual wields both Ragnell and Alondite, granting her Distant Counter, and she can also strike twice consecutively on either phase, which gets past her low Spd. Her unique Special, shared with her Mythic version, is Twin Blades: a 2 charge Special that boosts damage by 40% of her Res, and it also cancels any non Special Damage Reduction skill, such as Close Call and the like. She has Null C-Disrupt to punish Firesweep and Dazzling Staff users, and Atk/Res Oath to further boost her Atk and Res. Her A skill is Atk/Res Unity, which grants +5 Atk and Res during combat if she's near an ally, and if she has any debuffs to those two stats, she gets an in combat boost equal to double the debuff, basically counteracting it. Debuff Altina at your peril, for a -7 Atk debuff means she gets +14 Atk during combat for a net gain of +7 Atk. With her Harmonized ability, Sanaki jumps in to grant the Begnion pair and any ally on the map who also hail from Tellius the Resonance: Blades effect, which grants +4 Atk and Spd, and for Altina herself, Vantage. While it's only for one turn, this means she can get the jump on pesky threats and just double strike them before they can even react, and with Null C Disrupt, not even denying her counterattacks will work. As an infantry unit, Altina can also wield all sorts of super infantry skills like Fierce Breath or Time's Pulse to quickly charge Twin Blades, or Special Spiral so she can spam Twin Blades. The latter is especially notable as for one turn, she could Vantage her foes and spam Twin Blades at the same time to really menace her attackers. Her only real weakness is Hardy Bearing, which will put a stop to Vantage, but even then, she's still got pretty good defenses.

Blue Units

  • Ephraim and Lyon. A Lance Infantry Duo Hero, Ephraim and Lyon are basically a better vanilla Ephraim stat-wise: their weapon Reginleif grants Atk+3, is effective against armor and cavalry, and guarantees a follow-up attack if their Atk is higher than the enemy's. This is simple task with a high base Atk of 39, and it's also a superasset to boot. All of their skills emphasize this playstyle: Lull Atk/Def, Odd Atk Wave, and the new Heavy Blade 4 make for a deadly mix, giving Ephraim and Lyon a functional 76 Atk on their own merits with a superasset, compounded on by Draconic Aura (which with Heavy Blade can trigger on the second attack if they're countered). In addition to this huge offensive presence, they also have an incredible Duo ability. Their Duo Skill has Ephraim/Lyon grant themselves and all Infantry/Armor allies within two spaces an extra space of movement. This doesn't sound like much on paper, but remember how small FEH maps are and how many battles are decided by situations like, "If only my Reposition/Dance/tank unit could move one more space..." That one turn where everyone has extra movement is all the player needs to change a match from a disaster to a victory, and unlike Legendary Azura the Duo Skill doesn't consume their turn.
  • New Year's Alfonse and Sharena. Alfonse is a blue tome infantry with a very min maxed statline, with good to great stats all around with Spd being a Dump Stat. Which is all fine and good, since his weapon, Imbued Koma, has -1 Special, and if his Special is ready, it grants him +5 Atk/Spd/Def/Res and prevents the foe from making a follow up attack. His Duo ability has him and Sharena grant 2 Special charges to themselves and any infantry ally within three rows and columns of them. This helps support their team immensely, especially through a combination of Pulse type skills, allowing for all sorts of shenanigans like instantly charged Galeforces or setting up other Special Spiral spammers. This ability also charges up Alfonse's unique Special, Open the Future, which is essentially Bonfire + Noontime, dealing damage equal to 50% of Alfonse's Def and healing HP equal to 25% of the damage dealt. With Special Spiral in Alfonse's base kit, he can spam this constantly for high damage, keep himself topped off, and with his natural Close Counter, high defensive stats (bolstered through his weapon), and his Def/Res Oath, he can also tank and take hits just fine too. Null Follow Up, Witchy Wand/Melancholy, and Pulse Smoke will ruin his day though.

Green Units

  • New Year's Peony and Triandra. The two álfars join together to serve pretty much the same role as regular Peony does: fly around, support, refresh, and grant the Warp statusnote  to any allies. This Peony is pretty much just a green, non Mythic version of herself, which means she isn't limited to just Light season. Her weapon, Bond of the Álfar, grants +6 Atk to any ally within a cardinal direction of her during combat. She keeps the same refresh ability as her Mythic self in Gentle Dream, and her Duo ability has Peony and Triandra both refresh an adjacent ally who has the highest HP, while also granting them the same effects as Gentle Dream. Notably, this will work on another refresher ally, which makes Peony and Triandra a refresher that can refresh a refreshernote . They could also just use it to refresh a regular ally twice, provided they can stay in range of the Duo ability. This ability will only affect one ally at a time however, and if multiple allies meet the condition, then it just will not work.

Colourless Units

  • Bridal Micaiah and Sothe. Micaiah, the beloved bride, is a flying colourless tome, and basically plays out how any other Micaiah does: high Atk, high Res, and dual effectiveness on armours and cavalry. Her being colourless means she'll have a neutral matchup against most units, letting her decimate her foes without having to worry about the weapon triangle. When she uses her Duo skill, she and Sothe grant the Dominance status to themselves and any ally within three columns of themselves, while also debuffing any foe in that range for -7 Def and Res. Dominance allows the user to deal damage equal to the total penalties on the foe. So with just that alone, that's 21 extra damage: 7 damage by hitting the weakened defenses, and an extra 14 damage by adding those penalties to the damage. Using other types of debuffs like Sabotage, Ruse, Ploys, or even the Temari+ dagger or Brave Micaiah's Yune's Whispers, you can get the Atk and Spd debuffs to add on the damage. The beauty of this Duo skill however, is that all of this extra damage is similar to the damage dealt from Wo Dao+ and Wrath. This effect allows you to tear through enemy defenses, and while it's only active for one turn, that one turn might be all you need to engage a really tough map with a super tank. When facing an opponent that has -7 to all stats for instance, that's a guaranteed 28 damage in addition to however much you'd normally do. note 
  • Ninja Lyn and Florina. Lyn is a flying dagger who, like the other Ninjas, is all about striking twice and being fast. She has a very high 38 Atk (42 Atk if she's +Atk), and 42 Spd, and that's pretty much all she needs. Her weapon is the Tailwind Shuriken, which has -1 Special, strikes twice when initiating combat, and grants +4 Spd, but reduces her Def and Res by -4. With Swift Sparrow 3, Chill Atk/Def, Spd/Def Rein, and Moonbow, she'll hit quite hard. She's notably the first unit to have a -1 Special Brave weapon, letting a Special like Moonbow activate on the second hit. At base, with all those skills active, factoring in the debuffs, that's effectively 62 Atk striking twice. Unlike prior Duo Heroes, Lyn's Duo ability is selfish, but still very powerful: Florina jumps in to grant Lyn an extra turn to move, but only if Lyn has entered combat at least once that turn. A self refresh on command is an incredible effect, letting her either hit and run or continue her assault. In essence, it's like a pseudo Galeforce, which ranged units notably cannot really use. This ability can let Lyn perform "Lynjaforce" note . Since she's as strong as if not stronger than a good invested ranged unit with just her two strikes, she can wield other B skills like Windsweep so that she can be a pain to deal with in the AI's hands, Desperation to quadruple strike enemies in PvE content, or a flier mobility skill to help her move around better. As the victor of 2021's A Hero Rises event, she became free to every player for a brief period of time that year, making her accessible to many players.
    Support Units 
Some units aren't the strongest combatants but instead can provide immense support to the team, often providing great utility or buffs to other, more or equally powerful units.

Red Units

  • Legendary Eliwood. At first glance he seems like a strong yet bog-standard Sword Cavalier, having a massive Atk stat and Death Blow 4 for powerful Player Phase, but it's in his support skills that he starts getting scary. His Ardent Durandal weapon has a unique and bizarre effect that grants the Bonus Doubler skill as a buff to the ally with the highest Atk stat; Bonus Doubler takes all of the unit's visible buffs and doubles them during combat, and unlike the proper A skill, L!Eliwood's buff can be granted to units that aren't Infantry. This on its own is bonkers, but then the rest of L!Eliwood's skills come into play: in addition to Chill Atk in his B slot, he has the personal C skill Vision of Arcadia which grants Atk/Def+6 to the ally with the highest Atk if he was deployed alongside a Dragon or Beast unit, and Rally Spd/Res+ to buff the other two stats. L!Eliwood comes with everything he needs to turn the strongest ally on his team into a monster, or possibly multiple allies if they're tied for the highest Atk on the team.
  • Phina, the series' original dancer, puts a refreshing spin on the aged "Sword Dancer" archetype. Revisiting the old Development Gag from Mystery of the Emblem that was excised in its remake, Phina wields the Rapier, the classic Lord weapon with Anti-Armor and Anti-Cavalry built in. Phina's Rapier in Heroes not only retains these qualities, but adds Spd+3 and most importantly Vantage to the mix, the lattermost being something no other weapon in the game hasnote . Yet stranger for a dancer, Phina also has a strong offensive statline of 35 Atk / 37 Spd at base, allowing her to get full use out of her unique weapon. While sorely in need of premium 5★-locked skills to truly do work, once she inherits goodies like Distant Counter and Null-C Disrupt, Phina is able to deal with a wide array of Cavalry and Armor threats - some of which are Game Breakers themselves like Surtr and Brave Veronica - and some of the Glass Cannon enemies so that the rest of her team doesn't have to. This is important because it allows those teammates to preserve their offensive skillsets that would otherwise be walled by these types of units. And because Phina is a dancer, she can enable those teammates to keep the pressure on while still being able to defend herself with her innate Vantage, allowing her to mitigate the classic problem of a dancer overextending into the enemy's range.
  • Festival Micaiah. She's a red tome infantry refresher who boasts a good 34 Atk and great 34 Res, and while all her other stats are poor, those two stats are all she needs. Her main job will be to refresh her allies, but should she decide to step in to the fray, she has a few tricks up her sleeve. Her Dawn Suzu tome grants her an extra +3 Atk, and it's effective against armour and cavalry units. It also has Hardy Bearing built in, which can actually help her take down an opponent who's attempting to thwart her team with Vantage. This is especially helpful if she's ran on an Aether Raids defense team, and her low HP can actually lend well to Infantry Pulse setups, which can quickly charge her Special to destroy something. Her high Res also means she can make great use of Sabotage or Ploy skills to debuff her foes, further supporting her allies. In a few ways, she compares and contrasts with Phina up above. For instance... 

Blue Units

  • Legendary Azura. She is, bar none, one of the best refreshers 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 note . 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. The latter of which is especially notable, since she could use say, Torrent Dance to grant +5 Res to an ally, which then becomes +5 Atk/Spd/Def/Res all on command, which would get past the restrictions of the other buffing skills. Finally, since she's a flier, she can use all sorts of skills that improve the mobility of either her or her allies. She even comes with one in Aerobatics, intended to be used with her Atk Tactic.
  • Peony challenges Azura for title of best refresher, because while Azura's refresh immensely boosts a single unit, Peony's refresh can instead help out the entire team. Her weapon, Flower of Joy, grants +3 Atk and Spd during combat to any ally that's in a cardinal direction of her, meaning she can stay far, far from the action and still support and buff her allies. When she uses her unique refresh, Gentle Dream, she grants +3 to all stats to the refreshed ally, as well as the Warp status note . However, she also grants this effect to any other ally that's in cardinal directions of both her and the refreshed ally. While this means positioning is even more important, it also means that in a single action, she could grant a stat and mobility boost to her entire team, and still be able to support her team from very far away. Aside from that, she's basically like Azura, right down to sharing her B Duel Flying skill so she'll score well in Arena modes, and Aerobatics to help her reach her more grounded allies better. The best part is, she's available to every player, being a free unit, given to the player at the start of Book IV.
  • Brave Lucina. She's a lance infantry that offers incredible utility and support to her allies. Her lance, Geirskögul, when given the unique refine, grants +3 Atk/Spd/Def/Res to her nearby allies, though only if they wield a physical weapon (swords, lances, axes, bows, daggers, Beasts). Additionally, she also grants said allies a Breath effect, which grants them an extra Special charge per attack when their foe initiates combat. She essentially has a Drive All + Drive Breath for her physical allies. The former is already good enough, since +3 to all stats is a simple but effective boost, but she opens the door for many types of units that don't normally get to enjoy Special acceleration, and all just by standing near them. The fact that it works from 2 spaces away also means she can keep her distance from Beast allies, allowing them to stay transformed but still take advantage of the effect. To top it all off, the lance is also effective against dragons, so Lucina can step in to slay a troublesome dragon enemy if she feels the need to. What sells her is that as a Brave Hero, she has appeared as a guaranteed summon, and especially notable is that she goes like butter on bread with Brave Ike who can be acquired separately from the Heroes' Path quests.
  • New Year's Velouria, a blue Beast infantry who can either work well as either a support or a carry. Her weapon is Renewed Fang, which has -1 Special, and grants the Breath effect note  to herself and her support partner. While Brave Lucina can do something similar and give a few extra stats, her effect only works on physical allies, and it only works on the enemy phase. Velouria on the other hand, can support a mage or a dragon ally, allowing them to take advantage of the effect, and it'd work on either phase. The best part is, Velouria can take full advantage of this effect herself: since she also gets the Breath effect, she can put up a fight, as she comes with Distant Counter and Null Follow Up, and she inflicts -6 Atk and Spd on her foe during combat when her support partner is nearby. With Sol in her base kit and a -1 Special weapon, she has a ready made enemy phase kit to help her tank.

Green Units

  • Reyson, as well as his sister Leanne, are near identical in function, so this entry will cover these two units at once, and their differences will be outlined afterwards. The two Heron siblings are flying Beast refreshers, and the two wield the Heron Wing weapon, which grants them both an extra +3 Spd, and it heals 7 HP to any ally within two spaces of them at the start of the turn. This is incredibly helpful in any mode, patching up chip damage (like Duma's Upheaval in Aether Raids, or getting hit by Savage Blow), and in maps where the player can stall and take their time, they can heal a team back up to full health. As flying Beasts, when they transform, they gain +1 Mov, meaning they become 3 Mov refreshers, letting them reach their allies way more easily. This does come with a team composition restriction however. On teams where transformation isn't so feasible, they can still take advantage of the multitude of flier mobility skills they have access to. Now, the differences: Leanne is colourless, and has more Res to take better magical hits, and she can use the likes of Sabotages or Ploys better. Reyson is green, and is more of a Jack-of-All-Stats, but he's also a 4* summon, so he's more accessible than his sister. Other than that, the two basically function the same, and are both very helpful units to have around.
  • Legendary Byleth, gifted with the power of the goddess, assumes his Enlightened One class as a green tome infantry mage. Like the other Byleths, he's got Null Follow-Up, ensuring that no follow up manipulation can get past him, but what makes him stand out is that he gives Null Follow-Up to any ally within two spaces, cementing him as an excellent support role. Units that normally can't use it, like fliers or cavalry, can now take advantage of such a powerful ability, although they do need to meet a Spd check, while also staying near him. Still, this means they can use skills like Windsweep or Watersweep (something even shown in Byleth's Legendary Hero Battle) to great use. Byleth himself is also no slouch in combat, acting as a perfect check to some troublesome opponents. With his Professorial Text granting -1 Special, his unique Special in Sublime Heaven, and Time's Pulse to always insta charge it at the start of each turn, Byleth will show anyone he stands against something to believe in. Sublime Heaven boosts Byleth's damage by 25% of his Atk, or 50% of his Atk against a Dragon or Beast, and it pierces through any non Special Damage Reduction skill like Spurn or Close Call. Incidentally... 

Colourless Units

  • Bridal Fjorm is a flying healer who has the ability to completely shut down the use of Assists that the opponent might use. Her high 42 HP works well with her staff, Gjallarbrú, which inflicts Isolation on any enemies in a cardinal direction from her as long as her HP is greater than theirs by at least 3. Isolation prevents the afflicted unit from using Assists or being the target of Assists, shutting down enemy refreshers, Rallies, enemy healers, and even movement assists, basically forcing the enemy just to move and even be forced to attack an enemy in range if there are any. This is mainly for Aether Raids, where such tactics such as Rally or Restore traps can threaten opposing players. In PvE maps, this effect might not be helpful, or even possible, but thankfully, Fjorm can just inherit one of many staffs to either send the enemy to disarray with statuses, or help support her team in more conventional ways. She comes with Dazzling Staff naturally, letting her disrupt foes with no fear, and then her flight lets her flee to safety afterwards. While she can shine on flier teams, she can also shine on regular teams thanks to her newly introduced Ground Orders skill, which grants infantry, cavalry, and armour units the ability to warp to a space adjacent to any nearby ally, improving their mobility considerably.
  • Mila. The Goddess of Zofia weighs in as a colorless manakete with a Light Mythic blessing. She comes with a decent 53 Atk and huge 44 Def / 41 Res out of the box that you might expect from an armored unit, but is so much worse to face because she isn't an armored unit and thus can't have that weakness exploited. She also comes with Bracing Stance 3 and Sabotage Atk, so nothing short of a heavy damage dealer or another Enemy Phase tank can hope to scratch her. The rest of her kit however is weighted to support, and she has plenty of it: her Nurturing Breath would be a bog standard Breath weapon that happens to give her Def+3, were not for granting +2 to all allies' stats during combat within a 7x7 space radius around her. But better still is her Mila's Turnwheel C skill which inflicts Isolation on enemies in cardinal directions, though unlike Bridal Fjorm who targets HP, Mila flexes her titanic Def stat to apply it and only needs it to be 1 point higher than the enemy's, which is much harder to challenge. Mila's Turnwheel also grants an Aether Raids-specific boon where she'll increase the turn limit by 1 if deployed on an Offense team (i.e. 7 turns becomes 8), which heavily incentivizes her role in the metagame to shut down Defense teams that rely on refreshers. Mila's sole weakness is that she is ridiculously slow at 17 Spd and can't get any follow-up denial as a Infantry, so a unit that can successfully breach her defenses will put a stop to her Team Mom-esque shenanigans very quickly.
  • Flayn. She's a flying healer who wields the Caduceus staff, which has a very powerful effect: any allies near her receive 30% less damage during combat. Simply by being near her allies, they get a free, always active Sacred Cowl and Escutcheon. While the damage reduction B skills (like Close Call and Spurn) mitigate up to 40% damage, they are usually still reliant on some sort of stat check, and being in the B slot, that prevents said units from using other skills that can give them an edge during combat. But by standing near Flayn, their damage reduction is covered albeit at 30%, although she could equip C skills or Seals to further protect her allies. Also, units that can't even use damage reduction B skills, like fliers (Guard Bearing aside) or armours get to enjoy having their damage mitigated.
    Types of Units 
  • 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. Common refreshers in the permanent summoning pool include Olivia, Sylvia, and Tethys, while special, seasonal refreshers were also introduced as well. Refreshers are inherently great at support, especially with movement-assisting skills like Wings of Mercy, although some refreshers can also put up a fight like some of the seasonal ones. 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. This overrides extra movement bonuses from Armor March/Stride/Boots and Flying Beasts too.
    • 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+/Melancholy+ 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, Reinhardt, Cecilia, and Brave Veronica are all available for free. 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 and Peony are available for free as ranged fliers with great support capabilities. 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. Fliers also have access to several skills that either improve their mobility or the mobility of their allies, with skills like Flier Formation, Flier Guidance, and Air Orders. While all fliers are weak to archers, this weakness can be prevented with the Iote's Shield Seal, to let them stand a chance against them. 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.
  • Units with 3 Mov and a guaranteed follow up attack. There are several units who fit this bill, all boasting a great Mov range and the ability to perform a follow up attack for free, often bypassing their low Spd. They'll move far and hit hard with great Atk stats and great to incredible bulk, and they can put skills like Heavy Blade and Galeforce to great use. While suited for player phase, the cavaliers can enemy phase pretty well too, and they usually have the bulk to exchange blows, but they still have to be mindful of their conditions. They need Desperation active for a truly safe player phase however, which can be at the cost of a better B slot skill, and they're all weak to Null Follow Up. Still, they're quite powerful, and are hard to take on directly.
    • Tibarn. As a red flier Beast, he gets his 3 Mov from starting his turn next to any Dragon or Beast ally or no ally, and to meet his follow up condition, his foe just needs to be at full health as he initiates combat. To further help him ravage his enemies, he comes with Sturdy Impact to give him a good Atk and huge Def boost and he will deny his foe from performing a follow up attack themselves. He does have low Res however, and no enemy phase capabilities.
    • Sigurd. Chalphy's Knight in Shining Armor rides into battle as a sword cavalry who can duke it out with the toughest of foes ever since his Divine Tyrfing received a refine. When given its skill refine, it can give him up to +10 Atk/Def during combat if both his and his foe's HP are above 50%, and he gets his follow up attack if his foe's above 50% HP. It keeps the 50% magic damage reduction, letting him comfortably take a magical hit here or there. His conditions are HP based and aren't too hard to maintain, although he will struggle against dragons since he can't mitigate their damage.
    • Duessel is a veritable One-Man Army who's capable of standing strong all on his own. He's a lance cavalry whose conditions all require him to be next to no ally, with skills like Def/Res Solo and Rouse Def/Res. His Obsidian Lance grants him a follow up attack under these same conditions, as well as -6 Atk/Def on the foe. With his Lull Atk/Def and the rest of his skill active, he can reach an effective 64 Atk, 64 Def, and 53 Res, all as long as he keeps his distance from his allies.
    • Zeke. He's a lance cavalier that wields Holy Gradivus, which has Distant Counter built in, and if he's above 25% HP, he get a guaranteed follow up attack. Of the units in this section, his conditional follow up is probably the easiest to maintain, and has a bunch of neat skills that help improve his tanking capabilities, including Atk/Def Catch 4, Lull Atk/Def, and Def/Res Menace. He can reach effectively 74 Atk, 56 Def, and 44 Res with all of his skills active, and he gets to use Distant Counter to give him a strong enemy phase presence.
    • Pirate Veronica and Xander. Similarly to Duessel, Veronica's also best kept away from her allies, getting her stat swings and follow up under the same conditions. She's an axe cavalry who wields the Gate-Anchor Axe, which grants her follow up and +5 Def/Res to herself and -5 Def/Res on her foe as long as she's Solo, with Atk/Def Solo 4 and Lull Atk/Def to complement her playstyle. She can effectively reach 70 Atk, 51 Def, and 42 Res with all of her skills active, making her smash her foes with the force of a tidal wave. Best part is, since her weapon grants her -1 Special, she's probably the best of this bunch to use Heavy Blade and Galeforce since it'd be on an even 4 charge. As a Harmonized Hero, she and Xander can grant themselves and any ally who also hail from Heroes or Fates the Resonant Shields effect, which grants +4 Def/Res during combat for one turn, and for the first combat on either phase for that turn, their foe cannot perform a follow up attack. It's not ideal against multiple foes, but it's still worthy of mention.
    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. These two skills made them very dangerous back then, but 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.
    • Close Foil is a sidegrade to Close Counter, granting a +5 Atk and Def boost to the user if they're attacked by any physical opponents (swords, lances, axes, Beasts, bows, daggers) and it allows them to counterattack against those melee opponents. This basically acts as a stronger Sturdy Stance in addition to Close Counter, helping boost the user's Def to withstand hits and boost the user's Atk to dish out some more damage. The only reason why this skill doesn't completely outdo Close Counter is because it'll do nothing against dragons, who would usually aim for the lower defensive stat for ranged units anyway. Should the player field the unit on a map with little to no dragons, or have the right means to deal with them (such as packing one of many dragon slaying units, or simply destroying them at a range before they can even approach), then Close Foil is an excellent skill for tanky ranged units.
    • 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, in Hector's case, either Berserk Armads for his Love Abounds and regular version or Maltet for his Brave version), 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, 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.
    • Either version of Lysithea.
      • Student Lysithea has -1 special cooldown, Swift Sparrow 2 and +6 attack when special ready prior to combat in a tome. Give her Luna, Draconic Aura, Glimmer etc and watch her one-shot an enemy due to her insane attack stat, charge her special back instantly due to Special Spiral, and ideally get danced to do it all over again.
      • Brave Lysithea has ridiculous Attack, Speed, a personal weapon with might as well be Desperation and Brash Assault that trigger if even a single hitpoint is lost (and Atk Spd Push 4 to trigger it). Combine with a 3 or 2 cost special and Special Spiral and watch enemies die repeatedly because Lysithea either nukes with a special, or deals massive damage with a normal attack, charging a special, then proceeding to finish her opponent... and charge her special to be ready for use again. Or, even worse, ASTRA/DRAGON FANG with Flashing Blade to charge it. Same results as a 2/3 cost special, but with way more overkill.
    • Again, Black Knight/Zelgius, this time equipping a Slaying Edge (for the -1 cooldown count) or refining his Alondite for having both 1 cooldown count and Distant Counter, 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 a weapon with self-healing (Green Egg, Bellringer, etc.) 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 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 they're two of the few 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 with the unrefined version, and dropping that to 25% HP or over as well as giving him +4 Atk/Spd if he initiates combat with the refined version. 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.
  • Null Follow-Up. Guaranteed follow up abilities and follow up denial abilities run rampant, and sometimes a unit with really high Spd is thwarted by such abilities on their opponents, and conversely, low Spd units can put such abilities to great use to get past their low Spd. With Null Follow-Up, any abilities that manipulate follow ups are disabled, turning the match into a fair and square Spd check. While it is an infantry locked B skill, it is one of their most powerful tools, especially for faster units that want to actually rely on their Spd. Some units have access to the skill through their weapon, opening up their B slot to use other skills:
    • Regular Mareeta has this built into her eponymous sword, and while she has her own section, she gets another mention here by being able to equip a damage reduction B skill for a potent combination of having very high Spd, Null Follow-Up to prevent follow up nonsense, and damage reduction to help protect her.
    • Summer Female Byleth, Spring Fir, Young Merric, Karla, Regular Ishtar, Legendary Claude, and Regular FE8 Selena all have weapons with Null Follow-Up built in under certain conditions, in addition to a few extra neat effects like -1 Special and extra stats. Byleth, Fir, and Claude are fliers, and Selena's a cavalry, two class types that normally can't acquire Null Follow-Up, and all of them have very high Spd to put Windsweep and Water to great use. Windsweep and Watersweep deny counterattacks from certain foes, but at the cost of being able to make a follow up, and these weapons circumvent that. Null Follow-Up and Windsweep usually can't be used together as they're both B skills, but thanks to having Null Follow-Up built into the weapon, these units are free to use Windsweep without a problem. Karla, like Mareeta, can equip a Damage Reduction B skill to allow her to use her Spd defensively.
    • Courtly Fan+ is an inheritable dagger that grants +5 Atk and Spd when initiating combat, and it has half of Null Follow-Up built in: it won't prevent your foe from their guaranteed follow up effects, but it will disable any abilities that prevent your own, meaning any fast dagger user, of any movement type, can also put Windsweep to great use. Appropriately enough, the unit that comes with the weapon, Dancer Ethlyn also comes armed with Windsweep and a Spd of 41 to make perfect use of the combination.
    • Brave Ephraim also has the first half of Null Follow-Up built into his Garm once it's refined. While he doesn't have the Spd to use Windsweep, he can instead equip Wary Fighter to deny his foe's follow ups, and while normally it'd also deny his own, Garm's new effect will get past this, letting him follow up like normal. Unless of course, his opponent also has Null Follow-Up.
  • Near Save and Far Save. Introduced by Valentines Gustav and Valentines Henriette, the Saves join the Fighter skills as armor exclusive skills. The skills allow the user to take the place of an ally within two spaces when targetted attack by a melee or ranged unit, protecting them from all after-combat effects including movement ones that don't effect the Save user like Close Call and Leila's Constant Dagger while granting the user +4 to two stats. This allows a unit to focus entirely on fighting either melee or ranged units exclusively rather than try and deal with all types of foes. Far Save in particular can allow protection from cav line setups which rely on ranged cavs to leave as few safe spaces for a non-carry unit as possible or safely tanking an AoE while Near Save makes it harder for Galeforce strategies to work by stopping Lunge. Appropriately enough, Gustav and Henriette come with the tier 4 versions of Close and Distant Def respectively to maximize their ability to tank on melee and ranged units. The only real weaknesses are the Save user can only protect units on panels they can traverse so water and mountains are out of the question, multiple saves of the same type will cancel eachother out leaving the targetted ally vulnerable, and the user is considered next to an ally so a unit like Legendary Edelgard or Winter Ephraim who want to be alone can't use their prfs to their full potential with a Save.


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