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"You have been judged."
Regular Rhea, before immediately proceeding to ruin players' days.

With every new release of heroes, so to the likeliness of at least one of them being randomly being generated to be able to ruin your day thanks to their skills and/or weapons, especially if you have Auto-Battle on. Expect some overlap with heroes in theGame Breaker entries for Fire Emblem Heroes.

For characters that are considered notorious in competitive gamemodes, see this game's High-Tier Scrappy page.

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    Unit Types 
  • Staff users in Grand/Bound/Legendary/Mythic Hero Battles. They tend to be armed with Dazzling or Wrathful Staff, which either means your units will be unable to counterattack, or your units will take more damage. And that's on top of how some of them carry Pain+ or Savage Blow with them, slowly chipping your HP away, or with staves that inflict nasty status effects such as Flash to make sure that anyone they hit will unable to counterattack other foes or Melancholy which inflict the Guard status and resets their special cooldown. If they don't have that, they'll generally heal hurt units like crazy, forcing you to rely on other ways of defeating them. Oh and some have Miracle (with a much lower charge), making it impossible to kill them as quickly as possible!note 
  • Thankfully Dancers don't have mook versions and can't be encountered at all in Tempest Trials (unless if the boss is a Dancer), Forging Bonds, Training Tower, or Hall of Forms, but you can still encounter them in some Bound Hero Battles (and even some Legendary and Mythic ones), Story Mode, and Paralogue maps in the form of named units. They can proceed to make your day into a living hell by giving an enemy an extra chance to move, thus messing up your run. Reyson and Regular Leanne are worse, as their range when they're in Flying Beast forms are the same as cavalry, meaning if they're with a Beast ally (which in their maps, they're always sorted as such), you're guaranteed a world of hurt if you don't take them or their allies out quickly. Needless to say, most maps that start off with an enemy Dancer don't require you to be in their attack range for them to dance another foe in order to reach and attack your units faster, making you think twice about that "Danger Zone" area.
  • Most of the heroes released during Book III onwards have a focused skill kit that at least gives them a role to perform by default with their statline, even if they have other randomly generated skills to go along with them that could be counter-intuitive, while most of the heroes released during Book I and Book II have at least one major flaw in their build or are just not threatening enough to face against, with only a handful of them being legitimate threats. While in Training Tower, Tempest Trials, and Forging Bonds this is not much of an issue due to players having an option to field heroes that can handle against the color they have triangle advantage over and have a balanced team, Hall of Forms on the other hand have the player forced to field 4 pre-selected heroes, especially if most to all of them have a common weakness. It has gotten to the point that in the July 2020 Hall of Forms onwards, all heroes released during Book III onwards are no longer able to be randomly generated among the enemies for players to face against.
  • Released from late Book V onward, Ascended Heroes are a special variant who also possess a significantly powerful skill kit compared to other heroes released around their time period. Even though they have their weaknesses, expect a lot of them to be here due to them generally hitting really hard and ending your team if you're not careful enough. And despite being something that might be spared from rotations (like for instance, the Brave Heroes), these aren't even spared from there, so have fun. Thankfully Rearmed Heroes are spared from rotations due to not being part of the normal summoning pool.
  • During Røkkr Sieges, just about every Røkkr that is either Colorless or a Dagger user (or both). Colorless Røkkr are much more difficult to manage as they are outside of weapon triangle outside of a few cases, which makes it impossible to build a team to abuse the 20% bonus provided by it (in particular, it's significantly harder to reach the 150000 damage needed to get the accessory vs colorless Røkkr). Meanwhile Dagger using Røkkr are problematic due to their Damage-Increasing Debuff, forcing players to sacrifice damage for additional survivability, not to mention Dagger users generally have enough Spd to avoid doubles from Mighty Glaciers and Jack of All Stats.
  • Most of the Fallen heroes are dangerous but manageable, but the ones released post-2020 are among the worst heroes to go against. Not only do they have optimized statlines, they also have skillkits that are often compared to Brave, Legendary, Mythic, Ascended and Rearmed Heroes, but like Ascended Heroes they are randomly generated as enemy units, and so are a pain to go against if they are seen on the battlefield. Fortunately, the most powerful Fallen Heroes do not actually show up as randomly generated heroes, that being the Fallen variants of Dimitri, Edelgard, Rhea, and Female Byleth.
  • For an enemy exclusive unit type, the Bats. Besides having the standard Flying Beast effect of granting themselves +1 movement if they're transformed, they're also Lightning Bruisers that have sky high Spd, and even though they only have one weapon exclusive to them, it's more than enough to make them a pain to deal with, as their Bat Fang gives them +3 Spd, and they get +6 Atk/Spd during combat and gain true damage equal to 70% of the difference between the their Spd and their foe's Spd if they're faster, up to +7 damage, all which activates if they're at 25% or above at the start of combat. Combined with some strong Flying skills such as Dive-Bomb and the Flow skills and you got some of the most annoying units to face against, especially on Grand/Legendary/Mythic Hero Battle maps.

    Weapons and Skills 
  • Enemies with Distant Counter, Close Counter, or any of its variants, often built into their weapon. The player can often rely on ranged units to dispatch melee units and rely on melee units to dispatch ranged units without much retaliation. However, unless they can one-shot them, they will now have to face a counterattack, which can potentially be dangerous to the player's unit.
  • Enemies with enhanced mobility skills. This includes skills like Wings of Mercy, Armor March, Flier Formation, Aerobatics, and Guidance. This can completely blindside the player as an enemy unit suddenly moves further ahead than they should to get the jump on one of the player's units.
  • Enemies with Vantage or the Preempt skills, who will strike first if they are weakened for the former and have a selected higher stat than the foe while also debuffing foe's said stat for the latter. More often than not, this requires the player's units to one round their opposition for the former, or must attack with a melee unit for the latter, or otherwise an opposing unit with those skills would be able to strike first. This is an especially dangerous prospect if they have Distant/Close Counter and/or a Special ready to unleash on their foes.
  • Enemies with skills or weapons that prevent their enemies from counterattacking can make maps quite stressful. Units like Regular Faye or Roderick have Firesweep weapons, so the player cannot bait them out, which can potentially cost them time if they're encountered in the Tempest Trials. Regular Faye also has Wings of Mercy, which means she can blindside the player, while Roderick has Drag Back, pulling a player's unit away from formation. There are also the enemy Dazzling Staff users, who are very annoying to fight in the tougher Grand/Bound/Legendary/Mythic Hero Battles, especially since they can get free damage and status effects on the player's units in a mode where no units are allowed to die. Null C Disrupt can make your units counterattack these units, but it's currently only on a few 5-star units and Infantry are only allowed to inherit it, restricting Flying, Armor (besides Ascended Fjorm), and Cavalry units from using it.
  • Enemies with placement-affecting skills, especially Drag Back and Lunge. They're usually on maps with setups such that if your team can't defeat them in one round, they'll be repositioned into range of multiple other units and become open to a world of hurt.
  • Enemies with the Near/Far Save skills, as they take the place of an ally within 2 spaces of them during combat if their foes are using a specific weapon range and initiate combat, meaning that they are treated as if they're adjacent to an ally (meaning that skills like the Bond skills will activate), take all after combat effects such as from the Staff weapons, and protect that ally from said after combat effects. Although limited to Armor units, that also means that units who initiate on them need to have a way to defeat those units in one round of combat, as they often have high defenses to make sure that they can survive long enough to activate the Save skills again and waste turns of the player's units, especially if they have Wary Fighter equipped.
  • Enemies with the Fatal Smoke skill, where not only will they prevent their target from healing during and after combat, but they will inflict the [Deep Wounds] status effect to the target and all of their allies within 2 spaces of that target, which those affected with that status effect will not be able to recover HP during their entire turn, so Life Drain and Heal Thyself skills will not work on these users. This becomes especially bad if said enemy also has a skill and/or special that deals damage outside of combat, such as the AOE specials and Poison Strike just to make sure that they stay damaged for other enemies to finish them off and players to waste turns to remove [Deep Wounds] and heal their damaged units.
  • Enemies with Canto, whether it's in their personal weapons or the Near/Far Trace skills. The AI will use Canto defensively by retreating out of your units' attack range whenever they attack or use an assist skill, making them extremely annoying to catch up to. Even enemies without their personal weapons become infinitely more dangerous if they have Near/Far Trace skills. It gets worse if you have auto battle on for game modes such as Tempest Trials, Forging Bonds, and Hero's Journey, as your units will keep trying to move towards these enemies with Canto, only for them to get picked off one by one.
  • Enemies with true Damage Reduction based on X% of a stat, especially in game modes like Binding Worlds and Seer's Snare where their stats are massively inflated. Unlike percentage-based Damage Reduction, this type of Damage Reduction cannot be neutralized by any means, and when these enemies have their defensive stats in the 70-90s, they're going to be nigh-impossible to take out for most units due to being able to reduce damage on such a massive scale. In particular, Spring Maria, Ninja Cherche, Regular Rhea, and Diamant have become infamous in these game modes because of this.

    Red Melee 
  • The Od bloodline from the Jugdral saga has its share of giving powerful units players have to face against:
    • Regular Ayra. She will use her high Spd to decimate her foes, and she has her nearly everything she needs to do so. Her Ayra's Blade gives her +3 Spd and will give her +1 special buildup if she's faster than her foe during combat, but her power lays in her unique special, Regnal Astra, which deals damage based on her Spd and only has a cooldown count of 2, and since she has Swift Sparrow and Desperation, she can be devastating if she was damaged enough. She fell off after a while, but came back with a vengeance thanks to her weapon's refine. Now it gives her -1 Special, +3 Atk/Spd, and she can ignore skills that inflicts -1 special buildup on her and/or grant +1 special buildup on her foe during combat, as well as the unique refine giving her +4 Atk/Spd/Def/Res during combat and 20% Damage Reduction from the foe's first attack if her foe is at 75% HP or above at the start of combat. And since she's a Book I unit, she can appear in Hall of Forms unlike units from Book III and beyond.
    • Fallen Mareeta. Her Shadow Sword gives her -1 special cooldown and if she initiate combat and is at 50% HP or over, she has any follow-up attacks go before the foe can counterattack, and if refinable weapons are available for enemy heroes then things get worse as not only does the HP threshold goes to 25% HP or above at the start of combat but adds +5 Atk/Spd during combat, and the unique refine gives an additional +5 Atk/Spd, ignore skills that inflict special buildup -X and inflicts -8 Spd on the foe during combat if they have more Spd than Def, but otherwise inflicts -8 Def instead, all which activates if the foe is at 75% HP or above at the start of combat. She also has Luna, Flashing Blade 4, and Null Follow-Up 3, which means with her natural high Spd, she will be dealing a lot of damage and possibly outright kill one of your units if she's fast enough. Her low Res and average Def makes her weak defensively, however, unlike...
    • Regular Mareeta. She gets a ton of stats simply by being away from her allies. With her Mareeta's Sword and Atk/Spd Solo 3, she gets +10 Atk/Spd, as well as +4 Def/Res during combat, and she'll also disable any skills that either guarantee your follow-up attacks or deny her follow-up attacks. In other words, you have to face her in a fair and square Spd check, which is no easy feat when her Spd is through the roof. Things get worse if she has refines available to her, as the refined version now gives her the stats, Null Follow-Up, and the addition of ignoring any field stat buffs the foe has on their Spd and Def during combat if she either initiates combat or there is at most 1 ally adjacent to her, and the unique refine gives her an additional +4 Atk/Spd/Def/Res during combat, allows her to deal true damage equal to 10% of her Spd, and ignores Guard effects and non-Special damage reduction effects when she triggers her special, all which activates if she is at 25% HP or above at the start of combat. Said Spd also helps her with her Close Call 3 skill, which mitigates damage up to 40% depending on how much faster she is. Finally, she has Rouse Atk/Def 3 to bolster her stats further. In short, this essentially makes her much harder to defeat, but not to the extent like...
    • Ascended Mareeta. She's a Lightning Bruiser with Atk/Spd Solo 4, Spurn 3 and Even Tempest 3, and not only she has Vital Astra, but she has the weapon to exploit the Damage Reduction effect of it to the fullest. Her Ascending Blade gives her -1 maximum special cooldown, gives her -1 special cooldown at the start of turn 1, but if she is at 25% HP or above at the start of combat, she gains +5 Atk/Spd/Def/Res during combat, the Null Follow-Up effect, and after combat she gives herself -1 special cooldown, so not only will she have Vital Astra charged up and ready to fire, but she will be doing this like a machine gun and reduces damage to a ludicrous degree.
    • Shannan brings being a speed unit that can wall off physical attacks, bringing his Balmung, which if the foe either initiates combat or has full HP at the start of combat he gains +5 Atk/Spd/Def/Res and neutralizes any penalties on him, alongside Steady Posture 3, Wrath 3, Even Spd Wave 3, and finally Imperial Astra, which is the same as Ayra's Regnal Astra. That being said, he folds under easily with magical attacks on him.
    • Regular Larcei is basically another version of her mother Ayra, and that mean trouble. She has Atk/Spd Solo 3, Repel 3 and Panic Smoke 3 to make things annoying, her weapon Larcei's Edge reduces her cooldown by 1 and give her +4 Atk/Spd/Def/Res and ignore any bonuses on her foes if either she has higher Spd than her foe at the start of combat or her foe is a full HP at the start of combat, and she brings her mother's Regnal Astra as well, which spells trouble.
  • Regular Sigurd, especially in modes like Hall of Forms since he's a Book I unit and can still show up there. He's a formidable unit, with great Def, bolstered further by Close Def 3, and while he may have low Res, his Divine Tyrfing basically gives him a free Aegis, halving any magic damage he takes. His Crusader's Ward will mitigate any further, consecutive ranged strikes to almost nothing. His Divine Tyrfing also got a refinement in which it gives him +5 Atk/Def if he's at 50% HP or over at the start of combat, and the unique refine gives him an additional +5 Atk/Def and gives him a guaranteed follow-up attack if his foe is at 50% HP or over at the start of combat, meaning that he will be a heavy hitting physical wall if he has that refinement. Take too long to defeat him and Miracle will activate, letting him survive long enough to dish out more damage to your units. His only real weakness are dragons, especially blue ones, as none of his skills will protect him from them. Tough lance users can also make quick work of him, but they too should be careful if Sigurd has his refined Divine Tyrfing.
  • Regular Karla is comparable to the above Od members, with her base kit allowing her to tear through almost every unit that isn't built to counter her, thanks to her Vassal's Blade, Wrath and Even Spd Wave. If you're auto-battling, she can easily destroy your entire team. If refinable weapons are generated for enemy heroes, then she gets even worse as her Vassal's Blade, alongside the -1 max special cooldown, now gives her +5 Spd and deals damage equal to 15% of her Spd during combat if she either initiates combat or is within 2 spaces of an ally, and the unique refine has her gain +5 Atk/Spd during combat as well as Null Follow-Up if her foe is at 75% HP or above at the start of combat. As she is a Book II unit, she can show up in Hall of Forms and prove to be extremely dangerous for teams that are ill-suited for dealing with her.
  • Regular Tibarn. His Hawk King Claw gives him +3 Atk and if the foe is at full HP at the start of combat he has a guaranteed follow-up attack if he initiates combat, and he has a Mighty Glacier statline to exploit it, as well as having Draconic Aura, Sturdy Impact, Chill Atk 3 and Even Atk Wave 3 just to make things very painful. If refinements are available to him, then it gets worse as his Hawk King Claw gives that guaranteed follow-up attack as well as +5 Atk/Def during combat if either he is transformed or the foe is at 75% HP or above at the start of combat, and the unique refine gives him an additional +5 Atk/Def during combat and +1 special buildup per attack if he is at 25% HP or above at the start of combat. However, due to his Mighty Glacier statline and low Res, he is vulnerable to fast Bows and magic units, especially if they're Blue, but one should still watch out for him.
  • Regular Lethe, as her weapon and A skill makes her bring trouble to players. She has Spd/Def Solo 3, and her Brazen Cat Fang gives her +3 Spd, and gives her +6 Atk/Spd during combat if she's not adjacent to any ally, and coupled with the Cavalry Beast effect of inflicting -4 Atk/Def on the foe during combat if she initiates, she hitting hard and fast. If refinable weapon are available, then it gets worse as the refined version gives her the +6 Atk/Spd during combat if she either initiates combat or is not adjacent to an ally, as well as ignore skills that prevents her follow-up attacks and deals +10 damage when her special triggers under the same conditions, and the unique refine gives her +4 Atk/Spd/Def/Res during combat, +1 special buildup per attack and if she is transformed inflicts -1 special buildup on the foe per attack, all which activates if she is at 25% HP or above at the start of combat. However, her low Res means that any decent Blue mage can take her down easily, but players need to be careful of her 3 movement.
  • Regular Idunn is a pretty devastating unit that can spell an end to your team if you're not careful. Even for an armored unit, her mixed bulk is incredible - making it so that even with her low Spd, most units won't be able to kill her in one round even if they double, with her Demonic Breath dealing effective damage against Armored units, and gives her +4 Atk/Spd/Def/Res during combat and ignores any field stat debuffs she has on her if she either is not at full HP or has a [Penalty] active on her, and the refined version gets worse as the refined version also activates if the foe initiates combat, and the unique refine gives her an additional +5 Atk during combat, inflicts -5 Atk on the foe during combat and reduces damage taken from the foe's first attack by 70% if the foe can make a follow-up attack, all which activates if the foe either initiates combat or is at 75% HP or above at the start of combat. Considering the fact she can't be debuffed at all, and in fact gets stronger if debuffed, she will most likely tank most things you throw at her, then retaliate and destroy anything that isn't a bulky blue unit.
  • Valentia Catria. Her entire default skill kit is made to make her mobile and annihilate anyone not Blue and tanky. Her Astra Bladegives her +3 Atk, and if she has more Atk than the enemy's Def, she boost her damage by 50% of the difference between them, and this is after weapons triangle calculations are involved, and if refines are available to her, things get worse as the refined version gives +4 Atk/Spd/Def/Res during if she either initiates combat or is within 2 spaces of an ally, and the unique refine grants her an additional +4 Atk/Spd/Def/Res during combat, grants her Atk and reduces the foe's Def by 2 for each space either she or her foe moved before attacking, and allows her to warp within 2 spaces of an ally within 2 spaces of her. While she is a Glass Cannon, one should be careful baiting enemies when she's around them, as her warping shenanigans will make her move farther than she should and will finish anyone out of position.
  • Fallen Ike is a major force to deal with, as alongside his Lightning Bruiser statline he has Darting Breath to charge up his specials faster if the foe initiates combat, Repel 3 to reduce damage he takes if he's faster than his foe, and Atk/Spd Oath 3 to give him +5 Atk/Spd at the start of his turn, all to go along with his Mayhem Aether and high Spd, but Chaos Ragnell is the worst of the bunch, where if his stats are debuffed at the start of combat, he reverses them during combat, so if you have skills such as Chill Spd 3 and Chill Atk 3, you're just making him stronger during combat.
  • Regular Catherine is someone who you shouldn't let her initiate on one of your units with her weapons, skills and Lightning Bruiser stats. Her Thunderbrand, on top of granting the user +3 Spd, allows her to gain +5 Atk/Spd, negates any skills that prevent her follow-up, and if she initiates combat, she will have that follow-up attack go before the foe counterattacks, if her foe is at 50% HP or above at the start of combat. She also has Swift Sparrow 3 and Lull Spd/Def, meaning that will hit harder and have a guaranteed follow-up attack with her naturally high Spd, and thanks to her high Atk, only the tankiest units will survive against her. With that said, her low Res is her main weakness, so any strong blue magic user can take her down easily, but make sure that they're out of range of her when it is her turn to move.
  • Valentia Palla is a Mighty Glacier that is difficult to bait and approach. Her Ladyblade, despite giving her -5 Spd, not only allows her to double attack regardless of phase, but also allows her to target the lower defensive stat of a foe during combat, so someone with low Def and/or Res needs to watch out for her, not helped with her sky high Atk, and with Ladyblade also giving [Canto (2)] , alongside her Rally Atk/Def+, she's going to be difficult to bait out and chase down with her retreating after performing an action. Coupled with her Atk/Res Rein 3 inflicting -4 Atk/Res to all foes within 2 spaces of her during combat and R Duel Flying 4 giving her +5 HP and +2 Atk/Spd/Def/Res and you got someone who can spell trouble by her presence alone.
  • Regular Múspell brings a Mighty Glacier statline that makes him difficult to take down, with his Flamelick Breath giving him +5 Atk/Spd/Def/Res during combat and the Fatal Smoke effect if he is at 25% HP or above at the start of combat, his Dragon Wall 3 granting him Damage Reduction of 4% for each point of Res he has over his foe during combat, up to 40%, and Domain of Flame granting him +4 Atk/Def and adding true damage his first attack equal to 30% of the difference of his Atk over his foe's Res during combat if he is within 2 spaces of an ally, but the worst of all is that he can also gives Domain of Flame's effect to all allies within 2 spaces of him, which includes physical units. Combined with his Rally Up Atk+, he has a high chance to be near another ally to activate Domain of Flame's effect.
  • Gregor. He's a Lightning Bruiser sword infantry with very high Def for his class type. He has the skills Solid Ground 4 to give him a flat increase to his Atk and Def at the cost of his Res and Infantry Null-Follow Up, and Bonfire, but his Blade of Favors is what makes him truly fearsome. It gives him -1 special cooldown, and if a foe is within 3 rows or 3 columns of him, he gains +6 Atk/Spd/Def and inflicts -6 Atk/Spd/Def on those foes at the start of his turn and the start of his enemy's turn. This means that your units will be dealing with an immediate stat swing of +12 Atk/Spd/Def when you're going up against him in both phases. On top of that, if he initiates combat or if he's within 2 spaces of an ally, he inflicts -5 Atk/Spd/Def to his foe during combat along with a further in-combat penalty to their Atk/Spd/Def equal to their current penalty to those stats and reduces damage from their first attack by 40%. This is all he needs to become a unit who's immensely difficult to take down with physical units and can wipe out those units if they aren't prepared for his buffs and debuffs. His Res is his dump stat, so magical damage is the best way to deal with him, but due to his stat swing activating on both phases, he's always a foe to be dreaded as soon as he shows up.
  • Ascended Young Tiki is a Lightning Bruiser red infantry dragon with Iceberg, Spd/Res Finish 4, and Spd/Res Bulwark 3. Her Awoken Breath and her unique C skill, All Together!, make her a draconic beast to beware of. The former gives her -1 special cooldown, effective damage against dragons, and if she’s within 3 spaces of an ally, she gains +5 to all stats and special cooldown charge +1 per attack during combat, neutralizes her foe’s bonuses, and if she has 5 or more Res than her foe and her foe’s attack can trigger their special, she inflicts special cooldown count +1 on her foe before their first attack during combat. The latter skill grants +4 to all stats during combat for her allies within 2 spaces of her, and if she’s within 2 spaces of an ally, she gains +4 to all stats, reduces damage from area of effect specials by 40% for each ally within 2 spaces (up to 80%), and reduces damage from her foe’s first attack by 20% for each ally within 2 spaces (up to 40%). With all of her skills combined, she becomes incredibly tough to break through, especially if your units have less Res than her, and her Bulwark skill also makes it much tougher to move around her to target her allies.
  • Regular Female Alear and Regular Male Alear are Lightning Bruiser sword infantries that are difficult to take down, with her having Atk/Spd Ideal 4, Close Call 4, and Spd Smoke 4, and him having Atk/Spd Ideal 4, Repel 4, and G Feud 3 to give them a lot of Spd swing and Damage Reduction, but their Líberation takes the cake. It gives -1 maximum special cooldown, gives them [Charge] to themselves at the start of their turn, +5 Atk/Spd/Def/Res during combat, inflicts -4 Spd/Def on their foe during combat as well as an additional -4 Spd/Def during combat for each ally within 3 spaces of them that are from different Fire Emblem titles, and reduces damage taken by 4% for each point of Spd they have over their foe, up to 40% damage reduced, all which activates if they are at 25% HP or above. Them having great mobility is difficult enough to fight against, but with everything in their favor they're going to reduce damage taken by 70% for Regular Male Alear or 82% for Regular Female Alear, where only specials like Lethality or Deadeye can take them down, unlike...
  • Lucia. She is a Lightning Bruiser that is also difficult to take down, despite having Life and Death 4, where she makes up for that in sheer tankability, with her having Repel 4 and Even Tempest 3 to close the gap between her and her foe, but the most annoying part of her kit is her Queensblade. It gives +3 Atk, and gives her +5 Atk/Spd/Def/Res during combat, deals true damage equal to 20% of her Spd and reduces damage taken from the foe's first attack by 40%, all which activates if she is at 25% HP or above at the start of combat, but that's not the kicker; it also negates all these effects on both her and her foe: Specials before and during combat, defensive terrain, support effects, effects that guarantee and prevents follow-up attacks, prevents counterattacks, and changes priority, and all skills of foes and allies excluding her and her target. That's right, she will have a "fair" 1-on-1 match with no specials to trigger, meaning that not even specials like Lethality or Deadeye will mitigate her Damage Reduction, and if you're out of luck you're going to see her tank a lot of hits and take down your units with ease.
  • Syrene. She has a seemingly Glass Cannon statline that can fool players due to her weapon making her more of a Lightning Bruiser. Her Frelian Blade gives her -1 maximum special cooldown, and if the foe either initiates combat or is at 75% HP or above at the start of combat she gets +5 Atk/Spd/Def/Res during combat, inflicts penalties on her foe's Atk/Spd/Def during combat equal to 15% of her Spd, ignores skills that deny any of her follow-up attack and reduces damage taken from the foe's first attack by 40%. Alongside Pegasus Flight 4, this makes her tough to take down even with Bow units without Deadeye or Special Spiral 4 with her Damage Reduction and Atk debuffs, while magical units do not stand a good chance against her thanks to her natural high Res and Spd/Res Catch 4.
  • Regular Felix. He is a Lightning Bruiser that is difficult to take down thanks to his weapon exploiting his entire skillkit. His Lone Wolf grants him -1 maximum special cooldown, if he is at 25% HP at the start of his turn, grant him either -2 special cooldown if he is at max special cooldown or -1 special cooldown is he is 1 charge away from max, and grants him +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, all which activates if he is at 25% HP or above at the start of combat. Alongside Godlike Reflexes, Atk/Spd Finish 4, Atk/Spd Bulwark 3 and Spd Smoke 4, he's inflicting a lot of debuffs on the foe's Atk and Spd, recover a good amount of HP, reduces a lot of damage taken, and deals a lot of damage back, while he has a good chance to obstruct your units from his other allies.
  • Ascended Fir is another Lightning Bruiser of an infantry sword, with the skills Glimmer, Atk/Spd Finish 4, Phys Null-Follow note , and Atk/Spd Oath 4. Her Vassal-Saint Blade gives her -1 special cooldown, and if she existsnote , she gains +5 to all stats, inflicts a penalty to her foe's Spd/Def equal to 11 - 2 x the value of her foe's maximum special cooldown, to a minimum of -3 Spd/Def, grants special cooldown count -1 at the start of her turn and after combat if her special cooldown count is at its maximum value, and if she has 5 or more Spd than her foe, she gains Null Guard. These skills make her particularly dangerous against units who rely on Damage Reduction and low cooldown specials, all while she procs her own special on a consistent basis.
  • Diamant is an infantry sword who is not as fast as many of the other aforementioned infantry sword units, but more than makes up for that with his Fair-Fight Blade. On top of giving him -1 special cooldown and +5 to all of his stats if his HP is 25% or above, he'll deal damage equal to 25% of his Def and reduce the damage he takes by the same amount. If he initiates combat, he gains special cooldown count -1 before his first attack, and if his foe initiates, he gains Null Guard and restores 10 HP when dealing damage with his special. The "fair fight" part of his weapon comes into play here, as it makes him a Mechanically Unusual Fighter by neutralizing any percentage based damage reduction effects on himself and his foes, effects that guarantee follow-ups on both sides, and increasing the amount of Spd required to follow-up by 20, meaning that a 25 Spd difference is required for either his foe or himself to make a follow-up attack. Combined with his skills Bonfire, Atk/Def Finish 4, Atk/Spd Bulwark 3, and Time's Pulse 4, he'll more likely than not wipe out anyone who's reliant on percentage based Damage Reduction to survive while still standing strong thanks to his true Damage Reduction, the immense amount of Spd required to follow-up against him, and the healing from his skills. Your best bet against him is to use a combination of magic, brave effects, and/or immense Spd stacking, as otherwise, Diamant will strike you down with haste in a "fair fight".
  • Harken is a sword infantry with high Atk and Def, average HP, and middling Spd and Res. His Troubling Blade is pretty threatening, as it gives him -1 Special cooldown, the brave effect on both phases, and if his HP is at or above 25%, he gains +5 to all stats, reduces damage from his foe's first attack by 40%, and grants Special cooldown charge +1 to unit per attack. However, the really troublesome effect is that he can warp to a space adjacent to any of his foes within 4 spaces. This lets him bypass forests, flier only spaces, and walls, and with the rest of his skillset suited for his player phase with Atk/Def Clash 4, Brash Assault 4, and Bonfire, he will likely kill your units by triggering his Bonfire on his second attack or by quad attacking with Brash Assault 4. He's also very bulky on the physical side like Gregor is, so if you don't want to have trouble taking him out, then using 2-range magical damage is the way to go for him.
  • Regular Severa is a Lightning Bruiser sword infantry who shares several similarities with Regular Felix. However, instead of getting stronger while alone, her strength comes from her allies. In addition to giving her -1 Special cooldown, if she's within 3 spaces of an ally, her Striving Sword gives her a bonus to her stats equal to 25% of her foe's Atk at start of combat - 4 (for a maximum of +14 and a minimum of +5 to all stats), inflicts -1 special cooldown on her foe per attack, neutralizes percentage based damage reduction when her Special triggers or on her next attack if her foe's attack triggers her Special, and grants Special cooldown count -2 after combat. Her Atk/Spd Finish 4 goes hand in hand with her Striving Sword, and Buffer 4 not only ensures that she will have her Godlike Reflexes precharged, but gives her even more Damage Reduction and stat debuffs to boot. The sheer statswing that her Striving Sword gives her along with her ability to negate percentage-based Damage Reduction skills makes her a truly formidable godsword to the point where the only feasible way to take her on is to take out her nearby allies first.

    Red Ranged 
  • Adrift Camilla in game modes where her Book of Dreams is refined, especially in Hall of Forms since she is a Book II unit, meaning that she's not excluded from showing up there. The base effect of her refine inflicts -5 Atk/Spd/Res on the nearest foes within 5 spaces for 1 turn, and inflicts -4 Atk/Spd/Def/Res to her foe during combat if she initiates combat or if she's within 2 spaces of an ally. The unique effect of her refine lets her hit like a truck, as if she's at or above 25% HP, she deals damage equal to 15% of her Atk on top of also giving her +5 Atk/Spd during combat. Her Squishy Wizard statline means that weapons that target her low Def will easily take her down, and bows will be even more effective since she is a red mage flier, but the debuffs that her refined Book of Dreams can inflict combined with her mobility as a ranged flier can make her tough to safely approach.
  • Regular Igrene brings a very strong kit, and a Glass Cannon to go along with it. Her Guardian's Bow has -1 special cooldown and inflicts -5 Atk/Spd/Def on the foe if she's faster than them, alongside Blazing Wind, Life and Death 4, Special Spiral 3 and Pulse Smoke 3 just to make things harder when she initiates combat. She becomes more dangerous if her Guardian's Bow is refined, as she now inflicts those in-combat stat debuffs and reduces the damage from her foe's first attack by 30% if she initiates combat or if her Spd is equal to or greater than her foe's Spd - 7. The unique effect of her refine takes things further if her HP is 25% or above, as she'll gain +4 to all of her stats, deal true damage equal to 10% of her Spd, gain Null Guard, and neutralize her foe's bonuses to their Spd and Def. However, since she is still a Glass Cannon with her low defenses with everything equipped, any strong attackers will take her down in one round.
  • Kiria is a walking debuff. While she is a Squishy Wizard, her Mirage Rod inflicts -6 Atk/Res to any enemies within 2 spaces of her during combat, and she has Lull Atk/Res 3, which inflicts on the foe -3 Atk/Res and ignores any field buffs on those stats during combat, so she inflicts -9 Atk/Res, making her surprisingly tanky, and alongside Atk/Res Solo 3, Tome and Staff units will have a hard time taking her down. However, her low Spd and average HP and Def means that any decent physical attacker will fell her easily.
  • Midori. She has a slightly stronger variant of the Close Counter skill - Close Foil, which grants +5 Atk/Def during combat if the foe wields a physical weapon and they initiate combat, giving her some room to survive an attack and strike back stronger, plus her Spendthrift Bow+ will make it so any attacker will have even lower Atk (she gains +7 Atk while also inflicting -7 Atk to her foe during combat). Combined with her Mighty Glacier statline and you got someone who is difficult to take down with physical units. The only real weakness she has is that she has low Res and average Spd, meaning any Blue units, especially Dragons, will defeat her with ease.
  • Surviving a special from Regular Lysithea is nigh impossible, with only a number of blue tanks can survive against. Lysithea's insane Atk stat, her Hades Ω giving her -1 maximum special cooldown, +4 Atk/Spd during combat if she initiates combat and an additional +6 Atk if she has her special ready at the start of combat, and combined with her Moonbow, Death Blow 4, Lull Spd/Res 3 and Time's Pulse 3, she has a high chance to nuke one of your units off the map. The only thing stopping her from being a very powerful nuking machine is that she's a very extreme Squishy Wizard/Glass Cannon.
  • Fallen Julia, despite being a Squishy Wizard, is a major force to deal with, especially alone with her weapon Dark Scripture and A Skill Atk/Res Solo 4. Dark Scripture give her +3 Atk and, when she's alone, allows her to inflict -6 Atk/Res on the foe, and if they don't have any Dragon effectiveness on them, she gets a guaranteed follow-up attack. That's not all: she also has Light and Dark from her Legendary variant, meaning that she inflicts -2 Atk/Spd/Def/Res on her foe during combat, ignore any field stat buffs the foe has, and negate any skills that target the user's lower defensive stats, meaning that any field stat buffs will not help you defend against her. In fact, she has Panic Smoke 3, meaning that any field stat buffs will hinder your units further against her if she attacks after combat. She thankfully has low Spd and Def, but if she initiates on your units, unless they either have high natural Res and/or are Blue, they're more likely as good as dead.
  • Fallen Male Morgan is somebody you should be careful fighting with, as his Tome of Despair will give him +3 Atk and these effects if he is at 25% HP or above at the start of combat: inflict -6 Atk/Res on the foe during combat, and if the sum of the total field stat buffs he has and the total field stat debuff his target has is 5+ he will deny any of his foe's follow-up attacks, 10+ will guarantee his follow-up attack, and +15 he will inflict -1 special buildup on his foe during combat. That is bad enough, but he also packs Iceberg, Atk/Res Solo 4, Sabotage Def 3, and Atk/Res Menace, meaning that the last skill alone gives him a 24 stat swing, which is more than enough to active all the effects of his Tome of Despair. Coupled with his Mighty Glacier statline and you got a threat that is difficult to bait out, approach, and possibly even take down.
  • Constance, despite being a Glass Cannon, is somebody who you don't want to initiate on your units. She brings Atk/Spd Push 4, A/S Far Trace 3, and Spd/Res Rein 3 to boost her damage and Spd to ludicrous levels, but the worst of all is her Agnea's Arrow: It gives her +3 Spd, and gives her +6 Atk/Spd during combat, ignore skills that deny any of her follow-up attacks, ignore any field stat buffs on the foe's Spd and Res during combat on odd turns, and any field stat debuffs on her Atk and Spd on even turns, all which activates if she either initiates combat or is within 2 spaces of an ally. However, her low defenses and weakness to Bows allows players to take her down easily, but one should still be careful about her.
  • Volke has the potential to assassinate one of your units if you're not careful with him. His Fireman's Hook gives him -1 maximum special cooldown, the -7 Def/Res effect of daggers, and if he either initiates combat or is not adjacent to an ally, he gain +5 Atk/Spd/Def/Res during combat, allows him to ignore skills that inflict -1 special buildup on him per attack, and gives him +1 special buildup, which is already bad on it's own. He also comes with Steady Impact, Null Follow-Up 3 and Time's Pulse 3, but the worst of all is Lethality, a special he is introduced with, as it is a 4 cooldown special that ignores 75% of the foe's defenses during combat and ignore all non-special Damage Reduction skills on the foe when it triggers, which means that it's at 3 cooldown with his Fireman's Hook, and that with everything in his favor his second attack will trigger Lethality, which is most likely ending with a dead unit on your team, and with his high Atk in his Lightning Bruiser statline combined with his Atk boosting weapon and Sturdy Impact, not many can survive against him if he initiates on them. The only way to make him not a threat is to catch him off guard with strong units, but trying to bait him out is a major risk in itself.

    Blue Melee 
  • Regular Nailah, despite with her Fragile Speedster statline, can sometimes catch players by surprise with her skill kit, which includes Distant Counter, Null C-Disrupt 3, and Glare, which inflicts [Gravity] to her target and all foes adjacent to that target if she attacked, alongside having Moonbow and her Wolf Queen Fang giving -1 maximum special cooldown, giving +2 Atk/Spd during combat for every ally within 2 spaces of her, up to +6, and allows her to deal +10 damage when her special triggers if she is transformed. Update 6.0.0 in early December, however, gave her a new overhaul, where her Wolf Queen Fang gained some new effects when it is refined, including the standard one for Infantry Beasts, as the +10 damage is replaced by +7 damage and allowing her to ignore skills that inflict -1 special buildup on her and grants +1 special buildup on the foe, and the new effects of Wolf Queen Fang allows her to gain +5 Atk/Spd during combat if either she is within 3 spaces of an ally or the foe is at 75% HP or above at the start of combat, and if both conditions are met she also inflicts -5 Atk/Def on the foe during combat, and the unique refine grants her [Canto (Rem. +1)] if she is transformed and +4 Atk/Spd/Def/Res during combat and restores 7 HP per attack she performs if she is at 25% HP or above at the start of combat, making her Glare all the more worrisome thanks to her Canto.
  • Regular Selkie. This Blue Beast Cavalier is a force of nature that players should fear going against if they're not prepared for her, due to her Foxkit Fang. It give her +3 Res, and if she has higher Res than the foe and they wield a melee weapon, she gains +1 Atk/Spd/Def/Res during combat for every 2 Res she has higher than her foe, with a cap just to prevent her from being very annoying, and she has very high Res with her weapon equipped. 6 Res higher than her foe? She gains +3 Atk/Spd/Def/Res during combat. 16+ more? +8 Atk/Spd/Def/Res, beating even Armored units in terms of BST at the time of her release, and helping her to gain those stats in combat is her default Even Res Wave. When weapon refinements are available to her, it gets worse as not only doe she get +4 Atk/Spd/Def/Res if she has more Res than her foe, but she also has the difference requirement to 80% instead and removes the melee foe requirement, where 10+ Res gives her the additional +8 Atk/Spd/Def/Res, and the unique refine gives her an additional +4 Atk/Spd/Def/Res, inflicts -1 special buildup on the foe during combat if she has higher Res than her foe, and ignores skills that deny any of her follow-up attacks if she has 5 or more Res higher than her foe, all which activates if she either initiates combat or is within 2 spaces of an ally, so she could have up to +16 Atk/Spd/Def/Res during combat, often making it a chore to take her down.
  • Regular Dimitri. He is a Lance Cavalier has Mighty Glacier stats, but his skill set is the reason he's annoying to face against. He has Death Blow 4 and Lull Atk/Def to make sure that when he hits, he hits hard. The worst of it all is his Noble Lance: It gives him +3 Atk, and if either both him and the target are at full HP, or both are not at full HP, he gets a guaranteed follow-up attack. Because everyone is at full HP at the start of the map, outside of multimap modes, he will be doing a guaranteed follow-up on your units, and with his Death Blow 4 and Lull Atk/Def 3, he will be punching dents on your tanks. Things gets worse with his refined Noble Lance, where it now gives him a guaranteed follow-up attack and +4 Atk/Spd/Def/Res during combat if either he is not at full HP or the foe is at 75% HP or above at the start of combat, making it much easier to activate, and the unique refine gives him an additional +4 Atk/Spd/Def/Res during combat, deals true damage and reduces damage taken equal to 10% of his Atk and halves non-Special damage reduction effects, all which activates if he either initiates combat or is not at full HP at the start of combat, making him deal more damage while also being bulky in the process. However, his low Res and below average Spd makes him easy to take down if one initiates on him, but be careful if he initiates on your units.
  • Fallen Male Corrin. This Infantry Dragon is just a few stats away from reaching Gen 4 Armored units, having incredible stats across the board. However, it's his entire skill kit that is the most worrying about him. His Brutal Breath gives him up to +5 Atk/Spd/Def/Res the less allies he has within 2 spaces of him, and inflicts -1 special cooldown to his foe if he has one or no allies within the same range, Atk/Spd Solo 4, Rouse Spd/Def 3 and Null Follow-Up 3 just to make things harder. Unlike his female counterpart, he is blue, but that also means that anyone not green or with dragon effective weapons will be dragon food to him if he's not handled properly.
  • Duessel is another unit you don't want to fight by himself, as he is a Mighty Glacier that has skills that will raise his defenses sky high, to the point that they can reach the 50~60s range. Obsidian Lance gives him +3 Def and a guaranteed follow-up attack and inflicts -6 Atk/Def on the foe during combat if he's not adjacent to an ally, alongside with him having Bonfire, Def/Res Solo 4, Lull Atk/Def 3, and Rouse Def/Res 3. The only reasonable way to stop him is to target his lower Res, but even then that's nothing to sneeze at without any Anti-Cavalry magic weapons.
  • Regular Ingrid is basically a more powerful version of Roderick, as she has a Glass Cannon statline, and has the skillkit to exploit it, with Lúin giving her -1 special cooldown, and if she either initiates combat or is within 2 spaces of an ally, she gains +6 Spd, deal damage equal to 20% of her Spd, and if she has 5 or more Spd higher than her foe during combat, she prevents their counterattacks. What's more, she also has Atk/Spd Solo 4, Lull Spd/Def 3 and Rouse Atk/Spd 3 in order to make sure that her Spd reaches high enough and lower her foe's Spd enough to make sure that she prevents her foe from counterattacking, and finally Moonbow to pierce through her foe's defenses. Because she is still a Glass Cannon, players can easily take her down, but they otherwise have to be careful not to allow her to initiate combat.
  • Zeke, while having a Mighty Glacier statline, is more of a Lightning Bruiser with his Holy Gradivus not only having Distant Counter, but also grants him a guaranteed follow-up attack if he is at 25% HP or above at the start of combat. Bad enough on its own, but he also has Atk/Def Catch 4 and Def/Res Menace, both which synergize with each other. Combined with his Bonfire and Lull Atk/Def 3 and you got someone who is both difficult to take down and bait out without Anti-Cavalry magic weapons.
  • Ascended Idunn, for similar reasons why Brave Hector is a High-Tier Scrappy post-refine. She's a Mighty Glacier that has a skillkit that will exploit it to the fullest, with Bonfire, Sturdy Stance 3 and Wily Fighter 3, alongside D/R Near Save 3 just to make it already a pain to go against, but her Dew Dragonstone takes the cake. Dew Dragonstone gives her -1 maximum special cooldown, negates skills that deals effective damage against Armor units, deals effective damage against Armor units, deals adaptive damage against ranged foes, and if she's within 3 spaces of an ally she inflicts -5 Atk/Spd/Def/Res to the foe during combat, ignore field stat debuffs she has on her during combat and the foe cannot make a follow-up attack. With her skillkit No Selling a lot of things that can benefit her foe, she is going to very difficult to take down, with only effective against Dragons skills only being able to put a major dent in her, but considering her defenses it's going to be a difficult feat even with effective weapons, especially if she's near any allies.
  • Sain. He is a Lightning Bruiser Lance Cavalier with high Atk, good Spd and Def, and low Res, coming with the skills Spd/Def Catch 4, Flow Refresh 3 to bypass follow-up negation effects and heal 10 HP to him if he initiates combat, and Rally Up Atk+. His Jolly Jade Lance gives him +6 Atk/Spd if he initiates combat or if he’s within two spaces of an ally, Canto (Rem. +1), and worst of all, if he uses a Rally skill, he gains a +6 Atk/Spd buff and another action for himself. Wanted to use your red unit to bait out a green enemy unit? Sain will suddenly move to use his Rally skill on that unit and then proceed to move again, destroy your red unit, and then retreat with his Canto. Even worse is if he appears in Allegiance Battles, as his extra action after using his Rally skill can lead to him either killing one of your units or getting killed on the wrong unit of your army (i.e. not a green unit who’s paired up), both of which will cause you to miss out on some points for that game mode. His low Res is his one weak stat, so magic damage can easily take him out, and Anti-Cavalry weapons will also help immensely, but trying to reach him can be tricky with all the skills he has going for him.
  • Gilliam is a lance armor with a Mighty Glacier statline that rivals Gatrie. With the same or similar skills as Ascended Idunn, he has Bonfire, Sturdy Stance 3, Vengeful Fighter 4note , and A/D Near Save 3. As one would expect, his Frelian Lance is what makes him an absolute nightmare to go up against. It gives him -1 special cooldown, grants the Iote's Shield status to his flier allies within 2 spaces, and if his foe initiates combat or is at 75% HP or above, he gains +6 Atk during combat, inflicts -6 Atk on his foe, inflicts a further in-combat penalty to his foe's Atk/Def equal to 20% of his Def, and reduces damage from his foe’s first attack by 40%. Not only is he a disgustingly bulky Near Save tank who can mop the floor with his melee foes by instantly retaliating with Bonfire, his flier allies will become a lot more annoying to take out thanks to the Iote’s Shield status negating flier effective damage. Unlike Ascended Idunn, he’s weak to armor effective weapons, but with all the stat swings, follow-up manipulation, damage reduction, and special charging he has going for him, taking him down is no easy feat.
  • Fallen Anankos is a Blue Breath Armor that is a Lightning Bruiser with a skillkit that makes him hard to both outspeed and take him down while he protect his allies. His Silent Breath gives him -1 maximum special cooldown, deal adaptive damage against ranged foes, and grants him +5 Atk/Spd/Def/Res during combat, effectively reverses any field stat buffs the foe has during combat, deals damage equal to 20% of his Spd during combat, and reduces damage taken from the foe's first attacks during combat by 7, including both attacks from weapons and skills that attack twice in one round, all which activates if the foe either initiates combat or is at 75% HP or above at the start of combat. Alongside Kestrel Stance 4, Savvy Fighter 4 and A/S Near Save 3, he'll make sure that he will outspeed your units, punishes field stat buffs on them, and reduces a fair amount of damage.
  • Mycen is a lance cavalier who puts Duessel to shame with his Mighty Glacier statline combined with Bonfire, Atk/Def Clash 4 and Joint Close Guard. His Worldly Lance gives him -1 special cooldown, and if he’s within 2 spaces of an ally at the start of his turn, he grants Def/Res +6 and the “neutralizes foe’s bonuses during combat” buff to himself and his allies within 2 spaces for 1 turn. If he initiates combat or is within 2 spaces of an ally, he inflicts an in-combat penalty to his foe’s Atk/Def equal to 20% of his Def at start of combat + 6, makes a guaranteed follow-up, and gains the Guard effect. Unlike with Duessel, he’s significantly weaker if he’s away from his allies, but if he’s nearby them, he’ll be a tough cookie to take on.

    Blue Ranged 
  • Ishtar and her variants have one thing in common: be a Glass Cannon that punishes foes with low Spd and Res. While her Dancing variant thankfully cannot randomly spawn in maps thanks to being both a dancer and a seasonal unit, her other variants are still dangerous and are needed to watch out for:
    • Regular Ishtar wields the tome Mjölnir, which accelerates her special trigger while giving her +6 Spd if she initiates combat. Combined with her naturally high offenses, Swift Sparrow 2 and the fact that she comes with Moonbow by default, she'll be able to both double and fire off specials at a ridiculous rate - and they're going to hurt a lot. Things gets worse if she spawns with the unique refine for her Mjölnir, where it gives her an additional +5 Atk/Spd during combat and ignore any skills that deny any of her follow-up attacks. Finally, since she was part of the Book II roster, she will spawn in Hall of Forms. However, while her bulk isn't as bad as some other mages, she's still a Glass Cannon at her core and will fall quickly under enemy attacks.
    • Ascended Ishtar has by default Luna, Life and Death 4, Lull Spd/Res 3 and Time's Pulse 3, but what makes it all work together is her Thunder's Mjölnir. It gives -1 maximum special cooldown, and she gains +6 Atk/Spd, ignore skills that inflict -1 special buildup on her and grants +1 special buildup on the foe, and if she initiates combat and has 10 or more Spd than her foe she can attack twice, all which activates if she is at 25% HP or above at the start of combat. Not only will she have her Luna be at 1 cooldown at the start of her turn, but if she's fast enough she will trigger it on her second attack before the foe can counterattack at all, so letting her initiate at all is asking for trouble. However, like her regular version she is still a Glass Cannon thanks to her Life and Death 4.
  • Regular Ylgr is a Glass Cannon infantry dagger who normally isn't a noteworthy threat, but she becomes one if she has her Sylgr refined. The base effect of her refine gives her +3 Spd, and if her Spd is greater than her foe's Spd or if her foe's HP is 75% or above, she gains +5 Atk/Spd during combat and deals damage equal to 15% of her Spd. The unique effect kicks things up a notch, as she'll inflict an in-combat penalty to Atk/Spd/Def/Res on foes within 3 spaces of her, with the penalty being the greater of her bonus to those stats or her foe's penalty to those stats, and if her HP is 25% or above, she gains +4 Atk/Spd during combat. These effects ensure that she'll not only hit hard and fast, but she’ll also make fighting her allies tougher thanks to her in-combat debuffs. To top it off, she's a Book II unit, which means she can appear in Hall of Forms and prove to be very dangerous against teams unprepared for her.
  • If you're fielding any Tome units, then Regular Guinivere would most likely spell the end of them if you're not careful. Her Aureola gives her +3 Res, gives her +5 Atk/Spd/Res during combat and ignore any skills that targets her lower defensive stat if she either initiates combat or is within 2 spaces of an ally, and recovers 7 HP to herself and all allies within 2 spaces of her after combat, even if she didn't attack, but most importantly Aureola allows her to deal effective damage against Tome units. Already bad by itself, but since she comes with Atk/Res Push 4, Lull Atk/Res 3, and Joint Drive Res, only very strong magical units will even reach her sky high Res, while she also will take them down with ease with her great Atk and Spd. However, she is also a Squishy Wizard, so she can fall easily against physical attack, but be careful when she initiates combat.
  • Regular Sacred Stones Selena is somebody who you don't want to initiate on your units, as her Glass Cannon statline is further bolstered with Life and Death 4, which alongside her Tome of Storms, which gives her +3 Spd, and if her foe is at 75% HP or above at the start of combat she gains +5 Atk/Spd during combat as well as negate any skills that deny any of her follow-up attacks as well as skills that guarantee the foe's follow-up attacks. She is also an annoying support unit, as she has Rally Atk/Res+ and Atk/Res Ruse to boost her ally and debuff her foes within cardinal directions of her and her ally she is Rallying, but this can get bad if her ally has a Rally skill to activate her Atk/Res Ruse 3. However, her Glass Cannon statline means that her defenses are poor and therefore she will fall against anyone with a good Atk, but players need to be careful baiting her out first.
  • Hapi is a Squishy Wizard that you do not want to attack your units at all, similar to the above Lysithea. She brings Glimmer, Atk/Res Catch 4 and A/R Far Trace 3 to boost her Res and bolster her Atk further. The worst of all, however, is her Demonic Tome, which deals effective damage against Dragons and Beasts, gives her -1 maximum special cooldown, +6 Atk/Res during combat if she is at 25% HP or above at the start of combat, and finally gives -1 special cooldown at the start of her turn if she is at maximum special cooldown. Because of this, not only her Glimmer is at 1 special cooldown, it also means that she always has it ready, resulting her in firing off Glimmers at every opportunity she can get, and thanks to her sky high Atk, it's going to hurt a lot, and with her sky high Res, magic attacks will barely dent her. With that said, she also has low Spd and Def, so she can easily be taken down, but good luck baiting her out in the first place.
  • Monica is a Glass Cannon that you do not want initiating on your units at all. She brings Glimmer, Atk/Spd Ideal 4 and Spd/Res Tempo 3, all which goes great together with her Wind Genesis. Wind Genesis gives her -1 maximum special cooldown, gives her +6 Atk/Spd and [Desperation] if she is at 25% HP or above at the start of her turn, and if she is at that same threshold at the start of combat she gets +6 Atk/Spd during combat and inflicts on the foe's Spd/Res equal to 11 - 2 x the value of her foe's maximum special cooldown, to a minimum of -3 Spd/Res, and goes to that value if the foe does not have a special equipped. Because of that last effect, she basically punishes any unit that has a low special cooldown, and with [Desperation] and Spd/Res Tempo she is almost guaranteed to trigger Glimmer with her follow-up attack if she initiates combat, with some cases even take down Ascended Fjorm with ease. However, since she is a Glass Cannon, she can be taken down easily by physical attacks, especially from Green units, but should be careful when baiting her out.
  • Febail is a Glass Cannon blue infantry bow with Luna, Spd/Res Hexblade, and Phys Null Follow. His Heired Yewfelle gives him -1 special cooldown, and if he initiates combat or is within 2 spaces of an ally, he gains +5 to all stats, an additional bonus to his Atk/Spd based on 25% of his foe’s Atk at start of combat - 8 (min 0; max 10), Null Guard, reduces damage from his foe’s first attack by 30% during combat, and restores 7 HP after combat. This makes him very dangerous if he gets the jump on your units, especially with Phys Null Follow cutting through your Damage Reduction skills, and if he manages to activate his Hexblade skill, he’ll be targeting the Res stat if it’s lower. It’s best to attack first with a 1 range unit of your own to avoid dealing with the effects from his Heired Yewfelle.

    Green Melee 
  • Regular Surtr is a menace from his sheer presence alone. He keeps Sinmara and comes with Steady Stance 4, Wary Fighter 3 and Surtr's Menace, which if there is a foe within 2 spaces of him he gains +4 Atk/Spd/Def/Res and inflicts -4 Atk/Spd/Def/Res to all foes within 2 spaces of him at the start of his turn, all which makes fighting him during either player phase or enemy phase tricky. Only the sturdiest units can stand a chance of surviving a debuff and attack from him, and otherwise there are few who can reliably one-round KO him. While Surtr is manageable if you're manually controlling everyone, if you're auto-battling he can spell a hasty end for your team. He was so disruptive that a later update specifically prevents him from appearing in certain modes, so you didn't have to build a team just to deal with him.
  • Regular Yarne. His default kit makes him one of the few randomly generated named characters to possess Galeforce, making him rather dangerous. If you don't have any means of killing him quickly (his Res is thankfully pathetically low, meaning Tomes and Dragons can safely take care of him), he'll end up tearing your team apart by possibly activating Galeforce (unlike other characters who possess it, he can activate it fast, considering when he's at least at 75% HP, his special count drops by two after combat. He's also a Beast Cavalry, meaning you're already dealing with a long-range threat as well. Depending on the circumstances, he'll attack again and have the potential to kill two members from your team if you're not properly prepared. If refinable weapons are available, then things get worse as the refined version of Bunny Fang gives him +5 Atk/Spd during combat if he either is not adjacent to an ally or is at 90% HP or below at the start of combat, and the -2 special cooldown after combat to that threshold as well to make him trigger Galeforce easier, and the unique refine gives him an additional +5 Atk/Spd during combat, deals true damage equal to 10% of his Spd per attack during combat, and if he is transformed he gets a guaranteed follow-up attack, all which activates if the foe is at 50% HP or above at the start of combat, making not only faster and stronger, but is able to bypass even faster foes if they do not run any Null Follow-Up effects.
  • Regular Edelgard, effectively an Axe Armor disguised as an infantry unit. Her Victorious Axe is like Ephraim's Flame Siegmund - in addition to accelerating her Special trigger, she'll make a guaranteed follow-up if she is surrounded by more enemies than allies. This makes her offensive speed weakness moot, letting her tear chunks out of just about any enemy while firing off specials. The rest of her kit synergizes extremely well with her weapon: Atk/Def Solo 3 further powers up her offensive and defensive abilities when alone, while Rouse Atk/Def 3 further boosts her if she starts combat without an adjacent teammate. She becomes a lot more threatening if she has her Victorious Axe refined, as on top of gaining +4 to all stats and a guaranteed follow-up if she meets her base conditional effect or if she exists, note  if she initiates combat or is not adjacent to an ally, she gains an additional +4 to her stats and deals true damage equal to 10% of her Atk, making her hit even harder than before. The real kicker is her last effect: if she initiates combat and is not adjacent to an ally after combat, she gets another action for herself. This gives her newfound killing potential, as she can either attack your unit again and finish them off, go after one of your frail units, or kill two of your units in one turn. While her skillset deprives her of valuable team support, she is more than capable of handling foes on her own - if all her abilities trigger at once, there are almost no physical units capable of fighting her and surviving. Her only real weakness is her low Res and average HP and Spd.
  • Hilda has her two Axe Infantry variants have a few things in common: be a fast hard hitter, support allies near her that have more Def than her, and be a walking nuke if she isn't near those allies.
    • Regular Hilda has her skill kit make great use of her Glass Cannon stats. Her Freikugel gives her +3 Spd and all allies within 2 spaces of her +4 Atk/Spd if they have more Def than her, while she herself gets +6 Atk/Spd if she has no allies within 2 spaces of her with more Def than her. Now take into account the fact that she has Atk/Spd Solo 3, which gives her +6 Atk/Spd during combat if she is not adjacent to an ally, which means on a team with lower Def than her, she gains +12 Atk/Spd during combat if she is alone. She also has Null Follow-Up to make sure that she laughs in the face of Axebreaker, the Fighter skills and the like. If refinable weapons are available to enemy units, then she gets worse as the refined version of Freikugel gives +4 Atk/Spd/Def/Res and prevents the foe from performing a follow-up attack to allies within 2 spaces of her if either that ally has more Def than her or she did not enter combat during that phase and she gives herself +6 Atk/Spd and deals damage equal to 10% of her Spd if she either is not within 2 spaces of an ally with higher Def than her or is not adjacent to an ally, and the unique refine gives her +5 Atk/Spd during combat and reduces damage taken from the foe's first attack by 40% if she is at 25% HP or above at the start of combat, making her a support unit to look out for as well.
    • Ascended Hilda has a Lightning Bruiser statline that makes her difficult to take down, thanks to her skillkit. While she drops Null Follow-Up 3 and Def Opening 3 from her regular variant, she makes up for it with Velocity 3 and Joint Drive Spd to give her Damage Reduction and near-guaranteed Luna activation, as well as upgrading to Atk/Spd Solo 4, but her Fuming Freikugel brings it all together. Fuming Freikugel gives her -1 maximum special cooldown, gives all allies within 2 spaces of her if either she did not enter combat during that phase or have more Def than her +3 Atk/Spd/Def/Res and reduces damage taken from the foe's first attack by 20%, and if she either is not within 2 spaces of an ally with more Def than her or is not adjacent to an ally she gets +5 Atk/Spd/Def/Res during combat, reduces damage taken from the foe's first attack by 40% and boost her damage equal a percentage of her Spd when she triggers her special, with it dealing 10% for each point of her maximum special cooldown, +20%, so with her Luna she will deal 40% of her Spd as true damage when she triggers it. While this make her a weaker supporter than her regular variant, she makes up for it with great nuking potential whenever she triggers special.
  • Gerik is normally an annoyance with his Firesweep Axe+, Darting Blow 4, Sudden Panic 3, and Infantry Pulse 3, but if he has his Desert-Tiger Axe in certain game modes, he becomes truly formidable. It gives him +4 to all stats if his HP is at or above 25% and several bonuses to himself and his allies who have less HP than him at the start of his turn, which are: -1 special cooldown count (only at the start of turn 1), a +6 Atk/Spd buff, the "neutralizes penalties during combat" buff, and Null Panic. When refined, if he's within 3 spaces of an ally, he gains an in-combat bonus to all of his stats depending on the highest buff on each stat between himself and an ally within 3 spaces, reduces damage from his foe's first attack by 30%, and Null Guard. His high HP will ensure that your units will be inflicted with Panic if they're adjacent to each other while giving most of his allies all of the aforementioned buffs from his personal weapon, making them even more threatening than they normally would be, while he himself is no slouch in combat with all those buffs and other effects he has going for him.
  • Mamori. With an already strong defensive statline, her Mirage Axe is what makes her especially tanky in that not only does she get +6 Def/Res during combat, she also prevents enemy follow-ups attacks, both of which if she has so much as one ally within 2 spaces of her, which is even harder to prevent since being an armoured unit means she's not moving too far from her allies. Top it off with Shield Session 3, which gives her up to +9 Def/Res during combat depending on how many units have acted and you have a unit who's incredibly hard to get rid of.
  • Regular Annette. Not only does have Rally Atk/Spd+ alongside Def/Res Ruse 3 to strengthen her ally and debuff your units while also likely keeping herself a way from the range of fire of your units, her weapon gives the unit she buffs +1 movement, which the only units that thankfully do not get that movement buff is ranged cavaliers. On top of that, her weapon also lets her target the lower of a unit's Def/Res as well and with her great Atk, she'll definitely put a dent in even the bulkiest of units.
  • Jill is a Lightning Bruiser you don't want to initiate on your units, as her Talregan Axe gives her +6 Atk/Spd during combat if she either initiates combat or is within 2 spaces of an ally, allows her to have any of her follow-up attacks go before the foe can counterattack, and since it gives -1 special cooldown, she's going to activate her Moonbow in order to make sure that one of your units will have a high chance of dying to her. Worse still is that she has the skill kit to exploit this, as she has Atk/Spd Push 4, Chill Atk/Spd 2, and Spd/Def Rein 3 in order to maximize her chances to defeating one of your units unharmed. With that said, her low Res is her biggest weakness, so any magic uses can take her down easily, but they should be careful that she's not in their range.
  • Dedue. His skill kit is focused on one thing: defend his allies from melee attacks. Dedue come with A/D Near Save 3, meaning that if a melee unit initiates on an ally within 2 spaces of him and that ally is not on an intraverable tile like mountains or water, and is also not within 2 spaces of another unit with a Near Save skill, he takes the place of that ally during combat, and he gains +4 Atk/Def during combat. Combined with his Steadfast Axe+ and Sturdy Stance 3 alongside his great Mighty Glacier statline, he is practically immune to physical hits. Because of this, players need to be careful with initiating with melee units, since they need to check if Dedue is within 2 spaces of them during combat and create a Morton's Fork scenario. However, his poor Spd and average Res means that he will fall to magical attacks with ease, but good luck if you only have physical units on your team.
  • Fallen Female Morgan, like Jill, is someone you should be careful with if she initiates combat, as her Axe of Despair will give her -1 maximum special cooldown and these effects if she is at 25% HP or above at the start of combat: inflict -6 Atk/Def on the foe during combat, and if the sum of the total field stat buffs she has and the total field stat debuff her target has is 5+ she will deny any of his foe's follow-up attacks, 10+ will guarantee her follow-up attack, and +15 she will inflict -1 special buildup on his foe during combat. That is bad enough, but she also packs Glimmer, Atk/Def Solo 4, Dive-Bomb 3, and Atk/Def Menace, meaning that last skill alone gives her a 24 stat swing, which is more than enough to active all the effects of her Axe of Despair. Coupled with her Mighty Glacier statline and you got a threat that is difficult to bait out, approach, and possibly even take down.
  • Regular Charlotte, after spending 4 years as a bride, brings pain if she initiates combat. She bring a Glass Cannon statline and has the skills to exploit this, with her having Glimmer, Swift Sparrow 3, Frenzy 3, and Time's Pulse 3. The worst of all is her Fair-Fury Axe, which give her -1 maximum special cooldown, and allows her to gain +6 Atk/Spd during combat and gain true damage equal to 15% of her Atk during combat if she either initiates combat or is within 2 spaces of an ally. With Time's Pulse getting her Glimmer ready at all times and her sky high Atk and Spd, any attacks from her would most likely result in a dead unit. Her only weakness is her low defenses, so strong attacks against her can take her down just fine, but with Frenzy's Damage Reduction and her high HP you're most likely need more than one unit to take her down.
  • Ascended Fjorm is a Lightning Bruiser Armored Axe unit that basically acts as a better version of her Regular variant pre-refine. Her Nifl's Axe gives her -1 maximum special cooldown, has Distant Counter, and if she is within 2 spaces of an ally, she restores 7 HP after combat and ignore skills that deny her counterattacks if the foe wields a ranged weapon. She also has her regular variant's Ice Mirror (but thankfully not Ice Mirror II), Steady Posture 3 and Hardy Fighter 3. Finally, she has A/R Far Save 3 to exploit all of that to the fullest, meaning that she's a bane to all ranged units, especially Staff units who usually depend on preventing foe's counterattacks to mitigate their low Def. However, her player phase is lacking and can be taken down by strong melee units, but if a player deploys only ranged units, she easily becomes one of the worst units to go against if she's near any allies.
  • Fallen Gustav. An Axe Cavalier with a Mighty Glacier statline, he has the skills Bonfire, Atk/Def Catch 4, A/D Near Trace 3, and Atk Smoke 4 to back it up. His personal weapon, Headsman Glitnir, gives him -1 maximum special cooldown and if his HP is 25% or higher, he inflicts -5 Atk/Spd/Def to his foe, grants himself +1 special cooldown and inflicts -1 special cooldown on his foe per attack, and if the foe can counterattack or if the foe initiates combat, he gets a guaranteed follow-up attack. This makes him a formidable opponent in his player phase, as he can retreat with his Near Trace skill and prevent his foes from doubling him with Atk Smoke 4 if he survives his combat. His enemy phase is also dangerous, as he can instantly strike back with Bonfire thanks to the Special Fighter effect in his Headsman Glitnir and trigger Atk Smoke 4 if he isn't taken out. Fast units with Null-Follow Up and Anti-Cavalry weapons are the most effective ways of dealing with him, but his One-Man Army status enabled by his skill set means that caution must be exercised when baiting him out.
  • Regular Ymir is a green Dragon Cavalier with Mighty Glacier stats and the skills Rally Up Atk+, Atk/Res Unity, and A/R Near Trace. Her personal weapon Everliving Breath and her unique C skill Everliving Domain can throw a wrench in the player's plans if they aren't prepared. Everliving Breath gives her +3 Atk, grants her +5 Atk/Spd/Def/Res during combat and a guaranteed follow-up attack if her HP is 25% or above, and if she uses a rally or movement assist skill or a rally or movement assist skill is used on her, she restores 10 HP to her allies within 2 spaces of her and the ally who she used her skill on or used the skill on her and neutralizes any penalties on them. If she's within 2 spaces of an ally, her C skill Everliving Domain grants herself and her allies within 2 spaces of her +4 Def/Res during combat and a Miracle effect with a 75% HP threshold. The good news is that this Joint Drive Miracle effect only activates while the foe is at or above 75% HP, so a second attack during combat from a follow-up attack or a brave effect will finish them off. Ymir herself can also be dealt with by a powerful unit with good Spd or by using dragon or cavalry effective damage. However, the types of support Ymir can provide to her allies should not be overlooked when she's around.
  • Rosado is an axe flier with astonishingly supreme bulk with Bonfire, Earthwind Boost 3, and Wyvern Rift. Much of his bulk comes from the latter skill and his Axe of Adoration, which gives him -1 special cooldown, and if he exists, it inflicts -X to his foe's Atk/Spd/Def, with X equal to 16 - his foe's maximum special cooldown (minimum 8), reduces damage from his foe's first attacks by 40%, grants special cooldown charge +1 to himself per attack, reduces his foe's percentage-based Damage Reduction skills by 70% if their Def is greater than their Res or 30% otherwise, and restores 7 HP to himself after combat. That's not all, though, as his Wyvern Rift skill inflicts -4 Atk/Def on his foe during combat, and if his Spd + Def is equal to or greater than his foe's Spd + Def - 10, he reduces damage from his foe's first attacks by a number equal to his defense at the start of combat - 35, to a maximum of 7 and a minimum of 0, gains the Omnibreaker effect, and he also increases the Spd difference needed for his foe to double by 20. It's going to be a tall order for most units to double him thanks to Wyvern Rift, and combined with how much Damage Reduction he gets along with his Lightning Bruiser stats, even bow and magic units can struggle to feasibly take him out, while melee units are in serious danger of getting wiped out by his Bonfire and his ability to shred their percentage-based Damage Reduction skills.

    Green Ranged 
  • Scattered Fangs Nino is an exceptional Glass Cannon, boasting good Atk while having high Spd thanks to her weapon and skills. This is not enough, as her personal weapon Giga Excalibur gives her even more Spd while the unrefined version increasing her damage depending on how much faster she is than her enemy, up to a maximum of 7 damage, but that can be managed if she's attacking a fast unit. If refines are available for the enemy Nino, then the refined Giga Excalibur is even worse, as it allows her to gain true damage equal to 20% of her Spd, with no cap on that true damage, and the unique refine allows her to gain +4 Atk/Spd during combat if she's within 2 spaces of an ally, while also giving all allies within 2 spaces the same bonuses. Combined with her innate mobility as a flier, Nino can easily traverse the map and fire off devastatingly powerful attacks that will double quite often. She is at her worst in Hall of Forms, since she is a Book II unit and isn't excluded from showing up there. However, like her usual self, she's terrible at taking hits, especially now that her flier status gives her a crippling weakness to bow users.
  • Regular Lewyn has average Atk and high Spd, but his power lies within his personal weapon, the tome Forseti. Not only does it give him +3 Spd and if he's at 50% HP or above his follow-up attacks go before his foe can counterattack, and considering how fast he is he's going to be doubling a lot. If refinable weapons are generated on enemy heroes, then his refined Forseti becomes worse to face against, with it now lowering the HP threshold to 25% or above, as well as giving him +4 Atk/Spd during combat if he initiates combat as well, and the unique refine further giving him +4 Atk/Spd, as well as ignoring any field stat debuffs on his Atk and Spd, as well as any field stat buffs on his opponent's Atk and Spd if the foe is at 75% HP or over at the start of combat. Combined with his default Swift Sparrow 2, he gains +12 Atk/Spd if he initiates combat and everything is in his favor. And if that's not enough, he comes with Odd Atk Wave and Special Spiral, allowing him to fire Glimmer off like a machine gun. Finally, he was released during Book II, so he was excluded from the purge of Book III units and beyond in Hall of Forms. However, like other mages, he still suffers from low defenses - while difficult, anything that can weather his attacks will usually defeat him in short order.
  • Regular Shamir, normally a Glass Cannon, is someone you shouldn't leave alone. A Green Infantry Bow, her Survivalist Bow gives her -1 special cooldown, and she gains +6 Atk/Spd during combat and if the foe is at 80% HP or above at the start of combat she prevents enemy counterattacks, if she is not adjacent to an ally. She also has Moonbow, Atk/Spd Solo 4, Null Follow-Up 3, and Rouse Atk/Spd 3, making her more stronger if she's not next to an ally and is guaranteed to deal serious damage if you let her initiate combat. However, because she has high offenses but low defenses, she can easily be taken down by any strong attacks, especially if they're red, but you still need to be careful trying to get her into range of those units.
  • If refined weapons are available for randomly generated heroes, then Rhajat is one to be feared against. Her Obsessive Curse normally allows her to deal effective damage against cavalry foes and inflicts -5 Spd/Res to all foes within 2 spaces of her during combat, but the unique refine for her makes her one of the worst heroes to face against if you let her attack, as the unique refine allows her to inflict 7 damage and a status effect that prevents the unit from counterattacking to the target and all their allies within 2 spaces of the target after combat if she attacked. Because of that, players have to prioritize taking her out as soon as possible, but with her default Rally Atk/Def, she would most likely create a Morton's Fork scenario if she's near another powerful unit.
  • Regular Pent. While he is a Squishy Wizard, he has G Duel Infantry 4 to further bolster his stats and Lull Atk/Res 3 to give him more defenses and hit harder, but the worst thing about him is his Tome of Reglay, where it gives him +3 Atk, gives him +6 Atk/Spd during combat if his foe is at 75% HP or above at the start of combat, but most importantly gives himself and all his Tome allies within 2 spaces of him -1 special cooldown at the start of his turn if they're at maximum cooldown. Combined with his Time's Pulse 3, he's got his Glimmer already charged up at the start of his turns to allow him to potentially oneshot anyone not prepared for him, and he'll helping his Tome-wielding allies get their specials active faster, with some of them even getting it ready at the start of their turns, such as Regular Ishtar and Asbel mentioned above, making him a walking Time's Pulse to those allies as well.
  • Letizia. As a Green Tome Cavalier with a Mighty Glacier statline, her base skills consist of Atk/Res Catch 4, A/R Far Trace 3, and Rouse Atk/Res 4, all of which boost her offenses and make her very bulky on the magical side, and her special Draconic Aura will hit even harder if she manages to charge it up. Of course, her Körmt is what makes her such an enormous threat. It gives +3 to her Atk, and if she’s above 25% HP (which she will be), she gains +6 Atk to herself, inflicts -6 Atk to her foe, and gets a guaranteed follow up during combat, and inflicts -3 Atk/Spd/Def/Res on foe for each one of the following conditions is met: if an ally is within 3 spaces of her, if there is another foe within 2 spaces of her target, if she has a [Bonus], and if there is a [Penalty] on the foe, up to -9 Atk/Spd/Def/Res, resulting in a stat swing of -15 Atk and -9 Spd/Def/Res from her Körmt alone. Combined with her base skills, she can gain up to +21 Atk and +15 Res while debuffing her foe with -18 Atk, -9 Spd/Def and -12 Res. Being a Green Tome Cavalier with an incredibly absurd stat swing combined with a guaranteed follow up lets her easily outrange and KO your units while also being able to retreat thanks to her Trace skill, making her one of the worst units from the regular enemy pool to go up against, especially in modes like Tempest Trials and Allegiance Battles. Her Spd is very low, making it easy to double her, and she is weak to Anti-Cavalry weapons, but with the obscene amount of bulk her Körmt gives her along with her Mighty Glacier statline (something that is rare among mage cavaliers), she'll be a tough one to take out, let alone bait out.
  • Ascended Eir is a green dagger cavalier, the first of her class type. She has a Glass Cannon statline along with Draconic Aura, Atk/Spd Catch 4, Mystic Boost 4note , and Sparkling Boost. The main reason why she's an immense threat comes with her Ymir, Everliving, which gives her -1 special cooldown, and if she initiates combat or if her foe's range is 2, she gains +5 Atk/Spd/Def/Res during combat, a further bonus to her Atk equal to 40% of the current HP of her ally with the second-lowest current HP (capping at +20 Atk), neutralizes effects that prevent her follow-up attacks, and if her HP is equal to or greater than 25%, she'll survive her foe's attack with 1 HP. This means that not only will she deal massive damage to anyone who tries to tank her, but she'll survive the counterattack, and she'll still trigger Miracle if her max HP is 44 or lower thanks to Mystic Boost 4. If your melee units (barring dragons) can close the gap between her, she'll go down easily, and if she only has one or zero allies remaining, she won't gain any extra Atk from her weapon. Nevertheless, baiting her out can be tricky thanks to her high threat range as a 2-range cavalier and her Miracle effect.
  • Citrinne is a Squishy Wizard with the skills Iceberg, Special Spiral 4, and Atk Res Oath 4. Her Tome of Luxuries makes her a force to be reckoned with, as it gives her -1 special cooldown, grants her special cooldown count -2 on turn 1, and if her HP is 25% or above, she gains +5 to all stats, deals damage equal to 15% of her Res, gains the "if unit initiates combat, unit makes a guaranteed follow-up" status, and after all of her team's start of turn skills have triggered, she grants all of her positive status effects except for Pathfinder and extra movement to her allies within 2 spaces. This makes her fellow Demonic Spiders much more dangerous, as they are at least guaranteed to receive a +6 buff to their Atk and Res, the Orders status, and the "guaranteed follow-up when initiating" status from her, and she will nuke immensely hard thanks to having her Iceberg precharged by her weapon and Special Spiral 4 negating percentage based Damage Reduction when her special triggers. Her low physical bulk is her main weakness, but her Orders buff can make it tough to safely approach her if she’s nearby other units.
  • Ascended Ced is an infantry mage with Glass Cannon stats who will more likely than not delete anyone who he initiates on with his special thanks to his Heired Forseti. It gives him -1 special cooldown, and if his HP is 25% or above, he gains a +6 Atk/Spd buff and special cooldown count -1 at the start of his turn, +6 Atk/Spd during combat, reduces the damage from his foe's first attack by 30%, and deals true damage equal to a certain percentage of his Spd when his special triggers. This percentage is equal to his max special cooldown count multiplied by 10, then added by 20, so he'll be dealing damage equal to 50% of his Spd when he triggers his Blazing Wind special in addition to the damage normally calculated from his special. He also has Atk/Spd Ideal 4, Special Spiral 4, and Infantry Pulse 4, with the latter two skills ensuring that he'll have no trouble charging up his special and recharging it after combat. Not to mention that his 30% Damage Reduction can make him deceptively hard to kill, too. Attacking him during your player phase is the best way to defeat him, but otherwise, don't even think about letting him attack first unless your unit has Vantage, a lot of area of effect special Damage Reduction, or a far save tank who's out of range from Blazing Wind.

    Colorless Melee 
  • Regular Velouria is a Lightning Bruiser that players should be careful about, as her Wolfpup Fang gives her +3 Spd and allows her to gain -2 special cooldown at the start of her first turn. Alongside her Luna being reduced to 1 cooldown and +10 damage when her special activates when she transforms (+7 damage with her refined version), if player are going to initiate on her they're going to be met with a very damaging attack if they don't take her down first, especially if they're not fielding any ranged units, who also has to go up against her Close Def 3. If refinable weapons are available to enemy heroes, then she gets +5 Atk/Spd during combat if she either initiates combat or is within 2 spaces of an ally, and the unique refine gives her an additional +5 Atk/Spd during combat if either she is transformed or the foe is at 75% HP or above at the start of combat, giving her more firepower to beat your units around. However, she can fall easily against magic attacks with her low Res, but Dragon units still have to worry about her.
  • Fallen Young Tiki. Essentially a rotational version of Legendary Tiki pre-refine, she packs the same incredible stats, Distant Counter in her weapon and effectiveness against Dragons... and doesn't have the color disadvantage that her Legendary counterpart does, with her having Ignis, Brazen Atk/Spd 3 and Special Fighter 3, with her Razing Breath dealing effective damage against Dragons, the Distant Counter effect and targets the lower defensive stat of ranged foes. Good luck if you don't have an Anti-Dragon or Anti-Armor weapon in your capacity, because someone in your team will die trying to kill her otherwise. In addition to also being able to abuse Special Fighter 3 to nuke with Ignis, she's also a Lightning Bruiser if she happens to be solo as well, since Solitary Dream not only gives +4 Atk/Spd/Def/Res, but gives her +1 movement, shutting down her previous weakness of low movement. Oh and even though she's not too rough during Forging Bonds (where her max level is 40), it's Tempest Trials and Hall of Forms where she becomes an absolute hell to deal with, especially if she's at the last map of the highest difficulty (or higher chambers in terms of Hall of Forms before they got rid of heroes released in Book III onwards entirely from there). If refinable weapons are available, then things gets worse as the unique refine gives her +4 Atk/Spd/Def/Res during combat, gain Atk/Spd/Def/Res during combat equal to the highest field stat buffs on each stat active on her, and if she has a [Bonus] active she gets a guaranteed follow-up if she initiated combat and prevents the foe from performing a follow-up attack if the foe initiates combat, all which activates if she is at 25% HP or above at the start of combat.
  • Fallen Female Corrin. This Infantry Dragon packs BST comparable to Gen 2-3 Armored units, having incredible stats across the board. However, this isn't what makes her so strong - it's her weapon, which gives her up to +6 in every stat if she has no teammates nearby. As an enemy, Corrin is very liable to be the last one standing, meaning it's a lot easier for her weapon to fully activate than if a player is using her. Couple that with her native skills, like Atk/Spd Solo 3 to further boost her offensive power and Sudden Panic 3 to debuff just about anyone on your team, and you have a unit that's disproportionately difficult to take down, and can easily kill off any of your units in retaliation. Back before the Hall of Forms had enemies from Book III onwards, many people generally avoided any Hall of Forms map if it includes her, as unlike the other randomly generated maps, this counts as a waste of a Forma Torch.
  • While Fallen Rhea was tagged to not spawn as a random enemy unit, Regular Rhea has no such tag. She is an Infantry Colorless Dragon with a Mighty Glacier statline and the skills Glimmer and Atk Res Scowl 4note . Just like her fallen variant, she has True Dragon Wall, which reduces damage by 6% for each point of Res she has over her foe during her first combat in either phase (up to 60%) and 4% for her second combat or later (up to 40%), and if she has a dragon or beast ally on her team, she restores 7 HP at the start of her turn and after combat. All of these skills already make her an immense threat, but her Revealing Breath is what truly puts her in her own league. It gives her -1 special cooldown and if her foe initiates combat or is at or above 75% HP, she gains +5 to all stats, a guaranteed follow-up, inflicts special cooldown count -1 on her foe during combat, and reduces damage from her foe’s follow-up attack by 30% of her Res. When combined with her Atk Res Scowl 4 and True Dragon Wall, most units will only deal damage in the single digits on their follow-up attacks or no damage at all. Units who rely on their specials to negate her damage reduction will find themselves only being able to proc their special on their follow-up attack thanks to her Atk Res Scowl 4, which will still be reduced by 30% of her Res, and that's if they have a way to work around her Guard effect, too. Although she is weak to dragon effective damage and effects that reduce or negate her damage reduction, her skills can push her bulk to such obscene levels that she can outlast and wipe out teams that can’t break through her defenses, especially if she spawns alongside a dragon or beast enemy.

    Colorless Ranged 
  • Wings of Fate Hinoka isn't too tough compared to other units, but for very specific teams, she's hell to deal with. Since she's a Bow unit, she already has a weapon super effective against fliers, and her Warrior Princess makes it effective against Armor units as well - along with giving her some extra Atk. Her high Res also makes her able to shrug off magic attacks. Her mobility's also great when it comes to fliers, as she has Flier Formation and Flier Guidance - meaning she can move a lot farther if she happens to be paired with other flying units. Also, January 2021 gave her weapon a refine (which is guaranteed to appear during higher levels of Forging Bonds and Hall of Forms), which allows her to lower the Atk, Def and Spd of any foes 3 spaces from her along with the preexisting Atk/Spd buff if she's close to an ally, guaranteeing her to hit fast and hit hard. Besides of the risk of running a flying or armor team, she's a hard counter to a couple of Hall of Forms teams (which tends to give you at least a Tome, Flying and/or Armor unit), especially the Sacred Stones themed one in late-June 2020 and Fates theme one in mid-December 2021 when you're given two Flying units and two Armor units in each of those Hall of Forms. She was also released during Book II, so she's not affected by the purge that got rid of heroes from Book III onwards.
  • Eleonora has a Glass Cannon statline, but what makes her annoying is her weapon and A skill. She has Atk/Spd Push 4 and her Mirage Bow gives her +3 Spd and if she is faster than her foe, prevents them from counterattacking. Thanks to her high Spd she will negate counterattacks from the majority of the roster, while her fragility does not matter if she's faster than her foe, and this is before any buffs are applied to her Spd. She also has Rally Atk/Spd+ and Spd/Def Ruse 3 to make sure that anyone within her and her ally's line of sight will be debuffed and won't build up their special while also giving her ally +6 Atk/Spd just to rub it in. With that said, her defenses are low, and coupled with her average HP, she will go down if any nuker attacks her.
  • Regular Leila is a Glass Cannon, as she has Life and Death 4, but her Constant Dagger gives her +5 Atk/Spd during combat if she initiates, so she would most likely be able to one round anyone within her range, and thanks to her Rally Atk/Spd+ and Atk/Def Ruse, she will be debuffing your Atk/Def of your units and make sure that they will not build up their special while also giving +6 Atk/Spd to one of her allies. Since she is still a Glass Cannon, however, she can fold under any strong attacker. Just be thankful that the second effect of her Constant Dagger does not activate if she's on the enemy side, unlike Eleonora before her.
  • Regular Shinon with his skillkit is a nightmare to deal with. His Double Bow gives him -1 maximum special cooldown, and if he's not adjacent to an ally he gains +5 Atk/Spd/Def/Res during combat as well allowing him to counterattack regardless of range, which, alongside Time's Pulse, charges him sooner for his special skill Deadeye. He also brings Atk/Def Solo 4 and Lull Atk/Spd 3, which guarantees him to strike faster and harder than you if he's not adjacent with anyone. His only real weakness is that if he happens to be next to an ally, almost all of his advantages are shelved, but good luck if he happens to be the last foe on the map, or is otherwise spawned away from your other foes.
  • Regular Sara is a Staff unit who you should look out for. Being a Squishy Wizard, she has the Kia Staff, which allows her to deal regular damage with her Staff attacks, which alongside her Atk/Spd Push 4, Dazzling Staff 3 and great Atk and Spd, she will be a pain to deal with if she initiates combat, and with her high Res and Joint Drive Res, she can shrug off most magic attacks. She is also annoying as a support unit, as not only she has Return+, which acts like Reposition and heals her target ally, but the other effect of Kia Staff allows her to gives +6 Atk/Spd and removes all debuffs to her ally within 4 spaces of her with the lowest HP at the start of her turn, and prioritizes units that have any debuffs on them first before units that do not, meaning that you have to be careful with the unit she is restoring to full condition, as they have the potential to be devastating against your units. However, with her low HP and poor Def, she will fall against strong physical attacks.
  • Regular Yuri is a Glass Cannon with Glimmer, C Duel Infantry 4 and Time's Pulse 3. He is also tricky to take down, as he has Foul Play, which allows him to swap places with an ally 3 spaces of him, and his Honorable Blade will exploit that. Honorable Blade give him -1 maximum special cooldown, the standard [Dagger 7] effect, [Canto (2)], +1 movement at the start of his turn, and +6 Atk/Spd during combat if his foe is at 50% HP or above at the start of combat. With Time's Pulse charging his Glimmer every turn, he'll deal a lot of damage to his foe and use Hit-and-Run Tactics thanks to his Honorable Blade's Canto, and he'll get any of his allies out of trouble with his Foul Play and still leave enough room to escape, giving them an unorthodox Hit-and-Run Tactics as well. With that said, when players can take him down easily when they finally can attack him thanks to his low defenses, but good luck trying to catch him first.
  • Ascended Laegjarn is a Lightning Bruiser Colorless Bow Cavalier that you should be careful with, especially if she has buffs. She has Moonbow, Swift Sparrow 3, A/D Far Trace 3, and Rouse Atk/Spd 4, but what makes her a pain to deal with is her Flame of Múspell, which gives her -1 maximum special cooldown, deals effective damage against flying units, gives her +6 Atk/Spd during combat and Atk/Spd/Def/Res equal to 50% of the total sum of field stat buffs she and her foe has if she has a [Bonus] active on her, which includes [Null Panic] from Rouse Atk/Spd 4, up to +12, and if the total is 10 or more she ignores skills that deny any of her follow-up attacks. So right from the get-go if Rouse Atk/Spd 4 activates she already gets +18 Atk/Spd and +6 Def/Res, which, in addition to her Swift Sparrow 3 and A/D Far Trace 3, that goes to +27 Atk, +26 Spd and +9 Def/Res, and that gets worse if there are addition buffs on her other stats and/or buffs on her foe as well, where in the worse case scenario she gets +33 Atk, +32 Spd, and +18 Def/Res. Her main weakness, however, is her poor Res, so any magic attacks on her, especially from Anti-Cavalry weapons, can take her down with ease, but one should still be careful baiting her out.
  • Ascended Joshua is offense wise a better version of Leila, as he has a Glass Cannon statline with Glimmer, Life and Death 4, Null Follow-Up 3 and Green Feud 3 to make thing bad already for your units, but the absolute worst is his Blade of Jehanna. It gives him -1 maximum special cooldown, and if he's at 25% HP or above at the start of combat allows him to inflict -6 Spd/Def as well as ignore bonuses on those stats on the foe during combat as well as gain certain effects depending on the position his foe is in compared to him: in cardinal directions he prevents the foe from counterattacking, and in diagonal directions he gains true damage equal to 15% of his foe's Atk during combat. This means positioning against him is another challenge when facing against him, but letting him initiate at all is asking for trouble. However, since he is a Glass Cannon, his defenses as well as his average HP make him easy to take down.
  • Tine is one Colorless Tome Infantry Glass Cannon one should look out for, as she brings Draconic Aura, Fury 4, Null Follow-Up 3 and Blue Feud 3, topped off with her Thunderer Tome, which gives her -1 maximum special cooldown, and if either it is turns 1~3 or if she is not at full HP, she gets -1 special cooldown at the start of her turn, +6 Atk/Spd during combat, and if she triggers an offensive special she deals +7 damage and ignores non-Special Damage Reduction skills, meaning that right from the gate she will charge up her Draconic Aura to potentially oneshot units with ease and would continue to do so if she somehow survives and is damaged thanks to Fury 4, so trying to bait her out is dangerous, especially when it is turn 2 for her. However, since she is a Glass Cannon, her defenses as well as her average HP make her easy to take down.
  • Ascended Florina. This Colorless Bow Flier has a Glass Cannon statline which is furthered by Atk/Spd Push 4, Spd/Def Far Trace 3, and Joint Drive Spd, with her New-Height Bow being the biggest reason to beware of her. It gives her -1 special cooldown, making her Moonbow more dangerous, and if she’s within 3 spaces of an ally, she gains +6 Atk/Spd during combat and deals extra damage equal to 15% of her Spd. It also grants her two very powerful supportive effects, the first being that if her HP is equal to or under 60%, all of her allies can warp to a space adjacent to her, and the second effect is that allies within 2 spaces of her can move to a space within 2 spaces of her. The warping shenanigans enabled by her New-Height Bow can easily spell disaster when combined with all of the other Demonic Spiders, while Ascended Florina remains a powerful combat unit in her own right thanks to her skills and her true damage. She’s easy to defeat with your own bow units or with a unit with high Atk to exploit her low Def, but her warping effects can still make it very dangerous to approach her.
  • Ascended Celica is another Colorless Tome Infantry Glass Cannon one should look out for, as she's basically a Colorless rotational version of her Legendary variant, as alongside her Legendary variant's Soul of Zofia, she brings Moonbow, Life and Death 4 and Inf. Null Follow 3, the last skill being troublesome already on those who depend on follow-up alteration skills, but her Mila's Testament is the one players should watch out for, as it gives her -1 maximum special cooldown, and grants +6 Atk/Spd during combat, ignores skills that inflicts -1 special buildup on her, deals damage equal to 10% of her foe's Atk, and gives her a Last Chance Hit Point if she is at 25% HP or above before the foe's fatal attack, all which activates if she either initiates combat or is within 2 spaces of an ally. The last part of her weapon's effect alone makes her one of the powerful units in the player phase as it synergizes with her Soul of Zofia's Desperation effect, and with her Glass Cannon statline she's going to cause trouble if one of your unit counterattacks her and brings her HP down. However, she is weak to repeated attacks so taking her down should be easy, but one should still be careful baiting her out.
  • Ascended Elincia is a Flying Staff unit packing a Glass Cannon statline and the skills to make the most of it with Rescue+, Light's Restraint, Atk Spd Push 4, Dazzling Shiftnote , and Spd Res Hold. Light's Restraint is an offensive healer special that boosts damage dealt by 25% of her Res and inflicts Guard and special cooldown count +1 on her target and foes within 2 spaces of that target after it triggers. Her Crimean Scepter gives her the Wrathful Staff effect, -1 maximum special cooldown, +6 Atk/Spd and a further in-combat bonus to her Atk/Spd equal to the highest bonuses among herself and her allies within 2 spaces if she initiates combat or is within two spaces of an ally, and at the start of her turn, if she's within 2 spaces of an ally, she grants +6 Atk/Spd and the "if unit initiates combat, unit makes a guaranteed follow-up attack" status to herself and her allies within 2 spaces for 1 turn. On top of hitting hard against anyone without Mystic Boost, her fellow Demonic Spiders will become even more dangerous to bait out with those buffs. Her low defenses make her easy to take out, especially with bows, but players will still need to beware of her buffs and her damage output.
  • Fallen Maria. She is a Glass Cannon Infantry Staff unit that has a strong skillkit. Alongside Holy Panic, Atk/Spd Unity, Poetic Justice and Even Recovery 3, her Sacrifice Staff gives her -1 maximum special cooldown, prevent the foe from counterattacking, and grants +5 Atk/Spd/Def/Res during combat and ignores skills that inflicts -X special buildup on her per attack if she either initiates combat or is within 2 spaces of an ally. All of that makes her a tricky unit to bait out and take down, but that's not all what she can do. The other effect of Sacrifice Staff grants +4 Atk/Spd/Def/Res to allies within 2 spaces of her, and, once per map, give an ally a Last Chance Hit Point from a lethal attack if they have more than 1 HP and restores 99 HP after combat to that ally. That's right, she gives Legendary Fae's Life Unending to anyone on her team, and things get worse if said unit is also a Demonic Spider, including Save units that can protect her, and potentially the chance to have more than one of her spawn on the Training Tower. The only things that can ignore that specific effect are to either take out Fallen Maria herself, which is difficult due her skillkit and potential ally protecting her, or Feud-like effect against her ally, which are very rare to begin with.
  • Anytime Tina shows up on a map with her Thief staff, you better make sure that you're keeping track of whoever on your team has the most Bonus effects, especially if two or more units tie for having the most of them. It gives her -1 special cooldown, prevents foes from counterattacking, inflicts -4 to all stats on her foes within 3 columns or 3 rows centered on her during their combat, and if she exists, she gains +6 Atk/Spd during combat and deals damage equal to the number of non-stat Bonus effects active on herself times 5, for a maximum of 20 damage. How does she gain all of those Bonus effects? As the name of her prf implies, she steals all of the Bonus effects active on the foe(s) with the most Bonus effects active and grants them to herself and her allies within 2 spaces. What makes her even more obnoxious is that this includes movement based Bonus effects, so if you have extra movement, Charge, and/or Pathfinder Bonuses, she and/or another Demonic Spider can suddenly ambush you when you least expect it. That's not even going into the other skills she has going for herself as an infantry staff with Glass Cannon stats, which are Nudge+, Holy Pressurenote , Atk/Spd Ideal 4, Wrathful Temponote , and Infantry Pulse 4. Even among other Demonic Spiders, Tina is in a league of her own thanks to how she can easily screw you over by removing all of your Bonuses and buffing herself and her allies with those Bonuses, all while having immense damage output herself.


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