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  • Alternative Character Interpretation: Given how many characters there are across the games, this is inevitable. Particularly obvious with shipping (especially when it comes to sexual orientation), since the games rarely define specific canon pairings, and the support system often gives one character multiple potential romances.
  • Americans Hate Tingle:
    • While the games set in Marth's world are loved in Japan, with Mystery of the Emblem being heralded as the very best, the rest of the world sees them as some of the weakest parts in the series or at least not accessible enough to warrant the special treatment for crossovers and spinoffs. Ironically, thanks to Super Smash Bros. Melee, Marth himself is one of the most popular characters in the series, which leads to the interesting case where most of Marth's western fanbase is based around Smash Bros more than his home series, at least until Heroes and Warriors.
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    • The series itself used to be more niche in the West, where it was still somewhat popular, but fell under the radar compared to Nintendo's other franchises. However ever since Fire Emblem Awakening the series has only increased in popularity in the west with every exceeding game, finally breaking into mainstream popularity with Fire Emblem: Three Houses.
  • Anti-Climax Boss: A recurring trend in the series: due to the franchise enjoying its random stat growths and hit rates and the presence Final Death, Final Boss characters are usually designed to be beatable even by severely weakened parties. The most common form of this is the Lord's Sword of Plot Advancement dealing effective damage to the boss in question, meaning the boss dies in two or three hits, or an 11th-Hour Ranger joining the party who can handle the boss pretty adequately. This tends to be something of a Necessary Weasel, as the combat engine in Fire Emblem tends to not lend itself well to boss battles—meaning that bosses which are difficult are usually unfun to fight against due to not having much strategy besides "stand still and whack player with giant stats when they're in range."
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  • Anvilicious: Path of Radiance and Radiant Dawn's "racism is bad, mmkay?" Aesop can be pretty annoying, especially since nothing new is really done with it.
  • Big-Lipped Alligator Moment: "Battle Preparations" in The Blazing Blade. You've just decided to assault the Very Definitely Final Dungeon, the fate of the world hangs in the balance, Hector has just learned that his brother has died... and then without warning, an unexpected lesson in economics and trade. "[...] as Marquess Ostia, he gave a scathing indictment of the peer system." — What?
  • Broken Base:
    • The entire notion of Final Death. Some feel that it adds to the challenge and makes every death really count, forcing you to be very careful with high-risk strategies, on top of encouraging you to care about your units and making it all the more heartrending if any of them fall in battle, even if the downed unit is a story-critical unit who simply ends up with a Career-Ending Injury or is not used that much anyways. Some point out that in practice, it becomes an exercise in restarting each chapter until nobody dies, making the otherwise-poignant deaths of each character meaningless unless one has the self-restraint to never reload saves ever, while others who do restart each time feel it gives every character the feel of a Lord-class unit, treating any unit loss as losing the chapter entirely. There's also the question over whether it's well-implemented in later games—while earlier games like the Archanea games, Thracia 776, and Binding Blade are rather clearly designed with "ironmanning" in mind, later games tend to have smaller rosters, stronger enemies, or characters that require a lot more effort to take off on higher difficulties, meaning that a lost unit is a much greater blow to progress than in the days when you could lose half your cavaliers and still scrape something together.
    • After the success of Awakening, there's a rift between the existing fanbase and those brought in by the Newbie Boom of Awakening, especially when it comes to how much/little new games should relate to Awakening or follow its standards. The change in writing and style is a major point of contention, even in the Japanese fandom. The debate intensified after Fates was heavily criticized for following Awakening perhaps a little too closely yet failed to live up to Awakening's standards, especially once Echoes came out while keeping much of the original game's mechanics intact with a few changes for quality-of-life or to spice things up and turned out to be very well-received. Finally, the cycle renewed itself when Three Houses came out, bringing with it a Newbie Boom of its own and being hailed as one of the best games in the series, putting it at odds with fans of other contenders for the title, and now the debate is over whether future Fire Emblem games should take cues from Three Houses at all or not.
    • Shadow Dragon caused (and still causes) a lot of drama among the fans. It was highly anticipated by Western fans, who were excited to finally get one of Marth's games and avert the No Export for You nature of the first installment of the franchise. When the game released, however, it was considered a rather lackluster remake, as aside from a contested graphical update and a few nice new features, the game lacked a number of systems that are now considered core mechanics: such as the Support system, the Rescue system, or even allowing any unit to visit a village (only Marth can do so). However, others like the game for its simplified approach, a large difficulty selection, Purple Prose localization, and being a largely faithful remake of Marth's story. It also properly introduced the Reclassing feature, which is divisive by itself. The sequel, New Mystery of the Emblem, was not released internationally due to lackluster sales, and also underperformed in Japan, leading Echoes, the remake of Gaiden, to implement features from newer games while still keeping some of the original game's mechanics intact. This blend of older and newer mechanics of the series ended up being very well-received by the fans as a whole, but did little to lessen the debate over Shadow Dragon.
    • Which is the best game in the series? The debate usually comes down to The Blazing Blade, Path of Radiance or Awakening, which are all preferred by different demographics. Sometimes fans of the former two team up against Awakening, while other times it's a three-way split. Genealogy of the Holy War is also a contender (and one that causes a four-way split for predating the Western localization of the series), albeit a less frequent one due to its obscurity. And now Three Houses has entered the fray, coupled with its own Newbie Boom, meaning a melee-a-cinq ensues whenever it gets brought up.
  • Character Tiers: Debates over this encompass a big part of the fandom. Whether or not certain characters are Game Breakers, whether or not certain characters are Tier Induced Scrappys, whether the characters should be judged purely on growths and stats, et cetera. The most common standard judges a character by "how much do they do for you over the course of the game?", which tends to favor characters with strong base-level performance, significant longevity, and particular utility.
  • Cheese Strategy:
    • The game has its fair share of bosses that require some strategic thought, but in a case of Gameplay and Story Integration, in Echoes -- Shadows of Valentia, Emperor Rudolph will not attack Alm, even if he is attacked first, because Alm is his son. Given Rudolph is considered That One Boss, a common strategy is to simply keep everyone out of the line of fire and have only Alm attack him.
    • Furthermore, whenever an immobile boss carries a melee weapon and a bow, attacking from whichever range they cannot counter and then moving/rescuing out of range is a viable tactic. This is practically mandatory when fighting Gomez in Fire Emblem: Thracia 776 due to him having endgame-level stats and sitting on a throne that gives 10 defense in CHAPTER 8X. Given that it's practically impossible to survive a single round of combat against him, the best and likely only route is to hit him with one of Asvel's spells from the range he cannot counterattack from (initially 2, since Gomez has an ax and a bow, and starts with the ax equipped), rescuing out to prevent Gomez from equipping his bow and repeating. Good luck, because obtaining Asvel in the first place is a major Guide Dang It!.
    • In the spin-off game Fire Emblem Warriors, Minerva and Camilla have a dash that puts them out of attack range for anyone but archers, and a dash attack that has a massive area of effect and trivializes Kill Count objectives, so a common strategy is to simply spam that attack on crowds of enemies or enemy generals. The technique is sometimes referred to as "Slamspam" because it involves Minerva's and Camilla's (massive) dragons body-slamming the ground, hitting everything around them.
  • Chickification: Tends to happen with manga adaptations. Love interests tend to show no indication that they can fight, or even heal. Julia gets hit with this in the Fuyuki adaptation of Genealogy; even if she wants to be useful, she doesn't pick up a single weapon. And she's supposed to beat the Final Boss. The Oosawa manga averts this with its many female characters; the only girl who doesn't show any fighting skill is the cleric.
  • Cliché Storm: The games go in and out of this - the Archanea games certainly seem this way after more modern installments but these games are products of the dawn of video game storytelling in the early 90s. The plot of The Binding Blade is certainly rather old hat (playing many tropes used in the first game almost identically), and Sacred Stones, outside of its interesting and three-dimensional antagonist, is also following well-trod ground. Awakening is also rather cliche, though it has the excuse of being the series' Milestone Celebration and attempting to incorporate a sort of "Greatest Hits" feeling throughout. The rest of the series is much-less similar, or at least does a better job of playing with the tropes it utilizes.
  • Complete Monster: See here.
  • Crack Pairing:
  • Cult Classic: In Japan, though, the series has been mainstream since the NES days. Outside of Japan, the people who actually have bought the pre-Awakening Fire Emblem games and played it are reduced to a (very loyal) cult. Still to this day, people are still arguing over a tier list in FE9 and FE10.
  • Demonic Spider: The Dark Magi with their "reduce to 1 HP" spell in the Genealogy of Holy War. Despite the low accuracy, it still seems to hit you very often for some reason.
    • Played literally in Sacred Stones with the Bael and Elder Bael enemies. Actual giant, demonic spiders that also fit the trope - as they hit hard, fast, can poison, have a respectable chunk of health and defense, and nearly always spawn on mountain tiles and/or in fog.
  • Discredited Meme:
    • "Are Roy and Marth in this game?" all but died out in the series' modern era, as Marth's game finally got localized and while Roy's home game still hasn't, he's made frequent appearances in spinoffs. It's now obvious to Western fans which games they both came from.
    • Many people blame the downfall of the "BEGONE THOT" meme on the overuse of it in the Fire Emblem fandom, especially towards either Fanservicey characters like Camilla, or Yandere characters like Faye.
    • "Hoes mad" has started to get this treatment, despite being primarily-Three Houses meme. When Byleth was announced as the last character of the first Fighter Pass in Super Smash Bros. Ultimate, the Smash community went ballistic about the eighth Fire Emblem character getting added into the game, as opposed to the Fire Emblem community, who pretty much spammed the phrase to anyone who was upset about the announcement. It very quickly burned out and you're more likely to get annoyed comments from the community rather than people joining in.
  • Ensemble Dark Horse:
    • The Whitewings have had the most amount of appearances throughout the series and are the progenitors of the unique Pegasus Sisters archetype. Palla and Catria especially have their fans, though Est is something of a Base-Breaking Character for gameplay reasons and story reasons mostly exclusive to Mystery. As a trio though, they are widely beloved.
    • Gheb especially, but Batta The Beast, Glass, and Denning also qualify.
    • Malice is easily the most popular character introduced in BS Fire Emblem, with both fans and the developers. It probably has something to do with being a Rare Female Example of the "Ogma Archetype", and a badass Anti-Hero with a cool design (and being Ms. Fanservice). She was given a much greater role in New Mystery, and ended up featuring as a SpotPass character in Fire Emblem Awakening, "representing" Mystery of the Emblem despite not actually debuting in that game!
  • Fandom Rivalry:
    • Many of Nintendo's other niche fandoms, such as Metroid, Kid Icarus, F-Zero, Donkey Kong, and Rhythm Heaven have a bone to pick with the Fire Emblem fandom out of jealousy for the attention that the franchise is receiving. The large amount of divisiveness in the fandom does nothing to help matters either.
      • It gets worse every time a Fire Emblem character is added to Super Smash Bros.. Initially, it wasn't too bad in the days when Brawl was the most recent game, as back then the only characters were Marth and Roy in Melee or Ike in Brawl. but when Robin, Lucina, and Corrin were added to Smash 4 caused rumblings, Chrom was added to Super Smash Bros. Ultimate at launch, followed by Byleth as DLC, the fandom got more and more irritated with each subsequent addition, particularly because three of the eight characters were seen as Char Clones of Marth or Ike, meaning there were really only five unique characters of the bunch, but all of them were sword-fighter characters, which there is already an abundance of in the game.
    • Within the fandom, the rivalry between pre-Awakening games and games from Awakening onward is very pronounced, mostly due to how drastically different the franchise was before and after that game in terms of design, popularity and success. There are an increasing number of fans who enjoy both sets of games (helped by the Massive Multiplayer Crossover of Fire Emblem Heroes), but this still pales in comparison to the fandom's internal strife. It only got worse when Fire Emblem: Three Houses renewed the same debates following its success.
    • Similarly fans who hate the pre-Awakening Fire Emblem games, particularly the Kaga Era, tend to dislike the Tear Ring Saga series as well. Berwick Saga escapes this somewhat due to not many even knowing about the games' existence (even amongst fans of Kaga-era FE)
  • Fanon Discontinuity: Anything regarding sacrificing allies in Shadow Dragon. Surprisingly, Shadow Dragon's version of Marth is considered to be very well written and has its fair share of fans.
    • The mechanics that caused this actually verge on Canon Discontinuity in New Mystery. Namely, all characters from Shadow Dragon (even the sacrifice) appear alive and well, and Marth recognizes them all. An outcome like this would be impossible to achieve in Shadow Dragon, as meeting the sidequest characters requires most of the other characters to be dead.
  • Fan Nickname:
    • A Radiant Dawn Lets Play named the reinforcements who appear near the starting point of the map "Asshole Reinforcements". It's true. "Ambush-Spawning Reinforcements", or simply Ambush Spawns, is used to refer to reinforcements that move the turn they arrive.
    • It's common to refer to the powerful but unfortunately named Bolganone tome as "Bologna."
    • The Cavaliers of the Cain and Abel archetype are sometimes referred to as "Christmas Cavaliers", due to their Red/Green Contrast.
  • Fountain of Memes: If talking about the OVA, expect to hear Gordin mentioned a lot, in particular his line of, "But Maaaars!" Only when talking about the OVA, though; he's pretty forgettable in the games he appears in.
  • Franchise Original Sin: Enough to warrant its own page.
  • Friendly Fandoms:
    • Many of the fans of the older games have an overlap with the Megami Tensei fandom, both for their tough as nails, yet satisfying gameplay and simple yet dark stories. This was one of the reasons why Tokyo Mirage Sessions ♯FE was highly anticipated during its Shin Megami Tensei X Fire Emblem phase, and both fandoms were divided on the final result. The bond was strengthened by the release of Fire Emblem: Three Houses. Between the time management systems, surprisingly dark story routes dealing with a conflict predicated on a decision to align with Law/Neutral/Chaos, and the abandonment of the weapons triangle, it feels more like a SMT crossover than the aforementioned game ever did.
    • Fans of the NES and SNES era Fire Emblem games tend to love Fire Emblem's Spiritual Successor, Tear Ring Saga and Berwick Saga, and its frequently included in Fire Emblem fansites, including both Wikis.
  • Game-Breaker: Certain units can become this with the right development. Now has its own page.
  • Gameplay Derailment: In theory, the Final Death mechanic is meant to make you put value into every unit you have, and to think very carefully before making risky decisions; it is very possible to create your own Tear Jerker moments by being careless with a particular unit. In practice, however, everyone just ends up restart-scumming the current chapter until they can pull off a no-death run, especially since if the protagonist unit dies, it's game over anyway.
  • Goddamned Bats: Enemy magic users with Sleep or Berserk staves. Especially in Genealogy of the Holy War, where enemy-exclusive Sleep staves had near-perfect accuracy and unlimited uses and in Thracia 776, where the staves had infinite range and the status effects never wore off on their own.
  • Goddamned Boss: Any static boss with decent power, doubly so if they're sitting on a throne which gives substantial bonuses to their defense and evasion.
  • Good Bad Bugs: The enemy control glitches, which have Game-Breaker potential (but are not Game Breaking Bugs).
    • The pitfall traps in Chapter 3-11 of Radiant Dawn only activate if a non-flying unit moves onto the space, and one of the enemy bishops in that chapter has a Rescue staff. This can allow a unit to end up on one of the pitfall spaces without setting it off. (Yes, normally the enemies avoid those spaces, which makes it easy to see which spaces are and are not booby-trapped.) However, because the space is already occupied without the pitfall trap having been set off, a unit with Pass can move through that space without falling into a pit.
  • Ho Yay: See here.
  • Hype Backlash: A strange example of this combined with "Seinfeld" Is Unfunny hit with Shadow Dragon. If you ask most people outside of Japan what their first Fire Emblem game was, most of them will say "The Blazing Blade". In between receiving Shadow Dragon, we also received Fire Emblem: The Sacred Stones, Fire Emblem: Path of Radiance, and Fire Emblem: Radiant Dawn... so a lot of people were expecting Marth's game to be like what we expected a Fire Emblem game to be. When Shadow Dragon was a "Back to basics" remake of the first game, a lot of people expressed disappointment because twenty-odd years of innovation had taken place in the meantime, and the game was showing its age.
  • Just Here for Godzilla: Some fans circa Awakening were attracted to the series due to the ability to marry your Player Character to any of the many attractive characters in the game. However, as noted above, many veteran fans tend to be accusatory about this issue, claiming that it is the only reason the series had such a big Newbie Boom and that it has attracted players who play for the "wrong" reasons.
  • Magnificent Bastard: See here.
  • Mis-blamed: Many blame Shadow Dragon as the cause of series' fall, using the fact that New Mystery, its direct sequel, is not localized. It should be noted that the only Fire Emblem game that manage to have below average sales are, in fact, the Tellius duology - at least in Japan, Path of Radiance is the lowest-selling Fire Emblem game, with 156,000 units in total sold there, largely contributed by the series' Invisible Advertising at that point.
    • Also, don't listen to what some people say about Shadow Dragon hurting the series in the West - the game received strong reviews from the gaming press (gaining a respectable score of 81 on Metacritic as of 6th November 2010) and had good sales (over half a million copies sold in North America and Japan collectively).
  • Moe: Many of the female characters (and some males) are this, for being kindhearted and wholesome and having lovable, unique personality quirks, as well as very pleasant voice acting when voiced. Examples include Caeda, Lyndis, Elincia, Lucina and Cordelia.
  • Moral Event Horizon: Has its own page.
  • Most Wonderful Sound: The ting of an enemy's weapon bouncing off of your unit for zero damage. The Binding Blade and New Mystery of the Emblem trade it in for an even more satisfying clang.
    • The stinging crack of a critical hit also counts, so long as it's your unit on the attack and not the enemy.
    • The Near-Victory Theme. Especially in some of the harder games.
  • Scrappy Mechanic: The concept of promotion can prove quite uneven: the gap in promotable classes between Shadow Dragon and the Blade of Light and its remake clearly expresses just one example.
    • Weapon weight, which reduces a unit's attack speed, has proven a thorny issue to address throughout the series. There have been four different ways to deal with it, each with a logical reason behind it, and each one unbalanced in favor of certain classes and builds:
      • "No Buffer" (AS decreases by full weight): Favors sword users and archers whose lighter weapons allow for better speed retention. Rationale: any weapon can weigh anyone down;
      • "Build/Constitution" (Unit slows if weight exceeds build/con): Favors bulky units with at least decent speed, as well as the fastest units who can take the speed loss and still hit hard. Rationale: bulkier warriors can handle weight better;
      • "Strength" (Same as above, only with strength): Favors fast units with the strength to keep all their speed. Rationale: the stronger a unit becomes, the more weight they could handle;
      • "No Weight" (Weapons have no weight whatsoever): Favors all fast units, especially those with issues over the two prior methods. Rationale: a properly trained warrior should never be burdened with their weapon.
    • Healing staves can (and frustratingly do) miss in FE5, as it's based on a Skill calculation. While status staves in this game have a ridiculously high hit rate and can hit from practically anywhere on the map, a healer can miss while standing next to the unit he/she tries to heal.
    • Biorhythm from Path of Radiance and Radiant Dawn. Chances are, no matter whether your units are feeling good or not, you will either want to use a certain unit in a certain place, or that unit is the only one who is suited for the area. If you are feeling good and the enemies aren't, good for you. But, if you're feeling down and the enemies just so happen to be in good or even great condition, better hope your unit has enough health/defenses to weather their attacks. If you like using the Myrmidon or Pegasus Knight type of unit, then this will hit you hard.
    • Fog of War is pretty universally hated. In theory it's supposed to add an extra layer of strategy to certain chapters, and encourage the use of high-vision classes like Thieves as scouts. There's just one problem: enemies are COMPLETELY immune to it. They know exactly where you are and don't need any scouting to be able to attack you. If one of your units runs into an unseen enemy during movement, their turn immediately ends. The AI is, naturally, not bound by this. Altogether, it frequently adds up to losing characters to enemies you couldn't possibly have seen coming. Rather than a fun new mechanic, it's just a handicap to the player.
    • Likewise, both the "new" and "old" sides of the fanbase despise "Ambush-Spawning Reinforcements", i.e. those that can move/attack immediately after spawning. The reason is similar to Fog of War above: it's often impossible to avoid losing characters to them unless you know when and where they appear. That said, its presence is somewhat controversial given that non-ambush reinforcements tend to just sit around gormlessly for a turn.
    • Having to kill off your own characters to get sidequests in Shadow Dragon. Needless to say, there was much rejoicing when New Mystery removed this.
  • "Seinfeld" Is Unfunny: Archanea was the series that was the Trope Codifier for this series, as well as the entire genre (along with Shining Force and some games like Nintendo Wars). Most of the complaints for Shadow Dragon are pretty much this, as the remake was more of a straight up remake rather than a re-imagining.
  • Sequel Difficulty Drop:
    • The Blazing Blade is considerably easier than The Binding Blade due to being the international audience's first official exposure to the series, with features such as having enemy reinforcements appear at the end of the Enemy Phase instead of at start and toning down the concentration of status staff enemies. The Sacred Stones is even easier. It goes up from there.
    • Awakening is a weird case. While New Mystery is far and away the hardest entry in the series thanks to its absurd highest difficulty mode and game mechanics, Awakening's Lunatic Mode+ is potentially the hardest mode in the series, but only because it is a Luck-Based Mission. Awakening's Normal and Hard modes are extremely easy, while the Lunatic Mode can be easily trivialized.
    • Fates was one of the hardest games in the series (Especially on Conquest). Echoes in contrast is much much easier due to maintaining a lot of mechanics and features (such as map design) from the original NES game.
  • Sequel Difficulty Spike:
  • Shipping: With the concept of supports in the later games, excluding remakes, the many different endings that come with A level support between two characters and the stat bonuses characters receive if they have A level supports and are next to each other, the game is actually encouraging characters to be shipped!
  • Ship-to-Ship Combat: Every single game. Example: In The Blazing Blade, the Lyn x Hector vs Eliwood vs Kent vs Rath vs Florina + whatever else comes to mind. And please, for the love of peace on the internet, do not bring up Roy's heritage...
    • If she's supported with Sain, Serra lampshades this at Lyn's expense.
    • And of course, theres the legendary Finn - Beowulf - Lachesis triangle.
  • They Changed It, Now It Sucks! AND It's the Same, Now It Sucks!: Shadow Dragon is not well liked by fans because it is very close to the original (which fans tend to acknowledge as lacking) with only some of the improvements made in latter titles (meaning that most of the features were "removed").
    • In New Mystery of the Emblem, a lot of fans were bothered by the announcement of the addition of a "Casual" mode option (removing the series' signature permanent death). Fans turned to "meh" after the actual release proved Lunatic is moonstruck hard enough to ease the fears it would be the first sign in dumbing down the series.
  • Tier-Induced Scrappy:
    • Many characters with perfectly-good personalities and backstories get flak from the more gamist members of the community when they have poor classes, stats, or scaling. Conversely, some bland, or even unpleasant characters get away with it by being very useful in gameplay.
    • Archers are a consistently hated class since even though they can attack from two squares away, they can only attack from two squares away. Fine, but most enemies in the game attack from one square away, and later in the games, they tend to have weapons that allow them to attack from 1-2 squares away, leaving them defenseless on the turn they are attacked. Adding to this, Archers generally have low defense, and since the enemy AI tends to pick the unit it can do the most damage to, the archer is generally cannon fodder for the enemy to pick off. The only real niche they could fill is that they can take out wyvern and pegasus riders, but even that is rendered null because Mages can do that too and attack from 1-2 squares away. It should be noted that this also resulted in Archers getting MUCH less exp compared to other classes, which is taken further with Archer's generally lacking base stats. It didn't help that the older games and their DS remakes gave archers some of the lowest mobility in the game, either. To be fair though, Fire Emblem: Radiant Dawn gave archers crossbows that allows them to attack one space and when promoted to marksmen, they could attack from three spaces making them Game Breakers in this particular game. Fire Emblem: Fates buffed them by including bows into the Weapon Triangle to give them more things to counter, increasing bows' Might and introducing a skill that allows them to attack at minimum range.
    • Knights also get a fair amount of flak, though not as much as Archers. Unlike Archers, they do have a specific niche to fill as the party's tank, and tend to start with decent stats. Unfortunately, their low move severely hinders their usefulness - either the party has to move more slowly so the Knight can stay in the front and tank, or the Knight gets left behind. Their low Speed is also a problem, as most enemies later in the game will be able to double them (Ironically, this can make Knight units worse at tanking than other units as, say taking 8 hits twice deals more damage than one 12 hit). They can shine on maps where the party mostly has to stay still and defend a specific area, but there don't tend to be too many of those (and some games don't have any). Combine that with the fact that there are a number of weapons that are effective against them, that their generally low Resistance makes them vulnerable to mages, and that there tend to be many other, faster and more mobile units that can fill a frontline tanking role, and you have a class that tends to get left in the dust. Both Fire Emblem: Radiant Dawn, and Fire Emblem: Fates buffed the class, likely in response.
    • Est units, while typically popular among fans, tend to be ranked low on tier lists. In theory, with their higher than average growth rates, Est units should become your strongest units when given enough training. In practice, their typically terrible base stats combined with their late joining time make training them to competency a complete chore and a bad investment compared to a regular unit. Contrast this the Jagen Archetypes, units that start out prepromoted with high base stats but with terrible exp gain and low growths. In almost every Fire Emblem game, the Jagens can ride off their base stats until they drop off mid game (in which case then the hardest part of the game is already over) or in some cases never drop off at all and break the game over their knees (Seth, Titania, and FE7 Marcus).
  • What Do You Mean, It's Not for Kids?: The series may be high fantasy with bright, colorful graphics, but it's also filled with war, murder, racism, genocide, and incest, especially the Jugdral series. The only reason that these games have never been rated higher than T is that it's never shown, just spoken about and implied. There's a reason the first few games didn't make it out of Japan. Even Blazing Sword, the very first Fire Emblem game released internationally and which was rated E in its original release, has direct references to mass murder and human trafficking before you've even left the tutorial chapters.
  • What Do You Mean, It's Not Symbolic?: A lot of characters are named after mythological figures, and while there are a few examples where they make sense, there's clearly some thrown in just for the hell of it. Please don't dig too deeply into why a guy would name his wyvern after the Greek God of Sun.
  • The Woobie: Now has its own page.
  • Woolseyism: The names of pretty much everything and everyone are changed in localization, which usually works well. Some are questionable (Celice becomes Seliph), but they work really well for the most part. The English writing is exceptional, too—there's a huge gap in quality between the various fan translations and the official stuff.
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