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''Engage'', like the more recent ''Franchise/FireEmblem'' games have [[GameBreaker many ways to break the game faster than you think]] although [[NintendoHard considering how difficult this game is]] you are going to need these to make [[HarderThanHard Maddening Mode]] bearable.

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''Engage'', like the more recent ''Franchise/FireEmblem'' games have [[GameBreaker [[GameBreaker/FireEmblem many ways to break the game faster than you think]] although [[NintendoHard considering how difficult this game is]] you are going to need these to make [[HarderThanHard Maddening Mode]] bearable.
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* The Bracelet of the Three Houses; '''Edelgard, Dimitri, and Claude.''' The Combat Arts Atrocity and Fallen Star are a major boon even before unlocking the other weapons; if your character uses a sword and a Bond Level of 15, being Engaged allows you to have all weapon triangle advantages, and not even distance can save your opponent because of Failnaught. They also come with innate boosts to Str and Dex, Weapon Sync (which all increase damage for the same weapon type or is automatically applied when Engaged), and Lineage (20% increase to EXP gain and it costs 150 SP to inherit).

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* The Bracelet of the Three Houses; '''Edelgard, Dimitri, and Claude.''' The Combat Arts Atrocity and Fallen Star are a major boon even before unlocking the other weapons; if your character uses a sword and a Bond Level of 15, being Engaged allows you to have all weapon triangle advantages, and not even distance can save your opponent because of Failnaught. They also come with innate boosts to Str and Dex, Weapon Sync (which all increase damage for the same weapon type or is automatically applied when Engaged), and Lineage (20% increase to EXP gain and it costs 150 SP to inherit). Their Engage Attack, Houses Unite, bestows an ExtraTurn to the user if used while adjacent to Byleth, which can be combined with Raging Storm for ''two'' additional actions (and that's before Goddess Dance or Seadall gets involved).
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** The '''Levin Sword''' has a high might of 14 (significantly higher than its lance counterpart), good accuracy and only requires a C rank in Swords to use. It can be obtained at the forge for only a Steel Sword, 100 Iron, 10 Steel and 1000 gold, which is possible early in the game. While its power assumes you're using it with a MagicallyIneptFighter, ''Engage'' has a lot of classes with high Magic and access to Swords. On Mage Knights it's effectively a better Elfire that can also Break enemy axe users (and as late-game Warriors and Berserkers hit hard, this is very worthwhile), while Chloé can use it to turn the otherwise support-oriented Griffin Knight into an offensive juggernaut. Céline, meanwhile, not only appreciates a magical sword, but gains the unique niche of a fully magical Override with extra damage.

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** The '''Levin Sword''' has a high might of 14 (significantly higher 13 (higher than its lance counterpart), good accuracy and only requires a C rank in Swords to use. It can be obtained at the forge for only a Steel Sword, 100 Iron, 10 Steel and 1000 gold, which is possible early in the game. While its power assumes you're using it with a MagicallyIneptFighter, ''Engage'' has a lot of classes with high Magic and access to Swords. On Mage Knights it's effectively a better Elfire that can also Break enemy axe users (and as late-game Warriors and Berserkers hit hard, this is very worthwhile), while Chloé can use it to turn the otherwise support-oriented Griffin Knight into an offensive juggernaut. Céline, meanwhile, not only appreciates a magical sword, but gains the unique niche of a fully magical Override with extra damage.
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* The '''Vantage''' + '''Wrath''' skill combo, while traditionally powerful in the series, may be at its absolute ''best'' here. The combination of Lyn or Corrin's Engraves granting massive critical boosts or the high might of Smash weapons (which lose their "always strikes last" effect on the enemy phase, allowing them to work with Vantage) can create a unit who will always strike first with a near 100% critical rate, and usually oneshot the enemy. The skills can be used either by engaging with Ike or via inheritance, but either way creates a nearly unstoppable death machine. Panette is the most infamous user of this combo (see above), but any high-Strength Warrior can make it work.
* '''Draconic Hex''', used by Corrin and inheritable, is an incredible support and anti-boss ability, debuffing all the target's stats by 4 after combat. This can be used by a Knife user to also apply Poison, or inherited on a bow user to apply it from a distance with Longbows or Astra Storm.
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[[folder: Weapons and Items]]
* Due to high Might, the low Resistance of physical enemies, and access to forging, magic weapons are quite strong in ''Engage'', but a few stand out.
** The '''Levin Sword''' has a high might of 14 (significantly higher than its lance counterpart), good accuracy and only requires a C rank in Swords to use. It can be obtained at the forge for only a Steel Sword, 100 Iron, 10 Steel and 1000 gold, which is possible early in the game. While its power assumes you're using it with a MagicallyIneptFighter, ''Engage'' has a lot of classes with high Magic and access to Swords. On Mage Knights it's effectively a better Elfire that can also Break enemy axe users (and as late-game Warriors and Berserkers hit hard, this is very worthwhile), while Chloé can use it to turn the otherwise support-oriented Griffin Knight into an offensive juggernaut. Céline, meanwhile, not only appreciates a magical sword, but gains the unique niche of a fully magical Override with extra damage.
** The '''Radiant Bow''' is so powerful even a MagicallyIneptFighter won't hold it back. Its enormous might of 19 is higher than most S rank weapons, and that's ''before'' forges, and being a bow, this might is tripled against flying enemies. ''Engage'' is a game with many dangerous enemy Wyvern Knights, and their low Resistance and bow weakness makes this a near-guaranteed OneHitKO against them. And that's on a normal bow user. Anna and Fogado have reasonable Magic stats, making it even deadlier in their hands, and like the Levin Sword it's only C rank. But that's just archers. What about ''mages''? High-Magic characters like Citrinne and Lindon actually appreciate a Sniper reclass for this bow alone, and can be deadly boss-killers with Lyn's Astra Storm. And while it takes a little more effort than a Levin Sword, a Radiant Bow can be obtained early through forging a Silver Bow, and many would say [[DiscOneNuke it's worth it.]]
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->''"Kagetsu is so absurdly overpowered that not using him is effectively a challenge run."''
-->-- '''[[https://youtu.be/ogym65u7xXM?t=476 BigKlingy]]'''
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Sorted the non-royal unit list by earliest possible join time (to make them look better). I might need to keep an eye on considering removing Anna's entry as I admitted to add her on Low Tier Letdown in the YMMV page, but we'll see which one holds up true.


* '''Mauvier''' joins the party in the late-game, and starts off with amazing base stats in ''all'' areas except Luck that let him carry his weight from the get-go. His personal growths are also incredible, with his only bad growth being Luck, making him [[JackOfAllTrades a very versatile unit]] who can fit into any build the player chooses. Even if you don't reclass him, Mauvier is an exceptional CombatMedic as a Royal Knight.


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* '''Mauvier''' joins the party in the late-game, and starts off with amazing base stats in ''all'' areas except Luck that let him carry his weight from the get-go. His personal growths are also incredible, with his only bad growth being Luck, making him [[JackOfAllTrades a very versatile unit]] who can fit into any build the player chooses. Even if you don't reclass him, Mauvier is an exceptional CombatMedic as a Royal Knight.
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Wanted to correct format.


** '''Timerra''' is a Lance user that is [[DifficultButAwesome far more dangerous than she looks]]. There are two pieces of information that redeem her as both a powerhouse and a powerful supporter. First, her worst flaw is that she is a low-build lance user thus her Spd takes a hard hit; Emblem Hector turns this into a powerful advantage with his Heavy Weapon support skill increasing her damage boost up to +5, and this damage boost also stacks with Sandstorm [[labelnote:*]]150% Damage Boost factoring Def instead of Str on Dex Trigger. Among the Royals, Timerra has the highest Dexterity cap at 50 with only Yunaka having a higher Dexterity cap at 52. Sandstorm will trigger a lot.[[/labelnote]] so Timerra [[MightyGlacier will hit hard and accurately]]. The second piece of information that redeems her? She is a ''Backup Unit'' and that alone can give a lot of mileage with Lucina's Support Skills mentioned below. Her recommended Emblems are Sigurd to boost her Lance usage while also stacking advantage with Lucina's Backup skills, Ike and Hector to build up on her being a tank with the latter also giving the aforementioned Heavy Weapon, Lyn to counteract her original flaw, Lucina to put her Backup class status to great use while also boosting her already high Dexterity even further, or Chrom to not only boost both Speed and Dexterity (and one shooting her worst flaw and boosting her best attribute) but also boost Giga Levin Sword even further with Sandstorm. Eirika is another significant Emblem if you want to boost her offensive power with Lunar Brace while also taking less damage with Gentility. She grants Dexterity as well, a stat Timerra very much appreciates.


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** '''Timerra''' is a Lance user that is [[DifficultButAwesome far more dangerous than she looks]]. There are two pieces of information that redeem her as both a powerhouse and a powerful supporter. First, her worst flaw is that she is a low-build lance user thus her Spd takes a hard hit; Emblem Hector turns this into a powerful advantage with his Heavy Weapon support skill increasing her damage boost up to +5, and this damage boost also stacks with Sandstorm [[labelnote:*]]150% Damage Boost factoring Def instead of Str on Dex Trigger. Among the Royals, Timerra has the highest Dexterity cap at 50 with only Yunaka having a higher Dexterity cap at 52. Sandstorm will trigger a lot.[[/labelnote]] so Timerra [[MightyGlacier will hit hard and accurately]]. The second piece of information that redeems her? She is a ''Backup Unit'' and that alone can give a lot of mileage with Lucina's Support Skills mentioned below. Her recommended Emblems are Sigurd to boost her Lance usage while also stacking advantage with Lucina's Backup skills, Ike and Hector to build up on her being a tank with the latter also giving the aforementioned Heavy Weapon, Lyn to counteract her original flaw, Lucina to put her Backup class status to great use while also boosting her already high Dexterity even further, or Chrom to not only boost both Speed and Dexterity (and one shooting her worst flaw and boosting her best attribute) but also boost Giga Levin Sword even further with Sandstorm. Sandstorm, or Eirika is another significant Emblem if you want to boost her offensive power with Lunar Brace while also taking less damage with Gentility. She grants Dexterity as well, a stat Timerra very much appreciates.

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Eirika is another popular pick for Timerra.


** '''Timerra''' is a Lance user that is [[DifficultButAwesome far more dangerous than she looks]]. There are two pieces of information that redeem her as both a powerhouse and a powerful supporter. First, her worst flaw is that she is a low-build lance user thus her Spd takes a hard hit; Emblem Hector turns this into a powerful advantage with his Heavy Weapon support skill increasing her damage boost up to +5, and this damage boost also stacks with Sandstorm [[labelnote:*]]150% Damage Boost factoring Def instead of Str on Dex Trigger. Among the Royals, Timerra has the highest Dexterity cap at 50 with only Yunaka having a higher Dexterity cap at 52. Sandstorm will trigger a lot.[[/labelnote]] so Timerra [[MightyGlacier will hit hard and accurately]]. The second piece of information that redeems her? She is a ''Backup Unit'' and that alone can give a lot of mileage with Lucina's Support Skills mentioned below. Her recommended Emblems are Sigurd to boost her Lance usage while also stacking advantage with Lucina's Backup skills, Ike and Hector to build up on her being a tank with the latter also giving the aforementioned Heavy Weapon, Lyn to counteract her original flaw, Lucina to put her Backup class status to great use while also boosting her already high Dexterity even further, or Chrom to not only boost both Speed and Dexterity (and one shooting her worst flaw and boosting her best attribute) but also boost Giga Levin Sword even further with Sandstorm.


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** '''Timerra''' is a Lance user that is [[DifficultButAwesome far more dangerous than she looks]]. There are two pieces of information that redeem her as both a powerhouse and a powerful supporter. First, her worst flaw is that she is a low-build lance user thus her Spd takes a hard hit; Emblem Hector turns this into a powerful advantage with his Heavy Weapon support skill increasing her damage boost up to +5, and this damage boost also stacks with Sandstorm [[labelnote:*]]150% Damage Boost factoring Def instead of Str on Dex Trigger. Among the Royals, Timerra has the highest Dexterity cap at 50 with only Yunaka having a higher Dexterity cap at 52. Sandstorm will trigger a lot.[[/labelnote]] so Timerra [[MightyGlacier will hit hard and accurately]]. The second piece of information that redeems her? She is a ''Backup Unit'' and that alone can give a lot of mileage with Lucina's Support Skills mentioned below. Her recommended Emblems are Sigurd to boost her Lance usage while also stacking advantage with Lucina's Backup skills, Ike and Hector to build up on her being a tank with the latter also giving the aforementioned Heavy Weapon, Lyn to counteract her original flaw, Lucina to put her Backup class status to great use while also boosting her already high Dexterity even further, or Chrom to not only boost both Speed and Dexterity (and one shooting her worst flaw and boosting her best attribute) but also boost Giga Levin Sword even further with Sandstorm. Eirika is another significant Emblem if you want to boost her offensive power with Lunar Brace while also taking less damage with Gentility. She grants Dexterity as well, a stat Timerra very much appreciates.

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** Additionally, Alear's unique engrave must ALSO be given a mention here due to the sheer quality of it, even in comparison to other engraves: it gives to the weapon: at the cost of 1 might, Alear's unique engrave, Fire, grants +20 hit, +20 crit, -1 weight, +20 avoid and +20 dodge to a weapon. And all of this is ''on top of'' any utility Alear has as a standalone unit, see the "Alear and the Royals" section above.

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** Additionally, Alear's unique engrave must ALSO be given a mention here due to the sheer quality of it, even in comparison to other engraves: it gives to the weapon: at the cost of 1 might, Alear's unique engrave, Fire, grants +20 hit, +20 crit, -1 weight, +20 avoid and +20 dodge to a weapon. And all of this is ''on top of'' any utility Alear has as a standalone unit, see the "Alear and the Royals" section above.

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Breaking up a Wall Of Text. Since it cannot be condensed without removing info, subbullets will suffice.


* And of course, we really can't be forgetting about the last of the main game Emblems, the titular Fire Emblem '''Alear''', who is naturally extremely powerful due to how late you get their emblem form. While using this consumes Alear's Engage Meter and prevents both them and their partner from engaging with a different Emblem, it boasts some extremely powerful passive skills, weapons, and THE most devastating Engage Attack in the game against a single target, bar none. First, with Bond Forger/Bond Forger+, Alear and their partner give a sizeable boost to Accuracy and Avoid to themselves and all allies within 2 spaces that are synced or engaged with an Emblem, Attuned makes it so that when one half of the pair scores a killing blow, the other gains +4 to all their stats (with bonuses for every unit type), Holy Shield nullifies unit effectiveness against Alear and their partner, making Fliers not susceptible to bows if they're engaged to Alear, and lastly is Boon of Elyos, which grants a bonus to Crit and Ddg equal to two times the number of allies who have already acted this turn, potentially allowing a devastating chain of crits if Alear and their partner are the last to act, though this last one is only usable on the character that Alear has given the Pact Ring to. On the weapon side, Oligoludia is a decently strong and light sword that deals effective damage against Corrupted (An enemy-type that is near-omnipresent for the rest of the game after acquiring the Fire Emblem), and Dragon's Fist is an Arts weapon that deals magical damage, allowing mages a weapon to fight up close with and deal devastating damage. But the real kicker is the engage attack, Dragon Blast/Bond Blast, which is effectively a single-target delete button, dealing two (three if Bond Blast is used, which requires Alear to be adjacent to their partner) devastating attacks to a single target. When combined with Alear's Holy Aura, which grants effectiveness against Fell Dragons, they can easily inflict grievous damage on [[FinalBoss Sombron.]] Additionally, Alear's unique engrave must ALSO be given a mention here due to the sheer quality of it, even in comparison to other engraves: it gives to the weapon: at the cost of 1 might, Alear's unique engrave, Fire, grants +20 hit, +20 crit, -1 weight, +20 avoid and +20 dodge to a weapon. And all of this is ''on top of'' any utility Alear has as a standalone unit, see the "Alear and the Royals" section above. The final kicker is that the bonuses gained from Engaging with Alear are based on Alear's support level with their partner, meaning the Engage Bonuses and sync skills ''stack'' with the bonuses Alear and their partner gain from supports, and thus no Bond Fragments are needed to max out Alear's bonuses with a unit. About the only downside is that Alear ONLY grants bonuses when Engaged.

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* And of course, we really can't be forgetting about the last of the main game Emblems, the titular Fire Emblem '''Alear''', who is naturally extremely powerful due to how late you get their emblem form. While using this consumes Alear's Engage Meter and prevents both them and their partner from engaging with a different Emblem, it boasts some extremely powerful passive skills, weapons, and THE most devastating Engage Attack in the game against a single target, bar none. none.
**
First, with Bond Forger/Bond Forger+, Alear and their partner give a sizeable boost to Accuracy and Avoid to themselves and all allies within 2 spaces that are synced or engaged with an Emblem, Attuned makes it so that when one half of the pair scores a killing blow, the other gains +4 to all their stats (with bonuses for every unit type), Holy Shield nullifies unit effectiveness against Alear and their partner, making Fliers not susceptible to bows if they're engaged to Alear, and lastly is Boon of Elyos, which grants a bonus to Crit and Ddg equal to two times the number of allies who have already acted this turn, potentially allowing a devastating chain of crits if Alear and their partner are the last to act, though this last one is only usable on the character that Alear has given the Pact Ring to. to.
**
On the weapon side, Oligoludia is a decently strong and light sword that deals effective damage against Corrupted (An enemy-type that is near-omnipresent for the rest of the game after acquiring the Fire Emblem), and Dragon's Fist is an Arts weapon that deals magical damage, allowing mages a weapon to fight up close with and deal devastating damage. But the real kicker is the engage attack, Dragon Blast/Bond Blast, which is effectively a single-target delete button, dealing two (three if Bond Blast is used, which requires Alear to be adjacent to their partner) devastating attacks to a single target. When combined with Alear's Holy Aura, which grants effectiveness against Fell Dragons, they can easily inflict grievous damage on [[FinalBoss Sombron.]] ]]
**
Additionally, Alear's unique engrave must ALSO be given a mention here due to the sheer quality of it, even in comparison to other engraves: it gives to the weapon: at the cost of 1 might, Alear's unique engrave, Fire, grants +20 hit, +20 crit, -1 weight, +20 avoid and +20 dodge to a weapon. And all of this is ''on top of'' any utility Alear has as a standalone unit, see the "Alear and the Royals" section above. above.
**
The final kicker is that the bonuses gained from Engaging with Alear are based on Alear's support level with their partner, meaning the Engage Bonuses and sync skills ''stack'' with the bonuses Alear and their partner gain from supports, and thus no Bond Fragments are needed to max out Alear's bonuses with a unit. About the only downside is that Alear ONLY grants bonuses when Engaged.
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* After almost thirty years of being [[CantCatchUp unable to truly play well at high levels due to their low Move]], '''Armored units''' [[TookALevelInBadass received a massive buff]] in [[StealthPun general]]. The units have the same movement as normal units '''and''' are immune to Break when it comes to weapon disadvantage, making them not only capable of keeping up with infantry, but among the only units who have a regular Enemy Phase game, which is huge. Their only downsides are that Smash Weapons can Break Armored units and the fact they don't get an increase in Move upon promoting, but the former is a rare occurrence while the latter is easily circumventable with bonuses like the Sigurd Ring (see below), which actually makes them worth stacking with a Boots, unlike previous games. As if to respond to this though, the late game starts throwing more and more mages at your army and they love to chip them out with backup units, thus you'd be wise to focus on a specialized Armor unit than an army of them by the time the late game rolls around.

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* After '''Armored units''' finally get their revenge after almost thirty years of being [[CantCatchUp unable to truly play well at high levels due to their low Move]], '''Armored units''' [[TookALevelInBadass received receiving a massive buff]] in [[StealthPun general]]. The units have the same movement as normal units '''and''' are immune to Break when it comes to weapon disadvantage, making them not only capable of keeping up with infantry, but among the only units who have a regular Enemy Phase game, which is huge. Their only downsides are that Smash Weapons can Break Armored units and the fact they don't get an increase in Move upon promoting, but the former is a rare occurrence while the latter is easily circumventable with bonuses like the Sigurd Ring (see below), which actually makes them worth stacking with a Boots, unlike previous games. The only real downside to Armor Knights is that their promotion as a General is locked to a singular weapon, which can be a major problem with Sword Armor promotions, but it's overall a small price to pay for being the best they've been in years. As if to respond to this though, the late game starts throwing more and more mages at your army and they love to chip them out with backup units, thus you'd be wise to focus on a specialized Armor unit than an army of them by the time the late game rolls around.
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* The '''Enchanter''' is one of the DLC classes, and they definitely don't disappoint. While their Strength and Magic caps are rather low, they compensate for it with the incredible utility they offer. They are the only class capable of accessing the convoy even without being next to Alear, letting them serve as a reliable item transporter. The real fun with the Enchanter comes into play with their unique skills, Weapon Surge and Item Surge. Weapon Surge adds +5 Mt to the Enchanter's chosen weapon in their inventory for all allies and foes who wield it. While it seems like a double edged sword, it's a fantastic boon for low ranked weapons, as enemies in the lategame ''never'' use low ranked weapons, making it a free damage boost. Item Surge confers a variety of strong benefits to the unit and adjacent allies based on the item used[[labelnote:Effects]]A Vulnerary heals all allies within 2 spaces for 15 HP, an Elixir fills the Engage meter by 2, an Antitoxin cures all status effects, a Pure Water grants effective damage against Corrupted, a Torch illuminates spaces from within all the buffed allies, an HP Tonic negates chain-attack damage, a Strength Tonic halves weapon weight, a Magic Tonic grants immunity to silence, a Dexterity Tonic grants immunity to break, a Speed Tonic grants immunity to freeze, a Defense Tonic reflects physical damage taken, a Resistance Tonic reflects magical damage taken, a Luck Tonic grants a 30% chance to completely nullify damage, and lastly, a Packed Lunch prevents the buffed allies from reaching 0 HP.[[/labelnote]], allowing for some powerful and creative plays to get past Maddening. Its main drawback is the very expensive cost of ''40,000 gold'' (28,000 with the Silver Card) to buy another one of its class change items outside of the free one you get for clearing the Fell Xenologue.

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* The '''Enchanter''' is one of the DLC classes, and they definitely don't disappoint. While their Strength and Magic caps are rather low, they compensate for it with the incredible utility they offer. They are the only class capable of accessing the convoy even without being next to Alear, letting them serve as a reliable item transporter. The real fun with the Enchanter comes into play with their unique skills, Weapon Surge and Item Surge. Weapon Surge adds +5 Mt to the Enchanter's chosen weapon in their inventory for all allies and foes who wield it. While it seems like a double edged sword, it's a fantastic boon for low ranked weapons, as enemies in the lategame ''never'' use low ranked weapons, making it a free huge damage boost.boost, especially when combined with smithing. Item Surge confers a variety of strong benefits to the unit and adjacent allies based on the item used[[labelnote:Effects]]A Vulnerary heals all allies within 2 spaces for 15 HP, an Elixir fills the Engage meter by 2, an Antitoxin cures all status effects, a Pure Water grants effective damage against Corrupted, a Torch illuminates spaces from within all the buffed allies, an HP Tonic negates chain-attack damage, a Strength Tonic halves weapon weight, a Magic Tonic grants immunity to silence, a Dexterity Tonic grants immunity to break, a Speed Tonic grants immunity to freeze, a Defense Tonic reflects physical damage taken, a Resistance Tonic reflects magical damage taken, a Luck Tonic grants a 30% chance to completely nullify damage, and lastly, a Packed Lunch prevents the buffed allies from reaching 0 HP.[[/labelnote]], allowing for some powerful and creative plays to get past Maddening. Its main drawback is the very expensive cost of ''40,000 gold'' (28,000 with the Silver Card) to buy another one of its class change items outside of the free one you get for clearing the Fell Xenologue.

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* The '''Enchanter''' is one of the DLC classes, and they definitely don't disappoint. While their Strength and Magic caps are rather low, they compensate for it with the incredible utility they offer. They are the only class capable of accessing the convoy even without being next to Alear, letting them serve as a reliable item transporter. The real fun with the Enchanter comes into play with their unique skills, Weapon Surge and Item Surge. Weapon Surge adds +5 Mt to the Enchanter's chosen weapon in their inventory for all allies and foes who wield it. While it seems like a double edged sword, it's a fantastic boon for low ranked weapons, as enemies in the lategame ''never'' use low ranked weapons, making it a free damage boost. Item Surge confers a variety of strong benefits based on the item used (e.g. A surged Strength Tonic halves the weight of adjacent allies' weapons, and a surged Elixir fills the Engage meter of adjacent allies by 2), allowing for some powerful and creative plays to get past Maddening. Its main drawback is the very expensive cost of ''40,000 gold'' (28,000 with the Silver Card) to buy another one of its class change items outside of the free one you get for clearing the Fell Xenologue.

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* The '''Enchanter''' is one of the DLC classes, and they definitely don't disappoint. While their Strength and Magic caps are rather low, they compensate for it with the incredible utility they offer. They are the only class capable of accessing the convoy even without being next to Alear, letting them serve as a reliable item transporter. The real fun with the Enchanter comes into play with their unique skills, Weapon Surge and Item Surge. Weapon Surge adds +5 Mt to the Enchanter's chosen weapon in their inventory for all allies and foes who wield it. While it seems like a double edged sword, it's a fantastic boon for low ranked weapons, as enemies in the lategame ''never'' use low ranked weapons, making it a free damage boost. Item Surge confers a variety of strong benefits to the unit and adjacent allies based on the item used used[[labelnote:Effects]]A Vulnerary heals all allies within 2 spaces for 15 HP, an Elixir fills the Engage meter by 2, an Antitoxin cures all status effects, a Pure Water grants effective damage against Corrupted, a Torch illuminates spaces from within all the buffed allies, an HP Tonic negates chain-attack damage, a Strength Tonic halves weapon weight, a Magic Tonic grants immunity to silence, a Dexterity Tonic grants immunity to break, a Speed Tonic grants immunity to freeze, a Defense Tonic reflects physical damage taken, a Resistance Tonic reflects magical damage taken, a Luck Tonic grants a 30% chance to completely nullify damage, and lastly, a Packed Lunch prevents the buffed allies from reaching 0 HP.[[/labelnote]], allowing for some powerful and creative plays to get past Maddening. Its main drawback is the very expensive cost of ''40,000 gold'' (28,000 with the Silver Card) to buy another one of its class change items outside of the free one you get for clearing the Fell Xenologue.
* The '''Mage Cannoneer''' is the other DLC class, offering their own powerful brand of damage and utility from afar. Unlike other weapons, the Mage Cannoneer's Blasts have their damage scale entirely off the Dexterity stat, making it a good choice for anyone with a high Dexterity stat but lacking in either Strength or Magic
(e.g. A surged Strength Tonic halves Boucheron). There are a huge number of Blasts that can be used, each with their own unique effect; standing out in particular is the weight of adjacent allies' weapons, Venom Blast, which inflicts ''maximum Poison stacks'' upon hitting, for a free +5 damage boost for the whole team, and a surged Elixir fills the Engage meter Holy Blast, which deals effective damage against Corrupted, in a game where a huge portion of adjacent enemies are Corrupted especially towards the endgame. And they can do this from up to ''8 spaces away!'' While the Blasts are incredibly heavy and cannot follow-up or crit, they make up for it with strong one-punch damage and being able to soften up enemies from afar for allies by 2), allowing for some powerful and creative plays to get past Maddening. Its finish off. Their main drawback is the very that they're downright ''prohibitively'' expensive cost of ''40,000 gold'' (28,000 to have more than one, costing a painful '''''90,000 gold''''' (63,000 with the Silver Card) just to buy obtain another one of its class change items outside of the free one you get for clearing the Fell Xenologue.get.

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