Follow TV Tropes

Following

History Sandbox / GameBreakerFireEmblemHeroes

Go To

OR

Is there an issue? Send a MessageReason:
Alright, I'm going to go and append the main page now if that's everything.

Added DiffLines:

* '''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.


Added DiffLines:

* '''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.


Added DiffLines:

* '''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.
Is there an issue? Send a MessageReason:
I mean let's get back to the discussion page for the CYL units.

Added: 8544

Changed: 151

Removed: 141

Is there an issue? Send a MessageReason:
Finshed it all up. Before we finalize it, let's to the discussion page for the CYL units.


* Add:
** Main Entries: Legendary Hinoka, Legendary Female Alear, Wind Claude.
** Support: Rearmed Plumeria.
** Arcane Weapons: Arcane Euphoria.

to:

* Add:
** Main Entries: Legendary Hinoka, Legendary Female Alear, Wind Claude.
** Support: Rearmed Plumeria.
** Arcane Weapons: Arcane Euphoria.
None Left



%%* '''[[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.



* '''[[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 distint ''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]]'''. The grandmaster strategist has 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 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 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 up -13 Atk/Spd/Res on the foe during combat, and he gets both the [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 for himself. His seemingly average statline now becomes a big ball of stats, and he comes with Seal Atk 4 for both Guard and an even further Atk swing, and Canto Cantrol to put a stop to opposing mounted units trying to hit and run. He's so 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.

to:

* '''Legendary [[VideoGame/FireEmblemAwakening Male Robin]]'''. The grandmaster strategist has 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 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 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 up -13 Atk/Spd/Res on the foe during combat, and he gets both the [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 for himself. His seemingly average statline now becomes a big ball of stats, and he comes with Seal Atk 4 for both Guard and an even further Atk swing, and Canto Cantrol Control to put a stop to opposing mounted units trying to hit and run. He's so 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 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 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 bypass skills that 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.



* '''[[VideoGame/FireEmblemHeroes Rearmed Plumeria]]''' is another contender for one of the best refreshers, as she fills a similar role to Legendary Azura, but instead on working on only Infanty or Flying, Rearmed Plumeria offers her gimmick to all movement types. Her Cloying Dreams grants +5 to all stats, [Foe Penalty Doubler][[note]]inflicts Atk/Spd/Def/Res equal to the foe's field stat debuffs during combat[[/note]] and [Charge][[note]]unit can move up to 3 spaces in a cardinal direction, but is 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 already great, but she also has by default Wings of Mercy 4 to warp to a damaged ally with ease, and Def/Res Ploy 3 to inflict -7 Def/Res, [Exposure][[note]]units inflicted with it receive 10 damage from attacks during combat[[/note]] and [Ploy][[note]]units inflicted with it cannot activate [Bonus Doubler], [Treachery], and [Grand Strategy] during combat[[/note]] to 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 foe's turns, helped with her Still Water 4. If she needs to enter the fray, then she has Arcane Euphoria as well as a SquishyWizard statline to give her a great chance to elimiate a troubling foe.



* '''[[VideoGame/FireEmblemHeroes Thorr]]''' provides great support 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 Bonfire or Armoured Floe upon being hit, or helping charge skills like Galeforce, which Thorr herself can also do decently enough if she must. As a flying unit, she also has access to mobility skills like Aerobatics and Flier Formation, as well as the regular versions of Guidance and Flier Guidance in her Seal slot, which can also help improve mobility.

to:

* '''[[VideoGame/FireEmblemHeroes Thorr]]''' Thórr]]''' provides great support 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 Bonfire or Armoured Floe upon being hit, or helping charge skills like Galeforce, which Thorr Thórr herself can also do decently enough if she must. As a flying unit, she also has access to mobility skills like Aerobatics and Flier Formation, as well as the regular versions of Guidance and Flier Guidance in her Seal slot, which can also help improve mobility.



** '''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, 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.

to:

** '''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 Infantry to warp to any space within two spaces of a flier Flier ally within two spaces, spaces and gives +3 Atk/Spd during combat to those allies, while the former also allows for armoured Armoured units to do so, and the latter also allows for other flier Flier units to do so. It's a very powerful supportive effect, allowing flying Flying units to help keep your units together while also helping their combat capabilities at the same time.


Added DiffLines:

** '''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.

Added: 5168

Changed: 1955

Removed: 4064

Is there an issue? Send a MessageReason:
I'll add on the rest a bit later.


** Duo/Harmonized: Tea Party Harmonized Ayra & Mercedes.



** Special Spamming Dodge Tank: Summer Fjorm.



* '''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.



* '''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. She 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 she exchanges blows, 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 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, 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.



** '''Summer Fjorm''', because [ranged Null C-Disrupt, Frostbite Mirror]

to:

** '''Summer Fjorm''', because [ranged Fjorm''' is another special mention in that her she effectively gets Null C-Disrupt, 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]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.



* '''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:
** Should Spring Karla, Summer Dimitri, Legendary Nanna, Brave Eirika, and Teatime Ayra go here? They're all very player phase focused and all have Canto.

to:

* '''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:
** Should Spring Karla, Summer Dimitri, '''Legendary [[VideoGame/FireEmblemThracia776 Nanna]]''' is a Sword Cavalier 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.
** '''Teatime Harmonized [[VideoGame/FireEmblemGenealogyoftheHolyWar Ayra]] & [[VideoGame/FireEmblemThreeHouses Mercedes]]''' is another Sword Cavalier that is a LightningBruiser with 40 HP, 44 Atk, 46 Spd, 32 Def and 17 Res that will be spamming strong consecutive attacks, with 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 she exchanges blows, 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 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 Nanna, Brave Eirika, 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 Teatime Ayra go here? They're 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 very player phase focused 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 all have Canto.ignore skills that deny any of their follow-up attacks and Spd Smoke 4 to give them DamageReduction and buff their Spd further.
Is there an issue? Send a MessageReason:
None


* '''Thorr''', because Worldbreaker [details after]

to:

* '''Thorr''', because Worldbreaker [details after]'''[[VideoGame/FireEmblemHeroes Thorr]]''' provides great support 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 Bonfire or Armoured Floe upon being hit, or helping charge skills like Galeforce, which Thorr herself can also do decently enough if she must. As a flying unit, she also has access to mobility skills like Aerobatics and Flier Formation, as well as the regular versions of Guidance and Flier Guidance in her Seal slot, which can also help improve mobility.
Is there an issue? Send a MessageReason:
None


* '''New Year's [[VideoGame/FireEmblemHeroes Askr and Embla]], ring in the new year with support, power, and resilience. Askr is a colourless tome infantry that wields Duality Vessel, which grants +5 to all stats, inflicts Guard, grants a guaranteed follow-up attack, mitigates damage taken by 20% of 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 has him and Embla buff up themselves and nearby allies for +6 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 go right away (which pairs well with Special Spiral 4, if given to him), and it really opens the gates to any strategy that relies on Special spamming.

to:

* '''New Year's [[VideoGame/FireEmblemHeroes Askr and Embla]], Embla]]''' ring in the new year with support, power, and resilience. Askr is a colourless tome infantry that wields Duality Vessel, which grants +5 to all stats, inflicts Guard, grants a guaranteed follow-up attack, mitigates damage taken by 20% of 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 has him and Embla buff up themselves and nearby allies for +6 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 go right away (which pairs well with Special Spiral 4, if given to him), and it really opens the gates to any strategy that relies on Special spamming.

Added: 1169

Changed: 355

Is there an issue? Send a MessageReason:
None


** Duo/Harmonized: New Year Duo Askr & Embla, Tea Party Harmonized Ayra & Mercedes.

to:

** Duo/Harmonized: New Year Duo Askr & Embla, Tea Party Harmonized Ayra & Mercedes.



* '''New Year's [[VideoGame/FireEmblemHeroes Askr and Embla]], ring in the new year with support, power, and resilience. Askr is a colourless tome infantry that wields Duality Vessel, which grants +5 to all stats, inflicts Guard, grants a guaranteed follow-up attack, mitigates damage taken by 20% of 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 has him and Embla buff up themselves and nearby allies for +6 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 go right away (which pairs well with Special Spiral 4, if given to him), and it really opens the gates to any strategy that relies on Special spamming.



* '''[[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.

to:

* '''[[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.

Added: 2219

Changed: 457

Removed: 149

Is there an issue? Send a MessageReason:
None


** '''Byleth''', counting both the male and 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 +8 to all stats, helping them catch up stat-wise, provides 30% [=DR=], and if their Special activates, they can pierce through any non-Special DamageReduction effects. No nonsense allowed with the professor, and both Byleths are available on weekly revival banners.
** '''Lucia''' is one of the most unusual Dodge 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 the map that could affect the outcome of 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 gets 30% DamageReduction built into her weapon. She also has Life and 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 Gambit, letting her deal 15 true damage and get 50% [=DR=] if she has a Special that has a charge of 5. Which isn't a problem, because Lucia won't 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 effects, namely Dodge and more true damage 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 attacks or denying her own follow-up attack or even counterattack, then taking on Lucia becomes quite a daunting task.



** '''Lucia''' because blah blah blah her weapon is nonsense
** '''Male and Female Byleth''', due to sharing the same weapon, blah blah blah talk about Creator Sword's [=DR=] piercing and full [=NFU=] and Tempo

to:

** '''Lucia''' '''Summer Fjorm''', because blah blah blah her weapon is nonsense
** '''Male and Female Byleth''', due to sharing the same weapon, blah blah blah talk about Creator Sword's [=DR=] piercing and full [=NFU=] and Tempo
[ranged Null C-Disrupt, Frostbite Mirror]



** Should Spring Karla, Brave Eirika, Nanna, and Teatime Ayra go here? They're all, maybe not one-dimensional, but they're very much player phase powerhouses, with only Eirika being able to maybe enemy phase now thanks to her refine

to:

** Should Spring Karla, Summer Dimitri, Legendary Nanna, Brave Eirika, Nanna, and Teatime Ayra go here? They're all, maybe not one-dimensional, but they're all very much player phase powerhouses, with only Eirika being able to maybe enemy phase now thanks to her refinefocused and all have Canto.



* '''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.

to:

* '''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.

to:

** '''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.

Top