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Ladies and gentlemen, the Fallen Edelgard of 2024.

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* '''Emblem [[VideoGame/FireEmblemPathOfRadiance Ike]]''' is an absolute beast of an Omnitank thanks to his weapon, unique Special, and the new effects he comes with. His Emblem Ragnell gives him -1 Special, Distant Counter, Null C-Disrupt, Null Guard, neutralizes penalties on himself during combat, +5 to all stats, and an additional boost to Atk and a penalty to his foe's Atk equal to 25% of his foe's Atk at start of combat - 2, to a maximum of 16 and a minimum of 6. This weapon already has a lot of effects going for it, but his unique Special, Great Aether, is the second reason why he's able to shrug off almost every attack in the game. It boosts damage dealt by 40% of his Atk plus an additional 10% for each time the foe has attacked him during combat, forces both Desperation and Vantage on his foe, reduces damage from his foe's attacks during combat by either 40% for non-consecutive attacks or by a whopping '''70%''' for consecutive attacks - his current Special cooldown value times 10, and after combat, he deals 5 damage and inflicts Special cooldown count +1 on his foes within 3 rows or 3 columns of himself and restores HP to himself equal to the number of foes within that same range + 10. The third reason comes with the infantry exclusive inheritable skill he introduces, Laguz Friend 4, which is absurdly broken in its own right. It inflicts -5 Atk on your foe during combat, and if your Special cooldown count is 3 or above and can trigger on your attack, or if your Special triggers on your foe's attack (which means that those types of Specials do ''not'' need to have a cooldown count of 3 or above), then you reduce your own percentage-based DamageReduction effects by 50%, but in exchange, you reduce the damage from your foe's attacks by 20% of the higher of your Def or Res, deal damage equal to that amount and neutralize your foe's percentage-based DamageReduction effects when you trigger your Special, and grant yourself Special cooldown count -2 before your foe's first attack during combat. This skill synergizes perfectly with Great Aether's 3 cooldown, letting him survive against and kill almost anyone who tries to attack him, with his only weaknesses being Scowl effects, area-of-effect Specials, and Hardy Bearing, but the first two weaknesses can be worked around with Rally Spectrum and the "reduce damage from area-of-effect Specials by 80%" buff respectively, and because of just how stacked his base kit is, even Hardy Bearing units can struggle to win against him. And on top of all of that, as an Emblem hero, he can Engage with other units, letting them reduce damage from their foe's attack by 40% if their foe's range is 2 and either side has their Special ready or their Special triggered before or during combat, making them way more bulky by punishing foes who rely on their Specials for damage.

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* '''Valentine's Duo [[VideoGame/FireEmblemTheSacredStones Lyon and Eirika]]'''. Lyon is a green tome cavalier who wields Tender Vessel, which has Canto 1 built in, and deals 40% of the foe's Atk as damage as combat begins (if his foe is blue, or if he has more Res, otherwise it's only 20%), grants +5 Atk/Def/Res, which is boosted further by 20% of his Res, and he pierces through 50% of any DamageReduction effects. He also comes with Occultist's Strike to stack with that as-combat-begins damage, and Incite Atk/Res to give him more Atk/Res and more stats the further he or his opponent moves beforehand. What makes him truly ''vile'' is his unique A skill in Gray Illusion, which grants him +9 Atk/Def/Res, and if his Res > foe's Res, then the opponent cannot counterattack, and then after combat, whichever foes within three spaces of the target have the highest Spd get inflicted with a status that ends their action immediately when their turn starts. If you try to take on Lyon head on, then you must be careful of who you have positioned nearby, because they may be unable to act, especially if there are any matching Spd stats. He can also inflict this status on any foe within cardinal directions with his Duo skill, and can potentially lock down entire teams with ''ease''. To say nothing of even trying to enemy phase Lyon at all, because even if you can get past the counter denial, not only is your DamageReduction not as effective against him, you're likely losing over half of your HP before he even attacks, and even if you survive, your nearby allies are probably going to be unable to get your unit out of danger.



** '''Duo Winter Male and Female Byleth''' deliver a ferocious, frosty gift to any ranged attackers. Byleth wields Holy Yule Sword, which has -1 Special, has Distant Counter, Null C-Disrupt against ranged foes, nullifies Guard, and grants +5 Atk/Def/Res to himself, further boosted by 20% of his Res. It also has the Scowl effect, which inflicts +X Special cooldown count on the foe in combat before their attack, decharging their Special. This is dependent on how many spaces the opponent moved before combat, but if [Saviour] activates, then it counts as 3. That's right, Byleth has a super Scowl effect that can completely shut off nearly any Special as long as he activates his Save skill, and ranged foes can't deny his counterattack either. He also comes with Supreme Heaven, an upgraded version of Sublime Heaven which deals 50% of his Atk to Dragon or Beast foes, or 25% otherwise, neutralizes opposing non-Special [=DR=], and provides 30% unpierceable [=DR=] for himself, and with his weapon's Guard nulling effect, he's sure to fire this off with every retaliation. To improve his tanking capabilities, he has Fireflood Boost 3 for more Atk/Res and Guard, and A/R Far Save to protect his allies from fearsome ranged foes. Byleth also introduces Weaving Fighter, which inflicts -4 Atk/Def on the foe, prevents himself and his opponent from making a follow-up attack, and provides 80% DamageReduction if his foe can still make a follow-up attack, or 40% otherwise, then heals him for 7 HP after combat. Finally, his Duo skill has both Byleths give +6 Def/Res, the [AoE Damage Reduction] and [Hexblade] statuses to themselves and nearby allies, and just for themselves, the [Svalinn's Shield] status. Winter Byleth is a complete hard stop to many ranged foes, many of which simply can't survive being struck by Supreme Heaven, and otherwise can't really do much to tear through his immense bulk.

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** '''Duo Winter Male and Female Byleth''' deliver a ferocious, frosty gift to any ranged attackers. Byleth wields Holy Yule Sword, which has -1 Special, has Distant Counter, Null C-Disrupt against ranged foes, nullifies Guard, and grants +5 Atk/Def/Res to himself, further boosted by 20% of his Res. It also has the Scowl effect, which inflicts +X Special cooldown count on the foe in combat before their attack, decharging their Special. This is dependent on how many spaces the opponent moved before combat, but if [Saviour] activates, then it counts as 3. That's right, Byleth has a super Scowl effect that can completely shut off nearly any Special as long as he activates his Save skill, and ranged foes can't deny his counterattack either. He also comes with Supreme Heaven, an upgraded version of Sublime Heaven which deals 50% of his Atk to Dragon or Beast foes, or 25% otherwise, neutralizes opposing non-Special [=DR=], and provides 30% unpierceable [=DR=] for himself, and with his weapon's Guard nulling effect, he's sure to fire this off with every retaliation. To improve his tanking capabilities, he has Fireflood Boost 3 for more Atk/Res and Guard, and A/R Far Save to protect his allies from fearsome ranged foes. Byleth also introduces Weaving Fighter, which inflicts -4 Atk/Def on the foe, prevents himself and his opponent from making a follow-up attack, and provides 80% DamageReduction if his foe can still make a follow-up attack, or 40% otherwise, then heals him for 7 HP after combat. Finally, his Duo skill has both Byleths give +6 Def/Res, the [AoE [[=AoE=] Damage Reduction] and [Hexblade] statuses to themselves and nearby allies, and just for themselves, the [Svalinn's Shield] status. Winter Byleth is a complete hard stop to many ranged foes, many of which simply can't survive being struck by Supreme Heaven, and otherwise can't really do much to tear through his immense bulk.
** '''Valentine's Ephraim''' is a lance armour that's suited for being a hardy Near Save tank. Between his Righteous Lance and his unique B skill Sunlit Bangle D, he can inflict up to -19 Atk/Def on the foe, get 30% [=DR=], heal 7 HP per attack and heal 7 HP post combat, and can pierce through opposing [=DR=] when his Special triggers-- which is no problem, because he also denies Guard. He hits ''hard'', because he also strikes twice, and can very easily activate his Armoured Blaze for more damage and unpierceable [=DR=]. He also comes with Earthfire Boost for more HP, Atk/Def and Guard for himself, and Atk/Def Near Save to protect his allies.
** '''Valentine's Myrrh''' is a colourless armoured dragon that performs as an excellent Far Save tank. Her Loving Breath has Distant Counter built in, a big Atk swing, up to +14 Atk for herself and -14 Atk on the foe, Special accel per each attack (which helps a lot with her Armoured Beacon for unpierceable [=DR=] and a boost in damage), heals for 7 HP after combat, and gets up to 40% [=DR=] if her Res is greater than the foe's Res. She also comes with Def/Res Scowl for more bulk and to decharge opposing Specials, and Canny Fighter which is basically the magical equivalent of Weaving Fighter (-4 Atk/Res on the foe, follow-up denial for the user and foe, 80% [=DR=] if the foe can still follow-up, 40% [=DR=] otherwise). Finally, she comes with a unique C skill in Darkling Dragon, which grants +6 Def/Res and [Warp Bubble] to deny warping effects to herself and either her support partner or whichever ally has the highest Def, inflicts Guard on the foe, allows her to pierce through 50% of opposing [=DR=], and it also has Far Save built in. Myrrh is comparable to Byleth or Brave Corrin, having Scowl and [=DR=] piercing like the former (although Byleth's Scowl and pierce are stronger), being a colourless dragon like the latter, and having a ton of bulk like the both of them.
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** '''Emblem Marth''' wields Hero-King Sword, which has -1 Special, grants +5 to all stats, and then an additional boost to all stats = 20% of his Spd, mitigates damage from the foe's first attacks by 40%, while also nullifying 50% of the foe's non-Special DamageReduction effects, and his attacks occur consecutively like with Desperation. Notably, that last effect also works on the enemy phase as well. He also comes with Atk/Spd Finish 4 for more damage and some healing, and Inf. Null Follow 4 to give himself and nearby infantry allies the Null Follow-Up status, as well as the Warp status for himself. This Marth also introduces two new incredible effects: the first is the Potent Follow-Up, which is achieved through his newly introduced Potent 4. If you have no less than 20 Spd below your opponent's Spd, you will perform an extra attack during combat, which deals 80% of your damage if you can't perform an actual follow-up attack or strike twice, 40% otherwise. Essentially, this skill allows fast enough units to strike ''three times'' in combat. Emblem Marth however, has a unique Special in Lodestar Rush, which deals damage = 40% of his Spd, nullifies Guard, and his Potent Follow-Up strikes at full power. Then, if his Special is either ready or activated during combat, he gets 40% unpierceable [=DR=] for the foe's next attack. What this basically means is that he can strike three times, activating Lodestar Rush every other hit, completely shredding through his opponents. The second effect that he introduces, as an Emblem Hero, he can Engage with any unit (aside from another Emblem Marth), to give the unit '''-1 Special'''. Any unit gets to have a -1 Special weapon, and the application is universal-- no unit would say no to faster Specials. The above two Marths are a good example, where Brave Marth can forgo Shining Emblem for a one charge No Quarter for [=DR=] piercing, or Legendary Marth can activate Shining Emblem much faster with his Exalted Falchion. The only draw back is that if you have a unit that strikes twice, your Special deals 8 less damage. Emblem Marth's only real weakness is that Hardy Bearing can mess up the order of his attacks, but he otherwise shines brightly on the battlefield.

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** '''Emblem Marth''' wields Hero-King Sword, which has -1 Special, grants +5 to all stats, and then an additional boost to all stats = 20% of his Spd, mitigates damage from the foe's first attacks by 40%, while also nullifying 50% of the foe's non-Special DamageReduction effects, and his attacks occur consecutively like with Desperation. Notably, that last effect also works on the enemy phase as well. He also comes with Atk/Spd Finish 4 for more damage and some healing, and Inf. Null Follow 4 to give himself and nearby infantry allies the Null Follow-Up status, as well as the Warp status for himself. This Marth also introduces two new incredible effects: the first is the Potent Follow-Up, which is achieved through his newly introduced Potent 4. If you have no less than 20 Spd below your opponent's Spd, you will perform an extra attack during combat, which deals 80% of your damage if you can't perform an actual follow-up attack or strike twice, 40% otherwise. Essentially, this skill allows fast enough units to strike ''three times'' in combat. Emblem Marth however, has a unique Special in Lodestar Rush, which deals damage = 40% of his Spd, nullifies Guard, and his Potent Follow-Up strikes at full power. Then, if his Special is either ready or activated during combat, he gets 40% unpierceable [=DR=] for the foe's next attack. What this basically means is that he can strike three times, activating Lodestar Rush every other hit, completely shredding through his opponents. The second effect that he introduces, as an Emblem Hero, he can Engage with any unit (aside from another Emblem Marth), to give the unit '''-1 Special'''. Any unit gets to have a -1 Special weapon, and the any unit with a -1 Special weapon basically has a ''-2 Special'' weapon. The application is universal-- no unit would say no to faster Specials. The above two Marths are a good example, where Brave Marth can forgo Shining Emblem for a one charge No Quarter for [=DR=] piercing, or Legendary Marth can activate Shining Emblem much faster with his Exalted Falchion. The only draw back is that if you have a unit that strikes twice, your Special deals 8 less damage. Emblem Marth's only real weakness is that Hardy Bearing can mess up the order of his attacks, but he otherwise shines brightly on the battlefield.
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* '''Nabata [[VideoGame/FireEmblemTheBindingBlade Igrene]] and [[VideoGame/FireEmblemTheBlazingBlade Louise]] are a blue bow infantry unit, where Igrene wields Sandglass Bow, which has -1 Special, grants -2 Special cooldown count at the start of the map, and grants +1 Mov and [Acrobat] to herself and nearby infantry and armoured allies at the start of each turn. This improves the mobility of such units greatly, since they can't move as far or as free as cavalry or fliers can normally. Igrene is also a powerhouse in combat, as her bow also grants +6 Atk/Spd during combat, deals damage = 15% of her Atk (which includes [=AoE=] damage), and when her [=AoE=] Special activates, she deals damage = 40% of her Spd. With Flash Sparrow, Spd/Def Tempo 4, and the introduced Pulse Up Blades (which grants a Special charge at the start of each turn and more Atk and Spd as the match continues), Igrene's attacks are going to hit ''very'' hard. Her Harmonized skill has her and Louise grant [Resonance: Blades], [Treachery], and [Desperation] to themselves and any other units from ''Binding'' or ''Blazing Blade'' for even more devastating power.

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* '''Nabata [[VideoGame/FireEmblemTheBindingBlade Igrene]] and [[VideoGame/FireEmblemTheBlazingBlade Louise]] Louise]]''' are a blue bow infantry unit, where Igrene wields Sandglass Bow, which has -1 Special, grants -2 Special cooldown count at the start of the map, and grants +1 Mov and [Acrobat] to herself and nearby infantry and armoured allies at the start of each turn. This improves the mobility of such units greatly, since they can't move as far or as free as cavalry or fliers can normally. Igrene is also a powerhouse in combat, as her bow also grants +6 Atk/Spd during combat, deals damage = 15% of her Atk (which includes [=AoE=] damage), and when her [=AoE=] Special activates, she deals damage = 40% of her Spd. With Flash Sparrow, Spd/Def Tempo 4, and the introduced Pulse Up Blades (which grants a Special charge at the start of each turn and more Atk and Spd as the match continues), Igrene's attacks are going to hit ''very'' hard. Her Harmonized skill has her and Louise grant [Resonance: Blades], [Treachery], and [Desperation] to themselves and any other units from ''Binding'' or ''Blazing Blade'' for even more devastating power.

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Adding Emblem Marth, Nabata Igrene, Nabata Altina, and I do think that both Ascended Fjorm and Halloween Duma have had their niches completely outdone by the Winter Byleths. Jayscribble, if you feel like NY Seidr is worth an add then by all means, I just haven't personally seen how bad she can be (aside from that one Ze Shado video but no one else would be insane enough to make a NY Seidr line).


* '''[[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Marth]]''', the Hero-King, TheDragonslayer and face of ''Fire Emblem'', fittingly has two versions that let him be a shining star on the battlefield. Brave and Legendary versions share Shining Emblem, which boosts his damage by 35% of his Spd when it activates, and it grants him +6 to all stats at the start of the turn if he's near an ally, which then get shared with every ally on the map upon activation. Both Marths also have effects that take full advantage of these buffs, and both make particularly great use of the Bonus Doubler Seal to get a free +6 to all stats, and both Marths basically become a giant statball. Aside from that, they differ quite a bit, but are both very powerful:

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* '''[[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Marth]]''', the Hero-King, TheDragonslayer and face of ''Fire Emblem'', fittingly has two three different versions that let him be a shining star on the battlefield. His Brave and Legendary versions share the unique Special in Shining Emblem, which boosts his damage by 35% of his Spd when it activates, and it grants him +6 to all stats at the start of the turn if he's near an ally, which then get shared with every ally on the map upon activation. activation. Both Marths also have effects that take full advantage of these buffs, and both make particularly great use of the Bonus Doubler Seal to get a free +6 to all stats, and both Marths basically become a giant statball. Aside from that, they differ There's also Emblem Marth, who plays quite a bit, differently, but are both very powerful: has a unique mechanic that the other two Marths can take full advantage of.



** '''Emblem Marth''' wields Hero-King Sword, which has -1 Special, grants +5 to all stats, and then an additional boost to all stats = 20% of his Spd, mitigates damage from the foe's first attacks by 40%, while also nullifying 50% of the foe's non-Special DamageReduction effects, and his attacks occur consecutively like with Desperation. Notably, that last effect also works on the enemy phase as well. He also comes with Atk/Spd Finish 4 for more damage and some healing, and Inf. Null Follow 4 to give himself and nearby infantry allies the Null Follow-Up status, as well as the Warp status for himself. This Marth also introduces two new incredible effects: the first is the Potent Follow-Up, which is achieved through his newly introduced Potent 4. If you have no less than 20 Spd below your opponent's Spd, you will perform an extra attack during combat, which deals 80% of your damage if you can't perform an actual follow-up attack or strike twice, 40% otherwise. Essentially, this skill allows fast enough units to strike ''three times'' in combat. Emblem Marth however, has a unique Special in Lodestar Rush, which deals damage = 40% of his Spd, nullifies Guard, and his Potent Follow-Up strikes at full power. Then, if his Special is either ready or activated during combat, he gets 40% unpierceable [=DR=] for the foe's next attack. What this basically means is that he can strike three times, activating Lodestar Rush every other hit, completely shredding through his opponents. The second effect that he introduces, as an Emblem Hero, he can Engage with any unit (aside from another Emblem Marth), to give the unit '''-1 Special'''. Any unit gets to have a -1 Special weapon, and the application is universal-- no unit would say no to faster Specials. The above two Marths are a good example, where Brave Marth can forgo Shining Emblem for a one charge No Quarter for [=DR=] piercing, or Legendary Marth can activate Shining Emblem much faster with his Exalted Falchion. The only draw back is that if you have a unit that strikes twice, your Special deals 8 less damage. Emblem Marth's only real weakness is that Hardy Bearing can mess up the order of his attacks, but he otherwise shines brightly on the battlefield.



* '''Nabata [[VideoGame/FireEmblem Altina]]''' is an axe infantry that wields Arcadian Axes, which has -1 Special, strikes twice on either phase, and inflicts -5 Atk/Def/Res on the foe, with a further debuff equal 20% of her her Res. It also has the Scowl effect, notably despite not being a Dragon, where if her Res > foe's Res by 5, then Altina can inflict +1 Special charge on the foe before their attack, protecting her from opposing Specials. She also has a unique Special in Arms of the Three, which deals damage = 40% of her Res, nullifies opposing non-Special DamageReduction, and grants her DamageReduction herself, based on the difference between her and her opponent's Res (up to 30% [=DR=] this way). Altina also has Atk/Def Finish 4 and Atk/Def Bulwark 4 for more damage and healing, while Bulwark 4 also provides 40% [=DR=], and Time's Pulse 4 to keep her Special looped. While Atk/Def Bulwark 4 is a fine skill, Altina can make great use of Null C-Disrupt to ensure that you can't even try to cheese her by denying her counterattacks



* '''Nabata [[VideoGame/FireEmblemTheBindingBlade Igrene]] and [[VideoGame/FireEmblemTheBlazingBlade Louise]] are a blue bow infantry unit, where Igrene wields Sandglass Bow, which has -1 Special, grants -2 Special cooldown count at the start of the map, and grants +1 Mov and [Acrobat] to herself and nearby infantry and armoured allies at the start of each turn. This improves the mobility of such units greatly, since they can't move as far or as free as cavalry or fliers can normally. Igrene is also a powerhouse in combat, as her bow also grants +6 Atk/Spd during combat, deals damage = 15% of her Atk (which includes [=AoE=] damage), and when her [=AoE=] Special activates, she deals damage = 40% of her Spd. With Flash Sparrow, Spd/Def Tempo 4, and the introduced Pulse Up Blades (which grants a Special charge at the start of each turn and more Atk and Spd as the match continues), Igrene's attacks are going to hit ''very'' hard. Her Harmonized skill has her and Louise grant [Resonance: Blades], [Treachery], and [Desperation] to themselves and any other units from ''Binding'' or ''Blazing Blade'' for even more devastating power.



** '''Ascended Fjorm''', blessed by her god Nifl, is an Axe Armour who wields Nifl's Bite, which has -1 Special, restores 7 HP after combat, has Distant Counter, and uniquely for an Armoured unit, she gets Null C-Disrupt against ranged opponents. The likes of Firesweep Bow and Dazzling Staff have all been literally stopped cold by Fjorm, as they usually lack the firepower to break through her. Like her regular version, Fjorm also has Ice Mirror, which mitigates any damage taken at a range by 30%, and then she gets a damage boost equal to how much damage she reduced. To help with this, she introduces Hardy Fighter, which prevents the foe's guaranteed follow up attacks and acts as a souped up Shield Pulse, precharging any defensive Special, boosting the power of their effects twofold and then some, allowing for huge DamageReduction. With her capabilities, her healing, and the ability to always counterattack against ranged opponents, Fjorm makes for a formidable Far Save tank. She just has to watch out for Guard since she does rely on her Special, and Duo Chrom in particular will eat her alive unless she has Svalinn's Shield.
** '''Duo Halloween Duma and Mila'''. The gods of strength and love offer some pretty spooky tricks against any ranged opponent trying to go up against 'em. Duma is a red armour dragon that can deny the opponent's follow-up attack while also preventing any effects that guaranteed the opponent's follow-up attack, and if he has 5 more Res than his foe, he can inflict +1 Special cooldown on the opponent during combat before their first attack, stopping any precharged Special cold. As long as he meets the Res check, he can put a stop to effects like Deadeye or Lethality that will attempt to pierce through his DamageReduction, like say from Valentine's Chrom, who can't hope to match Duma's Res at all. Said [=DR=] comes in the form of Dragon Wall, and Duma's unique C skill in Woeful Upheaval, which deals 7 damage to all foes on turn 1, and it mitigates damage taken by the foe's first hit equal to the difference between Duma's Atk and the opponent's Atk, plus the difference between the foe's max and current HP, multiplied threefold, to a maximum of 30% DamageReduction. It also has Far Save built in, making Duma an excellent Far Save tank, compounded with his Distant Ferocity granting him +5 Atk in addition to Distant Counter.



** '''Duo Winter Male and Female Byleth''' deliver a ferocious, frosty gift to any ranged attackers. Byleth wields Holy Yule Sword, which has -1 Special, has Distant Counter, Null C-Disrupt against ranged foes, nullifies Guard, and grants +5 Atk/Def/Res to himself, further boosted by 20% of his Res. It also has the Scowl effect, which inflicts +X Special cooldown count on the foe in combat before their attack, decharging their Special. This is dependent on how many spaces the opponent moved before combat, but if [Saviour] activates, then it counts as 3. That's right, Byleth has a super Scowl effect that can completely shut off nearly any Special as long as he activates his Save skill, and ranged foes can't deny his counterattack either. He also comes with Supreme Heaven, an upgraded version of Sublime Heaven which deals 50% of his Atk to Dragon or Beast foes, or 25% otherwise, neutralizes opposing non-Special [=DR=], and provides 30% unpierceable [=DR=] for himself, and with his weapon's Guard nulling effect, he's sure to fire this off with every retaliation. To improve his tanking capabilities, he has Fireflood Boost 3 for more Atk/Res and Guard, and A/R Far Save to protect his allies from fearsome ranged foes. Byleth also introduces Weaving Fighter, which inflicts -4 Atk/Def on the foe, prevents himself and his opponent from making a follow-up attack, and provides 80% DamageReduction if his foe can still make a follow-up attack, or 40% otherwise, then heals him for 7 HP after combat. Finally, his Duo skill has both Byleths give +6 Def/Res, the [AoE Damage Reduction] and [Hexblade] statuses to themselves and nearby allies, and just for themselves, the [Svalinn's Shield] status. Winter Byleth is a complete hard stop to many ranged foes, many of which simply can't survive being struck by Supreme Heaven, and otherwise can't really do much to tear through his immense bulk.



* '''Arcane Weapons''', introduced with Rearmed Heroes in late 2022, are powerful weapons that come with -1 Special and grant +5 to all stats, a few different effects to give the unit an edge in battle, and can breathe new life into old units. These weapons can be inherited from a Rearmed Hero to any other unit that's applicable [[labelnote:For instance...]]Arcane Grima can only be inherited by dragons for example, and if you inherit an Arcane weapon onto a new unit, that unit can't equip it and any [[SecretArt unique skills]] they have at the same time[[/labelnote]], and the Rearmed Hero will not disappear, letting you keep them to still play around and fight with, usually with a base kit tailor made for said Arcane weapon. If you summon for another copy of the Rearmed Hero, you can also inherit from the first copy (using up the Arcane inheritance), then merge to the new copy, and then the new copy will be able to inherit to another unit, letting you transfer over the weapon again and up to three rare skills.

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* '''Arcane Weapons''', introduced with Rearmed Heroes in late 2022, are powerful weapons that come with -1 Special and grant +5 to all stats, a few different effects to give the unit an edge in battle, and can breathe new life into old units. These weapons can be inherited from a Rearmed Hero to any other unit that's applicable [[labelnote:For instance...]]Arcane Grima can only be inherited by dragons for example, and if you inherit an Arcane weapon onto a new unit, that unit can't equip it and any [[SecretArt unique skills]] they have at the same time[[/labelnote]], and the Rearmed Hero will not disappear, letting you keep them to still play around and fight with, usually with a base kit tailor made for said Arcane weapon. If you summon for another copy of the Rearmed Hero, you can also inherit from the first copy (using up the Arcane inheritance), then merge to the new copy, and then the new copy will be able to inherit to another unit, letting you transfer over the weapon again and up to three rare skills. As of version 8.2, Attuned and Rearmed Heroes can now equip Arcane and Echo skills from other such units, in addition to whatever unique skills they have. This is a huge boon, especially on the refreshers, like Rearmed Plumeria now being able to equip Atk Oath Echo for warping in addition to keeping her Cloying Dreams, or Rearmed Tana being able to equip Arcane Darkbow and still keep her Soaring Wings B skill.
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** '''Arcane Thrima''', from Rearmed Lucina, is an axe that inflicts -6 Atk/Def on the closest foes and nearby enemies, and debuffs the opponent in combat equal to whatever stat debuff they've got, just like Arcane Void. It also has full Tempo and full Null Follow-Up built in, so this axe is specialized for faster units, although even slower units can still appreciate the debuffs and Tempo at least. Cavaliers can also inherit Spd/Def Snag 4 from Lucina for even more debuffs, compounded further with its Sabotage effect, as well as Alarm Def/Res to give them Canto (1) to maneuver around better. Atk/Spd Clash 3 is a bit harder to come by, but Atk/Spd Clash 4 can also be picked up for units who can put their Mov to great use.

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** '''Arcane Thrima''', Þrima''', from Rearmed Lucina, is an axe that inflicts -6 Atk/Def on the closest foes and nearby enemies, and debuffs the opponent in combat equal to whatever stat debuff they've got, just like Arcane Void. It also has full Tempo and full Null Follow-Up built in, so this axe is specialized for faster units, although even slower units can still appreciate the debuffs and Tempo at least. Cavaliers can also inherit Spd/Def Snag 4 from Lucina for even more debuffs, compounded further with its Sabotage effect, as well as Alarm Def/Res to give them Canto (1) to maneuver around better. Atk/Spd Clash 3 is a bit harder to come by, but Atk/Spd Clash 4 can also be picked up for units who can put their Mov to great use.
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Freyr is the new king of Anima season for good reason. He singlehandedly saved it...and arguably did too good of a job in doing so.

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** '''[[VideoGame/FireEmblemHeroes Freyr]]''' proves his might as the Dream-King and the king of Anima season by virtue of being an extremely bulky blue cavalry beast with incredible supportive capabilities. His Dream Horn gives him -1 special cooldown, inflicts Atk/Def -X on foe during combat (X = the highest total bonuses among unit and allies within 3 spaces of unit + 6), a guaranteed follow-up, and reduces damage from attacks and from area of effect specials by 30%. If he’s transformed, he inflicts Atk/Def -X on foe during combat (X = the number of spaces from start position to end position of whoever initiated combat +3; max 6), and if X is greater than or equal to 5, he reduces damage from his foe’s first attack during combat by 30%. He comes with the skills Atk/Def Clash 4 and Lull Atk/Def 4 to further bolster his titanic bulk and might. The real kicker is his unique C skill, Dream Deliverer. If he’s within 2 spaces of an ally, he neutralizes any penalties that take effect on him and his allies within 2 spaces at the start of both player phase and enemy phase. He also grants Def/Res +6 and Resonance: Shields to himself and those allies, and if he’s within 3 spaces of an ally, he gains Def/Res+4 and inflicts Special cooldown charge -1 on his foe during combat. This single handedly lets him hard counter Elimine’s False Start, among other penalties such as Panic, Exposure, Ploy, and all stat debuffs, while the rest of his skills make him an absolute MightyGlacier of a unit who’s incredibly tough to bring down.
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* '''Ninja [[VideoGame//FireEmblemRadiantDawn Sanaki and Micaiah]]''' are a red tome cavalier with Radiant Scrolls, a tome that strikes twice on either phase, and has Canto (Rem) built in for Sanaki to retreat with any remaining Mov. Continuing the tradition of the ridiculously strong Ninja Duo, Sanaki and Micaiah bring a whole host of debuffs and effects that prey upon debuffed units. Radiant Scrolls inflicts -6 Atk/Res on the foe, deals true damage = Y, and reduces opposing [=DR=] by Y x 4, and Y is equal to the total amount of debuffed stats on the opponent and nearby foes. With Sabotage Atk/Res to punish any units grouping up together, and Def/Res Ploy 3 to cancel out the effects of [Grand Strategy] in an attempt to take advantage of the debuffs, both skills can inflict huge amounts of debuffs on the enemy. The sneaky empress can hit incredibly hard, and you can't even rely on DamageReduction to help you out that much either. Like the other Ninja Duos, Sanaki's Duo Skill gives her and Micaiah an extra action to move again, and can put that Canto (Rem) to good use to get back to safety.

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* '''Ninja [[VideoGame//FireEmblemRadiantDawn [[VideoGame/FireEmblemRadiantDawn Sanaki and Micaiah]]''' are a red tome cavalier with Radiant Scrolls, a tome that strikes twice on either phase, and has Canto (Rem) built in for Sanaki to retreat with any remaining Mov. Continuing the tradition of the ridiculously strong Ninja Duo, Sanaki and Micaiah bring a whole host of debuffs and effects that prey upon debuffed units. Radiant Scrolls inflicts -6 Atk/Res on the foe, deals true damage = Y, and reduces opposing [=DR=] by Y x 4, and Y is equal to the total amount of debuffed stats on the opponent and nearby foes. With Sabotage Atk/Res to punish any units grouping up together, and Def/Res Ploy 3 to cancel out the effects of [Grand Strategy] in an attempt to take advantage of the debuffs, both skills can inflict huge amounts of debuffs on the enemy. The sneaky empress can hit incredibly hard, and you can't even rely on DamageReduction to help you out that much either. Like the other Ninja Duos, Sanaki's Duo Skill gives her and Micaiah an extra action to move again, and can put that Canto (Rem) to good use to get back to safety.

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Adding some of the new super units, removing Arcane Eljudnir or however you spell that. The new Winter Byleths should count too but I'm just not sure if they would collectively kick Duo Duma and Ascended Fjorm off the page, considering they can do what those two can do (super Scowl and Null C-Disrupt). That should be up to you to decide, jayscribble.


* '''Ninja [[VideoGame/FireEmblemRadiantDawn Zelgius]]'''. The mightiest general in all of Begnion earns that title through his resilience and power. He's a lance armour that wields Scarlet Spear, which has -1 Special, lets Zelgius strike twice on either phase, and grants him an Atk swing based on his foe's Atk, gives him 30% [=DR=], and it heals 7 HP to him after combat. He comes with Distant D/R Solo, combining Def/Res Solo and Distant Counter to bolster his defenses and let him counterattack ranged units, Assault Troop so that he can actually move around the map, and Special Fighter 4, granting him Special accel, Guard, and some more healing. His unique Special, Lightless Luna, combines the 80% Def piercing of Black Luna, and the 40% unpiercable DamageReduction that Armoured Beacon and similar Specials can grant. Zelgius can also Save tank pretty well on either phase, as Lightless Luna's [=DR=] isn't dependent on any range like the Armoured Special skills are, but what makes him especially dangerous is that as an armour, he can inherit Special Spiral 4, and as of Dec 2023, Special Fighter became a Seal. Being able to pierce through opposing [=DR=], keep Lightless Luna looped, ''and'' still have Special Fighter (just minus the healing from the skill, but his weapon heals him anyway) to help start that loop makes for an incredible combination that leaves his opponents thunderstruck.
* '''Winter [[VideoGame/FireEmblemThreeHouses Edelgard]]'''. She's a lance armour this time around, ready to deliver hellfire upon her enemies. Her Black Yule Lance has -1 Special, and can apply Divine Vein (Flame) terrain on five spaces in a line centered on the opponent and five spaces behind those spaces based on the direction Edelgard's facing, allowing her to set a good amount of tiles ablaze, debuffs the foe's Atk/Def during combat by a lot, gives her Special charges in combat based on either however many spaces she or her opponent moved before combat (and if the foe's on fiery terrain, then the value reaches its max of 3), and she can reduce opposing DamageReduction by up to ''100%''. That's right, DamageReduction from non-Special skills will just ''not'' protect you from Edelgard, although that percentage goes down for each ally adjacent to her, so she just needs to keep her distance. She can also neutralize any non-Special Miracle effects against a red opponent, or if the foe is on a flame terrain, so such effects won't keep you safe from her wrath either. Her B skill, Raging Tempest, grants her +1 Mov and [Charge], allowing her to let her actually maneuver around the map and stay away from her allies, and it inflicts another Atk/Def debuff on the foe, lets her deal damage = 15% of her Atk, and finally, she's granted another action after combat, letting her menace another opponent, or multiple if she's given Galeforce. She also introduces a new Special for armoured units in Armoured Blaze, which is the melee equivalent of Beacon and Floe, combining Bonfire with unpiercable 40% [=DR=] if either her Special or her foe's Special is ready, or activates before or during combat. Edelgard also has Atk/Def Prime 4 to boost her Atk and Def and potentially let her counter ranged units if she acquires enough status effects, and Def/Res Ploy to make sure that anything in her relative line of sight gets debuffed heavily. The ''only'' thing she's missing is a follow-up attack, but she can circumvent that by just equipping the Bold Fighter Seal.



* '''Winter [[VideoGame/FireEmblemThreeHouses Dimitri]]''' is an axe cavalier who offers his foes no quarter, destroying something on the player phase and ambushing everything else on the enemy phase. He wields Blue Yule Axe, which has Canto (2) built in, has -1 Special, grants +6 Atk/Spd and the Null Follow-Up status to himself, and he gets +5 to all stats, further increased based on 15% of his Spd, and he gets Special charges during combat equal to however many spaces either he or his opponent moved before combat, up to a max of 3. If he has at least four status effects active on him, then that value is set to 3. His weapon provides one, Panic Smoke 4 provides another with [Foe Penalty Doubler], and his unique B skill Barbarity inflicts -4 Atk/Spd/Def on the foe, grants 40% [=DR=] on the foe's first attacks, grants [Vantage] and [Dodge] after combat, and inflicts -6 to all stats on the foe and nearby foes afterwards. Those debuffs really punish any unit thanks to Panic Smoke 4's [Foe Penalty Doubler], and the four status effects means he can always get the Special charges during combat. This all pairs perfectly with his introduced Special, No Quarter, which boosts his damage by 40% of his Atk against armoured units and 30% against everything else, and it pierces through [=DR=]. So, once Dimitri rides up to an opponent and annihilates them, his kit gives him the three extra status effects to keep this Special looped, ''and'' he also comes with Atk/Spd Prime 4 to gives him more Atk and Spd based on how many status effects he has, and it just so happens that it also grants him Distant Counter if he has at least four status effects on him, so he can Vantage sweep his opponents-- every last one of 'em. Dimitri is a dual phase monster that's hard to stop once he gets going, and although he has to watch out for Hardy Bearing, he still has some of his own [=DR=] to fall back on if he must take a hit.



* '''Legendary [[VideoGame/FireEmblemGenealogyOfTheHolyWar Le]][[VideoGame/FireEmblemThracia776 if]]'''. His second appearance in the game, now playing at being a Master Knight, Leif rejoins the fight as a Bow Cavalier with a nasty bag of tricks. His weapon is Meisterbogen, a ''dual-phase'' Brave Bow and a very high base Atk of 38 to take advantage of it (and his superasset is in Atk too). But what really makes him mean is his Special, Njörun's Zeal, which is a 3-CD '''Galeforce''' with the stipulation that it self-inflicts the Gravity debuff after activating. This gives him a unique role as the only ranged unit in the game - with Cavalry movement no less - that has access to Galeforce, and the self-Gravity can be removed by an allied healer with Restore. Compounding on this is the S-Drink, Leif's unique B Skill that heals him to full HP and (more importantly) gives him a Special charge on Turn 1, so it's possible for him to activate Njörun's Zeal right away. With Atk/Res Push 4 and Def Smoke also in his base kit, Leif hits as much as 58 Atk out of the box with a superasset and can capitalize on a Def-7 debuff with Njörun's Zeal, which with allied buffs is more than enough to obliterate all but the hardiest supertanks from the word "Go". His refine adds a number of effects if in two spaces of an ally: +5 in all stats in combat, additional damage based on 10% of the foe's Att, and nullifying "Guard" type effects ensuring speial triggering. His remi adds Njörun's Zeal II, which adds an additional charge, and joint drive att

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* '''Legendary [[VideoGame/FireEmblemGenealogyOfTheHolyWar Le]][[VideoGame/FireEmblemThracia776 if]]'''. His second He takes on his appearance in the game, now playing at being as a Master Knight, Leif rejoins the fight as a Bow Cavalier and arms himself with a nasty bag of tricks. His weapon is the Meisterbogen, a ''dual-phase'' Brave Bow and a very high base Atk of 38 to take advantage of it (and his superasset is in Atk too). But what really makes him mean is his Special, Njörun's Zeal, which is a 3-CD '''Galeforce''' with the stipulation that strikes twice on either phase. When refined, it self-inflicts the Gravity debuff after activating. This gives him a unique role as the only ranged unit in the game - with Cavalry movement no less - that has access grants +4 to Galeforce, and the self-Gravity can be removed by an allied healer with Restore. Compounding on this is the S-Drink, Leif's unique B Skill that heals him to full HP and (more importantly) gives him a Special charge on Turn 1, so it's possible for him to activate Njörun's Zeal right away. With Atk/Res Push 4 and Def Smoke also in his base kit, Leif hits as much as 58 Atk out of the box with a superasset and can capitalize on a Def-7 debuff with Njörun's Zeal, which with allied buffs is more than enough to obliterate all but the hardiest supertanks from the word "Go". His refine adds a number of effects if in two spaces of an ally: +5 in all stats in combat, additional stats, deals damage based on equal to 10% of the foe's Att, Atk, and nullifying "Guard" type effects it neutralizes Guard, ensuring speial triggering. that nothing will stop his Special. His remi adds Njörun's Zeal II, unique Special, Njorun's Zeal, grants him an extra action when activated, which adds an additional charge, and joint drive attnot a lot of other ranged units can boast, although it also inflicts Gravity on him after activating it. Still, there are ways around that, simply by purging the Gravity debuff through Restore+, or giving him [Charge] somehow so that he still gets to warp up to three spaces in cardinal directions to help him retreat.



* '''[[VideoGame/FireEmblemHeroes Gullveig]]''' is a colourless tome cavalier who, when compared to her Brave version, trades flight and Canto 1 for ''another'' action and more Mov. Her Quietus Gullveig has -1 Special, grants +5 to all stats, a boost to her Atk/Spd dependent on 15% of her Spd, has Null Follow-Up, gives her 70% [=DR=] when initiating combat, heals for 7 HP after combat, and grants her an ExtraTurn after attacking, although this effect only works once every three turns. That's where her unique Special comes in, Time is Light: it boosts her damage by 45% of her Spd, neutralizes Guard, and if she activates the Special and survives, she gets ''another'' ExtraTurn. It takes priority over her weapon, but it usually means that she can attack up to three different times in a single turn. She comes with Flared Sparrow to apply Divine Vein (Flame) terrain, and introduces Occultist's Strike, which deals 7 damage as the combat begins (which stacks with Flared Sparrow), inflicts -4 Spd/Res on the foe, and deals damage = 20% of the foe's Res. This means that any time she fights, she will deal at least 14 damage beforehand, and although she has no method of [=DR=] piercing, the splash damage can usually just let her brute force her way through tough tanks and lay waste to the entire map. She also has Def/Res Smoke 3 for more debuffs and Pathfinder to help her allies reach her. Gullveig just has to watch out for [=DR=] piercing effects, and the vast amounts of chip damage can help activate an opponent's Vantage.



* '''Ninja [[VideoGame//FireEmblemRadiantDawn Sanaki and Micaiah]]''' are a red tome cavalier with Radiant Scrolls, a tome that strikes twice on either phase, and has Canto (Rem) built in for Sanaki to retreat with any remaining Mov. Continuing the tradition of the ridiculously strong Ninja Duo, Sanaki and Micaiah bring a whole host of debuffs and effects that prey upon debuffed units. Radiant Scrolls inflicts -6 Atk/Res on the foe, deals true damage = Y, and reduces opposing [=DR=] by Y x 4, and Y is equal to the total amount of debuffed stats on the opponent and nearby foes. With Sabotage Atk/Res to punish any units grouping up together, and Def/Res Ploy 3 to cancel out the effects of [Grand Strategy] in an attempt to take advantage of the debuffs, both skills can inflict huge amounts of debuffs on the enemy. The sneaky empress can hit incredibly hard, and you can't even rely on DamageReduction to help you out that much either. Like the other Ninja Duos, Sanaki's Duo Skill gives her and Micaiah an extra action to move again, and can put that Canto (Rem) to good use to get back to safety.



** '''[[VideoGame/FireEmblemHeroes Kvasir]]''' is deceptively tanky, despite being a player phase nuke. She's a red tome cavalier with Incipit Kvasir, which grants +5 to all stats, debuffs the foe's Spd/Res equal to 15% of her Spd, has Null Follow-Up and Special accel built in, and for the first combat on either phase, she gets 70% [=DR=] on the foe's first attacks, and after combat, she inflicts [Panic] on her foe and nearby foes. [=DR=] on both if the foe's first attacks means that even against foes that can strike twice, she'll be able to survive and activate her unique Special Light is Time. Said Special boosts her damage by 60% of the foe's Atk, neutralizes Guard, and if it activates during combat and she survives, then either she refreshes the nearest ally (and inflicting Gravity if they're ranged), and if there's no ally nearby, she grants [Time's Gate] to herself, which lets allies within four spaces warp to a space adjacent to her. With Atk/Spd Catch 4, Lull Spd/Res 4, and the introduced Incite Atk/Spd (which grants more stats depending on how far either she or her opponent moved before combat), her Atk and Spd is just through the roof, letting her ride up to something, nuke it out of orbit, and either she gives an ally another action or lets an ally get the jump on another enemy.
** '''Winter [[VideoGame/FireEmblemEngage Yunaka]]''' is a dagger cavalier who wields Silent Yule Knife, which has -1 Special, grants +5 to all stats, up to +9 Atk/Spd (which gets reduced for each ally next to her), has the offense based parts of Null Follow-Up and Tempo built in to let her bypass follow-up denial and Guard, and she can get both DamageReduction on the foe's first attacks, and she can pierce that same amount depending on how many spaces she or her opponent moved before combat, up to ''90%'' for both. She can really hit and run thanks to Canto (Dist) built in, letting her use however many spaces she moved to move again after attacking, and comes with Flared Sparrow and Assassin's Strike (the physical equivalent of Occultist's Strike) for huge amounts of extra damage, and this is on top of her [=DR=] piercing. She also has Fatal Smoke 4 to deny the foe from healing, and it lets her negate any non-Special Miracle effects.



* '''Arcane Weapons''', introduced with Rearmed Heroes in late 2022, are powerful weapons that come with -1 Special and grant +5 to all stats (with one exception), a few different effects to give the unit an edge in battle, and can breathe new life into old units. These weapons can be inherited from a Rearmed Hero to any other unit that's applicable [[labelnote:For instance...]]Arcane Grima can only be inherited by dragons for example, and if you inherit an Arcane weapon onto a new unit, that unit can't equip it and any [[SecretArt unique skills]] they have at the same time[[/labelnote]], and the Rearmed Hero will not disappear, letting you keep them to still play around and fight with, usually with a base kit tailor made for said Arcane weapon. If you summon for another copy of the Rearmed Hero, you can also inherit from the first copy (using up the Arcane inheritance), then merge to the new copy, and then the new copy will be able to inherit to another unit, letting you transfer over the weapon again and up to three rare skills.
** '''Arcane Éljúðnir''', inherited from Rearmed Líf, is a Sword that inflicts -6 Atk/Def on the foe, grants the user a follow-up attack, and lets the user deny the opponent's follow-up attack. This turns ''any'' sword wielder into an Omnibreaker tank. Slow units get to take advantage of their bulk, while faster units can use the free follow-up attack as a pseudo Null Follow-Up, either way, freeing up the B slot for something else, like Lull Atk/Def on the slower units or a DamageReduction skill on the faster ones.

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* '''Arcane Weapons''', introduced with Rearmed Heroes in late 2022, are powerful weapons that come with -1 Special and grant +5 to all stats (with one exception), stats, a few different effects to give the unit an edge in battle, and can breathe new life into old units. These weapons can be inherited from a Rearmed Hero to any other unit that's applicable [[labelnote:For instance...]]Arcane Grima can only be inherited by dragons for example, and if you inherit an Arcane weapon onto a new unit, that unit can't equip it and any [[SecretArt unique skills]] they have at the same time[[/labelnote]], and the Rearmed Hero will not disappear, letting you keep them to still play around and fight with, usually with a base kit tailor made for said Arcane weapon. If you summon for another copy of the Rearmed Hero, you can also inherit from the first copy (using up the Arcane inheritance), then merge to the new copy, and then the new copy will be able to inherit to another unit, letting you transfer over the weapon again and up to three rare skills.
** '''Arcane Éljúðnir''', inherited from Rearmed Líf, is a Sword that inflicts -6 Atk/Def on the foe, grants the user a follow-up attack, and lets the user deny the opponent's follow-up attack. This turns ''any'' sword wielder into an Omnibreaker tank. Slow units get to take advantage of their bulk, while faster units can use the free follow-up attack as a pseudo Null Follow-Up, either way, freeing up the B slot for something else, like Lull Atk/Def on the slower units or a DamageReduction skill on the faster ones.
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** '''Arcane Void''', inherited from Ginnungagap, is a dagger that grants a guaranteed follow-up attack, inflicts a debuff in combat equal to whatever stat debuff the opponent has (synergizing well with the Def/Res Dagger 7 debuffs), and grants Special accel per attack. It's a good, generalist dagger that pairs well with any other effects that also inflict debuffs on the foes, which daggers already have built in, and the Special accel can help charge something like Luna or Lethality, the latter of which can also be inherited from Ginnungagap. While Fatal Smoke 3 is a bit hard to obtain as a prerequisite, Fatal Smoke 4 is also worth picking up to deny Miracle effects that might try to avoid your lethal strikes.
** '''Arcane Thrima''', from Rearmed Lucina, is an axe that inflicts -6 Atk/Def on the closest foes and nearby enemies, and debuffs the opponent in combat equal to whatever stat debuff they've got, just like Arcane Void. It also has full Tempo and full Null Follow-Up built in, so this axe is specialized for faster units, although even slower units can still appreciate the debuffs and Tempo at least. Cavaliers can also inherit Spd/Def Snag 4 from Lucina for even more debuffs, compounded further with its Sabotage effect, as well as Alarm Def/Res to give them Canto (1) to maneuver around better. Atk/Spd Clash 3 is a bit harder to come by, but Atk/Spd Clash 4 can also be picked up for units who can put their Mov to great use.
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* '''Legendary [[VideoGame/FireEmblemGenealogyOfTheHolyWar Le]][[VideoGame/FireEmblemThracia776 if]]'''. His second appearance in the game, now playing at being a Master Knight, Leif rejoins the fight as a Bow Cavalier with a nasty bag of tricks. His weapon is Meisterbogen, a ''dual-phase'' Brave Bow and a very high base Atk of 38 to take advantage of it (and his superasset is in Atk too). But what really makes him mean is his Special, Njörun's Zeal, which is a 3-CD '''Galeforce''' with the stipulation that it self-inflicts the Gravity debuff after activating. This gives him a unique role as the only ranged unit in the game - with Cavalry movement no less - that has access to Galeforce, and the self-Gravity can be removed by an allied healer with Restore. Compounding on this is the S-Drink, Leif's unique B Skill that heals him to full HP and (more importantly) gives him a Special charge on Turn 1, so it's possible for him to activate Njörun's Zeal right away. With Atk/Res Push 4 and Def Smoke also in his base kit, Leif hits as much as 58 Atk out of the box with a superasset and can capitalize on a Def-7 debuff with Njörun's Zeal, which with allied buffs is more than enough to obliterate all but the hardiest supertanks from the word "Go".

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* '''Legendary [[VideoGame/FireEmblemGenealogyOfTheHolyWar Le]][[VideoGame/FireEmblemThracia776 if]]'''. His second appearance in the game, now playing at being a Master Knight, Leif rejoins the fight as a Bow Cavalier with a nasty bag of tricks. His weapon is Meisterbogen, a ''dual-phase'' Brave Bow and a very high base Atk of 38 to take advantage of it (and his superasset is in Atk too). But what really makes him mean is his Special, Njörun's Zeal, which is a 3-CD '''Galeforce''' with the stipulation that it self-inflicts the Gravity debuff after activating. This gives him a unique role as the only ranged unit in the game - with Cavalry movement no less - that has access to Galeforce, and the self-Gravity can be removed by an allied healer with Restore. Compounding on this is the S-Drink, Leif's unique B Skill that heals him to full HP and (more importantly) gives him a Special charge on Turn 1, so it's possible for him to activate Njörun's Zeal right away. With Atk/Res Push 4 and Def Smoke also in his base kit, Leif hits as much as 58 Atk out of the box with a superasset and can capitalize on a Def-7 debuff with Njörun's Zeal, which with allied buffs is more than enough to obliterate all but the hardiest supertanks from the word "Go". His refine adds a number of effects if in two spaces of an ally: +5 in all stats in combat, additional damage based on 10% of the foe's Att, and nullifying "Guard" type effects ensuring speial triggering. His remi adds Njörun's Zeal II, which adds an additional charge, and joint drive att
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To say that Brave Female Corrin is absolutely disgusting is an understatement. She's on par with the rest of the Choose Your Legends 7 units for how broken they are.

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** '''Brave Female Corrin''' comes roaring with a vengeance as the Queen of Valla and as a colorless armor dragon with ''a lot'' of DamageReduction. Her Vallastone weapon gives her -1 special cooldown, inflicts -5 to all of her foe's stats, reduces damage from her foe's attacks by 30%, and when she ends her turn, she applies Divine Vein (Stone) to all spaces within 2 spaces of her, which grants +6 Def/Res during combat, reduces damage from foe's specials by 10, and reduces damage from area of effect specials by 50%. Her unique A skill Realms United gives her Distant Counter, inflicts -7 to all of her foe's stats, and reduces damage from her foe's first attacks by 30%. She also has Armored Floe to reduce damage by 40% from ranged foes if either her special or her foe's special is ready, Counter Roar 4, which inflicts -4 Atk/Spd to her foe, reduces damage from her foe's first attacks by 30%, boosts the damage of her next attack by 30% of the damage from her foe's attack prior to reductions, and restores 7 HP after combat, and A/S Far Save. The "first attacks" effect notably includes the first two attacks if the foe has a brave effect during combat, which further adds to her DamageReduction. With all these skills at her disposal, most ranged units will simply get wiped out without doing meaningful damage if they try to attack her, as even units with armor or dragon effectiveness and units with DamageReduction piercing specials will more often than not get stopped cold by her.
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I free summoned Peony and, damn, she's pretty great.

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* '''Attuned [[VideoGame/FireEmblemHeroes Triandra]]''' can be quite a nightmare to face if you're up against her, because she has a whole host of debuffs and effects she can inflict on her foes, even from a long range. She's a sword flier, and thanks to her Flower of Tribute, any foe within 3 rows or 3 columns centered on her will take 5 damage as their combat begins, and also have their Spd and Def reduced by 5. It is basically like a super long range Spd/Def Hold (which she also comes with) while adding the free chip damage from the Divine Flame terrain. And that's before actually applying said terrain, because Triandra could also inherit Flared Sparrow to really make the damage stack. Her unique refresh is Harrowing Dream, which inflicts -5 to all stats, inflicts [Guard], and [Sabotage] on any foe within a cardinal direction of Triandra or her refreshed ally. Triandra doesn't even have to move to support her allies, and when she does, her foes are essentially down -10 to all stats, and activating Specials becomes harder. Triandra's quite the fighter too, because her sword also grants her +5 to all stats, and it lets her deal damage = 20% of her Spd. She comes with Atk/Spd Clash 4, Spd/Def Hold, and she introduces Flow Refresh 4, which adds 40% [=DR=] and ''another'' -4 Spd/Def on the foe, in addition to its base Flow and healing effect. As one of the game's first Attuned Heroes, her newly introduced X skill is Death Blow Echo. It's just Death Blow 2, so a mere +4 Atk upon initiating combat, but that's still extra damage, and is still worth picking up alongside whatever else you inherit from Triandra.


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* '''Attuned [[VideoGame/FireEmblemHeroes Peony]]''' is an axe flier refresher that delivers the sweetest dreams to her allies, even from a distance. Thanks to Peony's Flower of Caring, any ally that's within a cardinal direction of her will get +5 Atk/Spd during combat, and will heal 5 HP after combat, perfect for self sustain. Peony's unique refresh, Tender Dream, grants +4 to all stats, the [Orders] warp status effect, and Canto 1 to the target ally and any ally within a cardinal direction of either Peony or the target. Peony also introduces Rockslide Dance 3, which enables Canto 1 for herself to let her move after refreshing, but it also grants +6 Spd/Def and [Dodge] to the target ally. In a single action, Peony can buff a unit for +4 Atk/Res, +6 Spd/Def, Canto 1, Warp, and Dodge, essentially an all stat buff and ''three'' helpful statuses at once. Peony's a pretty good combatant too, if she needs to fight, as she gets up to +9 to all stats during combat from her weapon alone, gets 40% [=DR=] against the foe's first attack, and she also heals for 5 HP after combat. She also has Atk/Spd Unity to buff herself up more, and Cross Spur Spd to buff her team's Spd even more, all farom afar. As Peony is one of the first Attuned Heroes, she introduces the X slot. Peony's X skill is Atk Oath Echo, which grants +6 Atk and the Orders warp status to the user if there's an ally nearby at the start of the turn, essentially half of a skill like Atk/Spd Oath 4. It's a great skill for anyone to inherit, since any unit would love more mobility and extra Atk, but any units that require a [Bonus] to be active like Brave Claude would also make great use of this skill.


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** '''Arcane Caliburnus''', inherited from Rearmed Sonya, is a green tome that grants a guaranteed follow-up attack, grants Special accel per both the unit and foe's attacks, and it neutralizes any Atk and Res bonuses the opponent has. It's a good, general tome that not many green mages would say no to, especially ones with high enough Res to take advantage of inheriting Atk/Res Ploy 3 at the same time. The Special accel is also great in general, as mages usually can't get any form of it, especially cavalry and flier mages, all to help the likes of Iceberg or Glacies to activate more quickly. Escape Route 4 is a bit more niche in its use, but is otherwise also easily attainable; getting it to activate (either through the help of self-inflicted chip damage, or by equipping Fury and taking recoil) will help a lot with mobility with its warping and Canto 1.

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Clean up done, added new Brave units and CYL5 refines.


* '''[[VideoGame/FireEmblemHeroes Reginn]]''' is the first unit from Niðavellir, and can show off what the combined might of magic and technology can achieve. She is a Sword Cavalry that comes with a unique Special in Seiðr Shell, which boosts damage by 15 and it hits the lower of Def or Res, letting her hit very hard. Units with high Def but low Res would have to watch out against her, especially since she also gets a lot of Atk and Spd from her weapon Lyngheiðr, Swift Sparrow 3, and effectively from Lull Spd/Def 3 as well. Lyngheiðr is also the first weapon to introduce Canto into the game, letting units move again (but only move, not attack or use an Assist) after performing an action. As the first unit with Canto, Reginn not only uses it well by letting her perform HitAndRunTactics, blasting something with Seiðr Shell, then retreat to safety. She also bears the distinction of being one of the few units with Canto ''3'', letting her use her full Cavalry movement to return back to her allies, whereas most other units with fixed Canto is usually just Canto 2 at most. The best part is that she's free, and can be acquired from the story mode in Book V.
* '''Legendary [[VideoGame/FireEmblemGenealogyOfTheHolyWar Sigurd]]'''. Chalphy's KnightInShiningArmor rides onto the battlefield as a fearsome combatant with a very powerful support effect. He wields Hallowed Tyrfing, which has -1 Special and grants him +5 to all stats and a follow-up attack if his foe is above 75% HP, and he can mitigate 40% damage taken from his opponent if he either initiates combat or if his foe is fighting him at a range, and his B skill Crusader's Ward will further mitigate any damage taken from ranged foes. Sigurd is pretty strong, but what cements him as a champion is his unique Special: Holy-Knight Aura. It boosts his damage by 25% of his Atk, has a charge of 1 thanks to his weapon, and at the start of the turn, Sigurd is granted +1 Mov. This means that at all times, Sigurd is a ''4 Mov'' Cavalry unit, and can take full advantage of skills like Flow or Trace to further improve his combat. Once he activates Holy-Knight Aura though, watch out: it'll grant him and his allies +6 Atk and +1 Mov for a turn. Unlike most skills that boost a unit's Mov, which usually excludes ranged Cavalry, there is no such restriction here. With its fast charge, he can use Quickened Pulse or some form of pre-charge to ensure that he can fire it off, and then you'll be at the mercy of both him and his now far more mobile allies, which gets especially dangerous if they have Pathfinder or Canto added to the mix.
* '''[[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Marth]]''', the Hero-King, TheDragonslayer and face of ''Fire Emblem'', fittingly has two versions that let him be a shining star on the battlefield. Brave and Legendary versions share Shining Emblem, which boosts his damage by 35% of his Spd when it activates, and it grants him +6 to all stats at the start of the turn if he's near an ally, which then get shared with every ally on the map upon activation. Both Marths also have effects that take full advantage of these buffs, and both make particularly great use of the Bonus Doubler Seal to get a free +6 to all stats. Aside from that, they differ quite a lot, but are both very powerful:
** '''Brave Marth''' wields Genesis Falchion, which has -1 Special, letting him activate his Shining Emblem much faster, and it also grants him +5 to all stats and more effects depending on how many total buffs his allies have. If the total buffs are ≥ 10, then he gets Null Follow-Up. If they're ≥ 25, then he gets another +5 Atk during combat and he restores 5 HP per hit. And if they're ≥ 60, then he gets Vantage. While this is buff dependent, he can supply the buffs with Shining Emblem, and can at least get the first effect easily since Marth also grants +6 Atk to nearby allies at the start of the turn. He also has Distant Pressure, which is Distant Counter and Spd Push, granting +5 Spd if he's above 25% HP but at the cost of 5 HP, although the healing effect from his weapon can help mitigate this. His B skill is [[DamageReduction Spurn]], which gears Marth to be a Dodge tank by default, and he gets Even Tempest to move around a little better. As one of the Choose Your Legends victors, he is a free unit for any player to acquire, and is usually pretty accessible on banners that pop up.

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* '''[[VideoGame/FireEmblemHeroes Reginn]]''' is the first unit from Niðavellir, and can show off what the combined might of magic and technology can achieve. She is a Sword Cavalry that comes with a unique Special in Seiðr Shell, which boosts damage by 15 and it hits the lower of Def or Res, letting her hit very hard. Units with high Def but low Res would have to watch out against her, especially since she also gets a lot of Atk and Spd from her weapon Lyngheiðr, Swift Sparrow 3, and effectively from Lull Spd/Def 3 as well. Lyngheiðr is also the first weapon to introduce Canto into the game, letting units move again (but only move, not attack or use an Assist) after performing an action. As the first unit with Canto, Reginn not only uses it well by letting her perform HitAndRunTactics, blasting something with Seiðr Shell, then retreat to safety. She also bears the distinction of being one of the few units with Canto ''3'', letting her use her full Cavalry movement to return back to her allies, whereas most other units with fixed Canto is usually just Canto 2 at most. The best part is that she's free, and can be acquired from the story mode in Book V.
* '''Legendary [[VideoGame/FireEmblemGenealogyOfTheHolyWar Sigurd]]'''. Chalphy's KnightInShiningArmor rides onto the battlefield as a fearsome combatant with a very powerful support effect. He wields Hallowed Tyrfing, which has -1 Special and grants him +5 to all stats and a follow-up attack if his foe is above 75% HP, and he can mitigate 40% damage taken from his opponent if he either initiates combat or if his foe is fighting him at a range, and his B skill Crusader's Ward will further mitigate any damage taken from ranged foes. Sigurd is pretty strong, but what cements him as a champion is his unique Special: Holy-Knight Aura. It boosts his damage by 25% of his Atk, has a charge of 1 thanks to his weapon, and at the start of the turn, Sigurd is granted +1 Mov. This means that at all times, Sigurd is a ''4 Mov'' Cavalry unit, and can take full advantage of skills like Flow or Trace to further improve his combat. Once he activates Holy-Knight Aura though, watch out: it'll grant him and his allies +6 Atk and +1 Mov for a turn. Unlike most skills that boost a unit's Mov, which usually excludes ranged Cavalry, there is no such restriction here. With its fast charge, he can use Quickened Pulse or some form of pre-charge to ensure that he can fire it off, and then you'll be at the mercy of both him and his now far more mobile allies, which gets especially dangerous if they have Pathfinder or Canto added to the mix.
* '''[[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Marth]]''', the Hero-King, TheDragonslayer and face of ''Fire Emblem'', fittingly has two versions that let him be a shining star on the battlefield. Brave and Legendary versions share Shining Emblem, which boosts his damage by 35% of his Spd when it activates, and it grants him +6 to all stats at the start of the turn if he's near an ally, which then get shared with every ally on the map upon activation. Both Marths also have effects that take full advantage of these buffs, and both make particularly great use of the Bonus Doubler Seal to get a free +6 to all stats. stats, and both Marths basically become a giant statball. Aside from that, they differ quite a lot, bit, but are both very powerful:
** '''Brave Marth''' wields Genesis Falchion, which has -1 Special, letting him activate his Shining Emblem much faster, very quickly, and when it's refined, it also grants him +5 +10 to all stats, 40% DamageReduction on the foe's first attacks, and a further boost to his stats equal to the highest bonus on each stat between him and his nearby allies, effectively a built in Bonus Doubler that also works with nearby allies should his own buffs ever get neutralized. His weapon also provides him more combat effects depending on how many the total value of the buffs his allies have. If the total buffs are ≥ 10, then he gets Null Follow-Up. Follow-Up and Guard nulling effect of Tempo, ensuring that he'll always be able to activate Shining Emblem. If they're ≥ 25, then he gets another +5 Atk during combat and he restores 5 heals for 7 HP per hit. And hit, and if they're ≥ 60, then he gets Vantage. While this is buff dependent, he can supply the buffs with Vantage, which gives him a more fearsome enemy phase. Shining Emblem, and can at least get Emblem provides the first effect easily since Marth also grants +6 Atk means to nearby allies at the start of the turn. He also has Distant Pressure, which is Distant Counter and Spd Push, granting +5 Spd if he's above 25% HP but at the cost of 5 HP, although the healing effect from his weapon can help mitigate this. His B skill is [[DamageReduction Spurn]], which gears activate all these effects, allowing Marth to be a Dodge tank by default, both support the team with his buffs and he gets Even Tempest to move around a little better. also take full advantage of said buffs. As one of the Choose Your Legends victors, he is winners of [=CYL=], he's a free unit for any player summoner to acquire, pick, and is usually pretty accessible often appears on lucrative banners that pop up.around anniversaries.



* '''Legendary [[VideoGame/FireEmblemThracia776 Nanna]]''' is a Sword Cavalier that is basically a wallbreaker with a GlassCannon statline of 40 HP, 39 Atk, 40 Spd, 27 Def and 25 Res, and alongside Atk/Spd Push 4 and Atk/Spd Menace, her weapon and SecretArt packs a good punch. Her Lands Sword gives her +3 Atk, and if she is at 25% HP or above at the start of combat, she gains +6 Atk/Spd during combat, ignores skills that prevents her follow-up attacks, non-Special DamageReduction skills, Special skills that triggers from her attacks, and she restores 7 HP after combat, and her Hoðr's Zeal gives her [Canto (Rem.+1)], deals extra true damage equal to 20% of her Atk, and allows any of her follow-up attacks to go before the foe can counterattack if she initiates combat. Basically, she takes down units that rely on DamageReduction and Hardy Fighter to reduces damage taken, as well as perform HitAndRunTactics if the going get tough, with only tanky and/or Blue can survive her onslaught, but one should be careful she does not face a counterattack with her GlassCannon statline if they do survive.



* Elincia's devoted retainer '''[[VideoGame/FireEmblemRadiantDawn Lucia]]''' is an infantry sword who's widely considered by the fan base to be easily the most game-breaking unit since Fallen Edelgard. The secret lies in her unique weapon Queensblade which references the Tellius games' Parity skill: it makes her a MechanicallyUnusualFighter, cutting both herself and her foe off from ''any'' skill effects besides DamageReduction, disabling external effects from nearby allies, and preventing their Specials from activating. This sounds like an insane handicap that would make her a novelty at most, but as previously stated, Damage Reduction is one of the few things Queensblade doesn't turn off -- and Lucia is one of the fastest units in the game, also gets extra damage based on her Spd, and can fully the benefits of Vital Astra [[LoopholeAbuse (which only needs to be CHARGED, not activated)]]. Even worse, most skills that negate Damage Reduction require a Special to proc for it, which Lucia disables. There are only ''two'' units in the whole game who can freely ignore this (Legendary Nanna negates DR, and Legendary Celica halves it); everyone else has to either outspeed Lucia or just suck it up, making her incredibly oppressive in every game mode.
* '''[[VideoGame/FireEmblemThreeHouses Both the Male & Female Variants of Regular Byleth]]''' are two sword infantry units that even long after being released in 2019, have started to age very well within the meta, and can even compete with some of the more recent units! While the female variant has 2 more speed than the male variant, Male Byleth contains an extra punch in attack power by having two more attack alongside having the sought-after Distant Counter to enable certain builds. Their Creator Sword which they both share, while granting the typical slaying affect that would go on to be common-place in the recent years '''is one of the strongest weapons in the entire game''', nullifying enemy skills affecting follow-ups and special acceleration/blocking enitrely, meaning units who rely on those abilities may be kneecapped during an encounter with Byleth, and their high speeds mean they can survive one hit outside of multiple strikes. They have also benefited the most from the skill inheritance system, being able to make immaculate use of speed-based DamageReduction skills and the inheritable special Vital Astra. But before DamageReduction skills became the norm in an oversaturated pool of sword infantry units, Byleth held a very unique niche of [[https://www.youtube.com/watch?v=It5EJLAszBM being able to get a follow-up attack while denying counterattacks from enemies]]. Their refine already makes them even better just from the pure SimpleYetAwesome additions it grants. If Byleth initiates combat or is within two spaces of an ally, they get +4 to all their stats. Additionally, if their HP is greater than 25% which is essentially ''existing'', they are given another +4 to all their stats, totaling to 8 if the conditions are met and reduces the damage of the enemy's first attack by 30%, stacking with the aforementioned DamageReduction skills. One last addition changes everything, if Byleth's special triggers, they ''neutralize'' DamageReduction skills that aren't special skills like Escutcheon or Pavise, giving them more survivability while denying the enemy's own survivability, which combined with Male Byleth's innate Distant Counter will immediately give you a mixed phase unit. If you need an infantry sword unit that has good utility and flexibility for builds, Byleth is for you. Lastly, [[https://fire-emblem-heroes.com/en/advance-topics/ you were able to get a free Male Byleth]] in a promotion for Three Houses, meaning for those that bought the game and kept their Male Byleth? ''They were effectively rewarded a free unit that can hold up with the ever-increasing power level of units since 2019.''

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* Elincia's devoted retainer '''[[VideoGame/FireEmblemRadiantDawn Lucia]]''' '''Brave [[VideoGame/FireEmblemAwakening Robin]]''' is an infantry sword who's widely considered by the fan base to be easily the most game-breaking a great unit since Fallen Edelgard. The secret lies in her for any summoner's strategies, thanks to his weapon and unique weapon Queensblade C skill. He wields Deliverer's Brand, which references the Tellius games' Parity skill: it makes her a MechanicallyUnusualFighter, cutting both herself and her foe off from ''any'' skill effects besides DamageReduction, disabling external effects from nearby allies, and preventing their Specials from activating. This sounds like an insane handicap that would make her a novelty at most, but as previously stated, Damage Reduction is one of the few things Queensblade doesn't turn off -- and Lucia is one of the fastest units in the game, also gets extra damage based on her Spd, and can fully the benefits of Vital Astra [[LoopholeAbuse (which only needs grants +5 to be CHARGED, not activated)]]. Even worse, most skills that negate Damage Reduction require a Special to proc for it, which Lucia disables. There are only ''two'' units in the whole game who can freely ignore this (Legendary Nanna negates DR, and Legendary Celica halves it); everyone else has to either outspeed Lucia or just suck it up, making her incredibly oppressive in every game mode.
* '''[[VideoGame/FireEmblemThreeHouses Both the Male & Female Variants of Regular Byleth]]''' are two sword infantry units that even long after being released in 2019, have started to age very well within the meta, and can even compete with some of the more recent units! While the female variant has 2 more speed than the male variant, Male Byleth contains an extra punch in attack power by having two more attack alongside having the sought-after Distant Counter to enable certain builds. Their Creator Sword which they both share, while granting the typical slaying affect that would go on to be common-place in the recent years '''is one of the strongest weapons in the entire game''', nullifying enemy skills affecting follow-ups and special acceleration/blocking enitrely, meaning units who rely on those abilities may be kneecapped during an encounter with Byleth, and their high speeds mean they can survive one hit outside of multiple strikes. They have also benefited the most from the skill inheritance system, being able to make immaculate use of speed-based
all stats, grants 40% DamageReduction skills against the foe's first attack, provides full Tempo (nullifying Guard and bypassing the inheritable special opponent's Special accel), and if his Special has a cooldown count of 3 or more, he can pierce through opposing [=DR=] when his Special activates. If said Special is either Bonfire or Ignis, then it also deals adaptive damage, hitting the lower of Def or Res, letting him tear through any lopsided tank. Surprisingly, he ''doesn't'' have a -1 Special weapon despite basically every other unit having that built in, but Robin is a bit unusual in that he actually wants longer cooldown Specials for the purpose of his weapon (and comes with Ignis for this reason), and he can also make up with it with his B and C skill. Robin introduces Gambit, which grants more true damage and even more [=DR=] if the unit has a longer cooldown count on their Special, disincentivizing faster Specials like Vital Astra. But before DamageReduction skills became With Ignis, he gets 10 true damage and an extra 40% [=DR=] for more damage and survivability. He can really Tip the norm in an oversaturated pool of sword infantry units, Byleth held a very Scales with his unique niche of [[https://www.youtube.com/watch?v=It5EJLAszBM being able to get a follow-up attack while denying counterattacks from enemies]]. Their refine already makes them even better just from the pure SimpleYetAwesome additions it grants. If Byleth initiates combat or is within two spaces of an ally, they get +4 to all their stats. Additionally, if their HP is greater than 25% C skill, which is essentially ''existing'', they are given grants [Rally Spectrum] to himself and nearby allies, lets him warp to a space adjacent to any ally with [Rally Spectrum], and it grants him another +4 +3 to all their stats, totaling stats during combat. Rally Spectrum grants another +5 to 8 all stats to the unit during combat, provides a Special charge in the middle of combat (-1 if the conditions are met and reduces the damage of the enemy's first attack by 30%, stacking with the aforementioned DamageReduction skills. One last addition changes everything, if Byleth's special triggers, they ''neutralize'' DamageReduction skills that aren't special skills like Escutcheon unit has a -1 Special weapon or Pavise, giving them more survivability while denying the enemy's own survivability, can strike twice, -2 otherwise), similarly to Brave Tiki or Young Duo Ike's respective weapons, which combined with Male Byleth's innate Distant Counter will immediately give you can help units get past Guard, and can quickly charge a mixed phase unit. If you need an infantry sword unit that devastating Special, like Robin's own Ignis. Robin combines great combat capabilities, has good utility mobility, great support, and flexibility can manipulate Special charges like no other. He just has no Null Follow-Up by default, and has to watch out for builds, Byleth is for you. Lastly, [[https://fire-emblem-heroes.com/en/advance-topics/ you were able to get a free Male Byleth]] in a promotion for Three Houses, meaning for those that bought the game and kept their Male Byleth? ''They were effectively rewarded a free unit Scowl effects that can hold up with the ever-increasing power level of units since 2019.''decharge a Special during combat. Like any Brave unit, he available for free for any summoner should they choose him.



%%* '''[[https://gamepress.gg/feheroes/hero/ninja-camilla Ninja Camilla]]'''



* '''[[VideoGame/FireEmblemFates Legendary Hinoka]]''' bring a lot on the table for herself and her allies, especially if they're Flying. She has a GlassCannon statline of 40 HP, 46 Atk/Spd, 23 Def and 22 Res, with Fujin-Raijin Yumi granting -1 maximum special cooldown, [Canto (1)], is effective against Flying and Armored units, and grants her +6 Atk/Spd during combat, deals true damage equal to 20% of her Spd with her attacks and AOE specials, ignores skills that deny any of her follow-up attacks, and if she's either faster than her foe or have weapons triangle advantage over her foe she prevent their counterattacks, all which activates if she is at 25% HP or above at the start of combat, and her Rallying Cry grants herself and all allies within 2 spaces of her [Pledge], and gives herself and all Flying within 2 spaces of her allies [Charge], and she inflicts -5 Atk/Def/Res to all Infantry, Cavalry and Armored foes within 3 rows or 3 columns centered on her. She is a great combat unit that can snipe any foes without any fear of counterattacks outside of a few exceptions, further bolstered with her Deadeye, Atk/Spd Catch 4 and Wings of Mercy 4, as well as provide great support to her allies and mobility to Flying allies.



* '''Brave [[VideoGame/FireEmblemTheSacredStones Eirika]]''' is a Lance Cavalier who charges into battle, taking a page right out of her brother's book, right down to dressing like him and wielding his own weapon. Her stats are very [[GlassCannon offense focused]], with 40 Atk and 42 Spd but low HP and defenses, but her effects can make up for that, making her more of a LightningBruiser. She wields Binding Reginleif, which has -1 Special, Armour and Cavalry effectiveness, grants +5 to all stats during combat, gives Eirika 30% DamageReduction, and if she initiates combat, her follow up attack cannot be denied. She comes with a new A skill in Surge Sparrow, which grants +7 Atk/Spd during combat, and when her damaging Special activates, [[LifeDrain she heals a lot of HP]] based on both the max Special charge and her max HP. Her unique skill, Moonlight Bangle, works similarly, dealing damage equal to a percentage of the foe's Def when her Special activates, depending on the max charge of her Special. Moonlight Bangle also lets her ignore Guard, and it gives her Canto, meaning one way or another, she ''will'' fire off her Luna, and she can flee to safety right after. To put into perspective, using Luna, it's as if she can pierce through ''90%'' of her foe's Def while also healing herself for 50% of her HP, making it a fast, overtuned Aether that even Ike would be jealous of. The DamageReduction and healing lets her exchange blows with some really powerful opponents and then keep herself topped off. She also comes with Atk/Spd Menace to effectively give her more Atk, Spd, and bulk to work with. While not exactly her intended role, she can also use other skills like Windsweep to double and face no counterattacks, albeit at the cost of Moonlight Bangle, or she can use Galeforce pretty well since her Special can't be denied. Like the other Choose Your Legends units, Eirika is a free pick for any player.



* '''Halloween [[VideoGame/FireEmblemFates Female Corrin]]''' is a blue infantry dragon with all sorts of treats for any summoner to enjoy, being a blue version of her Legendary self. Like her Legendary version, she also has [[LightningBruiser very high stats all around]], comes with Negating Fang, which offers 30% DamageReduction against any hit and a power boost equal to 30% of her Atk, and she has Shield Pulse built into her weapon to precharge it, and it also grants +5 to all stats and +1 Special accel per her own attacks if her foe initiates combat or is healthy enough, letting her loop her Special pretty easily. She also inflicts -1 Special charge on her foe's attacks, protecting her from opposing Specials. With all of these effects wrapped into her weapon, she has a completely powerful base kit with Atk/Spd Finish 4 to give her more Atk and Spd, damage, and healing, Dragon's Wrath 4 to give her 25% DamageReduction and a damage boost equal to 25% of her Atk minus the foe's Res, and Joint Drive Atk for even ''more'' Atk. The bewitching result is a unit that has huge [=DR=], power, healing, Guard, and Special accel all at once. Being an infantry dragon, she can also equip the Distant Counter (D) Seal to also punish ranged opponents, or the Null Follow-Up Seal to ensure she can put her high Spd to great use.



* '''[[VideoGame/FireEmblemThracia776 Reinhardt]]'''. He's a Blue Tome Cavalier who dominated the meta for quite a long time, [[ComplacentGamingSyndrome forcing players to always account for him by having a high Res tank to deal with him]], and can still catch unsuspecting players off guard. He's a prime GlassCannon, needing only two things: his horse, and his Dire Thunder tome, which has 9 Mt, reduces his Spd by -5, and lets him strike twice when initiating combat. With his 3 Mov, which lets him seek out foes from across the map with ease, and all sorts of skills and buffs at his disposal like Death Blow, he becomes a unit that would make his [[SNKBoss original]] [[ThatOneBoss boss incarnation]] proud. The developers knew how much trouble he caused, introducing more skills to deal with him and units with capabilities to counter him right out of the box, and even going so far as introducing trench tiles for the sole purpose of slowing Cavalry down. Some Abyssal and Infernal maps have ridiculous enemies that are designed to stand in his way too. Reinhardt is a popular choice for most players, and is very dangerous against most red units and low Res units, being able to decimate them without breaking a sweat. As a 3* and 4* available unit, he's not too difficult to summon from any blue stones, and he's even a free unit through the Heroes Path quests, making him available to every player. He also received a Resplendent version in March 2021, giving him a bit more stats to work with, notably some extra Atk for him to strike even harder. With the lack of base stat total restrictions in Aether Raids, he can put in some work on defense teams that also use other Cavalry units alongside him. Reinhardt is remarkable as the oldest combat unit in the game that is still considered good thanks to all his unique and powerful traits previously mentioned despite his 32 Atk being fairly mediocre even by gen 1 standards.
* '''[[VideoGame/FireEmblemFates Ophelia]]'''. She's a Blue Tome Infantry with a very powerful tome: Missiletainn, which has -1 Special charge, and she gets +1 charge for every mage on her team, and this includes herself. With enough charges through a combination of Pulse skills, other mages on the team, or similar effects, she can have a powerful Special charged right from turn one, including the usually underused [=AoE=] Specials, one of which she already comes with. These allow her to pack an incredible punch, capable of even defying the weapon triangle, and it all but demands having a very high Res green tank if the player dares to take her head on. She also has Chill Res 3 by default however, which can threaten said tank. If she's given Special Spiral on the other hand, then as long as she's not deterred by Guard, then she can launch a devastating [=AoE=] Special, then hit her foe and gain a charge, and then she gets another two after combat, fully charging the [=AoE=] for her next turn. Ophelia is also one of the very few units that can use the [[CripplingOverspecialization Hardy Bearing]] Seal effectively, which nullifies enemies with Vantage, negating the most prominent weakness to [=AoE=]-centric builds. In short, Ophelia can quickly charge up a destructive Special on her first turn, and can even potentially keep spamming said Specials, making her a dangerous threat, especially on an Aether Raids defense team.



* '''Brave [[VideoGame/FireEmblemHeroes Gullveig]]''' is a Blue Tome Flier who can perform excellent hit and run strategies thanks to her weapon and B skill. She wields the Cycle's Turn, which has -1 Special, grants +5 to all stats, extra Atk and Spd the longer the match has gone on, lets her deal damage equal to 20% of her Spd, has full Null Follow-Up built in, and has Canto (1) built in, letting her move one space after attacking. Her B skill Gold Unwinding inflicts -5 Spd/Res on the foe, and if she initiates combat, she gets 60% DamageReduction, and she's granted an ExtraTurn to move again afterwards. Fixed Canto on ranged fliers are already rare, let alone an ExtraTurn, but Gullveig can do both, albeit at the cost of being inflicted with Gravity after use, and she can't get her ExtraTurn again until an extra 2 turns have passed. Still, there are ways around the low mobility issue, through her own Atk/Spd Oath 4 to let her warp away if an ally is close enough, or by having the [Charge] status granted by Legendary Hinoka or other sources. Gullveig also introduces Flared Sparrow, which grants +7 Atk/Spd, and applies the [Divine Vein (Flame)] terrain status in a line centered on her target. The flaming terrain inflicts 7 damage to the foe at the start of their phase, and at the start of combat, while also costing ranged units extra Mov to try and pass through. All of this combines to let Gullveig fly up to the opposing team, destroy an opponent, set the ground on fire, and get an ExtraTurn to run away or to attack again, deterring ranged opponents from chasing her, although it doesn't affect melee units. Like any other [=CYL=] unit, Gullveig is a free pick for any summoner.



* '''Legendary [[VideoGame/FireEmblemTheBlazingBlade Hector]]'''. The brash Marquess of Ostia is a MightyGlacier like any other Hector, but this Hector is the most supportive of them all while still being a great, sturdy combatant, especially after he got his refine and his remix. When refined, Thunder Armads inflicts -10 Atk/Def on the foe, the foe is denied a follow-up attack, and Hector can mitigate damage taken by the foe's first (and ideally only) hit by 40%. The huge stat swing, DamageReduction, and follow-up denial all serve to make Hector harder to take down, and he gets Distant Counter and Crafty Fighter to let him fight ranged foes too, get a follow-up attack himself, and deny their Specials while he's at it. What makes him a great support unit is his new Ostian Pulse II, which grants him and any ally +6 Def/Res and Time's Pulse, precharging any Special if their cooldown count is at the max. The range is global and will work anywhere on the map, but it requires a Tactic activation, meaning no more than 2 of the same Mov type on the team. This lets other types of units that aren't Infantry take full advantage of the extra charge, which can be perfect for Galeforce or [=AoE=] spam strategies. Should you decide to double down on Hector's combat instead, he can also put either Save skill to great use thanks to his weapon's powerful tanking effects.



* '''[[VideoGame/FireEmblemHeroes Thórr]]''' is a MightyGlacier Axe Flying with 40 HP, 44 Atk, 19 Spd, 41 Def and 34 Res that is a Mythic Hero of Astra, and backs up her title as the WarGod of ''Heroes''. Her War-God Mj&oulm;lnir gives her -1 maximum special cooldown, effective against Armored units, and if she is at 25% HP or above at the start of combat, she gains +6 Atk during combat, inflicts -6 Atk on the foe during combat, a guaranteed follow-up attack, and ignores the foe's field stat buffs if he is also not adjacent to an ally. She also brings Atk/Def Push 4, Flow Guard 3 and Bonfire, which, alongside her weapon, makes great use of her MightyGlacier statline. Finally her SecretArt Worldbreaker gives herself and all allies within 2 spaces +1 special buildup per attack during combat, making her a good support unit as well. Not only that, that skill also makes her a great Galeforce unit and supporter, especially if she has increased mobility from skills like Wings of Mercy.
* '''Summer [[VideoGame/FireEmblemThreeHouses Dimitri]]''', as an Axe Cavalry that brings a LightningBruiser statline of 40 HP/Spd, 42 Atk, 35 Def and 17 Res, will overwhelm his foes with his Atk/Spd Catch 4, Spd/Def Menace and Glimmer, and his Unyielding Oar and his Legendary variant's Atrocity brings the one-two punch to make him head above shoulders among other Cavalry units. How does one make good use of Atrocity's deals damage = 25% of unit's Atk? Attach a brave weapon to it, of course, as his Unyielding Oar gives him -1 maximum special cooldown, [Canto (Rem.+1)], and if he is at 25% HP or above at the start of combat, he get +5 Atk/Spd/Def/Res during combat and if either he has 10 or more Spd than his foe or the foe has any [Bonus] he attacks twice in one round. Since his Atk goes up to 72 with everything in his favor, that true damage from Atrocity goes to 18 per attack, and considering that the average HP of units is over 40, not many will survive against his initial double attack, and that is before any additional buffs to his Atk.



* '''[[VideoGame/FireEmblemEngage Legendary Female Alear]]''', an Infantry Green Dragon, is one of the best Infantry units in the game thanks to a lot of factors. She brings a LightningBruiser statline of 40 HP, 41 Atk, 47 Spd, 33 Def and 37 Res, as well as bringing Dragon's Fist, which is a 11 might weapon that gives her -1 maximum special cooldown, a dual phase brave effect, the standard post 2.0.0 Breath effect of dealing adaptive damage against ranged units, and gives her +5 to all stats during combat, inflicts -4 to all the foe's stats during combat, inflicts a further -3 to all the foe's stats during combat for each ally from distinct ''Fire Emblem'' titles within 3 spaces of her, up to -6 to all the foe's stats, totaling up to -10 to all the foe's stats during combat, and 40% damage reduction from the foe's first attacks, including ones from brave effects, and non-Røkkr AOE specials, all which activates if she is at 25% HP or above at the start of combat, and Dragon Blast, which is a 3 cooldown special (2 thanks to Dragon's Fist) that boosts her damage by 50% of her Spd during combat when it triggers, and if she has a support partner, gives herself and that support partner DR-piercing whenever they trigger their offensive special during combat, and reduces damage taken from the foe's next attack by 40% if she is within 3 spaces of her support partner and either her or her's foe special is ready at the start of combat or was triggered during the current combat. She also brings Atk/Spd Finish 4, Null C-Disrupt 4 and Atk/Spd Pledge to further bolster her stats and durability and consistently trigger her Dragon Blast, while also giving DR-piecing to one ally that could not normally have it, such as Flying mages and Staff units. The only thing she's really missing is a way to give her Distant Counter, but because she's a Dragon unit, she can equip the Dist. Counter (D) Sacred Seal to complete her set and be a real menace to anyone who dares goes against her, as long as she has a support partner.



* '''Legendary [[VideoGame/FireEmblemAwakening Male Robin]]''', being a Green Tome unit with a fantastic statline will wipe away any unit that has low resistance almost instantly, and [[MechanicallyUnusualFighter unlike a typical unit, he inflicts a penalty of -6 on your allies highest and second highest values, alongside -4 to all stats on himself.]] However, the real draw of the deal is his weapon "Master's Tactics." It has the typical cooldown acceleration, but at the start of the turn, if Robin's HP ≥ 25%, he grants the【Grand Strategy】buff, which converts your penalties into bonuses. And if that wasn't enough, [[MemeticMutation If he exists]], he also inflicts Atk/Spd/Res-5 on foe during combat and disables their follow-up attacks. While he plays an utterly fantastic role of supporting your team and can bring your team to victory all for essentially staying alive, his statline and weapons are enough for him to be able to play a part in combat too! His PRF A Skill, "Part of the Plan" where as long as he... [[MemeticMutation well, you get the idea,]][[labelnote:Actual Explanation]]If his HP is greater than 25%[[/labelnote]]inflicts Atk/Spd/Res-8 on whatever enemy he's fighting against foe and grants Atk/Spd/Def/Res+X during combat on himself, with X equaling the current penalty on each of unit's stats multiplied by 2, and he makes a guaranteed follow-up attack. He also comes with ''Seal Atk 4'' to inflict Atk-4 on the foe during combat, but if no effect neutralizes penalties to foe's Atk, he instead inflicts the penalty on foe's Atk during combat = 7 - current penalty on foe's Atk, and the aforementioned Seal skill counts as a penalty. Last but not least, he comes with Canto Control, with the third tier of the skill being preferable. If a unit who is unfortunate enough to be in at least 4 spaces of Robin when they trigger Canto, he reduces their movement to 1 if they're a melee unit, and outright disables their next action if they're a ranged unit. Being a unit with a [[MasterOfAll flexible role]], Legendary Male Robin can either be your main support unit, or your main offensive unit and do both well. In fact, he's so useful in Aether Raids where debuffs are heavily common that you'd be forgiven for using him off-season. ''He's that good.''

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* '''Legendary [[VideoGame/FireEmblemAwakening Male Robin]]''', being a Green Tome unit with a fantastic statline will wipe away any unit that Robin]]'''. The grandmaster strategist has low resistance almost instantly, quite a few masterful tactics to turn the tides of battle, as he's able to grant the [Grand Strategy] status [[note]]Grants an in-combat buff equal to double whatever penalty the unit's got, like the Unity skills[[/note]] to himself and his allies, while also debuffing them (-4 to all stats for Robin himself, -6 to the two highest stats for his allies) to take advantage of the status. It's [[MechanicallyUnusualFighter unlike unusual]] to want to be debuffed, but it means you're basically safe from and get stronger from any further debuffs you face, as long as you avoid opposing [Ploy] effects. Robin himself can put up a typical unit, fight, as he's got huge stat swings on his side, can both guarantee a follow-up attack and deny his opponent's follow-up attack, he can inflict a -3 all stat debuff to every foe, he inflicts a penalty of -6 on your allies highest and second highest values, alongside -4 to all stats on himself.]] However, the real draw of the deal is his weapon "Master's Tactics." It has the typical cooldown acceleration, but at the start of the turn, if Robin's HP ≥ 25%, he grants the【Grand Strategy】buff, which converts your penalties into bonuses. And if that wasn't enough, [[MemeticMutation If he exists]], he also inflicts Atk/Spd/Res-5 on foe during combat and disables their follow-up attacks. While he plays an utterly fantastic role of supporting your team and can bring your team to victory all for essentially staying alive, his statline and weapons are enough for him to be able to play a part in combat too! His PRF A Skill, "Part of the Plan" where as long as he... [[MemeticMutation well, you get the idea,]][[labelnote:Actual Explanation]]If his HP is greater than 25%[[/labelnote]]inflicts Atk/Spd/Res-8 on whatever enemy he's fighting against foe and grants Atk/Spd/Def/Res+X during combat on himself, with X equaling the current penalty on each of unit's stats multiplied by 2, and he makes a guaranteed follow-up attack. He also comes with ''Seal Atk 4'' to inflict Atk-4 up -13 Atk/Spd/Res on the foe during combat, but if no effect neutralizes penalties to foe's Atk, and he instead inflicts gets both the penalty on foe's Atk during [Grand Strategy] ''and'' Unity effect, the former from his weapon, the latter from his A skill. His self-inflicted -4 to all stats effectively becomes ''+16 to all stats'' in combat = 7 - current penalty on foe's Atk, for himself. His seemingly average statline now becomes a big ball of stats, and the aforementioned Seal skill counts as a penalty. Last but not least, he comes with Seal Atk 4 for both Guard and an even further Atk swing, and Canto Control, with the third tier of the skill being preferable. If a unit who is unfortunate enough Control to be in at least 4 spaces of Robin when they trigger Canto, he reduces their movement put a stop to 1 if they're a melee unit, opposing mounted units trying to hit and outright disables their next action if they're a ranged unit. Being a unit with a [[MasterOfAll flexible role]], Legendary Male Robin can either be your main support unit, or your main offensive unit and do both well. In fact, he's run. He's so useful good that he even finds use in Aether Raids off-season because of the prevalence of debuffs, and is so flexible that he can either be support, or he can be a combatant, and can do either role quite well.
* '''[[VideoGame/FireEmblemThreeHouses Wind Claude]]''' is a Green Dagger Flier that has a great chance to fire off consecutive Lethalities, which not many units can survive, while he can surive non-DR-piercing attacks himself. He brings a GlassCannon statline of 42 HP, 44 Atk, 47 Spd, 24 Def and 26 Res, with him bringing Playful Pinwheel, which grants him -1 maximum special cooldown, the standard [Dagger 7] effect, grant him [Null Follow-Up] and [Null Panic] at the start of his turn as long as he is at 25% HP or above, and grants him +5 to all stats during combat, additional +2 Atk/Spd during foe each [Bonus] effect active on him and [Penalty] effect active on the foe, not counting stat buffs and debuffs, and grants himself -X special cooldown before his first attack,
where debuffs are heavily common X equal the amount of [Bonus] effects he has on him, and -Y cooldown before his first follow-up attack, where Y equal the amount of [Bonus] effects he has on him minus the special cooldown he has at the start of combat, all which activate if he is at 25% HP or above at the start of combat. That means that you'd be forgiven for using if he has at least 3 [Bonus] effects active on him, he instantly charges Lethality on his first attack, which is also helped with his default Atk/Spd Oath 4, and lets him off-season. ''He's bypass skills that good.''inflicts +1 special cooldown on him before his first attack like the Scowl skills, but insane part is if he has Lethality already charged at the start of combat, where his follow-up attack will instantly charge Lethality as well, and the really insane part is that if he can somehow has that and get a brave effect as well, which is accomplished by either the [Triangle Attack] status effect from Bridal Harmonized Catria & Thea, or the [Dual Strike] status effect from Winter Harmonized Cordelia & Fates Selena or Heiðr, and combined that with Hardy Bearing 3 as the Sacred Seal to prevent Vantage triggering on the foe and you got one nuker that's going to delete one unit with no effort, as long as you got the setup. Helping him is his Deep Star B skill, where it gives him [Canto (1)], inflicts -5 Spd/Def on the foe during combat and 80% damage reduction from the foe's first attacks, including both attacks from a brave effect, if he initiates combat, or 30% otherwise, if he either initiates combat or is within 2 spaces of an ally, and grants himself the [Deep Star][[note]]during the first combat the user participates in each enemy phase, grants 80% damage reduction from the foe's first attacks, including both attacks from a brave effect[[/note]] status effect and inflicts [Gravity] to the target and foes adjacent to that target after combat if he initiates combat, making him also difficult to take down if positioned correctly. Finally, he has Atk/Spd Prime 4 to bolster his highest stats further and gives him Close Counter if he has 4 [Bonus] effects active on him, where he meet easily with his equipped skills after one combat, turning him into a menace for the enemy.



* '''Legendary [[VideoGame/FireEmblemFates Female Corrin]]''' is a colourless infantry dragon with [[LightningBruiser high stats all around]], and she has a DamageReduction and a damage boosting Special rolled into one. She wields Primordial Breath, which has -1 Special, grants +5 to all stats, and gives her +1 Special accel for her own attacks if her foe is either at full health or initiates combat against her. Her unique Special, Negating Fang, mitigates any damage taken at any range by 30%, and then boosts the damage by her next attack by 30% of her Atk, acting as Escutcheon, Sacred Cowl, and Draconic Aura all rolled into one, and she'll usually be able to recharge her Special when she retaliates. Being a defensive Special, it can't be pierced by the likes of Deadeye or Lethality, and she has Shield Pulse to help charge it at the start of the map. She's also got Distant Counter to let her fight ranged foes, and Joint Drive Atk to boost her Atk even further. As an infantry dragon, she can also make great use of the Null Follow-Up Seal to stop follow-up shenanigans, or the Distant Counter (D) Seal, freeing up her A slot for something more offensively or defensively oriented.



* '''[[VideoGame/FireEmblemHeroes Ash]]''', as a MightyGlacier Colorless Infantry Beast with 41 HP/Def, 39 Atk, 27 Spd and 34 Res, is one Light Mythic Hero that is given for free for all players who completed the first chapter of Book VI, and she brings the big guns. Her weapon Horn of Opening gives her -1 maximum special cooldown, +6 Atk and inflicts -6 Atk on the foe during combat if there is an ally within 3 spaces of her, grants her a guaranteed follow-up if there is at least 2 allies within 3 spaces of her, and prevent the foe from performing a follow-up attack if there is at least 3 allies within 3 spaces of her, but most importantly her introduction introduced a new standard effect for Infantry Beasts when transformed, where while the +10 special damage is reduced to +7, now also ignores skills that inflicts -X special buildup on her and grants +X special buildup on the foe. That weapon alone makes her a great powerhouse, but she also comes with Atk/Def Unity, Lull Atk/Def 3 and Bonfire to make use of her MightyGlacier statline. Finally, her SecretArt Opening Retainer gives her great support utility: not only does it function like Joint Drive Atk, but any allies within 2 spaces of her can warp to a space within 2 spaces of her. That skill alone has a lot of functionality for allies, such as grant massive mobility, bypass terrain, and even removes the downside of [Gravity] and [Stall].



* '''[[VideoGame/FireEmblemThreeHouses Claude]]''', the master schemer and heir to the Leicester Alliance, has two versions that prove his mastery of schemes by being deceptively tricky to fight. Both are Flying archers with high Atk and Spd, and while their defenses seem low, he has many ways of bypassing this, turning him into a LightningBruiser. Claude can pull out all the stops with all sorts of powerful effects, particularly DamageReduction and bypassing follow-up denial, to ensure that he'll reduce his foes to ashes and dust.
** '''Legendary Claude''' wields Failnaught, which has -1 Special, and it grants him +5 to all stats and Null Follow-Up. His high Atk and Spd are complemented by Atk/Spd Catch 4 and Spd/Def Rein, but his unique skill Fallen Star is what makes him especially dangerous: when he initiates combat, he mitigates damage taken by his foe's first attack by ''80%'', letting him even shrug off opposing archers like it's nothing. After combat, he gains the Fallen Star effect as a status, providing the same DamageReduction for either phase for the rest of that turn. His foe and any adjacent foes will also suffer Gravity, reducing their Mov to 1 for a turn. Having Claude engage you will almost always put you in a bad spot unless you can pierce through Fallen Star with effects like Deadeye, enemy phase Brave attacks, or simply outspeeding him. He can also improve his enemy phase with skills like Close Counter and Smoke 4 skills. Claude's player phase is not to be underestimated, although unless Fallen Star is active, his enemy phase isn't as strong.
** '''Brave Claude''' takes a different approach with his Wind Parthia after it got refined. It grants him +5 to all stats, and he restores 50% of his max HP when his Special activates, letting him stay topped off to continue the fight. Before his refine, Fatal Smoke thrashed this effect, but now, he's able to mitigate 60% of Fatal Smoke's effect, meaning one way or another, Claude will be getting his healing off. His skill refine further improves this, as he gets another +5 to all stats, and the offense based parts of Null Follow-Up and Tempo, letting him get past follow-up denial and Guard. For good measure, he also gets 30% DamageReduction if he has a [Bonus] active on him, which will also let him survive even better. Claude is versatile enough to go for pure offense, and he can put Windsweep and Watersweep to good use and still be able to double for safe engagements, but he can also tank pretty well too thanks to his self sustain. Like his Legendary version, he can also put Close Counter and Smoke 4 skills to great use, with Spd Smoke 4 basically letting him emulate Fallen Star to an extent, while also fulfilling the [Bonus] condition thanks to its Spd buff, and Atk Smoke 4 can instead doubles down on tanking and gives him a pseudo Null Follow-Up by letting him deny his foe's follow-up attacks while he's still able to get past any follow-up denial. Like the other Brave units, Claude was a free pick for any player before September of 2022, when the "A New Future" free summon event ended, and is accessible on banners that pop up around anniversaries or Hero Fests.

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* '''[[VideoGame/FireEmblemThreeHouses '''Brave [[VideoGame/FireEmblemThreeHouses Claude]]''', the master schemer and heir to the Leicester Alliance, has two versions that prove his mastery of schemes by being deceptively tricky to fight. Both are Flying archers with high Atk and Spd, and while their defenses seem low, he has many ways of bypassing this, turning him into a LightningBruiser. Claude can pull out all the stops with all sorts of powerful effects, particularly DamageReduction and bypassing follow-up denial, to ensure that he'll reduce his foes to ashes and dust.
** '''Legendary Claude''' wields Failnaught, which has -1 Special, and it grants him +5 to all stats and Null Follow-Up. His high Atk and Spd are complemented by Atk/Spd Catch 4 and Spd/Def Rein, but his unique skill Fallen Star is what makes him especially dangerous: when he initiates combat, he mitigates damage taken by his foe's first attack by ''80%'', letting him even shrug off opposing archers like it's nothing. After combat, he gains the Fallen Star effect as a status, providing the same DamageReduction for either phase for the rest of that turn. His foe and any adjacent foes will also suffer Gravity, reducing their Mov to 1 for a turn. Having Claude engage you will almost always put you in a bad spot unless you can pierce through Fallen Star with effects like Deadeye, enemy phase Brave attacks, or simply outspeeding him. He can also improve his enemy phase with skills like Close Counter and Smoke 4 skills. Claude's player phase is not to be underestimated, although unless Fallen Star is active, his enemy phase isn't as strong.
** '''Brave Claude''' takes a different approach
with his Wind Parthia after it got refined. It grants him +5 to all stats, and he restores 50% of his max HP when his Special activates, letting him stay topped off to continue the fight. Before his refine, Fatal Smoke thrashed this effect, but now, he's able to mitigate 60% of Fatal Smoke's effect, meaning one way or another, Claude will be getting his healing off. His skill refine further improves this, as he gets another +5 to all stats, and the offense based parts of Null Follow-Up and Tempo, letting him get past follow-up denial and Guard. For good measure, he also gets 30% DamageReduction if he has a [Bonus] active on him, which will also let him survive even better. Claude is versatile enough to go for pure offense, and he can put Windsweep and Watersweep to good use and still be able to double for safe engagements, but he can also tank pretty well too thanks to his self sustain. Like his Legendary version, he can also put Close Counter and Smoke 4 skills to great use, with Spd Smoke 4 basically letting him emulate Fallen Star to an extent, while also fulfilling the [Bonus] condition thanks to its Spd buff, and Atk Smoke 4 can instead doubles down on tanking and gives him a pseudo Null Follow-Up by letting him deny his foe's follow-up attacks while he's still able to get past any follow-up denial. Like the other Brave units, Claude was a free pick for any player before September of 2022, when the "A New Future" free summon event ended, and is accessible on banners that pop up around anniversaries or Hero Fests.
* '''Brave [[VideoGame/FireEmblemThreeHouses Marianne]]''' got a new lease on life after her Phantasm Tome got refined. It now has -1 Special, still inflicts -6 Spd/Res and neutralizes any Spd and Res buffs on the opponent, but now, she gets 80% DamageReduction on the player phase, and 30% [=DR=] on the enemy phase, letting her survive better while also not being entirely helpless on the enemy phase. When given its skill refine, she gets +5 to all stats, lets her deal damage = 20% of her Spd, lets her null Guard, and pierces through half of any non-Special [=DR=] effects like Spurn or Dragon Wall. She has everything she needs to be a potent mage nuke, whose Special can't be deterred, which makes activating her Requiem Dance far easier, thanks to her Time's Pulse, or she could equip Flash Sparrow or Flashing Blade to help with that too. That way, she can act as a pseudo dancer that can also put up a fight, albeit at the cost of reducing her Mov to 1 after combat. Alternatively, she can forgo Requiem Dance and just play more conventionally with Specials like Luna or Flare and still be quite a combatant. As with any other [=CYL=] unit, Marianne was available as a free pick for any summoner, and shows up on banners around anniversaries.



* '''[[VideoGame/FireEmblemTheSacredStones Ephraim and Lyon]]'''. A Lance Infantry Duo Hero, Ephraim and Lyon are basically a better vanilla Ephraim stat-wise: their weapon Reginleif grants Atk+3, is effective against Armor and Cavalry, and guarantees a follow-up attack if either their Atk is higher than the foe's or they have +1 movement. This is simple task with a high base Atk of 39, and it's also a superasset to boot. All of their skills emphasize this playstyle: Lull Atk/Def 3, Odd Atk Wave 3 and Heavy Blade 4 make for a deadly mix, giving Ephraim and Lyon a functional ''76 Atk'' on their own merits with a superasset, compounded on by Draconic Aura (which with Heavy Blade can trigger on the second attack if they're countered). Even better is with their refine for their Reginleif, where the refined version now make them unhindered by forest tiles and gives them +4 to all their stats if they have either higher Atk than their foe at the start of combat or have a [Bonus] active on them, on top of giving them guaranteed follow-up if they have either higher Atk than their foe during combat or have a [Bonus] active them them, and the unique refine basically grants Even Tempest 3, Canto (Rem. +1) if they have a [Bonus], and gives them an additional +4 to all their stats and prevent the foe from making a follow-up attack if they are at 25% HP or above at the start of combat, [[LightningBruiser granting them great damage, bulk, and mobility]]. In addition to this huge offensive presence, they also have an incredible Duo ability. Their Duo Skill has Ephraim/Lyon grant themselves and all Infantry/Armor allies within two spaces an ''extra space of movement''. This doesn't sound like much on paper, but remember how small [=FEH=] maps are and how many battles are decided by situations like, "If only my Reposition/Dance/tank unit could move ''one'' more space..." That one turn where everyone has extra movement is all the player needs to change a match from a disaster to a victory, and unlike Legendary Azura the Duo Skill doesn't consume their turn. While previously very rare, the 2022 Anniversary update made them a 4-Star special unit, upping their rarity a considerable deal compared to before.
* '''New Year's [[VideoGame/FireEmblemHeroes Alfonse and Sharena]]'''. Alfonse is a Blue Tome Infantry with a very min maxed statline, with good to great stats all around with Spd being a DumpStat. Which is all fine and good, since his weapon, Imbued Koma, has -1 maximum special cooldown, and if his Special is ready, it grants him +5 Atk/Spd/Def/Res and prevents the foe from making a follow up attack. His Duo ability has him and Sharena grant 2 Special charges to themselves and any Infantry ally within three rows and columns of them. This helps support their team immensely, especially through a combination of Pulse type skills, allowing for all sorts of shenanigans like instantly charged Galeforces or setting up other Special Spiral spammers. This ability also charges up Alfonse's unique Special, Open the Future, which is essentially Bonfire + Noontime, dealing damage equal to 50% of Alfonse's Def and healing HP equal to 25% of the damage dealt. With Special Spiral in Alfonse's base kit, he can spam this constantly for high damage, keep himself topped off, and with his natural Close Counter, high defensive stats (bolstered through his weapon), and his Def/Res Oath 3, he can also tank and take hits just fine too. Skills such as Null Follow-Up, Witchy Wand+/Melancholy+, and Pulse Smoke will ruin his day though.



* '''Bridal [[VideoGame/FireEmblemRadiantDawn Micaiah and Sothe]]'''. Micaiah, the beloved bride, is a Colourless Tome Flier, and basically plays out how any other Micaiah does: high Atk, high Res, and dual effectiveness on Armours and Cavalry. Her being colourless means she'll have a neutral matchup against most units, letting her decimate her foes without having to worry about the weapon triangle. When she uses her Duo skill, she and Sothe grant the Dominance status to themselves and any ally within three columns of themselves, while also debuffing any foe in that range for -7 Def and Res. Dominance allows the user to deal damage equal to the total penalties on the foe. So with just that alone, that's 21 extra damage: 7 damage by hitting the weakened defenses, and an extra 14 damage by adding those penalties to the damage. Using other types of debuffs like Sabotage, Ruse, Ploys, or even the Temari+ dagger or Brave Micaiah's Yune's Whispers, you can get the Atk and Spd debuffs to add on the damage. The beauty of this Duo skill however, is that all of this extra damage true damage. This effect allows you to tear through enemy defenses, and while it's only active for one turn, that one turn might be all you need to engage a really tough map with a super tank. When facing an opponent that has -7 to all stats for instance, that's a guaranteed 28 damage in addition to however much you'd normally do. [[note]]To show off the power of this ability, [[https://i.redd.it/ri5cffo9fvz41.png this image]] became infamous, showing a Lv 1 Donnel annihilate a Legendary Edelgard, an incredibly sturdy Axe Armour tank.[[/note]]



* '''Winter [[VideoGame/FireEmblemThreeHouses Lysithea]] and [[VideoGame/FireEmblemTheSacredStones Lute]]'''. This sweets-loving duo are a Colorless Tome Cavalry GlassCannon with 38 HP, 42 Atk, 40 Spd, 19 Def and 23 Res, and they bring Moonbow, Swift Sparrow 3, A/R Far Trace 3 and C Feud 3, all brought together with their Sweet Yule Log. Sweet Yule Log give them -1 maximum special cooldown, and if they're at 25% HP or above at the start of combat, they get +6 Atk/Spd during combat and if they initiate combat they either perform any follow-up attacks before the foe can counterattack if they have 9 or less Spd higher than the foe during combat or can attack twice in one round if they have 10 or more Spd than the foe during combat. Because of that, they can at least double attack and trigger their Moonbow with their second attack if they can double attack, making them a Colorless version of Reinhardt. Not only that, but their Harmonized skill grants them and all allies from ''Three Houses'' and ''The Sacred Stones'' +6 Atk, [Resonance: Blades] and [Bonus Doubler], allowing them and those allies to hit harder. Of course, one should be careful with their GlassCannon statline as any attacks they receive has a good chance to take them down, and against foes that are fast enough to negate their Sweet Yule Log's double attack abilities.

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* '''Winter [[VideoGame/FireEmblemThreeHouses Lysithea]] '''New Year's [[VideoGame/FireEmblemHeroes Askr and [[VideoGame/FireEmblemTheSacredStones Lute]]'''. This sweets-loving duo are a Colorless Tome Cavalry GlassCannon Embla]]''' ring in the new year with 38 HP, 42 Atk, 40 Spd, 19 Def support, power, and 23 Res, and they bring Moonbow, Swift Sparrow 3, A/R Far Trace 3 and C Feud 3, resilience. Askr is a colourless tome infantry that wields Duality Vessel, which grants +5 to all brought together with their Sweet Yule Log. Sweet Yule Log give them -1 maximum special cooldown, and if they're at 25% HP or above at the start of combat, they get +6 Atk/Spd during combat and if they initiate combat they either perform any stats, inflicts Guard, grants a guaranteed follow-up attacks before the foe can counterattack if they have 9 or less Spd higher than the foe during combat or can attack twice in one round if they have 10 or more Spd than the foe during combat. Because of that, they can at least double attack and trigger their Moonbow with their second attack if they can double attack, making them a Colorless version mitigates damage taken by 20% of Reinhardt. Not only that, but their Harmonized his Def, and heavily mitigates damage taken from [=AoE=] Specials. He comes with Def/Res Finish 4 and Atk/Res Tempo for more bulk and a bit of healing, and he keeps his Opened Domain from his Mythic version. That way, he can provide his team wide Time's Pulse to both himself and any ally, as well as the Resonance Blades and Shields statuses for more power and sturdiness, and he can do it in any season. Or, even alongside himself to stack the effects. Askr's Duo skill grants them has him and all Embla buff up themselves and nearby allies from ''Three Houses'' and ''The Sacred Stones'' for +6 Atk, [Resonance: Blades] and [Bonus Doubler], allowing them and those to all stats, while also granting another Special charge alongside the buffs. Galeforces on other allies can be cut down from 4 -> 2, Specials like Askr's on Bonfire can be ready to hit harder. Of course, one should be careful go right away (which pairs well with their GlassCannon statline as Special Spiral 4, if given to him), and it really opens the gates to any attacks they receive has a good chance to take them down, and against foes strategy that are fast enough to negate their Sweet Yule Log's double attack abilities.relies on Special spamming.



* '''Legendary and Young [[VideoGame/FireEmblemTheBlazingBlade Eliwood]]'''. At first glance they seem like strong yet bog-standard Sword Cavaliers, but it's in their support skills that they start getting scary, granting +6 Atk/Spd/Def, [Bonus Doubler] and [Null Panic] the highest Atk allies and themselves at the start of their turns with the former's Ardent Durandal and Vision of Arcadia II and the latter's Inborn Idealism, with Legendary Eliwood also granting [Canto (1)]. If they need to enter the fray as well, they are no slouches either, with Legendary Eliwood having his refined Ardent Durandal gives him up to +8 Atk/Spd/Def/Res during combat, ignores any of the foe's field stat buffs during combat and deals extra damage equal to 15% of the foe's Def and, Death Blow 4 and Flow Refresh 3, and Young Eliwood's Fiery War Sword granting -1 max special cooldown, and granting him +5 Atk/Spd/Def/Res during combat and +3 Atk/Spd/Def/Res during combat for each [Bonus] active on him that is not field stat buffs, up to +17 total, ignore skills that deny any of his follow-up attacks and guarantee the foe's follow-up attacks and reduces damage taken from the foe's first attack by 40%. They come with everything they need to turn the strongest ally on his team into a monster, or possibly multiple allies if they're tied for the highest Atk on the team.
* '''[[VideoGame/FireEmblemMysteryOfTheEmblem Phina]]''', the series' original dancer (and to date, the only FE 1/3 dancer, to boot), puts a refreshing spin on the aged "Sword Infantry Dancer" archetype. Revisiting the old DevelopmentGag from ''Mystery of the Emblem'' that was excised in its remake, Phina wields the Rapier, the [[RoyalRapier classic Lord weapon]] with Anti-Armor and Anti-Cavalry built in. Phina's Rapier in ''Heroes'' not only retains these qualities, but adds Spd+3 and most importantly '''Vantage''' to the mix to counterattack immediately if her HP is below 75%, and she has a decent 35 Atk / 37 Spd base statline which which to use it. Having a free B slot as an Infantry already makes her very versatile, but having Dance at the same time is what pushes Phina from "great" to "fantastic" as her ActionInitiative on Enemy Phase lets her Dance on Player Phase without worry, ensuring she rarely wastes a turn. She has only continued to age well as Infantry units get more skills; with goodies like Special Spiral and the Distant Counter derivatives, it's not uncommon to watch Phina tear through half an Infernal- or even Abyssal-level map on her own, while her Dance enables her allies to deal with the foes she can't. She shines even in the current metagame, as many meta-level threats are Armored and Cavalry that her Rapier will have bonus damage against, including a fair few listed on this page.
* '''Festival [[VideoGame/FireEmblemRadiantDawn Micaiah]]'''. She's a Red Tome Infantry refresher who boasts a good 34 Atk and great 34 Res, and while all her other stats are poor, those two stats are all she needs. Her main job will be to refresh her allies, but should she decide to step in to the fray, she has a few tricks up her sleeve. Her Dawn Suzu tome grants her an extra +3 Atk, and it's effective against Armour and Cavalry units. It also has Hardy Bearing built in, which can actually help her take down an opponent who's attempting to thwart her team with Vantage. This is especially helpful if she's ran on an Aether Raids defense team, and her low HP can actually lend well to Infantry Pulse setups, which can quickly charge her Special to destroy something. Her high Res also means she can make great use of Sabotage or Ploy skills to debuff her foes, further supporting her allies. In a few ways, she compares and contrasts with Phina up above. [[labelnote:For instance...]]They're both Red Infantry refreshers with dual effectiveness, but Phina can put up a fight on the enemy phase thanks to her innate Vantage, which also frees up her B slot, while she can focus on refreshing on the player phase. Micaiah can instead bypass enemy Vantage, and her work is pretty much just done on the player phase, whether it comes to nuking at a range or choosing to refresh.[[/labelnote]]

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* '''Legendary and Young [[VideoGame/FireEmblemTheBlazingBlade Eliwood]]'''. At first glance they seem like strong yet bog-standard Sword Cavaliers, but it's in their support skills that they start getting scary, granting +6 Atk/Spd/Def, [Bonus Doubler] and [Null Panic] the highest Atk allies and themselves at the start of their turns with the former's Ardent Durandal and Vision of Arcadia II and the latter's Inborn Idealism, with Legendary Eliwood also granting [Canto (1)]. If they need to enter the fray as well, they are no slouches either, with Legendary Eliwood having his refined Ardent Durandal gives him up to +8 Atk/Spd/Def/Res during combat, ignores any of the foe's field stat buffs during combat and deals extra damage equal to 15% of the foe's Def and, Death Blow 4 and Flow Refresh 3, and Young Eliwood's Fiery War Sword granting -1 max special cooldown, and granting him +5 Atk/Spd/Def/Res during combat and +3 Atk/Spd/Def/Res during combat for each [Bonus] active on him that is not field stat buffs, up to +17 total, ignore skills that deny any of his follow-up attacks and guarantee the foe's follow-up attacks and reduces damage taken from the foe's first attack by 40%. They Both Eliwoods come with everything they need to turn the strongest ally on his team into a monster, or possibly multiple allies if they're tied for the highest Atk on the team.
* '''[[VideoGame/FireEmblemMysteryOfTheEmblem Phina]]''', the series' original dancer (and
team, though you just have to date, the only FE 1/3 dancer, to boot), puts a refreshing spin on the aged "Sword Infantry Dancer" archetype. Revisiting the old DevelopmentGag from ''Mystery steer clear of the Emblem'' any effects that was excised in its remake, Phina wields the Rapier, the [[RoyalRapier classic Lord weapon]] with Anti-Armor and Anti-Cavalry built in. Phina's Rapier in ''Heroes'' not only retains these qualities, but adds Spd+3 and most importantly '''Vantage''' to the mix to counterattack immediately if her HP is below 75%, and she has a decent 35 Atk / 37 Spd base statline which which to use it. Having a free B slot as an Infantry already makes her very versatile, but having Dance at the same time is what pushes Phina from "great" to "fantastic" as her ActionInitiative on Enemy Phase lets her Dance on Player Phase without worry, ensuring she rarely wastes a turn. She has only continued to age well as Infantry units get more skills; with goodies nullify your buffs or bonuses like Special Spiral and the Distant Counter derivatives, it's not uncommon to watch Phina tear through half an Infernal- [Dull] or even Abyssal-level map on her own, while her Dance enables her allies to deal with the foes she can't. She shines even in the current metagame, as many meta-level threats are Armored and Cavalry that her Rapier will have bonus damage against, including a fair few listed on this page.
* '''Festival [[VideoGame/FireEmblemRadiantDawn Micaiah]]'''. She's a Red Tome Infantry refresher who boasts a good 34 Atk and great 34 Res, and while all her other stats are poor, those two stats are all she needs. Her main job will be to refresh her allies, but should she decide to step in to the fray, she has a few tricks up her sleeve. Her Dawn Suzu tome grants her an extra +3 Atk, and it's effective against Armour and Cavalry units. It also has Hardy Bearing built in, which can actually help her take down an opponent who's attempting to thwart her team with Vantage. This is especially helpful if she's ran on an Aether Raids defense team, and her low HP can actually lend well to Infantry Pulse setups, which can quickly charge her Special to destroy something. Her high Res also means she can make great use of Sabotage or Ploy skills to debuff her foes, further supporting her allies. In a few ways, she compares and contrasts with Phina up above. [[labelnote:For instance...]]They're both Red Infantry refreshers with dual effectiveness, but Phina can put up a fight on the enemy phase thanks to her innate Vantage, which also frees up her B slot, while she can focus on refreshing on the player phase. Micaiah can instead bypass enemy Vantage, and her work is pretty much just done on the player phase, whether it comes to nuking at a range or choosing to refresh.[[/labelnote]]
[Ploy].



* '''Brave [[VideoGame/FireEmblemAwakening Lucina]]'''. She's a Lance Infantry that offers incredible utility and support to her allies. Her lance, Geirskögul, when given the unique refine, grants +3 Atk/Spd/Def/Res to her nearby allies, though only if they wield a physical weapon (swords, lances, axes, bows, daggers, Beasts). Additionally, she also grants said allies a Breath effect, which grants them an extra Special charge per attack when their foe initiates combat. She essentially has a Drive All + Drive Breath for her physical allies. The former is already good enough, since +3 to all stats is a simple but effective boost, but she opens the door for many types of units that don't normally get to enjoy Special acceleration, and all just by standing near them. The fact that it works from 2 spaces away also means she can keep her distance from Beast allies, allowing them to stay transformed but still take advantage of the effect. To top it all off, the lance is also effective against dragons, so Lucina can step in to slay a troublesome dragon enemy if she feels the need to. What sells her is that as a Brave Hero, she has appeared as a guaranteed summon, and especially notable is that she goes like butter on bread with Brave Ike who can be acquired separately from the Heroes' Path quests.
* '''New Year's [[VideoGame/FireEmblemFates Velouria]]''', a Blue Beast Infantry who can either work well as either a support or a carry. Her weapon is Renewed Fang, which has -1 Special, and grants the Breath effect[[note]]Grants the user an extra Special charge for every attack dealt during combat[[/note]] to herself and her support partner. While Brave Lucina can do something similar and give a few extra stats, her effect only works on physical allies, and it only works on the enemy phase. Velouria on the other hand, can support a Mage or a Dragon ally, allowing them to take advantage of the effect, and it'd work on either phase. The best part is, Velouria can take full advantage of this effect herself: since she also gets the Breath effect, she can put up a fight, as she comes with Distant Counter and Null Follow Up, and she inflicts -6 Atk and Spd on her foe during combat when her support partner is nearby. With Sol in her base kit and a -1 Special weapon, she has a ready made enemy phase kit to help her tank.

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* '''Brave [[VideoGame/FireEmblemAwakening Lucina]]'''. She's '''[[VideoGame/FireEmblemHeroes Rearmed Plumeria]]''' is another contender for one of the best refreshers, as she fills a Lance Infantry that similar role to Legendary Azura, but instead on working on only Infanty or Flying, Rearmed Plumeria offers incredible utility and support to her allies. gimmick to all movement types. Her lance, Geirskögul, when given the unique refine, Cloying Dreams grants +3 +5 to all stats, [Foe Penalty Doubler][[note]]inflicts Atk/Spd/Def/Res equal to her nearby allies, though only if they wield the foe's field stat debuffs during combat[[/note]] and [Charge][[note]]unit can move up to 3 spaces in a physical weapon (swords, lances, axes, bows, daggers, Beasts). Additionally, she also grants said allies a Breath effect, which grants them an extra Special charge per attack when their foe initiates combat. She essentially has a Drive All + Drive Breath for her physical allies. The former cardinal direction, but is already good enough, since +3 treated as warp movement and cannot pass through foes, obstructions and skills like Obstruct and the Bulwark skills[[/note]] to that target ally, as well as inflict -5 to all stats on the nearest foe within 5 spaces of that ally, which is a simple but effective boost, already great, but she opens the door for many types also has by default Wings of units that don't normally get Mercy 4 to enjoy Special acceleration, warp to a damaged ally with ease, and all just by standing near them. The fact that Def/Res Ploy 3 to inflict -7 Def/Res, [Exposure][[note]]units inflicted with it works receive 10 damage from 2 spaces away also means she can keep her distance from Beast allies, allowing them to stay transformed but still take advantage of the effect. To top it all off, the lance is also effective against dragons, so Lucina can step in to slay a troublesome dragon enemy if she feels the need to. What sells her is that as a Brave Hero, she has appeared as a guaranteed summon, attacks during combat[[/note]] and especially notable is that she goes like butter on bread [Ploy][[note]]units inflicted with Brave Ike who can be acquired separately from the Heroes' Path quests.
* '''New Year's [[VideoGame/FireEmblemFates Velouria]]''', a Blue Beast Infantry who can either work well as either a support or a carry. Her weapon is Renewed Fang, which has -1 Special,
it cannot activate [Bonus Doubler], [Treachery], and grants the Breath effect[[note]]Grants the user an extra Special charge for every attack dealt [Grand Strategy] during combat[[/note]] to herself all foes within 3 rows or 3 columns centered on her if she has 5 or more Res than those foes as the start of her and her support partner. While Brave Lucina can do something similar and give a few extra stats, her effect only works on physical allies, and it only works on the enemy phase. Velouria on the other hand, can support a Mage or a Dragon ally, allowing them to take advantage of the effect, and it'd work on either phase. The best part is, Velouria can take full advantage of this effect herself: since she also gets the Breath effect, she can put up a fight, as she comes foe's turns, helped with Distant Counter and Null Follow Up, and her Still Water 4. If she inflicts -6 Atk and Spd on her foe during combat when her support partner is nearby. With Sol in her base kit and a -1 Special weapon, needs to enter the fray, then she has Arcane Euphoria as well as a ready made enemy phase kit SquishyWizard statline to help give her tank.a great chance to elimiate a troubling foe.



* '''Legendary [[VideoGame/FireEmblemThreeHouses Male Byleth]]''', gifted with the power of the goddess, assumes his Enlightened One class as a Green Tome Infantry. Like the other Byleths, he's got Null Follow-Up, ensuring that no follow up manipulation can get past him, but what makes him stand out is that he ''gives'' Null Follow-Up to any ally within two spaces, cementing him as an excellent support role. Units that normally can't use it, like Fliers or Cavalry, can now take advantage of such a powerful ability, although they do need to meet a Spd check, while also staying near him. Still, this means they can use skills like Windsweep or Watersweep (something even shown in Byleth's Legendary Hero Battle) to great use. Byleth himself is also no slouch in combat, acting as a perfect check to some troublesome opponents. With his Professorial Text granting -1 Special, his unique Special in Sublime Heaven, and Time's Pulse to always insta-charge it at the start of each turn, Byleth will show anyone he stands against something to believe in. Sublime Heaven boosts Byleth's damage by 25% of his Atk, or 50% of his Atk against a Dragon or Beast, and it pierces through any non Special DamageReduction skill like Spurn or Close Call. [[labelnote:Incidentally...]]These capabilities make Byleth a great hard counter to basically every 3H Lord and Seiros/Rhea outside of Summer Edelgard, several of which are GameBreaker units themselves, as most of them boast DamageReduction and/or follow up manipulation, and two of them take extra damage from Sublime Heaven.[[/labelnote]]

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* '''Legendary [[VideoGame/FireEmblemThreeHouses Male Byleth]]''', gifted with the power of the goddess, assumes his Enlightened One class as a Green Tome Infantry. Like the other Byleths, he's got Null Follow-Up, ensuring that no follow up manipulation can get past him, but what makes him stand out is that he ''gives'' Null Follow-Up to any ally within two spaces, cementing him as an excellent '''[[VideoGame/FireEmblemHeroes Thórr]]''' provides great support role. Units that normally can't use it, for any team by way of her unique skill Worldbreaker, which grants Special accel per hit to both herself and nearby allies, working on either phase and on both hits, similarly to Special Fighter. This can help charge up Specials very quickly, letting units with -1 Special weapons retaliate with a skill like Fliers Bonfire or Cavalry, can now take advantage of such a powerful ability, although they do need to meet a Spd check, while also staying near him. Still, this means they can use Armoured Floe upon being hit, or helping charge skills like Windsweep or Watersweep (something even shown in Byleth's Legendary Hero Battle) to great use. Byleth himself is also no slouch in combat, acting as a perfect check to some troublesome opponents. With his Professorial Text granting -1 Special, his unique Special in Sublime Heaven, and Time's Pulse to always insta-charge it at the start of each turn, Byleth will show anyone he stands against something to believe in. Sublime Heaven boosts Byleth's damage by 25% of his Atk, or 50% of his Atk against a Dragon or Beast, and it pierces through any non Special DamageReduction skill like Spurn or Close Call. [[labelnote:Incidentally...]]These capabilities make Byleth a great hard counter to basically every 3H Lord and Seiros/Rhea outside of Summer Edelgard, several of Galeforce, which are GameBreaker units themselves, as most of them boast DamageReduction and/or follow up manipulation, Thórr herself can also do decently enough if she must. As a flying unit, she also has access to mobility skills like Aerobatics and two Flier Formation, as well as the regular versions of them take extra damage from Sublime Heaven.[[/labelnote]]Guidance and Flier Guidance in her Seal slot, which can also help improve mobility.



* '''Brave [[VideoGame/FireEmblemRadiantDawn Soren]]''' is a very unique support unit, because he can turn ''any'' unit into a Save tank. His Arch-Sage Tome gives [Assign Decoy] and +6 to all stats to whichever ally has the highest Def, or whichever unit he's ally supported with. Assign Decoy activates lets the unit activate [Saviour] if any of their allies are being attacked by an opponent that matches their range, meaning if Soren got attacked by a melee unit, then whichever melee unit Soren gave [Assign Decoy] will step in and take the hit. This lets units that can otherwise never have access to Save skills, like infantry or flier units, protect their allies. It can also be given to multiple units if their respective Def stats match, although the attack ranges must still match, and the other Save restrictions apply, like a unit cannot be protected if the Save unit cannot move to their space. Soren's not just lost in his books either, because he can be quite the combatant-- his tome also grants +5 to all stats, further increased depending on the total buffs of an ally within three spaces (like say the +6 to all stat buff he just granted to his ally), and he also gets DamageReduction based on his Res, letting him withstand a hit here or there if needed. He also introduces an infantry mage exclusive Special in Flare, which deals 60% of the foe's Res as damage if the user is healthy enough, or 40% otherwise while also healing the user for 30% of their max HP, helping the wielder stay healthy throughout the battle. Soren can spam this Special pretty easily thanks to his unique A skill Rare Talent, which grants +7 to all stats, disables adaptive damage, and if his Res is higher than his foe's at all, then he nulls Guard. If it's higher by 10 or more, and he either initiates combat or fights another ranged opponent, then he can strike twice. Couple all of this with his Mag. Null Follow and Time's Pulse 4, and he can also pierce through half of any opposing [=DR=] effects and quickly activate Flare. As with any other [=CYL=] units, Soren is a free pick for any summoner to choose.



* '''Bridal [[VideoGame/FireEmblemHeroes Fjorm]]''' is a Staff Flying who has the ability to completely shut down the use of Assists that the opponent might use. Her high 42 HP works well with her staff, Gjallarbrú, which inflicts [Isolation] on any enemies in a cardinal direction from her as long as her HP is greater than theirs by at least 3 with the unrefined version, and just more HP with the refined version, and the unique refine also gives all allies within 2 spaces of her +4 Atk/Spd and ignores any field stat debuffs they have during combat. [Isolation] prevents the afflicted unit from using Assists or being the target of Assists, shutting down enemy refreshers, Rallies, enemy healers, and even movement assists, basically forcing the enemy just to move and even be forced to attack an enemy in range if there are any. This is mainly for Aether Raids, where such tactics such as Rally or Restore traps can threaten opposing players. In PlayerVersusEnvironment maps, this effect might not be helpful, or even possible, but thankfully, Fjorm can just inherit one of many staffs to either send the enemy to disarray with statuses, or help support her team in more conventional ways. She comes with Dazzling Staff naturally, letting her disrupt foes with no fear, and then her flight lets her flee to safety afterwards. While she can shine on Flier teams, she can also shine on regular teams thanks to her newly introduced Ground Orders skill, which grants Infantry, Cavalry, and Armour units the ability to warp to a space adjacent to any nearby ally, improving their mobility considerably.

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* '''Bridal [[VideoGame/FireEmblemHeroes Fjorm]]''' is a Staff Flying Flier who has the ability to completely shut down the use of Assists that the opponent might use. Her high 42 HP works well with her staff, Gjallarbrú, which inflicts [Isolation] on any enemies in a cardinal direction from her as long as her HP is greater than theirs by at least 3 with the unrefined version, and just more HP with the refined version, and the unique refine also gives all allies within 2 spaces of her +4 Atk/Spd and ignores any field stat debuffs they have during combat. [Isolation] prevents the afflicted unit from using Assists or being the target of Assists, shutting down enemy refreshers, Rallies, enemy healers, and even movement assists, basically forcing the enemy just to move and even be forced to attack an enemy in range if there are any. This is mainly for Aether Raids, where such tactics such as Rally or Restore traps can threaten opposing players. In PlayerVersusEnvironment maps, this effect might not be helpful, or even possible, but thankfully, Fjorm can just inherit one of many staffs to either send the enemy to disarray with statuses, or help support her team in more conventional ways. She comes with Dazzling Staff naturally, letting her disrupt foes with no fear, and then her flight lets her flee to safety afterwards. While she can shine on Flier teams, she can also shine on regular teams thanks to her newly introduced Ground Orders skill, which grants Infantry, Cavalry, and Armour units the ability to warp to a space adjacent to any nearby ally, improving their mobility considerably.



* '''[[VideoGame/FireEmblemThreeHouses Flayn]]'''. She's a Staff Flying who wields the Caduceus staff, which has a very powerful effect: any allies near her receive 30% less damage during combat. Simply by being near her allies, they get a free, always active Sacred Cowl and Escutcheon. While the damage reduction B skills (like Close Call and Spurn) mitigate up to 40% damage, they are usually still reliant on some sort of stat check, and being in the B slot, that prevents said units from using other skills that can give them an edge during combat. But by standing near Flayn, their damage reduction is covered albeit at 30%, although she could equip C skills or Seals to further protect her allies. Also, units that can't even use damage reduction B skills, like Fliers (Guard Bearing aside) or Armours get to enjoy having their damage mitigated.



* '''[[VideoGame/FireEmblemTheBindingBlade Elimine]]''', as a Staff Flying, is very similar to the above Flayn, but thanks to being a Mythic Hero of Astra, she brings a few more perks. Her Holy Ground grants all allies within 2 spaces of her +4 Def/Res during combat and reduces damage taken from attacks by 30%, and her Staff of the Saint not only grants +6 Def/Res to all allies within 2 spaces of her at the start of her turn, but also inflicts [False Start] to foes in cardinal directions of her if she has more Res than that foe, where [False Start] negates start of turn effects from activating. Those two skills alone makes not only a good support unit that toughens the the defenses of allies, but she also dulls any defense teams in Aether Raids that rely on start of turn effects from one unit, including the infamous [Triangle Attack] and [Guidance] from Harmonized Bridal Catria & Thea's Wedding-Bell Axe.

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* '''[[VideoGame/FireEmblemTheBindingBlade Elimine]]''', as a Staff Flying, is very similar to the above Flayn, but thanks to being a staff flier who's also an Astra Mythic Hero Hero, supporting her team with DamageReduction and being able to shut down plenty of Astra, she brings a few more perks.effects. Her Holy Ground grants all allies within 2 spaces of her +4 Def/Res during combat and reduces damage taken from attacks by 30%, and her Staff of the Saint not only grants +6 Def/Res to all allies within 2 spaces of her at the start of her turn, but also inflicts [False Start] to foes in cardinal directions of her if she has more Res than that foe, where [False Start] negates start of turn effects from activating. Those two skills alone makes not only a good support unit that toughens the the defenses of allies, but she also dulls any defense teams in Aether Raids that rely on start of turn effects from one unit, including the infamous [Triangle Attack] and [Guidance] from Harmonized Bridal Catria & Thea's Wedding-Bell Axe. You just need to watch out for any Freyr, because his Dream Deliverer was designed to specifically counter her by purging any debuffs and penalties.



* '''DamageReduction tanks'''. Introduced with skills like Spurn or Close Call, such effects can mitigate damage taken up to 40% damage taken. Some units have this effect built into their weapon, can acquire it through the [Dodge] status effect, and some check different stats like Res. Units with Spd based [=DR=] usually [[GlassCannon look frail]], but being able to mitigate damage through these effects [[LightningBruiser can make them sturdier than they seem]]. Generally though, any [=DR=] tank will rely on their Spd or whatever stat they need to keep them safe while their weapons and other skills give them other effects to play with to take on their foes. They just need to watch out for Specials like Deadeye and other [[ArmorPiercingAttack effects that pierce through damage reduction]]. The following units are some notable examples that boast some form of DamageReduction and can perform very well against many foes:
** '''Dimitri''', the saviour king of Faerghus, has two versions that both mostly operate as a tank, boasting DamageReduction and big damage capabilities. While his Legendary version is more Spd focused, his Brave version is more Def focused.
*** '''Legendary Dimitri''' has Dodge built into his Areadbhar, putting it to good use with his high Spd, and it frees up his B slot for something else. In this case, he has his unique Atrocity skill, which greatly debuffs nearby foes for -5 to all stats and +1 to Special cooldown, and it also lets Dimitri deal damage equal to 25% of his Atk, letting him really tear into his opponents-- every last one of 'em.
*** '''Brave Dimitri''' is a bit different from any other Dodge tank, as his Blue Lion Rule checks Def instead, and it also gives him a follow-up attack on the enemy phase if he has more Def. He wields Moon Gradivus, which has Distant Counter and a bit of Special accel built in, and he comes with Atk/Def Unity to further improve his Atk and Def. Good effects in theory, but in practice, he came up a bit short, at least until he got his refine. Now, it doubles down on his defenses, by granting him +5 Spd/Def/Res, inflicting -5 Def on the foe, all to help with his Def check, and he neutralizes any Atk and Def bonuses that the foe have on them. The most powerful effects however, are the true damage and true defense he can acquire, as he deals damage equal to 20% of his Def, and he can mitigate damage taken from his opponent's by the same amount. This is the same effect as Askr's weapon, being a flat DamageReduction that can't be stopped by the likes of Lethality and Deadeye, and when paired with the DamageReduction from Blue Lion Rule and with enough support, Dimitri can survive attacks that he has absolutely no business surviving, which especially helps given his atrocious Res stat. Like the other Brave units, this Dimitri is a free pick for any player, and is pretty accessible on various banners.
** '''Fallen Ike''' has Distant Counter and Spectrum Unity built into his Chaos Ragnell, which grants him an in combat buff equal to any debuff he currently has. With say a -7 Spd debuff, Ike would get +14 Spd during combat for a net gain of +7 Spd. His method of Dodge is through Repel, and he gets Darting Breath to help give him the Spd needed to use it well, and he's got his unique Mayhem Aether, a 4 charge variant of Aether, to help him stay healthy. What will make Ike truly crush his foes is that his weapon's Unity effect will stack with any other Unity skill, like Atk/Spd Unity or the [Grand Strategy] status.
** '''Legendary Ryoma''' is a Flying Dodge tank, on account of his Bushido II granting Dodge, along with letting him always deal +7 damage and also remove his archer weakness. His Raijinto gives him +4 to all stats and Null Follow-Up when refined, so Ryoma's able to take full advantage of his high Spd for both offense and defense. As a Flier, he can also use skills like Catch and Rein skills to help improve either the soaring samurai's damage output or his tanking potential.
** '''Brave Ike''', taking after his father and wielding his Urvan, has a different take on being a DamageReduction tank. Once refined, Urvan will mitigate the damage taken from the first hit he takes during combat by 40%, and any consecutive attacks taken will be mitigated by 80%. To ensure that second effect, he ''forces'' the opponent to attack consecutively if they can follow up as though they have Desperation, which won't too hard given Ike's middling Spd, although Hardy Bearing will ruin this strategy. Like the other Brave units, he was available as a free pick, but he also became free from the Heroes' Path questline, and he also got a Resplendent version to boost his stats.
** '''Legendary Julia''' is a mage version of this, as she checks Res, and her skillset is tailored perfectly for it. Her Virtuous Naga grants her +10 Atk/Res, +4 Spd/Def, can mitigate up to 40% [[DamageReduction damage taken]] depending on how much greater her Res is, a free follow-up attack, and the ability to counter Dragons at close range. Her Light and Dark II inflicts -5 to all stats on the opponent, disables the adaptive damage from Dragons and similar effects, and it neutralizes both Julia's penalties and her foe's bonuses, meaning relying on such effects just won't work on Julia. With Mirror Impact and Atk/Res Menace, Julia gets a huge Atk and Res swing on her opponents, which when combined with her DamageReduction, lets her be quite a sturdy mage.
* '''Special Spamming Dodge Tanks''' are a different type of DamageReduction tank. Units like '''Ascended Mareeta''', '''Ascended Fir''', and '''Felix''', these units are very fast infantry that rely on their Spd to mitigate damage, and coming with a whole host of effects that help give them an edge in battle, whether it's more DamageReduction, Null Follow-Up to ensure that Spd can't be manipulated, or Tempo to bypass Guard. These units also come with some way of pre-charging a Special, either through their weapon or through Time's Pulse 4, and often have means to maintain that charge after combat. Specials like Vital Astra and Godlike Reflexes come with extra effects that are only active while the Special is ready (like more [=DR=] on Vital Astra, or extra damage with Godlike Reflexes), which such speed demons can take full advantage of.

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* '''DamageReduction tanks'''. Introduced with skills like Spurn or Close Call, such effects can mitigate damage taken up to 40% damage taken. Some units have this effect built into their weapon, can acquire it through the [Dodge] status effect, and some check different stats like Res. Units with Spd based [=DR=] usually [[GlassCannon look frail]], but being able to mitigate damage through these effects [[LightningBruiser can make them sturdier than they seem]]. Generally though, any [=DR=] tank will rely on their Spd or whatever stat they need to keep them safe while their weapons and other skills give them other effects to play with to take on their foes. They just need to watch out for Specials like Deadeye and other [[ArmorPiercingAttack effects that pierce through damage reduction]]. The following units are some notable examples that boast some form of DamageReduction and can perform very well against many foes:
reduction]].
** '''Dimitri''', the saviour king of Faerghus, has two versions that both mostly operate as a tank, boasting DamageReduction and big damage capabilities. While his Legendary version is more Spd focused, his Brave version is more Def focused.
*** '''Legendary Dimitri''' has Dodge built into his Areadbhar, putting it to good use with his high Spd, and it frees up his B slot for something else. In this case, he has his unique Atrocity skill, which greatly debuffs nearby foes for -5 to all stats and +1 to Special cooldown, and it also lets Dimitri deal damage equal to 25% of his Atk, letting him really tear into his opponents-- every last one of 'em.
***
'''Brave Dimitri''' is a bit different from any other Dodge tank, as his Blue Lion Rule checks Def instead, and it also gives him a follow-up attack on the enemy phase if he has more Def. He wields Moon Gradivus, which has Distant Counter and a bit of Special accel built in, and he comes with Atk/Def Unity to further improve his Atk and Def. Good effects in theory, but in practice, he came up a bit short, at least until he got his refine. Now, it doubles down on his defenses, by granting him +5 Spd/Def/Res, inflicting -5 Def on the foe, all to help with his Def check, and he neutralizes any Atk and Def bonuses that the foe have on them. The most powerful effects however, are the true damage and true defense he can acquire, as he deals damage equal to 20% of his Def, and he can mitigate damage taken from his opponent's by the same amount. This is the same effect as Askr's weapon, being a flat DamageReduction that can't be stopped by the likes of Lethality and Deadeye, and when paired with the DamageReduction from Blue Lion Rule and with enough support, Dimitri can survive attacks that he has absolutely no business surviving, which especially helps given his atrocious Res stat. Like the other Brave units, this Dimitri is a free pick for any player, and is pretty accessible on various banners.
** '''Fallen Ike''' has Distant Counter '''Byleth''', counting both the male and Spectrum Unity built into his Chaos Ragnell, which female versions due to sharing the same weapon, and the two sharing similar stats. Despite being a unit from 2019, their Creator Sword already had everything a speedy unit could need, with full Null Follow-Up and Tempo, without any condition. When refined, it now grants him an in combat buff equal +8 to any debuff he currently has. With say a -7 Spd debuff, Ike would get +14 Spd during combat for a net gain of +7 Spd. His method of Dodge is all stats, helping them catch up stat-wise, provides 30% [=DR=], and if their Special activates, they can pierce through Repel, and he gets Darting Breath to help give him the Spd needed to use it well, and he's got his unique Mayhem Aether, a 4 charge variant of Aether, to help him stay healthy. What will make Ike truly crush his foes is that his weapon's Unity effect will stack any non-Special DamageReduction effects. No nonsense allowed with any other Unity skill, like Atk/Spd Unity or the [Grand Strategy] status.professor, and both Byleths are available on weekly revival banners.
** '''Legendary Ryoma''' '''Lucia''' is a Flying one of the most unusual Dodge tank, tanks around, because she disables plenty of effects for both herself and her opponent. Neither Lucia or her foe can activate Specials, take advantage of defense tiles, perform guaranteed follow-up attacks, deny the opponent's follow-up attack, deny the opponent's counterattack, or change attack priority (with skills like Vantage or Desperation). She also disables the effects of skills of every other unit on account the map that could affect the outcome of his Bushido II granting Dodge, along with letting him always deal +7 the battle, such as supportive effects like the Drive skills or skills like Close Guard. Against Lucia, it's a seemingly fair and square 1v1, except it also isn't, because Lucia also deals damage = 20% of her Spd, and also remove his archer weakness. His Raijinto gives him +4 to all stats gets 30% DamageReduction built into her weapon. She also has Life and Null Follow-Up when refined, so Ryoma's able to Death 4 for more Spd, and Repel 4 for more [=DR=]. Because she also doesn't have a -1 Special weapon, she can take full advantage of his high Spd for both offense and defense. As a Flier, he can also use skills like Catch and Rein skills to help improve either the soaring samurai's Gambit, letting her deal 15 true damage output or his tanking potential.
** '''Brave Ike''', taking after his father
and wielding his Urvan, get 50% [=DR=] if she has a different take on being a DamageReduction tank. Once refined, Urvan will mitigate the damage taken from the first hit he takes during combat by 40%, and any consecutive attacks taken will be mitigated by 80%. To ensure Special that second effect, he ''forces'' the opponent to attack consecutively if they can follow up as though they have Desperation, which has a charge of 5. Which isn't a problem, because Lucia won't too hard given Ike's middling Spd, although Hardy Bearing will ruin this strategy. Like the be able to activate it anyway. Alternatively, she ''can'' still use Vital Astra or Godlike Reflexes, because even though she can't activate them, she can still take advantage of their other Brave units, he was available as a free pick, but he also became free from the Heroes' Path questline, effects, namely Dodge and he also got a Resplendent version to boost his stats.
** '''Legendary Julia''' is a mage version of this, as she checks Res, and her skillset is tailored perfectly for it. Her Virtuous Naga grants her +10 Atk/Res, +4 Spd/Def, can mitigate up to 40% [[DamageReduction
more true damage taken]] depending on how much greater her Res is, a free respectively. Considering that most means of piercing through [=DR=] involve activating your own Special, which you just cannot do against Lucia, and you cannot manipulate anything in your favour like follow-up attack, and the ability to counter Dragons at close range. Her Light and Dark II inflicts -5 to all stats on the opponent, disables the adaptive damage from Dragons and similar effects, and it neutralizes both Julia's penalties and attacks or denying her foe's bonuses, meaning relying own follow-up attack or even counterattack, then taking on such effects just won't work on Julia. With Mirror Impact and Atk/Res Menace, Julia gets a huge Atk and Res swing on her opponents, which when combined with her DamageReduction, lets her be Lucia becomes quite a sturdy mage.daunting task.
* '''Special Spamming Dodge Tanks''' are a different type of DamageReduction tank. Units like '''Ascended Mareeta''', '''Ascended Fir''', and '''Felix''', these units are very fast infantry that rely on their Spd to mitigate damage, and coming with a whole host of effects that help give them an edge in battle, whether it's more DamageReduction, Null Follow-Up to ensure that Spd can't be manipulated, or Tempo to bypass Guard.Guard, a stat swing, and more. These units also come with some way of pre-charging a Special, either through their weapon or through Time's Pulse 4, and often have means to maintain that charge after combat. Specials like Vital Astra and Godlike Reflexes come with extra effects that are only active while the Special is ready (like more [=DR=] on Vital Astra, or extra damage with Godlike Reflexes), which such speed demons can take full advantage of.



** '''Summer Fjorm''' is another special mention in that her she effectively gets Null C-Disrupt and Distant Counter in without actually have those in her B and A slots, where her Ice-Bound Brand gives her -1 maximum special cooldown, gets Null C-Disrupt if the foe wields a ranged weapon, and grants her +5 to all her stats, inflicts debuffs on her foe's stats equal to 20% of her Spd at the start of combat, Guard, and reduces damage taken by 5 when the foe triggers her defensive special with their attacks, all which activates if the foe either initiates combat or is at 75% HP or above at the start of combat, and her Frostbite Mirror is a 2 cooldown defensive special that reduces damage by 30% from ranged attacks and 10% from melee attacks, allows her to deal true damage with her next attack equal to the amount of damage she reduces, including from other skills like her Ice-Bound Brand, until the end of combat, and grants her the Distant Counter effect if she has her special ready at the start of combat. Both of those synergizes well with her Atk/Spd Finish 4, Spurn 4 and Time's Pulse 4 to consistently be a pest to ranged units as she shrugs them off with ease and counter with a strong attack, while also being decent against melee units.



** '''Brave Tiki''' has follow-up manipulation where she gets a guaranteed follow-up attack if she is within 3 spaces of an ally, and prevents the foe from performing a guaranteed follow-up attack if she is at 40% HP or above at the start of combat. She also has DamageReduction based on how much Res she has over her foe and inflicts -5 Atk/Res on the foe during combat if she is at 25% HP or above at the start of combat, and gets sustainability with her default Atk/Res Finish 4. Most importantly, if she has a Special that triggers when she attacks she gets -1 Special cooldown before her first attack, and if the foe has the same and she has 5 or more Res than the foe during combat, she inflicts +1 Special cooldown before their first attack, shutting down a lot of units that rely on instantly charging their Special and triggering it with their first attack and potentially met an early demise against Tiki's own Special, and she has a lot of Res for both her DamageReduction and special disruption.
* '''Mounted powerhouses'''. These usually refer to Cavalry or Flying units that are meant to be player phase monsters, often having Canto for HitAndRunTactics, usually used for Galeforce, some Flow or Null Follow-Up effect that lets them get past follow-up denial, other effects that their class type normally can't acquire like easy Special acceleration, extra Mov, some kind of DamageReduction, and so on. While these units are powerful, any of them that rely on [[HitAndRunTactics Canto]] will have to watch out for Canto Control if they're trying to retreat. These units have some combination of the aforementioned, usually built into their weapon, sometimes a unique B skill. The following units are often able to ride on over towards their opponents without fear and go to town:
** '''Eliwood''' and '''Brave Roy''', as both share Blazing Durandal (the latter by default, the former via refinery). Blazing Durandal has Steady Impact (+7 Spd, +10 Def, and follow-up denial) and Special Fighter (Special accel for the user, Guard on the foe) when initiating combat. Two powerful effects that Cavalry units normally can't acquire, but are here on these two, with Eliwood even being a common, mergeable unit, even getting a Resplendent version to bridge the stat gap between father and son (at least until Roy ended up getting a Resplendent version as well).
** '''Pirate Tibarn''', being a Colorless Flying Beast, can have up to 3 Mov, and his weapon grants him a free follow-up attack if he's alone. With his Heavy Blade 4, Galeforce, and Dive-Bomb, he can fly up to an opponent, get two consecutive hits in with Dive-Bomb, and as long as he meets the Atk check for Heavy Blade and gets those two hits in, he can easily activate Galeforce and either fly back to safety or assail another foe right after.

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** '''Brave Tiki''' has follow-up manipulation where she gets a guaranteed follow-up attack if she is within 3 spaces of an ally, and prevents the foe from performing a guaranteed follow-up attack if she is at 40% HP or above at the start of combat. She also has DamageReduction based on how much Res she has over her foe and inflicts -5 Atk/Res on the foe during combat if she is at 25% HP or above at the start of combat, and gets sustainability with her default Atk/Res Finish 4. Most importantly, if she has a Special that triggers when she attacks she gets -1 Special cooldown before her first attack, and if the foe has the same and she has 5 or more Res than the foe during combat, she inflicts +1 Special cooldown before their first attack, shutting down a lot of units that rely on instantly charging their Special and triggering it with their first attack and potentially met an early demise against Tiki's own Special, and she has a lot of Res for both her DamageReduction and special disruption.
* '''Mounted powerhouses'''.'''Player-Phase Mounted Powerhouses'''. These usually refer to Cavalry or Flying units that are meant to be player phase monsters, often having Canto for HitAndRunTactics, usually used for Galeforce, some Flow or Null Follow-Up effect that lets them get past follow-up denial, other effects that their class type normally can't acquire like easy Special acceleration, extra Mov, some kind of DamageReduction, and so on. While these units are powerful, any of them that rely on [[HitAndRunTactics Canto]] will have to watch out for Canto Control if they're trying to retreat. These units have some combination of the aforementioned, usually built into their weapon, sometimes a unique B skill. The following units are often able to ride on over towards their opponents without fear and go to town:
** '''Eliwood''' and '''Brave Roy''', as both share Blazing Durandal (the latter by default, the former via refinery). Blazing Durandal has Steady Impact (+7 '''Legendary [[VideoGame/FireEmblemThracia776 Nanna]]''' is a Sword Cavalier wallbreaker with a GlassCannon statline of 40 HP, 39 Atk, 40 Spd, +10 Def, 27 Def and 25 Res, and alongside Atk/Spd Push 4 and Atk/Spd Menace, her weapon and SecretArt packs a good punch. Her Lands Sword gives her +3 Atk, and if she is at 25% HP or above at the start of combat, she gains +6 Atk/Spd during combat, ignores skills that prevents her follow-up denial) and attacks, non-Special DamageReduction skills, Special Fighter (Special accel for the user, Guard on the foe) when initiating combat. Two powerful effects skills that Cavalry units normally can't acquire, but are here on these two, with Eliwood even being a common, mergeable unit, even getting a Resplendent version triggers from her attacks, and she restores 7 HP after combat, and her Hoðr's Zeal gives her [Canto (Rem.+1)], deals extra true damage equal to bridge 20% of her Atk, and allows any of her follow-up attacks to go before the stat gap between father and son (at least until Roy ended up getting a Resplendent version as well).foe can counterattack if she initiates combat.
** '''Pirate Tibarn''', being '''Teatime Harmonized [[VideoGame/FireEmblemGenealogyoftheHolyWar Ayra]] & [[VideoGame/FireEmblemThreeHouses Mercedes]]''' is another Sword Cavalier that is a Colorless Flying Beast, can have up to 3 Mov, LightningBruiser with 40 HP, 44 Atk, 46 Spd, 32 Def and his weapon grants him a free follow-up attack if he's alone. With his Heavy Blade 4, Galeforce, and Dive-Bomb, he can fly up to an opponent, get two 17 Res that will be spamming strong consecutive hits in attacks, with Dive-Bomb, their Teatime's Edge granting -1 maximum special cooldown, [Canto (Dist. +1; Max 4)], and grants them +6 Atk/Spd during combat, additional Atk/Spd during combat equal to 25% of the foe's Atk at the start of combat, -2, up to a maximum of additional +10 Atk/Spd during combat, totaling up to +16 Atk/Spd during combat, deals true damage equal to 20% of their Spd during combat with their attacks, and ignores Guard, all which activates if they're at 25% HP or above at the start of combat, as well as bring Supreme Astra, which is a 2 cooldown special (1 with their Teatime's Edge) that boosts their damage by 40% of their Spd when it triggers, grants them -1 special cooldown at the start of their turn if they're at maximum special cooldown, and one per turn, if they trigger their special, they get -1 special cooldown before their next attack, which, combined with their default Flow Desperation, allows them to trigger Supreme Astra ''consecutively'' once per turn, and their Atk/Spd Clash 4 to further bolster their highest stats. With everything in their favor, they will nuke a unit to oblivion that is a fair bit away from them and retreat just as far.
** '''Brave [[VideoGame/FireEmblemTheSacredStones Eirika]]''' is a Lance Cavalier that wields Binding Reginleif, which when refined, has -1 Special, dual effectiveness against Armour and Cavalry units, grants +10 to all stats, provides full Null Follow-Up, provides 40% [=DR=], neutralizes any Atk/Spd/Def buffs on the opponent, and inflicts -5 Atk/Spd/Def, further increased for every [Bonus] active on the foe. She introduces Surge Sparrow, which grants +7 Atk/Spd when initiating combat, and when her damaging Special activates, she heals [[LifeDrain a lot of HP]] based on both the max Special charge and her max HP. Her unique skill, Moonlight Bangle, works similarly, dealing damage equal to a percentage of the foe's Def when her Special activates, depending on the max charge of her Special. Moonlight Bangle also lets her ignore Guard, and it gives her Canto, meaning
as long as he meets the Atk check for Heavy Blade she exchanges blows, she ''will'' fire off her Luna, and gets those two hits in, he she can easily activate Galeforce and either fly back flee to safety or assail another foe right after. To put into perspective, using Luna, it's as if she can pierce through ''90%'' of her foe's Def while also healing herself for 50% of her HP, making it a fast, overtuned Aether that even Ike would be jealous of. The DamageReduction and healing lets her exchange blows with some really powerful opponents and then keep herself topped off. She also comes with Atk/Spd Menace to effectively give her more Atk, Spd, and bulk to work with. While she loses a bit of firepower, and may need a bit of help with Special acceleration, she can also Galeforce well thanks to Moonlight Bangle's Canto and null Guard effect. Like the other Choose Your Legends units, Eirika is a free pick for any player.
** '''Summer [[VideoGame/FireEmblemThreeHouses Dimitri]]''', as an Axe Cavalry that brings a LightningBruiser statline of 40 HP/Spd, 42 Atk, 35 Def and 17 Res, will overwhelm his foes with his Atk/Spd Catch 4, Spd/Def Menace and Glimmer, and his Unyielding Oar and his Legendary variant's Atrocity brings the one-two punch to make him head above shoulders among other Cavalry units. How does one make good use of Atrocity's deals damage = 25% of unit's Atk? Attach a brave weapon to it, as his Unyielding Oar gives him -1 maximum special cooldown, [Canto (Rem.+1)], and if he is at 25% HP or above at the start of combat, he get +5 Atk/Spd/Def/Res during combat and if either he has 10 or more Spd than his foe or the foe has any [Bonus] he attacks twice in one round. Since his Atk goes up to 72 with everything in his favor, that true damage from Atrocity goes to 18 per attack, and considering that the average HP of units is over 40, not many will survive against his initial double attack, and that is before any additional buffs to his Atk.
** '''Spring Harmonized [[VideoGame/FireEmblemTheBlazingBlade Karla]] & [[VideoGame/FireEmblemHeroes Freyja]]''', also an Axe Cavalry that bring a GlassCannon statline of 40 HP, 45 Atk, 47 Spd, 24 Def and 22 Res, is a strong one-shooting nuke on the word go, with their Sisterly War Axe granting -1 maximum special cooldown, grants -2 special cooldown at the start of odd turns, and grants them +6 Atk/Spd during combat, and when they trigger their specials with their attacks, they deal true damage equal to X% of their Spd, where X equals to 10 x their equipped maximum special cooldown, +20, and negates the foe's non-Special DamageReduction skills and defensive special skills, all which activates if they either initiates combat or are within 2 spaces of an ally. Combined with their Atk/Spd Clash 4 to further increase their strongest stats, Flow N Trace 3 to trigger Canto and ignore skills that deny any of their follow-up attacks and Spd Smoke 4 to give them DamageReduction and buff their Spd further.



** '''Guidance 4 and Soaring Guidance''' allow for both mobility and the key part of Null Follow-Up, the ability to get past follow-up denial. Both skills allow Infantry to warp to any space within two spaces of a Flier ally within two spaces and gives +3 Atk/Spd during combat to those allies, while the former also allows for Armoured units to do so, and the latter also allows for other Flier units to do so. It's a very powerful supportive effect, allowing Flying units to help keep your units together while also helping their combat capabilities at the same time.



* '''Arcane Weapons''', introduced with Rearmed Heroes in late 2022, are powerful weapons that come with -1 Special, a few different effects to give the unit an edge in battle, and can breathe new life into old units. These weapons can be inherited from a Rearmed Hero to any other unit that's applicable [[labelnote:For instance...]]Arcane Grima can only be inherited by dragons for example, and if you inherit an Arcane weapon onto a new unit, that unit can't equip it and any [[SecretArt unique skills]] they have at the same time[[/labelnote]], and the Rearmed Hero will not disappear, letting you keep them to still play around and fight with, usually with a base kit tailor made for said Arcane weapon. If you summon for another copy of the Rearmed Hero, you can also inherit from the first copy (using up the Arcane inheritance), then merge to the new copy, and then the new copy will be able to inherit to another unit, letting you transfer over the weapon again and up to three rare skills.

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** '''Canto Dist.''' is a particular form of Canto that lets the unit retreat using however many spaces they used before moving to attack. Melee units get Canto Dist. +1, while ranged just get Canto Dist., but that's still a maximum of 4 and 3 spaces moved respectively, the full Mov of a cavalry unit (and then some, in the former's case). This makes it so that any such unit can charge right up to an opponent, take 'em out, and ride back to safety, allowing for some very potent hit and run strategies.
* '''Arcane Weapons''', introduced with Rearmed Heroes in late 2022, are powerful weapons that come with -1 Special, Special and grant +5 to all stats (with one exception), a few different effects to give the unit an edge in battle, and can breathe new life into old units. These weapons can be inherited from a Rearmed Hero to any other unit that's applicable [[labelnote:For instance...]]Arcane Grima can only be inherited by dragons for example, and if you inherit an Arcane weapon onto a new unit, that unit can't equip it and any [[SecretArt unique skills]] they have at the same time[[/labelnote]], and the Rearmed Hero will not disappear, letting you keep them to still play around and fight with, usually with a base kit tailor made for said Arcane weapon. If you summon for another copy of the Rearmed Hero, you can also inherit from the first copy (using up the Arcane inheritance), then merge to the new copy, and then the new copy will be able to inherit to another unit, letting you transfer over the weapon again and up to three rare skills.



** '''Arcane Downfall''', inherited from Ganglöt, is an Axe that grants +5 to all stats, denies the foe from a follow-up attack, grants the user Special accel per both their attacks and their foe's similarly to Special Fighter, and it restores 7 HP to the user per hit during combat. This is a pretty defensive axe in nature, protecting you from being doubled, while also restoring HP to keep your tanky axe unit topped off. It's got some good offensive capabilities too though, as the Special accel and -1 Special means that your units can retaliate back with something like Bonfire or Iceberg, or you can charge Galeforce pretty quickly as long as you're able to provide the follow-ups or using Pulse skills to help pre-charge it.
** '''Arcane Grima''', inherited from Rearmed Female Robin (who is the vessel for the titular Grima), is a Breath that grants +5 to all stats, allows the user to make a guaranteed follow-up attack, deal damage equal to 15% of the user's Atk, and it restores 7 HP to the user after combat. It's a pretty good general purpose Breath for most dragons, with a straightforward damage boost, a guaranteed follow-up attack, and healing for good measure, giving your dragon better self sustain. With the follow-up in the weapon, these dragon units get their B slot also freed up for the various dragon-exclusive skills to use at their disposal like [[DamageReduction Dragon Wall]] or Dragon's Wrath.
** '''Arcane Eclipse''', inherited from Rearmed Ophelia, is a Red Tome that grants +5 to all stats, grants -1 Special cooldown at the start of turn 1, a guaranteed follow-up attack, and neutralizes any penalties to your Atk stat. This tome, alongside inheriting Special Spiral and/or Time's Pulse if possible, allows your red mage to become a devastating nuke that can spam Specials and bust through opponents, without having to worry about any Atk debuffs, and if Special Spiral 4 is inherited, without having to worry about DamageReduction skills like Spurn or similar effects. Said skills are locked to infantry, but red mages of other movement types can also take advantage of the tome, like any red armour mage being able to retaliate with Bonfire or Iceberg if they have Special Fighter equipped, since this is notably the first -1 Special tome that any red mage can inherit.
** '''Arcane Qiang''', from Alfred, is a Lance that grants +5 to all stats, and also has the Omnibreaker effect, granting the user a follow-up attack while denying the foe a follow-up attack. It also grants the user Special accel per both their and their foe's attacks, but only if either the user or foe moved before combat. It's a great, general purpose lance, with both offensive and defensive capabilities. While the Special accel requires some movement first, you're most likely going to be moving to attack an opponent to activate Galeforce, which you can do in two strikes, while tankier lance units can instead let the opponents come to them instead, so that they can retaliate with Bonfire or Iceberg. Mounted lance units also get to inherit Flow N Trace from Alfred at the same time, letting them bypass follow-up denial effects, while also giving them Canto to return to safety.
** '''Arcane Náströnd''', from Rearmed Tana, is a bow that grants +5 to all stats, a guaranteed follow-up attack and 30% damage reduction from the foe's first attack. It also punishes foes with low special cooldown as it grants further Atk during combat by 12, -2 Atk for each point of the foe's maximum special cooldown value, with a minimum of 4 Atk. It's a great all purpose bow where both initiators and Save units want it, as it provides great Atk and durability. While you want to always inherit Deadeye as well from Tana, Atk/Spd Unity is great with Save units as it always activates when saving a unit, and Guidance 4 is great for flying support units as well, as it provides great mobility, buffs to Atk/Spd and follow-up denial negation to Infantry and Armored allies.
** '''Arcane Lúin''', from Rearmed Ingrid, is a lance that grants +5 to all stats, deals damage equal to 20% of the user's Spd, and ignore any stat buffs the foe has on their Spd/Def during combat. What's more is that it provides the Null Follow-Up effect if the user is faster than the foe. This weapon is geared for fast lance units, as it provides great damage output and almost guarantees that the user can follow-up naturally. While it doesn't provide much bulk, Flying units get a great boon from Rearmed Ingrid with her Guard Bearing 4 to provide that bulk, with Spd/Def Hold also an option to further increase damage output and provide support.
** '''Arcane Devourer''', from Fallen Rearmed Chrom, is a sword that grants +5 to all stats, Special accel per both their and their foe's attack and 40% damage reduction from the foe's first attack. Like the Arcane Lúin, it provides the Null Follow-Up effect if the user is faster than the foe, and is thus geared towards fast sword wielders, as it provides stats, bulk and special acceleration to keep their momentum up and activate strong specials such as Luna and Galeforce, the latter also in Fallen Rearmed Chrom's kit. Speedy godswords often run DamageReduction skills in their B slot, but with it being covered in the weapon, they're free to run other skills like Bulwark or Tempo, and the Special accel also lets them loop Godlike Reflexes pretty easily. Sword Cavalry and Flying units get the best out of Fallen Rearmed Chrom's kit, as Atk/Spd Clash 4 to boost damage output through mobility, a semi-support option with Spd/Def Snag 4 to inflict debuffs after using a movement Assist, a support option with Inf. Spd Tactics to provide Null Follow-Up and Spd to Infantry allies.
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** '''Arcane Downfall''', inherited from Ganglöt, is an Axe that grants +5 to all stats, denies the foe from a follow-up attack, grants the user Special accel per both their attacks and their foe's similarly to Special Fighter, and it restores 7 HP to the user per hit during combat. This is a pretty defensive axe in nature, protecting you from being doubled, while also restoring HP to keep your tanky axe unit topped off. It's got some good offensive capabilities too though, as the Special accel and -1 Special means that your units can retaliate back with something like Bonfire or Iceberg, or you can charge Galeforce pretty quickly as long as you're able to provide the follow-ups or using Pulse skills to help pre-charge it.
** '''Arcane Grima''', inherited from Rearmed Female Robin (who is the vessel for the titular Grima), is a Breath that grants +5 to all stats, allows the user to make a guaranteed follow-up attack, deal damage equal to 15% of the user's Atk, and it restores 7 HP to the user after combat. It's a pretty good general purpose Breath for most dragons, with a straightforward damage boost, a guaranteed follow-up attack, and healing for good measure, giving your dragon better self sustain. With the follow-up in the weapon, these dragon units get their B slot also freed up for the various dragon-exclusive skills to use at their disposal like [[DamageReduction Dragon Wall]] or Dragon's Wrath.
** '''Arcane Eclipse''', inherited from Rearmed Ophelia, is a Red Tome that grants +5 to all stats, grants -1 Special cooldown at the start of turn 1, a guaranteed follow-up attack, and neutralizes any penalties to your Atk stat. This tome, alongside inheriting Special Spiral and/or Time's Pulse if possible, allows your red mage to become a devastating nuke that can spam Specials and bust through opponents, without having to worry about any Atk debuffs, and if Special Spiral 4 is inherited, without having to worry about DamageReduction skills like Spurn or similar effects. Said skills are locked to infantry, but red mages of other movement types can also take advantage of the tome, like any red armour mage being able to retaliate with Bonfire or Iceberg if they have Special Fighter equipped, since this is notably the first -1 Special tome that any red mage can inherit.
** '''Arcane Qiang''', from Alfred, is a Lance that grants +5 to all stats, and also has the Omnibreaker effect, granting the user a follow-up attack while denying the foe a follow-up attack. It also grants the user Special accel per both their and their foe's attacks, but only if either the user or foe moved before combat. It's a great, general purpose lance, with both offensive and defensive capabilities. While the Special accel requires some movement first, you're most likely going to be moving to attack an opponent to activate Galeforce, which you can do in two strikes, while tankier lance units can instead let the opponents come to them instead, so that they can retaliate with Bonfire or Iceberg. Mounted lance units also get to inherit Flow N Trace from Alfred at the same time, letting them bypass follow-up denial effects, while also giving them Canto to return to safety.
** '''Arcane Náströnd''', from Rearmed Tana, is a bow that grants +5 to all stats, a guaranteed follow-up attack and 30% damage reduction from the foe's first attack. It also punishes foes with low special cooldown as it grants further Atk during combat by 12, -2 Atk for each point of the foe's maximum special cooldown value, with a minimum of 4 Atk. It's a great all purpose bow where both initiators and Save units want it, as it provides great Atk and durability. While you want to always inherit Deadeye as well from Tana, Atk/Spd Unity is great with Save units as it always activates when saving a unit, and Guidance 4 is great for flying support units as well, as it provides great mobility, buffs to Atk/Spd and follow-up denial negation to Infantry and Armored allies.
** '''Arcane Lúin''', from Rearmed Ingrid, is a lance that grants +5 to all stats, deals lets the user deal damage equal to 20% of the user's Spd, and ignore any stat buffs the foe has on their Spd/Def during combat. What's more is that it provides the Null Follow-Up effect if the user is faster than the foe. This weapon is geared for fast lance units, as it provides great damage output and almost guarantees that the user can follow-up naturally. While it doesn't provide much bulk, Flying units get a great boon from Rearmed Ingrid with her Guard Bearing 4 to provide that bulk, with Spd/Def Hold also an option to further increase damage output and provide support.
** '''Arcane Devourer''', from Fallen Rearmed Chrom, is a sword that grants +5 to all stats, Special accel per both their the user and their foe's attack and 40% damage reduction from the foe's first attack. Like the Arcane Lúin, it provides the Null Follow-Up effect if the user is faster than the foe, and is thus geared towards fast sword wielders, as it provides stats, bulk and special acceleration to keep their momentum up and activate strong specials such as Luna and Galeforce, the latter also in Fallen Rearmed Chrom's kit. Speedy godswords often run DamageReduction skills in their B slot, but with it being covered in the weapon, they're free to run other skills like Bulwark or Tempo, and the Special accel also lets them loop Godlike Reflexes pretty easily. Sword Cavalry and Flying units get the best out of Fallen Rearmed Chrom's kit, as Atk/Spd Clash 4 to boost damage output through mobility, a semi-support option with Spd/Def Snag 4 to inflict debuffs after using a movement Assist, a support option with Inf. Spd Tactics to provide Null Follow-Up and Spd to Infantry allies.
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** '''Arcane Euphoria''', from Rearmed Plumeria, is a blue tome that grants a guaranteed follow-up attack, deal true damage based on 15% of the user's Atk and 30% damage reduction on the foe's first attack. It's a great general blue tome that any unit that at least have good Atk to use well, as the true damage and guaranteed follow-up attack means that SquishyWizard and MightyGlacier units would enjoy this, while the damage reduction gives durability for LightningBruiser and GlassCannon units as well. However, units with high Res would get the most out of this, as Rearmed Plumeria also comes with Still Water 4, Wings of Mercy 4 and Def/Res Ploy 4, with all three being great options for both units with combat and/or support roles on a team that can also shut down units like Legendary Eliwood and Legendary Male Robin and their gimmicks if positioned correctly.
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* '''Legendary and Young [[VideoGame/FireEmblemTheBlazingBlade Eliwood]]'''. At first glance they seem like strong yet bog-standard Sword Cavaliers, but it's in their support skills that they start getting scary, granting +6 Atk/Spd/Def, [Bonus Doubler] and [Null Panic] the highest Atk allies and themselves at the start of their turns with the former's Ardent Durandal and Vision of Arcadia II and the latter's Inborn Idealism, with Legendary Eliwood also granting [Canto (1)]. If they need to enter the fray as well, they are no slouches either, with Legendary Eliwood having his refined Ardent Durandal gives him up to +8 Atk/Spd/Def/Res during combat, ignores any of the foe's field stat buffs during combat and deals extra damage equal to 15% of the foe's Def and, Death Blow 4 and Flow Refresh 3, and Young Eliwood's Fiery War Sword granting -1 max special cooldown, and granting him +5 Atk/Spd/Def/Res during combat and +3 Atk/Spd/Def/Res during combat for each [Bonus] active on him that is not field stat buffs, up to +17 total, ignore skills that deny any of his follow-up attacks and guarantee the foe's follow-up attacks and reduces damage taken from the foe's first attack by 40%. They come with everything they needs to turn the strongest ally on his team into a monster, or possibly multiple allies if they're tied for the highest Atk on the team.

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* '''Legendary and Young [[VideoGame/FireEmblemTheBlazingBlade Eliwood]]'''. At first glance they seem like strong yet bog-standard Sword Cavaliers, but it's in their support skills that they start getting scary, granting +6 Atk/Spd/Def, [Bonus Doubler] and [Null Panic] the highest Atk allies and themselves at the start of their turns with the former's Ardent Durandal and Vision of Arcadia II and the latter's Inborn Idealism, with Legendary Eliwood also granting [Canto (1)]. If they need to enter the fray as well, they are no slouches either, with Legendary Eliwood having his refined Ardent Durandal gives him up to +8 Atk/Spd/Def/Res during combat, ignores any of the foe's field stat buffs during combat and deals extra damage equal to 15% of the foe's Def and, Death Blow 4 and Flow Refresh 3, and Young Eliwood's Fiery War Sword granting -1 max special cooldown, and granting him +5 Atk/Spd/Def/Res during combat and +3 Atk/Spd/Def/Res during combat for each [Bonus] active on him that is not field stat buffs, up to +17 total, ignore skills that deny any of his follow-up attacks and guarantee the foe's follow-up attacks and reduces damage taken from the foe's first attack by 40%. They come with everything they needs need to turn the strongest ally on his team into a monster, or possibly multiple allies if they're tied for the highest Atk on the team.
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* '''Legendary and Young [[VideoGame/FireEmblemTheBlazingBlade Eliwood]]'''. At first glance them seems like strong yet bog-standard Sword Cavaliers, but it's in their support skills that they start getting scary, granting +6 Atk/Spd/Def, [Bonus Doubler] and [Null Panic] the highest Atk allies and themselves at the start of their turns with the former's Ardent Durandal and Vision of Arcadia II and the latter's Inborn Idealism, with Legendary Eliwood also granting [Canto (1)]. If they need to enter the fray as well, they are no slouches either, with Legendary Eliwood having his refined Ardent Durandal gives him up to +8 Atk/Spd/Def/Res during combat, ignores any of the foe's field stat buffs during combat and deals extra damage equal to 15% of the foe's Def and, Death Blow 4 and Flow Refresh 3, and Young Eliwood's Fiery War Sword granting -1 max special cooldown, and granting him +5 Atk/Spd/Def/Res during combat and +3 Atk/Spd/Def/Res during combat for each [Bonus] active on him that is not field stat buffs, up to +17 total, ignore skills that deny any of his follow-up attacks and guarantee the foe's follow-up attacks and reduces damage taken from the foe's first attack by 40%. They comes with everything they needs to turn the strongest ally on his team into a monster, or possibly multiple allies if they're tied for the highest Atk on the team.

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* '''Legendary and Young [[VideoGame/FireEmblemTheBlazingBlade Eliwood]]'''. At first glance them seems they seem like strong yet bog-standard Sword Cavaliers, but it's in their support skills that they start getting scary, granting +6 Atk/Spd/Def, [Bonus Doubler] and [Null Panic] the highest Atk allies and themselves at the start of their turns with the former's Ardent Durandal and Vision of Arcadia II and the latter's Inborn Idealism, with Legendary Eliwood also granting [Canto (1)]. If they need to enter the fray as well, they are no slouches either, with Legendary Eliwood having his refined Ardent Durandal gives him up to +8 Atk/Spd/Def/Res during combat, ignores any of the foe's field stat buffs during combat and deals extra damage equal to 15% of the foe's Def and, Death Blow 4 and Flow Refresh 3, and Young Eliwood's Fiery War Sword granting -1 max special cooldown, and granting him +5 Atk/Spd/Def/Res during combat and +3 Atk/Spd/Def/Res during combat for each [Bonus] active on him that is not field stat buffs, up to +17 total, ignore skills that deny any of his follow-up attacks and guarantee the foe's follow-up attacks and reduces damage taken from the foe's first attack by 40%. They comes come with everything they needs to turn the strongest ally on his team into a monster, or possibly multiple allies if they're tied for the highest Atk on the team.
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** '''Legendary Seliph''' went from zero to hero when he received his refine and remix in August 2023. His reworked Virtuous Tyrfing and new Holy War's End II lets Seliph inflict up to ''-16 Atk/Def'' on the foe, lets him deal true damage equal to 15% of his Atk, allows him to disable effects that would deny his counterattacks like Dazzling Staff, gives him 8 HP healing per each of his attacks, gives him 80% DamageReduction against mages and staffs, 40% [=DR=] against everything else, gives him the Miracle effect as mentioned, and Seliph can also perform a follow-up attack, deny the opponent's follow-up attack, and if the foe initiates combat, Seliph can strike twice. This means that he can potentially quadruple strike opponents on the enemy phase, healing his HP back up all the while, and since his counterattack can't be denied, watch out. He was once considered the worst Earth Legendary, but received everything he needed to succeed and actually become quite a threat.

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** '''Legendary Seliph''' went from zero to hero when he received his refine and remix in August 2023. His reworked Virtuous Tyrfing and new Holy War's End II lets Seliph inflict up to ''-16 Atk/Def'' on the foe, lets him deal true damage equal to 15% of his Atk, allows him to disable effects that would deny his counterattacks like Dazzling Staff, gives him 8 HP healing per each of his attacks, gives him 80% DamageReduction against mages and staffs, 40% [=DR=] against everything else, gives him the Miracle effect as mentioned, and Seliph can also perform a follow-up attack, deny the opponent's follow-up attack, and if the foe initiates combat, Seliph can strike twice. This means that he can potentially quadruple strike opponents on the enemy phase, healing his HP back up all the while, and since his counterattack can't be denied, watch out. He was once considered the worst Earth Legendary, but received everything he needed to succeed succeed, with a bunch of effects cavalry usually don't easily or even have access to at all, and actually has become quite a threat.

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* '''Brave [[VideoGame/FireEmblemGenealogyOfTheHolyWar Seliph]]''' follows in his father's footsteps as a Sword Cavalier with incredible Mov and effects that take full advantage of it. He wields Holytide Tyrfing, which has -1 maximum special cooldown, [Canto (2)], and he gets +5 to all stats if either he or his opponent moved before combat. He also deals damage based on the foe's Def that increases the further either of them moved, improving his damage output greatly, and if he's above 25% HP, he gets Miracle, letting him survive even the strongest of attacks. He introduces a new A skill in Atk/Spd Clash, which grants more Atk and Spd under that same movement condition, and if either Seliph or his foe moved at least two spaces, he neutralizes any Atk and Spd penalties he has on him. To really charge ahead on the battlefield, he has his unique C skill in Heir to Light, which grants +6 Atk/Spd, +1 Mov, and [Null Follow-Up]. He'll be able to get past follow-up denial, and if he moves far enough thanks to the extra Mov, he doesn't have to worry about losing his Atk and Spd buffs either. With Canto 2, he can then return back to safety without much of a problem, and with Heavy Blade, he can Galeforce really well too. While this all makes him player phase focused, the movement effects can still depend on the foe moving too, so he can also let them come to him if needed, so he can be built for the enemy phase as well. His Miracle effect is also pretty unique, as being able to survive at 1 HP lets him be a perfect Wings of Mercy beacon for his allies to jump in and continue the attack, or he can use Escape Route to really get out of danger. With Canto and Null Follow-Up being taken care of through his weapon and C skill, his B skill is truly free for such skills. Other skills he can use include Desperation for consecutive attacks, or he can use Mystic Boost alongside the Seal to restore 12 HP after combat, which can let him try to loop an infinite Miracle build. As one of the winners of Choose Your Legends, he is a free pick for any player.

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* '''Brave [[VideoGame/FireEmblemGenealogyOfTheHolyWar '''[[VideoGame/FireEmblemGenealogyOfTheHolyWar Seliph]]''' has two very powerful cavalry versions who share an innate Miracle effect, where he can live any fatal blow as long as he's either above 25% HP and either he or his opponent has moved at least one space (for his Brave version), or his foe initiates combat, he's within 3 spaces of an ally, and he's above 50% HP (for his Legendary version). The two play very differently, with Brave Seliph being more of a player phase powerhouse, while Legendary Seliph stands his ground on the enemy phase, but both of them can perform well on the opposite phase too.
** '''Brave Seliph'''
follows in his father's footsteps as a Sword Cavalier with incredible Mov and effects that take full advantage of it. He wields Holytide Tyrfing, which has -1 maximum special cooldown, [Canto (2)], and he gets +5 to all stats if either he or his opponent moved before combat. He also deals damage based on the foe's Def that increases the further either of them moved, improving his damage output greatly, and if he's above 25% HP, he gets Miracle, letting him survive even the strongest of attacks. He introduces a new A skill in Atk/Spd Clash, which grants more Atk and Spd under that same movement condition, and if either Seliph or his foe moved at least two spaces, he neutralizes any Atk and Spd penalties he has on him. To really charge ahead on the battlefield, he has his unique C skill in Heir to Light, which grants +6 Atk/Spd, +1 Mov, and [Null Follow-Up]. He'll be able to get past follow-up denial, and if he moves far enough thanks to the extra Mov, he doesn't have to worry about losing his Atk and Spd buffs either. With Canto 2, he can then return back to safety without much of a problem, and with Heavy Blade, he can Galeforce really well too. While this all makes him player phase focused, the movement effects can still depend on the foe moving too, so he can also let them come to him if needed, so he can be built for the enemy phase as well. His Miracle effect is also pretty unique, as being able to survive at 1 HP lets him be a perfect Wings of Mercy beacon for his allies to jump in and continue the attack, or he can use Escape Route to really get out of danger. With Canto and Null Follow-Up being taken care of through his weapon and C skill, his B skill is truly free for such skills. Other skills he can use include Desperation for consecutive attacks, or he can use Mystic Boost alongside the Seal to restore 12 HP after combat, which can let him try to loop an infinite Miracle build. As one of the winners of Choose Your Legends, he is a free pick for any player.player.
** '''Legendary Seliph''' went from zero to hero when he received his refine and remix in August 2023. His reworked Virtuous Tyrfing and new Holy War's End II lets Seliph inflict up to ''-16 Atk/Def'' on the foe, lets him deal true damage equal to 15% of his Atk, allows him to disable effects that would deny his counterattacks like Dazzling Staff, gives him 8 HP healing per each of his attacks, gives him 80% DamageReduction against mages and staffs, 40% [=DR=] against everything else, gives him the Miracle effect as mentioned, and Seliph can also perform a follow-up attack, deny the opponent's follow-up attack, and if the foe initiates combat, Seliph can strike twice. This means that he can potentially quadruple strike opponents on the enemy phase, healing his HP back up all the while, and since his counterattack can't be denied, watch out. He was once considered the worst Earth Legendary, but received everything he needed to succeed and actually become quite a threat.
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* '''Distant Counter''' and '''Close Counter'''. Back when the game first launched, there were two names that would strike fear into the hearts of the fresh summoners: Hector and Takumi, all because they came with said skills, letting them counter against ranged and melee foes respectively. Since then, they've not only been accessible to other units, but as of this writing, Distant Counter is even a Seal for Dragons to use. There's also upgraded versions that either grant a stat boost in addition to the counter ability, or grant a stat boost at the cost of some HP, letting units still have some player phase presence. Armoured units in particular make great use of these skills when paired with their Save skills.

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* '''Distant Counter''' and '''Close Counter'''. Back when the game first launched, there were two names that would strike fear into the hearts of the fresh summoners: Hector and Takumi, all because they came with said skills, letting them counter against ranged and melee foes respectively. Since then, they've not only been accessible to other units, but as of this writing, Distant Counter is even a Seal for Dragons to use. There's There are also upgraded versions that either grant a stat boost in addition to the counter ability, or grant a stat boost at the cost of some HP, letting units still have some player phase presence. Armoured units in particular make great use of these skills when paired with their Save skills.
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* '''Ninja [[VideoGame/FireEmblemTheBlazingBlade Lyn and Florina]]'''. Lyn is a Colorless Dagger Flying who, like the other Ninjas, is all about striking twice and being fast. She has a very high 38 Atk (42 Atk if she's +Atk), and 42 Spd, and that's pretty much all she needs. Her weapon is the Tailwind Shuriken, which has -1 Special, strikes twice when initiating combat, and grants +4 Spd, but reduces her Def and Res by -4. With Swift Sparrow 3, Chill Atk/Def 2, Spd/Def Rein 3, and Moonbow, she'll hit quite hard. She's notably the first unit to have a -1 Special Brave weapon, letting a Special like Moonbow activate on the second hit. At base, with all those skills active, factoring in the debuffs, that's effectively 62 Atk ''striking twice''. Unlike prior Duo Heroes, Lyn's Duo ability is selfish, but still very powerful: Florina jumps in to grant Lyn an extra turn to move, but only if Lyn has entered combat at least once that turn. A self refresh on command is an incredible effect, letting her either hit and run or continue her assault. In essence, it's like a pseudo Galeforce, which ranged units notably cannot really use. This ability can let Lyn perform "Lynjaforce" [[note]] A set up that allows Lyn to ravage an opponent's Aether Raids defense team by safely engaging with Disarm Trap, striking twice with her weapon, and taking recoil damage from Fury, dealing splash damage with Savage Blow, and with enough recoil damage from repeated engagements thanks to other refreshers and her self-refresh, she becomes a Wings of Mercy beacon for Galeforce units to fly in and finish the job. [[/note]]. Since she's as strong as if not stronger than a good invested ranged unit with just her two strikes, she can wield other B skills like Windsweep so that she can be a pain to deal with in the AI's hands, Desperation to quadruple strike enemies in PvE content, or a Flier mobility skill to help her move around better. As the victor of 2021's A Hero Rises event, she became free to every player for a brief period of time that year, making her accessible to many players.

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* '''Ninja [[VideoGame/FireEmblemTheBlazingBlade Lyn and Florina]]'''. Lyn is a Colorless Dagger Flying who, like the other Ninjas, is all about striking twice and being fast. She has a very high 38 Atk (42 Atk if she's +Atk), and 42 Spd, and that's pretty much all she needs. Her weapon is the Tailwind Shuriken, which has -1 Special, strikes twice when initiating combat, and grants +4 Spd, but reduces her Def and Res by -4. With Swift Sparrow 3, Chill Atk/Def 2, Spd/Def Rein 3, and Moonbow, she'll hit quite hard. She's notably the first unit to have a -1 Special Brave weapon, letting a Special like Moonbow activate on the second hit. At base, with all those skills active, factoring in the debuffs, that's effectively 62 Atk ''striking twice''. Unlike prior Duo Heroes, Lyn's Duo ability is selfish, but still very powerful: Florina jumps in to grant Lyn an extra turn to move, but only if Lyn has entered combat at least once that turn. A self refresh on command is an incredible effect, letting her either hit and run or continue her assault. In essence, it's like a pseudo Galeforce, which ranged units notably cannot really use. This ability can let Lyn perform "Lynjaforce" [[note]] A set up that allows Lyn to ravage an opponent's Aether Raids defense team by safely engaging with Disarm Trap, striking twice with her weapon, and taking recoil damage from Fury, dealing splash damage with Savage Blow, and with enough recoil damage from repeated engagements thanks to other refreshers and her self-refresh, she becomes a Wings of Mercy beacon for Galeforce units to fly in and finish the job. [[/note]]. Since she's as strong as if not stronger than a good invested ranged unit with just her two strikes, she can wield other B skills like Windsweep so that she can be a pain to deal with in the AI's hands, Desperation to quadruple strike enemies in PvE PlayerVersusEnvironment content, or a Flier mobility skill to help her move around better. As the victor of 2021's A Hero Rises event, she became free to every player for a brief period of time that year, making her accessible to many players.



* '''Bridal [[VideoGame/FireEmblemHeroes Fjorm]]''' is a Staff Flying who has the ability to completely shut down the use of Assists that the opponent might use. Her high 42 HP works well with her staff, Gjallarbrú, which inflicts [Isolation] on any enemies in a cardinal direction from her as long as her HP is greater than theirs by at least 3 with the unrefined version, and just more HP with the refined version, and the unique refine also gives all allies within 2 spaces of her +4 Atk/Spd and ignores any field stat debuffs they have during combat. [Isolation] prevents the afflicted unit from using Assists or being the target of Assists, shutting down enemy refreshers, Rallies, enemy healers, and even movement assists, basically forcing the enemy just to move and even be forced to attack an enemy in range if there are any. This is mainly for Aether Raids, where such tactics such as Rally or Restore traps can threaten opposing players. In PvE maps, this effect might not be helpful, or even possible, but thankfully, Fjorm can just inherit one of many staffs to either send the enemy to disarray with statuses, or help support her team in more conventional ways. She comes with Dazzling Staff naturally, letting her disrupt foes with no fear, and then her flight lets her flee to safety afterwards. While she can shine on Flier teams, she can also shine on regular teams thanks to her newly introduced Ground Orders skill, which grants Infantry, Cavalry, and Armour units the ability to warp to a space adjacent to any nearby ally, improving their mobility considerably.

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* '''Bridal [[VideoGame/FireEmblemHeroes Fjorm]]''' is a Staff Flying who has the ability to completely shut down the use of Assists that the opponent might use. Her high 42 HP works well with her staff, Gjallarbrú, which inflicts [Isolation] on any enemies in a cardinal direction from her as long as her HP is greater than theirs by at least 3 with the unrefined version, and just more HP with the refined version, and the unique refine also gives all allies within 2 spaces of her +4 Atk/Spd and ignores any field stat debuffs they have during combat. [Isolation] prevents the afflicted unit from using Assists or being the target of Assists, shutting down enemy refreshers, Rallies, enemy healers, and even movement assists, basically forcing the enemy just to move and even be forced to attack an enemy in range if there are any. This is mainly for Aether Raids, where such tactics such as Rally or Restore traps can threaten opposing players. In PvE PlayerVersusEnvironment maps, this effect might not be helpful, or even possible, but thankfully, Fjorm can just inherit one of many staffs to either send the enemy to disarray with statuses, or help support her team in more conventional ways. She comes with Dazzling Staff naturally, letting her disrupt foes with no fear, and then her flight lets her flee to safety afterwards. While she can shine on Flier teams, she can also shine on regular teams thanks to her newly introduced Ground Orders skill, which grants Infantry, Cavalry, and Armour units the ability to warp to a space adjacent to any nearby ally, improving their mobility considerably.



* '''Omnibreaker tanks'''. These units are [[MightyGlacier sturdy, have high defenses, and usually low Spd]], but they have ways of bypassing this, through weapons and skills that grant themselves a follow up attack while denying the opponent's follow up attack. Such units are susceptible to Null Follow-Up and DamageReduction negation skills if they depend on a few, but against most other units, they can usually just stand strong against nearly anything they go up against, especially in PvE content.

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* '''Omnibreaker tanks'''. These units are [[MightyGlacier sturdy, have high defenses, and usually low Spd]], but they have ways of bypassing this, through weapons and skills that grant themselves a follow up attack while denying the opponent's follow up attack. Such units are susceptible to Null Follow-Up and DamageReduction negation skills if they depend on a few, but against most other units, they can usually just stand strong against nearly anything they go up against, especially in PvE PlayerVersusEnvironment content.



* '''Bonus stats'''. Any unit can become a potential GameBreaker in certain maps if they have heightened stats. Any unit can be Summoner Supported, which grants +5 HP and +2 to all stats, which improves their overall combat performance, letting them hit harder, faster, and take hits much better. In some modes, like the Arena or Tempest, also feature specific units that get a greater stat boost of +10 HP and +4 to all stats instead. Using those units make those modes a lot easier for the player. And should the player use those units ''and'' Summoner Support them at the same time, then their stats just go through the roof, meaning the player has to really try to get them to fall in battle. These boosts are only applicable to the player's side out of fairness, but this makes PvE maps potentially a lot easier.

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* '''Bonus stats'''. Any unit can become a potential GameBreaker in certain maps if they have heightened stats. Any unit can be Summoner Supported, which grants +5 HP and +2 to all stats, which improves their overall combat performance, letting them hit harder, faster, and take hits much better. In some modes, like the Arena or Tempest, also feature specific units that get a greater stat boost of +10 HP and +4 to all stats instead. Using those units make those modes a lot easier for the player. And should the player use those units ''and'' Summoner Support them at the same time, then their stats just go through the roof, meaning the player has to really try to get them to fall in battle. These boosts are only applicable to the player's side out of fairness, but this makes PvE PlayerVersusEnvironment maps potentially a lot easier.
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* '''[[VideoGame/FireEmblemHeroes Heiðr]]''' is one of, if not the best Rally support units thanks to her unique Assist skill Gold Serpent, which acts as Rally Atk/Spd ''on steroids'', granting more Atk and Spd and effects as the battle progresses, and she gets those same effects for herself too. Her eponymous tome has a spectrum Ruse built in [[note]]inflicts -4 Atk/Spd/Def/Res and Guard on foes within cardinal directions of Heiðr and her target ally after using an Assist[[/note]], while Gold Serpent is treated as a Rally Assist for this purpose, and she can even move again after using it. On turn 1, it only grants +2 Atk/Spd. On turn 2, it grants +4 Atk/Spd, as well as Canto 1, which is excellent for positioning and mobility. On turn 3, it grants +6 Atk/Spd, Canto 1, and Treachery, which deals damage equal to the total bonuses on your unit. This means you'll deal at least 12 damage, and that can get even higher if another unit provides the Def and Res buffs. And on turn 4 and onward, it grants +8 Atk/Spd, Canto 1, Treachery, and ''Dual Strike'', which lets you strike twice consecutively if you initiate combat while next to another ally with the same status (which Heiðr is also granted just as she provides it). The damage output that Heiðr can help provide is immense, because if you have a +6 Def and Res buff (provided by say, Elimine, or Def Tactic and Res Tactic together, or however else), that means you can deal 28 damage ''twice in a row'', well above the average HP of 40, and that's not even considering the fact that you've likely Rused the enemy too. Heiðr herself is no pushover in combat either, because she's also getting all of these effects, and with her innate Mag. Null Follow, which can pierce through half of any non-Special DamageReduction skill, there's really not a lot that could withstand such powerful attacks. That's not even all either, because she also has Panic Smoke 4, which inflicts -3 Atk/Spd/Def/Res on the target and nearby foes, grants [Foe Penalty Doubler] [[note]]inflicts an in combat debuff equal to any penalty the foe has[[/note]] to herself and allies within cardinal directions, so cleaning up the other enemies becomes a breeze. With a lot of buffs, statuses, debuffs, and the ability to keep moving after using her unique Assist all at her disposal, Heiðr offers an incredible amount of support and power.

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* '''[[VideoGame/FireEmblemHeroes Heiðr]]''' is one of, if not the best Rally support units thanks to her unique Assist skill Gold Serpent, which acts as Rally Atk/Spd ''on steroids'', granting more Atk and Spd and effects as the battle progresses, and she gets those same effects for herself too. Her eponymous tome has a spectrum Ruse built in [[note]]inflicts -4 Atk/Spd/Def/Res and Guard on foes within cardinal directions of Heiðr and her target ally after using an a Rally Assist[[/note]], while Gold Serpent is treated as a Rally Assist for this purpose, and she can even move again after using it. On turn 1, it only grants +2 Atk/Spd. On turn 2, it grants +4 Atk/Spd, as well as Canto 1, [Canto (1)], which is excellent for positioning and mobility. On turn 3, it grants +6 Atk/Spd, Canto 1, [Canto (1)], and Treachery, [Treachery], which deals damage equal to the total bonuses on your unit. This means you'll deal at least 12 damage, and that can get even higher if another unit provides the Def and Res buffs. And on turn 4 and onward, it grants +8 Atk/Spd, Canto 1, Treachery, [Canto (1)], [Treachery], and ''Dual Strike'', ''[Dual Strike]'', which lets you strike twice consecutively if you initiate combat while next to another ally with the same status (which Heiðr is also granted just as she provides it). The damage output that Heiðr can help provide is immense, because if you have a +6 Def and Res buff (provided by say, Elimine, or Def Tactic and Res Tactic together, or however else), that means you can deal 28 damage ''twice in a row'', well above the average HP of 40, and that's not even considering the fact that you've likely Rused the enemy too. Heiðr herself is no pushover in combat either, because she's also getting all of these effects, and with her innate Mag. Null Follow, which can pierce through half of any non-Special DamageReduction skill, there's really not a lot that could withstand such powerful attacks. That's not even all either, because she also has Panic Smoke 4, which inflicts -3 Atk/Spd/Def/Res on the target and nearby foes, grants [Foe Penalty Doubler] [[note]]inflicts an in combat debuff equal to any penalty the foe has[[/note]] to herself and allies within cardinal directions, so cleaning up the other enemies becomes a breeze. With a lot of buffs, statuses, debuffs, and the ability to keep moving after using her unique Assist all at her disposal, Heiðr offers an incredible amount of support and power.
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* '''[[VideoGame/FireEmblemHeroes Heiðr]]''' is one of, if not the best Rally support units thanks to her unique Assist skill Gold Serpent, which acts as Rally Atk/Spd ''on steroids'', granting more Atk and Spd and effects as the battle progresses, and she gets those same effects for herself too. Her eponymous tome has a spectrum Ruse built in [[note]]inflicts -4 Atk/Spd/Def/Res and Guard on foes within cardinal directions of Heiðr and her target ally after using an Assist[[/note]], while Gold Serpent is treated as a Rally Assist for this purpose, and she can even move again after using it. On turn 1, it only grants +2 Atk/Spd. On turn 2, it grants +4 Atk/Spd, as well as Canto 1, which is excellent for positioning and mobility. On turn 3, it grants +6 Atk/Spd, Canto 1, and Treachery, which deals damage equal to the total bonuses on your unit. This means you'll deal at least 12 damage, and that can get even higher if another unit provides the Def and Res buffs. And on turn 4 and onward, it grants +8 Atk/Spd, Canto 1, Treachery, and ''Dual Strike'', which lets you strike twice consecutively if you initiate combat while next to another ally with the same status (which Heiðr is also granted just as she provides it). The damage output that Heiðr can help provide is immense, because if you have a +6 Def and Res buff (provided by say, Elimine, or Def Tactic and Res Tactic together, or however else), that means you can deal 28 damage ''twice in a row'', well above the average HP of 40, and that's not even considering the fact that you've likely Rused the enemy too. Heiðr herself is no pushover in combat either, because she's also getting all of these effects, and with her innate Mag. Null Follow, which can pierce through half of any non-Special DamageReduction skill, there's really not a lot that could withstand such powerful attacks. That's not even all either, because she also has Panic Smoke 4, which inflicts -3 Atk/Spd/Def/Res on the target and nearby foes, grants [Foe Penalty Doubler] [[note]]inflicts an in combat debuff equal to any penalty the foe has[[/note]] to herself and allies within cardinal directions, so cleaning up the other enemies becomes a breeze. With a lot of buffs, statuses, debuffs, and the ability to keep moving after using her unique Assist all at her disposal, Heiðr offers an incredible amount of support and power.
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** '''Fomortiis''', the wicked Demon King, is a colourless Armour Beast, and has a monstrous base skillset that can really ravage any ranged opponent trying to go up against him. With his Ravager weapon and unique Nightmare A skill, he can inflict up to ''-16 Atk/Def'' on the foe during combat, it inflicts Guard, grants him Special accel per both his and his foe's attacks, and he gets 30% [=DR=] on his foe's first attack, and 80% [=DR=] on any follow-up attacks. He comes with A/D Far Save by default, and being an armour Beast, he gets Distant Counter when transformed. To help with this, he introduces Beast Follow-Up, which grants him a follow-up attack and removes the transformation condition, which allows for team flexibility. Finally, his Nightmare skill has a fittingly nightmarish effect in that after combat, the closest foes within 4 spaces of Fomortiis's attacker have their actions ended immediately, which can prevent them from rescuing the assailing unit and bring them out of danger.

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** '''Fomortiis''', the wicked Demon King, is a colourless Armour Beast, and has a monstrous base skillset that can really ravage any ranged opponent trying to go up against him. With his Ravager weapon and unique Nightmare A skill, he can inflict up to ''-16 Atk/Def'' on the foe during combat, it inflicts Guard, grants him Special accel per both his and his foe's attacks, and he gets 30% [=DR=] on his foe's first attack, and 80% [=DR=] on any follow-up attacks. He comes with A/D Far Save by default, and being an armour Beast, he gets Distant Counter when transformed. To help with this, he introduces Beast Follow-Up, which grants him a follow-up attack and removes the transformation condition, which allows for team flexibility. Finally, his Nightmare skill has a fittingly nightmarish effect in that after combat, the closest foes within 4 spaces of Fomortiis's attacker have their actions ended immediately, which can prevent them from rescuing the assailing unit and bring them out of danger. Additionally, he was available less than two months later as a free unit for a limited time for winning "A Hero Rises 2023", allowing many players access to the powerhouse.
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* '''[[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Marth]]''', the Hero-King, TheDragonslayer and face of Fire Emblem, fittingly has two versions that let him be a shining star on the battlefield. Brave and Legendary versions share Shining Emblem, which boosts his damage by 35% of his Spd when it activates, and it grants him +6 to all stats at the start of the turn if he's near an ally, which then get shared with every ally on the map upon activation. Both Marths also have effects that take full advantage of these buffs, and both make particularly great use of the Bonus Doubler Seal to get a free +6 to all stats. Aside from that, they differ quite a lot, but are both very powerful:

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* '''[[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Marth]]''', the Hero-King, TheDragonslayer and face of Fire Emblem, ''Fire Emblem'', fittingly has two versions that let him be a shining star on the battlefield. Brave and Legendary versions share Shining Emblem, which boosts his damage by 35% of his Spd when it activates, and it grants him +6 to all stats at the start of the turn if he's near an ally, which then get shared with every ally on the map upon activation. Both Marths also have effects that take full advantage of these buffs, and both make particularly great use of the Bonus Doubler Seal to get a free +6 to all stats. Aside from that, they differ quite a lot, but are both very powerful:



* '''Full Cavalry teams''' enjoy high Mov in maps without many obstacles, and these teams are very easy to form, making them a popular choice for players to build. There are plenty of strong Cavalry units that are either free or easily accessible like Reinhardt, Eliwood, Walhart, Brave units like Eirika and Seliph, and so on. Hone Cavalry is also on the free unit Gunter, which can easily buff your other Cavalry units. Thanks to their high movement range, Cavalry units can often perform hit and run tactics, either by using the actual Hit and Run skill on melee Cavalry, or by riding out and using the Reposition or Draw Back skill to bring an ally back to safety. Some of the stronger Cavalry even have Canto built into their weapons, and can either inherit a Trace skill or simply have that skill in their kit too. Cavalry teams were so dominant that as the game went on, other types of teams just got stronger and got more exclusive skills while the game introduced trench tiles designed to purposefully slow Cavaliers down, although they still see use in PvP, particularly on Aether Raids Defense teams.

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* '''Full Cavalry teams''' enjoy high Mov in maps without many obstacles, and these teams are very easy to form, making them a popular choice for players to build. There are plenty of strong Cavalry units that are either free or easily accessible like Reinhardt, Eliwood, Walhart, Brave units like Eirika and Seliph, and so on. Hone Cavalry is also on the free unit Gunter, which can easily buff your other Cavalry units. Thanks to their high movement range, Cavalry units can often perform hit and run tactics, either by using the actual Hit and Run skill on melee Cavalry, or by riding out and using the Reposition or Draw Back skill to bring an ally back to safety. Some of the stronger Cavalry even have Canto built into their weapons, and can either inherit a Trace skill or simply have that skill in their kit too. Cavalry teams were so dominant that as the game went on, other types of teams just got stronger and got more exclusive skills while the game introduced trench tiles designed to purposefully slow Cavaliers down, although they still see use in PvP, [=PvP=], particularly on Aether Raids Defense teams.

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* '''Ascended [[VideoGame/FireEmblemThracia776 Mareeta]]''' sets a high bar for Infantry swordmasters. Having mastered the Astra technique, she comes with her own version of Astra in Vital Astra, which boosts her damage equal to 30% of her Spd, and if her Special is ready, it grants her DamageReduction based on her Spd. This will stack with her innate Spurn, giving her up to 58% [=DR=] when both are active, letting her really withstand hits. It's not too hard to do this either, as her Ascending Blade gives her -1 Special cooldown at the start of the map, precharging Vital Astra, and then she's granted -1 Special cooldown after combat like with Special Spiral, which basically means that she should almost always have Vital Astra active. Her weapon also grants +5 to all stats, and has Null Follow-Up built in, letting Mareeta use her high Spd without fear. She has all the makings of a Dodge tank, and she usually is used as one, but her weapon's -1 Special cooldown lends well to Galeforce, and she can either use other Pulse effects, Flashing Blade, or both, to instantly charge it. Her weapon's built in Null Follow-Up also lets her use Windsweep or Watersweep to ensure safe engagements and still be able to double.



* '''[[VideoGame/FireEmblemThreeHouses Regular Felix]]''' is a Godlike Reflexes spamming machine that is difficult to take down, where he brings Lone Wolf, which grants him -1 maximum special cooldown, and if he is at 25% HP or above, he gets -2 special cooldown if he is at maximum special cooldown at the start of his turn and after combat, -1 special cooldown if he is 1 cooldown from maximum special cooldown at the start of his turn and after combat, +5 Atk/Spd/Def/Res during combat, reduces damage taken from attacks and non-Røkkr AOE specials by 30%, and if he is not adjacent to an ally he inflicts -5 Atk/Spd/Def on the foe during combat. Alongside his Atk/Spd Finish 4, Atk/Spd Bulwark 3 and Spd Smoke 4, he is a very speedy tank that has self sustainability.



* '''[[VideoGame/FireEmblemWarriorsThreeHopes Fallen Female Byleth]]''' is a Spd-based Vantage sweeper that follows Regular Felix's gimmick, using her Brave version's Divine Pulse. Her Captain's Sword is massively powerful due to how [[SimpleYetAwesome simple, yet strong]] the affect provides her with what she needs to keep herself and her allies standing. It grants her -1 maximum special cooldown, prevents melee foes from moving pass adjacent spaces, prevents ranged units from moving pass spaces within 2 spaces of her, and gives her +5 Atk/Spd/Def/Res during combat, ignores any field stat buffs the foe has during combat, restores 7 HP after combat, and if the foe initiates combat and she is faster than her foe she attacks first. She limits her foe's movement with her Bulwark-like effect, often forcing foes to attack her if she is on the front lines, helped with her Distant A/S Solo giving her Distant Counter and +5 Atk/Spd during combat if she is not adjacent to an ally, and recharging her Divine Pulse for every battle with Time's Pulse 4.


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* '''Special Spamming Dodge Tanks''' are a different type of DamageReduction tank. Units like '''Ascended Mareeta''', '''Ascended Fir''', and '''Felix''', these units are very fast infantry that rely on their Spd to mitigate damage, and coming with a whole host of effects that help give them an edge in battle, whether it's more DamageReduction, Null Follow-Up to ensure that Spd can't be manipulated, or Tempo to bypass Guard. These units also come with some way of pre-charging a Special, either through their weapon or through Time's Pulse 4, and often have means to maintain that charge after combat. Specials like Vital Astra and Godlike Reflexes come with extra effects that are only active while the Special is ready (like more [=DR=] on Vital Astra, or extra damage with Godlike Reflexes), which such speed demons can take full advantage of.
** '''Fallen F Byleth''' gets a special mention for her Divine's Pulse, which provides a damage boost based on 25% of her Spd while also mitigating the damage taken by the foe's next attack by 75%, then boosting the damage of Byleth's next attack by another 20% of her Spd. She has to activate it first, but she has innate Spd Preempt built into her Captain's Sword, letting her strike first as long as she's fast enough, thus letting her activate Divine's Pulse and making her much harder to take down, making her a menace on either phase, while Time's Pulse 4 keeps it basically always active. Her weapon also has both Dull [[note]]nullifies foe's bonuses during combat[[/note]] and Bulwark [[note]]prevents melee units from getting past her, and prevents ranged units from getting near her, while also healing 7 HP after combat[[/note]] built in to make her even more of a pain to fight against. Unlike Vital Astra (which is also an offensive Special), but much like Godlike Reflexes (which is a defensive Special), the [=DR=] from Divine Pulse ''can't'' be pierced through by Deadeye and similar effects either.
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* '''Legendary [[VideoGame/FireEmblemAwakening Male Robin]]''', being a Green Tome unit with a fantastic statline will wipe away any unit that has low resistance almost instantly, and [[MechanicallyUnusualFighter unlike a typical unit, he inflicts a penalty of -6 on your allies highest and second highest values, alongside -4 to all stats on himself.]] However, the real draw of the deal is his weapon "Master's Tactics." It has the typical cooldown acceleration, but at the start of the turn, if Robin's HP ≥ 25%, he grants the【Grand Strategy】buff, which converts your penalties into bonuses. And if that wasn't enough, [[MemeticMutation If he exists]], he also inflicts Atk/Spd/Res-5 on foe during combat and disables their follow-up attacks. While he plays an utterly fantastic role of supporting your team and can bring your team to victory all for essentially staying alive, his statline and weapons are enough for him to be able to play a part in combat too! His PRF A Skill, "Part of the Plan" where as long as he... [[MemeticMutation well, you get the idea,]][[labelnote:Actual Explanation]]If his HP is greater than 25%[[/labelnote]]inflicts Atk/Spd/Res-8 on whatever enemy he's fighting against foe and grants Atk/Spd/Def/Res+X during combat on himself, with X equaling the current penalty on each of unit's stats multiplied by 2, and he makes a guaranteed follow-up attack. He also comes with ''Seal Atk 4'' to inflict Atk-4 on the foe during combat, but if no effect neutralizes penalties to foe's Atk, he instead inflicts the penalty on foe's Atk during combat = 7 - current penalty on foe's Atk, and the aforementioned Seal skill counts as a penalty. Last but not least, he comes with Canto Control, with the third tier of the skill being preferable. If a unit who is unfortunate enough to be in at least 4 spaces of Robin when they trigger Canto, he reduces their movement to 1 if they're a melee unit, and outright disables their next action if they're a ranged unit. Being a unit with a [[MasterOfAll flexible role]], Legendary Male Robin can either be your main support unit, or your main offensive unit and do both well.

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* '''Legendary [[VideoGame/FireEmblemAwakening Male Robin]]''', being a Green Tome unit with a fantastic statline will wipe away any unit that has low resistance almost instantly, and [[MechanicallyUnusualFighter unlike a typical unit, he inflicts a penalty of -6 on your allies highest and second highest values, alongside -4 to all stats on himself.]] However, the real draw of the deal is his weapon "Master's Tactics." It has the typical cooldown acceleration, but at the start of the turn, if Robin's HP ≥ 25%, he grants the【Grand Strategy】buff, which converts your penalties into bonuses. And if that wasn't enough, [[MemeticMutation If he exists]], he also inflicts Atk/Spd/Res-5 on foe during combat and disables their follow-up attacks. While he plays an utterly fantastic role of supporting your team and can bring your team to victory all for essentially staying alive, his statline and weapons are enough for him to be able to play a part in combat too! His PRF A Skill, "Part of the Plan" where as long as he... [[MemeticMutation well, you get the idea,]][[labelnote:Actual Explanation]]If his HP is greater than 25%[[/labelnote]]inflicts Atk/Spd/Res-8 on whatever enemy he's fighting against foe and grants Atk/Spd/Def/Res+X during combat on himself, with X equaling the current penalty on each of unit's stats multiplied by 2, and he makes a guaranteed follow-up attack. He also comes with ''Seal Atk 4'' to inflict Atk-4 on the foe during combat, but if no effect neutralizes penalties to foe's Atk, he instead inflicts the penalty on foe's Atk during combat = 7 - current penalty on foe's Atk, and the aforementioned Seal skill counts as a penalty. Last but not least, he comes with Canto Control, with the third tier of the skill being preferable. If a unit who is unfortunate enough to be in at least 4 spaces of Robin when they trigger Canto, he reduces their movement to 1 if they're a melee unit, and outright disables their next action if they're a ranged unit. Being a unit with a [[MasterOfAll flexible role]], Legendary Male Robin can either be your main support unit, or your main offensive unit and do both well. In fact, he's so useful in Aether Raids where debuffs are heavily common that you'd be forgiven for using him off-season. ''He's that good.''

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* '''[[VideoGame/FireEmblemWarriorsThreeHopes Fallen Female Byleth]]''' is a Spd-based Vantage sweeper that follows Regular Felix's gimmick, using her Brave version's Divine Pulse. Her Captain's Sword grants her -1 maximum special cooldown, prevents melee foes from moving pass adjacent spaces, prevents ranged units from moving pass spaces within 2 spaces of her, and gives her +5 Atk/Spd/Def/Res during combat, ignores any field stat buffs the foe has during combat, restores 7 HP after combat, and if the foe initiates combat and she is faster than her foe she attacks first. She limits her foe's movement with her Bulwark-like effect, often forcing foes to attack her if she is on the front lines, helped with her Distant A/S Solo giving her Distant Counter and +5 Atk/Spd during combat if she is not adjacent to an ally, and recharging her Divine Pulse for every battle with Time's Pulse 4.

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* '''[[VideoGame/FireEmblemThreeHouses Both the Male & Female Variants of Regular Byleth]]''' are two sword infantry units that even long after being released in 2019, have started to age very well within the meta, and can even compete with some of the more recent units! While the female variant has 2 more speed than the male variant, Male Byleth contains an extra punch in attack power by having two more attack alongside having the sought-after Distant Counter to enable certain builds. Their Creator Sword which they both share, while granting the typical slaying affect that would go on to be common-place in the recent years '''is one of the strongest weapons in the entire game''', nullifying enemy skills affecting follow-ups and special acceleration/blocking enitrely, meaning units who rely on those abilities may be kneecapped during an encounter with Byleth, and their high speeds mean they can survive one hit outside of multiple strikes. They have also benefited the most from the skill inheritance system, being able to make immaculate use of speed-based DamageReduction skills and the inheritable special Vital Astra. But before DamageReduction skills became the norm in an oversaturated pool of sword infantry units, Byleth held a very unique niche of [[https://www.youtube.com/watch?v=It5EJLAszBM being able to get a follow-up attack while denying counterattacks from enemies]]. Their refine already makes them even better just from the pure SimpleYetAwesome additions it grants. If Byleth initiates combat or is within two spaces of an ally, they get +4 to all their stats. Additionally, if their HP is greater than 25% which is essentially ''existing'', they are given another +4 to all their stats, totaling to 8 if the conditions are met and reduces the damage of the enemy's first attack by 30%, stacking with the aforementioned DamageReduction skills. One last addition changes everything, if Byleth's special triggers, they ''neutralize'' DamageReduction skills that aren't special skills like Escutcheon or Pavise, giving them more survivability while denying the enemy's own survivability, which combined with Male Byleth's innate Distant Counter will immediately give you a mixed phase unit. If you need an infantry sword unit that has good utility and flexibility for builds, Byleth is for you. Lastly, [[https://fire-emblem-heroes.com/en/advance-topics/ you were able to get a free Male Byleth]] in a promotion for Three Houses, meaning for those that bought the game and kept their Male Byleth? ''They were effectively rewarded a free unit that can hold up with the ever-increasing power level of units since 2019.''
* '''[[VideoGame/FireEmblemWarriorsThreeHopes Fallen Female Byleth]]''' is a Spd-based Vantage sweeper that follows Regular Felix's gimmick, using her Brave version's Divine Pulse. Her Captain's Sword is massively powerful due to how [[SimpleYetAwesome simple, yet strong]] the affect provides her with what she needs to keep herself and her allies standing. It grants her -1 maximum special cooldown, prevents melee foes from moving pass adjacent spaces, prevents ranged units from moving pass spaces within 2 spaces of her, and gives her +5 Atk/Spd/Def/Res during combat, ignores any field stat buffs the foe has during combat, restores 7 HP after combat, and if the foe initiates combat and she is faster than her foe she attacks first. She limits her foe's movement with her Bulwark-like effect, often forcing foes to attack her if she is on the front lines, helped with her Distant A/S Solo giving her Distant Counter and +5 Atk/Spd during combat if she is not adjacent to an ally, and recharging her Divine Pulse for every battle with Time's Pulse 4.
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** '''Legendary Edelgard''' prevails over her foes by [[IWorkAlone working alone]], as her ''entire'' skillset revolves around her having no one near her. Her Aymr inflicts -6 Atk/Def on the foe while also denying the foe's follow-up, Atk/Res Solo boosts her Atk and Res, and Armoured Stride gives her +1 Mov, letting her move around better and actually punish any foes she needs to. She can do this with her unique B skill Raging Storm, which grants her an extra turn after initiating combat while alone, and she gets a follow-up attack against Dragon or Beast foes, letting her smite them handily. It stacks with the actual Galeforce, letting her potentially move up to ''three times'' in a single turn, so that she can either ravage multiple foes, smash a single foe multiple times, or simply use the extra turn to retreat and get back to position. Ironically for a woman whose skillset requires her to be alone, a little bit of help does go a long way, as she will need some method of helping charge her Special through means of precharge or Heavy Blade. Edelgard also oddly enough can abandon her Hero's Relic for something more tropical, as she can use the inheritable Seahorse Axe ''really'' well for the purpose of Galeforce. Aymr only denies follow-up attacks, but Seahorse Axe can grant Edelgard a follow-up attack if she initiates combat, while also granting her extra Atk and Def.
** '''Brave Edelgard''' is far easier to use, and unlike her Legendary version, she simply needs to be healthy enough for all of her effects. As long as Edelgard is above 25% HP, her Flower Hauteclere, which has -1 Special, will grant +1 Mov, the Orders status [[note]]Unit can move to a space adjacent to any ally within two spaces[[/note]], inflicts -6 Atk/Def on the foe, and her unique B skill, Black Eagle Rule, grants her a follow-up attack on either phase, while also mitigating damage taken from any follow-up attack on the enemy phase by 80%. You can very easily forget that this Edelgard is still an Armoured unit, thanks to the fact that she can move like an Infantry unit and warp around like a Flier, letting her stay near her allies way more easily, acting as both their sword and shield. Flower Hauteclere also got a refine that inflicts a further -6 Atk/Def on the foe, grants Edelgard extra Atk/Def/Res depending on how far she or her foe moved before combat, inflicting Guard if either one moved at least one space, and she also heals herself for 7 HP per hit, giving her even more survivability. All of this makes her into a fantastic tank, and can be equipped with either Save skill to help protect her allies too. However, her capabilities also lend well to Galeforce, thanks to her unusually great mobility for an Armour, her weapon's -1 Special, and she can either use Heavy Blade along with Black Eagle Rule as a substitute for Bold Fighter, or she can just use Bold Fighter itself. While she needs to watch out for Armour effectiveness and Null Follow-Up, Edelgard can truly do it all. She can tank, has damage reduction, can Galeforce well, and with her improved mobility, she avoids the biggest shortcomings that Armours have to face. As one of the winners of Choose Your Legends, she was also available as a free pick before September of 2022 when the "A New Future" free summon event ended, and has been accessible on some Hero Fest banners.

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** '''Legendary Edelgard''' prevails over her foes by [[IWorkAlone working alone]], as her ''entire'' skillset revolves around her having no one near her. Her Aymr inflicts -6 Atk/Def on the foe while also denying the foe's follow-up, Atk/Res Solo boosts her Atk and Res, and Armoured Stride gives her +1 Mov, letting her move around better and actually punish any foes she needs to. She can do this with her unique B skill Raging Storm, which grants her an extra turn after initiating combat while alone, and she gets a follow-up attack against Dragon or Beast foes, letting her smite them handily. It stacks with the actual Galeforce, letting her potentially move up to ''three times'' in a single turn, so that she can either ravage multiple foes, smash a single foe multiple times, or simply use the extra turn to retreat and get back to position. Ironically for a woman whose skillset requires her Her refine and remix added more effects, while also having more lenient conditions so that she doesn't have to be alone, a little bit completely allergic to working with others. Her refined Aymr adds an enemy phase condition, while also letting her deal damage equal to 15% of help does go a long way, as she will need some method of helping charge her Atk, has 30% DamageReduction, inflicts -5 Atk/Def on her foe, and grants her Special through means of precharge or Heavy Blade. Edelgard also oddly enough accel per her attacks (which can abandon help her Hero's Relic for something more tropical, as she can use the inheritable Seahorse Axe ''really'' well for the purpose of Galeforce. Aymr only denies follow-up attacks, but Seahorse Axe can grant Edelgard charge Bonfire or Galeforce). Meanwhile Raging Storm II has an added, very lenient 25% HP threshold condition, lets her perform a follow-up attack attack, inflicts another -5 Atk/Def on her foe (to a total of ''-16 Atk/Def''), and if her foe is a Dragon or Beast, she initiates combat, while also granting can bypass any affects that deny her own follow-up attack. The extra Atk conditions make it so that she can still perform the typical Save tank role of any armour if need be, but either way, these extra effects can really help lead you to victory with her ExtraTurn, Omnibreaker effect, extra damage, DamageReduction, huge Atk/Def swing, and Def.Special accel.
** '''Brave Edelgard''' is far easier to use, and unlike her Legendary version, version (until she got her refine and remix), this Edelgard simply needs to be healthy enough for all of her effects. As long as Edelgard is above 25% HP, her Flower Hauteclere, which has -1 Special, will grant +1 Mov, the Orders status [[note]]Unit can move to a space adjacent to any ally within two spaces[[/note]], inflicts -6 Atk/Def on the foe, and her unique B skill, Black Eagle Rule, grants her a follow-up attack on either phase, while also mitigating damage taken from any follow-up attack on the enemy phase by 80%. You can very easily forget that this Edelgard is still an Armoured unit, thanks to the fact that she can move like an Infantry unit and warp around like a Flier, letting her stay near her allies way more easily, acting as both their sword and shield. Flower Hauteclere also got a refine that inflicts a further -6 Atk/Def on the foe, grants Edelgard extra Atk/Def/Res depending on how far she or her foe moved before combat, inflicting Guard if either one moved at least one space, and she also heals herself for 7 HP per hit, giving her even more survivability. All of this makes her into a fantastic tank, and can be equipped with either Save skill to help protect her allies too. However, her capabilities also lend well to Galeforce, thanks to her unusually great mobility for an Armour, her weapon's -1 Special, and she can either use Heavy Blade along with Black Eagle Rule as a substitute for Bold Fighter, or she can just use Bold Fighter itself. While she needs to watch out for Armour effectiveness and Null Follow-Up, Edelgard can truly do it all. She can tank, has damage reduction, can Galeforce well, and with her improved mobility, she avoids the biggest shortcomings that Armours have to face. As one of the winners of Choose Your Legends, she was also available as a free pick before September of 2022 when the "A New Future" free summon event ended, and has been accessible on some Hero Fest banners.

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