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Fire Emblem Warriors Character Guide

This guide was written by IroncladWyvern and edited by zachwlewis.

Table of Contents

Prologue

A few notes before we begin.

First, my opinions are based mostly on my observations and experience with the game. While I have spent a lot of time playing, I don’t have hard numbers to give you, so what little I will give you is based on what I’ve read. On a similar note, if anyone does have things like damage calcs that they would like to use to refute or back up any claims I make, please feel free to do so.

Second, this guide assumes that all combo and weapon rank badges are unlocked, including True Power badges for those who have them. On a related note, if a character has a unique weapon, that is what the weapon build will be for. If they don’t, use a 5 star, 6 slot Brave weapon. Finally, I will be using the C(X) notation to discuss combos. For example, C4 would refer to the combo YYYX, while C1 would refer to just X.

I’d like to give a huge shoutout to u/Graph066 for letting me know how damage is calculated and how boost skills interact with those calculations.

Reading the Suggested Skills Charts

  • Skills in bold should always be run.
  • Skills marked as PC should be run when the character is deployed as a Vanguard (player controlled; blue squares on the deploy screen).
  • Skills marked as AI should be run when the character is deployed as a Support (AI controlled; green squares on the deploy screen).

Back To Top ↑

Chapter 1 — Rowan & Lianna

Hello and welcome to my first FE Warriors character guide. This time, I’ll be covering the twin royals of Aytolis: Rowan and Lianna.

Basic Info

Rowan

Stats at Level 130 Promoted

Stat Value
HP 867
Str 97
Mag 78
Skl 121
Spe 126
Lck 121
Def 106
Res 102

Rowan's stats are balanced across the board, which is to be expected from a protagonist. His bulk is very solid, He's got great skill, speed, and luck, and while his offenses are on the lower side when compared to the whole cast, they are still solid.

Staff

Always

Unique Weapon

Enliron/Faccina, comes with Beastslayer free in 7th slot, True Power in 8th

Unique Skill

Potent Potion: When this unit heals with medicine, nearby units are also healed.

Pair Up Bonuses as Support

Str/Skill/Luck (+5 if A/A+, otherwise +3)

Lianna

Stats at Level 130 Promoted

Stat Value
HP 833
Str 86
Mag 98
Skl 120
Spe 117
Lck 120
Def 102
Res 117

Lianna has a very similar stat spread to Rowan, losing some points in most stats for higher Resistance and Magic. As such, Topsy-Turvy is a must for her. Otherwise, she is extraordinarily well balanced.

Staff

Always

Unique Weapon

Enrilon/Faccina, comes with Beastslayer free in 7th slot, True Power in 8th

Unique Skill

Live to Serve: Then this unit heals an ally with a staff, this unit is also healed the same amount.

Pair Up Bonuses as Support

Str/Skill/Luck (+5 if A/A+, otherwise +3)

Moveset

C1: The unit slashes in an X formation repeatedly, hitting enemies in front. Pressing X multiple times extends the duration of the slash. This combo has some use as a stun gauge killer, but is wholly outclassed in that regard by C5.

C2: The unit spirals upward, carrying up any nearby enemies. The unit can press Y a few times on the way down for some extra light attacks, or X again to slam down on the ground. This combo is… meh. Launchers are nice, but since Rowan/Lianna also goes up, they can’t use this to juggle. However, a paired up ally can use it to juggle if you switch while the enemy is in midair. This takes practice, and the enemy having an exposed stun gauge makes it easier to pull off.

C3: The unit spins a few times and then slashes forward. This is a solid area clearer, but overshadowed by C4 and C6.

C4: The unit throws their shield around them in a circle of light, which then pushes outward in a moderate AoE, revealing the stun gauge on any unit that doesn’t have WTA over them. In the early game, this is not only a utility move, but also their best crowd clearer. C6 outdoes it as a crowd clearer and general damage dealer, however, so it ultimately finds its niche in revealing the stun gauge.

C5: The unit jabs forward a few times with their sword, and then launches themselves and enemies in front into the air, where they have the same options as detailed in C2. This is their best stun gauge breaker. A raw C5 on an axe (or lance, if using Antitriangle) breaks the stun gauge right before the launcher. C5 will also break a white gauge exposed by C4 most of the time, provided that you hit each regular attack leading into C5.

C6: The unit slashes 4 times with a long blade of light, and ends with a large horizontal slash. This attack can be aimed slightly after beginning it. This is your bread and butter crowd clearer. The range on the 5th slash is pretty huge, and this combo just does a lot of damage in general. Sadly, C6 does not break any kind of full stun gauge, as units caught do hit the ground during the combo.

Weapon Skills

Rowan

  • Strong V
  • Strong VI
  • Rainstorm
  • Choose one of: Plateslayer, Wingslayer, Mountslayer, Dracoslayer
  • Choose one of: Critical+, Pair Up+, Warrior+
  • Choose one of: Strong IV, Antitriangle, Awaken Gift

C5 and C6 are your bread and butter combos that you’re going to be using for just about everything, so definitely boost those up. Rainstorm is great on pretty much anyone, and Rowan is no exception.

For your second slayer skill, it’s really your call. I listed them in what I consider to be most useful to least. Wingslayer and Plateslayer turn two bad matchups (Pegasus Knights and Armor Knights) into winning ones, while having the added bonus of doing effective damage vs Wyvern Riders and Great Knights. Mountslayer is a solid option if you aren’t running that on anyone else/can’t seem to pull Wing or Plate, and Dracoslayer, while useful, is a little unnecessary with all of the Falchion users. For your 5k skill, it comes down to preference and convenience. These three are the most consistently useful. From what I have read, Pair Up+ provides a 20% damage bonus to everything, including Warrior specials, while in Pair Up. The other two don’t rely on being paired up, but they are more limited in scope.

Your last slot is basically filler. C4 is largely outclassed as an area clearer by C6, though since it exposes stun gauges for neutral matchups you will probably wind up using it a decent amount. Antitriangle is a pretty neat skill that you definitely want on a few of your sword units, and since Rowan has the slot space for it, it’s worth consideration. If you choose to run Anittriangle, opt for Mountslayer over Plateslayer. Awaken Gift is kind of mediocre but it’s by far the best of the 2k skills and it can be useful to build up Awakening on maps with a lot of neutral matchups.

Lianna

  • Strong V
  • Strong VI
  • Rainstorm
  • Topsy-Turvy
  • Choose one of: Critical+, Warrior+, Pair Up+
  • Choose one of: Wingslayer, Plateslayer, Mountslayer, Dracoslayer

Seeing as Lianna is basically the same as Rowan, their weapon builds are going to be pretty similar. However, there are some key differences. The most notable is that Lianna does not share Rowan’s flexible 6th slot, instead opting for Topsy-Turvy to take advantage of her high magic stat. On related note, Topsy-Turvy means that Wingslayer has an edge over Plateslayer for her, given that Pegasi have extremely high resistance. Everything else has been covered already in Rowan’s weapon set.

Boost Skills

Rowan

Skill Hero PC AI
Astra Ryoma X X
Luna Chrom X X
Trample Camilla X X
Armored Blow Tiki X
Pass Lyn X
Luck +20 Celica X
Str +10 Lissa X X
Live To Serve Lianna X X
Aegis Xander X X
Pavise Frederick X X
Sol Cordelia X

Mandatory Skills

Astra (Ryoma), Luna (Chrom, Trample (Camilla)

  • These skills are wonderful damage boosters and Rowan uses them to great effect whether as an AI or controlled.
  • At maximum Luck, Luna reduces Def/Res by 45%.

Vanguard Skills

Armored Blow (Tiki), Pass (Lyn), Luck+20 (Celica), Str +10, Live to Serve (Lianna), Aegis (Xander), Pavise (Frederick)

  • Armored Blow is pretty necessary for a player controlled unit, and Pass, while not as useful, is still nice to have.
  • Aegis and Pavise reduce his damage taken vs the relevant weapons by roughly 33%.
  • Luck +20 increases Luna Def/Res reduction to 50%, and Aegis/Pavise's damage reduction to 40%.
  • Str +10 is a damage booster, plain and simple.
  • Live to Serve can help his survivability, but keep in mind that taking less damage is more valuable in History Mode than healing it off.

Support Skills

Live to Serve (Lianna), Str +10 (Lianna), Aegis (Xander), Pavise (Frederick), Sol (Cordelia)

  • Str +10, Aegis, and Pavise were covered in sufficient detail above.
  • Sol and Live to Serve can help his survivability in the field, since damage AI characters take does not count against your damage total in History mode. Choose the one you like the best, as two sustain skills are a bit overkill.

Lianna

Skill Hero PC AI
Astra Ryoma X X
Luna Chrom X X
Trample Camilla X X
Armored Blow Tiki X
Pass Lyn X
Luck +20 Celica X
Mag +10 Leo X X
Live To Serve Lianna X X
Aegis Xander X X
Pavise Frederick X X
Sol Cordelia X

Mandatory Skills

Astra (Ryoma), Luna (Chrom), Trample (Camilla)

  • As with Rowan, Lianna uses these skills greatly.
  • Her Luna also reduces foes' Def/Res by roughly 45% at maximum Luck.

Vanguard Skills

Armored Blow (Tiki), Pass (Lyn), Luck +20 (Celica), Mag +10 (Leo), Live to Serve (Lianna), Aegis (Xander), Pavise (Frederick)

  • At maximum Luck, Aegis and Pavise reduce damage taken vs the relevant weapons by 33%.
  • With Luck +20, Luna's Def/Res reduction is increased to roughly 50%, and Aegis/Pavise's damage reduction is increased to roughly 40%.
  • Take Mag +10 over Str +10. Otherwise, these skills were covered sufficiently in Rowan's section.

Support Skills

Live to Serve (Lianna), Mag +10 (Leo), Aegis (Xander), Pavise (Frederick), Sol (Cordelia).

  • These skills were covered sufficiently in above sections.

Final Notes

In conclusion, Rowan and Lianna are solid all around units. Since they are allowed in most character-restricted maps, they effectively run a monopoly on the Beastslayer skill. There is really no reason to run it on anyone else considering their availability. In my opinion, Lianna has a slight edge over Rowan, being one of the few sword units to make good use of Topsy-Turvy. As I said earlier though, they are basically the same, so unless you need a magic sword user for whatever reason either one will do the trick. Be sure to run a different slayer on each of them to further differentiate the two.

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Chapter 2 — Lissa

Hello and welcome to another FE Warriors character guide. This time, I’ll be covering everyone’s favorite nun with an axe, Lissa.

Stats at Level 130 Promoted

Stat Value
HP 867
Str 87
Mag 129
Skl 99
Spe 96
Lck 121
Def 51
Res 149

Right off the bat we can see that Lissa, despite her insistence to the contrary, is incredibly delicate. 51 defense at level 130 is bad, no two ways about it. However, she sports impressive Mag, meaning that with Topsy-Turvy, she will melt many of the low-resistance physical attackers that are otherwise strong against her. Similarly, she has a gigantic Resistance stat, allowing her to win slugfests with magical enemies even if she is using Topsy-Turvy. Aside from her luck, the rest of her stats are pretty middling.

Staff

Always

Unique Weapon

None

Unique Skill

Str +10: increases Strength by 10.

Pair Up Bonuses as Support

Mag/Res/Luck (+5 if A/A+, otherwise +3)

Moveset

C1: Lissa raises her axe above her head and gets pumped for battle. This combo does no damage on its own, but it boosts her Str, Mag, Def, and Res by 20% for about 30 seconds. Make sure you have this active when fighting tougher enemies. The buff is not affected by Strong I.

C2: Lissa does an upwards slash at close range, launching enemies hit. This is your run-of-the-mill launcher. Use it to set up juggles on neutral or bad matchups to break white stun gauges. It’s relatively unnecessary for yellow gauges.

C3: Lissa spins in a circle a few times, grabbing the first enemy hit. When the attack ends, she falls over for a few seconds. You can cancel this by dodging or pair swapping just at the right time, but that’s a lot of effort for a relatively mediocre combo.

C4: Lissa slashes with her axe and throws it a short distance in front of her. After a brief delay, the axe explodes with lightning, damaging nearby enemies and exposing stun gauges on any enemy that doesn’t have WTA over her. This is a pretty good combo, with decent area clear and utility. Use it to clear small areas of enemies or to set up a juggle.

C5: Lissa slams her axe into the ground, using the forward momentum to spin like a wheel, grabbing the first enemy hit and carrying them with her for the duration of the attack. This is in the running for one of the most fun moves in the entire game if only for the sheer absurdity of it. However, it’s also incredibly useful as it utterly devours officers and stun gauges.

C6: Lissa throws her axe like a boomerang around her, catches it, spins a few times, and slams it into the ground, causing an immense lightning explosion around her. This is a fantastic area clearer that basically combines her C3 and C4, clearing both her immediate surroundings and a large area in front.

Weapon Skills

  • Strong V
  • Strong VI
  • Rainstorm
  • Topsy-Turvy
  • Choose One: Pair Up+, Warrior+, Critical+
  • Choose One: Strong IV, Awaken Gift

Strong V and VI are her most versatile combos, devouring officers and crowds alike. Her regular combo is pretty powerful on its own, and Rainstorm boosts it further. Topsy-Turvy allows her to take advantage of her massive Mag stat. After that, choose your favorite of Pair Up+, Crit+, or Warrior+. Personally, I recommend Pair Up+ for her. Given her physical frailty, she will often be reliant on dual guards to not take too much damage, so you might as well boost her damage at the same time. For your final slot, choose between Strong IV or Awaken Gift. C4 doesn’t have the same crowd clearing potential as C6, but it does expose stun gauges. Awaken Gift can be handy in a pinch.

As an aside, given that Lissa has by far the highest resistance of any pre-DLC axe user, you could choose to opt out of using Topsy-Turvy and go full mage-hunter. Camilla’s magic is solid enough to pull off a Topsy-Turvy set in that case. I personally recommend against doing that, given that she can brute force her way through mages even with a magical weapon. However, if you don’t like playing as Lissa, she can function very well with a physical weapon as an AI, quickly hunting down mages and otherwise supporting allies with heals or as a pair up partner.

Boost Skills

Skill Hero PC AI
Astra Ryoma X X
Luna Chrom X X
Trample Camilla X X
Armored Blow Tiki X
Pass Lyn X
Aegis Xander X
Pavise Frederick X
Defense +10 Hinoka X X
Live To Serve Lianna X X
Mag + 10 Leo X X
Luck +20 Celica X X
Awakening Lucina X
Str +10 Lissa X
Solidarity Robin X
Dracoshield Corrin X

Mandatory Skills

  • Astra (Ryoma)
  • Luna (Chrom)
  • Trample (Camilla)

These skills need no introduction, being the three most reliable damage boosting skills in the game. They are good on everyone all the time. At maximum Luck, Luna will reduce foes' Def/Res by 45%.

Vanguard Skills

Armored Blow (Tiki), Pass (Lyn), Aegis (Xander), Pavise (Frederick), Defense +10 (Hinoka), Live to Serve (Lianna), Mag +10 (Leo), Luck +20 (Celica), Awakening (Lucina)

  • Armored Blow is pretty much a must for any player controlled unit, but the AI doesn’t really care much about it. Beyond that, it’s up to you.
  • Pass allows uninterrupted approaches on anyone, particularly mages, who Lissa will be fighting a lot of.
  • At maximum Luck, Aegis and Pavise reduce damage taken vs the relevant weapons by 33%.
  • With Luck +20, Luna's Def/Res reduction is increased to roughly 50%, and Aegis/Pavise's damage reduction is increased to roughly 40%.
  • Def +10 is a consistent booster that reduces the damage she takes fairly significantly.
  • Live to Serve is a nifty choice to stay topped off while supporting allies.
  • Mag +10 is a general damage booster.
  • Awakening is more of a niche choice, but consider this especially if you decide to roll with Awaken Gift.
  • A player controlled Lissa might want a friend with Dracoshield as a support partner in order to shore up her poor defense.

Support Skills

Live to Serve (Lianna), Luck +20 (Celica) Mag +10 (Leo), Str +10 (Lissa), Defense +10 (Hinoka), Solidarity (Robin), Dracoshield (Corrin)

  • Live to Serve is a fair bit more valuable on an AI controlled unit, since they will definitely take damage doing whatever they are doing and not demand that another healer gets sent over to wherever they are. Alternatively, you can run Sol to sustain while battling across the field.
  • Choose Mag +10 if using Topsy-Turvy, and Str +10 if you are going for a mage hunter physical set. Def +10 is an option to boost up her poor Defense to a more serviceable level.
  • Solidarity and Dracoshield are worth running if you plan on having Lissa as a pair up buddy. This does limit her ability to heal, so be wary.

Final Notes

That brings us to the end of the character guide for Lissa. She is personally one of my favorite characters to use, and I hope she is one of yours too!

Back To Top ↑

Chapter 3 — Chrom & Lucina

Hi everyone! Today’s guide will be on the father/daughter dream team, Chrom and Lucina.

Basic info

Chrom

Stats at Level 130 Promoted

Stat Value
HP 902
Str 121
Mag 25
Skl 132
Spe 132
Lck 103
Def 120
Res 89

Chrom has got a really nice, well balanced stat spread. He doesn’t have many wasted points in Magic, which means both his regular attacks and warrior specials/crits are rather potent without having to sacrifice much bulk. His Luck and Resistance are his lowest relevant stats, but even they are solid. There’s not much else to say really — he’s strong and durable.

Staff

Never

Unique Weapon

Falchion: Dracoslayer in 7th slot, True Power in 8th

Unique Skill

Luna: has a chance to lower an enemy’s Def/Res on hit. Reduction increases with Luck (3 points of Luck for 1% increase).

Pair Up Bonuses as Support

Str/Skill/Speed (+5 if A/A+, otherwise +3)

Lucina

Stats at Level 130 Promoted

Stat Value
HP 850
Str 113
Mag 28
Skl 126
Spe 141
Lck 134
Def 92
Res 87

Of all the characters who share movesets in this game, Chrom and Lucina are by far the most similar. Lucina’s stat spread is not that different from Chrom’s. Unfortunately, it’s not as good. What she does have is much higher luck and slightly more speed and magic, in exchange for… a little of everything else. This Luck lead she has over him is quite significant though, giving her Luna roughly 57% Def/Res reduction on hit compared to his roughly 48%. This means that her damage is actually higher than his so long as Luna is proccing.

Staff

Never

Unique Weapon

Parallel Falchion: Dracoslayer in 7th slot, True Power in 8th

Unique Skill

Awakening: Increases damage while in Awakening mode.

Pair Up Bonuses as Support

Str/Skill/Speed (+5 if A/A+, otherwise +3)

Moveset

Note that C1 charges by holding X.

C1: Charged: The unit lunges forward, dealing a small amount of damage and breaking through guards. Fully charged: The unit lunges forward, unleashing a horizontal energy wave that does moderate damage to enemies it passes through over a long distance. Full disclosure: I am not a fan of charging C1s. The drawbacks of standing still for even a few seconds to charge far outweigh the benefits in my eyes. To this combo’s credit, it is their longest range attack by far, but that isn’t enough to make it worth using in my eyes.

C2: The unit quickly swpies upwards with their sword while moving forward. This is your launcher. It’s somewhat spammable, but unfortunately enemies in this game break out of juggles rather quickly unless a stun gauge is up.

C3: The unit spins and then slashes, doing damage to nearby enemies in a horizontal arc. This is an ok crowd clearer but is somewhat lacking in range.

C4: The unit jumps in the air and spins downward, causing moderately sized lightning explosion that knocks back and reveals the stun gauge of any unit that doesn’t have WTA over them. This is a solid area clearer with the typical C4 utility.

C5: The unit slashes quickly three times, and a fourth time in a large arc. This is your stun gauge smasher for enemies that can’t be juggled, like mounted units and armors.

C6: The unit throws their sword into the air and jumps after it, carrying up any nearby enemies, and then dives down causing a huge lightning explosion. This is quite easily their best combo, offering both crowd clearing and yellow stun gauge smashing if the enemy can be launched.

Weapon Builds

Chrom

  • Strong V
  • Strong VI
  • Rainstorm
  • Choose one: Plateslayer, Wingslayer, Mountslayer
  • Choose one: Warrior+, Critical+, Pair Up+
  • Choose one: Antitriangle, Strong II, Strong IV, Awaken Gift

Strong V and VI are your two main combos, and Rainstorm is Rainstorm. Since Chrom has access to True Power, you can choose a slayer skill. Wingslayer has a bit of redundancy with Dracoslayer, but covers a poor matchup. Personally, I would go with Plateslayer or Mountslayer and leave the Wingslaying to a sword unit that doesn’t have a Falchion. Chrom has fairly high Skill, so Warrior+ and Critical+ are good options, and Pair Up+ is always good. None of these stand out as the best for him, so choose your favorite/whatever you have on hand. For your last slot, you have a bit of a choice. The easiest way to differentiate Chrom and Lucina is to give one of them Antitriangle, so I strongly recommend giving it to one of them. Personally, I gave it to Chrom, and I will detail why when I get to Lucina. Your other options are the spammable Strong II, Strong IV for the stun gauge exposer, and Awaken Gift if you’re into that kind of thing.

Lucina

  • Strong V
  • Strong VI
  • Rainstorm
  • Choose one: Plateslayer, Wingslayer, Mountslayer
  • Choose one: Warrior+, Critical+, Pair Up+
  • Choose one: Antitriangle, Awaken Gift, Strong II, Strong IV

She’s basically the same as Chrom, so it stands to reason that her weapon build is going to be the same too. For your slayer, choose one that you didn’t give to Chrom. Lucina’s Skill is ever so slightly worse than Chrom’s, so Pair Up+ is an ever so slightly better option for Lucina, but she still has a lot of Skill so any of these will do (I run Crit+ on mine, personally). For your last slot, if you don’t want to run Strong II or IV, Awaken Gift is a rather appealing option. Lucina’s Speed is the third highest of any sword unit, meaning her Awakening mode lasts the third longest of any sword unit. Ryoma, however, really has no room for Awaken Gift as he can and should run two slayers, and while Lyn can run a similar build, she has to pay extra for the Awakening boost skill. If you want, you can turn Lucina into a pseudo Tiki, using her high speed and Awaken Gift to stay in Awakening mode for as long as possible.

Boost Skills

Chrom

Skill Hero PC AI
Astra Ryoma X X
Luna Chrom X X
Trample Camilla X X
Armored Blow Tiki X
Pass Lyn X
Str +10 Lissa X X
Luck +20 Celica X
Awakening Lucina X
Aegis Xander X X
Pavise Frederick X X
Potent Potion Rowan X X
Solidarity Robin X
Dracoshield Corrin X
Sol Cordelia X

Mandatory Skills

Astra (Ryoma), Luna (Chrom), Trample (Camilla)

  • These skills need no introduction, being the three most reliable damage boosting skills in the game. They are good on everyone all the time.
  • At maximum Luck, Luna will reduce foes' Def/Res by roughly 41%.

Vanguard Skills

Armored Blow (Tiki), Pass (Lyn), Str +10 (Lissa), Luck + 20 (Celica), Awakening (Lucina), Aegis (Xander), Pavise (Frederick), Potent Potion (Rowan)

  • Armored Blow is a wonderful skill on pretty much any player-controlled unit.
  • Pass is nifty and can help approach tricky targets like archers and mages.
  • Str +10 is a flat damage booster.
  • At maximum Luck, Aegis and Pavise will reduce damage taken by the relevant weapons by roughly 28%.
  • Luck +20 will increase his Luna Def/Res reduction to roughly 46%, and Aegis/Pavise damage reduction to 35%.
  • Awakening is an ok option for any player controlled unit.
  • Potent Potion is an option for History maps where you might want a backup healer.

Support Skills

Str +10 (Lissa), Aegis (Xander), Pavise (Frederick), Solidarity (Robin), Dracoshield (Corrin), Potent Potion (Rowan), Sol (Cordelia)

  • Str + 10, Aegis, Pavise, and Potent Potion were covered sufficiently in the above section.
  • Solidarity and Dracoshield are worth running if you plan on having Chrom as a pair up buddy.
  • Sol can allow Chrom to put his high Luck to use while battling officers in the field, taking the heat off of your healers a bit.

Lucina

Skill Hero PC AI
Astra Ryoma X X
Luna Chrom X X
Trample Camilla X X
Armored Blow Tiki X
Pass Lyn X
Str +10 Lissa X X
Luck +20 Celica X
Awakening Lucina X
Aegis Xander X X
Pavise Frederick X X
Potent Potion Rowan X X
Solidarity Robin X
Dracoshield Corrin X
Sol Cordelia X

Mandatory Skills

Astra (Ryoma), Luna (Chrom), Trample (Camilla)

  • These skills need no introduction, being the three most reliable damage boosting skills in the game. They are good on everyone all the time.
  • At maximum Luck, her Luna will reduce foes' Def/Res by roughly 48%.

Vanguard Skills

Armored Blow (Tiki), Pass (Lyn), Str +10 (Lissa), Luck + 20 (Celica), Awakening (Lucina), Aegis (Xander), Pavise (Frederick), Potent Potion (Rowan)

  • Armored Blow, Pass, Str +10, and Potent Potion were covered sufficiently in Chrom's section
  • At max Luck, Aegis and Pavise reduce damage taken vs the relevant weapons by roughly 37%.
  • Luck +20 increases Luna's Def/Res reduction to roughly 53%, and Aegis/Pavise's damage reduction to roughly 43%.
  • Awakening and Speed +10 are for the Pseudo-Tiki set. If you decide to run Awaken Gift on Lucina, definitely run Awakening. Speed +10 is kinda mediocre, only adding 1 second to her Awakening duration. It is important to note that when in Awakening mode, you have the effects of Armored Blow and Pass regardless of if you have those skills equipped, so you do not need them if you are going for the Awakening build.

Support Skills

Str +10 (Lissa), Solidarity (Robin), Dracoshield (Corrin), Potent Potion (Rowan), Aegis (Xander), Pavise (Frederick), Sol (Cordelia)

  • See Chrom’s section for further details on when to use these skills.

Final Notes

That about does it for this guide! Chrom and Lucina are the brawlers of the sword units, being able to take hits and dish them back out. Given their solid stat spreads and reliable moveset, they’re a solid pick for any team, only truly lacking in ranged options. A couple final notes: be sure to run Antitriangle on one of these two, as it is not only the best way to differentiate them, but it also gives you more weapon triangle control on the whole. Bear in mind as well that Lucina does not have to run the Pseudo-Tiki build either, and indeed running a more standard set will probably deliver more consistent results. However, it seems to be the direction the devs wanted players to take her, and it can help her to carve out a niche of her own on your roster.

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Chapter 4 — Frederick

Hi everyone! Today’s guide will be on the drift king of Ylisse, Frederick.

Basic info

Stats at Level 130 Promoted

Stat Value
HP 999
Str 121
Mag 7
Skl 112
Spe 83
Lck 51
Def 147
Res 47

Frederick is bulky as hell- at least on the physical side. 999 HP and 147 Defense is nothing to sneeze at. His offense is equally powerful, with high Strength and Skill. The rest of his stats are mediocre to bad. His resistance is practically nonexistent, his Luck is pitiful, and his speed is rather mediocre. The two big takeaways from this are: Frederick cannot be trusted to fight mages without getting shredded and Luck-based skill procs (most notably, Luna) are less effective.

Staff

Never

Unique Weapon

None

Unique Skill

Pavise: Reduces damage from axes, lances, and swords. Increases with Luck.

Weaknesseses

Plateslayer, Mountslayer

Pair Up Bonuses as Support

Str/Def/Skill (+5 if A/A+, otherwise +3)

Moveset

Y1 (Dashing): Frederick's horse spins a great distance forward before he uppercuts with his axe. This is a pretty nice option for when you want to close a gap and start a combo.

C1 (Standard): Frederick touches his axe to the ground, grinding it as he charges forward. This attack grabs the first non-mounted officer hit and drags them along with Frederick, doing a small amount of damage. This attack is fun to use but kinda ineffective, given that the damage is so low and his C5 and C6 do the same sort of thing.

C1 (Dashing): Frederick charges forward and swings his axe three times, grabbing an enemy and dealing a small amount of damage. I think this is better than his standard C1, but still not as good as his other grapples.

C2: Frederick swipes his axe upward, launching enemies hit. Launcher. Use it to start juggles, like every other launcher. I find that Frederick excels in breaking gauges in other ways though, so this combo will probably not see much use.

C3: Frederick touches his axe on the ground and pivots around it. After completing the circle, he charges a short distance forward, damaging all enemies hit. This is a great short range crowd clearer. It’s very spammable and clears a decently sized area.

C4: Frederick shoots a fast moving tornado a short distance forward, doing damage and revealing the stun gauge of any unit that doesn’t have WTA over him. This is also a decent crowd clearer and Frederick’s best ranged option.

C5: Frederick charges forward grinds his axe along the ground 3 times, grabbing the first non-mounted officer hit. This is probably the most brutal attack in the entire game aside from maybe Camilla’s C6. Suiting its brutality, it is absolutely fantastic at breaking stun gauges, even devastating white ones.

C6: Frederick’s horse drifts forward as he swings his axe wildly, grabbing the first officer hit and damaging all enemies he passes by. People talk about Xander’s horse being crazy, but I feel like Frederick’s deserves recognition for this insane drifting. This move is like C3 and C5 combined. It’s slightly less effective at both crowd control and stun gauge breaking, but it does both things very well.

Weapon Build

  • Strong III
  • Strong V
  • Strong VI
  • Rainstorm
  • Choose one: Warrior+, Critical+, Pair Up+
  • Choose one: Strong IV, Antitriangle, Awaken Gift

C3, C5, and C6 are your main combos, and Rainstorm is Rainstorm. Frederick makes great use of all three of these 5k skills, with Pair Up+ perhaps having the best synergy with his role as a mounted unit. For your final slot, Frederick is the best pre-DLC axe candidate for Antitriangle. He doesn’t have a legendary weapon, so he doesn’t need slayers, and his max Magic is literally 5 so no Topsy-Turvy either. If Antitriangle isn’t your cup of tea, you can run Strong IV or Awaken Gift instead- though please be aware that Frederick’s relatively low speed means that his Awakening will not last as long as other characters.

Boost Skills

Skill Hero PC AI
Astra Ryoma X X
Luna Chrom X X
Trample Camilla X X
Armored Blow Tiki X
Pass Lyn X
Str +10 Lissa X X
Potent Potion Rowan X X
Awakening Lucina X
Luck +20 Celica X
Solidarity Robin X X
Dracoshield Corrin X X
Resistance +10 Elise X X

Mandatory Skills

Astra (Ryoma), Trample (Camilla), Luna (Chrom)

  • While Frederick’s low Luck does hamper his ability to use Luna, offering only roughly 31% Def/Res reduction at maximum Luck, it’s still strong enough to run all the time, though perhaps at a lower priority as you gather the materials to build him. Astra and Trample are as powerful as usual.

Vanguard Skills

Armored Blow (Tiki), Pass (Lyn), Str +10 (Lissa), Potent Potion (Rowan), Awakening (Lucina), Luck +20 (Celica), Solidarity (Robin), Dracoshield (Corrin), Resistance +10 (Elise)

  • Frederick is our first unit that has a larger than average hitbox. As a general rule, the larger the hitbox, the more benefit the character gets from running Armored Blow, and to a lesser degree, Pass. Frederick’s most powerful combos have somewhat long animations and you really don’t want to get knocked over mid-combo (or ever, his recovery is super slow).
  • Str +10 boosts your damage.
  • Potent Potion allows Frederick to support his allies. His high movement, being a mounted unit, is all the more reason to use this.
  • Awakening can be nice, but as noted above, his speed is low-ish.
  • Luck +20 boosts his Luna Def/Res reduction to a roughly 36%.
  • Normally, I keep Solidarity and Dracoshield to AI controlled units. However, as a mounted unit, Frederick will often be ferrying lower mov units around the map, so he can get some mileage out of these skills even as a blue-square unit.
  • While Resistance +10 will not outright fix Frederick's issues with mages, it will soften the blow quite a bit. His Luck is too low to run Aegis and Pavise effectively.

Support Skills

Str+ 10 (Lissa), Potent Potion (Rowan), Solidarity (Robin), Dracoshield (Corrin), Resistance +10 (Elise)

  • These skills were covered in sufficient detail in the above section.

Final Notes

There was no better place to include this, but when using Frederick, be aware that his attacks have a lot of forward momentum. Positioning is key. With that said, Frederick annihilates officers and crowds alike, and as long as you keep him away from those nasty mages, he will shred pretty much every opponent he comes across.

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Chapter 5 — Cordelia, Hinoka & Caeda

Hi everyone! Today’s guide will be on the trio of Pegasus Knights, Cordelia, Hinoka, and Caeda.

Basic Info

Cordelia

Stats at Level 130 Promoted

Stat Value
HP 818
Str 89
Mag 89
Skl 134
Spe 120
Lck 92
Def 98
Res 161

Of the three Pegasus Knights, what makes Cordelia stand out is her Magic. She is equally viable as both a physical and magical unit, but using Topsy-Turvy is the easiest way to carve out a niche for her. Her heals, by extension, are the most potent of the three. As for the rest of her statline, it’s fairly well-balanced, with her skill being the high point and her Luck on the lower side. She sports massive Resistance as well, though this is a trait shared by her sisters-in-arms.

Staff

After promotion

Unique Weapon

None

Unique Skill

Sol: May recover HP by defeating strong enemies. Increases with Luck.

Weaknesses

Wingslayer

Pair Up Bonuses as Support

Res/Skill/Speed (+5 if A/A+, otherwise +3)

Hinoka

Stats at Level 130 Promoted

Stat Value
HP 865
Str 98
Mag 51
Skl 101
Spe 123
Lck 110
Def 103
Res 153

Despite having the lowest Resistance of the three, Hinoka’s claim to fame is her bulk, being overall the highest of the three Pegasi. She also has he highest Strength of the three. This makes her the best all-around brawler of the three and the best suited to handle physical threats.

Staff

After promotion

Unique Weapon

Hinoka’s Spear: No 7th slot, True Power in 8th slot

Unique Skill

Def +10: Increases Defense stat by 10.

Weaknesses

Wingslayer

Pair Up Bonuses as Support

Res/Skill/Speed (+5 if A/A+, otherwise +3)

Caeda

Stats at Level 130 Promoted

Stat Value
HP 844
Str 87
Mag 51
Skl 102
Spe 155
Lck 146
Def 84
Res 168

Caeda is the most "traditional" Pegasus Knight in the game, with absurdly high Speed, Luck, and Resistance, but with low Strength and Defense. Thankfully, given her high Speed, she can carve out a niche for herself with an Awakening focused build. Her high Luck lets hher use Luna to amazing effect as well.

Staff

After promotion

Unique Weapon

None

Unique Skill

Speed +10: increases Speed stat by 10.

Weaknesses

Wingslayer

Pair Up Bonuses as Support

Res/Skill/Speed (+5 if A/A+, otherwise +3)

Moveset

Y1 (Dashing): The unit quickly swoops forward. This attack replaces regular Y1 and is quite good as a gapcloser.

C1 (Standard): After charging the meter by attacking, the unit carries nearby foes into the air, where she can stay until the meter depletes. While in the air, her regular combo is replaced by a three hit combo, and her strong attack is replaced by a dive bomb the can end the effect early. This might be a bit of a controversial opinion, but while this combo definitely has its uses, other combos juggle just as easily without awkwardly stopping to fly into the air.

C1 (Dashing): The unit flies forward and dive bombs nearby enemies. It’s a solid hit-and-run crowd clearer. You can also spam this rather easily, which looks a bit silly but is fairly effective.

C2: The unit Pegasus does a backflip, launching enemies in front. It’s a launcher, which is neat, bt since the Pegasi have so many other juggling options it’s not really needed.

C3: The unit spins in place, damaging nearby enemies. A nice, simple, short-range crowd clearer. It gets the job done without having too much forward momentum.

C4: The unit throws three javelins of light, with the third doing more damage than the first two. Each javelin exposes the stun gauge on enemies without WTA over the unit. The unit can rotate in place while tossing the javelins. This combo is pretty nice, allowing you to clear wide areas while exposing officer stun gauges. Each javelin knocks launcahble opponents up, which can then lead into a juggle to break the stun gauge that she just exposed.

C5: The unit charges forward, stabbing enemies in front with her spear, and then does a wide slash in front. This is an incredible stun gauge breaker- there isn’t much in the game that won’t get their gauge broken by a C4->C5 combo. The area clear is a bit lacking though, so don’t bother using it to clear crowds.

C6: The unit quickly dashes in a triangle formation, gathering up enemies in front. She then flies back and spins her lance, and charges into the triangle, doing damage to enemies in a large area. While spinning her lance, the unit is invulnerable. This is a pretty great crowd clearer, and also doubles as a stun gauge breaker.

Weapon Builds

Cordelia

  • Strong IV
  • Strong V
  • Choose one: Strong I, Strong III, Strong VI
  • Rainstorm
  • Topsy-Turvy
  • Choose one: Pair Up+, Critical+, Warrior+

C4 and C5 are the best Pegasus Knight combos IMO. Beyond that, you can choose your favorite crowd clearer between C1, C3, and C6. Topsy-Turvy is Cordelia’s main niche, so definitely run that. Pair Up+ is far and away the best 5k skill for a Pegasus, since they often will be ferrying allies around the map, but given her high Skill the other 2 deserve mention.

Hinoka

  • Strong IV
  • Strong V
  • Rainstorm
  • Choose one: Antitriangle, Plateslayer, Dracoslayer, Mountslayer, Wingslayer
  • Choose one: Antitriangle, Plateslayer, Dracoslayer, Mountslayer, Wingslayer
  • Pair Up+

Hinoka has 6 weapon slot syndrome. Strong IV, V, and Rainstorm are pretty necessary. Pair Up+ is also too good to pass up on. Having a legendary weapon, she really wants to run two slayers, but given her statline she also wants to duke it out with axe wielders with Antitriangle. The choice you make is ultimately up to you. Personally, I went with two slayers- you can easily take Dracoslayer and Plateslayer for effective damage against certain axe using enemies.

Caeda

  • Strong IV
  • Strong V
  • Rainstorm
  • Choose one: Pair Up+, Critical+
  • Awaken Gift
  • Choose one: Strong I, Strong III, Strong VI, Antitriangle

We’re going full Awakening with Caeda. As such, you can consider Crit+ over Pair Up+ as she will have yellow gauges most of the time, though Pair Up+ is a much more consistent booster. Awaken Gift is necessary for this build, extending her already high Awakening uptime. For your last slot, choose your favorite crowd clearer, or take Antitriangle if you opted for double slayers on Hinoka.

Boost Skills

Cordelia

Skill Hero PC AI
Astra Ryoma X X
Luna Chrom X X
Trample Camilla X X
Armored Blow Tiki X
Pass Lyn X
Mag +10 Leo X X
Dracoshield Corrin X X
Solidarity Robin X X
Pavise Frederick X X
Aegis Xander X X
Live To Serve Lianna X X
Luck +20 Celica X X
Sol Cordelia X

Mandatory Skills

Astra (Ryoma), Luna (Chrom), Trample (Camilla)

  • The big three DPS boosters.
  • At maximum Luck, Luna's def/res reduction is 39%.

Vanguard Skills

Armored Blow (Tiki), Pass (Lyn), Mag +10 (Leo), Dracoshield (Corrin), Solidarity (Robin), Pavise (Frederick), Aegis (Xander), Live to Serve (Lianna), Luck +20 (Celica)

  • Armored Blow and Pass are very valuable on units with large hitboxes, and Cordelia is no exception.
  • At maximum Luck, Aegis and Pavise will reduce damage by roughly 25%.
  • Luck +20 increases Luna's Def/Res reduction to 44%, and Aegis/Pavise's damage reduction by 32%.
  • Mag +10 is a flat damage boost that helps patch her so-so offense.
  • Even as a player controlled unit, Cordelia will often be supporting an ally, so Solidarity and Dracoshield are great options.
  • Live to Serve gives Cordelia a little bit of self-sustain.

Support Skills

Solidarity (Robin), Dracoshield (Corrin), Mag +10 (Leo), Luck +20 (Celica), Live to Serve (Lianna), Sol (Cordelia), Aegis (Xander), Pavise (Frederick)

  • Sol can be run over Live to Serve if you want. It’s less consistent but way cheaper specifically on Cordelia.
  • All other skills were covered sufficiently above.

Hinoka

Skill Hero PC AI
Astra Ryoma X X
Luna Chrom X X
Trample Camilla X X
Armored Blow Tiki X
Pass Lyn X
Str +10 Lissa X X
Dracoshield Corrin X X
Solidarity Robin X X
Pavise Frederick X X
Aegis Xander X X
Live To Serve Lianna X X
Luck +20 Celica X X

Mandatory Skills

Astra (Ryoma), Luna (Chrom), Trample (Camilla)

  • The big three DPS boosters.
  • At maximum Luck, Luna's def/res reduction is roughly 43%.

Vanguard Skills

Armored Blow (Tiki), Pass (Lyn), Str +10 (Lissa), Dracoshield (Corrin), Solidarity (Robin), Pavise (Frederick), Aegis (Xander), Live to Serve (Lianna), Luck +20 (Celica)

  • Str +10 over Mag +10 for obvious reasons, otherwise see the above.
  • At max Luck, Aegis/Pavise will reduce damage taken by roughly 30%.
  • Luck +20 increases Luna's Def/Res reduction to roughly 48%, and Aegis/Pavise's damage reduction to 37%.

Support Skills

Solidarity (Robin), Dracoshield (Corrin), Str +10 (Lissa), Luck +20 (Celica), Live to Serve (Lianna), Aegis (Xander), Pavise (Frederick)

  • See Cordelia.

Caeda

Skill Hero PC AI
Astra Ryoma X X
Luna Chrom X X
Trample Camilla X X
Awakening Lucina X
Armored Blow Tiki X
Str +10 Lissa X X
Dracoshield Corrin X X
Solidarity Robin X X
Pavise Frederick X
Aegis Xander X
Live To Serve Lianna X X
Luck +20 Celica X X

Mandatory Skills

Astra (Ryoma), Luna (Chrom), Trample (Camilla)

  • The big three DPS boosters.
  • At max Luck, Luna's def/res reduction is 50%.

Vanguard Skills

Awakening (Lucina), Armored Blow (Tiki), Str +10 (Lissa), Dracoshield (Corrin), Solidarity (Robin), Pavise (Frederick), Aegis (Xander), Live to Serve (Lianna), Luck +20 (Celica)

  • Awakening is super helpful for an Awakening build, boosting the damage dealt. Speed +10 adds only a second to her Awakening duration, so it's not worth the slot.
  • Aegis and Pavise will reduce damage taken by 40% at maximum Luck.
  • Luck +20 increases Luna's def/res reduction to roughly 55%, and Aegis/Pavise's damage reduction to roughly 47%.
  • Note that while Awakening mode is active, the unit innately has Armored Blow and Pass regardless of if they are equipped. You might want Armored Blow anyway, but it’s significantly less necessary for an Awakening build.
  • All other skills covered sufficiently in above sections.

Support Skills

Solidarity (Robin), Dracoshield (Corrin), Str +10 (Lissa), Luck +20 (Celica), Live to Serve (Lianna)

  • I included these for consistency’s sake, but Caeda should never really be a green square unit. Her unique strengths are only usable with player control. If you want an AI controlled Pegasus Knight, go with one of the other two.

Conclusion

Being the only Pre-DLC lancers, they are invaluable assets to any team. Despite their large hitboxes, they are surprisingly lightweight and fast, and make up for their generally low damage by being the juggling queens of FE Warriors. Their ability to dart in and out of fights is unrivaled, and they are excellent team supporters offering both heals and high speed transport. Just don’t fight archers with them.

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Chapter 6 — Robin

Hi everyone! Today’s guide will be on the scale-tipping tactician, Robin.

Basic Info

Stats at Level 130 Promoted

Stat Value
HP 796
Str 98
Mag 152
Skl 127
Spe 83
Lck 64
Def 57
Res 163

Robin has a bit of an interesting statline. Their Luck, Defense, and Speed are pretty pitiful, but their Resistance, Magic, and Skill are fantastic. Their Strength is also pretty decent, making them the only viable Topsy-Turvy mage. His high Skill works incredibly well with his C1 as well, but more on that later.

Staff

Never

Unique Weapon

None

Unique Skill

Solidarity: Increases Vanguard’s damage when paired up as a Support unit

Pair Up Bonuses as Support

Mag/Res/Luck (+5 if A/A+, otherwise +3)

Moveset

C1 (Uncharged-49% charge): Robin conjures a small amount of purple energy around them, dealing a very, very small amount of damage. This attack is literally useless.

C1 (50%-99%): Robin shoots a ball of energy forward, damaging and exposing the stun gauge of every enemy hit. This move is decent enough if you can’t get a max charge for whatever reason (like 1v1ing an officer with no trash around). However, you really want to fully charge C1 if at all possible.

C1 (100%): Robin conjures a large pillar of light and fires an energy wave through it which then travels over a long distance. This attack exposes a yellow stun gauge on all enemies hit. This combo is one of the best C1s in the entire game. It charges very fast due to all of Robin’s attacks being AoE. It is an exceptional crowd clearer. And, most importantly, it gives Robin the ability to destroy any officer that they come across.

C2: Robin calls down fire in a small area which then explodes, launching enemies hit. It’s an ok launcher, but I’ve never really found it necessary.

C3: Robin calls in some wind around them, and fires a wide arc of wind forward a moderate distance. This combo doesn’t do a whole lot of damage, but it is pretty great at clearing trash to charge your C1.

C4: Robin conjures a ball of lightning in front of them, and after a few seconds shoots a thin bolt of lightning forward. This combo is… ok. It’s a little too narrow to be a better crowd clearer than C3, and the damage isn’t quite high enough to do a lot to officers, like C5 and C6. It’s not a bad combo by any means, but it struggles to stand out compared to their other combos.

C5: Robin conjures a dome of dark energy that bounces enemies around inside it, and then explodes. This is the best officer killer in Robin’s kit, as their basic string before this launches enemies, allowing C5 to continue the juggle.

C6: Robin calls down rays of light in the surrounding area before finishing with a giant light ray in front of them. This is a great combo for when you can’t choose between clearing crowds or killing officers- just use C6 and do both. High damage in a high area, can’t ask for a whole lot more than that.

Weapon Build

  • Strong I
  • Strong V
  • Strong VI
  • Rainstorm
  • Choose one: Pair Up+, Critical+
  • Choose one: Topsy-Turvy, Awaken Gift, Strong III, Strong IV

You’re pretty much just loading up on Strong skills. I, V, and VI are your strongest, and of course Rainstorm is there too. Robin makes a great Pair Up buddy, but they’re also a crit machine, so take whichever you prefer. Robin is the best option for a Topsy-Turvy tome (which I think will only be reinforced by the DLC). However, their Magic is significantly higher than their Strength, so if you want to stick with a magic based build take whichever you like more between Strong III and IV. Awaken Gift is also an option since Robin cannot build the gauge naturally.

Boost Skills

Skill Hero PC AI
Astra Ryoma X X
Luna Chrom X X
Trample Camilla X X
Armored Blow Tiki X
Pass Lyn X
Mag +10 Leo X X
Str + 10 Lissa X X
Skill +10 Takumi X
Solidarity Robin X X
Dracoshield Corrin X X
Luck +20 Celica X X
Def +10 Hinoka X X
Potent Potion Rowan X X

Mandatory Skills

Astra (Ryoma), Trample (Camilla), Luna (Chrom)

  • Everyone benefits from taking Astra, but Robin benefits more than most, as their basic string is rather slow.
  • At maximum Luck, Robin gets 33% Def/Res reduction on hit from Luna. Not too substantial, but easily boosted by Luck +20.

Vanguard Skills

Armored Blow (Tiki), Pass (Lyn), Mag +10 (Leo), Str +10 (Lissa), Skill +10 (Takumi), Solidarity (Robin), Dracoshield (Corrin), Luck +20 (Celica), Def +10 (Hinoka), Potent Potion (Rowan)

  • Armored Blow is a great skill on any player controlled unit, and Pass is alright too.
  • Luck +20 helps Robin use Luna better, increasing the Def/Res reduction to 48% on hit.
  • Mag +10 and Str +10 are the flat damage boosters of choice- choose whichever matches your weapon.
  • Skill +10 is a solid choice if you opted for Crit+
  • Def +10 is the best way to shore up their poor Defense.
  • If you plan on having Robin in a pair up, consider Solidarity or Dracoshield. They make a great partner as their dual strike exposes a while stun gauge on every enemy type.
  • Potent Potion lets them support their team with backup heals.

Support Skills

Luck +20 (Celica), Solidarity (Robin), Dracoshield (Corrin), Potent Potion (Rowan), Mag +10 (Leo), Str +10 (Lissa), Def +10 (Hinoka)

  • Since they won’t be controlled at all, Solidarity, Dracoshield, and Potent Potion are a higher priority here.
  • Luck +20 is still incredibly helpful to boost the Luna damage.
  • If you plan on having Robin mostly attack enemies in the field, Str/Mag +10 and Def +10 are worth taking. They’re relatively pointless in the back of a pair up, though.

Conclusion

In my opinion, Robin is one of the most powerful characters in the game once they get their hands on Astra. All they truly lack is a mount, and their Defense and Luck are admittedly shaky. Their matchups are neutral at worst, and whether as a Vanguard, Support, or AI unit they do pretty much everything you need them to do. I seriously cannot overstate how powerful their fully charged C1 is, especially with how quickly it charges. Give Robin a flying buddy to help them get around and they do work.

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Chapter 7 — Sakura, Takumi & Anna

Hi everyone! Today’s guide is on the trio of archers: Sakura, Takumi, and Anna.

Basic Info

Sakura

Stats at Level 130 Promoted

Stat Value
HP 745
Str 78
Mag 141
Skl 89
Spe 118
Lck 124
Def 57
Res 163

She’s overall very much what you would expect from a Cleric, Strength aside. Her Magic, Luck, Speed, and Resistance are her definite standout stats. Her Strength and Skill are middling (thankfully, she doesn’t need Strength), and her HP and Defense are rather poor. Still, she has the highest flat offense of any of the archers, which is definitely neat. Her niche is similar to that of Lissa: Mage tank with Topsy-Turvy.

Staff

Always

Unique Weapon

Spellbane Yumi: Wingslayer in 7th slot, True Power in 8th

Unique Skill

HP +50: increases HP by 50.

Pair Up Bonuses as Support

Mag/Res/Skill (+5 with A/A+, otherwise +3)

Takumi

Stats at Level 130 Promoted

Stat Value
HP 871
Str 124
Mag 4
Skl 183
Spe 146
Lck 134
Def 57
Res 66

My goodness, that Skill. If you couldn’t tell just by looking at it, Takumi has by far the highest Skill in the game, making his crits and warrior specials extremely potent. In general, he is a character of extremes: his Skill, Strength, Luck, and Speed are all very high, but his Defense and Resistance are poor, and his Magic is the lowest in the game at 4. Despite having a lower flat attacking stat than his sister, Takumi is by far the most offense-oriented archer.

Staff

Never what a shock, lol 4 mag

Unique Weapon

Fujin Yumi: Wingslayer in 7th slot, True Power in 8th

Unique Skill

Skill +10: Increases Skill by 10.

Pair Up Bonuses as Support

Str/Skill/Speed (+5 with A/A+, otherwise +3)

Anna

Stats at Level 130 Promoted

Stat Value
HP 781
Str 99
Mag 85
Skl 102
Spe 126
Lck 153
Def 88
Res 96

Anna has a deceptively good stat spread. It's pretty average across the board, with her only standout stats being her Luck and Speed. Thankfully, with Luna, her Luck can shore up her so-so offenses by a lot. While her Resistance is poor compared to Sakura’s, she is overall the bulkiest of the archers. She also has the option of running Topsy-Turvy, but Sakura does it so much better that it’s not really worth it.

Staff

Never I triple checked this because I couldn’t believe it either

Unique Weapon

None

Unique Skill

Payday: Receive more gold. Increases with Luck.

Pair Up Bonuses as Support

Skill/Speed/Luck (+5 with A/A+, otherwise +3)

Unique Trait

Can open chests without a key.

Moveset

Note that the archer C1 charges by holding the X button.

C1 (0-2.9 seconds charged): The unit quickly shoots three arrows in a straight line, which do low damage. Pressing X repeatedly allows the unit to rapid-fire the arrows. This is a pretty hilarious move, especially with Astra. It’s not really optimal given its low damage, but as each hit stuns on hit, you can easily cheese officers with this move.

C1 (3-5.9 seconds charged): The unit fires a green orb in a straight line, exposing a white stun gauge on all foes hit. This move… man, if only the charge time weren’t so long. Three seconds isn’t too bad, I guess, but you don’t want to be standing still that long around officers, especially when all you get is a white stun gauge.

C1 (6 seconds charged): The unit fires a large energy blast in an ‘X’ formation, dealing moderate damage and exposing a yellow stun gauge on all enemies hit. This might be a controversial opinion, but I don’t like this attack at all. Yellow stun gauges are a wonderful thing to have free access to on any unit… but not at the cost of standing still for 6 seconds. That’s 6 seconds of standing still, praying you don’t get hit (and if you don’t have Armored Blow, the charge will be cancelled if you do get hit), not doing any DPS whatsoever. Astra doesn’t speed up the charge time, either. For context, with Astra, the archer regular combo comes out in about 5 seconds. The entire regular combo comes out faster than this one move.

C2: The unit uppercuts nearby enemies with their bow and slashes sideways. A pretty good launcher that combos very well with their naturally juggle-heavy regular string.

C3: The unit fires into the sky, calling down an arrow rain that does damage to all nearby enemies for about 3 seconds. This move is actually pretty decent. It can rack up some fairly significant damage on officers with good positioning.

C4: The unit jumps into the air and fires an arrow at the ground, unleashing a tornado that travels a long distance in front. This is a pretty neat long-range crowd clearer that also does moderate damage to officers in the path.

C5: The unit fires an orb of energy directly in front of them, which then rapid-fires arrows in three directions (forward and diagonally left and right). This combo absolutely decimates crowds and officer stun gauges. This is also your best option for increasing your warrior gauge quickly.

C6: The unit slices the area around them with wind, which then explodes outwards, damaging enemies in a moderate area around the unit. Compared to other C6s in the game, this one is a bit… underwhelming, in my opinion. Still, it does do a lot of damage to officers, so it has that going for it.

Weapon Builds

Sakura

  • Strong V
  • Choose one: Strong III, Strong VI
  • Rainstorm
  • Topsy-Turvy
  • Choose one: Mountslayer, Dracoslayer, Plateslayer
  • Choose one: Pair Up+, Warrior+, Crit+

C5 is, in my opinion, the best archer combo. It’s your choice between the two officer killers: Strong III and Strong VI. Rainstorm is a given. Topsy-Turvy is also a given, allowing her to use her vastly superior Magic stat as her main source of offense. Since she has a legendary weapon, you also get your choice of a slayer skill. None of these are a standout favorite, so choose whichever suits your needs best. As usual, you can choose between Crit+, Pair Up+, and Warrior+. I think Pair Up is the best, personally, but all 3 are solid.

Takumi

  • Choose one: Strong III or Awaken Gift
  • Strong V
  • Choose one: Strong VI or Awaken Gift
  • Rainstorm
  • Choose one: Mountslayer, Dracoslayer, Plateslayer
  • Choose one: Pair Up+, Warrior+, Crit+

Hey, look! No need to choose between Strong III and Strong VI if you don’t want to. The perks of having 3 magic, eh? However, if you’re soured by archers not building Awakening naturally, you can always take Awaken Gift. For your slayer skill, again choose whichever suits your needs, but be sure not to take the same as Sakura. I personally think Plateslayer is the best on him, as those units have high Defense, but all 3 are worth consideration. Pair Up+ is once again is the most consistent option, but Takumi’s crits and warrior specials are absolutely massive, so no shame in choosing either of those.

Anna

  • Strong III
  • Strong V
  • Strong VI
  • Rainstorm
  • Pair Up+
  • Choose one: Awaken Gift, Strong IV, Topsy-Turvy

Since Anna doesn’t have a legendary bow, feel free to run both Strong III and Strong VI. Pair Up+ helps a ton with her damage, and is preferred over the other 5K skills. For your last slot, I recommend Awaken Gift for the reasons I mentioned in Takumi section. You could also take Strong IV, or Topsy-Turvy if you hate Sakura and refuse to use her (how could you though?!?).

Boost Skills

Sakura

Skill Hero PC AI
Astra Ryoma X X
Luna Chrom X X
Trample Camilla X X
Armored Blow Tiki X
Pass Lyn X
Luck +20 Celica X X
Mag +10 Leo X X
Def +10 Hinoka X X
Solidarity Robin X X
Dracoshield Corrin X X
Live To Serve Lianna X X
Aegis Xander X
Pavise Frederick X

Mandatory Skills

Astra (Ryoma), Luna (Chrom), Trample (Camilla)

  • The main damage boosters.
  • At maximum Luck, Sakura’s Luna will reduce an enemy’s def/res by roughly 46%.

Vanguard Skills

Armored Blow (Tiki), Pass (Lyn), Luck +20 (Celica), Mag +10 (Leo), Def +10 (Hinoka), Solidarity (Robin), Dracoshield (Corrin), Live to Serve (Lianna), Aegis (Xander), Pavise (Frederick)

  • Armored Blow is pretty much a must have if you want to use her C1. Pass is ok too.
  • Aegis and Pavise will reduce damage taken by the relevant weapons by 34%.
  • With Luck +20, her Luna will reduce foes’ Def/Res by roughly 51%, and Aegis/Pavise's damage reduction is increased to roughly 41%.
  • Mag +10 can help increase her flat damage, while Def +10 can shore up her poor defense.
  • Solidarity and Dracoshield are decent options if you plan on pair swapping often.
  • Live to Serve gives her some sustain to work with.

Support Skills

Luck +20 (Celica), Mag +10 (Leo), Def +10 (Hinoka), Solidarity (Robin), Dracoshield (Corrin), Live to Serve (Lianna)

  • Dracoshield, Solidarity, and Live to Serve are more valuable on an AI controlled unit. Otherwise, see the above section.

Takumi

Skill Hero PC AI
Astra Ryoma X X
Luna Chrom X X
Trample Camilla X X
Armored Blow Tiki X
Pass Lyn X
Luck +20 Celica X X
Str + 10 Lissa X X
Def +10 Hinoka X X
Res +10 Elise X X
Skill +10 Takumi X
Solidarity Robin X X
Dracoshield Corrin X X
Potent Potion Rowan X X

Mandatory Skills

Astra (Ryoma), Luna (Chrom), Trample (Camilla)

  • The main damage boosters.
  • At maximum Luck, Takumi’s Luna will reduce an enemy’s def/res by roughly 48%.

Vanguard Skills

Armored Blow (Tiki), Pass (Lyn), Luck +20 (Celica), Str +10 (Lissa), Def +10 (Hinoka), Res +10 (Elise), Skill +10 (Takumi), Solidarity (Robin), Dracoshield (Corrin), Potent Potion (Rowan)

  • Armored Blow, Pass, Solidarity, and Dracoshield were covered sufficiently above.
  • With Luck +20, his Luna will reduce foes’ Def/Res by roughly 53%.
  • Str +10 boosts his flat damage, while Skill +10 should be run if you opted for Critical+.
  • Def and Res +10 are both good options to shore up his poor defenses. Aegis and Pavise are also usable, but somewhat less efficient than the flat bonuses.
  • Potent Potion allows him to support allies with heals.

Support Skills

Luck +20 (Celica), Str +10 (Lissa), Def +10 (Hinoka), Res +10 (Elise), Solidarity (Robin), Dracoshield (Corrin), Potent Potion (Rowan)

  • Potent Potion, Solidarity, and Dracoshield are more valuable on an AI controlled unit. Otherwise, see above.

Anna

Skill Hero PC AI
Astra Ryoma X X
Luna Chrom X X
Trample Camilla X X
Armored Blow Tiki X
Pass Lyn X
Luck +20 Celica X X
Str + 10 Lissa X X
Solidarity Robin X X
Dracoshield Corrin X X
Potent Potion Rowan X X
Aegis Xander X
Pavise Frederick X

Mandatory Skills

Astra (Ryoma), Luna (Chrom), Trample (Camilla)

  • The main damage boosters.
  • At maximum Luck, Anna’s Luna will reduce an enemy’s Def/Res by roughly 52%.

Vanguard Skills

Armored Blow (Tiki), Pass (Lyn), Luck +20 (Celica), Str +10 (Lissa), Solidarity (Robin), Dracoshield (Corrin), Potent Potion (Rowan), Aegis (Xander), Pavise (Frederick)

  • Armored Blow, Pass, Str +10, Solidarity, Dracoshield, and Potent Potion we covered sufficiently in above sections.
  • At max Luck, Aegis and Pavise's damage reduction against the relevant weapons is 42%
  • With Luck +20, her Luna will reduce foes’ Def/Res by roughly 57%, and Aegis/Pavise's damage reduction is increased to roughly 49%.

Support Skills

Luck +20 (Celica), Str +10 (Lissa), Solidarity (Robin), Dracoshield (Corrin), Potent Potion (Rowan)

  • Potent Potion, Solidarity, and Dracoshield are more valuable on an AI controlled unit. Otherwise, see above.

Conclusion

The archers are pretty solid picks. I think they are all roughly equal. If I were to call one the best, I think Anna has the most potential. After running calculations, I think Anna is potentially better than either of the royal archers with a full Luck build, having insanely high damage while also sporting impressive bulk with Aegis and Pavise. However, Sakura's Luck is also very high and she has great Magic, allowing her to take on foes she cannot. For Takumi's part, his massive Skill maxes his warrior specials and crits the most potent in the entire game. They make good pair up partners (especially Anna for the spicy +5 Luck), and when it comes to AoE, they are unrivaled. They are also excellent jugglers, and indeed rely on juggling to dish out damage. The only thing they really sorely lack is a reliable way to open up stun gauges without having to stand still for a minimum of 3 seconds. Still, when you need to round out a team comp or assassinate some fliers, consider using an archer.

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Chapter 8 — Elise & Leo

Hi everyone! Today’s guide is on the youngest Nohrian royal siblings: Elise and Leo.

Basic info

Elise

Stats at Level 130 Promoted

Stat Value
HP 770
Str 13
Mag 144
Skl 67
Spe 127
Lck 136
Def 53
Res 184

Elise is probably the best representation of a cleric in FE Warriors. Her Magic, Luck, Speed, and especially Resistance are all outstanding. However, her HP, Defense, Skill, and especially Strength are rather poor. Despite her relative frailty (except against magic wielders), her offensive capabilities are incredibly high.

Staff

Always

Unique Weapon

Moonlight: no 7th slot, True Power in 8th slot

Unique Skill

Res +10: increases Resistance stat by 10.

Pair Up Bonuses as Support

Mag/Res/Speed (+5 with A/A+, otherwise +3)

Leo

Stats at Level 130 Promoted

Stat Value
HP 926
Str 73
Mag 134
Skl 89
Spe 92
Lck 92
Def 61
Res 171

Compared to his sister, Leo has a bit less raw offense, significantly less Luck, and a much higher HP pool. He is overall the bulkiest tome user (61 defense is still kinda bad though), but outside of Magic and Resistance his stat spread is overall a bit mediocre. He doesn’t manage to stand out in any significant way when compared to Elise or Robin aside from being the “safest” pick in terms of overall damage taken.

Staff

Never

Unique Weapon

Brynhildr: no 7th slot, True Power in 8th slot

Unique Skill

Mag +10: Increases Magic stat by 10.

Pair Up Bonuses as Support

Mag/Res/Speed (+5 with A/A+, otherwise +3)

Moveset

Note that C1 charges by damaging enemies with basic and strong combos.

Y1 (Dash): The unit jumps forward, spinning a ball of energy around themselves. This is a nice gapcloser that can also be used to clear a small area while going from place to place.

C1 (0-49% charged): Standard: The unit conjures a small energy ball in front of them that does damage to nearby enemies in front. Dashing: The energy ball lasts a longer time. It’s certainly not as bad as Robin’s uncharged C1, but still by far the worst skill in their kit.

C1 (50-99% charged): Standard: The unit conjures a large energy ball that draws in foes before exploding, revealing a white stun gauge on all enemies hit. Dashing: The unit dives forward before doing the same attack. Like with Robin, this skill can be useful when there’s just no trash around to charge on, but generally you want to fully charges.

C1: (100% charged): Standard: The unit conjures a large energy ball that draws in foes before exploding into a flurry of tiny energy balls. All enemies hit have a yellow stun gauge revealed. Dashing: The unit dives forward before doing the same attack. Now, while this isn’t quite as good as Robin’s 100% C1, it’s still absolutely fantastic. The ability to expose a yellow stun gauge pretty much whenever you want is superb, and they charge it just as fast as Robin, if not faster.

C2: The unit conjures a tornado that launches enemies in front. This is actually pretty essential to breaking white gauges as their C5 is inconsistent when it comes to juggling.

C3: The unit conjures a field of spikes beneath them, which then spins, dealing damage to nearby enemies. This is a pretty mediocre crowd clearer, if I’m being blunt. Their regular string, C4, and C6 are much better at that.

C4: The unit conjures a huge fireball and shoots it at the ground a short distance away from them, which deals damage over a large area. This combo is wonderful at clearing crowds so long as they are in front of the unit.

C5: The unit conjures a ring of horizontal lasers in front of them that slowly shrinks towards the center. When the lasers converge, they explode, dealing damage in a small area around them. The unit can rotate while the lasers are firing to aim them. I have some mixed feelings about this combo. It does a high amount of damage to the units it hits, but when it comes to juggling officers, it too often drops the juggle before breaking the gauge. C5s typically do that very well, so it’s a bit disappointing in that regard.

C6: The unit conjures a large dome of lightning that damages all enemies inside. After a few seconds, it explodes, damaging enemies in a large area (including a moderate distance outside the dome). This is a fantastic damage dealer and crowd clearer- just what you’d expect from a C6. It’s basically a C3 that is much larger and is usable against officers.

Weapon Builds

Elise

  • Choose one: Strong I, Strong V
  • Strong VI
  • Rainstorm
  • Choose one: Mountslayer, Dracoslayer, Wingslayer
  • Choose one: Mountslayer, Dracoslayer, Wingslayer
  • Choose one: Pair Up+, Critical+

Six weapon slot syndrome strikes again. Choose your favorite between Strong I and V. I considered listing IV as well, but ultimately that move is for clearing trash, so a damage boost isn’t strictly necessary. C6 is her highest damage and most versatile combo. Her basic attack string is pretty great, so Rainstorm is a must. For the slayers, choose whichever two please you. Wingslayer is the best choice, and the other two are roughly equal. I excluded Plateslayer this time since mages are naturally Strong vs Armors. For your 5k slot, it’s your choice between Pair Up+ and Crit+. Despite Elise’s low skill, her C6 means she will be critting a lot, so the boost will be nice to have. I think Pair Up+ is the better option though.

Leo

  • Choose one: Strong I, Strong V
  • Strong VI
  • Rainstorm
  • Choose one: Mountslayer, Dracoslayer, Wingslayer
  • Choose one: Mountslayer, Dracoslayer, Wingslayer
  • Choose one: Pair Up+, Critical+

Literally the exact same thing as Elise, for the exact same reasons. His Skill is higher, so he makes better use of Crit+ than her. Also, since their choices for slayer skills are generally limited by their class, it’s ok to overlap a bit for these two.

Boost skills

Elise

Skill Hero PC AI
Astra Ryoma X X
Luna Chrom X X
Trample Camilla X X
Armored Blow Tiki X
Pass Lyn X
Luck +20 Celica X X
Mag +10 Leo X X
Def +10 Hinoka X X
Skill +10 Takumi X
Live To Serve Lianna X X
Solidarity Robin X X
Dracoshield Corrin X X

Mandatory Skills

Astra (Ryoma), Luna (Chrom), Trample (Camilla)

  • Just like with Robin, the mounted mage moveset is slooooooow. Astra increases their viablility quite a bit.
  • At maximum Luck, Elise’s Luna reduces foes’ Def/Res by roughly 48%.

Vanguard Skills

Armored Blow (Tiki), Pass (Lyn), Luck +20 (Celica), Mag +10 (Leo), Def +10 (Hinoka), Skill +10 (Takumi), Live to Serve (Lianna), Solidarity (Robin), Dracoshield (Corrin)

  • Armored Blow is really necessary on a player controlled Elise, because you really don’t want your C1 getting interrupted. Pass is pretty nifty too.
  • With Luck +20, Elise’s Luna reduces foes’ Def/Res by 53%
  • Mag +10 boosts her flat damage, Def +10 can help patch her terrible Defense, and Skill +10 can bolster her crits, as she will be doing that a lot.
  • Live to Serve gives her a sustain option if you feel you need one.
  • As she is a mounted unit, she will often be ferrying foot units from place to place. For that reason, Solidarity and Dracoshield are quite helpful.

Support Skills

Luck +20 (Celica), Mag +10 (Leo), Def +10 (Hinoka), Live to Serve (Lianna), Solidarity (Robin), Dracoshield (Corrin)

  • Run the stat boosters if she is going to be fighting lots of enemies.
  • Run the Pair Up skills if she’s going to be a stat backpack/dual guarder.
  • Live to Serve is a good skill to have for any AI Elise.

Leo

Skill Hero PC AI
Astra Ryoma X X
Luna Chrom X X
Trample Camilla X X
Armored Blow Tiki X
Pass Lyn X
Luck +20 Celica X X
Mag +10 Leo X X
Def +10 Hinoka X X
Skill +10 Takumi X
Potent Potion Rowan X X
Solidarity Robin X X
Dracoshield Corrin X X
Live To Serve Lianna X

Mandatory Skills

Astra (Ryoma), Luna (Chrom), Trample (Camilla)

  • Just like with Robin, the mounted mage moveset is slooooooow. Astra increases their viablility quite a bit.
  • At maximum Luck, Leo’s Luna reduces foes’ Def/Res by roughly 39%.

Vanguard Skills

Armored Blow (Tiki), Pass (Lyn), Luck +20 (Celica), Mag +10 (Leo), Def +10 (Hinoka), Skill +10 (Takumi), Potent Potion (Rowan), Solidarity (Robin), Dracoshield (Corrin)

  • Pass, Mag +10, Def +10, Solidarity, and Dracoshield were covered sufficiently in Elise’s section.
  • Reminder that Armored Blow is really important for the mounted mages.
  • With Luck +20, his Luna will reduce foes’ Def/Res by 44%.
  • His Skill is better than Elise’s, so he uses it even better than she does- every little point counts.
  • Potent Potion lets him backup heal.

Support Skills

Luck +20 (Celica), Mag +10 (Leo), Def +10 (Hinoka), Live to Serve (Lianna), Solidarity (Robin), Dracoshield (Corrin)

  • Run the stat boosters if he is going to be fighting lots of enemies.
  • Run the Pair Up skills if he’s going to be a stat backpack/dual guarder.
  • Potent Potion lets him heal his buddies.

Conclusion

Elise and Leo are amazing characters. They combine the amazing mage moveset with the utility of having a mount. In my opinion, if you only want to invest in one, invest in Elise. Her offensive capabilities are just way higher than his. Even with Luck +20 and a +Luck A support, his Luna (and by proxy, his non-crit damage) does not match Elise’s, even if she doesn’t have Luck boosts. The roughly 20 points of Skill he has over her mean a lot less than the almost 40 Luck she has over him. His only true benefit is his bulk, but with 50 Defense he’s still going to get clapped by physical attackers. However, although I just bagged on Leo a bit, he is still a great character that is more than viable if you like him more than Elise (like I do).

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Chapter 9 — Camilla

Hi everyone! Today’s guide is on the eldest royal sister of Nohr, and our only pre-DLC wyvern rider: Camilla.

Basic Info

Stats at Level 130 Promoted

Stat Value
HP 847
Str 192
Mag 99
Skl 108
Spe 116
Lck 68
Def 120
Res 54

Poor Luck aside, Camilla is an offensive powerhouse, sporting great Strength with surprisingly high magic. Her Skill is pretty high as well, along with her Speed (although Speed is a relatively bad stat). She’s decently physically bulky as well, being by far the best flying physical tank, though her Res is rather poor.

Staff

Never

Unique Weapon

Camilla’s Axe: no 7th slot, True Power in 8th slot

Unique Skill

Trample: Increases damage dealt to foot soldiers by 10%.

Pair up bonus as support: Str/Def/Skill (+5 if A/A+, otherwise +3)

Moveset

Note that Camilla’s standard C1 charges by attacking enemies. Her dashing C1 is unaffected by the charge meter.

Y1 (Dash): Camilla’s wyvern lands on the ground and slides forward, dealing a small amount of damage to enemies. This is a much better way to initiate a fight than stopping for a standard Y1.

C1 (Standard, 0-49% charge): Camilla swipes horizontally with her axe. Pretty useless ‘combo.’

C1 (Standard, 50-99% charge): Camilla swings her axe downward twice, with the first hit grabbing the first enemy hit. This is… not as good as the 100%, but an ok way to separate an officer from a crowd.

C1 (Standard, 100% charge): Camilla quickly swings her axe and then slams it into the ground three times, with the third hit causing a small explosion. The first hit can grab. This is like a watered down version of her C6, however, it comes out much faster and is a good way to get some cheap damage on an officer.

C1 (Dash): Camilla’s wyvern does a backflip and slams into the ground. Just like the Pegasus dashing C1, this is a great hit-and-run crowd clearer, and I’m fairly sure this hits a larger area than the Pegasus one. It’s also spammable, which is rather neat. You can basically spam this for most of a given map and that would be a successful strategy.

C2: Camilla’s wyvern does a backflip, launching nearby enemies. Camilla doesn’t have too many juggle starters (Y4 is her other main one), so this is quite a valuable attack, having good synergy with C6 in particular.

C3: Camilla’s wyvern spins forward twice, and Camilla follows up with two slashes that form an ‘X’ shape. A pretty nice crowd clearer that has a fair bit of forward momentum.

C4: Camilla spins her axe above her head to conjure a massive fireball, which she then flings forward, damaging enemies in a large area. This combo will reveal the stun gauge of any foe that doesn’t have WTA over her. This is my personal favorite crowd clearer, as it hits a massive area and has the added utility of exposing weak points. The downside is that it takes a long time to charge up, so it is best used with Armored Blow from relative safety.

C5: Camilla slashes horizontally twice before tossing her axe in the air, carrying up enemies hit. She then follows them up and uses her wyvern to launch a fireball at the airborne enemies. This combo absolutely shreds stun gauges, as the axe toss hits multiple times on their way up into the air. Note that the fireball toss on this combo is not an effective crowd clearer.

C6: Camilla swipes upward with her axe, grabbing an airborne enemy if there is one. She then repeatedly slams her axe into the ground, with the final slam causing a fiery explosion that damages nearby enemies. This combo is utterly brutal. Note that she can potentially grab trash with this, and I’m fairly certain that her victim must be airborne for the grapple to go through. Even if you don’t grab an enemy, this still does a large amount of damage to nearby officers, so it’s a good combo to use to beat the life out of a tough opponent.

Weapon Build

  • Choose one: Strong I, Strong III, Strong IV
  • Choose one: Strong I, Strong VI
  • Rainstorm
  • Dracoslayer
  • Mountslayer
  • Choose one: Pair Up+, Critical+, Warrior+

Camilla has so many good combos that it’s really hard to choose which to boost. Choose your favorite crowd clearer: C1, C3 or C4. Bear in mind that C1 (dash) hits an absolutely obscene area around her wyvern. I personally prefer C4. Then, choose your favorite officer killer: C1 or C6. I prefer C6. I excluded Strong V since its only real use is to break stun gauges. Rainstorm is ever-present. Dracoslayer and Mountslayer are her best options, as Wingslayer and Plateslayer include matchups that are already in her favor. I feel that Pair Up+ is her best 5k option, being a flier, but Critical+ and Warrior+ are decent enough to warrant mention. I’d like to give a quick mention to Topsy-Turvy, which you can run if you really want to. However, she really wants the skills I already listed, and Lissa is a better user of it anyway.

Boost Skills

Skill Hero PC AI
Astra Ryoma X X
Luna Chrom X X
Trample Camilla X X
Armored Blow Tiki X
Pass Lyn X
Luck +20 Celica X X
Str + 10 Lissa X X
Res +10 Elise X X
Skill +10 Takumi X
Awakening Lucina X
Potent Potion Rowan X X
Solidarity Robin X X
Dracoshield Corrin X X

Mandatory Skills

Astra (Ryoma), Luna (Chrom), Trample (Camilla)

  • You might be thinking: ‘wow, aside from her crummy Luck and Res, Camilla seems so good! Does she have any Weaknesseses?’ And the answer is: yes, she does. Her moveset is so slow without Astra that it feels clunky to use. She is like an entirely different character with Astra. This is the absolute highest priority for her.
  • On a happier note, she has the unique distinction of being able to get Trample for the low price of 3 Camilla's Belts.
  • At maximum Luck, Camilla’s Luna will reduce foes’ Def/Res by roughly 34%.

Vanguard Skills

Armored Blow (Tiki), Pass (Lyn), Luck +20 (Celica), Str +10 (Lissa), Res +10 (Elise), Skill +10 (Takumi), Awakening (Lucina), Potent Potion (Rowan), Solidarity (Robin), Dracoshield (Corrin)

  • This is her other major weakness: her hitbox. It’s gigantic. Armored Blow is actually a higher priority for a player-controlled Camilla than Trample in my opinion. Pass is also very, very useful on her.
  • Luck +20 is a great skill, boosting the Def/Res reduction on Luna to 39%.
  • Str +10 is a flat damage boost, Res +10 can shore up a weakness, and Skill +10 is a good choice if you opt for Crit+.
  • Speed is a not-so-useful stat, but she has a lot of it, which means she can use Awakening to decent effect.
  • Potent Potion is always nice, allowing her to support her team.
  • Solidarity and Dracoshield are very nice to have, especially on a flier, who will be pair-swapping often.

Support Skills

Luck +20 (Celica), Str +10 (Lissa), Res +10 (Elise), Potent Potion (Rowan), Solidarity (Robin), Dracoshield (Corrin)

  • These skills were covered sufficiently above.

Conclusion

Camilla is an incredibly unique and powerful unit, being the only axe flier in the game. Stat-wise, she is effectively a flying tank, if that tank had really bad Luck and died in 4 hits to an archer. Her moveset is incredible — with Astra — and she has an answer to any situation that arises. She crushes crowds, brutalizes officers, and supports her team by flying them wherever they need to go. She’s a great pick for nearly any map, so long as there aren’t too many archers or Falchion users.

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Chapter 10 — Ryoma

Hi everyone! Today’s guide is on the High Prince of Hoshido, and the most popular man in Aytolis: Ryoma.

Stats at Level 130 Promoted

Stat Value
HP 920
Str 127
Mag 11
Skl 125
Spe 153
Lck 127
Def 96
Res 83

Ryoma has a really great stat spread, plain and simple. With over 100 points in all 3 of his relevant offensive stats (Strength, Skill, and Luck), a respectable health pool, and middle-of-the-pack bulk, there’s no significant area where you can really say Ryoma is weak. I suppose the only downside is that none of his stats are truly excellent aside from Speed (which is kind of a useless stat anyway), but that’s a small price to pay for a stat spread this good overall.

Staff

Never

Unique Weapon

Raijinto: no 7th slot, True Power in 8th

Unique Skill

Astra: increases speed of regular and strong attacks.

Pair Up Bonuses as Support

Str/Skl/Spe (+5 if A/A+, otherwise +3)

Moveset

C1: Ryoma kicks and stabs foes directly in front. This combo breaks guards. This is a useful tool to have when up against an officer that just won’t stop guarding.

C2: Ryoma stabs foes directly in front and slashes upwards, launching them. This launcher is disgustingly brutal, but aside from that, it’s your typical launcher.

C3: Ryoma conjures a ring of lightning around himself, damaging enemies in the surrounding area. This is a nice short range crowd clearer that comes out relatively quickly. I personally don’t use it a lot, but it’s nice if you just want to hit a small area between objectives.

C4: Ryoma slices the ground with his sword, sending out a large diagonal energy wave that travels over a long distance. All enemies struck by the wave will have their stun gauge revealed if they do not have WTA over Ryoma. This is perhaps one of the simplest looking combos in the game, but it is obscenely effective. It comes out very quickly, travels over a long distance, has a gigantic hitbox, and exposes officer gauges. You can easily just run around the map spamming C4 against literally every enemy and that would be a more than effective strategy.

C5: Ryoma slashes enemies in front in rapid succession, with the final slash dealing more damage over a larger area. This is your standard C5 stun gauge breaker, and it does that job very well.

C6: Ryoma leaps into the air and slashes in rapid succession toward the ground, each slash firing an energy wave. Ryoma can rotate freely in the air while he does this. At the end of the barrage, he slams his sword on the ground in whatever direction he is currently facing, sending lightning forward along the ground over a long distance. This is a pretty fantastic crowd clearer if you want to clear a wide area rather than a long one. Being able to rotate freely means you can even hit enemies behind you too.

Weapon Skills

  • Strong IV
  • Choose one: Strong V, Strong VI
  • Rainstorm
  • Choose one: Plateslayer, Wingslayer, Mountslayer, Antitriangle
  • Choose one: Plateslayer, Wingslayer, Mountslayer, Antitriangle
  • Choose one: Pair Up+, Warrior+, Crit+

Pretty standard stuff here. C4 is easily Ryoma’s best combo, but beyond that choose whichever you prefer between Strong V and Strong VI. I personally run Strong V since C4 can’t break stun gauges as well as C5, but it can crowd clear on the level of C6 (although in terms of raw damage vs officers, C6 has the advantage). Beyond that, choose two of those three slayer skills. I listed them in order of what I think is best, but they’re all good choices. You could also run one slayer and Antitriangle if you so desire, but other swords can do that without giving up a Slayer slot so I don’t personally choose to do that. For your 5k skill, it’s the usual suspects. Pair Up is the best one, but Crit and Warrior are good choices too if you have them on hand.

Boost Skills

Skill Hero PC AI
Astra Ryoma X X
Luna Chrom X X
Trample Camilla X X
Armored Blow Tiki X
Luck +20 Celica X X
Str + 10 Lissa X X
Skill +10 Takumi X X
Aegis Xander X X
Pavise Frederick X X
Awakening Lucina X
Potent Potion Rowan X X
Solidarity Robin X X
Dracoshield Corrin X X

Mandatory Skills

Astra (Ryoma), Luna (Chrom), Trample (Camilla)

  • Ryoma won the skill lottery, getting the best one in the game for cheap.
  • At max Luck, Ryoma’s Luna will reduce foes’ Def/Res by roughly 46%.

Vanguard Skills

Armored Blow (Tiki), Luck +20 (Celica), Str +10 (Lissa), Skill +10 (Takumi), Aegis (Xander), Pavise (Frederick), Awakening (Lucina), Potent Potion (Rowan), Solidarity (Robin), Dracoshield (Corrin)

  • If you’re short on Armored Blows for whatever reason and don’t want to use it, Ryoma is an alright character to skip it on. Though he does prefer having it over not, the huge range on C4 gives him safe approach options on most enemies. This also flat out eliminates the need for Pass.
  • At maximum Luck, Aegis and Pavise will reduce damage taken vs the relevant weapons by 35%.
  • With Luck +20, his Luna’s Def/Res reduction increases to roughly 51%, and his Aegis/Pavise damage reduction increases to roughly 42%.
  • Str +10 boosts his flat damage, and Skill +10 is there as always to go with Crit+.
  • Given his high speed, he can use Awakening if you so desire.
  • Potent Potion is a good support option.
  • Solidarity and Dracoshield can be useful if you plan on frequently Pair-Swapping.

Support Skills

Luck +20 (Celica), Str +10 (Lissa), Skill +10 (Takumi), Aegis (Xander), Pavise (Frederick) , Potent Potion (Rowan), Solidarity (Robin), Dracoshield (Corrin)

  • Solidarity and Dracoshield are wonderful skills if he is going to be in a pair up all the time. Otherwise, see above.

Conclusion

Ryoma is pretty easily one of the best characters in the game. His moveset is the perfect blend of speed and power, with tools to handle nearly every situation. He has a statline a lot of units would kill for. He even has cheap access to the literal best skill in the game. He is absolutely a force to be reckoned with and a worthwhile investment (if only to give Astra to everyone else).

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Chapter 11 — Xander

Hi everyone! Today’s guide is on the Crown Prince of Nohr and world-record holder for highest jumping cavalier, Xander.

Basic Info

Stats at Level 130 Promoted

Stat Value
HP 999
Str 113
Mag 19
Skl 112
Spe 94
Lck 137
Def 106
Res 67

Xander’s got a pretty nice stat spread. His offensive stats are not best in class, but they are quite solid, the standout being his 137 Luck. He’s also very bulky — his Resistance, while low, is still high enough to use Aegis (but only just, and only when maxed out). He’s got somewhat poor speed as well but this is not nearly as much of a weakness as it is in Conquest.

Staff

Never

Unique Weapon

Seigfried: no 7th slot, True Power in 8th

Unique Skill

Aegis: Reduces damage taken from Bows, Tomes, and Stones. Increases with Luck (% reduction= Lck/3)

Pair Up Bonuses as Support

Def/Skl/Spe (+5 if A/A+, otherwise +3)

Weaknesses

Mountslayer

Moveset

Y1 (Dash): Xander jumps forward while spinning; damaging all enemies he passes by. This is a great way to enter a fray mid-dash, but be mindful of the forward momentum.

C1: Xander slashes in an ‘X’ formation. This combo does not end a dash, and starts one if he was not dashing already. This is a fantastic C1, up there with the likes of the mages and Camilla. You can literally run around in circles mashing X and that would be enough to eventually break down most enemies. You can, as long as the stun gauge is exposed, run an officer/hero into a corner and keep them there until the gauge breaks. He also never needs to stop dashing to clear trash between objectives. The main downside is that the damage is rather poor, meaning using this combo vs officers will often lead to slowly grinding them down.

C2: Xander jumps while slashing upwards, carrying nearby enemies into the air with him. While airborne, he can use ‘Y’ to slash in front of him on the way down, or ‘X’ to come crashing down onto the ground. I tend not to like launchers that go airborne since it’s rather difficult to chain them into a juggle, but Xander’s airtime is rather short, so you can juggle out of this with some effort.

C3: Xander rushes forward and slashes, damaging enemies in an arc in front of him. I think the horse’s run animation looks really silly in the combo, but otherwise it’s an ok crowd clearer. C1 is better most of the time though.

C4: Xander slashes quickly in front of him before firing a thin beam of dark energy forward from his sword. He can rotate slightly while doing this. After the beam expires, he fires a vertical energy wave forward. Enemies struck by this attack will have their stun gauges exposed so long as they do not have WTA over Xander. Aside from exposing gauges, I don’t think this combo is too good. The area it hits is too narrow, the damage is pitiful, and the animation is quite slow. It always will have the utility of exposing stun gauges though, so that’s something.

C5: Xander jumps forward to the left, then forward to the right, and then back to the center, slashing enemies in the area in front of him. The final slash renders him airborne; where he has the same options as in C2. The forward momentum on this combo is immense. If you choose to combo out of the air, you need to be very quick about it, as the timing is very tricky. On the ground, this is an alright stun gauge breaker, though since he leaps from side to side he has a tendency to drop the combo- and if you do it in the corner, he’s almost guaranteed to drop it. Still, it does some good damage and covers a large area.

C6: Xander leaps into the air and dives down, causing a massive explosion in the area where he lands. Straightforward, cool, and effective. The animation isn’t too long, it does fantastic damage, and hits a very wide area. When C1 isn’t cutting it, this is a great general purpose combo.

Weapon Build

  • Strong I
  • Strong VI
  • Rainstorm
  • Choose one: Plateslayer, Wingslayer, Mountslayer
  • Choose one: Plateslayer, Wingslayer, Mountslayer
  • Choose one: Pair Up+, Critical+, Warrior+

Strong I and VI power up his two most useful combos, and Rainstorm powers up his regular combo. For the slayer skills, I’ve listed them in order of relative usefulness. For your final slot, Xander benefits hugely from Pair Up+, as Dual Strike can let him open stun gauges while juggling in the corner with C1. If you don’t have Pair Up+ on hand, Warrior and Critical work as well.

Boost Skills

Skill Hero PC AI
Astra Ryoma X X
Luna Chrom X X
Trample Camilla X X
Armored Blow Tiki X
Pass Lyn X
Luck +20 Celica X X
Aegis Xander X X
Pavise Frederick X X
Str + 10 Lissa X X
Skill +10 Takumi X
Res +10 Elise X X
Potent Potion Rowan X X
Solidarity Robin X X
Dracoshield Corrin X X

Mandatory Skills

Astra (Ryoma), Luna (Chrom), Trample (Camilla)

  • At maximum Luck, Xander’s Luna will reduce foes’ Def/Res by roughly 48%.

Vanguard Skills

Armored Blow (Tiki), Pass (Lyn), Luck +20 (Celica), Aegis (Xander), Pavise (Frederick), Str +10 (Lissa), Skill +10 (Takumi), Res +10 (Elise), Potent Potion (Rowan), Solidarity (Robin), Dracoshield (Corrin)

  • With Armored Blow, Xander becomes a force of nature, as his C1 can no longer be interrupted. With that in mind, Armored Blow is one of the strongest skills you can give him. Pass can be nice too, but as you will likely be using C1 all the time, you might not get much mileage out of it.
  • At maximum Luck, Aegis and Pavise will reduce damage taken vs the relevant weapons by roughly 38%.
  • With Luck +20, the Def/Res reduction on Luna increases to roughly 53%, and the damage reduction on Aegis/Pavise increases to roughly 44%.
  • Str +10 boosts his flat damage, and Skill +10 is best used alongside Critical+.
  • A max level Xander is on the borderline of not getting as much out of Res +10 as he would from Aegis, but it’s still a good option.
  • Potent Potion allows him to backup heal for his team.
  • Solidarity and Dracoshield are options for when you will be pair-swapping frequently.

Support Skills

Luck +20 (Celica), Aegis (Xander), Pavise (Frederick), Str +10 (Lissa), Res +10 (Elise), Potent Potion (Rowan), Solidarity (Robin), Dracoshield (Corrin)

  • These skills were covered in sufficient detail above.

Conclusion

Xander is, all told, a hilariously fun character to play. His horse does things no horse should be able to, and mindlessly spamming X to grind your foes to nothing is so entertaining. Xander struggles most when his mobility is limited, and excels at crowd clearing. When fighting officers, he is best in single combat, as it is much easier to juggle one officer in the corner than it is to take on multiple at once, given the forward momentum he has on most of his combos. Overall, Xander is a bit of a one trick pony, but he does that one trick very well.

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Chapter 12 — Corrin

Hi everyone! Today’s guide is on the shapeshifting main character of Fates, Corrin.

Basic Info

Stats at Level 130 Promoted

Stat Value
HP 927
Str 106
Mag 83
Skl 108
Spe 103
Lck 123
Def 102
Res 96

Corrin has a very well rounded stat pool, to the point that there’s really not a whole lot to say about it. Every one of their stats is roughly average/above average with the only standout being their Luck. It’s not bad, but it’s not amazing either.

Staff

After promotion

Unique Weapon

Yato: no 7th slot, True Power in 8th

Unique Skill

Dracoshield: Increases Vanguard’s defense when paired up as Support (+20% to Def/Res)

Weaknesses

Dracoslayer

Pair Up Bonuses as Support

Str/Mag/Skill (+5 if A/A+, otherwise +3)

Moveset

Note that Corrin’s C1 charges by holding the X button.

C1 (uncharged): Corrin roars at the sky and stabs forward with a lance arm. This doesn’t really do anything (it may guard break but I couldnt get it to work) and the startup frames are not helpful in the slightest.

C1 (fully charged): Corrin transforms into a dragon, rears up on their hind legs, and slams down on the ground, damaging enemies in an area round them. A bad combo, considering the charge time and relatively small area it hits compared to their other combos.

C2: Corrin jabs upward, launching foes in front of them. A solid launcher. Combo it after C4 to start juggles.

C3: Corrin lunges forward and then slashes in a wide arc. This attack comes out fairly quickly and hits a surprisingly large area. Be wary of the forward momentum while using it, but this is a solid crowd clearer.

C4: Corrin spins around on their lance arm and kicks forward, exposing the stun gauge on any foe that doesn’t have WTA over them. All skills that have this effect are useful, but with that said, the forward kick can be really disorienting and you need to be quick sometimes to take advantage of the gauge you exposed.

C5: Corrin jumps in the air and stabs the ground with their lance arm. They then jump further into the air and slam down onto the ground with a claw arm, dealing damage in a moderate area around the landing spot. This combo is pretty good. It’s definitely their best close combat combo and it does a good amount of damage in a respectable area while also being a good stun gauge breaker.

C6: Corrin transforms into a dragon, charges forward, leaps straight up into the air, and then slams down onto the ground. This AoE on this combo is pretty massive, and it does some good damage too. It doesn’t come out as quickly as C3, but it makes up for that with the AoE and superior damage.

Weapon Build

  • Strong V
  • Choose one: Strong III, Strong VI
  • Rainstorm
  • Choose one: Plateslayer, Wingslayer, Mountslayer, Topsy-Turvy
  • Choose one: Plateslayer, Wingslayer, Mountslayer, Topsy-Turvy
  • Choose one: Pair Up+, Warrior+, Crit+

C5 is their strongest combo. The differences between C3 and C6 are mostly up to personal preference, so choose your favorite. I personally run Strong VI due to its synergy with Rainstorm. You can choose two slayers, or just one + Topsy-Turvy. Corrin is not the best magical sword unit, but there aren’t many that can do it in the first place (Lianna and Celica being the other main ones). For your 5k skill it’s pretty standard fare: Pair Up+ is the optimal choice, while Warrior and Critical+ are good budget options.

Boost Skills

Skill Hero PC AI
Astra Ryoma X X
Luna Chrom X X
Trample Camilla X X
Armored Blow Tiki X
Pass Lyn X
Luck +20 Celica X X
Str + 10 Lissa X X
Mag +10 Leo X X
Skill +10 Takumi X
Aegis Xander X X
Pavise Frederick X X
Solidarity Robin X X
Dracoshield Corrin X X
Live To Serve Lianna X X

Mandatory Skills

Astra (Ryoma), Luna (Chrom), Trample (Camilla)

  • More than anyone else in the cast, Corrin must have Astra. If you plan on using them frequently, this should be the top priority when giving Astra to units. Without Astra, their moveset feels clunky and slow, and Astra tightens up their animations so much.
  • At maximum Luck, Corrin’s Luna will reduce foes’ Def/Res by roughly 46%.

Vanguard Skills

Armored Blow (Tiki), Pass (Lyn), Luck +20 (Celica), Str +10 (Lissa), Mag +10 (Leo), Skill +10 (Takumi), Aegis (Xander), Pavise (Frederick), Solidarity (Robin), Dracoshield (Corrin), Live to Serve (Lianna)

  • Armored Blow, as usual, is great on a player controlled unit. Pass is nice too, but not as needed.
  • At maximum Luck, Corrin’s Aegis and Pavise will reduce damage taken vs the relevant weapons by roughly 34%.
  • With Luck +20, Corrin’s Luna increases to roughly 50% Def/Res reduction, and their Aegis/Pavise damage reduction increases to roughly 40%.
  • Str +10 and Mag +10 are your flat damage boosters, and Skill +10 is there should you decide to run Critical+.
  • Live to Serve allows Corrin to sustain themselves while healing allies.
  • Solidarity and Dracoshield are good options for when you plan on frequently pair swapping.

Support Skills

Luck +20 (Celica), Str +10 (Lissa), Mag +10 (Leo), Aegis (Xander), Pavise (Frederick), Solidarity (Robin), Dracoshield (Corrin), Live to Serve (Lianna)

  • Solidarity and Dracoshield are great if you plan on using Corrin as a pair up buddy, while Live to Serve, Aegis, and Pavise are better if you plan on using them to battle enemies across the map.
  • Otherwise, see above.

Conclusion

I think every single character in this game is a viable choice and worth the time if you find them fun. With that said, Corrin is… not as good as a lot of other units, unfortunately. The reason being that they just fail to stand out in any way, and their moveset is rather janky — as I said above, they NEED Astra to function on the level of other characters. On top of this, they are the only sword unit that has a weakness to Dracoslayer, and it is unfortunately one of the only two Weaknesseses that the enemy will actually exploit (the other being Winglsayer). It’s relatively minor, but it’s an extra consideration you have to make for a sword unit that you don’t have to make for literally any other, and Corrin doesn’t have anything in particular over the others to make up for it. To wrap it up, I’ll say this: If you like Corrin as a character, or think their moveset is cool looking (I certainly think it’s cool), feel free to invest in them. With Astra, they’re perfectly usable so long as you keep an eye out for Chrom, Lucina, and Marth. If you don’t have any particular attachment to Corrin, feel free to pass on them. Or, alternatively, use them as a pair up buddy for Tiki, who really appreciates the Str/Mag/Skill boosts and the Dual Strike slayer-skill one-shots that they give her.

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Chapter 13 — Marth & Celica

Hi everyone! Today’s guide is on the first male and female lords of the series: Marth and Celica.

Basic Info

Marth

Stats at Level 130 Promoted

Stat Value
HP 903
Str 112
Mag 11
Skl 132
Spe 126
Lck 137
Def 102
Res 98

Marth’s got a pretty good stat spread. He’s solidly bulky, has good Skill and especially Luck, and has pretty good Strength. His magic is poor, but it’s not like he needs it for anything. Overall there isn’t much more to say: It’s a good spread for a well-balanced character.

Staff

Never

Unique Weapon

Exalted Falchion: Dracoslayer in 7th slot, True Power in 8th

Unique Skill

Paragon: doubles EXP gain. An aside, here: this is a great skill for grinding, but I have never and will never suggest it for a build, as my builds are entirely combat-focused.

Pair up bonus as support: Str/Skill/Speed (+5 if A/A+, otherwise +3)

Celica

Stats at Level 130 Promoted

Stat Value
HP 828
Str 107
Mag 107
Skl 118
Spe 118
Lck 129
Def 96
Res 96

What an interesting looking stat spread. Compared to Marth, the main difference is her much lower HP and her much higher Magic. In fact, of all the currently released sword units, she has the highest magic, making Topsy-Turvy a very appealing option for her. Aside from those two, her stats are all slightly lower than Marth’s, but not to a particularly noticeable degree.

Staff

Always

Unique Weapon

Lady Sword, no 7th slot, True Power in 8th

Unique Skill

Luck +20: Increases Luck by 20.

Pair Up Bonuses as Support

Mag/Res/Luck (+5 if A/A+, otherwise +3)

Moveset

Note that C1 gains 3 charges by using uncharged C1.

C1 (Uncharged): The unit raises their sword in the air, dealing damage in a very small area around them. The damage is just to keep close enemies away from you as you refresh your charges.

C1 (Charged): The unit dashes forward and then jumps while slashing upward. While airborne, they can use “Y” to slash on their way down, or use “X” to dive forward, ending their airtime and dealing damage near the landing spot. This is a pretty good gapcloser, and by ending the airtime with X, it has a ton of forward momentum. You can use this to clear enemies while crossing the field.

C2: The unit jabs forward and leaps upward, launching enemies hit. The combo renders the unit airborne, where they have the same options as detailed in C1. It’s kinda hard to use this as a juggle setup since you also get launched, but it’s a launcher nevertheless.

C3: The unit spins forward a short distance while slashing. This is a nice short range crowd clearer, especially considering how much forward momentum most of their combos have. C6 hits a wider area, but this one comes out fairly quickly.

C4: The unit stabs forward and slashes a few times, exposing the stun gauge on any foe that doesn’t have WTA over them. This is a nice combo to use vs officers, as its relatively low momentum allows the unit to stick to whatever target they are fighting.

C5: The unit touches their sword to the ground, causing a pillar of light to appear. The unit then slashes upward twice, the second slash rendering the unit airborne, where they have the same options as detailed in C1. This is a great combo to break stun gauges with… IF the light pillar connects. The range on that is deceptively small, requiring the unit to be very close to their target for it to hit. This is another combo with immense forward momentum, especially if you use X while airborne.

C6: The unit blinks forward and to the right, then horizontally to the left, then backwards to the right, then horizontally to the left, gathering up enemies hit in the center of the four points. They then blink to the center, slash a few times, and raise their sword to the sky, dealing damage to enemies in a wide area. This is a wonderful crowd clearer. The AoE is absolutely huge, and it does some respectable damage. It tends to drop stun gauges, so do be wary of that.

Weapon Build

Marth

  • Strong VI
  • Choose One: Strong IV, Strong V, Antitriangle
  • Choose One: Strong IV, Strong V, Antitriangle
  • Rainstorm
  • Choose one: Plateslayer, Wingslayer, Mountslayer
  • Choose one: Pair Up+, Critical+, Warrior+

C6 is their strongest combo, so definitely boost that up, and then either buff both of the officer killing combos or take one + Antitriangle. I personally strongly recommend Antitriangle as there aren’t too many sword units with the slot space to run it in the first place. Marth can only take one slayer, and I personally recommend Mountslayer should you choose to run Antitriangle. For your last slot, it is standard fare, though given Marth’s high Skill, Critical is a more tempting option than usual.

Celica

  • Strong VI
  • Rainstorm
  • Topsy-Turvy
  • Choose one: Plateslayer, Wingslayer, Mountslayer
  • Choose one: Plateslayer, Wingslayer, Mountslayer
  • Choose one: Pair Up+, Critical+, Warrior+

Topsy-Turvy is a deceptively important skill for Celica, as it allows her to carve out a distinct niche from Marth. I strongly recommend taking Strong VI as she is skipping out on an officer killer and C6 can be a substitute for that. Choose two of those three slayers, Wingslayer and Mountslayer having the best synergy with Topsy-Turvy. Pair Up+ is the best choice as usual, but Critical and Warrior are acceptable substitutes.

Boost Skills

Marth

Skill Hero PC AI
Astra Ryoma X X
Luna Chrom X X
Trample Camilla X X
Armored Blow Tiki X
Pass Lyn X
Luck +20 Celica X X
Str + 10 Lissa X X
Skill +10 Takumi X
Aegis Xander X
Awakening Lucina X
Potent Potion Rowan X X
Solidarity Robin X X
Dracoshield Corrin X X

Mandatory Skills

Astra (Ryoma), Luna (Chrom), Trample (Camilla)

  • At maximum Luck, Marth’s Luna will reduce foes’ Def/Res by roughly 48%.

Vanguard Skills

Armored Blow (Tiki), Pass (Lyn), Luck +20 (Celica), Str +10 (Lissa), Skill +10 (Takumi), Aegis (Xander), Pavise (Frederick), Solidarity (Robin), Dracoshield (Corrin), Potent Potion (Rowan), Awakening (Lucina)

  • Armored Blow is a great skill as usual, allowing Marth to approach enemies much more easily. Pass is also solid, but not as good.
  • At maximum Luck, Aegis and Pavise will reduce damage taken vs the relevant weapons by roughly 38%.
  • With Luck +20, Luna will reduce foes’ Def/Res by roughly 53%, and Aegis/Pavise will reduce damage by roughly 44%.
  • Str +10 boosts flat damage, and Skill +10 is helpful for Critical+ builds.
  • Solidarity and Dracoshield are good options if you plan on frequent pair swapping.
  • Potent Potion allows Marth to be a backup healer.
  • Awakening is a solid choice to take advantage of his high Speed.

Support Skills

Luck +20 (Celica), Str +10 (Lissa), Aegis (Xander), Pavise (Frederick), Solidarity (Robin), Dracoshield (Corrin), Potent Potion (Rowan)

  • These skills were covered sufficiently above.

Celica

Skill Hero PC AI
Astra Ryoma X X
Luna Chrom X X
Trample Camilla X X
Armored Blow Tiki X
Pass Lyn X
Luck +20 Celica X X
Mag +10 Leo X X
Skill +10 Takumi X
Aegis Xander X X
Pavise Frederick X X
Solidarity Robin X X
Dracoshield Corrin X X
Live To Serve Lianna X X

Mandatory Skills

Astra (Ryoma), Luna (Chrom), Trample (Camilla)

  • At maximum Luck, Celica’s Luna will reduce foes’ Def/Res by roughly 47%.

Vanguard Skills

Armored Blow (Tiki), Pass (Lyn), Luck +20 (Celica), Mag +10 (Leo), Skill +10 (Takumi), Aegis (Xander), Pavise (Frederick), Solidarity (Robin), Dracoshield (Corrin), Live to Serve (Lianna)

  • Armored Blow is a great skill as usual, allowing Celica to approach enemies much more easily. Pass is also solid, but not as good.
  • At maximum Luck, Aegis and Pavise will reduce damage taken vs the relevant weapons by roughly 35%.
  • With Luck +20, Luna will reduce foes’ Def/Res by roughly 52%, and Aegis/Pavise will reduce damage by 42%.
  • Mag +10 boosts flat damage, and Skill +10 is helpful for Critical+ builds (though they aren't as good on Celica).
  • Solidarity and Dracoshield are good options if you plan on frequent pair swapping.
  • Live to Serve allows Celica to be able to sustain herself while healing allies.

Support Skills

Luck +20 (Celica), Mag +10 (Leo), Aegis (Xander), Pavise (Frederick), Solidarity (Robin), Dracoshield (Corrin), Live to Serve (Lianna)

  • These skills were covered sufficiently above.

Conclusion

Marth and Celica have the largest focus on airborne attacks of the sword units, with 3 combos that render them airborne. Couple this with their high speed and forward momentum, and they can seem hard to control at times. Timing and positioning are key when it comes to playing them, but they are great at crossing large areas while dealing damage.

For characters with a rapier-based style, they ironically struggle at close quarters 1v1s, as their movement heavy combos will often take them away from officers. In this sense they play rather similarly to the Pegasus Knights, of all things, being great hit-and-run fighters with a focus on airborne combos.

They are both solid, but if you were only to invest in one and don’t have a preference in terms of personality, I would go with Marth. His stats are slightly better and Exalted Falchion has a more versatile build path due to having Dracoslayer in the 7th slot.

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Chapter 14 — Tiki

Hi everyone! Today’s guide is on the only dragonstone user in the game, Tiki.

Basic Info

Stats at Level 99 Promoted

Stat Human Dragon
HP 575 575
Str 69 99
Mag 63 81
Skl 52 69
Spe 67 87
Lck 81 81
Def 76 121
Res 87 124

Aside from her Defense and Resistance, Human Tiki’s stats are just bad, plain and simple. Dragon Tiki on the other hand has solid offenses, and despite her very low HP pool, her Defense and Resistance are extraordinary. Tiki is the only character in the game that uses both her Strength and Magic to calculate her damage, so thankfully neither of those stats are wasted in any way. She also gets a minor movement boost (from 6 to 8), which is pretty neat too.

Staff

Never

Unique Weapon

None though, seeing as she is the only stone user, perhaps all of them are unique?

Unique Skill

Armored Blow: enemy attacks will not interrupt this unit’s attacks.

Pair Up Bonuses as Support

Str/Def/Luck (+5 if A/A+, +3 otherwise)

Weaknesses

Dracoslayer

Moveset

Human Tiki

C1: Tiki raises her dragonstone in the air, dealing a very small amount of damage. This combo converts her Warrior gauge into her Awakening gauge, with one bar of Warrior gauge being equal to 1/3 of the Awakening gauge. Here it is, everyone: the best combo in the entire game. This is what makes Tiki function as a character. Even just two bars of warrior meter is enough to let her transform, though 3 bars gives her the maximum duration.

C2: Tiki conjures a giant dragonstone from the ground, launching enemies hit. As Tiki is very reliant on breaking gauges, and juggling helps a lot with that, this is a pretty valuable combo.

C3: Tiki slides forward a very short distance. This is a pretty worthless combo, frankly. Its spammability does not make up for the fact that it has almost no reach or damage.

C4: Tiki turns around and flaps her wings a few times, exposing the stun gauge on any foe hit. This is one half of Human Tiki’s main way of doing damage. More than probably anyone else in the game, she absolutely needs to break gauges to deal damage, so being able to expose them on any enemy type is certainly nice.

C5: Tiki throws her dragonstone up into the air skips a few times before a giant dragonstone comes crashing down on nearby foes. This is an ok stun gauge breaker if the skips connect, but Tiki needs to be rather close for that to happen.

C6: Tiki calls down a few beams of light from the sky, followed by a large dragonstone coming up from underground. Hey, an actually decent damaging combo for Human Tiki! This is pretty much your bread and butter with her, as it easily has the largest range and damage of any of her human form combos. It’s also pretty good at breaking stun gauges.

Dragon Tiki

Y1 (Dash): Tiki spins around and slams onto the ground. This is a pretty good way to enter a fight out of a dash, or to hit and run between objectives.

C1 (Standard): Tiki roars at the sky, dealing damage to nearby enemies. This combo converts her Warrior gauge into her Awakening gauge, with one bar of Warrior gauge being equal to 1/3 of the Awakening gauge. Tiki’s critical is absolutely wonderful at building up the Warrior gauge, and this combo is key to keeping her in her powerful dragon form as long as possible.

C1 (Dash): Tiki launches an ice blast from her mouth at her feet, dealing damage in a moderate area. This is an alright combo, but she has much, much better area clearers. Please be aware that this combo does not convert her warrior gauge, so come to a full stop if you want to use the standard C1.

C2: Tiki swipes forward with her tail, launching enemies hit. Launchers are pretty cool, but dragon Tiki has no real need for juggling, as she can brute force her way past nearly any enemy.

C3: Tiki gets down on all fours and fires an energy beam in a very wide arc in front of her. What a fantastic crowd clearer this is, and even does some decent damage to officers to boot.

C4: Tiki spirals forward a short distance and roars. This combo exposes a yellow stun gauge on any foe hit. Sounds pretty good, but her basic string also exposes the gauge without the long animation, so you probably won’t use it much for that. Instead, the main draw of this combo is that it is a great way to build the Warrior gauge, so use it on large crowds when you find you are running low.

C5: Tiki begins to fly, firing a constant energy beam at the ground during her airtime that sways from side to side. Tiki can be freely controlled while she flies, though she is very slow, so this is not a good combo to use if you want to travel. This combo literally one shots any exposed stun gauge except maybe the last boss’s. With that said, I personally do not like using this combo for anything but gauge breaking, as the flight time cannot be cancelled by anything other than Tiki critting someone and the range isn’t too large. If Tiki’s Awakening gauge reaches zero mid-flight, she will finish the attack before reverting. You can use this combo to extend Awakening’s runtime a bit if you want to put your Warrior gauge towards a new transformation altogether.

C6: Tiki flies a short distance into the air, conjuring a large circle of light in front of her. Enemies within the circle are damaged for a short time before Tiki crashes down onto the circle, dealing a huge amount of damage. This is a great catch-all combo: it does a ton of damage, it breaks stun gauges, and it clears a sizeable area. You can’t ask for more in a combo than this other than maybe a faster animation.

Weapon Build

  • Strong III
  • Strong IV
  • Strong VI
  • Rainstorm
  • Choose one: Awaken Gift, Warrior Gift
  • Choose one: Pair Up+, Triangle+, Critical+

C6 is pretty easily Tiki’s best damaging combo in both forms. C3 is her main crowd clearer in dragon form, and C4 is useful in both forms, albeit for different reasons. Awaken Gift is normally optional, but Tiki is the exception: anything that lets he stay in Awakening longer is very useful. Alternatively, you can run Warrior Gift if you’d rather have more control over when you transform. For your 5k skill, Pair Up+ will boost her damage in both forms while paired, Triangle+ will boost her damage as a dragon, paired or not, and Critical+ is fairly helpful for her human form while also having some use in her dragon form. DO NOT run Warrior+. There’s no real reason to use Tiki’s Warrior special ever.

Boost Skills

Skill Hero PC
Astra Ryoma X
Luna Chrom X
Trample Camilla X
Awakening Lucina X
Luck +20 Celica X
Skill +10 Takumi X
Str + 10 Lissa X
Mag +10 Leo X
Aegis Xander X
Pavise Frederick X
Armored Blow Tiki X
Speed +10 Caeda X

Mandatory Skills

Astra (Ryoma), Luna (Chrom), Trample (Camilla), Awakening (Lucina)

  • These four skills are Tiki’s major damage boosters.
  • Awakening is an “always” for Tiki as she has no business being an AI unit anyway.
  • At maximum Luck, Tiki’s Luna will reduce foes’ Def/Res by roughly 40%.

Vanguard Skills

Luck +20 (Celica), Skill +10 (Takumi), Str +10 (Lissa), Mag +10 (Leo), Aegis (Xander), Pavise (Frederick), Armored Blow (Tiki), Speed +10 (Caeda)

  • At maximum Luck, Aegis and Pavise will reduce damage taken vs the relevant weapons by 27%.
  • With Luck +20, Luna’s Def/Res reduction increases to roughly 45%, and Aegis/Pavise’s damage reduction increases to roughly 34%.
  • Skill +10 helps out her human form immensely by boosting her crits.
  • Str +10 and Mag +10 boost her flat damage.
  • Armored Blow is not strictly necessary on Tiki, as characters in Awakening mode have this skill (and Pass) built in. However, she gets it for cheap, and trying to hit things with human Tiki is suffering, especially if you're getting interrupted. Therefore, this skill is still worth consideration, but bear in mind that it does nothing for you as a dragon.
  • Speed +10 isn’t a great skill, as it only adds one second to Tiki’s Awakening mode, but every second counts right?

Conclusion

What is there to say about Tiki, other than she’s pretty easily one of the best characters in the game? She’s a bit painful to play as early on in a battle, but once she gets the ball rolling, she’s an unstoppable juggernaut. She can easily hold her Warrior gauge until she needs to convert it, too — don’t feel pressured to keep it running if you don’t have to. She hits incredibly hard and is absurdly tanky, and has great matchups against basically any enemy. With that said, Tiki’s #1 flaw is that if you deploy her, you’re pretty much forced to play her. She can’t do anything as an AI unit, so it’s harder to take advantage of character swapping if she is on the team. She can be kept safe in the back of a Pair Up though, and she enjoys being paired with a mounted character for extra movement, or Corrin for the near perfect stat boosts they provide her. Tiki is absolutely worth investment if you have not invested in her already.

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Chapter 15 — Lyn

Hi everyone! Today’s guide is on one of the trio of lords from Blazing Blade, Lyn.

Basic Info

Stats at Level 130 Promoted

Stat Value
HP 829
Str 117
Mag 44
Skl 136
Spe 148
Lck 117
Def 98
Res 82

Lyn decided to pick up a Strength growth on the way to Aytolis, sporting a solid 117 total. Her other relevant offensive stats are solid too, with a great 136 Skill and a solid 96 Luck. Her bulk is pretty average — not as high as some of the bruisers of the cast, but far from a glass cannon. Her Speed is also outstanding, although Speed itself isn’t too useful.

Staff

Never

Unique Weapon

Sol Katti: Dracoslayer in 7th slot, True Power in 8th

Unique Skill

Pass: The unit’s movement cannot be stopped by enemy attacks.

Pair Up Bonuses as Support

Str/Skill/Speed (+5 if A/A+, +3 otherwise)

Moveset

C1: Lyn quickly dashes forward a decent distance. This is a nice gapcloser, but not much else.

C2: Lyn leaps into the air while slashing enemies in front, launching enemies hit. While airborne, she can use “Y” to use basic attacks as she falls, or “X” to slam directly down onto the ground. If you want to begin a juggle, just let Lyn drop.

C3: Lyn spins forward a short distance and then slashes vertically. This is a nice short range crowd clearer that is quite spammable.

C4: Lyn dashes straight up into the air in a zig-zag pattern, then uses both of her blades to slash in an “X” formation. This combo renders her airborne, where she has the same options as detailed in C2. This combo also exposes the stun gauge on any foe that doesn’t have WTA over her. This one is a bit tricky, but if you let Lyn drop immediately after the “X” slash, she can then immediately start juggling whatever unlucky officer got their stun gauge exposed.

C5: Lyn spins forward up to 5 times with each press of the X button, finishing it off with a diagonal slash. This combo is an ok stun gauge breaker, but where it really shines is the amount of agency you have in deciding just how far you want her to go while attacking. She can clear a very long distance with all 5 X presses, making it a great crowd clearer as she moves from place to place. With fewer X presses, she can use it to duel officers without leaving them behind.

C6: Lyn leaps into the air and dashes in multiple directions faster than the eye can follow. Enemies hit are dragged up into the air with her in the center of the area she is dashing. She finishes the combo with a giant slash in an “X” formation, dealing a huge amount of damage to enemies hit. This combo is utterly fantastic, up there with the best of them. C6 allows Lyn to clear huge crowds while focusing down multiple officers at a time.

Weapon Skills

  • Strong V
  • Strong VI
  • Rainstorm
  • Choose one: Plateslayer, Mountslayer, Wingslayer
  • Choose one: Pair Up+, Critical+, Warrior+
  • Choose one: Antitriangle, Awaken Gift, Strong IV, Strong III

C5 and C6 are pretty great skills, so boost those for sure. Choose your slayer skill of choice- Plate or Wingslayer if you don’t take Antitriangle, and Mountslayer if you do. Pair Up+ is the best damage booster, though Critical+ synergizes very well with her high Skill and tendency to crit, and Warrior+ is also a solid choice. For her final slot, Antitriangle is a very solid choice, but if you don’t want to use that, Awaken Gift can help her take advantage of her high Speed. Strong IV and III are also solid choices if you like those combos.

Boost Skills

Skill Hero PC AI
Astra Ryoma X X
Luna Chrom X X
Trample Camilla X X
Armored Blow Tiki X
Luck +20 Celica X X
Aegis Xander X X
Pavise Frederick X X
Str + 10 Lissa X X
Skill +10 Takumi X
Awakening Lucina X
Solidarity Robin X X
Dracoshield Corrin X X
Potent Potion Rowan X X

Mandatory Skills

Astra (Ryoma), Luna (Chrom), Trample (Camilla)

  • At maximum Luck, Luna will reduce foes’ Def/Res by 24%.

Vanguard Skills

Armored Blow (Tiki), Luck +20 (Celica), Aegis (Xander), Pavise (Frederick), Str +10 (Lissa), Skill +10 (Takumi), Awakening (Lucina), Solidarity (Robin), Dracoshield (Corrin), Potent Potion (Rowan)

  • Armored Blow is a fantastic skill for Lyn, or just about anyone really. You can also use Pass, though C1 more or less makes it obsolete.
  • At maximum Luck, Aegis and Pavise reduce damage taken vs the relevant weapons by 32%.
  • With Luck +20, Luna’s Def/Res reduction increases to roughly 329% and Aegis/Pavise’s damage reduction increases to roughly 39%.
  • Str +10 is a flat damage boost, while Skill +10 boosts her already potent critical hits.
  • Awakening is a good option to take advantage of Lyn’s high speed.
  • Solidarity and Dracoshield are great skills if you plan on frequently pair swapping.
  • Potent Potion allows Lyn to be a backup healer.

Support Skills

Luck +20 (Celica), Aegis (Xander), Pavise (Frederick), Str +10 (Lissa), Solidarity (Robin), Dracoshield (Corrin), Potent Potion (Rowan)

  • These skills were covered sufficiently above.

Conclusion

If Marth and Celica’s moveset is focused on speedy strikes, then Lyn has cut the brakes entirely. While adjusting to Astra she feels nigh uncontrollable, but after a few battles of practice, she becomes a powerful and precise hurricane of a unit. She doesn’t lack in any particular area, has a very flexible weapon build, and her moveset has an answer for every situation. She can juggle, gapclose, crowd clear… you get the picture. I was overjoyed when she got announced for the game, as she is one of my favorite characters in the whole series, and I was especially thrilled to see just how effective she is on the battlefield. She’s definitely one of the best characters in the game, and I strongly recommend investing in her.

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Chapter 16 — Azura

Basic info

Stats at Level 130 Promoted

Stat Value
HP 756
Str 96
Mag 42
Skl 121
Spe 129
Lck 129
Def 56
Res 106

Azura is, essentially, a walking Pegasus Knight in terms of stats. Her excellent Luck and Skill are basically all she needs to be a powerhouse offensively. Her strength is on the low end, but with a fully awakened Blessed Lance (or even a 5 star Hero Lance) that doesn't matter in the slightest. Her defense is poor even at max level, so be careful when facing physical enemies.

Unique Weapon

Blessed Lance (Beastslayer in 7th slot, True Power in 8th)

Unique Skill

Amaterasu: When unit is the vanguard of a pair up, the support heals slowly over time.

Staff

Never

Weaknesses

None

Pair Up Bonuses as Support

Str/Skill/Speed (+5 if A/A+, otherwise +3)

Moveset

C1: Azura sings, granting all allies within a large radius Awakening and Warrior meter. The amount of meter granted increases based on how full Azura's special bar is. At maximum charge, Azura gives her allies one bar of Warrior meter and 1/3 of a bar of Awakening meter. The bar charges by attacking, and using specials will fill this bar, unlike other similarly charged C1s. This is a wonderful C1, up there with the best of them. In my experience, it has two major uses. The first is Tiki. By pairing up Azura and Tiki at the beginning of the match, you can bypass Tiki's poor earlygame by feeding her meter until she can transform. The other is dual specials. Azura can constantly feed her ally special meter, meaning every special can be a dual special should you so choose.

C2: Azura twirls her lance overhead and then swipes upward, causing a vertical spout of water to launch enemies. It's nice to have a launcher, but it's not strictly needed since Azura's basic string naturally juggles.

C3: Azura spins in place, causing a whirlpool to form around her, and then slashes diagonally downward. It's your typical short range crowd clearer, but unlike most other C3s it isn't too spammy, even with Astra.

C4: Azura sends a stream of water forward from the tip of her lance for a few seconds, and then slashes diagonally. This combo reveals the stun gauge of any opponent that doesn't have WTA over her. This is pretty much the same combo as Xander's C4, and like that combo, it's only really good for opening gauges.

C5: Azura twirls her lance overhead and slams it on the ground, shooting a wide wave forward that travels over a moderate distance. This is Azura's longest range attack and is very useful for breaking stun gauges and clearing narrow passageways. It's also quite good at destroying yellow stun gauges.

C6: Azura chants a familiar tune, conjuring a large whirlpool around her that does significant damage to enemies hit. This is one of the best ways to charge your dance gauge and is all around a very powerful combo. This is Azura's go-to combo for breaking white stun gauges.

Weapon Skills

My personal choices in italics.

Blessed Lance

  • Choose one: Strong VI, Rainstorm
  • Pair Up+
  • Choose one: Axebreaker, Lancebreaker, Bowbreaker
  • Choose one: Plateslayer, Dracoslayer, Wingslayer
  • Choose one: Armor Strike, Antitriangle
  • Choose one: Fury Builder, Rainstorm, Strong VI
  • Beastslayer
  • True Power

C6 is Azura's most powerful combo, while Rainstorm gives her a boost on her basic string. Azura benefits pretty hugely from Pair Up+, as she should be constantly feeding meter to a paired ally. Breaker skills are generally more powerful than Antitriangle, though you could choose to shore up a neutral matchup with a Breaker skill and run Antitriangle in the 6th slot. Armor Strike is a risky skill, but the increase in damage on powerful targets is pretty huge. If you aren't a fan of Armor Strike, Antitriangle is an alright alternative (do not run Axebreaker with Antitriangle though). Finally, Fury Builder is rather useful if you plan on playing as Azura for the entire stage. Otherwise, whatever combo skill you didn't take at the beginning.

Boost Skills

Skill Hero PC
Astra Ryoma X
Luna Chrom X
Trample Camilla X
Luck +20 Celica X
Armored Blow Tiki X
Pass Lyn X
Lethality Niles X
Counter Orobo X
Solidarity Robin X
Dracoshield Corrin X
Awakening Lucina X
Aegis Xander X
Pavise Frederick X

my personal choices in italics

Mandatory Skills

Astra (Ryoma), Luna (Chrom), Trample (Camilla), Luck +20 (Celica)

  • The big 4. The only note to make here is that Luck +20 doesn't do much for you unless Luna is already equipped.

Vanguard Skills

Armored Blow (Tiki), Pass (Lyn), Lethality (Niles), Counter (Oboro), Solidarity (Robin), Dracoshield (Corrin), Awakening (Lucina), Aegis (Xander), Pavise (Frederick)

  • Armored Blow and Pass help to negate the risks of Armor Strike (and are just generally very useful skills). Personally, I would at least run Armored Blow should you choose to run Armor Strike.
  • Lethality has a lot of potential for boosting damage on crit, which couples well with Armor Strike and Luck +20.
  • Counter allows another option to open up stun gauges, which can be particularly useful against annoying enemies like Archers or Mages.
  • Solidarity and Dracoshield are worth considering if you plan on using Azura as a meter battery for Tiki (or anyone else).
  • Awakening is worth considering, especially if you choose to run Fury Builder.
  • Aegis and Pavise are decent niche options for maps where you find you are taking too much damage, but are generally inferior to the other listed options.

Support Skills

Do not run Azura as a green square unit. Her major strength is in her C1, which she can't use as an AI unit. If you want an AI controlled infantry lancer, use Oboro.

Conclusion

Azura is a great all-around unit. She can fit a support or offensive role depending on player preference, and sports a well balanced moveset with decent options for most situations. Her C1 has fantastic utility and can be used either to boost her own damage output or enable her allies. Having Beastslayer for free, while not the ideal slayer to have, gives her some versatility on her weapon build as well.

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Chapter 17 — Oboro

Basic Info

Stats at Level 130 Promoted

Stat Value
HP 877
Str 106
Mag 23
Skl 120
Spe 123
Lck 103
Def 121
Res 78

Oboro's standout feature is her physical tankiness, sporting impressive HP and Defense alongside slightly below average Resistance. Her relevant offenses are solid as well, with high Skill and solid Luck and Strength. In an ideal world, she would swap her Luck with her Speed, but she's still a force to be reckoned with regardless.

Unique Weapon

Oboro's Spear (no 7th slot, True Power in 8th)

Unique Skill

Counter: When blocking powerful attacks, emits a shockwave that exposes the stun gauge on nearby enemies. Type of stun gauge is determined by the weapon tringle as usual (with no stun gauge appearing if Oboro has WTD against her foe).

Staff

Never

Weaknesses

None

Pair Up Bonuses as Support

Def/Skill/Luck (+5 if A/A+, otherwise +3)

Moveset

C1: Oboro spins her lance above her head, causing a tornado to form around her. This is by far Oboro's best crowd clearer. Just run around using C1 to clear hordes of fodder/charge special meter. The damage it does is pitiful on anything other than trash though, so be mindful of that.

C2: Oboro swipes upward and leaps backward, launching enemies hit.

C3: Oboro spins forward and slashes horizontally three times. This is another good crowd clearer, but ultimately less spammy than C1.

C4: Oboro slashes in an X formation, then slashes vertically, then finishes with a forward jab. Enemies struck by the final jab have their stun gauges exposed unless Oboro has WTD against her foe. This combo, while slightly unwieldy at times, is essential to Oboro's playstyle as an officer killer.

C5: Oboro twirls her lance on her right side, then overhead, then jumps while twirling it on her left side, and finishes with a downward slash. This is a solid orange stun gauge breaker.

C6: Oboro leaps into the air and rapidly stabs the area below her before finishing with a diagonal slash. Unlike most C6s, which do a large amount of damage over a large area, Oboro's C6 does a huge amount of damage in a very concentrated area. This combo is ideal for breaking white stun gauges- she can easily smash even full health white stun gauges if C6 fully connects.

Weapon Build

My choices in italics.

Oboro's Spear

  • Strong VI
  • Choose one: Plateslayer, Dracoslayer, Wingslayer, Mountslayer
  • Choose one: Plateslayer, Dracoslayer, Wingslayer, Mountslayer
  • Choose one: Axebreaker, Lancebreaker, Bowbreaker
  • Choose one: Pair Up+, Warrior+, Critical+
  • Choose one: Armor Strike, Antitriangle, Rainstorm, Fury Builder
  • True Power

Oboro's C6 is her highest damage combo by far, so boost that. Take two slayers depending on what you have/what coverage you need. Choose a breaker skill based on the slayers you took- Axebreaker allows Oboro to deal with infantry axe users, but if you choose to run Plate and Dracoslayer you might find Lance or Bowbreaker to be more useful. Pair Up+ is the most powerful of the 5k skills, but Warrior+ and Critical+ are decent budget options. Finally, Oboro is pretty much made for Armor Strike, but if you prefer a low risk style, Antitriangle, Rainstorm, or Fury Builder are acceptable substitutes.

Boost Skills

Skill Hero PC AI
Astra Ryoma X X
Luna Chrom X X
Trample Camilla X X
Luck +20 Celica X X
Armored Blow Tiki X
Pass Lyn X
Lethality Niles X
Counter Orobo X
Solidarity Robin X X
Dracoshield Corrin X X
Potent Potion Rowan X

my choices in italics

Mandatory Skills

Astra (Ryoma), Luna (Chrom), Trample (Camilla), Luck +20 (Celica)

  • The big 4. The only note to make here is that Luck +20 doesn't do much for you unless Luna is already equipped.

Vanguard Skills

Armored Blow (Tiki), Pass (Lyn), Lethality (Niles), Counter (Oboro), Solidarity (Robin), Dracoshield (Corrin)

  • Armored Blow and Pass help to negate the risks of Armor Strike (and are just generally very useful skills). Personally, I would at least run Armored Blow should you choose to run Armor Strike.
  • Lethality has a lot of potential for boosting damage on crit, which couples well with Armor Strike and Luck +20.
  • Counter allows another option to open up stun gauges, which can be particularly useful against annoying enemies like Archers or Mages. Additionally, Oboro gets this skill for cheap, so it's an attractive budget option.
  • Dracoshield and especially Solidarity are worth considering if you plan on frequent pair-swapping.

Support Skills

Solidarity (Robin), Dracoshield (Corrin), Potent Potion (Rowan)

  • Oboro is more likely to be a pair up buddy as a green square unit, so Solidarity and Dracoshield are more valuable for her.
  • Alternatively, you could choose to run Potent Potion to allow her to be a backup healer.

Conclusion

Oboro is unique among the spear users for being the best officer killer by far. Oboro can throw down with pretty much any officer and come out on top. Her crowd clear is also fantastic, with her C1 offering quick, spammable clears. Her one major weakness is magic users, so be careful against those enemy types. Overall, Oboro is a great choice, especially on maps that feature incredibly tanky officers that can be difficult to grind down.

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Chapter 18 — Niles

Chapter intro.

Basic Info

Stats at Level 130 Promoted

Stat Value
HP 798
Str 103
Mag 82
Skl 106
Spe 153
Lck 67
Def 56
Res 143

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Chapter 19 — Navarre

Chapter intro.

Basic Info

Stats at Level 130 Promoted

Stat Value
HP 914
Str 124
Mag 25
Skl 153
Spe 157
Lck 127
Def 73
Res 73

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Chapter 20 — Minerva

Chapter intro.

Basic Info

Stats at Level 130 Promoted

Stat Value
HP 976
Str 157
Mag 3
Skl 103
Spe 124
Lck 91
Def 139
Res 32

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Chapter 21 — Linde

Chapter intro.

Basic Info

Stats at Level 130 Promoted

Stat Value
HP 850
Str 13
Mag 163
Skl 96
Spe 106
Lck 143
Def 38
Res 129

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