Tier List Graphic
Tier 1 units consists of heroes who excel in the current metagame: they are among the strongest in the game and bring overwhelming strength to their respective roles, whether it be offense, defense or support. Many Tier 1 heroes are incredibly powerful and will often wield powerful unique weapons and skills. Many of these heroes have phenomenal matchups against the majority of units.
- Altina's absolute competence—helped out by her unique swords as well as optimal natural statline and skills centered on Vantage counterstriking—makes her one of the best choices for an Astra Mythic Offense hero and a simply splendid unit in general.
- Ragnell•Alondite's true Brave property (in other words, attacking twice consecutively in one strike) while attacking and defending allows Altina to display her sheer offensive might regardless of the phase; with Vantage, she can be made virtually untouchable under the right circumstances.
- The aforementioned property also serves to hasten the activation of Altina's chosen Special—Twin Blades and Galeforce benefit nicely depending on the build.
- Though her nice defensive values in addition to Bow weakness nullification (from her unique A slot Ashera's Chosen) don't leave much room for weaknesses on paper, Altina may find herself vulnerable against foes she cannot eliminate in a single strike due to her abysmal Speed.
- Being part of the flier class is also a double-edged sword. While Altina's movement options are fantastic, she doesn't particularly benefit from prime inheritance options—such as Lull skills or Special Spiral—available to other movement classes.
Annette is an Infantry Axe unit with fantastic Attack, great Speed, and decent HP, Defense, and Resistance.
With an impressive 39/36 offensive statline, Annette can deal high amounts of damage and consistently perform follow-up attacks, especially with some Attack and Speed investment/buffs. This is also supported by Annette’s Crusher, which grants Attack +3 and adaptive damage (targeting the lower of the enemy’s Defense and Resistance). However, Annette’s defenses are surprisingly solid as well; while 40/28/30 isn’t spectacular, she can very frequently survive at least one enemy attack.
Where Annette truly stands above many of her peers is in support: when Annette Rallies an ally, she also gives them +1 Movement if the ally is not a 2-range cavalier. This opens the door for a myriad of creative hit-and-run and overextending strategies into the enemy lines that may not work otherwise, all while buffing allies’ stats and potentially debuffing enemies’ stats with Ruse and Feint skills. This could see particularly creative use in Aether Raids defenses in combination with Rally traps and high-movement Galeforce and Lunge units.
Thanks to Urvan’s refine, Brave Ike is now without a doubt one of the strongest tanks in the game. The nature of percent based damage reduction is that even massive nukes deal very little damage.
Urvan’s refine enables Brave Ike to be a fantastic user of Distant Counter and Null C-Disrupt, making him an incredibly strong choice for Aether Raids.
Brave Ike is capable of handling pretty much all huge threats. He can even mitigate his weakness to AoE Specials with Pulse Smoke. He can then counterattack with either Sol or Aether for lots of sustain.
Brave Ike does have a few weaknesses, such as Hardy Bearing and AoE Specials (without Pulse Smoke). He is also susceptible to being whittled down by multiple threats if they deal enough damage (and also minimize healing, as can be the case with low HP nukes in Aether Raids defense setup). However, in comparison to his overall strengths, these weaknesses are relatively insignificant (and in the case of AoE Specials, can be dealt with fairly easily through Pulse Smoke).
- Impressive offensive stat-line of 34/36 in attack and speed respectively, making her one of the strongest lance users available.
- Geirskogul buffs +3 attack and speed to sword, lance, axe and bow users making her a strong support choice for any unit with these weapon types: she can provide these bonuses to allies within 2 spaces, and to multiple allies at once.
- Though she cannot support units that rely on bonuses for other effects: including Blade tome mages, as well as any unit with Heavy Blade. Her strong offensive stats and fantastic support qualities make her a great addition to any team.
Hliðskjálf is a unique and potent supportive weapon with built in Dazzling Staff that lets Brave Veronica debuff opponents and buff allies simultaneously. In addition to having a free B slot, her strong offensive statline allows her to severely weaken or outright take down most units while safely setting up her teammates to do the same.
Veronica can further take advantage of cavalry-exclusive or tactic buffs, augmenting her offenses even further. She fits well on both cavalry and mixed teams and brings incredible mobility and range. She’s able to perform both the supportive or offensive mage roles to their full potential.
Veronica’s build flexibility is unparalleled: with powerful builds utilizing skills like Gravity, or Pain and Savage Blow, Veronica is a very versatile hero.
Byleth is immediately noteworthy due to her incredible stat spread which emphasises Speed and Attack. She is an amazing duelist who is very difficult to KO outside of a one shot. Her powerful personal weapon, the Creator Sword, is tailor made for her and lets her perform at the top level.
Because the Creator Sword negates automatic follow-up attacks, Byleth has the unique ability to force her opponents into Speed matchups with her, which they almost always lose. Byleth can be used as a counter to Fighter skills, which she ignores; and she retains immunity to Guard. Byleth ignores skills like Swordbreaker often used to counter units of her type.
She can be built defensively or offensively, and like most other Tier 1 swords, retains excellent mixed phase potential. She can run Null C-Disrupt and Null Follow-Up (Creator Sword grants the effects of this skill) on the same build, a noteworthy niche. Byleth's only true weakness is her low Resistance, which makes her susceptible to OHKO's and weak to magic damage.
Creator Sword’s multitude of highly impactful effects results in Byleth being an extremely versatile unit that can not only run a large variety of builds, but also makes him very difficult to shut down since his ability to combine Null Follow-Up and Null C-Disrupt negates the vast majority of the conventional methods.
Byleth’s strong offensive spread further makes him a significant force to be reckoned with, as it will take quite a lot of offensive prowess to overwhelm him directly. His statline synergizes quite well with his Creator Sword, making him well suited to utilize it.
Byleth’s main issues are his low Resistance making him vulnerable to very common blue magical damage threats like Ophelia and Reinhardt, as well as his vulnerability to debuffs like Chill Atk, Chill Spd, and Lull Spd/Def making it difficult for him to reliably take on huge offensive threats like Legendary Alm.
Lion King Fang’s innate Distant Counter combined with the large amount of stats gained on Enemy Phase (combined with his naturally high stats just from being an armor unit) make Caineghis incredibly powerful as a defensive tank.
As always, having access to armor-exclusive skills like Special Fighter allow Caineghis to reach a level of combat performance that is very difficult to match for any other movement type.
His status as a colorless unit and ability to neutralize all effective damage with just Svalinn Shield make it so he has effectively no major weaknesses (aside from Raven tomes). This makes him particularly fantastic as a superunit in Aether Raids, though he is certainly powerful in all other game modes as well.
Transformation requirements make accessing Armor March a bit tricky, as he’ll need to be accompanied by either an armored dragon or beast. However, this can be mitigated by utilizing a beast/dragon team instead, particularly if including the beast/dragon fliers that can utilize Guidance.
- It's pretty hard to make a name for yourself if you're a lance flier in Fire Emblem Heroes. Fortunately, Palla and her siblings manage to outperform and subvert the usual expectations of that exact class in a Thorr-powered, kiddie-packed tyke bomb (complete with Duo Hero wrapping!).
- The Whitewing's unique lance weapon requires them to be paired with multiple other flier allies to reach full potency. While this may cause deployment issues (depending on whether the player is satisfied with a flier-heavy team or not) this can be seen as a boon to many as they can benefit from other flier-exclusive perks (such as Hone Fliers) meanwhile anyway.
- The sisters' Duo skill is also notable for being both strong (grants a nifty additional movement space to themselves and adjacent flier allies) AND self-refreshing unlike previous Duo Heroes.
- In most cases, Palla and her sisters makes for an amazing offensive unit, though their weapon and stats specialize them in player phase only, making their performance outside of attacking enemies somewhat fishy. Despite their exceptionality, if you take away their Duo perks, they are also merely a splash (granted, a pretty big splash) in the large pool of blue lance fliers, especially where similar options like Cordelia and Catria are concerned.
Fallen Corrin’s statline is simply fantastic. Boasting an exceptional offensive statline of 35/37, strong physical durability, and surprisingly decent (albeit not great) magical bulk, she is not particularly lacking in any given area. Combined with her status as a colorless unit, this makes her an exceedingly flexible unit who has very few direct counters.
Her exclusive weapon, Savage Breath, complements her inherently strong statline quite well. Through its potential +6 in-combat boost to all her stats, passive Attack +3, and adaptive damage properties, Savage Breath can singlehandedly transform Fallen Corrin into a powerful juggernaut in both phases who does not require the assistance of another unit to maintain maximum potency.
Fallen Corrin’s greatest weakness is her status as a dragonstone user. Given the commonality of dragon-effective damage across all game modes (though especially in Aether Raids), this can make it difficult to field her on certain maps as she then runs the risk of being quickly taken down.
- Boasting a clearly superior distant countering weapon (with understandable claims of powercreep among players) and an exceptional offensive statline (35 Atk and 42 Spd) normally enjoyed only by the fastest sword users in the game, Fallen Ike has no problem showing his next victims who's top dog.
- Like Idunn, Brunnya, and Shannan before him, Ike's main claim to fame is his Chaos Ragnell, which essentially gives him a form of debuff immunity and penalty reversion. In a nutshell, the weapon returns am in-combat bonus twice as large as its respective debuff. This means that Ike can afford to act more flexibly against teams and Aether Raid Defense setups that utilize debuffs extensively. Even Panic fails to phase Ike much, though certain setups won't appreciate being inflicted as much as others.
- The ability to benefit from certain movement-exclusive skills (and outsourced support such as Geirskögul) is certainly not wasted on Ike, as he can utilize various combinations of Repel, Special Spiral, and Breath skills alongside his great statline.
- While Ike's defenses are already pretty decent and become even stronger after using his flagship B skill, Repel, he can only withstand so much pressure under a barrage of strong attacks if you unwisely position him in enemy range. Additionally, though he is a strong pick for Aether Raids Offense thanks to his weapon, his red colouring makes him vulnerable to common AR threats, especially Ophelia.
- Julia’s Dark Scripture excels when under player control; its automatic follow-up will occur extremely frequently, and the in-combat debuff provides Julia both firepower and durability.
- While dragon effective weapons are common, most of them lack the resistance to survive Julia’s single attack. In particular, Thrasir will likely be taken out in a single hit simply due to triangle disadvantage, which is extremely advantageous for Julia to be used in Astra-Anima season. Against any other foe, the automatic follow-up improves her matchups, particularly in the player phase.
- While Light and Dark is a phenomenal ability, Infantry does have access to other powerful skills, most notably Special Spiral. This enables Julia to run the infamous Blazing Spiral build extremely well in normal modes such as Abyssal maps.
- In all, Julia has little to be criticized, with the only nit-pick being Dark Scripture’s Solo condition, which could be a problem when utilized in Aether Raids Defense.
- Lyon performs one role extremely well; ranged tanking. His weapon does mean that he does not require Pulse Smoke in Aether Raids Offense to reduce incoming damage.
- His rather considerable attack stat also means that it is possible for Lyon to take out a less durable opponent in a single hit, be it in the player or enemy phase.
- Lyon is potentially weak against any form of follow-up negation such as Sturdy Impact, and melee units will also ruin the Demon King’s game plan. However, due to melees being more of an exception rather than a norm, Lyon is likely to be an excellent counter pick if the opponent is running too many ranged units, be it in Arena Assault or Aether Raids.
Fallen Tiki’s high BST gives her little to no statistical weaknesses to exploit. Razing Breath grants her Distant Counter on her weapon, freeing up her A slot skill and letting her boost her stats even further.
Although her lowest stat is Resistance, she has the tools to effectively handle mages and dragons.
Unlike almost all other units, she is self-sufficient and can boost her own mobility and her own stats.
Forsyth’s Attack value sits at a very high 40, and his defensive stats are not far away either. This statline allows Forsyth to be an extremely potent defensive unit at first glance, which is enhanced even further by his unique weapon the Sol Lance.
The Sol Lance heals Forsyth by 10 HP during combat whenever he attacks his opponent, allowing him to be fairly reliable in sustaining his own HP and meeting thresholds for certain Skills. Being an armor unit allows him to abuse powerful Skills such as Bold Fighter or Special Fighter, and he is quite versatile through follow-up securing skills allowing him to function in either the Player Phase or the Enemy Phase, or even both in a mixed phase set.
Forsyth’s low Speed can betray him at times, as the presence of Skills such as Null Follow-Up completely stop Forsyth in his tracks as he is reliant on follow-up securing Skills. The fact that he is an armored unit also opens him up to effective damage breaking through his otherwise amazing defensive stats.
- Micaiah: Summer's Dawn is one of the stronger dancers in the game, despite her low BST, thanks to her powerful unique weapon and highly specialised stat-line. Dawn Suzu is a fantastic weapon; granting effectiveness against cavalry and armour foes while nullifying skills like Vantage and Desperation. And naturally, Dance gives Micaiah an important support role.
- Micaiah's weapon in addition to her high Attack and Resistance allow her to check green mage heroes with ease, nullifying the effects that usually safeguard them from retaliation.
- Dawn Suzu's effectiveness against cavalry and armor also allows Micaiah to check these heroes, most notably the several powerful green armored heroes including Brave Ephraim, Legendary Hector and Fallen Robin (M).
- Though Micaiah's role is clearly defined, her low BST leaves her vulnerable to any heroes that fall outside of the above. Her low Speed and Defence leave her vulnerable to the overwhelming majority of physical heroes, regardless of color.
Sun Dragonstone is a fantastic weapon that effectively grants Kana (F) huge bonuses across the board to her stats. This is offset by her now needing to utilize Distant Counter as an A skill to maintain her ability to handle ranged threats, which also means that she is locked out of powerful skills like Fierce Breath.
As an infantry dragon, Kana (F) has access to a wide variety of powerful options like Null Follow-Up and Null C-Disrupt as well as the potent adaptive damage trait of dragon breath weapons. This places her in an excellent position to be able to tackle many meta threats.
Dragons are in an increasingly precarious position due to more and more anti-dragon weaponry popping up with new units. This really limits Kana’s long term potential as players will always have to be wary of potential threats with dragonslaying capabilities.
Larcei is an infantry Sword unit with a stellar statline of 41 HP, 36 Attack, 40 Speed, 30 Defense, and 25 Resistance. While Larcei’s magical bulk is a bit lacking, she can overcome this with the help of her fantastic personal weapon and damage-reducing skills such as Close Call and Repel.
Larcei’s Edge is an immensely powerful weapon, granting -1 Special cooldown along with +4 to all stats and neutralizing the enemy’s visible buffs if her Speed is greater than their Speed or their HP is at 100%. -1 Special cooldown allows Larcei to use a variety of different sets that correspond with Specials that have different cooldowns. +4 to all stats is helpful for offensive and defensive purposes. Neutralizing the enemy’s visible buffs is valuable for enemies that may have significant buffs that help their stats rival Larcei’s stats; this is especially important in Aether Raids, where Legendary Azura can grant +5-7 to all stats with her Prayer Wheel and skills such as Torrent Dance, Attack Tactic, and Hone Spd 4.
With a great statline, infantry status, and Larcei’s Edge, Larcei is a surprisingly flexible unit that can play nearly any role with great efficiency. While she’s naturally tailored for offensive sets with Specials such as Regnal Astra and Galeforce, she can play other roles such as supertanking thanks to Larcei’s Edge and Repel / Close Call. As an infantry unit, Larcei also has access to useful skills such as Bonus Doubler and Null Follow-Up and can take advantage of her flying allies’ Guidance and Ground Order skills.
Laslow: Dancing Duelist is defined by his exclusive weapon — the aptly named Laslow’s Blade — and its ability to perform consecutive attacks (similar to Brave weapons) in both phases, provided that he is within three spaces of two allies whose buff total exceeds ten. This easily achievable thanks to his PRF’s base effect, simply requiring that Laslow or an ally someone use a positioning Assist; this pairs particularly well with Smite.
While the majority of his statline may not be particularly standout, Laslow’s Attack is fortunately quite good. At a solid baseline of 35, he can leverage his PRF’s dual Brave effect to a great extent and function as a fantastic (and consistent) source of damage output; this lends itself well to different strategies, such as Vantage setups.
Laslow’s most notable weakness is the fact that he does require some set-up to become functionally useful. However, given the leniency in how this can be achieved (especially when considering his PRF’s other effects) and how much Laslow actually benefits, this generally isn’t too much of a detriment to his ease of use and remains a simple task.
- The effect that Legendary Azura has had on Fire Emblem Heroes is undeniable. As it stands, she is one of, if not the single most meta-defining character in the entire game.
- Legendary Azura's main source of power comes from her unique Assist, Gray Waves. While this is just a standard refresh for armored and cavalry units, this will grant any infantry or flying unit with an extra point of movement.
- Legendary Azura can also buff immensely. Prayer Wheel, her personal weapon, lets her buff whoever she dances in all stats equivalent to the highest buff they already have. This grants her immense buffing potential.
- On top of everything, being a flier grants her enhanced mobility in order to get to her allies with greater ease.
- The one area Azura can be faulted in is combat, as she's not a very good fighter. But this is a moot point when her primary purpose is support anyway.
- Though Celica may seem like nothing new in the pool of fast green infantry mage units, her status as a Legendary Pair Up Hero in addition to having competent offensive tools in her statline and unique skills allows her to stand out in many areas.
- Saintly Seraphim is a deadly tome weapon that calculates the enemy's Resistance stat against them to pure damage; even highly-invested Resistance walls may crumble.
- Celica's other unique skill, Soul of Zofia, also allows her to basically run Null Follow-Up and Desperation in one slot, allowing her to strike the majority of enemies without restraint.
- Though a fantastic unit, Celica shares many of her strengths and especially weaknesses with fellow green tome infantry. Celica also has a bit of competition with the likes of Nino, who can easily be merged due to her low rarity status, and Thrasir, who can operate at full strength at full health.
Legendary Chrom comes in as a Blue Archer with clear strengths and weaknesses. Following the usual archetype of Chrom statlines, Legendary Chrom possesses high Attack and Defense which give him an easy time delivering powerful strikes while also taking a good amount of physical damage in return.
Legendary Chrom has two unique abilities in the form of his Randgríðr weapon and his To Change Fate Assist Skill. His Randgríðr possesses flier and armor effectiveness, alongside granting +3 Attack to his displayed Attack. If his opponent is at full HP during combat, his weapon will neutralize any stat penalties applied on himself while also inflicting -6 Attack and Defense to his opponent during combat. To Change Fate is a spin on Future Vision, which allows Chrom to move again after using the movement Assist which is based on Reposition. To Change Fate also applies a +6 Attack buff on Chrom and his pair up ally for one turn on use, though it inflicts Isolation on himself and his pair up ally.
Legendary Chrom’s low Speed makes him reliant on either focusing on as much damage as possible in a single hit, utilizing follow-up granting Skills like Quick Riposte, or attempting to throw caution to the wind with his Speed Super Asset and overinvest in his Speed to the point where it could be respectable enough. His low Resistance is somewhat offset by his Randgríðr’s debuff, though it will still be comparatively low to his Defense. To Change Fate’s Isolation debuff must be kept in mind when moving Legendary Chrom around, as it will prevent units from moving him further or dancers from refreshing his movement.
Legendary Edelgard is a woman of peerless might, and this Emperor of Flame makes it known with her massive Attack stat of 42, boosted even higher with a Super Asset to push her to 46 Attack. Even her defensive stats are all in the high 30s, making her extremely hard to take down. Base stats alone are already fierce, but Legendary Edelgard packs two unique traits that help to set her apart from her competition.
Aymr is her unique weapon, which naturally grants her +3 Attack by equipping it, but when she is not adjacent to an ally during combat, she inflicts -6 Attack/Defense on her opponent while preventing them from follow-up attacking. This weapon is both powerful and versatile, for all kinds of builds whether they be offensive in nature, defensive, or both. More terrifying, however, is her unique B Passive called Raging Storm. Raging Storm grants Edelgard a follow up attack against Beast or Dragon enemies, and it allows Edelgard to move again after combat if she was not adjacent to an ally and she initiated combat, in a similar fashion to how Galeforce refreshes the user’s action. Raging Storm and Galeforce can even be combined, allowing for Edelgard to move up to three times in one Player Phase without the need for any Dancer support.
While Legendary Edelgard is a terrifying opponent, she is not invincible. Her horrible Speed can be exploited by users of Null Follow-Up effects that allow them to bypass Aymr’s follow-up guard alongside denying Edelgard from securing follow-up attacks of her own. Edelgard’s reliance on not being adjacent to allies can also make her more difficult to support at times, forcing the player to keep a careful eye on whether she is adjacent to an ally or not in order to reap the full benefit of Edelgard’s weapon and Skills. Regardless of her weaknesses, she is a mighty warrior, packing raw power alongside versatility. The Galeforce and Raging Storm interaction in particular being something to be feared.
Legendary Eliwood’s offensive statline of 36/34 is quite impressive and inherently provides him with the means to establish himself as a powerful offensive force. This characteristic is only bolstered by his access to a four-point Attack Asset, class-exclusive buffs, and extended mobility.
His unique personal weapon, Ardent Durandal, provides him with exceptional supportive capabilities, granting the ally with the highest Attack stat a unique buff that replicates the effect of the Bonus Doubler skill. Through this buff, Legendary Eliwood can effortlessly maximize a desired ally’s overall potential with great facility; combined with the power of his exclusive C slot skill, Visions of Arcadia, Legendary Eliwood can permanently grant an ally effective +12 Atk/Def boost under the proper conditions.
It should be noted that Legendary Eliwood is also rather unique compared to other buffers, as he does not need to maintain close proximity to his allies in order to provide them with his support — he simply has to be deployed. This global attribute can prove extremely beneficial when providing support to allies whose weapons require them to isolate themselves from their team like Edelgard and Legendary Ephraim (as this allows one to do so without impeding upon such units’ ability to actually activate their weapon), but its applications are overall rather vast in nature.
Legendary Eliwood’s main weaknesses are his low Resistance and the limitations placed on him due to his status as a cavalry unit, such as poor skill availability and hampered mobility when deployed on maps with certain terrain. However, given his primarily supportive-inclined role, neither of these weaknesses really detract from his overall effectiveness all that much.
Even in trying times, Legendary Hector is quite the exceptional pick as a legendary Hero and as a unit entirely. His high base stat total of 174, optimal allocation of said stats, access to the armor-exclusive Fighter line, and legendary status puts him at the front of the line when it comes to bashing it out in Fire seasons.
Thunder Armads is nothing to sniff at either: under easy-to-activate conditions and no matter the build, it significantly improves Hector's survivability against foes that may otherwise give him trouble with natural doubles.
Hector's constitution as a whole makes him one of the simplest and most competitive units to use in high-investment Arena gameplay, despite the frequency of checks and counters (especially Null Follow-Up) in this environment.
- Legendary Julia offers immense Attack and Resistance, coupled with some of the best dragon-slaying capability in the game. This allows Julia to take down some of the most prominent threats in the game with the utmost ease.
- Virtuous Naga provides a huge bonus to Attack and Resistance on top of Julia’s already impressive base Attack. With a +ATK Asset and Virtuous Naga enabled, Julia can expect a fantastic 66 Attack before any other skills or buffs are considered.
- Julia’s other unique feature is Light and Dark. Debuffing her opponent’s stats, neutralising bonuses and disabling adaptive damage that dragon heroes benefit from makes her a formidable hero. This skill comes at the cost of potentially powerful B-slot skills, but Light and Dark is a powerful skill nonetheless
- Overall, while Julia’s middling Speed and poor Defense might hamper her match-ups against non-dragon heroes, and she remains very reliant on performing OHKOs, it’s clear that Julia is one of the strongest anti-dragon heroes in the game with her phenomenal Attack stat and complementary unique skills.
Leif is a Legendary Hero and a colorless cavalry archer with an exemplary 38 Attack and solid 68 physical and 66 magical bulks.
With his fantastic statline, Leif is able to fulfill both Player Phase and Enemy Phase roles. This flexibility is only further proved through Meisterbogen, Njörun's Zeal, and S Drink. Leif can utilize a variety of sets, from 2HKOing foes on Player Phase with Meisterbogen and activating Njörun's Zeal with the help of S Drink to tanking ranged enemies with Guard Bow.
Thanks to Meisterbogen, Leif’s 22 Speed isn’t nearly as hurtful as it would be on other units. Leif can 2HKO enemies to avoid/minimize his foes’ damage, and if Leif is in the player’s control, Meisterbogen prevents the enemy from naturally performing a follow-up attack if Leif initiates.
Leif’s Legendary Hero abilities are Pair Up, increasing his Arena score to match that of a unit with 175 BST during Water season, and granting HP +3 to Water-blessed allies and season-matching Legendary/Mythic allies. Pair Up is particularly convenient, as it helps Leif escape difficult situations by switching to his Pair Up ally.
Mirage Axe is effectively a better version of Legendary Hector’s Thunder Armads, offering Mamori an insane amount of defensive stats just for standing near an ally. Being able to negate enemy follow-up attacks with an easier condition than Legendary Hector takes this weapon over the top.
Mamori’s 179 BST shows in her stats; 42/33 defenses at base is already quite good, but her weapon really takes Mamori’s defensive potential over the top.
As an armor unit, Mamori has a variety of tools at her disposal like Special Fighter and Vengeful Fighter that give her an edge over other movement types.
- Mareeta: Sword of Stars has an impressive base stat line: 35 Attack is relatively middling, but 42 Speed with a 4-point Asset makes Mareeta one of the top heroes in the game when it comes to Speed.
- Mareeta’s PRF weapon: Mareeta’s Sword, is another key feature. Granting Special acceleration, a +4 bonus to combat stats and neutralization of both enemy guaranteed follow-up attacks and enemy skills that prevent Mareeta’s follow-up attacks, this weapon transforms Mareeta from a standard myrmidon-style infantry hero to a powerful, versatile attacker.
- As Mareeta’s PRF weapon offers its bonuses on both phases, Mareeta can excel in both Player Phase and Enemy Phase depending on her passive skills. Nevertheless, she should be wary of picking fights with magical opponents, as her poor Resistance stat leaves her vulnerable to KO.
As a Duo Hero, New Year Alfonse has a level of utility that simply can’t be matched by the vast majority of other characters in the game. His Duo Skill is also exceptionally powerful, both for himself as well as all other infantry allies - it can potentially enable entirely new builds.
The combination of Imbued Koma, Open the Future, Special Spiral, and New Year Alfonse’s Duo Skill make him an exceptionally powerful and survivable tank, perfectly suited for a mode like Aether Raids as both a primary carry as well as a support unit.
New Year Alfonse’s min-maxed stat spread leaves him with very few weaknesses - his poor Speed is easily compensated for with his constant Special activations and Imbued Koma’s ability to negate enemy follow-up attacks. However, he can potentially run into issues against magically bulky enemies that can also break through Imbued Koma’s effect (such as Bold Fighter armors).
- Reyson shares a powerful niche alongside his sister Leanne: to the envy of other refresher heroes, Reyson can move three spaces in a turn, allowing him to refresh allies from a greater distance with increased reliability. This makes him one of the most powerful refreshers in the game.
- Heron Wing allows Reyson to transform, and in addition to the extra movement, it also offers a small healing aura which can make Reyson a valuable partner to heroes who need to keep their HP at 100%, such as Alm and Brave Celica.
- Reyson also has reasonable combat potential among refreshers thanks to his high Speed and reasonable Attack. With his flier status, improved movement and high Speed, Reyson can be a serviceable attacker; especially against blue heroes that he wields a triangle advantage against.
- Though Reyson can be a powerful hero, his usefulness is entirely dependent on his ability to transform. This limits his usefulness alongside heroes that stifle his transformation, which includes any hero that is not a beast or dragon.
Alm is an Infantry Axe Duo unit with great Attack and Speed and respectable HP and Defense, but middling Resistance.
Scepter of Love is a phenomenal personal weapon, granting +3 Speed and, if Alm’s HP is ≥70% or he has a visible buff active, also grants a bonus to Alm’s Attack equal to 25% of the enemy’s Defense and inflicts a debuff on the enemy’s Attack equal to 25% of their Resistance. With this, Alm can further bolster his already impressive damage output and survivability.
Previously exclusive to Legendary Alm, Valentine’s Alm also receives Lunar Flash as his Special, which grants bonus damage equal to the sum of 20% of his Speed and 20% of the enemy’s Defense. The combination of low cooldown and access to skills such as Flashing Blade and Time’s Pulse allows Alm to consistently add bonus damage to his already brutal attacks.
As a Duo unit, Alm has access to a Duo skill and 185 BST scoring in Coliseum modes (greatly increasing his scoring potential). Alm’s Duo skill grants +6 Atk/Spd, heals 30 HP, and neutralize penalties to all allies within 5 columns and 5 rows centered on Alm, allowing him to serve as a fantastic support unit without stunting his offensive or supertanking capabilities whatsoever.
Thanks to his Infantry status, Alm is a very flexible unit that has access to a myriad of skills, including Bonus Doubler, Repel, Close Call, Flashing Blade, and Time’s Pulse. This allows Alm to efficiently play a variety of roles, including Galeforcer and supertank roles. He can also take advantage of his flying allies’ Guidance and Ground Orders skills to make tactical retreats or reach enemies he otherwise would not be able to reach.
Winter Marth has a ton of potent tools at his disposal - with just his base kit of Tanngrisnir, Daring Fighter, and Fire Emblem, he heavily outclasses the vast majority of other archers with his sheer offensive power.
As a Duo Hero, Winter Marth offers a level of utility that non Duo Heroes simply cannot match. In his case, the ability to provide Bonus Doubler to nearby allies along with a +3 field buff makes him an exceptional support unit.
Winter Marth also has options outside of his base kit thanks to being an armor unit, offering him access to strong skills like Special Fighter for a defensive set.
- Winter Sothis enters Fire Emblem Heroes as an incredibly powerful Armored Dragon, featuring high BST and a fantastic exclusive weapon.
Statwise, Sothis has essentially no shortcomings, as her lowest stat is her base 30 Defense, which is still passable. In addition, her exclusive weapon increases her already high stats further when she’s above 50% HP during combat, making her exceedingly difficult to KO in one round of combat, especially due to her high Speed.
Winter Sothis’s only notable flaw is her weakness to armored effective weaponry, as her low movement can be remedied by Armor March/Boots.
Tier 2 units are among the strongest in the game. These units will have fantastic matchups against many common threats, making them some of the strongest choices for their role. With resource investment and a synergistic team composition, many of these units can be just as powerful as those in Tier 1.
Corrin is an Infantry Green Dragon with a well-balanced statline.
Thanks to 31/37 offenses and 41/32/37 defenses, Corrin can perform an Enemy Phase role very effectively. While she can perform well on Player Phase as well, Corrin generally prefers an Enemy Phase set due to the weapons she has available to her.
Draconic Rage is a powerful weapon that strengthens her damage output and Enemy Phase capabilities considerably. Accelerating Corrin’s Special cooldown and increasing her Attack and Speed by 5 if its activation requirement is met helps Corrin consistently fire powerful follow-up attacks and Specials.
Corrin’s main weakness is her status as a Dragon. Weapons such as the Falchion and Naga families force Corrin to be much more cautious than she’d like when taking enemy attacks.
- This iteration of Corrin sports a well-rounded statline that immediately sets him apart from his direct competition and grants him a significant amount of versatility. When capitalized on with his access to powerful skills such as Breath skills and Wrath, in addition to his potent unique weapon in Draconic Rage, Corrin can perform as an exceedingly powerful threat in the Enemy Phase.
- Corrin’s defining feature is his unique dragonstone weapon, Draconic Rage. In addition to retaining the typical adaptive damage property, this weapon provides a strong offensive boost that complements his well-rounded stat line incredibly well when surrounded by more nearby allies than opponents, pairing well with his defensively oriented playstyle, but more importantly, it is one of the only dragonstone weapons to give its user a passive -1 Special cooldown.
- Draconic Rage’s Slaying-esque effect is vastly significant in that it grants Corrin unparalleled build flexibility amongst dragonstone users, possessing the ability to run a variety of different sets effectively. Moreover, this effect also provides him with a substantial advantage in terms of damage output through considerably faster and more reliable Special activations.
- His most significant weakness is his relatively unimpressive Resistance stat which can create issues when faced with strong offensive mages, though his good Speed stat and Draconic Rage’s effect make it unlikely that he’ll ever have to take more than one magical hit at a time. Corrin also has an innate weakness to dragon-effective weaponry, with the Naga wielders presenting the greatest threat to him.
- Alm was once considered the weakest Falchion user due to his middling stats across the board, but his unique Falchion refinement now sets Alm apart as an offensive powerhouse.
- 33 base attack seems mediocre at best, but the Valentian Falchion is effectively a 16 might Brave weapon. With a +Atk boon and Death Blow, Alm's attack reaches 58 damage with a brave effect when he initiates combat. He maintains the effective damage against dragons too.
- The drawback of 'Double Lion' is the -5 HP after his attack, pushing him out of the 100% HP threshold required. This is relatively insignificant however, as Falchion's Renewal effect can easily push him back into range. Breath of Life 3 is another easy way to mitigate this drawback.
- Furthermore, Alm can completely avoid retaliation from slower units thanks to Windsweep. This is particularly noteworthy, as Double Lion still ensures that Alm can make two attacks instead of just one.
Amelia is a well-rounded unit with an excellent stat spread and boasts strength offensively and defensively.
She wields Special Fighter very well, and combined with her Speed and Defense, is one of the hardest units to KO.
Her offensive damage output is lower than that of some armors, but still very high. Like them, she relies on movement boosters such as Armor March to close the gap.
Her low Resistance can leave her susceptible to Blade tome mages or Infantry Pulse teams. She also takes heavy damage from dragons.
- Ares sports an exceptional 36 Attack. When paired with an Attack-scaling Special such as Draconic Aura, Ares has the potential to take out his opponents in only one hit upon activation. In addition to this, his physical bulk and Speed are both solid as well.
- Dark Mystletainn is a phenomenal personal weapon that allows Ares to activate powerful Specials at a constant rate. Depending on the skill-set, Ares can potentially always have his Special ready to fire.
- Ares is hurt greatly by his poor magical bulk. At a poor base 18 Resistance, Ares is susceptible to getting taken out in only one hit by magical-damage dealing opponents.
- Sing is among the most powerful support skills in the game. This skill alone makes Azura a powerful support hero.
- Despite her low BST, Azura can be a relatively competent check to red units thanks to her 31/33 offensive spread and the Sapphire Lance+. Fury in the A slot skill helps her out a great deal as well.
- Her default weapon can be replaced with a Slaying Lance+ and Triangle Adept for players looking to improve a specific stat without the drawback of Fury.
The shy Bernadetta has a surprisingly scary offensive presence in the right conditions, thanks to her solid base Speed and good Attack, alongside the powerful Persecution Bow. Her status as a cavalry archer also gives her immense attacking range, making her a force to be feared.
The Persecution Bow is able to grant Bernadetta with +5 Attack and Speed, as well as the ability to follow-up attack before the opponent can counter attack if she is the one to initiate combat. In order for these effects to kick in, Bernadetta must either be suffering from a negative status, or have less than 100% of her HP. Her good base offenses even give her the ability to run a Firesweep Bow as an alternative build for some safety.
Bernadetta has a few problems that hold her back, the first being her absolutely horrible defensive stats make her unlikely to survive trading blows all too often. While this is not so much of an issue with her Persecution Bow’s Desperation effect, this is where her second issue comes into play. Persecution Bow must be properly set up in order for Bernadetta to gain its benefits. While setting up is not so much of an issue, it does mean that for Bernadetta’s first round of combat, she will be hampered compared to other cavalry Archers such as Brave Lyn, Claude, or Legendary Leif who can immediately have their full offensive power opened up to them at full HP.
- With strong values in HP, Attack, Speed, and Defense, Black Knight excels in both Player and Enemy Phase, and possesses two powerful unique skills: Alondite allows him to retaliate against ranged units and frees up his A slot for powerful skills like Fierce Breath or Steady Stance 4. Meanwhile, Black Luna allows Black Knight to cut through even the toughest of units by cutting 80% of his opponent's Defense, skewing many match-ups in his favour.
- Thanks to his status as an armored unit, Black Knight also has access to powerful class-exclusive skills such as Bold Fighter, Special Fighter and Vengeful Fighter.
- Black Knight's greatest weakness is his low Resistance, as he will find himself taking significant damage from magic opponents. Furthermore, his status as an armored unit naturally restricts him to only one movement per turn.
- Black Knight used to be strictly worse than Zelgius. However, while he still lacks the ability to have a boon/bane, he can be purchased with Heroic Grails, allowing him to reach high merge levels.
- Brave Camilla is an excellent unit in almost all modes due to Sanngriðr preventing counterattacks, and her ability to heal allied units.
- Her high offensive stats and flier mobility set her apart from most healers, who can't get around as easily and aren't as strong.
- Weak defenses mean that Brave Camilla is unsuited for defensive roles, although she can avoid counterattacks with Sanngriðr.
- She still falls short of healers such as Brave Veronica, who can mass buff/debuff and move further.
- Celica: Warrior Priestess is no doubt one of the strongest Player Phase heroes in the game, thanks to her impressive stat-line and unique B skill: Double Lion. This skill ensures that Celica can make up to four attacks with any weapon she can wield, provided she is at full HP when she initiates combat. This makes Celica a flexible, and monstrously powerful hero.
- Double Lion functions similarly to the Valentian Falchion's refinement effect or any Brave weapon. It allows Celica to deal four attacks to any enemy she outspeeds, or two attacks to any enemy she cannot outspeed. Her first two attacks are made instantly, giving enemy heroes no chance to KO her with a retaliation. The caveat to this effect is that Celica must be at full HP for the effect to take place. Celica's power comes with a price: she'll be reliant on healing support from a staff user or teammate with an Assist skill to keep this effect intact.
- Celica also wields her beloved's Royal Sword, which grants +3 Speed and allows her to charge Special skills more quickly when she is nearby allied teammates. This is a strong effect, and can be used to fire off consistent short-cooldown Special skills like Moonbow or Noontime.
- Despite Double Lion's stringent requirements, this skill remains Celica's best asset. Her ability to utilise this effect with any weapon makes her an incredibly flexible hero, thanks to the multitude of different options including the Royal Sword, Wo Dao, Firesweep Sword and Armorsmasher, to name a few.
Brave Eliwood’s offensive statline of 37/35 is remarkable and inherently provides him with the means to excel as a frontline combatant, especially when taking his strengths as a cavalry unit (most notably his extended mobility) into account. His physical bulk also stands tall at a neutral base value of 72 and lets him function as an offensive nuke without being reliant on skills like Desperation.
His unique personal weapon, Ninis’s Ice Lance, lends itself well to an offensively oriented playstyle, offering him a substantial boost to all of his stats upon initiation. This weapon also boasts dual effectiveness against beast and dragon foes; this can prove especially useful given the increasing prevalence of such foes and makes him a perfect counterpick for modes like Arena Assault.
His main weaknesses are his low Resistance, which can pose a problem if left in range of an opposing magical threat in the Enemy Phase, and his limitations as a cavalry unit, such as severely hampered mobility on maps with certain terrain like trenches; both can be mitigated to an extent with smart play, though.
- Ephraim: Sacred Twin Lord is arguably the first armored axe hero to usurp Hector for the number one spot. With a strong, well-optimised stat spread and a powerful unique weapon, Ephraim is an incredibly oppressive hero.
- Garm is Ephraim's defining skill: the Black Axe allows Ephraim to deliver a follow-up attack provided he has a boosting effect such as Hone/Fortify Armor, Armor March, or Armored Boots. As he already possesses Armor March in his base kit and Armored Boots is available as a Sacred Seal, this effect is easy and straight-forward to activate.
- Special Fighter complements Ephraim's base kit nicely, allowing him to delay enemy Special attacks while accelerating his own.
- Distant Counter and Quick Riposte are strong investments in the A slot and B/S slot respectively that can transform Ephraim into a powerhouse hero capable in any and all situation.
- Though Ephraim doesn't have any significant weaknesses, his Player Phase strength is reliant on maintaining a buff. This leaves him especially susceptible to Panic Ploy, which can revert any buffs granted to Ephraim and nullify Garm's follow-up attack. Armor March on the other hand, leaves him bound to an armored ally.
- Hector: Brave Warrior proves that even without his trusty Armads, Hector is a force to be reckoned with and one of the strongest heroes around. Equipped with the powerful Maltet, Hector's fantastic base stats and great access to skills makes him the best lance user in the game, and one of the strongest armored heroes.
- Maltet is a phenomenal weapon, granting both Special cooldown -1 in addition to Quick Riposte from >50% HP. Alongside Ostian Counter, Maltet solidifies Hector's role as one of the top Enemy Phase heroes in the game, allowing him to shrug off enemy attacks and retaliate with oppressive power. In addition to Bold Fighter, this trio of skills gives Hector an impressive performance in the Player Phase and Enemy Phase alike.
- Despite Hector's great strength, he does possess a glaring weakness. Green mage heroes can take advantage of his low Speed to KO him, provided that they can do so with two attacks while surviving his retaliation. Nevertheless, Hector remains top of the pack.
Brave Lyn is nowhere near as oppressive as she once was on release, but she is still a capable offensive unit in the right situation.
Refined Mulagir gives Brave Lyn a good option for a generalist setup or for Aether Raids (particularly against flierball setups).
Sacae’s Blessing is a fantastic skill that gives Brave Lyn a strong safety net against sword/lance/axe users with Distant Counter, enabling her to utilize either her refined Mulagir or a Brave Bow fairly safely.
Brave Lyn’s cavalry mobility is very handy for extending her overall reach as well as maintaining her access to decent skills like the Lull debuffs.
However, Brave Lyn also has a considerable number of weaknesses, such as Sacae’s Blessing not affecting dragons, beasts, or ranged units, her lopsided defenses making her vulnerable to dragons’ refined breath weapons, and the existence of Null C-Disrupt completely shutting down her best method of staying alive through multiple combats (negating counterattacks).
Brave Micaiah is similar to her previous two incarnations, having high Attack and Resistance, and wielding a powerful anti-meta Prf, Light of Dawn, that is effective against both armored and cavalry foes.
Her tome also grants her bonus stats during combat equal to the current penalty on each of her opponent's respective stats. This can scale quite well, though may be a little unreliable at times as maintaining debuffs on enemies can be difficult.
Yune's Whispers, her exclusive B slot skill, inflicts Atk/Spd -6 on foes with the same requirements as the Sabotage family of skills. This works wonders with Light of Dawn when it does activate, as it provides Brave Micaiah not just decent Attack boost but an easy-to-underestimate 12-point Speed swing, giving her an effective 40 Speed at neutral.
As a flier, Brave Micaiah gains powerful movement and access to a number of mobility skills such as Ground Orders, but in turn loses access to numerous meta-skills like Null C-Disrupt and Special acceleration skills such as Special Spiral.
Brave Roy was once a fairly middle of the road sword cavalier, with an average offensive spread of 32/34 and mediocre defenses. However, Roy was blessed with the release of the refined Blazing Durandal, making him one of the strongest Player Phase sword cavaliers in the game.
While initially a simple Attack buffing Heavy Blade weapon, Roy’s Blazing Durandal is given new life with its refinement, gifting Roy with the effect of Special Fighter and significant boosts to Speed and Defense in addition to preventing enemy Follow-ups during Player Phase. With its refinement, Blazing Durandal allows Roy to cut down foes with incredible ease while making him incredibly durable while attacking, in addition to quickly charging powerful specials such as Galeforce.
One should take caution should Roy be forced to take a hit outside of Player Phase. His bulk is incredibly lacking on both sides at 64 physical and 62 magical, severely limiting his Enemy Phase potential.
Brunnya is an Infantry blue mage with high Attack and Resistance and solid HP, but middling Speed and Defense.
Fimbulvetr, Brunnya’s personal weapon, opens up many possibilities and separates her from her competition. It grants a passive +3 Resistance; more importantly, however, if Brunnya’s HP is below 100% or she has a visible penalty/debuff, she gains +4 Atk/Spd/Def/Res during combat and any visible penalty/debuff is neutralized.
Brunnya’s 42/35/31/21/33 statline allows her to play both Player Phase and Enemy Phase roles. For Player Phase, she can opt to use either Blárblade or her native Fimbulvetr, while for Enemy Phase, she can take advantage of her passable physical and magical bulks, Fimbulvetr, Close Counter, and a healing Special to reliably take several hits. Her Fimbulvetr’s ability to neutralize debuffs and Panic is extremely valuable, as her visible buffs can only be neutralized, not completely reversed.
Ced: Hero on the Wind is a powerful green mage with impressive offensive capability: with 35 base Attack and 39 base Speed, Ced can be a powerful magical attacker who relies on his high Speed to defeat enemy heroes.
Ced’s PRF tome, the Winds of Silesse, grants +3 boost to Speed and an impressive boost to Attack and Speed. This tome gives Ced the advantage over other green mages who lack a PRF weapon.
While Ced’s offenses are stellar, his defensive stats are quite poor. With 19 base Defense, Ced must rely on skills to protect him from retaliation: Desperation safeguards him from counterattacks, whereas offensive choices like Special Spiral allow him to OHKO his opponent. If these options fail, Ced has little hope of survival.
- Celica is an infantry red mage whose tome allows her to reach nuclear levels of offensive power, making her an amazing offensive unit.
- Celica’s offensive stat spread is merely good, being strictly outclassed by some red mages. However, Ragnarok more than makes up for this, granting Celica with massive amounts of Attack and Speed.
- While Celica does possess good HP for a mage, both of her defensive stats are low and result in her being capable of taking significant damage from both physical and magical threats.
Claude’s offensive stat spread of 33/37 is one of the strongest amongst all bow users; this makes him well suited to fulfilling an offensive role, especially when taken into consideration alongside his effective five-tile range and access to class-exclusive buffs. He also has pretty decent overall bulk despite his statline’s focus on his offenses, generally proving sufficient enough to let him safely tank a single hit from an opposing foe.
Cunning Bow further adds on to his formidable offensive prowess, applying a debilitating -5 in-combat debut on his foe upon fulfilling its activation requirement; it also grants him Speed +3 for improved doubling potential. Assuming one can consistently maintain its powerful effect active (which is a rather simple feat given his access to class-exclusive buffs), Claude can establish himself as an exceptional source of damage output while remaining surprisingly durable.
Claude’s main weaknesses are the limitations placed upon him as a cavalry unit, such as hindered mobility on maps with certain terrain, a frailty to cavalry-effective weaponry, and poor skill availability; the introduction of Lull skills has improved this last limitation to a considerable extent, however. His low defensive stats may also prove to be an issue.
- As a support, Corrin’s Yato is nothing short of phenomenal; providing +4 across the board during combat to the ally support if it is within 2 spaces. This is especially useful in a myriad of game modes, be it Aether Raids, Arena or normal scenarios. Yato being a stat stick also helps in absorbing chills from his allies, making Corrin one of the premier units as a support.
- His combat potential is fairly average, with his statline rather suitable to be used as an enemy phase unit if so desired. In this instance, Yato being a huge stat stick is a boon for Corrin’s ability to take hits. Infantry movement also grants Corrin access to Null C Disrupt and Null Follow Up, which are great skills to have access to as an enemy phase unit.
Dmitri’s strong base Attack stat of 36 grants him a good foundation for dealing damage; combined with his sturdy physical bulk of 74 and access to class-exclusive buffs, he can function as a surprisingly capable duelist against opposing physical damage dealers.
His unique personal weapon, Noble Lance, allows him to establish himself as a forced to be reckoned with in the Player Phase under the proper circumstances, guaranteeing his follow-up attack upon fulfilling its relatively simple activation requirement. This weapon lends itself perfectly to Galeforce set-ups (especially when taking his exceptional mobility into account) as well as more generalist builds geared towards maximizing his damage output.
His low Resistance makes it pivotal that he be kept out of harm’s way when facing off against incoming magical threats, else he runs the risk of being swiftly eliminated. Even dragons can prove to be an issue when initiating combat against them given their typically strong durability.
His status as a cavalry unit is a double-edged sword; although it is quite beneficial to his overall performance when it comes to solidifying his offensive presence in the Player Phase, it conversely subjects him to the several shortcomings attached to actually being a cavalry unit, such as limited skill availability and a weakness to cavalry-exclusive weaponry.
- Duma is a unit who appears to have everything, though achieving this everything is less plausible in practice. He can be immensely strong, though this can be tricky.
- Duma's stats are stellar, coming with high HP, Attack, Defense, and Resistance. He also has great personal skills in Fell Breath and Upheaval. When facing off against injured foes, he can become a very effective unit.
- Duma's issues are his dual weakness and unreliability. He's weak to both dragon and armor effective weapons, both of which can be fairly common. His weapon can also be countered if the team has access to healing, such as a staff unit or a healing tower.
- When all the pieces fall into place, Duma can be an unstoppable force. It's making those pieces fall into place that is the much greater issue. When those pieces don't fall into place, Duma himself falls apart hard.
Edelgard is a powerful melee bruiser, capable of dishing out immense damage and taking heavy punishment from physical attackers thanks to her impressive Attack and Defense.
The Victorious Axe defines Edelgard’s playstyle: she excels at fighting enemy heroes when her allies are far away, as this weapon can provide a guaranteed follow-up attack. Complementary skills in her base kit further improve her Attack and Defense provided she fights without allies in range.
Edelgard’s weaknesses are her poor Resistance and the fact that it can be difficult to support her: mages and dragon heroes can deal tremendous damage to her due to her middling Speed. In addition, Edelgard is difficult to offer support to, as Drive buffs will conflict with the positional requirement of Victorious Axe.
- Eir sports an impressive offensive stat spread of 32/37, providing her with a solid foundation for both performing follow-up attacks and dealing damage. Her respectable base Resistance stat of 31 also grants her good magic soak and Ploying capabilities.
- Her flexible mobility and access to class-exclusive role serve to cement her offensive capabilities further, making her one of the stronger nukes the colorless pool has to offer.
- Lyfjaberg’s offensive boost when above 50% HP allows Eir to consistently deal good amounts of damage without necessarily being reliant on team support to do so. Its ability to deny her opponent’s follow-up attack upon initiation is quite useful as well in mitigating her unimpressive overall bulk -- this is especially useful when facing off against magic opponents with the Quick Riposte seal, effectively negating the skill altogether and lessening the damage she would have taken substantially.
- Her unique C slot skill, Sparkling Boost, also allows her to provide a unique kind of support to her team, functioning as a pseudo healer to the most damaged ally at the start of every turn, and can be quite useful in PvE modes with consecutive battles.
- Eir’s main weakness stems from her pitiful physical bulk, making her liable to be OHKO’d by most physical damage dealing foes. In turn, she will often have to rely on skills such as Desperation to avoid otherwise deadly counterattacks and engage in extended rounds of combat.
- SM Eirika is an offensive-oriented red tome cavalier. While previously coming with an underwhelming personal tome, weapon refinery has breathed new life into her.
- Gleipnir, at base, only gives a small offensive boost against opponents with full HP. Once refined however, this weapon now also debuffs the opponent in all stats and nullifies any penalties that SM Eirika might have.
- While her Attack is on the lower end for red mages, her Speed is on the higher end. With Gleipnir and other offensive-oriented skills backing her up, she can become highly potent when on the attack.
Since his release, Eldigan has always been a strong contender when it came to enemy phase sword units. With the advent of weapon refinement, Eldigan’s personal weapon Mystletainn received a unique upgrade that allows it to run an active built-in Fury 3 in addition to the cooldown reduction it has always had. This gives Eldigan the freedom to run higher cooldown specials such as Bonfire or Ignis while expanding on his impressive abilities as a physical tank in exchange for taking 6 damage after combat.
Statwise, Eldigan’s ATK is decent at 32 but his main selling point is his very solid physical bulk of 79. This allows him to excel at his role as a physical tank, specifically in the enemy phase where Eldigan can combine Mystletainn’s cooldown reduction with Quick Riposte to consistently drop devastating specials such as Bonfire on his opponent every round of combat.
In addition to regular Mystletainn, Eldigan also has access to Dark Mystletainn which allows him to activate powerful Specials at a constant rate. Depending on the skill-set, Eldigan can potentially always have his Special ready to fire. However, vompared to Ares, Eldigan falls short of using this weapon to its full potential due to his lower Attack and Speed.
- Eldigan isn’t without his faults. His sub-par 24 SPD makes him very susceptible to follow-up attacks. Couple that with his low magical bulk of 64 and you have easy prey in the eyes of mages.
- Eleonora's focus on her offensive statline (compared to more balanced choices in the lower-rarity pool) already puts her well above other her bow-wielding competition in performance.
- What forms Eleonora's niche is access to a unique weapon that cancels counterattacks—with the easy condition of winning Speed comparisons against enemies. If the need arises, she is allowed to counterattack herself, an aspect that is absent with conventional Firesweep weapons.
- Like her contemporaries Legendary Alm and Igrene, however, her below-average defenses restricts enemy phase performance and general survivability. The aforementioned units are also on top of a fair list of competitors in Eleonora's weapon type. Notably, Brave Lyn already shares many traits and effects with Eleonora thanks to Sacae's Blessing and the Speed comparison effect of refined Mulagir.
- Elincia is a prime example of a strong offensive flier. In addition to sporting an exceptional 34/36 Attack/Speed, Elincia's unique weapon, Amiti, acts as a Brave sword with 3 additional mt and a Speed penalty of only 2.
- In addition to her mobility being unhindered by terrain, Elincia flier status allows her to receive powerful class-exclusive buffs such as Hone Fliers in order to boost her offensive power even further.
- While Elincia's Defensive stats may be subpar, she can also choose to run Firesweep Sword in order to prevent any chance of her opponent counterattacking. This also frees up Elincia's B slot for Chill skills which help both her and her team by debuffing the enemy team. However, this comes at the cost of not being able to counterattack herself.
- While she may have a strong offensive unique weapon in Amiti, Elincia lacks 3 Speed as well as the unique B skill, Bushido compared to Legendary Ryoma.
- Eliwood's immense 175 BST is distributed rather evenly among all of his stats, leaving him with no glaring weakness. Although neither of his defensive stats are too impressive individually, Eliwood maintain's a solid mixed bulk of 76/76.
- Sporting a strong base value of 38, Eliwood hits hard with his raw Attack alone. Furthermore, his status as an armored unit grants him access to powerful class-exclusive skills such as Bold Fighter and Vengeful Fighter, making him a force to be reckoned with in both Player and Enemy Phase.
- Compared to Effie, he falls short of her sheer damage output due to her higher base Attack and access to IVs. However, Eliwood has a major advantage defensively. Thanks to his base 32 Speed, Eliwood is able to avoid follow-up Attacks from mid-high tier Speed units and massively reduce the amount of damage he takes.
- Though he still has no access to boon/bane stats, Heroic Grails allow Eliwood to reach a +10 merge level, greatly improving his maximum potential.
- Fallen Male Corrin is an Infantry Blue Dragon with a fantastic statline (aside from Resistance, which is only mediocre).
- Corrin’s already amazing statline is further supported by Brutal Breath, Corrin’s personal weapon. This grants +3 Speed, +X to all stats (X = 5 if no allies are within 2 spaces, X = 3 for 1 ally, X = 1 for 2 allies, and X = 0 for ≥ 3 allies), and a Guard effect if ≤ 1 ally is within 2 spaces. Brutal Breath further increases Corrin’s offense (through potentially granting +5 Attack and +8 Speed) and defense (through potentially granting +5 Def/Res and preventing enemies from charging their Specials as quickly to nuke through Corrin’s defenses). Corrin’s infantry status is also very beneficial, as he has access to powerful skills such as Bonus Doubler, Null Follow-Up, Null C-Disrupt, and Special Spiral.
- Corrin’s weaknesses stem from the fact that he is a Blue Dragon. Not only is he weaker against Green units (which decreases his consistency), but he also takes effective damage from Dragon-effective weapons. The latter can potentially completely invalidate Corrin’s respectable mixed bulk.
- With an exceptional stat-line almost entirely across the board, Distant Counter built in to his weapon Gradivus, and access to powerful armor skills, Fallen Hardin can be one of the most threatening heroes in the game.
- If Fallen Hardin equips Gradivus, Steady Breath, Bold Fighter and the Quick Riposte Sacred Seal, Hardin can pose serious threat to enemy heroes during both phases. On the other hand, his strong defensive stats make him a great user of Vengeful Fighter, as it allows him to make follow-up attacks and charge powerful special skills like Bonfire more quickly.
- Whether he opts to mix his power between both phases or throw all his ability into dominating just one, Hardin is a dangerous threat that should never be taken lightly.
The combination of Shadow Sword, a strong offensive spread, and access to Flashing Blade makes Fallen Mareeta a highly potent offensive force. She can make excellent use of an offensive Special like Luna with consistent activations, but she is also a fantastic Galeforce user since she can activate it easily and very safely.
Having access to infantry-exclusive skills like her base Null Follow-Up and Infantry Pulse support gives her strong versatility. In particular, Null Follow-Up makes it very hard to shut down her damage output since she can break right through skills like Wary Fighter or Swordbreaker.
While Fallen Mareeta’s Enemy Phase presence generally suffers due to her strong emphasis on Player Phase, her Player Phase capabilities are so strong that it generally outweighs her weaknesses.
- Fallen Robin (M) has a monstrously high Attack stat. With a +ATK boon, he has 44 base thanks to a superboon. He leverages this Attack to maximum effect thanks to dealing magical damage to melee enemies as well as the adaptive damage trait of dragon breath weapons against ranged enemies.
- As an armor, Fallen Robin (M) has access to powerful B slot skills in Bold Fighter and Vengeful Fighter. He has access to the powerful Bold Fighter + Quick Riposte combo unique to armors, and can additionally run Steady/Warding Breath thanks to Expiration having built-in Distant Counter. These skills are particularly destructive on Fallen Robin thanks to his absurdly high attack stat.
- These qualities don't come without shortcomings however. As a dragon and armored unit, Fallen Robin takes effective damage from a huge range of heroes including those with Falchion, Naga, and anti-armor weapons.
- Halloween Dozla cements himself as one of the most superlative colorless dagger units there is at this moment in writing. Reasons for this are quite clear from a stat-based standpoint: his abundant BST value of 174 not only lends itself to great Arena offense scoring, but Dozla's distribution of said stats is nothing short of incredible.
- A base Attack of 38—which can turn to 42 thanks to a superasset—as well as great offensive options in inheritable daggers and Fighter skills, gives Dozla great power regardless of the build. Bold Fighter and Special Fighter builds are especially potent in this regard.
- Other stats can be mitigated or even fully invested in with the right skills, making Dozla a quite flexible unit that can alternate between offensive and defensive roles.
- Dozla's seasonal availability, usual armor drawbacks (including blatant weaknesses to armorslaying weapons and vulnerability to Null Follow-Up), and occasional vulnerability as a result of uninvested Resistance and Speed are factors to consider.
- As an armored unit, Henry has the advantage of both a higher BST and access to extraordinarily powerful class-exclusive skills such as Bold Fighter, Special Fighter and Vengeful Fighter.
- In contrast to many other armored units, Halloween Henry leans more towards his offensive stats with 33 Attack and 34 Speed. In addition to this, his Resistance is at an extraordinary base value of 36. Not only does this allow him to be an exceptional magic tank, it also makes him a superb user of Ploy skills.
- In addition to his class type relegating him to only one movement, Henry has terrible physical bulk for an armored unit at a base value of only 62.
- Halloween Jakob has impressive stats across the board: 42 HP, 35 attack and a defensive spread of 33/32 turn Halloween Jakob into a fearsome unit, capable of taking physical or magical attacks with ease. His poor Speed is easily mitigated by his access to the unique armor skills Wary Fighter, Bold Fighter, and Vengeful Fighter.
- With Bold Fighter, Ignis, and a Brave Bow, Halloween Jakob can present an immense offensive threat that the vast majority of units struggle to survive.
- Thanks to his powerful statline, Halloween Jakob can also run a mixed phase set with Close Counter, Bold Fighter, and the Quick Riposte Seal.
- Base 38 Attack makes Halloween Kagero one of the most powerful ranged attackers in the game.
- Being an Armor is a blessing giving her access to Bold Fighter. With Bold Fighter, Kagero can completely circumvent her low Speed and consistently get follow-up attacks.
- She is very tough to OHKO due to her great base Defense and Resistance.
- Overall, there is very little holding her back as a unit. Halloween Jakob is the only better ranged attacker, due to his ability to quad-attack with a Brave Bow and Bold Fighter.
Halloween Niles is our first blue Armored Archer, sporting fantastic Speed, high Attack, and decent Resistance, but low HP and Defense.
Thanks to his incredible Speed of 39, Niles can use a variety of sets and utilize Special Fighter to its full potential, greatly increasing his offensive capabilities and versatility. He can also run Enemy Phase sets, although those will require some Defense and Resistance buffs.
While his status as an Armored unit leaves him prone to Armor-effective weapons and being unable to reach his targets or escape from threats, he can alleviate this with skills such as Armor March, Armored Boots, Guidance, and Ground Orders.
Hector was widely regarded as one of the best, if not the best units upon the launch of Fire Emblem Heroes. While he is not as oppressive as he once was, Hector has successfully stood the test of time as being a reliable Hero with clear cut strengths and weaknesses. “Just use Hector” does not hold as much weight as it once did, but he still sports enough to sell him to those who choose to use him for more than just Distant Counter fodder.
Hector’s Attack and Defense are both high, sitting at values of 36 and 37 respectively. This makes him a physical powerhouse through and through. He has access to both regular Armads and the Berserk Armads variant, allowing for immense versatility that either focuses on an Omnibreaker Aspect, or some builds that take advantage of the might that Berserk Armads offers with its Slaying and Wrath effects.
Hector’s low Speed and Resistance hold him back compared to more min-maxed stats that many are familiar with by today’s standards. While Berserk Armads is a potent weapon with different forms of application, regular Armads is not so lucky, not having received any form of refine unlike Eliwood and Lyn, Hector’s dear friends. Perhaps an Armads refine can breathe new life into the original Hector, but until that day comes he will continue to be a solid Hero even if no longer the king that he once was.
- As if Hector: General of Ostia weren't powerful enough, Hector: Just Here to Fight raises the bar higher. He trades a few points in HP and speed for higher attack, defense and resistance. These stat changes allow Hector to safely dump his speed, and provides stronger combat against both physical and magical threats.
- Berserk Armads is easily one of the most powerful weapons in all of Fire Emblem Heroes, and Hector can make great use of it to decimate his enemies. Combining it with Ignis and Bold Fighter or Bonfire, Wrath, and the Quickened Pulse Seal allow Hector to land hugely damaging Specials that often destroy enemies despite color disadvantage.
- Hector's low Speed is fairly simple to mitigate thanks to his access to skills like Bold Fighter and Wary Fighter. His best builds involve him circumventing his Speed as much as possible while maximizing his ability to unleash his Specials.
Hilda: Idle Maiden’s overall statline is simply fantastic; her offensive spread of 37/37 is amongst one of the strongest in the entire game and her bulk is surprisingly quite solid. This makes her a highly versatile unit who can be perform a variety of different roles quite effectively.
Her exclusive weapon, Freikugel, bolsters this versatility even further. In addition to a passive Speed +3, Freikugel possesses the unique ability to either grant either Hilda or her allies a substantial offensive boost depending on whether her nearby allies’ visible Defense stats exceed or fall below hers. While somewhat unconventional, this weapon offers her an exceptional amount of offensive and supportive utility, distinguishing Hilda as one of the more flexible axe heroes around.
Hilda doesn’t really have any debilitating weaknesses, though her unimpressive base Resistance stat may be a problem when facing off against sustained offensive pressure from magical threats; however, her good HP pool and high Speed make it unlikely that she’ll be easily ORKO’d.
Hostile Springs Sakura boasts a surprisingly strong offensive statline (for a healer); this allows her to make great use of the Dazzling + Wrathful Staff combination to function as a powerful (and relatively safe) offensive nuke.
She also happens to be one of the few is one of the few flying healers in the game, granting her an exceptional amount supportive utility. In addition to being able to quickly reach and restore her allies’ health from favorable positions, this allows her to provide unique movement and healing simultaneously thanks to the various flier-exclusive C slots available, such as Ground Orders and Guidance.
Although being a flying healer is the key to her great supportive capabilities, Hostile Springs Sakura’s status as such also restricts her quite heavily when it comes to skill availability and consequently limits her offensive potential notably. Her status as a flier also renders her exceedingly weak to any incoming archers.
- Hríd: Icy Blade is undoubtedly one of the most versatile cavaliers around thanks to the power of his unique personal weapon, as well as his incredibly min-maxed statline consisting of strong values across the board aside from his poor base Speed stat. In addition to sporting excellent mixed bulk, Hríd possesses one of the highest base Attack stats in the game at an exceptional value of 37. It can be heightened to even further extents thanks to his 4-point Attack Asset.
- As a cavalry unit, Hríd benefits from access to class-exclusive buffs and superb mobility, both strengths which he can use to strengthen his overall potential significantly.
- Hríd’s defining feature is his legendary sword, Gjöll, which grants +3 Attack as well as the ability to secure his own follow-up attack and deny his opponent’s so long as they are inflicted with a status ailment. Given Hríd’s high Attack stat and good overall bulk, this weapon can be devastating when utilized properly as it enables him to both hit hard and easily shrug off most forms of offensive pressure; Gjöll also allows him to effectively bypass his low Speed and causes it to be a non-issue most of the time.
- Furthermore, the fact that Gjöll is not locked to a specific phase guarantees that Hríd can assert himself as a force to be reckoned with both on the offensive and on the defensive, greatly contributing to his astonishing amount of versatility.
- Freezing Seal is a powerful ability that directly mirrors his elder sister’s unique B slot skill, debuffing the opponent with the lowest Resistance by -6 Atk/Spd. Not only does this have fantastic compatibility Gjöll, but it also allows Hríd to function as a strong support unit as this powerful debuff can be exploited by his allies as well, providing them with a strong advantage against whomever it hits.
Igrene is the first red bow unit in Fire Emblem Heroes and makes a strong first impression.
By default alone, she comes stacked with a strong personal weapon, amazing offensive stats, and a standout starting kit which makes her a very desirable unit.
She suffers from below average defenses and her status as a colored archer, making her arguably easier to counter than other leading archer threats such as Legendary Alm.
- As one of many in the bloated infantry sword pool, Ike stands out mainly due to his personal weapon, Ragnell.
- With it, he can serve as a powerful Enemy Phase unit, as he is able to utilize Distant Counter alongside a slew of powerful A slot skills, such as Bonus Doubler and Mirror Stance 3. In addition, he can also make good use of Close Call due to his reasonably good Speed.
- Despite this, Ike is outperformed by sword users in the higher tiers, such as Larcei, Mareeta, and Shannan.
- Ishtar's Attack/Speed stand tall at a base value of 34/36. This allows her to perform exceptionally well as an offense-oriented magic nuker.
- Mjolnir supplements this playstyle perfectly. Not only does it allow her to activate powerful Specials more frequently, it grants a massive boost to her Speed upon initiation.
- Although not quite as sparse as other infantry blue mages such as Linde and Delthea, Ishtar is rather lacking in her physical bulk and often relies on Desperation in order to avoid getting KO'd on enemy counterattacks.
- Ishtar benefits massively from powerful offensive sacred seals like Flashing Blade or Quickened Pulse, which can allow her to charge special skills more quickly.
Kaden’s overall statline is fairly decent. With good Speed and sufficient enough overall bulk to avoid being OHKO’d, he can make for a respectable choice for an offensive frontliner (when properly supported) if so desired; the boosts he can obtain upon transformation can also assist him in fulfilling such a role.
His true potential, however, lies in the power of his exclusive weapon, Kitsune Fang. Translating all buffs on him into an in-combat buff for all allies within two spaces, this weapon grants Kaden exceptional buffing potential and enables him to elevate his allies’ stats to insanely high levels; this pairs especially well with the commonly used “superunit” strategy in Aether Raids, where support is centered around a singular unit.
The fact that the buffs Kaden can provide are in-combat buffs (meaning that they can be stacked upon further through the use of skills like Drives) further bolsters his supportive capabilities. His status as a cavalry unit is also greatly beneficial in this regard as it allows him to easily fit into Tactic teams as well as quickly reach and buff allies from long distances.
Kaden’s biggest shortcoming as a support unit is his weakness to the Panic status effect, which can instantly neutralize his effectiveness should he be affected by it. Particularly in modes like Aether Raids where the Panic+ staff, Panic Manor structure, and other similar factors are commonly in play, one must take extreme caution when fielding Kaden on certain maps as he may otherwise prove less useful than anticipated; with careful positioning, though, this can be circumvented to a notable extent.
His status as a cavalry unit does limit his combat potential considerably — but given his primarily supportively-inclined role, this doesn’t really detract from his overall performance all that much.
While not quite as strong as it once was, Kagero’s offensive statline of 35/32 is sufficient enough such that she function as a decent frontline combatant with the proper support and investment.
Her most notable feature is her exclusive weapon, the aptly named Kagero’s Dart. Offering her a solid offensive boost against opponents with lower visible Attack stats on top of a 50% damage reduction from her foe’s first hit when refined, this weapon suits Kagero’s statline perfectly and improves upon her strengths while going to great lengths to improve her greatest weakness: her low overall bulk.
As an infantry unit, Kagero enjoys access to powerful exclusive skills like Null Follow-Up and Sturdy Impact; such skills can go a long way in further supplementing her offensive capabilities beyond what would normally be possible.
However, although her PRF does help lessen the impact of her low bulk quite a bit, her low defensive stats may still pose a problem when attempting to engage in extended rounds of combat should one be inadequately prepared.
- Karla's incredible offensive statline of 35/40 makes her one of the most potent attackers in the game. Her greatest strength is her Speed stat, which allows her to deal and avoid follow-up attacks with ease, especially if she has a +Spd boon to put her at an astonishing base 44.
- Karla's mixed defenses are poor, but her high Speed and reasonable HP stat make her deceptively bulky. She has few prevalent counters, outside of exceptionally bulky blue heroes, and heroes running Swordbreaker.
- Though she lacks a unique Special compared to Ayra, Karla's Vassal's Blade provides straight-forward bonus damage and reduced Special cooldown, which allows her to easily keep up with Ayra's damage output. Against enemies with high Defense, Karla can actually surpass Ayra's damage output (even with Regnal Astra).
Kiria takes to the stage alongside Mirage Tharja, and amusingly enough she seems to be comparable to an Infantry version of Winter Tharja based on her stats. Kiria’s Speed suffers immensely in exchange for bolstering her Attack and Resistance to very high levels, alongside having a tad below average HP and some reasonable Defense.
Outside of her popular music, Kiria’s main draw in is her Mirage Rod, inflicting -6 Attack and Resistance to any opponents near her during combat while also giving her +3 Attack when the weapon is equipped. Kiria’s high Attack and bulk combined with Mirage Rod’s effects allows her to take more punishment than may be expected of her, as well as strike with the raging passion of her song.
Kiria’s poor Speed cannot be ignored, as it is perhaps her biggest flaw. Kiria is completely reliant on follow-up securing Skills such as Quick Riposte, and due to her status as an Infantry unit she cannot utilize Skills such as Bold Fighter or Vengeful Fighter. Her Speed also makes her subject to being ripped apart by fast units that can easily bypass her defenses with Special activations.
Kjelle’s excellent Attack stat (potentially 44 with a +ATK Asset) gives her exceptional damage output when utilized with skills like Bold Fighter or Special Fighter.
Kjelle has strong mixed bulk, particularly if she chooses to utilize her base Barrier Lance.
While Kjelle is equal or better than Effie in every stat except for HP, she doesn’t really do anything different other than being slightly better.
Kjelle’s lack of a unique weapon makes it difficult for her to stand out compared to someone like Brave Hector, though her strong stat spread does help her considerably.
Kronya's 39 Speed is exceptionally high. At the time of her release, she is tied with Halloween Niles as the fastest ranged unit. Though she does lack IVs, it is worth mentioning that she does gain a bonus point of Speed (as well as HP and Attack) with a single merge.
Athame is an amazing weapon. It grants her Res +3, the "Dagger 7" effect, and if her foe is at less than full HP, Atk/Spd +5 and a Vantage effect. This makes Kronya the first unit in the game that can utilize a Vantage-esque effect when she herself is at full HP as the condition is reliant on her opponent's HP, not her own.
With Athame, Kronya can use a very powerful weaken-and-bait playstyle, by initiating onto groups of enemies, crippling them with "Dagger 7" and skills like Savage Blow, and then blowing then up on Enemy Phase when they try to attack her.
As an infantry dagger, she has access to skills such as Special Spiral, Null C-Disrupt, and Disarm Trap that can greatly benefit her playstyle and can allow her to excel in Aether Raids, and as a colorless unit, she can reliably combat enemies without having to worry about a color disadvantage.
Larum is an Infantry colorless dagger Dancer that sports fantastic Speed, solid Attack and Resistance, and passable HP, but poor Defense.
Boasting 32/39 offenses, Larum is one of the strongest offensive Dancers that can use weapons such as Lethal Carrot, Barb Shuriken, and Broadleaf Fan to dish out high amounts of damage. Her 30 Resistance is sufficient for utilizing Ploys and Sabotages, along with tanking magical hits when necessary. While 37 HP is unimpressive at base, with lots of investment, she can use Sudden Panic and Panic Ploy effectively. However, she is prone to being OHKO’d by enemies that target her low 18 Defense.
The combination of great offenses, decent Resistance, passable HP, access to daggers, and access to dancing makes Larum an extraordinarily flexible unit. She can easily be built to play more than one role, as she’s able to deal good damage, dance, debuff, panic, Ploy, and Sabotage efficiently.
With amazing 31/39 offensive stats and an incredibly powerful exclusive skill, Legendary Eirika is capable of almost unrivaled damage output.
Lunar Brace, her exclusive B slot skill, is the main source of this power. Lunar Brace increases the power of Legendary Eirika’s Special by 50% of her opponent’s Defense. While this is at the cost of a higher Special cooldown, this skill puts Moonbow on damage equivalent to Black Luna and is actually technically superior thanks to Lunar Brace dealing true damage.
While Legendary Eirika comes with Storm Sieglinde, a powerful exclusive weapon than grants her extra defensive stats and increased Special charge when there are more enemies than allies within two spaces, one might want to replace this with a Slaying Edge which allows her to more easily benefit from support from her allies.
- Legendary Ephraim is a strong lance-wielding cavalier with potential for powerful Player Phase and Enemy Phase thanks to his unique skills: Flame Siegmund and Solar Brace.
- Flame Siegmund allows Ephraim to make follow-up attacks regularly despite his low Speed stat, provided he keeps a reasonable distance from allied heroes. This isn't too hard to achieve with his 3 movement, but makes Flame Siegmund a poor choice for an Enemy Phase build, where a +Def forged Slaying Lance is the best alternative.
- Solar Brace is Ephraim's other unique skill, which grants him some sustain through his Special skills. This is best used alongside skills that already grant health recovery such as Aether, and Ephraim's high attack and additional +3 through his legendary weapon makes Heavy Blade a strong addition to this skillset. His effectiveness is incredibly reliant on quickly charging his Special skill however, meaning Ephraim may struggle in many match-ups if he does not have is Special skill ready.
- Though Legendary Ephraim's effectiveness is reliant on several variables, and trenches hinder his Player Phase power, he can be a fantastic offensive unit under the right circumstances.
There's strong argument that Legendary Ike is an upgrade of his previous iteration. At the cost of 1 point of HP and 1 point of Speed, Ike: Vanguard Legend gains an extra point of Attack and an impressive +3 to both Defense and Resistance.
Radiant Aether is also a direct upgrade, as it offers the same effect as Aether on a shorter cooldown. The shorter cooldown unlocks new options for Legendary Ike, including a Special Spiral build.
Most of the old strengths and weaknesses still apply: though middling speed hinders Legendary Ike's effectiveness as a strong Player Phase unit, his skills are perfectly suited to a strong Enemy Phase. He is even more effective in this role thanks to his increased defensive stats and Radiant Aether.
Lucina is our first colored/blue archer. She boasts high offenses of 34 Attack and 35 Speed, but suffers from low defensive stats of 36 HP, 25 Defense, and 20 Resistance.
Thögn and Future Vision are both fantastic personal skills that help Lucina in Player-Phase, whether it be granting +4 Atk/Spd/Def/Res when initiating against melee units or helping herself and her teammates with her fantastic mobility.
Her blue coloring is unique, as it grants her much better matchups against red units, but much worse matchups against green units. Some players prefer specialization, while others prefer a unit being able to face all colors (aside from Raven tomes).
- The long awaited Legendary Hero Marth wields the iconic Fire Emblem and a new version of the Falchion sword. These two skills make Marth a fearsome offensive and supportive hero unlike any other. If this weren't enough, Marth: Hero King also possesses an impressive stat-line with a strong offensive spread of 34/36 and reasonably impressive defensive stats of 40 HP and 32 Defense.
- The Exalted Falchion doubles the effect of any lingering buffs that are granted to Marth, in addition to the usual effectiveness against dragons. This ranges from skills like Hone Atk or Hone Spd for a hefty +8 boost from allies, to Even Spd Wave that Marth can grant to himself for a staggering +12 Speed. In addition to a permanent +3 Speed, the Exalted Falchion allows his already strong base stats to be vastly improved upon.
- Marth's other noteworthy skill is the aptly named Fire Emblem, which provides bonus damage based on his Speed akin to Regnal Astra while buffing his teammates. This Special skill is consistent, versatile and provides fantastic power on a short cooldown.
- Marth's only major weakness is his low Resistance, which can be exploited by mage heroes. Despite this, his high Speed safeguards Marth from most follow up attacks, especially if he bolsters his Speed stat through Exalted Falchion.
Roy: Blazing Lion boasts one of the strongest statlines amongst all sword units, sporting high values in Attack and Speed as well as strong physical bulk; his Resistance, while not exactly great, is pretty decent as well. This well rounded statline enables him to excel both in offensive and defensive play, making him quite versatile as a unit.
This versatility is only bolstered further through the power of his unique personal weapon, Dragonbind, which carries dragon effectiveness and built-in Distant Counter. While relatively simple in nature, Dragonbind offers Legendary Roy a significant amount of build flexibility by freeing up his A slot; this means that unlike his direct comparables, he’s free to run other alternatives like his native Bonus Doubler, Distant Defense 4, Steady Stance 4, or a Breath skill without sacrificing his ability to counterattack against ranged opponents.
Legendary Roy also has a unique C slot skill of his own, Human Virtue, granting him and any adjacent non-beast or dragon allies with a massive +6 Atk/Spd buff at the start of the turn. This skill remains one of the most efficient buffing C slot skills in the game and serves to grant the young lord some supportive utility on top of his excellent combat prowess, allowing him to have an impact virtually at all times throughout the duration of a battle.
Lethe is the first red beast cavalry available. She comes with great offensive stats and a powerful personal weapon which makes her a strong option for anyone looking for a Player Phase oriented red unit.
Brazen Cat Fang, Lethe’s personal weapon, grants her with the Atk/Spd Solo skill. This further bolsters her offensive capabilities whenever she has no adjacent allies. Combined with her aforementioned great offensive stats, Lethe can have amazing offensive power with little effort.
This comes at the cost of relatively poor defensive capabilities. While she is by no means fragile, she will still take considerable damage, particularly on Enemy Phase where she can’t benefit from the beast cavalry transformation bonus.
- Infamously known as the man so fast that enemies wouldn't bother trying to attack him, Lewyn stands out from the crowd thanks to his solid base stats and incredible weapon in Forseti.
- Forseti allows Lewyn to make immediate follow-up attacks from full HP, allowing him to eviscerate enemy heroes without having to drop below 75% HP like most other mages who run Desperation. This makes Lewyn a powerhouse threat without the need for any set-up or other rounds of combat. Lewyn's strong base stats capitalize on this effect fantastically: provided he has enough Speed, Lewyn should have no trouble defeating his foe.
- Lewyn also has access to the Special Spiral skill, which provides -2 Special cooldown after combat on the majority of Special skills. This bolsters Lewyn's strength on future initiations as he'll have a powerful Special skill ready to go, and complements Special skills with longer cooldowns like Dragon Fang to provide more damage, or Aether to heal any damage that Lewyn might take and keep him above the 50% threshold for Forseti.
- Lewyn is an oppresively strong mage, but only under the right circumstances. If Lewyn cannot make a follow-up attack for whatever reason, Forseti's effect is rendered useless. He may be reliant on support and buffs to reach his full potential.
Despite a lack of access to Assets and Flaws, Linus is still a very strong axe infantry unit who can perform alongside fellow high tier axe units.
With solid stats in all areas except Resistance and access to Basilikos, a very powerful exclusive weapon which is a Slaying Axe that can be refined to give Life and Death or a simple stat bonus, Linus is a versatile unit capable of running both offensive and defensive sets to great effect.
His Resistance is really bad and magical foes will be easily capable of dealing great damage to him, so one should take caution if he’ll be fighting mages or dragons
His status as a Grand Hero unit does still have a notable impact on him. With no Asset and Flaw access, Linus does suffer from an inability to optimize his stats further. This is not the largest negative however, shown by just how strong he can be regardless.
- As an armored unit, Lyn has the advantage of both a higher BST and access to extraordinarily powerful class-exclusive skills such as Bold Fighter, Special Fighter and Vengeful Fighter.
- In contrast to many other armored units, Love Abounds Lyn leans more towards her offensive stats with 31 Attack and 36 Speed. In addition to this, she also sports a solid Resistance of 34. Not only does this allow her to be an exceptional magic tank, it also makes her a great user of Ploy skills.
- Functionally, Lyn is very comparable to Halloween Henry considering they have very similar stats. However, Lyn's slightly lower Attack in favor of additional Speed ends up being useless when utilizing Bold Fighter. However, it does help her defensively by allowing her to avoid a wider range of follow-up attacks.
- In addition to her class type relegating her to only one movement, Lyn's physical bulk is rather on the low side for an armored unit at a base value of only 64.
- Lysithea's exceptional offensive statline and an extremely remarkable offensive weapon in Hades Ω puts her near, if not outright on top of, the red mage food chain.
- Although Lysithea suffers predictably from the usual glass cannon drawbacks (no thanks to her below average defenses), her focus on charging Specials quickly and utilizing skills such as Lulls, Special Spiral, and Time's Pulse, helps her finish off a number of opponents quickly enough before such issues even come to pass.
- With a phenomenal offensive statline of 35/33 and her status as a cavalry unit, Maribelle combines combat prowess with fantastic support and mobility.
- Maribelle can make great use of power staffs such as Gravity+ and Pain+ in tandem with the coveted Dazzling+Wrathful Staff combination in order to completely cripple an enemy team without any fear of retaliation. Maribelle's offensive stats are so good in fact that not she can take out her opponents outright.
- Maribelle should avoid taking hits at all costs, especially physical ones. With an extraordinarily low physical bulk of 50, Maribelle is highly susceptible to getting taken out in only a single hit by physical opponents.
Mia’s refined Resolute Blade potentially offers her an exceptional amount of boosts to her damage, allowing her to break through even the hardiest units. Unfortunately, a good chunk of this damage is tied to her Special (particularly if running Wrath), making it fairly straightforward to neuter her damage output.
Mia is one of the few units who has multiple sources of scaling from her Speed - both her refined Resolute Blade and potentially Close Call if she inherits it. This makes stacking Speed on her particularly effective, allowing her to be viable in competitive modes like Aether Raids.
Despite Mia’s refine, she still simply cannot keep up with others in the overcrowded sword infantry archetype. The best sword infantry have many utility functions to set them apart, and Mia’s increased damage isn’t enough to make her stand out.
- Thani transforms Micaiah from a mediocre mage with high Resistance, to a superb, flexible, anti-meta hero with stellar offensive and defensive builds.
- Micaiah will always have high Resistance, even with a Resistance bane. This makes her a superb check to red and blue mages.
- Her middling Speed is offset by her superb Attack. Thani's effective damage allows Micaiah to OHKO nearly every cavalry and armor unit in the game.
- Micaiah suffers from low physical bulk however, which is her greatest drawback. She struggles greatly against melee units and archers.
Nah: Little Miss boasts an impressive stat allocation across the board. With a fantastic base total of 173, Nah can rival many armored units thanks to her impressive defensive stats and respectable Attack stat.
Nah’s most unique feature is her weapon: Oracle’s Breath. This weapon provides bonus Attack and protects Nah from follow-up attacks if Nah is affected by a bonus, allowing her to withstand numerous rounds of combat with ease.
Though her infantry status prohibits her from inheriting powerful skills like Special Fighter or Vengeful Fighter, Nah can still perform admirably with other available skills. Wrath can augment her damage output nicely and suits her strong mixed defenses. In addition, infantry status allows her to use Bonus Doubler, which synergises incredibly well with her PRF weapon.
Wolf Queen Fang is an exceptional weapon; not only does it grant boosts to Nailah’s offensive stats based on nearby allies, but it also combines a -1 Special cooldown with +10 damage on Specials (when transformed), allowing her to output massive damage whenever her Special activates.
Glare can be a bit tricky to utilize due to Nailah being a melee unit, but it offers her unique utility that can only be matched by healers with Gravity+.
The conditions for transformation can be a bit tricky to work with, and Nailah is rather unimpressive without her transformation boosts. However, while transformed, she is an incredibly potent force.
With a decent 36/30 offensive statline and access to cavalry buffs, Laevatein can be quite a potent offensive force with the Dazzling/Wrathful Staff combo.
As a cavalry unit, Laevatein has excellent mobility that she can fully take advantage of as both a healer and an offensive unit.
As a healer, Laevatein has access to weapons with very potent effects like Pain, Gravity, Flash, or even her base Kumade.
New Year Selkie is defined by the sheer power of her exclusive weapon: New Foxkit Fang. It carries several distinct qualities that together make the young kitsune an incredibly effective combatant in both phases, including a built-in Slaying effect and potential bonus damage (up to +7 per hit) similar to Vassal’s Blade.
Most notably, though, New Foxkit Fang also grants her a meaningful damage reduction based on the difference between her and her opponent’s Resistance stat, scaling up to a phenomenal 40% at maximum. This combination of effects complements New Year Selkie’s statline incredibly well, developing her strengths while accounting for her weaknesses (i.e. her poor physical bulk) to a considerable extent -- and thanks to her excellent base Resistance stat of 40, she can easily leverage her PRF to its fullest capacity without much fuss.
As a cavalry AND beast unit, New Year Selkie benefits from numerous, class-specific advantages: extended mobility, access to a vast array of special buffs, and the ability to benefit from a version of Sturdy Impact/Mirror Impact when transformed. This alongside her aforementioned strengths allows her to assert a relatively strong offensive presence, particularly in the Player Phase.
New Year Selkie’s status as a colorless melee unit further lessens the scope of her weaknesses and limits them mainly to the drawbacks of being a cavalry unit, most notable of which being poor skill availability. Her inherently low physical bulk can sometimes pose a problem, but the damage reduction from New Foxkit Fang should typically account for this.
Nino is a infantry green mage. Despite being one of the launch characters, Nino is one of the best offensive options for a green mage thanks to her amazing personal weapon and great stats.
Iris’s Tome, Nino’s personal weapon, is what gives her so much power. Without refinement, it is simply a more powerful blade tome with extra might and no Special cooldown penalty. The real power comes with refinement where it gains the Even Atk Wave skill. This can be further combined with Wave skills in the C slot and Sacred Seal slot to make Nino extremely self-sufficient, unlike other Blade tome users which rely on allies to buff them. She is also amazing support because of it as well.
Nino possesses a solid 33/36 offensive spread. She deals good damage even when disregarding her tome and also has great follow-up potential. While far from outstanding, she also comes with decent Resistance which allows her to take a hit or two from some magical foes. Her physical bulk is very poor however, so do be careful.
Vouge’s combination of Distant Counter and the Slaying effect allow Osian to pull off strategies that are simply impossible for most other units, such as utilizing a powerful A skill like Distant Def 4 or Mirror Stance 3 with Noontime or combining Special Spiral with Aether for instant activations.
Osian has a strong stat spread as a result of having 173 BST, resulting in him having no major weaknesses from his stats.
The one pitfall to utilizing Osian is that Vouge has a 50% HP threshold for the Distant Counter effect; this is typically not an issue since Osian is very effective at self-healing. However, if Osian ever dips below 50% HP before or after combat (such as from an AoE Special), then he will be in a very rough position due to losing his ability to counter ranged threats.
With stats practically identical to Ayra, it should come as no surprise that Owain is an incredibly strong sword fighter with a lot of positives and few negatives.
He may not have an exclusive Special like Ayra, but his base Special Blue Flame is still incredibly powerful and gives him a potentially huge increase to damage output.
Thanks to Owain’s personal weapon Missiletainn, granting him additional Special Charge when he is attacked, he is capable of imitating the effects of the powerful armor-exclusive skill Special Fighter when using Guard in the B slot and Heavy/Flashing Blade in the Sacred Seal slot.
Owain is extremely versatile and can run plenty of other sets too. He can follow in Ayra’s footsteps and use the same mixed phase nuke build that she enjoys so much or any number of defensive-oriented combinations. He can even just inherit an Assist of choice and use the entirety of his amazing base skill set.
- Azura (Performing Arts) is easily among the strongest dancers in the game thanks to her unique weapon Urðr. Not only does the weapon help improve her naturally low arena weighting, but it also grants +3 to every stat but HP to any ally that Azura dances for. Though Azura's ally must have already taken an action to receive these buffs, the sheer power of +3 to every stat can be enough to push most fights in favour of the player.
- In addition, she's quite a capable unit on her own: her stats are near identical to those of Azura - Lady of the Lake, but with slightly improved offenses for weaker HP and Def. This makes her a great candidate for more offense-oriented skills like Fury or Distant Counter compared to other dancers, though Triangle Adept is always a safe choice to guarantee strong matchups against blue units.
- Performing Azura's weaknesses are similar to the weaknesses of other dancers. Low BST means she'll contribute poorly to Arena scores, and her defenses are relatively poor. With that said, Performing Azura can perform exceptionally well on the majority of teams thanks to her unrivalled support role.
Phina is an Infantry Sword Dancer with fantastic offenses, but middling bulk.
Phina’s Rapier is a very powerful weapon, granting Spd +3, effective damage against Cavalry and Armored enemies, and Vantage. Combined with her 35/37 offensive statline, Phina can fight effectively both on Player and Enemy Phase.
As a Dancer, Phina is capable of providing great support for her allies via refreshing, Chill skills, and possibly Panic skills. Even if her set is focused on support, she can still perform well in combat.
In contrast to many of her direct comparables, Picnic Felicia’s overall statline is quite balanced. With high Speed and exceptional mixed bulk, she boasts all the makings of a capable generalist and is well adept at handling a wide variety of scenarios. These aforementioned characteristics also make her a strong user of Special Fighter, as she is one of the few armor units who can reliably perform follow-up attacks based purely on raw Speed.
Picnic Felicia’s most distinctive feature is her unique personal weapon, Eldhrímnir. Potentially granting her a considerable boost to her doubling potential and overall survivability, Eldhrímnir complements Picnic Felicia’s statline and her generalist playstyle extremely well; its powerful effect also bolsters her ability to utilize Special Fighter quite nicely. As an added bonus, this weapon also deals effective damage against beast foes which grants her a distinct niche.
Picnic Felicia’s most notable weaknesses derive from her status as an armor unit; while generally beneficial to her overall performance by granting her access to powerful skills, it causes her to suffer from poor mobility and a fragility to armor-effective weaponry. Her middling base Attack may also prove to be an issue when she’s rendered incapable of activating her Special, such as when fighting against foes whose skills prevent follow-up attacks.
- Dire Thunder sets Reinhardt apart from his adversaries: a brave effect on a tome is very powerful, and it allows him to deal tremendous damage on the player phase.
- As a ranged cavalry unit, Reinhardt has 3 movement and 2 range, giving him a wide coverage on the majority of arena maps.
- Though his stats aren't particularly noteworthy, Reinhardt's offensive capability is still among the strongest in the game. Death Blow is the only skill that Reinhardt desperately needs to perform his role adequately.
- His offensive strength is great, but his counters are extremely common. Most units with Distant Def or Deflect Magic seal will put a stop to him, and he's very reliant on his teammates bailing him out if he finds himself caught in enemy range.
- If Reinhardt weren't the king of consecutive attacks already, Reinhardt (WT) trades his tome for the Meisterschwert, which grants a guaranteed follow-up attack while attacking or defending. This makes him an incredibly potent hero in Player Phase and Enemy Phase alike.
- With base 40 HP and respective defensive stats, Reinhardt's low Speed isn't a huge issue as he boasts reasonably good bulk. Blue heroes that can make follow-up attacks will KO him with ease however.
- Reinhardt lives and dies by his attack stat: boosting his already impressive attack stat can turn him into a mixed-phase powerhouse.
Rinkah is an infantry axe unit with clear cut strengths and a major glaring weakness in her statline. Her Speed and Defense are phenomenally high, sitting at 41 Defense and 39 Speed. With Super Assets that can push these stats even further, Rinkah is capable of trading physical blows well while also being able to outspeed most opponents if Speed is invested in. Her Resistance on the other hand takes a complete nosedive and sits at a value of 18, which hurts even more with a Resistance Super Flaw.
Rinkah’s Club is a wonderful unique weapon that is able to grant Rinkah a Slaying weapon effect, +5 Attack/Defense, and a cooldown bonus on her foe’s attacks so long as she is not at full HP, or is in the Enemy Phase. This weapon’s two different checks makes her surprisingly more versatile than one may imagine. While she is definitely a strong Enemy Phase unit, she is very much capable of justifying Player Phase or Mixed Phase sets.
With her horrid Resistance, Rinkah must be wary of magical damage unless she is running damage reduction based builds that involve Skills such as Close Call or Repel. Rinkah also has a somewhat average Attack stat prior to setting up Rinkah’s Club, making it important to take advantage of the two different checks so that Rinkah’s Attack and Defense can become stronger than before.
Golden Dagger’s stat boost and built-in Distant Counter effect transform Saber from an unremarkable unit to a notably effective one with a very distinct playstyle (maintaining charged Specials as much as possible).
While Golden Dagger’s effect has strong synergy with skills like Special Spiral and Wrath, it is still noticeably inconsistent compared to many other sword users like Owain, Ayra, and Karla.
Golden Dagger also has good synergy with Shield Pulse and defensive Specials, but comes with the caveat that Saber will now lack a big source of damage output, resulting in him often leaving his enemies alive after combat.
With 35/31 defenses, Silque has enough bulk to be comparable to many armored units while enjoying the many benefits of being an infantry unit.
While 33 Attack isn’t particularly impressive, it’s enough that Silque can consider an offensive build using an offensive A skill like Atk/Spd Push or even a sustain-tank Absorb build.
Silque’s poor Speed limits her overall offensive potential, but her raw defensive power and passable offense with her Attack stat make her a great unit overall.
Sirius is a powerful lance cavalier with a fantastic offensive statline and a great exclusive weapon. His offensive spread of 34/37 is one of the best among lance cavaliers, and his physical bulk total of 75 makes him very durable for an offensive unit.
The Sable Lance is an amazing weapon, granting Sirius a Spectrum Solo effect in addition to a permanent -1 Special cooldown, boosting Sirius’s already high damage output even further as well as granting him quicker access to his Special.
Sirius’s main flaw is his pitiful 16 base Resistance, leaving him easily KO’d by any enemy that can inflict magical damage.
Though Dance itself puts this seasonal Berkut alt in quite a few leagues above the rest, his high base stat total (for a refresher unit) along with unusually and optimally-distributed stats place him in a category of his own.
Berkut's stats are not unlike respected physical tanks today; his 37 Defense provides good raw physical bulk, and his 36 Attack makes sure he does more than just whittle away at the enemy like his competition. While Berkut's Resistance and Speed are merely modest, investment in the former is completely practical and possible (making him a viable omnitank pick in Aether Raids Offense), while the latter simply encourages him to take on enemy phase roles.
Infantry-locked skills also put Berkut ahead of the competition, enabling him to run a variety of viable builds including Steady Breath, Null C-Disrupt, and more.
Berkut suffers from the inherent setbacks of blue lancers, but other than this, he will nearly never be a liability thanks to his ever-supportive Dance and competent talent as a combat unit beside that.
- Soirée Ishtar brings an unrivalled combination of support and offense thanks to her fantastic PRF weapon, access to Dance and flier classification for great mobility skills. As a dancer who can perform capably as an offensive hero, Ishtar is a valuable and versatile hero.
- Mögþrasir allows Ishtar to deal two consecutive attacks while only penalizing her Speed by 2 points.Coupled with her high base Speed, Ishtar can potentially deal four attacks to opponents she outspeeds, greatly increasing the odds of a KO.
- Aside from her weapon, Soirée Ishtar’s greatest asset is Dance. Refreshing an allies actions allows Ishtar to take on a support role when her offensive capability is insufficient, or if she finds herself in an unsuitable position. With this skill, Ishtar will rarely stay inactive on the battlefield.
Nephenee's base Attack and Speed of 35/36 is enough to make her a solid offensive unit. But what tips her over the edge is access to Dance, allowing her to excel in an entirely different paradigm. She is a rare example of a unit who excels at both offense and support.
While she is strong at her dual roles, Nephenee does face practical issues in realising her potential. Offensive units often want to attack on their turn, meaning she can't use Dance and attack on the same turn. Furthermore, she can't be the target of a refreshing move while carrying Sing or Dance. Thus, although she is versatile, she encounters some unique problems as a result of her strengths.
Despite this, her strengths are more than enough reason to pick her over most other archers, solidifying her Tier 2 placement. She is statistically superior to most units below her, without factoring in her Dance ability. Although there are superior refreshers and offensive archers, Nephenee finds herself uniquely adept at both.
Soiree Reinhardt combines all the offensive strengths of regular Reinhardt with the fantastic utility of a Refresher.
Flying mobility is fantastic as he can not only move around the map freely, but he can also provide even more team support in the form of mobility-based skills like Guidance or Ground Orders.
Soiree Reinhardt’s heavy emphasis on Player Phase prowess with Vafþrúðnir can make it a bit difficult to utilize him as both a Refresher and as a combat unit, but the fact that he has the option for both makes him a remarkably versatile unit overall.
Although her overall statline (while solid) may not be especially impressive compared to some of the newer additions to the game, Sonya: Vengeful Mage has proven to be among one of the strongest mages around, with the key to her incredible offensive might resting primarily in her exclusive weapon, Dark Excalibur.
Through its flat +10 damage boost upon Special activations and its unique weapon refinement, Dark Excalibur enables Sonya to quickly unleash deadly Special activations and consistently OHKO even some of the sturdiest of foes; equipping her with complementary skills like Special Spiral can help further bolster her immense firepower by granting her greater consistency and self-sufficiency.
Sonya’s most notable weakness is her poor overall bulk. While this should typically not prove to be a problem given the likelihood of her simply killing her opponent before they get the chance to retaliate, this limits her functionality to exist solely in the Player Phase and makes her somewhat inflexible as a unit.
Sophia manages to stand out from the pool of red mages available due to her exclusive weapon, the Eternal Tome. Granting her the Raven Tome effect in addition to built in Bracing Stance greatly improves her Enemy Phase durability and her ability to check colorless units.
In addition to this, her statline is well suited to her role. Base 33 Attack means she has no issues with damage output, while a defensive spread of 28/29 ensures that she can take hits reasonably well, although this is improved further if one opts to purchase her Resplendent version.
Sophia's greatest weakness is her terrible Speed, and at 19 base she will struggle to avoid follow-up attacks from almost all foes. This also leaves her unable to perform them herself without Quick Riposte or significant investment.
- Sothe currently boasts the highest attack stat of any dagger unit in the game: his 36 attack surpasses Kagero's 35. He also wields the exclusive weapon Peshkatz, making him extremely potent in an offensive role.
- Peshkatz is useful for applying a heavy debuff across a wide range, but Sothe can also make great use out of a Poison Dagger+ or a Kitty Paddle+. This flexibility makes Sothe a useful counter for any type of unit that the team might be weak to.
- His survivability is surprisingly decent thanks to his high speed, which allows Sothe to avoid follow-up attacks.
- With all of that said, Sothe is among the best units within the worst class. Dagger users are still inherently weak, and though he reigns as one of the best, he faces heavy competition from more capable offensive units.
Spring Fir is an Axe Flier with a fantastic 41 Speed, great 35 Attack, decent 39 HP, and passable 28 Defense, but low 24 Resistance.
While a fantastic 35/41 offensive statline already sets Fir apart from her Axe Flier peers (and Flier peers in general), what truly makes her shine is Bun-Bun Baton, her personal weapon. This accelerates Fir’s Special cooldown by -1 (Slaying effect), grants effective damage against Armors, and neutralizes effects that guarantee the enemy’s follow-up attacks or prevent Fir’s follow-up attacks (Null Follow-Up). The former increases Fir’s Special activation consistency and allows her to use Galeforce and 3-cooldown Specials more efficiently. The middle allows Fir to rip through a movement type that tends to have the highest Defense. Finally, the latter (a skill that normally isn’t accessible to Fliers) increases Fir’s damage output and survivability by ensuring that she will perform a follow-up attack when possible and the enemy cannot use skills that guarantee follow-up attacks to KO Fir. With this weapon, Fir can become a consistent offensive powerhouse capable of KOing a majority of the cast.
Fir’s status as a Flier is both advantageous and disadvantageous. On the plus side, Fir is able to cross nearly any terrain, allowing her to initiate, retreat, and support in unique and creative ways. However, Archers will nearly always OHKO Fir if she doesn’t have Iote’s Shield, and she loses access to very beneficial skills such as Flashing Blade, Special Spiral, and Time’s Pulse, all of which would improve her Special activation consistency.
Summer Laegjarn is an offensive-oriented blue mage flier.
Thanks to her strong personal weapon, strong offensive stats, and flier mobility, Summer Laegjarn has all the tools she needs to be a significant offensive powerhouse right out of the box. She can also work very well with Blárblade.
Her defensive capabilities are poor and she will take considerable damage from both physical and magical opponents, making her a poor choice for defensive play.
She also suffers compared to infantry mages in skill selection, being unable to use strong skills such as Special Spiral and Null Follow-Up. This is not a significant detriment since she still has plenty of strong options, but it is a hindrance regardless.
Summer Ursula is an offensive-oriented colorless dagger cavalier.
She comes with great offensive stats, possessing high Attack and good Speed. She also has fair magical bulk which lets her take some magical damage, but can quickly fall if not careful. However, she is also very physically frail.
Overall, Summer Ursula stands alongside Summer Linde and Summer Gunnthrá as a versatile cavalier that can run a variety of sets thanks to the many weapon options available to daggers.
Tsubasa is a Lance Flier with a fantastic 40 Speed and decent 30 Resistance, but middling 39 HP, 32 Attack, and 26 Defense. As such, she has respectable magical bulk, but mediocre physical bulk.
While her statline may steer her into the classic “speedy, but mediocre Attack” Lance Flier archetype, Tsubasa has a powerful personal weapon: the Mirage Feather. Mirage Feather grants +3 Speed and effectiveness against Cavalry and Armored enemies, along with +6 Atk/Spd and being able to perform a follow-up attack before the enemy counterattacks on initiation if an ally has already acted. While the requirement can demand for creative strategies and cautiousness when deciding action order, Tsubasa can deal more consistent damage than many of her peers. +6 Attack increases her raw damage, +6 Speed helps ensure a follow-up attack, innate Desperation without an HP threshold allows Tsubasa to attack twice before her enemy counterattacks without needing to take damage and allows her to utilize a different B slot, and effectiveness against Cavalry and Armored enemies improves her matchups against those movement types.
As a Flier, Tsubasa has access to many movement-based skills to increase her mobility and support capabilities such as Aerobatics, Flier Formation, Ground Orders, Air Orders, and Guidance. Although Tsubasa’s physical bulk isn’t very impressive, archers will ensure that Tsubasa meets a swift doom.
Valentian Catria is an offensive sword flier who’s high on the Attack.
Her exclusive weapon, Astra Blade, grants her with considerable bonus damage when active. The bonus damage is also unaffected by the Weapon Triangle and deals true damage.
On top of this, she possesses amazing Attack and great Speed for stellar offensive potential. Her defensive stats, while not terrible, do leave her susceptible to taking considerable damage from enemy combatants.
With 37/38 Attack/Speed, Valentine’s Ike has easily one of the best offensive statlines in the game. He has fantastic damage output and enough Speed to easily consider skipping Bold Fighter.
Radiant Aether is a direct upgrade to Aether thanks to its reduced cooldown; it synergizes well with Valentine’s Ike since it can activate every combat regardless of whether he uses his base Special Fighter or opts for Bold Fighter (with a Slaying Edge).
Lack of a unique weapon and relatively poor magical bulk hold Valentine’s Ike back from true greatness.
As a colorless dagger unit, she has very few enemies that can overtly counter her, and also has access to a huge variety of weapons that can drastically alter her playstyle (such as Broadleaf Fan).
Since Winter Cecilia can be summoned via Heroic Grails, she’s a fantastic choice for long-term merging purposes, especially for use in Aether Raids.
Her strong statline affords her to have few weaknesses aside from the obvious armor weaknesses of poor mobility and anti-armor weapon vulnerability.
- Though quite reliant on Distant Counter, Winter Chrom is a formidable armored unit with monstrous attack and surprisingly solid defensive stats.
- His low speed can be problematic, and it makes it harder to recommend Bold or Vengeful Fighter. However, defensive buffs from a teammate can go a long way in patching up this shortcoming.
- Like other armored units, Winter Chrom only has a 1 tile movement range. This hurts his Player Phase utility, but he more than makes up for it with his strength during the Enemy Phase.
- The Quick Riposte seal makes Winter Chrom an Enemy Phase powerhouse, but forces him to give up Wary Fighter and the additional bulk it provides.
As the first armored healer, Winter Eirika by default fulfills her own unique niche. With access to the powerful Fighter skills, Winter Eirika can serve as an impressive defensive healer.
Winter Eirika comes with impressive bulk. 42 HP, 30 Defense, and 34 Resistance makes her capable of taking multiple hits from both physical and magical foes alike. On top of this, she also has an extremely high 36 Attack. This high Attack combined with solid bulk makes her one of the only staff units capable of putting the Absorb staff to amazing use.
Her one weak point in terms of stats, her low Speed, can be offset through the use of Wary or Special Fighter to increase overall bulk or the use of Bold or Vengeful Fighter to increase offensive potential.
Without Bold or Vengeful fighter, Winter Eirika pales in comparison to many other healers offensively. Even with one of these skills, she still has limited mobility thanks to being an armored unit. This limited mobility also hinders her supportive capabilities.
- Ephraim: Sparkling Gallantly showcases a formidable statline with a strong focus on both taking and dealing damage, boasting great values in HP, Attack, Defense, and Resistance; in particular, his base Attack stat of 41 is nothing short of fantastic and can be elevated even further to a monstrous value of 45 with his four-point Asset. Combined with his strong unique weapon in Festive Siegmund and access to powerful armor-exclusive skills, Winter Ephraim is inarguably one of the strongest lance users in the game with overwhelming potential in both phases.
- Festive Siegmund is Winter Ephraim’s unique take on his typical weapon. While relatively simple, its effect is powerful nonetheless, heightening his impressive statline further through its potent +4 in-combat boost to all of his stats when away from his allies. When utilized properly, this boost can result in a massive increase to Winter Ephraim’s destructive potential in either phase.
- In addition, Festive Siegmund also provides Winter Ephraim with a consistent -1 Special cooldown and can bolster his damage output significantly, especially when paired with the Special accelerating property of Bold Fighter, Vengeful Fighter, and Special Fighter, through quick but devastating Special activations.
- His biggest weakness lies in his low Speed, which can potentially cause him to take significant amounts of damage from strong offensive foes. Fortunately, his good base defensive stats and access to the Fighter skills mitigate this weakness to a large extent, rendering it to be a non-issue in most scenarios.
- Winter Fae is one of the most durable units in the game, with 45 HP, 33 Defense and 41 Resistance without considerations of Assets or Flaws. When combined with skills such as Steady Breath, Steady Stance 4 and the Fighter skills, Winter Fae's Enemy Phase has a very high potential. However, what Winter Fae lacks is offensive strength. Winter Fae's rather average attack could be a potential issue if she is unable to finish the opponent in a single battle.
- Winter Fae being both an Armored and a Dragon has its respective boons and banes. On one hand, having double weakness meant that extra precaution is required against effective damage despite her enemy phase durability, and only moving 1 space at a time could be problematic. However, on the other she do gain access to some powerful skills due to her weapon and movement class, the most noteworthy being Lightning Breath and Fighter Skills.
- Despite her limitations, Winter Fae's sheer durability makes her useful in a large variety of modes. However, considerations have to be made in terms of her mobility and possible effective damage.
- Winter Lissa's strong defensive stats and decent speed make her a great choice for a defense-oriented armor unit, surpassing the previous hero Sheena.
- 30 neutral speed is mediocre, but with some investment, this can reach high enough levels to avoid most common follow-up attacks. It's worth replacing the Handbell for a Slaying Axe+, particularly on Enemy Phase oriented builds.
- Distant Counter improves Winter Lissa's Enemy Phase effectiveness greatly, though she can pull off an effective Player Phase build with Bold Fighter instead depending on the needs of the team.
- Winter Robin boasts an impressive BST of 174, with a pretty even distribution across all of his stats. His lowest stat is his 25 resistance.
- Like most other armored units, Winter Robin excels in the Enemy Phase rather than the Player Phase.
- Distant Counter is arguably Winter Robin's best A slot, alongside Vengeful Fighter in the B slot. These skills allow Winter Robin to KO most enemies that attack him, though the Distant Def 3 seal might be necessary to survive attacks from magic users.
- Winter Tharja is a defensive powerhouse, with stellar defensive stats and two fantastic skills in her base kit: Close Counter and Vengeful Fighter.
- Low speed is mitigated by solid defense and resistance, though she'll find herself taking particularly heavy damage from blue units.
- Her choices for tome are actually quite diverse. Blade tome is a solid choice as always, but her low movement and solid defensive stats make an Owl tome a tempting choice; especially in armor teams.
Winter Zephiel is another powerful sword armor to join the fray, and while he does not have any unique skills or weapons to his name, unlike his normal counterpart, he makes up for it by having extremely solid stats.
Winter Zephiel has very well rounded defensive stats, able to easily take on both physical and magical opponents with relative ease. He is also no slouch in the Attack department, being able to hit quite hard. His poor Speed is a clear choice for a dump stat, but it can prove to be a hindrance as it makes him completely reliant on follow-up securing Skills just to attack twice in combat. This makes him easy prey for Skills such as Null Follow-Up which can stop him dead in his tracks.
Overall Winter Zephiel gets by due to his strong stats alone, and while he cannot quite keep up with top tier armored swords such as Valentines Ike, you can count on Winter Zephiel to have potency in every area other than his Speed.
Yarne’s offensive statline of 35/33 is solid and allows him to perform respectably well as a frontline combatant. Although 33 Speed may not be particularly impressive in comparison to some of his competitors, his PRF’s passive Speed +3 and access to class-exclusive buffs improves this significantly (especially when capitalized on further with a complementary skillset).
His exclusive weapon, Bunny Fang, grants him fantastic combat prowess, lowering the charge of his Special by two if his HP is less than 75% after combat; it should be noted that while similar to Special Spiral, Bunny Fang is unique in that it actually functions with Galeforce. The fact that this effect is not locked to a specific phase is also a great benefit, as it allows him to establish a formidable offensive presence on the offensive and defensive.
That being said, Yarne’s status as a cavalry beast unit makes him especially well-suited for Player Phase combat through extended mobility and the ability to transform. Upon transformation, Yarne obtains the ability to apply a -4/-4 Atk/Def in-combat debuff on his opponent as well as deny their follow-up attack; this can translate to a substantial improvement to his survivability and damage output.
Being a cavalry unit, while largely beneficial to his performance, does hold Yarne’s overall potential somewhat, restricting his mobility on maps with certain terrain and making him exceedingly weak to cavalry-effective weaponry; this also prevents him from obtaining access to skills like Null Follow-Up. His poor Resistance also means that one must take the necessary precautions when facing off against magical threats, as they may quickly defeat him.
- Young Marth is an Infantry Sword unit with high Attack and Speed and decent HP, Defense, and Resistance.
- Marth’s personal weapon is the Rapier. Rapier grants Marth +3 Speed, effectiveness against Cavalry and Armored units, and Vantage (allowing Marth to counterattack before the enemy can attack if his HP is ≤ 75%). With this, Marth can perform follow-up attacks more consistently, receive higher bonus damage from Hero’s Blood, OHKO a wide variety of enemies, and potentially OHKO enemies on Enemy Phase before they can deal damage to him.
- Hero’s Blood is a great 2-cooldown Special that grants bonus damage equal to 30% of Marth’s Speed and grants both himself and his allies +4 to all stats after combat. This allows Marth to frequently score OHKOs on frailer units and units he has effective damage against, along with supporting his allies through +4 spectrum buffs. Thanks to its low 2 cooldown, Marth can immediately ready Hero’s Blood after the first time it has been activated with Special Spiral in his B slot, allowing him to score OHKOs more consistently.
- Marth’s main weaknesses come from his susceptibility to Panic and Chills and his sometimes OHKO-centric playstyle. As a unit with high stats, Marth could easily become the recipient of enemy Chill skills, and his HP likely won’t be high enough to avoid being Panicked by Sudden Panic and high-level Panic Manors. Because of Marth’s OHKO-centric playstyle, he may still take damage if he fails to OHKO, which can eventually lead to Marth himself being KO’d.
Young Merric blasts through with sonic speed as one of the fastest mages around, with a value of 41 Speed at base that gets even higher with the combined forces of a Speed Super Asset as well as his weapon being able to give him even more Speed provided the condition is met. His attack is also a respectable value of 34, meaning that he should be able to provide solid damage alongside strong follow-up capability.
Young Merric’s Winds of Change tome is versatile and powerful, with a slaying effect, flier effectiveness, and a conditional Null Follow-Up and Attack/Speed bonus with easy to maintain conditions of activation. Young Merric is capable of running all kinds of offensive builds with excellent results, whether it be focusing on attacking twice, or utilizing AoE Specials. He even has a unique Special of his own in the form of Righteous Wind, scaling off his Speed stat while also healing himself and his allies by 10 HP after combat.
Young Merric is excellent at what he does, though he is not perfect. Young Merric has trouble taking hits, which is not always an issue due to his myriad of options to avoid trading blows, but it is still a weakness all the same. Young Merric’s Righteous Wind can also have anti-synergetic results with units and Skills that would rather rely on low HP in order to activate different abilities and bonuses, and as a result the strong unique Special might have to be swapped out in order to accommodate those types of teams. Regardless of these issues, Young Merric is a powerful offensive threat with an added benefit of ensuring his team stays nice and healthy while he sweeps through the crowd.
- Zelgius is a stellar unit with incredible unique skills and a superb stat-line. He boasts solid offensive stats of 36/33 in Attack and Speed, alongside a sturdy 38 Defense. In addition to having superior stats, Zelgius has access to IV's and merges, making him a clear step above the Black Knight.
- Black Luna is a devastatingly powerful Special, perhaps the most powerful in all of Fire Emblem Heroes. Negating 80% of a foe's Defense results in everyone taking heavy damage. Combined with his strong Attack stat, Zelgius can easily decimate a huge number of threats, including many of the top tier units.
- Alondite's built-in Distant Counter effect allows Zelgius to tackle both melee and ranged threats; combined with Steady Breath, Bold Fighter, and the Quickened Pulse Seal, Zelgius is an enormous threat on any map and always demands significant attention. This set is so threatening that many units will need to adjust their builds solely to be able to handle the danger that Zelgius presents.
- Warp Powder is a skill unique to Zelgius, and it offers him excellent mobility that can help mitigate his poor armored movement. However, it pales in comparison to the power increase offered by a skill like Bold Fighter.
Tier 3 units are powerful additions to most teams, with great matchups against common units. These heroes are more than capable in their favored roles, and many possess strong stat-lines and powerful unique weapons. Though some heroes in the above tiers tend to offer more advantages, these heroes can perform exceptionally well given the right support.
- Strong and tough is no joke; in addition to his impressive 36 Attack, Arden's extremely polarizing stats set a new standard for physical tanks. With 41 Defense and an unparalleled 60 HP, Arden will stand strong against almost any physical damage thrown at him.
- In addition to his armored status granting him access to strong skills such as Bold Fighter and Vengeful Fighter, Arden also has his own unique skill in the form of Follow-up Ring. This guarantees his ability to double his opponent in both Player and Enemy Phase when above 50% HP.
- Arden is tied for the lowest Speed in the game. Coupled with his terrible Resistance and magic attacks will blast right through his health bar. Furthermore, Arden also has the misfortune of being an event unit, making him unable to optimize his stats through IVs nor receive many merges.
- Compared to Black Knight, Arden lacks the innate ability to retaliate against ranged without sacrificing his A slot as well as the sheer damage output of Black Luna.
- Despite a brand-new personal weapon that does well in easing Arthur's previous statline worries, it is still somewhat challenging to justify him as a serious competitive offer over the likes of Brave Ike, Hawkeye, and newer entries with naturally high base stat totals.
- Arthur's Axe, while great on paper, may be awkward to set up properly in combat as it is not always guaranteed that its maximum conditions (having an active bonus and suffering from lost health and/or stat penalty) will be active in every match.
- If you are able to fulfill Arthur's Axe's conditions, our wannabe superhero's competitive performance increases significantly after an effective base stat total of 190. However, keep in mind penalties are still active and not fully neutralized as they are on weapons such as Demonic Breath.
- Arvis' stats aren't too stellar at first glance: he has strong Attack and Resistance, but middling Speed alongside low HP and Defence. With that said, Valflame is a pretty awesome tome however, as it combines the effects of Atk Ploy 2 and Res Ploy 2. This allows Arvis to perform a unique role in the team; debuffing enemy heroes from afar. Valflame, combined with the right C slot and S slot skills, can allow Arvis to debuff every combat stat on multiple enemy heroes.
- With that said, Arvis' usefulness lives and dies by how effective he is at this role. Smart positioning is a must to ensure that Arvis can achieve this effect, and even if he does, his middling stats leave him vulnerable in most combat situations. Ironically, Arvis will often have to rely on others to do his own dirty work.
- Arvis also struggles from limited build flexibility: low Speed makes it hard for him to pull off an offensive Blade tome build, though an Owl tome may be workable. Recovery Ring also finds little place on an offensive build, as Arvis' low defence means he'll only ever get value from the skill after combat against mages. Valflame and Recovery Ring therefore set him up to take on a more supportive role, in which he can debuff enemy units and heal his allies. This is no bad niche to have, but he'll struggle to compete against the more offensive mages.
- Regnal Astra deals consistently high damage on a very low cooldown, far surpassing the effectiveness of Moonbow and Glimmer.
- Ayra's fantastic Speed allows her to not only deal high damage with Regnal Astra, but also easily double all but the fastest enemies.
- She can run a powerful mixed phase set thanks to her strong stats; a refined Slaying Edge and the Quickened Pulse Seal combined allow Ayra to unleash Regnal Astra multiple times per combat (potentially boosted by Wrath). This gives her enough damage output to even be able to defeat blue units.
- Ayra's weakest point is her magical bulk, but with a refined weapon she has enough bulk to avoid getting KO'd in a single hit by most non-blue magical threats.
- Barst's unique weapon in Devil Axe actually gives him a lot of competitive edge as far as the axe infantry line is concerned. Unlike his similars, Barst can doubly apply the in-built skills of Devil Axe (i.e. HP-costed stat boosts and Wrath) and benefit twice from its effects with the correct build. In particular, double Wrath and double "Fury" are unique and perfectly viable strategies on Barst, allowing him to more quickly activate low-HP skills, charge his Special, and fire off at least 20 additional damage when activating said Special.
- Barst's playstyle does have a few exploits, including being reliant on Wrath charging every turn as well as being susceptible to revenge killing after taking too much self-inflicted damage. Of course, he also suffers flaws that his brethren is known for, including low Resistance tankability and being stopped cold by notable red threats like Halloween Hector and Idunn.
Brady is a staff infantry unit with a well-rounded stat line that focuses on magical defense.
His high HP is his standout feature. He can prove to be quite effective at defending against magical foes thanks to this and his acceptable Resistance. He also comes with serviceable offensive stats.
Brady may not bring anything new to the table as a staff infantry, but he is simply a strong and versatile healer that can be run offensively, defensively, or in a full support role.
- Bridal Cordelia has one of the strongest offensive stat spreads out of any archer at an exceptional value of 35/35. This makes her a powerhouse on offense capable of causing massive damage to even the bulkiest of units.
- This makes her a standout user of Firesweep bow, as it allows her to freely attack opponents without any fear of retaliation.
- Although her offense is impressive, she suffers greatly in her overall bulk. This makes her highly susceptible to both physical and magic damage alike. As such, Cordelia prefers to avoid counterattacks which can be accomplished through the skill Desperation or the aforementioned Firesweep Bow.
- Compared to Brave Lyn and Summer Takumi, Bridal Cordelia lacks the superior movement as well as access to powerful class-exclusive buffs. However, Bridal Cordelia has the advantage of being able to use the Flashing Blade Sacred Seal in order to activate her Special more frequently.
- Thanks to her status as both a flier and a refresher, Ninian can provide phenomenal mobility support to her team through both Dance and Guidance.
- Despite the BST penalties of her class-type, Ninian's 28/33 offensive statline allow her to perform well as a combatant. In particular, she can shine as a magical nuker on a flier-centric team when utilizing a Blade tome.
- Ninian severely lacks in her defensive stats. With a physical bulk of only 52, Ninian is highly susceptible to getting taken out in only a single hit from most physical opponents.
Bridal Sigrun is a strong offensive flier, wielding a solid Speed stat that allows her to perform follow-up attacks against a wide range of enemies, often securing a KO.
Sigrun’s strength comes from her offensive presence combined with her mobility. Cake Cutter and offensive skills will augment her combat capability, whereas her flier status allows her to pick engagements from terrain that opponents cannot traverse. This is key to protecting her during her weak Enemy Phase.
Sigrun’s primary drawbacks are her middling Attack stat and poor HP pool: if she fails to KO her target or escape enemy attack range, Sigrun is susceptible to KO. Team support is highly recommended to ensure that her Attack doesn’t fall short.
- Used to be considered a direct upgrade over her original self, Bridal Tharja brandishes a nicely-aged offensive statline of 35 Attack and 35 Speed, keeping her an ever-fresh offensive mage option.
- Tharja's achievements are easy to overlook, however, due to her limited availability combined with direct competition with other glass cannon red infantry mages. She may especially be left in the shadows of Celica, Lilina, and even her original form, all of which found new breaths of life in the metagame thanks to potent refinery options.
- Builds revolving around teammate adjacency, Bond skills, and teleportation (i.e. Wings of Mercy and Escape Route) allow Tharja to show off her tome's perks. She can just as well, however, shred the enemy with conventional setup tools such as Fury, Desperation, Rauðrblade, and Special Spiral.
- As a flier with a phenomenal Attack stat, Cherche can serve as one of the most mobile offensive units in the game. 41 base Attack with a boon is very impressive, and allows Cherche to deal high damage with a variety of weapons, including a Brave Axe, Slaying Axe or Slaying Hammer.
- Cherche can also make great use of Hit and Run or Drag Back for a B slot skill makes it easier for her to stay out of enemy attack range, either by retreating out of all enemy ranges or close enough to allies for them to reposition her.
- Cherche can play a key role in mixed or flier teams. The Guidance seal allows her to support infantry allies effectively.
- Clair has fantastic speed: a neutral base of 36 allows her to easily avoid follow-ups from common blade-tome mages with minimal investment.
- Though previously discarded for her low attack, Rhomphaia gives her a new offensive role thanks to its built-in Flashing Blade effect. With this new refinement, Clair can deal high-power specials regularly.
- Her defense isn't too hot, but a solid 33 in resistance pushes her towards the role of an anti-magic flier unit that can take a lot of punishment. She fares particularly well against mages, as her strong mobility and high speed allows her to safely engage them without fear of dying.
- As a cavalry unit, Clarine is a solid option for a strong, mobile healer.
- She can take great advantage of a Dazzling Staff refinement or B slot skill to cripple enemy heroes with various staff effects. Gravity is among the strongest of these effects: the combination of these skills allow Clarine to attack enemy heroes without fear of retaliation, and reduce their movement to 1. This makes her incredibly effective in setting up kills for her teammates without threat.
- Though Clarine could also run Wrathful Staff in her B slot to improve her damage output, this isn't the optimal use of her B slot skill due to her low Attack stat. Defensive or utility-oriented skills are more highly recommended here, making Guard a stronger choice.
- With a solid offensive spread of 35/35, Cordelia is one of the more flexible offensive units and is also found at a 4 star rarity, making IV hunting somewhat easier
- Her weapon and move type make her versatile as a player phase nuking unit and can shine with any degree of investment
- Her defensive stats are poor, making her rely on good positioning and player phase nuking before the enemy can retaliate
Death Knight is a lance cavalier with a focus on defensive abilities.
His stat spread is solid, featuring high Attack and good HP, Defense, and Resistance. His personal weapon, Scythe of Sariel, acts as a Slaying Lance that debuffs the foe and prevents follow-up attack whenever the foe he is facing has a visible buff or movement buff.
Unfortunately, this reliance on the foe being buffs puts a great hindrance on how consistent Scythe of Sariel is. While this requirement can be hard to meet in most game modes, it acts as a great deterrence in an Aether Raids defense team for any attacker that relies on buffing.
- With the Dark Aura tome at her disposal, Delthea can serve as a powerful offensive mage and support unit simultaneously. With an impressive offensive spread of 36/34, Delthea can deal considerable damage to enemy heroes, though she will often rely on buffs, skills and a Speed boon to push her KO potential further.
- Delthea's tome options depend on whether her role in the team is as a primarily offensive hero, or whether the support qualities of Dark Aura are necessary. Though a Blárblade tome is a fine choice given her stats, the +6 Attack from Dark Aura is hard to pass up, making it the stronger choice unless Delthea has no allies that can benefit.
- Strong offenses are mitigated by weak defenses: 31 Resistance is surprisingly impressive, but 33 HP is pitiful, and 13 Defense is tied for the lowest Defense value in the game. Delthea's match-ups against physical units and archers are beyond saving, and she remains incredibly vulnerable to any of these heroes unless she can KO them without retaliation.
- Dorcas' high HP, attack and defence make him a fantastic front-line unit that can butcher enemy melee units, whereas Distant Counter allows him to threaten ranged units as well.
- Unlike Hector, Dorcas has a free A slot. This allows him to run powerful defensive skills such as Distant Def, Close Defense, Steady Breath or Warding Breath alongside Distant Counter.
- Though Dorcas does not have Quick Riposte built into his weapon, he can gain access to the skill through his B or S slots. The Quick Riposte seal is particularly effective, as it allows Dorcas to utilise the infamous Vantage+QR combo popularised by Hector.
- As an armored unit, Draug has the advantage of both a higher BST and access to extraordinarily powerful class-exclusive skills such as Bold Fighter and Vengeful Fighter.
- Statwise, Draug is a monolith in physical bulk with a base value of 89. In addition to this, Draug has noteworthy Speed among armored units at a base value of 32. This gives him longevity in both performing and avoiding follow-up attacks.
- However, Draug suffers against magical damage dealers due to his poor Resistance. Another problem stems from Draug's underwhelming base Attack of 30. This often makes him reliant on activating his Special in order to reliably defeat his opponent in a single round of combat.
With 172 BST, Echidna lacks any major weaknesses in her statline. She can even improve her weakest stat, Resistance, thanks to getting +4 instead of +3 with an Asset. This also makes her well suited toward functioning as a tank in Aether Raids.
Unfortunately, Echidna’s lack of access to a unique weapon makes it really difficult for her to stand out compared to other units, but her strong statline manages to keep her viable nonetheless.
- Effie's polarizing statline leans heavily towards her Attack with her sporting a monstrous base value of 40. This allows Effie to leave a dent in almost any unit she attacks. Furthermore, Effie's status as an armored unit grants her access to class-exclusive skills such as Bold Fighter and Vengeful Fighter, making her a force to be reckoned with in both Player and Enemy Phase.
- Although somewhat low for an armored unit, Effie's 33 Defense and massive HP make her a strong physical tank. While her Resistance is on the low side, Effie can actually perform well as a mage duelist. By combining Distant Counter with a refined Slaying Lance or Berkut's Lance, Effie can survive at least one attack and reliably take her opponent out in a single hit on the counterattack.
- Effie's weakness stems from her low Speed. At a base value of 22, Effie is highly susceptible to getting doubled by her opponent, massively increasing the amount of damage that they are able to do. Furthermore, her status as an armored unit restricts her to only one movement per turn.
- Eirika is a balanced sword hero who can find a place among teams that focus on buffing each other with Hone/Fortify/Tactics skills thanks to her unique refinement to her legendary weapon Sieglinde.
- In addition to this effect, Sieglinde provides an effect akin to Hone Attack 3. Alongside her C slot and S slot skills, Eirika can easily buff an ally with +4/+4/+6 or +4/+4/+4 and benefit from the same buffs herself. She can also copy buffs exclusive to non-infantry heroes, such as Hone Fliers/Armor/Cavalry.
- As for Eirika's stats, her only major weakness is attack, and this can be fixed with a +Atk boon and Sieglinde's unique refinement. Strong defense and resistance stats grant her good survivability, alongside her strong base speed of 35. Eirika's only major weakness is her dependency on team structure: with the right support, she can be a fantastic asset and front-line hero.
- As a healer with a strong offensive spread and an extra point of movement, Elise combines firepower with mobility.
- She can take great advantage of these boons to cripple enemy heroes using Gravity+ and Dazzling Staff. The combination of these skills allow Elise to attack enemy heroes without fear of retaliation, and reduce their movement to 1. This makes her incredibly effective in setting up kills for her teammates without threat.
- If that weren't enough, Elise can run both Dazzling Staff and Wrathful Staff in her weapon refinement and B slot skill simultaneously. This allows her to deal surprisingly potent damage while crippling the enemy team.
- With Siegmund's unique refinery upgrade, Ephraim is guaranteed a follow-up attack against any unit he initiates on when above 90% HP. When coupled with his impressive 35 Attack, Ephraim can perform as an offensive powerhouse despite his low base Speed. This can be further boosted through the use of skills such as Death Blow and Wrath.
- Ephraim is a phenomenal user of the Heavy Blade Sacred Seal. Coupled with his aforementioned weapon refinement and Ephraim can take down even the toughest of opponents on his follow-up attack.
- In addition to his Player Phase prowess, Ephraim retains his ability to buff the Attack of adjacent allies, giving him the supplementary role of a buffbot.
- Though he remains relatively vulnerable on the Enemy Phase due to low speed and resistance, his high HP pool and respectable defense gives him reasonably bulk against physical attacks.
Ethlyn is a fairly average healer, on par with other Tier 3 Cavalry Healers such as Nanna and Clarine.
With an offensive spread of 28/34, Ethlyn can make good use of the Wrathful/Dazzling Staff combination to become a powerful ranged Firesweep user. In addition, Ethlyn’s status as a cavalry unit grants her excellent movement and a long attack range.
Ethlyn’s biggest downfalls are her lack of exclusive weapon and inferior statline compared to healers in the higher tiers, as well as her low Resistance, leaving her easily KO’d by magic damage.
Ewan is a potent red mage all thanks to his very strong statline which has very few holes within it. Said holes can even be invested into so that Ewan can become much more well rounded across the board.
Ewan’s biggest selling point is the fact that he has a very high Attack potential, as with a Super Asset in Attack he can reach 41 Attack before any weapons or Skills. This allows him to make excellent use of Vantage builds in order to deliver powerful counter attacks. Ewan is also very versatile, thanks to the fact that his only weak stat is Defense, and even that Defense can be improved through taking a Defense Super Asset.
While the lack of a unique weapon does hurt Ewan in the long run, through sheer stats and versatility this young red mage can come out on top and makes an excellent choice for those looking for a versatile red mage.
Thanks to her dragon status, Fae has access to powerful weapons such as Lightning Breath as well as the ability to refine them for their adaptive damage trait against ranged units. She also has access to powerful skills like Steady/Warding Breath, Null Follow-Up, and Null C-Disrupt which can all greatly benefit her ability to act as a tank.
Sporting solid values in HP, Attack, and Resistance, Fae's weakness lies in her rather low Speed and Defense. She often finds herself getting doubled and taking significant damage from fast physical opponents. However, these stats can be brought up to par through investment such as weapon refinement and team support, making her an excellent mixed tank.
Fae is unfortunately outclassed by most other green dragons, but even as a baseline she’s quite an effective unit.
Due to her class type, Fae has an innate weakness to dragon-effective weapons such as Falchion and Naga.
- Fallen Berkut wields the unique lance Kriemhild, which grants him fantastic defensive match-ups against the overwhelming majority of ranged attackers as he can not only retaliate against attackers, but also deny their follow-up attack.
- Kriemhild also grants Berkut a unique role in damaging his allies. While this can be counter-productive, pairing Berkut with allies that can take advantage of this effect, such as those running skills like Desperation, Wrath and Vantage, turns this effect into a powerful asset.
- Berkut’s relatively mediocre HP hurts his effectiveness as a wall somewhat, and he has limited access to defensive skills due to his cavalry classification. Nevertheless, Berkut can be a powerful high-mobility ranged tank.
Solid offensive statline that favors the role of a typical Player Phase mage with high Attack and Speed.
Strong unique prf that capitalizes on her offensive playstyle by granting her a boost to all of her stats during combat, increasing both her damage output as well as her survivability. The damage taken after combat can also help with the activation of certain skills.
Still rather vulnerable to physical damage and relies on countermeasure skills in order to survive consecutive rounds of combat.
Fails to reach the damage output or utility of blue mages rated above her.
Faye steps away from the typical conventions of most archers, focusing more on defensive capabilities rather than offensive capabilities.
Faye’s Attack and Speed are underwhelming at best, making her a poor choice for weapons such as Firesweep Bow. However, Faye comes with good defensive stats and a defensive-oriented personal weapon, solidifying her perform in the enemy phase.
As a ranged tank, Faye performs exceptionally well. In any other role, Faye will fail to impress compared to almost any other archer.
- Fir possesses an awesome Speed stat and surprisingly solid HP and Resistance stats, but an awful Attack stat. Whereas this shortcoming previously pushed her into the shadows as a poor choice among a bloated role, Fir has received a second chance through the Nameless Blade, a 16 Might unique weapon that patches up her poor attack.
- With a +Atk boon and the Nameless Blade, Fir's poor Attack stat reaches a moderately useful value of 45. Most of her damage will come from her Specials however, as each of her Special skills receives cooldown reduction and increased damage.
- Compared to Karel, Fir has weaker offensive potential than her uncle due to her weak attack stat. However, her impressive base 31 Resistance makes her a good user of Ploy skills, which is a noteworthy niche that sets her apart from Karel.
- Fjorm is a lance user with Distant Counter built in to her weapon, which complements her balanced stat spread nicely.
- Ice Mirror is a unique special skill that reduces ranged damage taken and converts it into attack power, but it has very inconsistent results compared to other specials: Glacies or Iceberg are the preferred options on builds that don't hamper her resistance.
- Fjorm's low speed leaves her vulnerable to follow-up attacks, and unlike many other heroes, she cannot fix this with forging unless she gives up her ability to counter ranged attacks (which is not at all recommended). This makes her particularly reliant on defensive bonuses like the Distant Def 3 seal.
Renowned Bow effectively gives Gordin 6 more Mt to work with compared to a generic Brave Bow+, which greatly improves his combat capabilities as a Brave Bow archer.
Unfortunately, he’s still heavily outclassed in this regard compared to powerhouse archers like Legendary Leif or Halloween Jakob.
Gordin really struggles to find a niche outside of utilizing his Renowned Bow offensively, as his statline is not particularly well suited toward any other role without heavy investment.
Gray is an Infantry Sword unit with high HP and solid Attack and Defense, but middling Speed and low Resistance.
After being dead in the water on-release for years due to a mediocre statline (particularly Speed), Gray finally received a personal weapon: Laid-Back Blade. Laid-Back Blade grants Cavalry-effectiveness and +3 to all stats if Gray’s HP is ≥ 50%. If it is refined for the +Eff refine, Laid-Back Blade also grants +5 to all stats if the number of foes within 2 spaces is ≥ the number of allies within 2 spaces. With this, Gray can redeem his statline and potentially receive +8 to all stats during combat. However, Cavalry-effectiveness is quite niche, and it can be difficult to maintain Gray’s HP while being in range of more (or an equal amount of) enemies than allies.
Unfortunately, a shiny new weapon/refine isn’t enough to have Gray stand above the rest. His statline is still too middling, with his Speed truly preventing him from breaking ahead of the pack of Sword units. With 32 base Speed, Gray can struggle to perform/avoid follow-up attacks and take advantage of Repel and Close Call’s Speed-based damage reduction, while fellow 5*-exclusive Sword units such as Mareeta, Larcei, and Shannan can do so without much trouble.
- Gunnthrá's respectable offensive spread of 31/33 makes her a stronger offensive green tome cavalry than her rival Cecilia.
- With her low, albeit specialised stat-line, Blizzard, Res Ploy and Chilling Seal enable Gunnthrá to bolster her stats and debuff the enemy. She can deal considerable damage to most enemies, provided she can maximise the effects of her debuffs.
- Though she is easily the strongest green tome cavalry unit, her effectiveness is held back by the frequency of many sword-wielders with the Distant Counter skill. Her low defense and lack of Desperation leaves her incredibly vulnerable to these heroes.
- Gwendolyn is a fantastic choice for a defensive wall thanks to her huge HP pool, exceptional defense stat and average resistance stat. Though she requires heavy investment, access to Steady Breath, Special Fighter and Vengeful Fighter grant Gwendolyn superb Enemy Phase potential.
- With a refined Berkut's Lance+ or a Slaying Lance+, Gwendolyn can greatly improve her low Resistance or middling Attack.
- Gwendolyn's options for sacred seals are pretty impressive. Close Defense and Distant Def can further improve her bulk, whereas the Quick Riposte seal can be used in place of Vengeful Fighter, allowing alternative B slot skills.
Halloween Nowi's red tome usage, decent offensive stats to back it up, and access to Hone Fliers were commendable at her time of release. Most of these traits fortunately hold up still today, although the introduction of new threats and direct competitors have effectively made Nowi a redundant, eclipsed choice.
Nowi mainly suffers from a lack of niche, especially when compared to the free, slightly better statline-optimized Aversa.
In practice, Nowi excels from flier perks including access to class-specific buffs and being able to ignore most forms of terrain. Her mere base 32 Speed and mediocre defenses, however, largely hold her back from differentiating from others in her weapon class.
- Hana is a sword infantry unit with a heavy focus on offensive and Player Phase capabilities.
- Hana boasts a 35/36 offensive spread which is strong even by current standards, let alone launch standards. This makes her a great user of any offensive sword such as Hana's Katana, Wo Dao, or Firesweep Sword.
- Hana's Katana is her personal weapon. This weapon deals effective damage against armor and can be refined to grant Swift Sparrow 2. This is not only a strong boost against the many powerful armored foes, but any foe in particular thanks to Swift Sparrow.
- Her one downfall is her defensive capabilities. At 37 HP, 23 Defense, and 26 Resistance, both physical and magical enemies alike will deal good damage to her. Despite this, she can actually be deceptively bulky if given an appropriate defensive build.
Helbindi makes for an amazing defensive axe fighter thanks to his personal weapon and extremely optimized defensive statline.
With 44 HP, 35 Defense, and 31 Resistance, Helbindi’s overall bulk cannot be faulted. He is capable of taking multiple hits from both physical and magical foes alike. On top of this, his high 35 Attack allows him to deal great damage to anyone who attacks him in return.
Býleistr allows Helbindi to perform as a surprisingly effective support unit. This weapon grants him with an all-around stat boost at the start of every odd-numbered turn, making it effectively Odd Spectrum Wave. As he can use this to buff his other allies, he can make a great pairing for almost anyone who benefits heavily from buffs, such as Blade tome mages.
His one weak point is his Speed. He is extremely easy to perform follow-up attacks against which does hinder his overall bulk. It also relegates him to a defensive build as his offensive performance on Player Phase is very poor.
- Hinoka (WF) combines powerful flier mobility with exceptional ranged offense as the game's first flying archer.
- The Warrior Princess bow is a strong, straight-forward choice that buffs Hinoka's combat and support ability considerably. She can also perform incredibly well with a Firesweep Bow, as her class enables her to bypass terrain and engage enemy heroes with ease.
- Hinoka (WF) does suffer from poor defense, which makes her Firesweep build much more appealing. Without the protection it offers, she may struggle considerably against physical DC heroes, who represent her greatest obstacle.
Hostile Springs Elise is an offensive-oriented red dagger cavalier. While she comes with impressive stats, she unfortunately suffers due to one main aspect.
Her offensive statline of 33/37 is absolutely nothing to scoff at. Hostile Springs Elise is capable of doing great damage with great ability to perform follow-up attacks. There are also plentiful daggers to choose from, including strong offensive options such as Barb Shuriken and Lethal Carrot.
Hostile Springs Elise’s biggest weakness is her status as a colored dagger unit. Being a colored dagger means that she is at the mercy of the Weapon Triangle. Being affected by the weapon triangle is removing one of the main assets from dagger units and Hostile Springs Elise suffers as a result.
Regardless, Hostile Springs Elise is still a strong offensive unit who can still be very potent.
- Iago is an Infantry Red Mage with high Attack and respectable HP and Resistance, but lacking Speed and Defense.
- What sets Iago apart from his Red Mage peers is his personal tome, Iago’s Tome. On odd turns, if Iago has 3+ more HP than an enemy that is not adjacent to another enemy, they are inflicted with Atk/Spd -4 and a Guard status. On even turns, if Iago has 3+ more HP than an enemy that is adjacent to another enemy, they are inflicted with Def/Res -4 and a Panic status. This allows Iago to inflict debuffs on enemies regardless of how far away he is or whether the enemies are in a cardinal direction from him, unlike Threaten and Ploy skills. Thanks to his decent Resistance, he can also utilize Sabotage Atk or Sabotage Spd to inflict debuffs on 3 stats and a Panic status on enemies adjacent to other enemies on even turns.
- A clear flaw of Iago’s Tome is its inconsistency. Not only does its effect change depending on whether the turn is odd or even, but it also depends on enemies being either not adjacent or adjacent to each other. Because of this, Iago may not activate a useful effect on a specific turn, which is detrimental in Aether Raids offense, which has a 7-turn victory limit. Aether Raids defense teams also frequently place units next to each other, making the tome’s odd-turn effect useless.
- Straying away from Iago’s Tome, Iago’s high 38 Attack allows him to become an Enemy Phase Vantage sweeper or Player Phase nuke with Rauðrblade. However, his low Speed makes him reliant on OHKOing enemies, and both his Low Speed and his low Defense leave him prone to being ORKO’d by enemies on Enemy Phase.
Innes is a solid option for an offensive archer thanks to his strong offensive stats and personal weapon.
With a 33/34 offensive statline, Innes can make great use of Firesweep Bow and Brave Bow, two powerful weapons very much enjoyed by a lot of archers.
Nidhogg, Innes’ personal weapon, functions like an Owl tome normally, but can also be refined for either stat boosts or the ability to negate counterattacks from mages and dragons.
With the eff refine on Nidhogg, Innes has his own niche as a anti-mage specialist which he can perform very well thanks to his 31 Resistance, but he may perform better in general with a Firesweep Bow or Brave Bow.
Thanks to his dragon status, Kana has access to powerful weapons such as Lightning Breath as well as the ability to refine them for their coveted effect, adaptive damage against ranged units. This greatly increases his effectiveness in combat, as ranged units often have polarizing defensive stats.
With solid stats across the board, Kana serves as both a strong duelist and mixed tank; his relatively high defenses and good Speed mean he's especially effective when acting as a supertank in AR. Compared to Nowi, Kana's only real major downside is his inability to receive IVs – with the advent of Heroic Grails, merges are no longer an issue.
Due to his class type, Kana also has an innate weakness to dragon-effective weapons such as Falchion and Naga. His color however does help him somewhat, as it reduces the amount of damage he'll take from Dragon-effective swords.
- Karel's blade has finally been unrestrained with the introduction of his new unique weapon, Nameless Blade. By sporting the effects of both Slaying and Wo Dao, Karel is able to become an offensive powerhouse. This can be further boosted through skills such as Wrath.
- While Karel's stats may not look impressive with him having only 30 Attack and 35 Speed, the guaranteed 10 damage upon Special activation tied to his weapon is where the true power comes from. Combine this with the Slaying effect allowing Karel to activate his Special more frequently and he will dish out damage on par or even beyond units with more optimized statlines such as Mia and Soleil. This is particularly effective in breaking the Weapon Triangle and taking down tough blue opponents such as Nowi and Fallen Hardin.
- Karel's disproportionally high HP makes him an effective user of skills such as Panic Ploy and Infantry Pulse, allowing him to support both himself and his team. His HP is also where a majority of his bulk lies so while Karel is able to reliably tank at least one hit from his opponent, anything more will likely take him out.
With good 30/36 offensive stats, Kaze can perform well in an offensive setting, though his middling Attack does hold him back and other dagger units such as Sothe and Legault outclass him offensively thanks to better stats or personal weapons.
His high 34 Resistance allows him to also perform very well against mages as well. He can make great use of weapons such as Kitty Paddle or his default Barb Shuriken in a anti-mage role. He is still a poor choice against dragons though since they’ll target his Defense instead.
He can also make for a cheap effective debuffer thanks to coming with Atk Smoke by default and being able to use Spd Smoke as his Sacred Seal.
Although somewhat unimpressive in comparison to some of the newer additions to the game, Klein’s offensive statline of 31/33 remains pretty decent and offers him good combat potential.
The key to Klein’s strong offensive capabilities lies in his exclusive weapon, Argent Bow. Functioning essentially as an improved Brave Bow, this weapon can be refined further for a built-in Chill Def effect. This means that unlike other archers who would otherwise be forced to run this skill in their B slot, Klein is free to run other powerful alternatives like Special Spiral and Null Follow-Up, which he can utilize to improve his overall performance significantly.
While his overall bulk will generally prove just enough to let him tank a single hit from his opposing foe, his low defensive stats mean that he will quickly crumble to sustained offensive pressure, making it crucial that he be kept out of harm’s way in the Enemy Phase.
- Kliff’s greatest strength statwise is his excellent base Speed stat of 37, providing him with the means to consistently perform and deny follow-up attacks on all but the fastest of foes; this also makes him a pretty solid user of the Flashing Blade seal.
- While not outstanding, Kliff’s mixed bulk of 62/65 (65/65 if equipped with Sagittae) is surprisingly decent and makes him one of the few mages who can reliably take a hit from a physical damage dealing foe and typically survive.
- Kliff’s shortcomings are simply a result of his inability to specialize as much as other more offensively or defensively oriented mages, remaining sorely outclassed on both fronts, though he’s still a respectable unit in his own right.
- In addition to having the superior mobility of a flying unit, Robin also has the advantages that come with being a dragon. This is present in her powerful personal weapon, expiration, which has both Distant Counter and adaptive damage combined into a 16mt weapon with no cooldown penalty.
- Robin's unique A skill, Dragonskin, circumvents the weaknesses tied to Robin's flying type as well as giving a boost to her overall bulk. With flier-effective weapons being accounted for as well as Robin being colorless, there are not many innate weakness to exploit.
- Despite this, Robin's status as a flier serves as a somewhat detriment. The lack of access to skills such as Steady Breath as well as her somewhat lacking base Attack of 32 can cause Robin's damage output to be somewhat lacking.
- Being one of the fastest fliers while maintaining a great attack stat, Legendary Ryoma makes for a devastating wielder of Firesweep Sword+.
- His unique personal skill, Bushido further augments his power, allowing him to deal extra damage upon landing an offensive special. Combined with the Heavy Blade seal, Ryoma will easily activate specials between bouts of combat.
- While he does come with Raijinto, his mediocre defense and poor resistance make this weapon a subpar alternative compared to Firesweep Sword+.
- Despite his average bulk, the combination of flier mobility, blistering speed, and Bushido makes Ryoma a fearsome Player Phase attacker.
With well-aged base offenses of 36/35 as well as infantry-only perks in skills such as Wrath, Null Follow-Up and Lull skills, Legion is a potent offensive threat. Like fellow axe infantry competition, he suffers from few weaknesses other than follow-up manipulation and somewhat average defensive presence. His lack of a unique weapon does little to threaten his viability, as he can instead fall back on various generic but powerful build combinations thanks to his great offensive stat distribution. Legion is also freely available in the Daily GHB Revival Rotation all-year-round, giving him great availability.
Legion's main flaw is that it is difficult to recommend him over more recent and competitive additions with similar statlines. While Legion leaves much to be desired with his basic default kit, newer entries such as Hilda, Edelgard, Summer Ylgr, and especially Linus come packaged with unique weapons with multiple combat effects and sometimes slightly superior stats. Despite this, many of the same basic traits that make his competition great also gratefully apply to Legion himself.
- Leif sports solid offensive stats with his Speed at an exceptional base value of 38. In addition to this, Leif solid physical bulk of 70 allows him to reliably take hits from physical opponents without fear of getting taken out in a single hit.
- Although his unique weapon, Light Brant, can be powerful in the right circumstances, the greatest advantage it offers is the accelerated Special trigger through the refinement. With a Distant Counter/Wrath/Moonbow skill-set, Leif will be able to dish out significant damage upon every Special activation.
- Leif's offensive capability is heavily reliant on his ability to make Speed-based follow-up attacks and his low Resistance makes him vulnerable to magical attacks.
- Dance is an exceptional support skill. This alone grants Lene enormous versatility and a spot on almost any team composition.
- Despite being a refresher, Lene sports a solid 28/35 offensive spread. This allows her to perform well in combat if needed, particularly as a dedicated Weapon triangle check by utilizing a Ruby Sword or Triangle Adept.
- Despite her amazing supportability, Lene is offset by her status as a refresher due to its accompanying BST penalty. This takes away from both Lene's ability as a standalone unit as well as her ability to score in arena.
Leon is serviceable but does not have enough of a focus on his offensive stats to boost him up a Tier. A 34/30 offensive spread is nothing special; although it isn't really notably bad, it's not exactly stellar either.
While Leon's base Defense is quite high for an archer, his pitiful Resistance leaves him open to OHKO attacks from Dragons and Mages. As far as physical tanks go, there's units who perform the role better, and Leon will require considerable investment to fill that role well.
Despite these issues, Leon can fire off some powerful, consistent Specials and can battle toe-to-toe with more oppressive archers. Although he may not be the best at the job, he's nowhere near bad at it – and his availability makes him a good choice for a merge project.
- Blessed with a phenomenal attack stat and a powerful unique ground, Lilina has surpassed any previous competition to be the Queen of the OHKO.
- With the unique refinement on the Forblaze tome, Lilina's attack on initiation reaches an effective base 43; 46 with a +Atk boon. This is staggeringly high considering that this is before considering the -7 Resistance she can apply through Forblaze as well as any other effects from her other skills. With small investment, Lilina's damage output in a single attack can reach incredible heights.
- Lilina's biggest weakness is her lack of Speed, which leaves her vulnerable against any enemy she fails to OHKO. Breaker skills can help Lilina guarantee KOs during the Player Phase, but her poor defenses will do little to ensure her safety if she finds herself attacked.
- With two exclusive tomes in Aura and Dark Aura, the former of which has a strong refinement, and her extraordinary 35/36 offensive statline, Linde performs exceptionally well as both an offensive magic damage dealer and a strong support. Both tomes allow her to take on the role of a tome and melee buffer through the massive +6 Attack they provide to their respective class types. Aura also has the benefit of boosting Linde's own offensive prowess with the lax prerequisite that she is within two spaces of another tome user.
- In addition to both of her personal tomes, Linde also performs well with a Blade Tome depending on the Hone/Fortify team support provided for her. However; this is somewhat less flexible, as it treats her as more of a beneficiary to her team rather than a benefactor.
- Unfortunately, heavily favoring offensive stats will put a strain elsewhere. At only 35 HP and a pathetic 14 defense, Linde severely lacks in physical bulk. This makes her highly susceptible to getting taken out in only a single hit by an overwhelming amount of physical damage dealing opponents. This makes her often reliant on skills such as Desperation in order to protect herself from lethal counterattacks.
- Lucina is a red sword-wielding unit, who comes fit to fight dragons and humans alike. She's known for her excellent 34/36 Attack and Speed, which she combines with one of the best weapons in the game, the Awakening Falchion.
- Unlike many other high-tier swords, Lucina's primary value comes through her powerful offensive, support and anti-dragon capacities. Once refined, her Falchion gives her substantial stat boosts.
- This build flexibility to fit an offensive, defensive or supportive role makes Lucina one of the most versatile units available.
- Low Defense and Resistance are her most obvious flaws, but even these are partially mitigated through her Falchion refine.
- Lucina is one of the few high-tier swords weak to Swordbreaker. This is because she does not build around OHKO's unlike Ayra, Karla, Zelgius and Elincia.
Lugh is an infantry green mage sporting amazing 35/36 offenses and a workable 31 Resistance, but a low 37 HP and an abysmal 17 Defense.
With one of the strongest offensive statlines of any mage, Lugh can deal fantastic amounts of damage with the right support. His Resistance also allows him to run anti-mage and mixed phase sets, which makes him somewhat unique in his flexibility.
Lugh’s main weaknesses stem from awful physical bulk and heavy competition. With 53 physical bulk, Lugh is very prone to being OHKO’d by Distant Counter units. He also faces heavy competition from many other green mages, such as Yune, Brave Micaiah, base Nino, and Scattered Fangs Nino.
- Lute has fantastic team utility as a debuffer thanks to her personal weapon, Weirding Tome. In addition to having Speed ploy build in, it provides a solid +3 Speed to Lute. This combination helps greatly in allowing her to perform follow-up attacks consistently.
- Statwise, Lute performs well offensively thanks to her exceptional Attack and good Speed (Granted, she has her tome equipped). In addition to this, she has great Resistance. Not only does this allow her to tank magic well, it also allows her to activate Ploy skills consistently.
- Lute lacks greatly in physical bulk. At a base value of only 49, Lute is highly susceptible to getting taken out in only a single hit by an overwhelming amount of physical damage dealing opponents. This makes her often reliant on skills such as Desperation in order to protect herself from deadly counterattacks.
Mae is an offensive-oriented blue mage with a lot of power behind her attacks.
Mae comes with a huge Attack stat and her own personal tome Book of Orchids which grants her with a large amount of attacking power and even some support capabilities. She even possesses good Resistance.
Mae’s main drawback is her middling Speed stat which means she can struggle with securing follow-up attacks without significant Speed investment. She is also weak to physical attacks thanks to her poor HP and Defense.
- Marth possesses a reasonable offensive stat-line of 31/34, making him a decent Player Phase unit. Falchion's effectiveness against dragon units pushes this role further however, as it allows Marth to effectively counter the wide range of dragons that frequent Arena teams.
- With that said, Marth's real value lies in his effectiveness as a support unit. With the refinery upgrade granted by the Altean Falchion, Marth can grant +2 to every combat stat. This effect synergises with 'Drive' skills extremely well, which Marth can run in his C slot and S slot.
- Marth's strong speed and decent defensive stats make him well suited to this role. He can safely support his allies and take out an axe-wielder or dragon when he needs to.
- Masked Marth is identical to Lucina: Future Witness in almost every way except she lacks access to IVs and heavy merges.
- While her access to a boon/bane stat grants Lucina a higher ceiling, Masked Marth's availability as a Tempest Trial reward means that long-term players who have received Masked Marth as a reward can easily reach high merge levels, effectively levelling the playing field.
- Masked Marth also has access to the same weapon refinement as Lucina, which can grant a powerful combat boost when adjacent to an ally during combat. This effect, along with easily obtainable merges, can grant Masked Marth a stat-line that far exceeds her base stats at level 40.
Mathilda is a lance cavalier that focuses on Resistance.
Her personal weapon, Knightly Lance, is a versatile option that helps her both in combat and support roles. Her high Resistance allows her to take magical attacks with greater ease and activate skills such as Sabotage and Ploy.
The rest of her statline leaves a lot to be desired. A 29/32 offensive spread makes her weak on the attack and her Low HP and Defense means she’ll take considerable damage from physical foes.
Mercedes has the distinct misfortune of being added with a statline reminiscent of 2017, but in 2019. Her stats are comparable to that of Lucius, with the exception of +10 BST (almost entirely put into Defense, which still isn’t really high enough to be considered a strong stat).
As an infantry healer, Mercedes has a baseline amount of utility that she can offer to a team, and she does at least have a decent offensive statline with which she can take advantage of the Dazzling/Wrathful Staff combo.
Mercedes is unfortunately heavily outclassed by both flying and cavalry healers due to their superior mobility, as well as other healers with unique staves like Loki, whose utility Mercedes has no way of mimicking.
While she cannot compete with the powerful cavalry healers due to her lower mobility, Mikoto is still a great staff unit choice and one of the most powerful options for an infantry healer.
Mikoto can make very effective use of the Wrathful and Dazzling Staff combination that many staff units enjoy so much, allowing her to cripple the opposing team through weapons such as Flash, Pain, or Gravity with little fear of retaliation.
Mikoto comes with impressive Attack and good Speed. Her high Attack not only helps with damage dealt, but improves her ability to heal her allies as well. Her Speed, while effective enough, is not high enough to easily secure follow-up attacks against faster opponents.
- Morgan (F), as a blue tome-wielding flier, is most comparable to Summer Corrin. She has superior attack and resistance, but her speed and defense are lower.
- Flier mobility improves Morgan (F)'s offensive and defensive builds by allowing her to manoeuvre across difficult terrain comfortably.
- Despite her higher attack, Morgan (F) will struggle to KO opponents due to her lack of speed. She may OHKO some enemies, but she is reliant on a Blade tome and teammates to do so.
- As a defensive unit, Morgan's biggest shortcoming is her low defense. She is incredibly vulnerable to physical units with Distant Counter as well as enemy heroes with adaptive damage such as dragon heroes. Guard helps to improve her bulk significantly, but physical hits will bring her down with ease.
Morgan is an infantry red mage with solid offenses, but questionable bulk.
Grima’s Truth is what sets Morgan apart from many other mages. If Morgan attacked, he and any allies within 2 spaces of him receive +5 Attack and Speed while debuffing the target and enemies within 2 spaces of them for -5 Attack and Speed. With this, Morgan can become a flexible unit and play a variety of roles, including a supportive role and an Enemy Phase role.
While Morgan’s role is rather unique, he still faces lots of competitions from his red mage peers. Notably, many players will choose Tharja, Katarina, Celica, or Hubert as their infantry red mage over Morgan.
- Her solid base stats and unique breath attack make Myrrh an incredibly effective tank. 33 Attack, 36 Defense and 31 Resistance ensures that she can not only take physical and magical attacks well, but also deal considerable damage in return.
- Great Flame's ability to deny followup attacks allows Myrrh to further improve her exceptional defensive capabilities, as it gives her one of few options to deny armored units' offensive prowess through Bold Fighter.
- Though she cannot use Steady Breath and Wrath unlike other dragons, the perks of being a flier make up for this. Myrrh possesses excellent mobility, and access to Flier buffs (and dragon buffs) and Guidance gives her a distinct role in several different team compositions. Her weakness to bows can also be remedied with the Iote's Shield Seal, though she will struggle to handle anti-dragon units like those with Falchion.
Naga: Dragon Divinity has one of the more balanced statlines seen on a recent addition to the game. Although she does not exactly excel in any particular area, Naga’s statline does covers her bases fairly well and allows her to be quite versatile in the way that she can be built, providing her with the means to function as a capable generalist.
Divine Breath is an exceptional personal weapon that lends itself perfectly to a defensively oriented playstyle. In addition to dragon effectiveness, adaptive damage, and a passive Attack +3, this weapon can provide Naga a massive +9 in-combat boost depending on the number of dragon allies or units with dragon effectiveness within two spaces. When utilized properly, Divine Breath’s potential in-combat boosts can translate to a substantial improvement to Naga’s combat prowess and makes her much stronger than her base statline would imply.
Her other exclusive skill, Divine Fang, complements her weapon quite nicely, granting adjacent allies the ability to deal effective damage against dragons; this allows her to comfortably benefit from her weapon’s in-combat boosts regardless of what her team composition actually consists of. This unique buff can also prove greatly beneficial when facing off against dragon foes who she or her teammates may have otherwise struggled to take down.
As an Astra Mythical Hero, Naga is also notable for inherently possessing a significant amount of utility for those aiming to maximize their scoring potential in Aether Raids Offense, as she can increase one’s Lift considerably even without adequate investment — her allies simply need to be equipped with an Astra Blessing.
Naga’s biggest weaknesses is her limited skill availability as a flier unit, preventing her from gaining access to a variety of powerful skills exclusive to her non-flying counterparts. She also suffers from a debilitating weakness to two types of effective damage, meaning that one must take extreme caution when deploying her on maps where this comes into play; otherwise, she’ll quickly be taken down.
- As a cavalry healer, Nanna is a solid option for a strong, mobile healer. Of the previously released cavalry healers, she is most similar to Clarine.
- Nanna can use a Dazzling Staff refinement or B slot skill to cripple enemy heroes with various staff effects. Gravity is among the strongest of these effects: the combination of these skills allow Nanna to attack enemy heroes without fear of retaliation, and reduce their movement to 1. This makes her incredibly effective in setting up kills for her teammates without threat.
- Thanks to Nephenee's high Speed and solid Defense, she performs well as both an offensive unit as well as a physical tank.
- While her base Attack may not seem that impressive, her unique weapon, Dauntless Lance, supplements all the damage she needs. Not only does it allow Nephenee to activate her Special more frequently thanks to its Slaying effect, it also grants effective damage against armors. Not even Hector is safe from this powerful combination.
- On top of this, Dauntless Lance can also be refined for the additional effect of +4 Speed/Defense when initiated on, further boosting Nephenee's prowess in the Enemy Phase.
- Nephenee's greatest weakness is her poor magical bulk. At a base value of only 57, Nephenee will often find herself getting massively chunked if not outright killed by magical attacks.
New Year Anna is a Red Archer with strong Speed and Resistance, and workable Attack as well. These factors allow her to either build upon her Resistance to soak hits from mages better or utilize Sabotage and Ploy Skills with ease, or adopt a more aggressive offense approach that abuses her high Speed with Flashing Blade.
New Year Anna is not without her faults, as her status as a Red Archer can prove detrimental in situations where there are more blue threats to deal with than green. While she can find a niche in terms of easily shrugging off green tomes, she will not be as lucky when forced to deal with blue matchups. Combine this with terrible physical defense, and New Year Anna will likely not survive a counter attack from a Distant Counter Lance or a Blue Dragon abusing adaptive damage.
Overall, New Year Anna is a perfectly serviceable unit despite her shortcomings. While she certainly will not put out extremely spectacular results, her strong Speed and Resistance alongside build versatility will ensure that she can be a useful Red Archer should the need for one arise for whatever reason.
- Thanks to her status as both a flier and a refresher, Azura is able to provide unparalleled movement support for her allies through the use of both Sing and Guidance.
- Despite her aforementioned class-type limiting her BST, Azura has a solid offensive statline of 30 Attack and 35 Speed. As such, she is no pushover when it comes to combat.
- Azura is by no means a tank and should tread carefully when taking on opponents. Both her physical and magical bulk sit at low base values of 55 and 59 respectively.
Gunnthrá: Year’s First Dream possesses an incredible statline that immediately distinguishes her as one of the stronger sword fliers released to date. Offensively, she sports an impressive offensive spread of 34/37 that inherently provides her with formidable combat prowess, not to mention her surprisingly decent defenses of 27/26 respectively which allow her to function as a capable duelist when combined with Hikami.
New Year Gunnthrá’s status as a flier gives her access to powerful class-exclusive buffs such as Hone Fliers to further bolster her offensive presence, in addition to granting her superb mobility that allows her to make unrestricted use of her unique weapon.
Hikami’s versatility cannot be understated, capacitating New Year Gunnthrá to function as a strong offensive flier and capable support unit simultaneously. Through its debilitating -4 debuff on all stats to the nearest foes within four spaces of her, Hikami can dramatically alter the course of the battle in her favor, effectively granting New Year Gunnthrá and her team with a substantial boost to their raw damage output, survivability, and doubling potential against whomever it hits. Moreover, it also provides her with a solid +3 Speed boost to further her offensive presence.
In comparison to her direct competition, Elincia, Legendary Ryoma, and Laegjarn, New Year Gunnthrá trades some of their raw offensive power in favor of slightly more consistency and fantastic supportive capabilities, both notable advantages that make her well deserving of her spot amongst some of the more powerful sword users in the game.
- With an offensive spread of 34/34, New Year Takumi has the strongest combined total in attack and speed.
- New Year Takumi's decent base resistance grants reasonable damage from resistance-powered special moves, and makes him an effective counter to magic wielding enemies.
- However, daggers are a relatively underpowered weapon. New Year Takumi will struggle to deal particularly high damage against, and suffers particularly poor match-ups against physical units.
- Nina’s offensive stat spread of 32/37 is quite solid for a unit of her class typing and enables her to perform admirably as an excellent source of damage output. Her base Resistance stat of 31 is pretty good as well, providing her with respectable Ploying capabilities and magic soak.
- Thanks to her access to various different weapons and decent overall stat line, Nina is exceedingly versatile. Her high-Speed stat allows her to be an exceptional user of the Firesweep Bow for an all-out offensive approach, though her good base Resistance can also be capitalized on with a Slaying or Guard Bow set to transform her into a capable anti-mage unit.
- However, her physical bulk is pitiful, making it crucial to keep her out of reach from opposing physical damage dealers as well as dragons who will always target her low Defense stat.
- Ninian sits in a powerful niche as the only dancer with access to breath attacks. This allows her to access a wide range of powerful weapon effects: Light Breath allows her to buff teammates, Dark Breath gives her the ability to debuff enemy heroes, whereas Lightning Breath can grant Distant Counter without sacrificing a crucial A slot skill.
- Without a doubt, Ninian's defining feature is Dance. Compared to other dancers, her Attack is among the lowest, but this is mitigated somewhat by the refinery effect of breath attacks granting adaptive damage. An Attack boon can also grant a helpful +4, though this isn't recommended over a Speed boon, as the extra Speed helps Ninian massively by improving her offense and defense.
- Fury or Triangle Adept are among Ninian's easily accessible choices for A slot skills, but she can also get decent mileage out of the Steady/Warding Breath + Quick Riposte set popularised by other dragons. Though expensive, and less effective than on her competitors Nowi and Corrin (F), Ninian can pull these builds off with reasonable success.
- Nino: Pale Flower combines mobility with firepower, possessing one of the strongest offensive statlines among mages in addition to flier movement. This makes her a menacing hero. Nino's base 38 Speed sets a new standard, and base 33 Attack is a great foundation.
- Nino comes equipped with the Giga Excalibur tome, a unique weapon that complements her naturally high Speed. This weapon can be devastating against foes with low Speed, but the popular Blade tome remains a competitive alternative.
- Nino's defenses are quite poor, to the surprise of nobody, and she relies upon skills like Desperation to avoid retaliation. With that said, Nino is undoubtedly one of the best mages in the entire game.
Norne is a typical generic infantry archer. What she lacks in exclusive skills is made up for in stats.
With a whopping 168 BST, Norne does not lack in any particular stat. She has good offensive stats and good defensive stats which allows her to serve as a very versatile archer which can run a wide variety of sets.
Nevertheless, the lack of any exclusive skills to her name does hurt her in comparison to archers such as Legendary Alm, Brave Lyn, and Claude.
- Nowi can counter from range and boast impressive stats across the board with a forged Lightning Breath+, as well as deal damage to the weaker defensive stat of any ranged enemies.
- Steady Breath vastly improves the effectiveness of her Enemy Phase, and makes higher-weighted special skills like Aether much more effective.
- Her speed is important for defense rather than offense: Quick Riposte allows her to KO enemies with ease, and avoiding follow-up attacks greatly improves her survivability.
- Fools! To think you had the audacity to question the interstellar brilliance of Odin Dark - warrior chosen by the darkness to transcend the boundaries of time and space?! Now bestowed with the divine tome, the Dark Grimoire, Odin Dark is, without question, the most powerful, talented and good-looking hero in all of Askr.
- With this fell tome, Odin Dark can channel the strength of his allies to deliver destruction upon his enemies. The Grimoire surpasses the measly Bladetome that other practitioners of the arcane arts wield, and bestows untold power upon the gallant and dauntless Odin Dark!
- In order to provide some fighting chance to his opponent, Odin Dark will only unleash his true power once he has received assistance from an ally. Only then will Odin Dark release the full potential of his eldritch power! Until such a condition is met, Odin Dark will stay his tome-hand.
- Dance is an exceptional support skill. This alone grants Olivia enormous versatility and a spot on almost any team composition.
- Olivia can also perform well in combat if needed, particularly as a dedicated Weapon triangle check by utilizing a Ruby Sword.
- Despite her amazing supportability, Olivia is hurt by her status as a refresher due to its BST penalty. This takes away from both Olivia's ability as a standalone unit as well as her ability to score in arena.
- Combining the abilities of both Performing Arts and New Years Azura, Olivia is able to provide unparalleled support. Not only does she provide additional mobility to her teammates through both Dance and Guidance, her unique weapon, Skuld, grants a +3 buff to all stats after refreshing someone.
- As a combatant, Olivia's offensive statline of 30/34 allows her to perform serviceably well in taking on opponents, particularly on a flier team where she can receive class-exclusive buffs.
- Olivia should tread carefully when taking on physical opponents, as her low physical bulk of 55 can make her susceptible to getting taken out in only a single hit.
- Olwen: Righteous Knight possesses powerful offensive stats for a cavalry mage, and a superb unique weapon. Wielding a superior version of the Gronnblade without the special charge penalty, Olwen excels when she receives Hone or Tactics buffs from her teammates.
- Though her Defense is poor, Olwen (WT) has respectable Resistance, allowing her to survive attacks from common blue mages that fail to secure follow-up attacks.
- With her strong base stats, Olwen can be a strong offensive unit, but will only truly excel when supported by her allies.
Oscar: Agile Horseman isn’t at the very top of the lance cavalier pyramid, but he’s actually quite close to it. Featuring an offensively-focused statline and a prf that grants a slaying effect plus extra Attack and Speed for himself and his allies upon a refine, Oscar is one of the few among his peers that can offer team support as well as a threatening offensive presence. Just be sure to keep him away from dragons unless he’s running a Firesweep Lance – the fact that they target his low Resistance makes him a poor answer to them.
Panne’s unique weapon, Taguel Fang, is the key to her capabilities; maintaining all the prerequisite conditions gives her an effective +9/+3/+7/+7 to Atk/Spd/Def/Res as well as preventing follow-up attacks against enemies that she initiates against.
It’s important to note that all of these stats have conditions attached to them. This means that using Panne requires the player to constantly be aware of maintaining these conditions which can make her rather tricky to use for not much payoff (compared to some other powerful units).
For example, Panne almost exclusively wants to be in teams with 3 mobility beasts like the Tibarn or Kaden so they can both keep up with her movement and enable her transformation. Non-beasts like typical cavalry will be difficult to use alongside Panne because they’ll prevent her transformation if they start the turn adjacent to her, which is a notable hindrance on Panne’s performance.
Peri's 33/33 Atk/Spd is fairly strong, though not outrageous. Her 30 Res also helps her utilize ploys to double in support.
Her new weapon, Peri's Lance, can help her gain a lot of stats paired with other skills such as Brazen skills or Fury, which is a fairly welcome boost.
Among lance cavaliers that existed in the game at launch, she's generally one of the better ones, but faces a lot of competition from both other lancers and other cavalry, many of which have quite dynamic skill effects that can grant Distant Counter, guaranteed follow-ups, and other powerful traits.
- Petra offers strong mobility and respectable offenses thanks to her powerful personal weapon and flier classification. Though her blue coloration is more harm than help, Petra can be a good offensive hero.
- Petra’s unique selling point is her weapon: the Hunting Blade. This dagger accelerates Petra’s Special and grants a +5 buff to any of her combat stats if an ally within 2 spaces has a greater value. This effect can make Petra deceptively powerful, assuming she has an ally that can activate this weapon effect nearby.
- Petra misses out on some powerful skills due to her flier class, but with her versatile weapon and impressive base Speed, Petra can be a capable ranged hero. Nevertheless, Petra will often demand complementary heroes that can support the Hunting Blade.
Picnic Lukas can wield immense physical power thanks to his incredible base Attack and Defense. With his impressive bases, Lukas can duel physical enemy heroes better than almost any other hero in the game.
As an armored hero, Lukas also has access to Bold Fighter, Vengeful Fighter and Wary Fighter. The former two skills can improve his offensive presence whereas Wary Fighter will provide some additional bulk against dragons and mages.
Though the advantages of his class are plentiful, Lukas’ poor movement and low Resistance leave ill-equipped to fight mages. He should avoid these heroes, as well as dragons, at all costs.
- As the healer with a strong offensive spread and an extra point of movement, Priscilla combines firepower with mobility.
- Priscilla can utilize these aspects in order to cripple enemy heroes using Gravity+ and Dazzling Staff. Running these skills in tandem allows Priscilla to initiate on enemy heroes without fear of retaliation and reduce their movement to 1. This makes her incredibly effective in setting up kills for her teammates without threat.
- In addition to this, Priscilla can run both Dazzling Staff and Wrathful Staff in her weapon refinement and B slot skill simultaneously. This allows her to deal potent damage while crippling the enemy team.
Showcasing high values in Speed and Defense, Ranulf has all the makings of a fantastic duelist, possessing the unique ability to reliably engage in extended rounds of combat against opposing melee units without being reliant on using skills such as Desperation in order to do so. Although his Attack stat is somewhat middling, it can quite easily be mitigated through the amount of in-combat boosts he can attain through his personal weapon.
Covert Cat Fang is an incredibly versatile personal weapon and provides Ranulf with a good mix of offensive and supportive utility. On top of giving him +3 Defense, this weapon grants any allies within two spaces of him a solid +3/+3 Atk/Def in-combat boost in addition to allowing Ranulf himself to benefit from this buff, provided that he fulfills its positioning requirement. With proper usage and the right combination of skills, Ranulf can raise his and his allies’ stats to relatively high levels.
His status as a cavalry beast unit is a great boon in his favor, offering him access to a myriad of class-exclusive buffs, exceptional mobility, and the ability to transform. When transformed, Ranulf inflicts a considerable -4/-4 Atk/Def in-combat debuff against his opponent as well as denies their follow-up attack upon initiation, allowing him to function as a formidable offensive threat under the proper circumstances.
Ranulf’s main weakness is his poor Resistance, rendering him exceedingly weak to incoming attacks from opposing magical damage dealers. His great base Speed stat does help circumvent this to an extent, however, as it makes it quite unlikely that he will ever take more than one hit from such foes at a time, allowing him to be quite difficult to flat-out ORKO.
As a cavalry unit, Ranulf also suffers from an inherent weakness to cavalry-effective weaponry and the inability to traverse certain terrain, such as trenches and forests. Additionally, he has limited skill availability in comparison to his infantry counterparts, being incapable of utilizing skills such as Wrath and Flashing Blade.
Rhajat is an extremely dated product of early Generation 2 Heroes, possessing stats that are quite good upon initial release but quickly become dated as newer Heroes release or older Heroes obtain powerful weapon refine options. Rhajat finds herself possessing no niche other than the fact that her offensive spread of 35 Attack and 34 Speed is quite usable.
Rhajat’s offensive spread allows her to run Gronnblade just fine and handle the role of a fairly fast and hard hitting offensive magic nuke. Her defenses while nothing too impressive, can be built upon if the player desires to work off Skills such as her native Distant Def.
Until the day Rhajat gets a unique weapon for herself, she will often find herself stuck in the purgatory of not necessarily being an awful unit and yet at the same time having no outstanding features to warrant using her over other green mages. While she is definitely a safe pick for an offensive green tome if you have her, there are much better options to look for that are either five star locked or accessible.
With 172 BST, 38 base Attack, and a possible +4 to Attack with an Asset, Ross greatly benefits from his status as a trainee unit with no glaring weaknesses in his stats. Even his relatively unimpressive base Resistance of 24 can be improved with an Asset, since he gets +4 there as well.
Ross’s statline makes him well suited toward functioning as a tank in Aether Raids.
Unfortunately, Ross’s lack of access to a unique weapon makes it really difficult for him to stand out compared to other units, but his strong statline manages to keep him viable nonetheless - he is absolutely a standout unit from a budget perspective.
- Roy (LA) boasts impressive mobility, a fantastic base 35 attack and surprisingly decent defensive stats. His speed is incredibly poor, making a Brave Bow+ an obvious investment.
- It cannot be overstated how powerful 35 attack on a cavalry archer truly is. With an attack boon, Brave Bow+ and Death Blow, which he already has in his base kit, he boasts a stellar 51 attack with a brave effect before buffs. Coupled with his strong mobility, Roy (LA) should have no trouble engaging and defeating a wide range of enemy heroes.
- Though his HP is quite poor, Roy (LA) can make great use of a Guard Bow+ for a more defense-oriented build. The extra points of HP from the refinement go a long way, and stacking a Distant Def seal grants an effective 39/42 defense/resistance against ranged opponents.
- Saias is incredibly similar to Arvis: the Wargod's Tome is near identical to Valflame in that it grants the effects of Attack Ploy 2 and Res Ploy 2 simultaneously, and Saias also has Spd Ploy 3 in his base kit. This makes Saias a useful supporting hero.
- In regards to his stats, they're slightly weaker than Arvis. 33/30 in Attack and Speed is one point less in each, and these extra points go to his Defense and Resistance of 18 and 34 respectively. Saias can be a great magic tank, but his poor Defense and Speed is a glaring weakness to any hero that can exploit it.
- Overall, Saias is a strong hero who excels in a supporting role much more than a combat role. Though he is comparatively weaker than Arvis, his status as a blue mage rather than a red mage may give him utility over Arvis.
- Sanaki is an Infantry Red mage with fantastic Attack and Resistance, but awful HP, Speed, and Defense.
- High Attack allows Sanaki to effectively wield an OHKO set, while high Resistance helps Sanaki activate Ploys/Sabotages and tank magical hits. However, she has the physical bulk of a wet tissue, so keeping her away from physical enemies is advised.
- Cymbeline’s combination of Drive Atk and granting +5 to Sanaki’s Attack and Resistance via its unique refine grants Sanaki lots of flexibility. She can utilize Player Phase, Enemy Phase, and supportive sets thanks to her combination of great Attack, good Resistance, and Cymbeline; she’s one of the few units that can run both a Player Phase and supportive set (along with an Enemy Phase and supportive set). However, because Cymbeline’s unique refine requires that a flying ally is within 2 spaces of Sanaki, her teammate selection becomes much tighter and less flexible.
Selena’s statline is relatively balanced, with her solid mixed bulk and good Speed allowing her to function as a capable generalist with the proper support; she is restricted quite heavily, however, due to the impact of her abysmal base Attack.
Her unique personal weapon, Selena’s Blade, helps improve her damage output by a considerable amount; armor effectiveness and a +10 damage boost upon Special activations help her more easily tear through enemy defenses. Its base effect’s potential +3 in-combat boost to all her stats also makes for a solid addition to her kit, allowing her to capitalize on her solid generalist stats.
Selena’s main drawback is her low damage output. Although the introduction of her own exclusive weapon has done much to alleviate the impact of her low Attack, she can still struggle to deal meaningful amounts of damage outside of Special activations or when fighting against armor units.
- Before weapon refinery and Fighter skills, Sheena previously suffered from her middling Attack stat and mediocre Killer Axe+. Now, with access to an upgradeable Slaying Axe and a range of powerful armor-exclusive skills, Sheena can excel as an incredibly strong defensive hero.
- With an impressive defensive spread of 36/33, Sheena is unique in her ability to shrug off magical attacks as well as physical attacks. In addition to survivability, this also grants impressive bonus damage from Special skills like Bonfire and Ignis.
- Access to Special Fighter and Vengeful Fighter vastly improves Sheena's combat prowess. Vengeful Fighter ensures that Sheena's low Speed stat doesn't inhibit her offensive strength while accelerating her Special skills. Special Fighter provides more defensive utility but also accelerates her Special skill. Both of these B slot skills enable Sheena to use Specials with longer cooldown, such as Aether or Ignis.
- Soleil possesses incredible stats all-round for a sword infantry: 38/35 attack and speed respectively is phenomenal, and a defensive spread of 28/24 defense/resistance is surprisingly good. These stats allow her to run Player Phase and Enemy Phase builds alike, with great results.
- The Firesweep Sword+ makes her an effective Player Phase hero, but she can perform equally well with a Slaying Edge+. This alternative is worth considering for both offensive and defensive sets, as Soleil benefits a great deal from the +3 Spd a forged Slaying Edge+ can grant, as well as the +5 HP.
- Though she demands some considerable investment, Soleil's awesome stat-line makes her a formidable hero.
- Soren used to have little to distinguish himself from other green mages with stronger offensive stats, but weapon refinery has brought him a new tome: the Wind's Brand. This unique tome combines a solid 14 might with the Chill Attack effect, and can be upgraded further to incorporate an Owl-tome effect as well.
- With his new tome, Soren's role is much more flexible: he can still perform well as an offensive unit, but he can also adopt a more defensive play-style and focus on debuffing enemy heroes. Furthermore, his build doesn't heavily cement his play-style unless you choose to replace the Wind's Brand, meaning Soren can adapt to the needs of his team in normal Arena play.
- Despite his newfound strength, Soren still suffers from an incredibly mediocre defense stat. Just like in his origin game, Soren will crumble to physical attacks without any shadow of a doubt: particularly against physical weapons with Brave effects.
- Spring Catria has some impressive offensive stats for a cavalry unit: offensive stats of 32 Attack and 35 Speed makes her one of the strongest users of a Blade tome. Tactics skills allow Catria to maximise her damage output on mixed class teams, and with her increased movement, Spring Catria can cover a huge area of the battlefield.
- For those looking to use Spring Catria more defensively, her unique weapon allows her to act as a debuffer. Huginn's Egg grants an extra +3 Res, and the debuffs allow her team to deal more physical damage to enemy heroes while taking less damage in return.
- Neither of Spring Catria's defensive stats are spectacular, which leaves her vulnerable to most heroes with high attack.
- As a dagger-wielding flier, Spring Kagero is arguably the strongest offensive dagger user in the game. With an impressive offensive stat spread of 35/34 and flier mobility, Spring Kagero can deal considerable damage to enemy heroes and bypass all negative terrain.
- By equipping different daggers, Spring kagero can deal effective damage to a range of different enemy heroes. This makes her a flexible choice for Arena Assault or a dedicated counter to more troublesome units. Her Lethal Carrot weapon is a well-rounded choice for those looking to improve her damage output.
- Despite her near unrivalled offensive prowess among daggers, her low defense and weakness to bows makes her incredibly vulnerable to archers. Physical heroes with high defense will also give her trouble unless she has a strong special skill charged and ready.
- Summer Elise is your standard green mage infantry unit. While she doesn't have anything unique to her, she remains a strong unit nevertheless.
- She comes with a strong 36/34 offensive spread. When armed with a Gronnblade in particular, Elise is able to perform very well at defeating enemies.
- Much like with most offensive mages, Elise struggles with poor defensive capabilities from both physical and magical attacks.
- Despite her good stats, she pales in comparison to Nino who is more accessible, has a similarly strong offensive spread, and comes with her own personal Blade tome.
Summer Gunnthrá’s offensive statline of 33/37 is standout amongst ranged units and enables her to perform quite well as an offensive nuke. Her status as a cavalry unit also complements this strength as well through flexible mobility and access to class-exclusive buffs.
Her unique typing as a colorless dagger cavalier is arguably Summer Gunnthrá’s most defining feature. This allows her access to a plethora of effective damage daggers, allowing her to easily suit one’s needs as desired; this can prove to be an extremely useful quality in a cavalry setting where niche roles cannot be as easily fulfilled. Overall, Summer Gunnthrá is a very flexible hero.
Summer Gunnthrá’s main weakness is her low defensive stats, rendering her weak to any sort of sustained offensive pressure; however, she does have enough bulk to typically take a single hit from an opposing foe without much issue. She’s also restricted somewhat due to her status as a cavalry unit, which causes her to suffer from limited skill availability, an inability to traverse certain terrain, and a weakness to cavalry-effective weaponry.
Summer Lilina has strong Attack and Resistance, both of which contribute to her having strong damage output and debuffing capability thanks to Broadleaf Fan. This also makes her a fantastic option for a Vantage sweeper for Aether Raids.
While her Speed is serviceable (particularly with team support), she will still struggle to double most speedy opponents.
Summer Lilina has poor physical bulk and will struggle to take on physical damage threats.
Linde is a colorless cavalry dagger that focuses on Player Phase with her good 34/35 offenses, manageable 26 Resistance, terrible 33 HP, and awful 16 Defense.
Thanks to being a Dagger unit, she can perform as an offensive or support unit depending on how she’s built, as she’s able to utilize daggers such as Starfish and Smoke Dagger.
While she’s nearly no different from Summer Ursula and Summer Gunnthrá, she’s still a versatile unit that can fulfill various roles depending on her skills.
Lyn: Lady of the Beach offers a powerful offensive package: solid offensive base stats of 33/38, a PRF weapon that further improves her offenses further, and flier classification to offer unrivalled mobility across the battlefield.
However, Lyn has a few key weaknesses that limit her from higher tiers. Her blue coloration hinders her usefulness more than it helps, crippling any match-up potential she would have against powerful green heroes like Surtr and Legendary Hector. Additionally, her PRF weapon requires a dedicated staff healer, limiting her team composition choices.
Though her flier classification prohibits her from inheriting powerful offensive skills and her PRF weapon can be awkward, Lyn still boasts reasonable offensive power. She can perform admirably as a Player Phase attacker provided she receives strong support or has access to some key skills.
- Possessing a coveted offensive stat spread of 35/35, Takumi can be considered the flying equivalent of Bridal Cordelia, the latter already being a formidable hero in her own right.
- Combined with flier mobility, Takumi will have no problem dealing massive amounts of damage will maneuvering across the battlefield with ease.
- Firesweep Bow+ is recommended to safely attack foes from a distance, though Brave Bow+ may be preferred if one is focused on firepower.
- Takumi’s defensive stats, however, are lackluster. While he can equip the aforementioned Firesweep Bow+ to circumvent this issue during Player Phase, avoid leaving him vulnerable during Enemy Phase.
- Summer Tana offers a stronger offensive stat-line over her rival Halloween Nowi: 33/36 offers a fantastic foundation for offensive builds with the ever-popular Rauðrblade+ tome, though she also possesses a unique weapon that can provide useful team support in the Fruit of Iðunn.
- As a flying tome user, Tana excels under the influence of Flier buffs while equipped with a Blade tome. Few other builds can rival the offensive strength this combination provides. Tana also has the benefit of ignoring terrain, allowing her to approach enemy heroes from inaccessible spots on the map.
- Despite her offensive power, Summer Tana has weak defensive stats. She must rely upon skills like Desperation to avoid defeat from enemy retaliation.
- Featuring four distinct effects, Summer's Breath is a key factor to making Summer Tiki (Young) the powerhouse that she is. The most notable effect is the increased Special charge rate, allowing Tiki to have the Steady Breath effect that she otherwise would not have due to being a flier. This allows her to easily run higher charge Specials for significant damage output.
- The adaptive damage trait of dragon breath weapons as well as the dragon effectiveness of Summer's Breath both help make Tiki's damage output much higher than it may seem despite her base 33 Attack.
- Tiki's fantastic Speed allows her to keep up even with the quickest units, and makes her extremely difficult to double outside of skills like Bold Fighter. Her high Speed offers her excellent versatility as she can freely pick and choose whether to engage on her turn or allow the enemy to engage on theirs.
- As a flier, Tiki has fantastic mobility that she can further leverage to support her team via Guidance support. She can also receive both flier and dragon buffs, making her easy to fit into a variety of teams. Summer's Breath allows her to circumvent the typical flier weakness of lacking access to Steady Breath, but she still lacks the ability to utilize Wrath. She also has an innate weakness to bows (which can be prevented with the Iote's Shield Seal) and anti-dragon weaponry like Falchions, though she can often become bulky enough to be difficult to KO even with a Falchion.
- Tiki (A) is much more specialised than her Shadow Dragon variant: high attack and defense in exchange for low speed and resistance makes her an effective physical wall.
- With a +Def refined Lightning Breath+ as her breath skill and Steady Breath, Tiki (A) can gain an extra 8 points of defense on top of her base value of 35. This grants incredible survivability, and boosts the damage of skills like Bonfire and Ignis.
- Her low speed and resistance are obvious flaws, but this weakness can be somewhat mitigated by Sacred Seals. Close Defense and Distant Def improve her bulk even further, and patch up her mediocre 24 resistance to a much more respectable 30.
- Access to breath weapons is a huge boon: Tiki (Y) performs fantastically well with Lightning Breath+ granting Distant Counter, and can use a speed forge to patch up her middling speed.
- Like most other dragons, Tiki (Y) benefits greatly from Steady Breath. It gives high-cost skills such as Aether more mileage, and mitigates the skill cooldown penalty from Lightning Breath+.
- Quick Riposte enables her to KO most enemies on the Enemy Phase, and allows her to reliably activate 3-turn special skills in a single turn of combat.
- Ursula is a blue mage cavalier with decent Speed, but mediocre Attack and Resistance, low HP, and terrible Defense.
- The consequences of Ursula being a F2P unit are a mixed bag. While 3 copies of Ursula are easily available via her GHB (which is available every Friday), she can only be summoned via Heroic Grails and not Orbs. While this is beneficial to players that are saving Orbs and/or do not have a Heroic Grail merge project, this is detrimental to players that are already merging a Heroic Grail unit. Ursula also doesn’t have access to IVs, which causes her viability to plummet.
- Due to her mediocre statline, Ursula struggles to stand out amongst her blue mage cavalier peers. Ursula’s direct competition in terms of availability are L’Arachel and Reinhardt, who are both available in the summonable 3-4* pool. Ursula’s direct competition in terms of stats is Olwen, who has 2 more Speed and 1 more Defense, but 1 less HP and 3 less Attack compared to Ursula. Other blue mage cavaliers such as Groom Pent, Valentine’s Soren, and Spring Catria almost completely eclipse Ursula’s statline.
- While her statline may be unimpressive, Ursula received her personal Blue-Crow Tome from update 4.4.0. Although Blue-Crow Tome’s Cavalry-effective base effect may seem underwhelming, it has its uses in Aether Raids offense thanks to the prevalence of Eliwood and Brave Roy. The real star of the show is its +Eff refine, which grants Ursula a bonus to Attack equal to the total of the enemy’s debuffs during combat. While Ursula will require debuffing support due to her inability to debuff on her own, Ursula can now deal massive amounts of damage at full potential, without the fear of her visible buffs being panicked like in her Blárblade set. This allows Ursula to be used effectively in both Aether Raids offense (as a Vantage sweeper) and Aether Raids defense (as a space controller and supertank punisher).
- Ylgr’s surprisingly strong offensive stat spread of 33/38 grants her excellent combat prowess and strong Player Phase capabilities, especially so when augmented further by her personal weapon’s in-combat boosts.
- In addition to granting Ylgr with a flat +3 Speed and considerable damage boost when active, Sylgr makes it so that she only needs to have 1 more Speed than her opponent to perform follow-up attacks, rather than the typical 5. This enables her to contest even the fastest of units, providing her with a significant advantage over much of her direct competition in terms of consistency.
- Although Ylgr’s defensive stats are severely lacking, her relatively decent HP pool gives her enough bulk to take a single hit from an opposing non-green foe. She will, however, be reliant on skills such as Desperation to avoid otherwise deadly counterattacks and engage in extended rounds of combat.
- Her status as a blue dagger unit is a double-edged sword in that while it practically ensures her ability to quickly shut down opposing red foes, she lacks the ability to effectively deal with as wide a breadth of units than her colorless counterparts and arguably has less overall potential.
- The King of Bern faces stiff competition from the likes of Zelgius, Black Knight and Arden, but his strong defensive bulk and high attack makes him a competitive unit. As an armour unit, Zephiel can circumvent his low Speed with Bold Fighter or bolster his defensive presence with Special Fighter or Vengeful Fighter. These choices make Zephiel a powerful threat.
- Though he wields the legendary Eckesachs, Zephiel would much rather have a refined Slaying Edge+ or Wo Dao+ as the effect of Eckesachs has not aged well since Zephiel's release. Both of the mentioned alternatives allow him to deliver high-powered Bonfire specials to enemy units.
- Zephiel can make good use of the Quick Riposte seal against physical units thanks to his high HP and Defense, allowing him to wield another powerful skill in his B slot.
- Zephiel must be wary of common blue mages, especially if he forgoes Wary Fighter. His low Resistance leaves him vulnerable to these heroes, as well as dragon heroes that frequent high-level Arena.
Tier 4 units are respectable heroes with good matchups against common units. Some of these heroes may be more niche or have less specialised stat distributions than units in the above tiers, or will be more dependant on certain skills, but they can still perform their given role well. Some of these heroes can be somewhat reliant on considerable resource investment, additional merges and synergistic team composition to perform as well as units in higher tiers.
On paper, Abel is a very average lance cavalier. His stats all around are very mediocre and fails to stand out in the crowd from a statistical standpoint, especially compared to other more standout lance cavaliers.
Abel does have one notable thing going for him: Panther Lance. This powerful weapon grants Abel with Attack and Defense equivalent to double the amount of allies within two spaces. More notably though, the refine for the weapon grants a brave effect whenever Abel has a sword, lance, or axe cavalier within two spaces.
This weapon is powerful but far from perfect. The requirement to have a sword, lance, or axe cavalier nearby is painful and limits Abel to cavalry focused teams. He will be tricky to properly utilize to his full potential when on mixed movement teams for example.
- Altena's fantastic Defense, Attack, and access to a Lull skill (which are normally locked from Flier-class units) in her unique weapon, Earthly Gáe Bolg, allow her to duke it out with even the toughest physical fighters in the game.
- Unfortunately, Altena's flier status means her inheritance options for helping her defensive roles are limited to mostly basic skills, whereas similars in other movement types get helpful skills such as Steady Breath.
- Overspecialization in HP, Attack, and Defense also doesn't allow Altena to do much exceptionally outside of fighting physical attackers in enemy phase.
Concealed Blade combines the effects of Wo Dao and Desperation, enabling Athena to utilize other potent B skills such as Null Follow-Up, Wrath, or Lull Spd/Def.
Unfortunately, even with this Athena still falls behind in raw damage output compared to newer units with excellent base stats and unique weapons.
Athena also struggles with having older generation BST, meaning that she struggles even more to keep up with comparable units in roles other than being an offensive nuke.
- Being part of the 3-4 star rarity pool and having a base stat total of 156 makes Bartre a relatively low-splash option compared to newer or more min-maxed entries in the game.
- However, Axe of Virility is one of Bartre's key claims to Arena and Arena Assault fame, as the built-in armor effectiveness combined with its Fury effect after refinery allows Bartre to easily dispatch common enemies in high-investment environments. Fury's stat padding and recoil also gives Bartre nice flexibility in builds; at the player's heed, he can employ traditional tank or one-shot builds, or even defy his statline by running Speed-superinvested builds.
- Bartre's statline is also relatively stellar for his generation, as his resulting Attack, HP, and Defense make him rather applied in melee combat. His Speed, while conventionally average, is perfectly improvable thanks to its superasset as well as Bartre's ability to essentially run two A-slot skills at once.
- Bartre's paltry Resistance of 13 puts him at the lowest of the low in terms of magical tolerance, limiting him merely to physical fights. His average Speed, if barely invested, also leaves him open to threats more developed in that stat.
Beruka’s Axe is a breath of fresh air for Beruka, as the built-in Guard effect combined with the Atk-4 combat debuff allow her to be a fantastic tank without having to sacrifice a skill slot for Guard or Steady/Warding Stance 4 - this means that she can easily run Distant Counter and the Iote’s Shield Seal to deal with ranged threats.
Beruka has stellar Defense, allowing her to easily handle most physical damage threats. While her Resistance is lacking, this can be compensated for with flier allies (especially if stacking Ward Fliers) as well as her weapon’s Atk-4 debuff.
Unfortunately, Beruka has poor stats all around aside from her HP and Defense; while this doesn’t stop her from being an effective unit, it does severely limit her potential compared to relatively newer units like Myrrh who simply have more stats to work with.
Caeda is an infantry blue mage with fantastic Speed and workable Resistance, but middling Attack and awful HP and Defense.
Caeda’s primary issue is her inability to stand out amongst other blue mages. Her mediocre Attack prevents her from dishing out as much damage as competition such as Linde, Lute, Reinhardt, Summer Corrin and Camilla, Mae, and Valentine’s Lyn. While Caeda can play a decent magical tank role, there are other units that have higher magical bulk than her such as Mae, Valentine’s Lyn, and Lute.
While nothing particularly standout, Bridal Louise’s offensive statline of 31/34 is respectable nonetheless and offers her a good foundation for outputting damage. She also boasts a solid base Resistance stat of 31, which can be capitalized on to transform her into an effective mage tank.
As a cavalry unit, Bridal Louise benefits from access to class-exclusive buffs and extended mobility, both of which can prove to be key advantages in her favor when utilized properly.
Although her HP pool is surprisingly high (for a ranger unit, her poor physical bulk remains quite poor and means that she’ll need to proceed with caution when facing off against physical attackers. She also suffers from several limitations due to her status as a cavalry unit, such as impeded mobility on certain maps and poor skill availability (though the introduction of Lull skills has done much to circumvent this).
Bridal Tanith is a lance flier with well-balanced stats.
She comes with a great offensive spread and good defensive capabilities, though she does suffer from a low Resistance stat.
Despite her good stats, her status as a seasonal unit and her lack of a personal weapon means she fails to stand out in the very saturated lance flier pool. She’s a good unit in her own right, but other more available lance fliers overshadow her.
On paper, Cain is a very average sword cavalier. His stats all around are very mediocre and fails to stand out in the crowd from a statistical standpoint, especially compared to other more standout sword cavaliers.
Cain does have one notable thing going for him: Bull Blade. This powerful weapon grants Cain with Attack and Defense equivalent to double the amount of allies within two spaces. More notably though, the refine for the weapon grants a brave effect whenever Cain has a sword, lance, or axe cavalier within two spaces.
This weapon is powerful but far from perfect. The requirement to have a sword, lance, or axe cavalier nearby is painful and limits Cain to cavalry focused teams. He will be tricky to properly utilize to his full potential when on mixed movement teams for example.
Chad is a relatively standard member of the Infantry dagger group, possessing middling Attack, High Speed, and fairly high HP for a dagger unit.
For the most part Chad functions as a direct upgrade to the previously released Gaius, but this unfortunately leaves him without any remarkable traits to set himself apart from more powerful dagger users such as Sothe and Legault.
In addition to this, any form of sustained offensive pressure will bring Chad down easily due to his lacking defenses on both sides, leaving him reliant on his HP to tank hits.
- Chrom is a member of the OG Falchion gang, alongside Marth, Masked Marth, Lucina, and Alm. Of the bunch, he's focused on physical bulk and raw Attack power.
- Chrom comes with a solid 47 HP, 37 Attack, and 31 Defense. Combined with his Falchion which gives him Renewal and Spectrum Bond when refined, Chrom can become quite tricky for physical foes to take down.
- This comes at the price of his Speed and Resistance, both of which are bad. Enemies will typically have little trouble performing follow-ups against Chrom and Chrom himself will be reliant on skills such as Quick Riposte in order to secure follow-ups. Enemy mages will also have little issue with damaging Chrom.
Conrad is a fairly standard Defensive lance cavalier, boasting incredible Defense and Resistance at 34/35 base respectively, and average stats elsewhere aside from his awful 22 base Speed.
For all intents and purposes, Conrad mainly functions as an upgrade to Berkut, as their statlines are nearly the same aside from Conrad’s significantly higher Resistance, and Berkut’s slightly higher Attack.
Without an exclusive weapon or exceptional statline outside of his Defenses, Conrad is unable to stand out compared to other Defensive lance cavaliers such as Fallen Berkut and Death Knight, who boast powerful exclusive weaponry and higher Attack.
As a dragon, Corrin (F) has access to the potent Lightning Breath + Steady/Warding Breath combo, unique buffs, and other weapon effects like her base Dark Breath.
Corrin (F)’s base Attack is unimpressive, but she can make up for it with a possible +4 from a +ATK Asset combined with the fact that she has adaptive damage against ranged targets and otherwise targets Resistance (which is generally weaker than Defense) against melee targets.
Corrin (F) is a strong Enemy Phase unit that can also consider Player Phase combat thanks to her high Speed.
Anti-dragon units will all present a very tough matchup; she stands no chance against Naga-wielding Julia and Deirdre, and even red anti-dragon units like the Tikis and Falchion users can be deadly.
Cynthia is a lance flier obtained for free through her Grand Hero Battle.
She comes with a well-balanced set of stats. Good Attack and Speed allows her to fight as a strong offensive flier while she also has decent defensive capabilities which allow her to take some hits before going down.
Unfortunately for her, Cynthia ends up being just another lance flier in the huge sea of lance fliers. She doesn’t do anything special to set herself apart from the crowd and her lack of Assets and Flaws hinders her further. Regardless, she is still a good unit that can perform well.
- Donnel is a somewhat overlooked option, especially now that his previously-celebrated increased BST of 162 is nothing to sniff at nowadays.
- Stats are overall good but does not allow Donnel to superspecialize in specific roles. However, this balanced allocation allows Donnel to juggle a variety of builds especially for his star rarity. His more average stats, Resistance and Speed, are also open for spot improvement.
- Notably, Donnel's access to Casa Blanca, infantry-locked moves, easy mergeability, and malleable stats—especially his improvable Resistance—makes him one of the best free-to-play choices for an Aether Raids Offense carry.
- With strong attack and defense, Chrom: Exalted Knight is a formidable frontline unit. This strength is enhanced by his unique Falchion, which provides a +5 to all of his combat stats as well as effective damage to dragons. This makes Chrom a strong answer the trio of green dragons, among other common heroes.
- The Sealed Falchion provides a considerable boon to Chrom's combat strength; effectively pushing his neutral base stats up to 42/33/39/22 after the first fight. Chrom's power grows considerably if he can activate these bonuses early and maintain them throughout the battle.
- Chrom's low speed and worse resistance are his greatest weaknesses. He remains vulnerable to the plethora of blue mages frequenting Arena. Dragon heroes will also deal considerable damage to Chrom if they manage to land a hit due to his poor resistance.
Eyvel is an Infantry sword unit with fantastic Defense and decent HP and Speed, but middling Attack and low Resistance.
The combination of 35 Speed, 38 Defense, a Resistance Superasset, and status as an Infantry unit makes Eyvel very flexible despite no personal weapon and an underwhelming 33 Attack. She can run Player Phase sets that are very safe against physical enemies, physically defensive Enemy Phase sets that can reliably tank physical enemies, or even a mixed Enemy Phase set with Resistance investments.
Despite Eyvel’s flexibility and unusually high Defense, she struggles to truly stand out amongst her sword peers. Most sword units can out-perform Eyvel offensively due to her mediocre 33 Attack and only decent 35 Speed, and many can tank more consistently (especially sword Armors). This wouldn’t be an issue if Eyvel could perform both Player Phase and Enemy Phase roles at the same time, but her statline falls short of allowing her to do so consistently.
- The issue is Ashnard is not that he is a bad unit; it is his movement type. His weapon and stat distribution suggest that he should be used as primarily a tank that excels in the enemy phase.
- While his weapon somewhat fixes his allergy to archers, his lack-of good skill access could pose huge problems when compared to other movement types.
- This is especially painful for his B skill slot, with the only notable ones being Dull Ranged, Quick Riposte, and Vantage. The former 2 are severely outclassed by many other skills that other movement types have and the latter being shaky as a -5 DEF debuff is usually insufficient to run a Vantage build successfully.
- With her strong offensive stats, surprisingly decent defensive stats and powerful unique weapon, Fallen Celica can be a powerful unit.
- Beloved Zofia defines Fallen Celica's playstyle. Granting +3 Def and a further +4 to Atk/Spd/Def/Res when in combat, Celica's base stats effectively become 39/39/34/30 in Atk/Spd/Def/Res. This makes Celica an exceptionally strong all-rounder, but she only receives the +4 buffs from Beloved Zofia if she remains at 100% HP. This caveat hurts Celica's strength greatly, as it can be quite difficult for her to return to this threshold after combat without a dedicated support.
- While Fallen Celica can be an excellent hero, she is held back by the inconsistency of Beloved Zofia. If she can remain at 100% HP through support from her teammates, expect her to deal immense damage to the enemy team.
- Fallen Takumi has a reasonably standard offensive spread among archers: 31/34. He gets an extra +3 Speed from Skadi however, which allows him to fare a bit better as an offensive Player Phase unit.
- Skadi sets Fallen Takumi apart from archers with similar statlines. With a unique damage and panic effect that triggers on the third turn, Skadi can be a strong, but often unreliable tool at Takumi's disposal.
- Unfortunately, Skadi is not enough to give Fallen Takumi the edge over many other archers. As a Grand Hero Battle reward, he cannot have a boon/bane stat, which hurts his offensive role.
- Felicia is an infantry dagger user with a focus on Speed and Resistance, making her a great anti-mage unit.
- Her most standout feature is her personal weapon Felicia's Plate. This allows her to always target the lower defensive stat and can be refined for a stat boost or to give her more Special charge against enemy mages.
- Felicia's biggest weakness is her absolutely pitiful 23 Attack. Even when attacking the lower defensive stat, she will find that she can still struggle to defeat the opponent. Her physical bulk is also poor and will take a lot of damage from any physical unit allowed to attack her.
Fiora is a Lance Flier with fantastic Speed and Resistance, but middling Attack and HP and awful Defense.
Thanks to Fiora’s great Resistance, she can be an effective magical tank and Dragon duelist, along with being able to take advantage of Pegasus Flight better than nearly all other fliers. Her Speed helps alleviate her mediocre damage output and boosts her survivability, although her physical bulk is still pathetic.
Unfortunately, Fiora has very little to distinguish herself from her Lance Flier peers. With no personal weapon, middling Attack, and high Speed, Fiora performs very similarly to other Lance Fliers. While her tradeoff of great Resistance for low Defense makes her a stronger magical tank and Pegasus Flight unit than others, it’s simply not enough to make her stand out.
- Though Forrest's high Resistance and cavalry movement makes him a bit exceptional among healers (making him great at using Ploy and Sabotages as a result), he still faces the usual healer issues the game throws at him. In a nutshell, most content in Heroes can be done without dedicated healing, and is simply a tad too fast-paced for Forrest to contribute exceptionally outside of passive debuffing.
- Additionally, in terms of competition, Forrest is quite in a bit of trouble. In particular, his defensive Speed fails leaves little to be desired and lets his otherwise good magical bulk down at times. In comparison, Priscilla, Clarine, and Nanna tend to perform slightly more exceptionally due to their great offensive and defensive Speed, despite lower defense values.
- If you have units with unique staff weapons (Fjorm's Gjallarbrú, Veronica's Hliðskjálf, etc), Forrest also may seem to be a rather generic pick unless you take exceptional value to his great mergeability.
- Frederick's solid Attack and Defense stats of 35 and 36 make him a powerful front-line unit. Much like Cherche, he can benefit from inheriting Death Blow and a Brave Axe+ to become a major offensive threat, or he can focus on a more physically defensive set with Fortress Def and a Slaying Axe+.
- The Hammer+ helps his match-ups against armor heroes, and may have its uses in the higher levels of Arena play, but Frederick's status as a cavalry hero means that it is unlikely that he will find himself facing heroes where this weapon would be the most effective choice.
- Poor Speed and Resistance leave Frederick incredibly weak to magic attacks and dragons, as well as powerful sword infantry.
Gaius’s good Speed allows him to reliably perform and deny follow-up attacks against opposing foes; this also lets him make solid use of the Flashing Blade seal to activate his Special at a faster rate, which is his primary source of damage.
His low Attack leaves his damage output quite lacking and makes him almost entirely reliant on Special activations to deal significant amount of damage. In addition, although his overall bulk is fairly decent, his low defensive stats means that he will easily crumble to any sort of sustained offensive pressure.
His lack of any distinguishing features or exclusive weapon unfortunately renders him sorely outclassed by most of his direct comparables.
30/34 offenses are decent for a mage, enough to be able to wield a Blade tome effectively. However, Gharnef’s lack of IVs hinders his potential.
Gharnef has decent mixed bulk, especially when wielding Imhullu. His base Resistance isn’t particularly good but can be boosted high enough to be decent for Ploys for a support setup.
Imhullu can be devastating if properly utilized, as it can allow teams to completely steamroll their opponents with the proper setup.
Groom Pent is a offensive-oriented blue mage cavalier.
He possesses good offensive stats that allow him to fight well with Blárblade or his default tome Vessel of Cheer. This comes at the downside of poor defensive stats that leave him vulnerable to both physical and magical foes.
While he doesn’t do a lot to stand out from other strong blue mage cavaliers, Groom Pent is still a good choice regardless thanks to his good stats.
- While his statline wasn’t as lackluster as his fellow veteran, Jagen, Gunter was entirely outclassed as an axe cavalier by Frederick, who boasted a superior statline in every area. With the introduction of the Inveterate axe, however, Gunter finally has a niche among the axe cavalier pool.
- Granting him a built-in Dual Chill effect in addition to a drive Attack/Defense effect to cavalry and infantry allies within 2 spaces(he also receives this bonus), this weapon allows Gunter to serve as a good chill support unit and buffer.
- Gunter still has his fair share of problems, though. His Speed and Resistance are incredibly poor, leaving him easily one rounded by all but the weakest of mages. His statline overall is also inferior to other Axe cavaliers, leaving him somewhat inflexible.
Halloween Rolf enters the fray as an accessible cavalry archer with strong Speed but below average Attack. While he certainly wishes his Attack was higher, his high Speed allows him to be able to run strong offensive builds that capitalize on his Speed stat.
Accessibility is perhaps his greatest benefit, as cavalry archers are difficult to obtain as they remain five star locked outside of him and Bridal Louise. Halloween Rolf is also surprisingly versatile as his weak Resistance can be built upon in order to be on par with his workable Defense stat if given some investment.
Halloween Rolf must unfortunately be plagued with both the advantages and disadvantages of being a free unit. The lack of IVs prevents him from tailoring his stats to improve on the areas he lacks in, particularly his lower end Attack. Regardless, he remains a mighty fine option for those that are desiring a cavalry archer to build and are not keen on pulling merge copies for a five star locked one such as Brave Lyn or Claude.
Henry was initially one of the worst red mages in the game due to his horrific Attack and Speed, leaving him hard pressed to deal any damage to foes without a Defense scaling Special.
However, Henry was gifted an exclusive weapon via a recent weapon refinery update, the Corvus Tome. This weapon functions as a raventome in addition to inflicting Guard and a -6 Attack/Resistance Debuff to foes, provided their Attack is 3 points higher than his.
While the Corvus Tome is a great weapon, Henry remains as niche as he was before, and remains completely reliant on Special triggers to deal meaningful damage. However, Henry can at least perform his niche competently thanks to his exclusive weapon.
Hinata may seem to suffer from odd, misplaced stats like the rest of his first-generation brethren, but in practice, his specialization in HP and Defense makes him one of the best value physical tanks in the market.
Hinata's unique weapon, Hinata's Katana, further bolsters his standout stats by improving two of his relevant stats, Attack and Defense.
Access to infantry perks also keeps Hinata a fresh choice thanks to access to skills such as Time's Pulse, Steady Breath, Lull Atk/Def, and more.
As mages and dragons continue gaining popularity and more tools, Hinata's physical overspecialization, slowness, and extreme weakness to Resistance-hitting attacks leave him sometimes hanging to dry against a number of teams.
- Hinoka sports a great Attack stat of 35, making her proficient in her raw damage output. This is especially prevalent when wielding a Brave Lance as well as consistently activating Heavy Blade.
- Hinoka gains massive longevity from her personal weapon with both flier and infantry allies. Not only does she gain a strong offensive stat boost with +4 Attack and Speed, it's refinement also grants fantastic mobility.
- Despite the potency of her personal weapon, it has both team and positioning restriction. Hinoka also has rather middling Speed, making it more difficult to perform crucial follow-up attacks against her opponent as opposed to other power lance fliers such as Tana, Cordelia, and Shigure.
Ryoma’s 35/36 offensive spread is quite solid, making him a strong Firesweep user. His decent defenses allow him to also be a strong offensive unit even with other weapons.
Flying mobility means that Ryoma has fantastic movement and versatility, both of which are particularly strong on an offensive unit.
Ryoma’s defensive stats aren’t particularly impressive, but they’re usually high enough that he can generally survive a single hit (especially if using a refined weapon).
Jakob has aged fairly well compared to the mess he was for a long time, thanks to the addition of Jakob’s Tray alongside more powerful inheritable daggers releasing such as Barb Shuriken and Broadleaf Fan. This is where Jakob’s rounded stats can somewhat shine, as it makes him capable of running all kinds of different builds.
Jakob’s Tray is able to grant Jakob an effective bonus of 8 to all his stats provided he is the one to initiate combat, and he is within three spaces of an ally that is not at 100% HP. This weapon helps Jakob to stand out somewhat as a decent Player Phase offensive dagger. Weapons such as Broadleaf Fan can allow Jakob to utilize Close Counter Vantage builds with good effectiveness or perhaps diverge into Mixed Phase builds with Barb Shuriken as half of Jakob’s Tray’s effects only work in the Player Phase.
Jakob’s underlying issue has and will continue to be the fact that he does not have an identity to call his own, and as a result his well rounded statline prevents him from being optimal in any role he chooses to partake in. If running Player Phase builds, he will be forced to compete with the likes of strong offensive dagger units such as Kagero. Matthew can take advantage of his Spy’s Dagger to be roughly on the same level of performance that Jakob gets with Broadleaf Fan but without having to rely on obtaining the rare seasonal weapon itself. Sothe is known for having extremely potent and versatile stats when it comes to inheritable daggers, making Jakob less than ideal unless one values Jakob’s middling defenses over Sothe’s high Attack and Speed. If one is choosing to invest in Jakob, they must come to understand that while Jakob can do a little bit of everything, he will never truly be amazing at anything.
- Jeorge’s offensive stat spread of 32/32 is reasonably solid, albeit somewhat lackluster in comparison to the more optimized statlines seen in the more newly released archers.
- Thanks to the power of his refined Parthia, Jeorge can stack his Attack stat and OHKO capabilities against ranged foes to exceedingly high levels, gaining a unique niche as an offensive anti-ranged unit. He can also run the standard Firesweep and Brave Bow builds to great effect.
- Unfortunately, Jeorge finds himself constantly outclassed in virtually every other niche by other archers due to his comparatively weaker offensive stat spread and lack of access to class-exclusive buffs/skills.
- Furthermore, although Jeorge’s relatively decent HP pool provides him just enough bulk to generally safely take a single hit from an enemy, his low defensive stats make him liable to dying outright to sustained offensive pressure without taking the proper precautions.
- Joshua is a sword infantry who looks great in theory and can be quite good in practice but does suffer from some notable drawbacks.
- He has a very balanced stat line that can't be considered 'bad' in any area. His 31/35 offensive spread is decent and his 40 HP, 30 Defense, and 28 Resistance help to make him good against both physical and magical damage.
- Joshua's main problem is his lack of standout stats and his underwhelming personal weapon. He may be versatile but he struggles to stand out in one particular niche since he aims to be good in all areas at once. His personal weapon Audhulma has aged poorly too, being arguably outclassed by a regular Slaying Edge.
- All in all, Joshua can certainly get the job done, but someone else will always be able to do that job better depending on what kind of build is needed.
Statwise, Kempf is average across the board. His offensive spread of 33/33 is fairly middling among sword cavalry, while his Physical and Magical bulk of 69 and 68 respectively are typically only enough for him to survive one hit from either side of the spectrum.
Kempf’s saving grace is his exclusive weapon, the Venin Edge. Granting him +3 Defense and the ability to inflict 10 damage and counterattack preventing status on the target and nearby foes after combat gives Kempf a unique niche as a passive damage dealer, which can be especially helpful in modes like Arena.
Unfortunately, even with his exclusive weapon, other sword cavalry such as Brave Roy and Ares are stronger both offensively and defensively, and his passive damage dealing is heavily contested by staff users, who can inflict passive damage much more safely with Dazzling Pain.
- L'arachel is a powerful offensive unit with a highly specialised stat-line. An offensive spread of 33/31 gives her strong offensive presence, and a respectable 31 resistance allows her to take magical hits pretty well.
- Ivaldi grants a +3 to her attack and speed when fighting an enemy hero with 100% HP, allowing her to become a much more potent offensive unit. A Blade tome is worth considering however, due to its stronger synergy with teams that utilise buffs.
- Though L'arachel's stats position her as an offensive unit, her mediocre speed hurts her usefulness. She also faces strong competition from Reinhardt, who holds the role of a blue cavalry unit with an iron grip.
Legendary Lyn was the first colored archer and although her stats are quite usable, her unique skills are a mixed bag at best. Swift Mulagir gives a strong offensive boost in the right conditions and is easily Legendary Lyn’s selling point, but Laws of Sacae really wishes that it functioned in more than just Enemy Phase and has little value over running other skills.
Legendary Lyn still has useful enough offenses to be able to justify Firesweep Bow if choosing to not run her Swift Mulagir. This can give her a means of attacking opponents safely at the cost of a weaker offensive stat total.
Her green coloring is her biggest strength, but also her greatest downfall. Being able to have stronger potency against blue units makes her extremely useful when taking those matchups into account. However, this hits Legendary Lyn with the horrible cost of being weaker against red units, which makes up a large majority of the cast.
- Lilina (LA) boasts an impressive 35 attack for a cavalry mage, and a serviceable 30 speed. Though her offensive capability is arguably weaker than that of Gunnthrá, her speed is salvageable with some considerable investment.
- Gronnblade+ is a must for Lilina, though Gronnraven+ is a decent alternative. The former is the best choice for capitalizing on Lilina's offensive potential however, as she greatly benefits from the extra damage. With enough buffs, Lilina can confidently OHKO a huge array of enemy heroes.
- Lilina's defenses are paper-thin however, unless she's supported by her teammates with defensive buffs. Her low speed hinders both her offensive and defensive effectiveness.
Lyn has the power to become a powerful offensive sweeper in her own regard once she has successfully set up, thanks to her refined Sol Katti. The combined forces of Desperation and Brash Assault (with a 75% HP threshold) allow for Lyn to have a free B Passive. B Passives for her such as Wrath can attempt to band-aid fix her poor base Attack.
Lyn’s reliance on dropping to 75% HP can prove to be a huge demerit, as her base stats take a more well rounded approach as opposed to maximizing her Attack and Speed. Prior to setting up she will have a much weaker offensive potential than her peers, and it does not help that a unit such as Fallen Mareeta also possesses a Desperation effect unique weapon, though hers is if she is above 50% HP which allows her to have a turn 1 offensive presence.
While Lyn can certainly prove her weight once her main problems have been addressed, the fact that there are many sword units that can not only achieve similar feats but even can surpass those feats makes Lyn a hard sell. While it takes a ton of investment to make Lyn stand strong, similar units can achieve this with less effort by comparison.
- With a unique tome granting advantage against colorless units and a strong defensive stat-line for a mage, Lyon cements his role as a powerful enemy phase mage that can perform exceptionally well against green and colorless heroes.
- Compared to Sophia, Lyon trades access to boon and bane stats, plus unlimited merges, for an upgraded version of the Rauðrraven+ tome. This is a reasonable trade, at least until Lyon's lack of merging becomes a more prominent hindrance.
- Nevertheless, Lyon is a great unit to have waiting in the wings. Though he desperately needs Triangle Adept to strengthen his role, he can be a fantastic check to green and colorless threats.
- With high HP and speed, Marisa fills an interesting role among speedy sword users. She can make great use of Infantry Pulse, and her stats make her a surprisingly bulky unit. Unfortunately, Marisa faces extremely heavy competition from many similar units: Ayra, Mia and Soleil are all vastly superior as offensive units.
- The lack of boon/bane stats and limited merges gives Marisa little room for flexibility. Her offensive stats will see little improvement outside of skills and weapon refinery, making a defensive build worth strong consideration.
- For offensive options, Life and Death with a Spd forged Wo Dao+ puts Marisa as high as 44 speed. This can be further augmented with a Sacred Seal, which may be necessary to ensure consistent follow-up attacks. 30 attack is somewhat mediocre as a base however, meaning Marisa will be very reliant on damage from her special skill.
Matthew's high Speed alongside reasonable HP and Defense stats make him a surprisingly bulky unit. That said, Matthew's 25 Attack is pitiful, and cripples his inherent damage potential.
His Prf, Spy's Dagger, has a "reverse Bladetome" effect, boosting his damage by the amount of debuffs on his opponent. This can help make up for his low Attack, but even in favorable situations he will still only end up hitting about has hard as a higher tier offensive unit would without said setup.
The fact that Matthew's weapon scales off his target's debuffs rather than his own buffs make it significantly harder to utilize than an actual Bladetome. This limits the applications of Spy's Dagger to either Vantage builds or to use alongside start-of-turn debuff skills like Chills.
All in all, Matthew tends to perform rather sub-par given the extensive effort it takes to make him function.
- New Year Camilla boasts solid offensive stats (33 attack, 35 speed) and respectable physical bulk, making her a formidable front line unit.
- Access to Firesweep Sword+ and Hit and Run gives New Year Camilla a strong choice for a Player Phase build, whereas her high speed grants great potential on the Enemy Phase with a Slaying Edge+ (+Spd).
- Though she struggles to match Elincia in offensive potential, her fantastic speed and solid defence make New Year Camilla the strongest choice for a defensive sword-wielding flier.
- New Year Corrin boasts a high Defense stat for an archer, surpassing both Halloween Jakob and Gordin.
- His offensive stats are reasonable as well: 32 Attack and 30 Speed is serviceable, though he is inferior to many other archers when it comes to offense.
- Unfortunately, New Year Corrin faces one heavy drawback: his low Resistance. Coupled with his middling Speed stat, New Year Corrin will struggle to take hits from any mage at all.
- Furthermore, New Year Corrin is currently unable to alter his stats with a boon or bane, as he is a Tempest Trial reward. While this hurts his usefulness as well as his long-term value, he can still increase his merge level through Heroic Grails.
New Year Eir is a free-to-play red dagger flier with high Speed and Resistance, but middling Attack and HP and low Defense.
Thanks to her 36 Speed, Eir has strong offensive and supportive capabilities. She can consistently perform follow-up attacks with visible and/or in-combat Speed buffs, and she can activate Windsweep and Watersweep to safely apply debuffs with Smoke Dagger. With an impressive 34 Resistance, Eir can take advantage of skills such as her native Temari, other Sabotage skills, and Ploy skills to debuff enemies across the map. The combination of these traits and Eir’s flier status granting her access to skills such as Guidance and Aerobatics allow her to be very flexible and versatile, as she can perform a Player Phase role or a supportive role via debuffing and/or mobility.
Unfortunately, Eir’s potential is hampered by a mediocre 39 HP, an equally middling 31 Attack, and a low 21 Defense. She struggles to survive more than one physical attack and deal high amounts of damage against physically-bulky enemies. While Eir’s status as a red dagger helps mitigate this via an advantage against green units, she suffers from poor matchups against blue units that further amplify these problems.
- New Year Laegjarn is a frontline lance cavalier with a great stat line for general use.
She comes with a great offensive spread of 32/35. With support, she is quite capable of avoiding follow-up attacks while being competent and performing them herself. She is also quite capable with offensive-oriented weapons such as Firesweep Lance.
She doesn’t skimp on bulk either. With 38 HP and 35 Defense, New Year Laegjarn can take some punishment from physical foes. This is further supported by her high Speed as well. She possesses a low 18 Resistance however, so she needs to be cautious of any magical foes.
Oboro shares a lot of similarity with Lukas, though her stats are less specialized to fit the same role. Her Speed and Resistance are still too low to tank mages effectively without favoritism, and she falls short of Lukas' Attack and Defense values.
Lukas is the superior physical wall thanks to his high Defense, whereas Nephenee is the superior generalist and mage-counter thanks to her great Speed stat.
Nephenee is even the better anti-armored unit, having a similar armor-effective prf in Dauntless Lance, but with an additional -1 cooldown effect.
Investing in mixed tanking is just about the only way Oboro can carve a niche for herself, but even then she only does it alright. Higher Resistance lancers like Fjorm or Dragons like Nowi will generally end up doing this better.
Ultimately, this makes Oboro generally worse than the aforementioned units, and likewise unless one is already a huge fan of Oboro, it makes it hard to want to give her the expensive skills such as Steady Breath she would need to succeed when there are so many units who will utilize them better.
Defensive lance cavaliers are a rarity and a overall lackluster category, but Quan is able to stand out in the crowd thanks to his good stats and personal weapon.
Gáe Bolg is a simple weapon that boosts Quan’s Attack and Defense against all non-flier opponents. While simple, the strengths of this weapon are very apparent and is what helps him to be strong defensively.
With 44 HP and 31 Defense, Quan possesses the physical bulk necessary to fulfill his role as a defensive cavalier well. His ability to resist magical foes is pitiful however, as his 16 Resistance and 29 Speed makes him an easy target for any offensive-oriented mage.
His offensive capabilities are not lacking either. His huge 37 Attack stat leads to him being easily capable of a lot of damage in a single attack. He is also capable of putting a Brave Lance to good use.
As yet another addition to the incredibly similar group of Green Bow cavaliers, Rath performs similarly to his contemporaries.
An offensive spread of 33/35 gives Rath a decent foundation for dealing damage and performing follow-up attacks, leaving him on par with Python and Summer Wolt offensively.
Rath’s shortcomings lie in his lack of an exclusive weapon to set himself apart from other archers, in addition to his fairly low defensive spread of 23/24, which leaves him vulnerable to sustained offensive pressure. His status as a cavalier also locks him out of many powerful skill options infantry units have access to, such as Time’s Pulse and Special Spiral.
For much of the game’s history, Rebecca was one of the worst archers in the game due to her underwhelming statline and lack of exclusive weapon, which left her outclassed by most other archers in the game.
However, Rebecca recently received something of a saving grace from the weapon refinery. Her exclusive bow functions as a Slaying weapon, but it can also be refined to grant her a +4 bonus to all of her stats as long as she has a visible buff active.
Despite her reasonably good refine, Rebecca remains outshined by most archers in the higher tiers, as the +4 bonus to her stats only make her statline go from poor to passable. The reliance on visible buffs also makes her incredibly susceptible to Panic, especially due to her middling HP.
Roderick’s offensive statline of 31/34 is respectable and provides him with solid damage potential when capitalized on properly. When combined with his access to class-exclusive buffs and superb mobility as a cavalry unit, he can prove to be a rather effective offensive frontliner.
His main defining feature is his unique personal weapon, Steady Lance. A direct improvement upon his default weapon, Steady Lance’s base effect negates all enemy counterattacks and can even be refined further for its built-in Darting Blow effect for an increased likelihood of performing follow-up attacks. While relatively straightforward, this weapon grants him a marked boost to his combat prowess and makes him one of the better offensive lance cavaliers around.
His inability to function in the Enemy Phase detracts from his overall usefulness and makes him somewhat inflexible as a unit, but his performance on the offensive does make up for this quite a bit.
Roderick’s main weakness lies in the several restrictions and shortcomings placed upon him due to his status as a cavalry unit. In addition to being hindered by certain terrain, he suffers from severely limited skill availability as well as a debilitating weakness to cavalry-effective weaponry.
Saizo: Angry Ninja sports good Speed and physical bulk, making him surprisingly durable against opposing physical attackers; this makes him a rather solid user of Close Counter. His Attack, while rather unimpressive, can be mitigated to an extent via the power of his exclusive weapon.
Saizo’s Star has incredible potential, allowing him to potentially benefit from a tremendous boost to all his stats simultaneously through its unique weapon refine. When properly set up, this weapon can bolster Saizo’s overall potential significantly and lends itself perfectly to a defensively oriented playstyle, particularly with the “supertank” and Vantage sweeper strategies where support is typically given to and centered around a singular unit.
However, while his PRF does have great potential, Saizo cannot actually benefit from this potential until his second round of combat as his opponents must be debuffed for Saizo’s Star to have any effect; this can make his initial match-up quite shaky. His low Resistance also makes him exceedingly weak to incoming magical threats.
Seth is a very middle of the road unit. While he possesses balanced stats that let him fulfil a variety of roles, he will struggle to perform up to the standards of anyone who’s more specialised.
His personal weapon, Silverbrand, is simply a more powerful Ruby Sword. It can be refined to grant Spd Tactic, but this is entirely useless on a cavalry team, but it can be still refined for regular stat boosts instead. Given that gem weapons are relatively poor choices, one will likely find more use out of a Slaying Edge or similar weapon for Seth.
His 32 Attack and 32 Defense are serviceable. While these stats are fine, Seth sits at an awkward 31 Speed, placing him into a poor Speed range where he’s not fast enough to consistently perform follow-up attacks against slower foes while also not able to consistently avoid follow-up attacks from faster foes.
Seth’s personal weapon, Silverbrand, is a poor choice for combat. However, it is excellent for support and allows Seth to use three Tactic skills at once, making him an excellent buffer for mixed movement teams.
Shanna can hold her own alongside the other offensive lance fliers thanks to her good offensive stats and powerful personal weapon.
Her personal weapon, Shanna’s Lance, acts as a combination of Slaying Lance and Harmonic Lance, granting accelerated Special charge and extra damage from her Specials. This is a very powerful combination and greatly helps Shanna in her damage output.
While her 30/35 offensive statline is pretty good, it is completely outclassed by Cordelia, Tana, Shigure, and Sumia, all of which have offensive stats that are objectively superior Shanna. Despite this, Shanna is still able to remain alongside them thanks to her personal weapon, while the aforementioned units all lack a personal weapon with the exception of Tana.
Shigure is one of the faster lance fliers around, sporting a strong 37 Speed while not sacrificing too much Attack by having 33 base Attack. His defensive spread is also quite usable, being 27 Defense and 25 Resistance respectively.
Shigure is quite versatile thanks to his solid statline, while he does favour offensive builds thanks to his high offensive stats he can also choose to run defensive builds should the user desire him to pull them off. Weapons such as Vanguard or Berkut’s Lance can make this much easier than it sounds, while weapons such as Firesweep Lance or his default Harmonic Lance are excellent for his offensive strengths.
Shigure’s biggest issue is the fact that lance fliers are aplenty and with no signs of that changing. While Shigure can run defensive builds, a unit such as Sigrun sports naturally higher defensive stats than Shigure and Tana sports a defense focused unique weapon in the form of Vidofnir. While Shigure can pull off offensive builds with strong performance, units such as Catria or Est possess unique weapons that can put Shigure’s offensive builds to shame. Regardless of the competition, Shigure will often prove to be a safe choice for those that wish to invest in a lance flier.
- Shiro is one of the strongest Enemy Phase infantry units in the game, thanks to his solid base attack and defence, as well as his unique weapon: the Bright Naginata.
- Steady Breath is a great addition to his arsenal, boosting his defense further and granting improved special charging. Distant Counter is another alternative, but it only really gets effective use against archers.
- Quick Riposte allows him to KO most enemies on the Enemy Phase, and faces little competition for the B slot skill.
Once a run of the mill sword cavalier with an underwhelming exclusive weapon, Siegbert was forever doomed to 5* locked obscurity… Until the release of his refinement.
While initially a worse Cake Cutter, the Dark Greatsword’s refinement greatly improves Siegbert’s usability, granting him both a +5 bonus to Atk/Spd and nullifying enemy buffs in combat when no allies are adjacent to him. Combined with the Sword’s innate Swift Sparrow effect and another offensive A slot such as Swift Sparrow 3, Siegbert becomes a dangerous force on Player Phase.
Despite this, Siegbert suffers heavy competition in his role, as there are a wide variety of incredibly powerful sword cavaliers available, such as Legendary Eirika, Ares, and Eliwood. Siegbert’s other greatest flaw is his terrible resistance, leaving him easily KO’d by nearly all magic damaging foes.
Sigrun is yet another name on the overly long list of lance fliers with decent offenses. However, at least she has decent mixed bulk that sets her apart from many older units like Cordelia.
Sigrun’s lack of a unique weapon makes it very difficult for her to compete with those that do, such as Catria and Est.
Despite being outclassed, Sigrun can still be an effective unit in her own right, since offensive sets like a Firesweep set still work just fine.
Sigurd is a well rounded defensive sword cavalier with solid stats. His offensive spread of 35/32 allows him to perform reasonably well on offense, while his Defense of 34 allows him to tank physical damage with ease.
What sets Sigurd apart is his exclusive skills. Divine Tyrfing, which reduces the damage he takes from a magic users first attack by 50%, and Crusader’s Ward, which reduces the damage of all ranged consecutive attacks by 80%. These skills allow Sigurd to become a powerful mage tank despite his low Resistance, and mages will have great difficulty KO’ing him without the use of AOE specials.
Sigurd’s greatest flaw is his 17 Resistance, which leaves him completely hard countered by Dragons due to their high bulk and magic damage that bypasses Divine Tyrfing’s damage reduction, allowing them to hit Sigurd’s weak Resistance directly. Staff users will also have little trouble KO’ing Sigurd if they carry Wrathful Staff.
- With a stellar offensive stat-line of 35/33 in Attack and Speed, Spring Alfonse is among the strongest choices for an axe cavalry hero. His high attack power, solid speed and powerful weapon makes him a strong hero with both Player Phase and Enemy Phase oriented builds.
- In addition to his strong offensive stats, Spring Alfonse has a pretty respectable Defense stat of 33, and an HP stat of 41. These values make him a competent physical wall when coupled with his Speed stat.
- Spring Alfonse will struggle against the numerous anti-cavalry measures that frequent Arena, particularly trenches. As a melee cavalry, trenches heavily hinder Spring Alfonse's Player Phase effectiveness.
- While this version of Bartre is blessed by the radiance of spring with high base stats in Attack, HP, and Defense, it can be a bit hard to justify him over other slower sword infantry choices, especially Líf who simply comes pre-built and ready to fire.
- Still, his position is much better off than other units as his keystone stats are rather exceptional for a freely obtainable unit; he can run tank and even a one-shot offensive built with often resounding success. His lower stat values in Speed and Resistance, however, are difficult to ignore and will often limit the scope of what he can contribute.
As a cavalry unit, Spring Bruno has fantastic mobility and access to cavalry-exclusive buffs.
He can further take advantage of this thanks to having access to the Dazzling/Wrathful Staff combo. His offensive stats aren’t particularly well suited to this, but he can still make it work thanks to his mobility and access to buffs.
Spring Bruno has a niche in his strong physical bulk, as he is capable of surviving attacks from physical damage threats. He can be a good physical tank thanks to some interesting utility from weapons like Absorb or Witchy Wand.
Unfortunately, Spring Bruno’s Resistance is awful and his Speed isn’t particularly impressive, which limits his potential.
- Spring Loki is special by virtue of being a freely obtainable bow flier, a class which up until now has been locked to 5-star exclusive units. This alone will make her worth consideration for many players.
- Statistically, she comes with a good 31/34 offensive spread. She's also fairly decent defensively with 39 HP, 27 Defense, and 25 Resistance. This makes her a versatile archer capable of running a variety of builds.
- While she does not perform at the same level as someone such as WF Hinoka, she can still certainly hold her own in both offensive and defensive setups.
Spring Marisa is yet another offensive lance flier unit, though her offensive stats are notably a bit better than most of the others, particularly with a +Spd Asset since it gives her +4 instead of +3.
Lacking a Prf weapon means that she lacks any way of really distinguishing herself compared to units like Catria and Est.
However, she is still a flying unit with strong offenses, so ultimately she’s not significantly better or worse than other comparable units.
- Stahl is a sword cavalier who can fulfill offensive or defensive roles
- With Cavalry Buffs, he can become a potent anti-armor unit.
- His middling statline and lack of a unique weapon make him perform worse compared to mid and high-tier swords.
Subaki’s an odd member of the lance flier group statwise, featuring a stellar 35 Defense and Speed, an average 40 HP, and terrible Attack and Resistance at 25 and 22 respectively.
While Subaki was initially one of the worst fliers in the game due to his nonexistent damage output, the weapon refinery granted Subaki a saving grace: The Golden Naginata. This weapon greatly improves Subaki’s underwhelming damage output, provided all of its effects are active.
Subaki’s greatest flaw is his terrible base Attack, which leaves his damage output incredibly lacking if his Golden Naginata’s activation conditions are not met. His terrible Resistance also leaves him easily KO’d by magic damage of any sort.
Sue is an offense based cavalry archer with a good offensive spread, and although she lacks an exclusive weapon, she can still perform well.
Her main selling point is her offensive spread of 32/38, which allows her to easily secure follow-up attacks without struggling to deal damage either, although her Attack could use some improvement through an Asset. Her status as a cavalier also benefits her greatly, as it gives her exceptional attack range as well as granting her access to cavalry buffs.
Where Sue falls short is her terrible defensive capabilities, leaving her easily KO’d should she take a hit. Her status as a cavalier also limits her access to skills other movement types have access to such as Special Spiral.
Though Sully: Crimson Knight is hardly at the top of the list of lance cavaliers, she isn’t quite at the bottom either. While her awkward stat distribution means she doesn’t really excel at any one thing, her base kit is tailor-made for countering reds with next-to-no investment, and her Speed is just high enough to not be absolutely terrible. Moreover, her exclusive lance, the Bull Spear, is essentially a higher mt refinable Sapphire Lance, which means she can boost any one of her stats if she wishes. Just don’t bother with the effect refine – Sully doesn’t have an ideal stat distribution for it.
- Summer Camilla shares an offensive stat-line with Summer Tana, and a superior stat-line to her blue tome rival Summer Corrin: 33/36 means that Camilla has an additional +2 to Attack and Speed compared to Summer Corrin. Camilla's weapon of choice is crystal-clear, as she can take advantage of a Blárblade+ tome and flier buffs.
- Like other tome fliers, Camilla excels with a Blárblade+ tome. The Juicy Fruit weapon in her base kit can do little to rival the sheer offensive power of a Blade tome, and Camilla's oppressive strength is furthered by her ability to ignore terrain.
- Like most mages, Summer Camilla has poor defensive stats and must rely upon Desperation to avoid enemy attacks.
Summer Cordelia makes for an impressive choice as an offensive lance fighter thanks to her impressive 32/38 offensive spread. She can make great use of highly offensive weaponry such as Firesweep Lance and Harmonic Lance.
One would think great offense would come with poor defense, but that’s not the case here. Summer Cordelia also possesses 40 HP and 28 Defense, making her not too shabby at taking physical hits. Her Resistance is very poor however, so taking caution around magical foes is needed.
Being a cavalier does limit her offensive potential somewhat due to being restricted from using skills such as Wrath and having to deal with forests and trenches. Still, it’s not enough to make her weak and she still performs very well on the attack.
- Thanks to her status as a flying unit, Corrin has the benefit of not being hindered by terrain obstacles such as forests and mountains as well as access to powerful class-exclusive buffs such as Hone Fliers.
- This pairs well with her offense oriented playstyle. Sporting a solid 31 Attack and 34 Speed, Corrin performs exceptionally well as a Blade tome user.
- Corrin's weakness stems from her poor physical bulk, making her often reliant on Desperation in order to avoid getting KO'd by enemy counterattacks.
- Summer Gaius’ excellent base Speed stat of 37 provides him with a good foundation for performing follow-up attacks. Additionally, this makes him an exceptional user of the Flashing Blade seal which can be used to elevate his otherwise mediocre damage output through faster Special activations.
- His high Speed stat lets him perform satisfactorily as an offensive nuke when equipped with a Firesweep Bow or Brave Bow, though his decent base Resistance also allows him the option of functioning as a serviceable anti-mage when capitalized with an Asset and Slaying Bow or Guard Bow.
- Although he remains a serviceable unit in his own right, Summer Gaius is severely outclassed by other archers both offensively and defensively, most notably by his mounted counterparts due to their superior mobility and access to class-exclusive buffs.
Laevatein has relatively lopsided stats: stellar Attack alongside respectable defensive stats and an awful Speed stat. Despite her poor follow-up potential due to her Speed stat, Laevatein can defeat many opponents with a single attack,
Despite her poor Speed, Laevatein can be quite a versatile hero. Her defensive stats aren’t bad at all, allowing her to pull off a defensive build reasonably well. Alternatively, she can invest entirely into her Attack stat and augment her attack with a suitable weapon and skills.
Laevatein’s main drawbacks are her inability to access vital skills, and her Speed stat. As a flier, Laevatein cannot benefit from Special Spiral, Null Follow-up or other powerful upgrades, forcing her to use lesser alternatives like Chill Res or G Tomebreaker.
- Summer Robin (F) is a balanced lance infantry fighter. While she doesn't have any major weaknesses, she fails to make any sort of an impression.
- Her offensive spread of 32/34 is decent allows her to work well as an offensive attacker. She also has decent mixed bulk with 28 Defense and 29 Resistance. Her one weakness is her poor HP of 35 which does hinder what defensive capabilities she might have.
- With only a balanced statline and no personal weapon or skills, using Summer Robin (F) is hard to justify. While she can be built in a variety of ways, any build she can use can be used better by someone else.
Combined with his effective five-tile range and access to class-exclusive buffs, Summer Wolt’s good offensive statline of 34/34 allows him to perform quite well in the Player Phase and make respectable use of a Firesweep Bow (or even his default weapon) to establish himself as a solid source of damage output.
His surprisingly decent physical bulk of 65 makes him one of the few archers who can inherently take a hit from an opposing physical threat without much risk or having to rely on buff support in order to do so. In contrast, his magical bulk is quite lacking, though his green color-typing can prove to be useful in mitigating this weakness to an extent due to the fact that most of the more potent magical threats in the current meta are blue and will accordingly deal reduced damage to him.
Summer Wolt’s offensive capabilities are only held back by his lack of a unique personal weapon to differentiate him from his direct competition as well as the various shortcomings attached to being a cavalry unit, such as limited skill availability.
- Summer Xander is an infantry axe fighter with a focus on physical bulk. His HP and Defense are both great at 43 and 36 respectively, making him good at taking physical hits.
- Offensively, he suffers from an underwhelming 32/30 offensive spread. His middling Speed also causes his defensive capabilities to suffer as he's more likely to take a follow-up attack.
- His Resistance of 16 is pitiful and enemy mages will be able to deal significant damage to him with ease.
- The lack of anything notably special other than his physical bulk makes recommending Summer Xander over more accessible axe infantry difficult.
Once a dominant force in the meta, Takumi has fallen incredibly from grace and is now heavily outclassed by many stronger archers. Still, he remains a decent archer.
His offensive spread of 32/33 is decent and he can make good use of Firesweep Bow or Brave Bow with some support, but many other archers can make better use of these weapons.
Fujin Yumi, Takumi’s personal weapon, is very weak unrefined. Even when refined, it’s hard to justify using it over a Firesweep Bow or Brave Bow. It can have a fun niche of allowing Takumi to be very mobile by constantly teleporting to allies, but it’s underwhelming in practice when compared to using the aforementioned weapons.
- With flier mobility, a stellar offensive spread and a unique defense-oriented weapon, Tana is one of the most versatile units in the game.
- Vidofnir grants extra defense against axe, sword and lance users, which greatly improves Tana's enemy phase potential. This effect stacks with similar skills such as Close Defense.
- On the flip side, her 34 attack and 36 speed is exceptional for offensive builds, and Tana has no shortage of options. A refined Slaying Lance+, a Firesweep Lance+ or a Brave Lance+ are all strong choices with different pros and cons.
- Tana's weakness to bows can be patched up with the Iote's Shield seal, and her unrestricted movement allows for effective use of Hit & Run or Drag Back. These skills make it much easier for Tana to escape enemy attack range after her action.
Tanya is a standard archer featuring high Speed, average Attack, and middling defenses.
Tanya mostly functions as an upgraded Rebecca, but this leaves Tanya with little to set herself apart from other archers in an offensive or defensive role.
In addition, Tanya’s middling defenses leave her hard pressed to survive sustained offensive pressure from physical or magical damage without a defensive build.
- Titania is an axe cavalier. She's a standout in this category, choosing to prioritise Speed and Resistance over Attack and Defense.
- Her primary standout trait is her personal weapon Draconic Poleax. This is a direct upgrade over her default weapon Emerald Axe. It can also be refined to grant Res Tactic or standard stat boosts. Overall, it's a great support weapon thanks to allowing Titania to run three Tactic skills at once. If one wants to use Titania for general combat, they may want to look at alternative weapons.
- Titania suffers from both poor Attack and physical bulk. 28 Attack is one of the lowest among axe units and results in her having fairly poor damage output in comparison. 37 HP and 25 Defense also means she'll take considerable damage from physical threats.
- Tobin was originally an incredibly underwhelming sword user, who struggled to carve out a niche for himself due to his middling stat spread outside of HP and heavy competition from other sword users. However, Tobin’s received something of a saving grace from the weapon refinery, granting him an exclusive weapon, the Jubilant Blade.
- Functioning as an Armorslayer, the Jubilant Blade can also be refined to grant Tobin a +4 bonus to all of his stats if his base HP is higher than his opponents, improving on his middling statline.
- Despite the Jubilant Blade improving Tobin’s overall performance, he still struggles to stand out compared to the wide variety of powerful infantry sword users that are available, such as Mareeta and Larcei.
Conrad makes another appearance on Valentia’s valentine’s banner, and he’s more or less the same as his regular counterpart in terms of statline.
Conrad’s High Defense and Resistance give him solid durability as a tank, and while his base 32 Attack isn’t the greatest, it gets the job done.
What holds Conrad back compared to Sword cavalry in the higher tiers is his lack of an exclusive weapon, and his low Speed leaves him susceptible to enemy follow-up attacks.
Being a cavalry healer is full of perks that Valentines Silque is able to abuse for herself. Whether it be exploiting her wonderful mobility or cavalry-exclusive buffs, she has a lot going for her thanks to her movement typing. If combining Wrathful Staff and Dazzling Staff together, she can easily handle hit and run duty as well.
Valentines Silque is similar to her original counterpart’s stats, heavily favouring her defensive spread above all else. With 40 HP, 32 Defense, and 29 Resistance, Valentine Silque is among the hardiest healers in her movement type.
As a result of being similar to the original Silque, Valentine Silque has inherited the same issues that plague the original Silque, starting with a horrid Speed stat of 22. Valentine Silque also sports much lower Attack than her counterpart, sitting at a value of 28 compared to the original’s 33. Valentine Silque can definitely take punishment, but she isn’t dealing enough of it back without the aid of the right Skills and support.
Sporting an impressive 34/34 Atk/Spd, effective five-tile range, and access to class-exclusive buffs, Valentine’s Mist shines offensively and is amongst one of the strongest green mage cavaliers around.
She is most adept at utilizing a Blade tome to capitalize on her impressive offensive capabilities, greatly appreciating the additional damage boost to confidently ORKO a vast majority of the cast. This does, however, make her incredibly reliant on team support to function properly, limiting her team composition sizeably, as well as renders her considerably weaker when such support is not available.
Her low overall bulk does her absolutely no favors and makes her incredibly susceptible to any kind of sustained offensive pressure, making her somewhat inflexible as a unit as this causes her functionality to exist solely in the Player Phase.
What will undoubtedly be the first experience of many for red mage cavaliers, Valentine’s Titania makes a good first impression.
Offensively speaking, Valentine’s Titania is not too far off from fellow red mage cavalier SM Eirika, possessing an offensive spread of 30/33. However, SM Eirika’s access to IVs and a personal weapon makes her an undeniably stronger choice for pure offensive play. That doesn’t make Valentine’s Titania bad though and her offensive stats are more than enough to get the job done.
Her good Resistance of 30 does give her more utility outside of offense than SM Eirika. She is capable of running Ploy skills with good effectiveness and can also function as a strong magical wall.
Walhart is a fairly average axe cavalier. His high Attack of 37 allows him to deal high amounts of damage in a single blow, while his impressive physical bulk of 77 allows him to soak physical hits with ease.
What sets Walhart apart is his exclusive Wolf Berg. This weapon grants Walhart +3 Defense as well as a +4 boost to all of his stats when faced with more enemies than allies, allowing Walhart to become a frightening physical duelist with its effect active.
Walhart’s main drawbacks are the limitations of his class type as well as his mediocre 27 Speed and terrible base 16 Resistance. This leaves Walhart very susceptible to magic users as well as follow-up attacks from faster units.
Xander carries Siegfried into battle, which gives him access to Distant Counter out of the box. Distant Counter is a strong effect for a unit to have, but Xander was not gifted with the right tools to be able to utilize it to its full potential. His poor Speed and Resistance are detrimental to his effectiveness as a Distant Counter tank, and the inability to have an Asset or Flaw stat is a further drop down.
Xander still has access to a free A Passive due to Siegfried, which allows him to run powerful options such as Steady Stance 4 or Warding Stance 4, that grant him the ability to fear Special activations less often during his Enemy Phase. While cavalry do not have many B Passive options, newer skills such as Lull Atk/Def are able to breathe new life into Xander.
Xander sports very high physical Defense, meaning Bonfire or Ignis Special activations can hit very hard. However, Xander is ultimately outclassed by other common cavalry sword units that run Distant Counter such as Ares. Xander could only wish for strong Vantage synergy that Ares and Sword Reinhardt possess, or the ability to block and secure follow-up attacks like Hríd.
Tier 5 units have passable match-ups against most units, but tend to struggle to compete against a selection of heroes. These heroes suffer from more prominent weaknesses, demand greater investment, and may be comparatively inferior to units in higher tiers. These heroes are not definitively weak, but are less consistent in most team compositions. Nevertheless, with heavy investment, these heroes can perform adequately.
- Alfonse being consistently part of two bonus rotations—and thus benefitting frequently from precious bonus stats—in Arena and Aether Raids is why the Prince of Askr remains relevant in the competitive scene. Low-investment players needing a consistent bonus unit to use every few weeks will be happy to know that Alfonse is more than a worthy investment.
- As a sword infantry unit, Alfonse is as humble as they come, especially due to his inability to merge and improve his rather unassertive statline (sans his great Attack and nice Defense).
- In addition to gaining HP+10 and Atk/Spd/Def/Res+4 every so often, Alfonse's refined personal weapon, Fólkvangr, makes using him a comfortable experience due to the high potential power it offers through its innate Brazen Atk/Def effect.
- Alfonse's vulnerabilities in taking tremendous damage from fast mages and dragons is obvious and unluckily commonplace. Additionally, due to his inability to merge and improve his stats outside of Summoner support and Dragonflowers, his Arena scoring potential is rather run-of-the-mill, and he ends up being a rather drab pick compared to other sword infantry when he's not a bonus unit.
- Berkut: Prideful Prince is something of an anomaly among defensive heroes, let alone cavaliers. Boasting a decent 34 Attack, and reasonable defensive stats of 43 HP and 31 Def. His base kit and skills push him in the direction of a magical tank, but his poor 22 Speed and 24 Resistance grant a shaky foundation for this role. His cavalry class also do him no favours: the extra movement is less useful on an Enemy-Phase oriented hero, and he is unable to inherit potentially useful skills like Warding Breath and Wrath.
- As an anti-mage hero, Berkut heavily struggles without considerable investment. Distant Counter is a highly desirable skill for the Rigelian prince. However, even with this costly skill, his poor base stats ensure that most mages will still outspeed and KO him. Other heroes can perform this role to greater success; even other lance-cavalry heroes like Peri or Mathilda suit the role better than Berkut. Cavalry buffs will greatly improve his ability, but the same could be said for his competitors.
- As a physical wall, Berkut's troubles are much the same. Though his Attack and Defense aren't bad, other heroes can perform this role better than he. Silas and Quan put Berkut to shame in this regard.
- As a flier with a phenomenal attack stat, Gerome can serve as one of the most mobile offensive units in the game. However, he is comparatively weaker than his mother Cherche due to his limited merge potential and inability to have a boon/bane.
- Gerome can make great use of Hit and Run or Drag Back for a B slot skill in order to stay out of enemy attack range, either by retreating out of all enemy ranges or close enough to allies for them to reposition him.
- Gerome's high defence makes his weakness to bows a less prominent issue, but this is meaningless if he takes two attacks from an archer, which is very likely due to his low speed. As a flier however, he can make use of the Guidance seal to support infantry allies effectively.
Haar can serve as both a solid tank and a strong, mobile offensive unit thanks to his great Attack and Defense stats and flying movement.
Player Phase fliers are still a powerful archetype, and defensive fliers have gotten only more viable over time due to more and more tanking skills actually learnable by fliers.
However, he is less accessible than Cherche and will generally be less powerful due to his lack of a Prf and inability to obtain an Asset or Flaw.
All in all Haar's performance is nearly identical to that of Gerome, both of which are a step below Cherche.
For much of the game’s history, Jagen was one of the worst Lance cavaliers in the game, only given a small niche by virtue of his incredible Resistance. However, Jagen was given a second chance via the weapon refinery, and gained an exclusive weapon of his own, the Veteran Lance.
The Veteran Lance not only grants Jagen a +5 bonus to Attack and Resistance during Enemy Phase or when his Foe’s HP is equal to or above 70%, and it can also be refined to grant Jagen Sabotage Attack built into his weapon. This weapon greatly improves Jagen’s role as an Anti-mage unit in addition to granting him some supportive utility, although he competes with the arguably better inheritable Temari and Fortune Bow.
The rest of Jagen’s stats remain incredibly lackluster, and his lacking statline is easily his greatest weakness. While his low Attack is redeemed somewhat by his exclusive weapon’s effect, Jagen’s middling Defense leaves him weak to physical foes, who will also have little trouble performing follow-up attacks on him due to his low base 24 Speed.
A legendary pity breaker, Mist is regarded as one of the weakest staff units and it’s not hard to understand why.
Mist has little going for her in terms of stats. Her offensive statline of 27/28 is very poor overall and she struggles even with the powerful Wrathful and Dazzling Staff combination that healers enjoy. However, this setup is so strong on its own that Mist can still use it to decent effect.
The one standout thing with Mist is that she has decent magical bulk thanks to her 39 HP and 34 Resistance. This also makes her decent at utilizing Ploy skills in a support role.
With everything considered, it is hard to justify using Mist over almost any other staff unit outside of personal enjoyment.
Narcian is unparalleled, Tier 0 material for sure. He has no weaknesses and he easily smites every unit in the game, pummelling to dust while reminding them who to kneel before! … Or so he would have you believe. Narcian’s ego can only carry him so much.
His new weapon, the Runeaxe, gives him 7 HP every time he strikes his opponent in a similar fashion to weapons such as the Sol Lance or Bellringer, allowing him to have fairly potent in combat self sustain. The Runeaxe also encourages a dirty playstyle, taking advantage of penalties inflicted on opponents in order to give Narcian a +4 boost to his Attack/Speed/Defense/Resistance. This can make Narcian a fairly reasonable member of debuff centric team compositions.
While Narcian’s bulk is definitely reasonable, none of his stats are high on their own. With a decent Defense of 32, an okay Resistance of 26, and atrocious Attack and Speed of 29, Narcian is completely reliant on putting himself in advantageous states against penalized targets in order to make his pathetic stats look just that tiny bit more impressive. The moment he runs into units that completely nullify debuffs like Idunn or Brunnya is where things definitely become complicated for him. All in all, Narcian must essentially cheat in order to make up for his poor stats. Quite fitting, really.
- Though Oliver is undeniably the most beautiful unit in the game, that beauty comes at a price: namely, his pitiful speed and defense stats, which clock in at 20 and 23 respectively. These values cannot be improved further, as Oliver is a Grand Hero Battle reward, and thus exempt from boon and bane stats.
- His attack and resistance are vastly improved, though he struggles to get much mileage out of these stats due to his low speed. Oliver falls short as an offensive unit, and his low defense makes him a poor mixed tank.
- Though skills such as Distant Def, Quick Riposte and a Sacred Seal can vastly improve his usefulness, he still performs a niche role compared to other blue mages such as Micaiah.
Picnic Leo is a green mage cavalier with a focus on defensive capabilities. He comes with good Attack, poor Speed, and decent defensive stats.
In his primary niche, which is being a defensive ranged unit, Picnic Leo can perform well and without much investment required. He can reach high Defense and Resistance against ranged foes, making him tricky to take down.
Picnic Leo is hindered by his niche of ranged tank being not very desirable overall. His low BST hinders his desirably as a tank when compared to melee counterparts.
Raigh’s overall statline is a rather misfortunate case. Although his base Attack stat of 32 is decent and does allow him to deal respectable amounts of damage, the rest of his stats range from middling to unimpressive and make it difficult for him to truly shine in comparison to most of his direct competitors without sufficient merges and the proper set-up.
A welcome addition to his kit, Raigh’s unique personal weapon, Hermit’s Tome, provides him with the ability to function as an adequate counter to cavalry and ranged foes alike. It can be refined further for a built-in Owl tome effect and increase his stats based on the number of adjacent allies he has, which serves as a good method to bypass his otherwise mediocre statline.
However, much like his performance prior to obtaining access to his PRF, Raigh still requires a substantial amount of team support to function properly. Furthermore, his performance outside of scenarios where he can take full advantage of his PRF’s strengths (such as in the Player Phase or when fighting against melee foes) leaves much to be desired, rendering him sorely outclassed by mages who have much more applicable offensive and defensive capabilities.
Overall, although Raigh can definitely be a serviceable unit to his own right, the amount of support and investment necessary rarely makes it a worthwhile endeavor outside of one’s favoritism for a specific character, as other units can take that same investment and achieve far more favorable results.
- Robin (F) gains a fairly appreciated boost with Tactical Gale, which when refined grants her the ability to apply all four Tactics buffs at once. While the support is quite useful, it does not do much to fix her poor 29/29 Atk/Spd offensive spread, and the fact that these boosts are buffs rather than combat boosts (like Drive Atk) means she cannot efficiently combine this support angle with assists such as Rally Atk/Spd.
- Aside from its support abilities, Tactical Gale is otherwise just a slightly stronger Gronnraven tome, meaning she still remains a niche blue/colorless counterpick like she was before that will severely struggle outside of these situations.
- Though Heroic Grails grant her access to merges, she still remains unable to utilize IVs, which she still quite desperately desires given her flat statline.
- A jack-of-all-trades, Sakura sports a relatively balanced statline across the board, making her one of the more versatile healers around thanks to her ability to run a variety of different builds effectively. Most notably, her base Resistance stat of 30 is respectable and provides her with decent magic soak and Ploying capabilities.
- By merit of being a healer, Sakura is a fantastic support unit who can cripple entire teams through the use of powerful weapons such as Gravity and Pain while simultaneously being able to provide healing support.
- This also grants her access to the coveted Dazzling + Wrathful Staff combination to safely apply her weapon’s effect without fear of counterattacks and circumvent the damage penalty applied to staff units to deal good amounts of damage.
- Sakura’s balanced statline is both a strength and a weakness. Although it does contribute to her versatility as a support unit, it unfortunately also makes it incredibly hard for her to specialize as much as other offensively or defensively oriented staff users with more optimized statlines.
Often considered as one of, if not the weakest healer, Wrys is a poor choice for a staff unit. It is very hard to justify his use over almost any other healer.
Wrys barely has any offensive presence to speak of. A 24/23 offensive statline will get him almost nowhere and he relies on Pain to deal any amount of significant damage. Even with the Wrathful and Dazzling Staff combo, his offensive performance will be very underwhelming.
Wrys does come with impressive magical bulk. Thanks to his 42 HP and 36 Resistance, he can take a few magical hits before going down. However, his very low Speed does hurt his ability to tank magic since he is easily doubled. It does make him great at utilizing Ploy skills too.