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  • Anti-Climax Boss:
    • Caelia's evasion is surprisingly low, so you can shave off half of her health with Eclipse and deplete her remaining health with Luna. Turning into her One-Winged Angel form simply gives her another weakness since the Exordia deals extra damage to her now.
  • Breather Level: Chapter 17 is surprisingly easy compared to the previous chapters, which either have tricky enemy layouts or tough bosses. This chapter allows you to place three units relatively close to the boss, who has low Speed and is weak to anti-cavalry weapons. With the help of a Dancer, a Mage Knight or Harrier can easily reach the boss and KO him in one turn.
  • Demonic Spider: By the time you get past the midgame, enemy Heroes may as well be mini-bosses. They start to come with maxed-out Speed and nothing in your army is capable of doubling them unless they are Harriers or Falcon Knights with similarly maxed-out Speed and equipped with the Speed Ring. God helps your units if they get doubled by the Heroes instead, since Silver Weapons are getting more common among enemy groups.
  • Game-Breaker:
    • The Harrier class is easily the best in the game. They can both use Lances and Tomes, and the game uses the same Power stat for both types of weapons. This means they can easily compensate their somewhat low Power stat by targeting whichever defensive stat that the enemy is weak in, and they are the best user of any Energy Ring that you come across. They also have such high speed that even when slowed down by advanced Tomes like Amarak and Elfire, they can still double enemies and have decent avoid. Combine this with the Falcon Knights' unmatched mobility and you have an all-purpose fighter who only needs to watch out for arrows.
    • The Malig Knight is a very close second. They can use both Lances and Tomes, allowing them to deal heavy damage to all non-boss enemies. Their Speed growth is shaky compared to Harriers, but it's nothing a Speedwing and a +3 promotional bonus can't fix. Furthermore, with a Silver Lance equipped, they can even one-shot faster unpromoted units like Mercenaries and Myrmidons. Their mobility is also just as good as Harriers'. The later update nerfed them by giving them less speed upon promotion.
    • The Witch class is likewise similar to the Harrier and Malig Knight offensively. They can blast away armored units with their Dark Tomes, and they can crush high Resistance units with Luna. If you need to tank a bunch of Dark Mages, then they can equip a Light Tome and survive easily while inflicting decent damage in return. Their only fault aside from arrow weakness is a lack of Canto compared to horse and flying units.
    • Krystal provides dancing utility and Status Buff to your units, similar to Nils and Ninian. To make things even sweeter, she has slightly higher availability than most Fire Emblem Dancers and has 6 Mov, allowing her to keep up with promoted foot units.
    • Luigi is a decent unit whose inability to combat is balanced out by his Stave utility for most of the game. Once you reach the endgame however, he is extremely good at Warp strategies thanks to his high Warp range and the ability to use it twice, potentially freeing Krystal up to buff up your designated boss killer.
    • The Relics give you a huge stat boosts, most notably +3 Power and +3 Speed. That alone is enough to qualify them for Game Breaker, but the trading system in Justice And Pride allows you to move to an ally within reach, trade items, move back to your original position, then move and attack again. With clever positioning, you can trade Relics around your units and blow apart squads of enemies during the Player Phase, and be safe during the Enemy Phase because all nearby enemies are dead.
    • The Re-Move skill is one of the three skills one can choose to give to one unit at the end of Chapter 15. It provides a Luck% chance to move again after taking an action. Given that Luck caps at 30, this may not seem like a lot until one realizes that it can easily be rigged and can proc multiple times per turn, allowing for potentially infinite actions per turn if one is willing to rig for them or simply gets lucky. It's not uncommon for this to go to Aderyn for her naturally high luck stat and high movement after promotion, letting her cross maps extremely quickly (especially in conjunction with the Luck Relic).
  • It's Easy, So It Sucks!: This opinion is usually floated around by players who prefer a higher difficulty in their hacks. When the game isn't on one of its harder levels, it has a tendency to be extremely easy. The later chapters in particular are notoriously easy thanks to the sheer amount of Game-Breaker units and items you have at your disposal and the enemy not being able to compete. It leads to an endgame that's somewhat braindead, where you just throw your strongest units at everything and steamroll your way to the final boss.
  • That One Level:
    • Chapter 13 marks the point where enemies begin to have a promoted unit leading every squad. The main frustrating point of this chapter, however, comes from two powerful promoted Siege Tome users, who can KO your full health Thief and Dancer, as well as anyone who is unlucky enough to take damage from the aforementioned promoted units. A later update would replace Helga's Siege Tome with a 3-range Tome, making her more manageable.
    • Fog of War chapters can be quite frustrating thanks to the scarcity or Torch and Torch Staves, and if you don't train up Misha, she can die quite quickly to the powerful monsters crawling across the map. To make things worse, there are plenty of Phantoms who can potentially catch you by surprise and inflict heavy damage before dying.
  • That One Sidequest: Chapter 9 is a defense chapter with moderate difficulty. However, in order to obtain the Dancer and the Master Seal held by the boss, you'll have to bring your army north and face a barrage of thick enemy formation, with enemy Wyvern Riders reinforcement. Note that if you want to unlock the chests in the southern part of the castle, you'll have to syphon away 4-5 units from your main army. Plus, if you want to unlock the gaiden chapter, you'll have to keep the ally commander alive, and while he can withstand physical attacks, magic users will quickly shave down his health.

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