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Messages - SnowFire

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1
Tournaments / Re: Spooky hat tourney: Doubles round
« on: November 17, 2024, 02:24:25 AM »
Chef Hat vs Bandana
Chef Hat vs Sombrero
I'll buy CK's explanation.

Bandana vs Sombrero
Yeah Serge is kinda good.

2
Tournaments / Re: Proving Grounds Heavy/Godlike: Can't touch this.
« on: November 10, 2024, 06:18:51 PM »
Alear & Marth (FE Engage) vs. Emelious (Grandia 3)
While I'm not totally down for unevadable hype here and Alear is probably fast enough not to get doubled (if you see that as true they instantly lose), this does seem like an uphill fight in general.
Alear & Marth vs. Rudo (Brigandine LoR)
Alear would like to open with the Rapier out to dissuade Clean Military Rule, but with Rudo's high defense it's not clear it really does any significant damage even if he gets in 6 pokes before Lodestar Rushing.  So yeah, Alear has to suck it up and use a Silver Sword the Wille Glanz and then very slightly loses the coinflip.
Alear & Marth vs. Lenneth (Valkyrie Profile 1)
Alear in their element here.
Alear & Marth vs. Sir Leopold (Dragon Quest VIII)
Interp split on if Cold Breath is ITE or not, yeah.
I will say that as a tiebreak, Alear can sometimes win this even if it is seen as ITE.  If Alear dodges the first Intimidating Scream, then they take 57% HP loss from Cold Breath, but will gain ~20% of their HP back from Divine Speed's healing in round 2.  That means that the next Cold Breath will ram Alear into Unyielding territory and Alear will get a big burst of health.
Of course, Leo can sometimes win even if Cold Breath is out by just sucking it up and going for Desperate Attack OHKO attempts, since he does have the HP to survive for at least 2 attempts into the counters, maybe even 3.

Alear & Marth vs. Celes (Final Fantasy 6)
ITE vs. super, super evade in Vanish.  Eh, Celes has other ways to win even if Vanish hype is ignored.  (But given that the Vallites in Fates don't seem to have any bonus to evasion, it seems being hard to see is considered overrated by FE!)
Alear & Marth vs. Gilgamesh (Final Fantasy 5)
Going against the crowd here.  Gilgy's HP is guesstimated as "slightly below PCHP" so if Alear opens with a Rapier, Rapier poke + Lodestar Rush should probably be fatal.  That gives 4 Time Slip attempts, but 0.87^4 = 57% chance of Alear dodging all of them unless you let Gilgy double here and double with Time Slip. 
Alear & Marth vs. Neclord (Suikodens)
Yeah, just in Alear's element.  Will take a bit but Alear's healing should get through.  Nec2's ID is the best option I guess but not inclined to hype that as turn 1 - might ram into evasion anyway.
Alear & Marth vs. Wakka (Final Fantasy X)
Wakka vs. the allegedly evasive.

Alear & Marth vs. Hugo (Suikoden 3)
If FE magic evasion works against WoS, Alear wins, otherwise they lose.
Alear & Marth vs. Ephraim (Fire Emblem 8)
Fun fight, but agree that Rapier hitting weakness here while also making Alear insanely dodgy is probably too much.
Alear & Marth vs. Chie (Persona 4)
Chie's raw HP isn't that great and she reduces it by doing her stuff.  She probably loses even if you let her have her auto-revive as she just can't connect with damage anyway.
Alear & Marth vs. Alain (Unicorn Overlord)
See Ephraim, Rapier hits weakness and - oh wait Alain is THAT tanky?  And can avoid counters?  Uh oh.

-

Oracle (Bravely Default II) vs. Emelious (Grandia 3)
Oracle vs. Rudo (Brigandine LoR)
I'll buy it.
Oracle vs. Lenneth (Valkyrie Profile 1)
Per Elf's comment.
Oracle vs. Sir Leopold (Dragon Quest VIII)
BD characters vs. tanky bosses is often an uphill battle since their damage-per-round is half most cast's in the long term.

Oracle vs. Celes (Final Fantasy 6)
Even if Oracle lands Elemental Impairment, the duration means that they're gonna have to land it again, even if they stocked up 3 BP.
Oracle vs. Gilgamesh (Final Fantasy 5)
Oracle vs. Neclord (Suikodens)
Yeah Neclord is kinda good vs. Fire/Ice/Lightning.  S1 form is probably preferred here which would be really tanky for a BD character to handle even ignoring that.
Oracle vs. Wakka (Final Fantasy X)
Drain hype?  I'm down.

Oracle vs. Hugo (Suikoden 3)
Actually not so sure here.  Hugo is only barely, barely below average HP and has average MDef.  Oracle will barely kill with 9x Triple hits on 4 Triple actions, but rolling low means Oracle will sit there at -3BP and die horribly, and feels a little all-iny a la gambling everything on fatal status.  If I wasn't lazy, I'd math out the odds...  maybe later, but I dunno if I approve of damage blitzes that aren't at least say 60% reliable.
Oracle vs. Ephraim (Fire Emblem 8)
Oracle vs. Chie (Persona 4)
Chie can theoretically slot in backup damage... except it's also Ice.  RIP.
Oracle vs. Alain (Unicorn Overlord)
I'll buy an MP-drain strat.


Alear: 5-5-2
Oracle: 4-7-1

3
Tournaments / Re: Spooky hat season: a themed team tourney - nominations
« on: November 10, 2024, 03:01:54 AM »
Some of these might be more spoopy than spooky.

Godlike
Albert Simon (Shadow Hearts)
(Not much of a Godlike, really more of a demoted Heavy, but he does have a top hat and "can't win in a turn" rules out High Godlikes anyway...)
Time Mage (Bravely Default)

Heavy
Wizard (FFT)
Arycelle (Tactics Ogre)

Middle
Lilly Pendragon (Suikoden 3)
Ivy & Lyn (FE Engage)

Light
Dark Knight Ricken (FE Awakening)
Ricardo (Shadow Hearts 3)
(Warning that Ricardo is in his element in team battles despite being a Light!)

4
Tournaments / Proving Grounds Heavy/Godlike: Can't touch this.
« on: November 04, 2024, 02:50:49 AM »
Throwing some characters from recent-ish stat topics at some Heavies, some borderliners, and some Godlikes.  There are a number of contestants thrown (Throne?) up here largely because I don't expect that most people will be able to vote on all of them.  I've thrown in the usual XX vs. if people want to sub in one from the games I know less of a la Labyrinth of Touhou, Disgaea 5, etc.

Will probably make a Light & Middle follow-up, but figure just one of these is plenty for now.

* Alear & Marth (Fire Emblem Engage) - They have 67% evade when using their best damage, and can go to 87% evade if desired during their 4 turns of Engage!  Not amazing damage for this division, but it doesn't need to be if their opponent has so much trouble getting through..
* Oracle (Bravely Default II) - Has goofy spoiling games with Reflect vs. mages and Elemental Supplement vs. physical fighters, although they take a speed hit to get to full elemental absorption due to BDII preferring mostly-naked fighters.
* Throne (Octopath Traveler II) - Has a perfect evade game while building up BP, although she doesn't like that if she stalls too long her buffs expire. 
* Cthulhu (Cthulhu Saves Christmas) - Blows most targets up on turn 2 with initiative, and pretty good at surviving turn 1.


Alear & Marth (FE Engage) vs. Emelious (Grandia 3)
Alear & Marth vs. Rudo (Brigandine LoR)
Alear & Marth vs. Lenneth (Valkyrie Profile 1)
Alear & Marth vs. Sir Leopold (Dragon Quest VIII)

Alear & Marth vs. Celes (Final Fantasy 6)
Alear & Marth vs. Gilgamesh (Final Fantasy 5)
Alear & Marth vs. Neclord (Suikodens)
Alear & Marth vs. Wakka (Final Fantasy X)

Alear & Marth vs. Hugo (Suikoden 3)
Alear & Marth vs. Ephraim (Fire Emblem 8)
Alear & Marth vs. Chie (Persona 4)
Alear & Marth vs. Alain (Unicorn Overlord)

-

Oracle (Bravely Default II) vs. Emelious (Grandia 3)
Oracle vs. Rudo (Brigandine LoR)
Oracle vs. Lenneth (Valkyrie Profile 1)
Oracle vs. Sir Leopold (Dragon Quest VIII)

Oracle vs. Celes (Final Fantasy 6)
Oracle vs. Gilgamesh (Final Fantasy 5)
Oracle vs. Neclord (Suikodens)
Oracle vs. Wakka (Final Fantasy X)

Oracle vs. Hugo (Suikoden 3)
Oracle vs. Ephraim (Fire Emblem 8)
Oracle vs. Chie (Persona 4)
Oracle vs. Alain (Unicorn Overlord)

-

Throne (Octopath Traveller II) vs. Emelious (Grandia 3)
Throne vs. Rudo (Brigandine LoR)
Throne vs. Lenneth (Valkyrie Profile 1)
Throne vs. Sir Leopold (Dragon Quest VIII)

Throne vs. Celes (Final Fantasy 6)
Throne vs. Gilgamesh (Final Fantasy 5)
Throne vs. Neclord (Suikodens)
Throne vs. Wakka (Final Fantasy X)

Throne vs. Hugo (Suikoden 3)
Throne vs. Ephraim (Fire Emblem 8)
Throne vs. Chie (Persona 4)
Throne vs. Alain (Unicorn Overlord)

-

Cthulhu (Cthulhu Saves Christmas) vs. Emelious (Grandia 3)
Cthulhu vs. Rudo (Brigandine LoR)
Cthulhu vs. Lenneth (Valkyrie Profile 1)
Cthulhu vs. Sir Leopold (Dragon Quest VIII)

Cthulhu vs. Celes (Final Fantasy 6)
Cthulhu vs. Gilgamesh (Final Fantasy 5)
Cthulhu vs. Neclord (Suikodens)
Cthulhu vs. Wakka (Final Fantasy X)

Cthulhu vs. Hugo (Suikoden 3)
Cthulhu vs. Ephraim (Fire Emblem 8)
Cthulhu vs. Chie (Persona 4)
Cthulhu vs. Alain (Unicorn Overlord)



XX vs. Emelious (Grandia 3)
XX vs. Rudo (Brigandine LoR)
XX vs. Lenneth (Valkyrie Profile 1)
XX vs. Sir Leopold (Dragon Quest VIII)

XX vs. Celes (Final Fantasy 6)
XX vs. Gilgamesh (Final Fantasy 5)
XX vs. Neclord (Suikodens)
XX vs. Wakka (Final Fantasy X)

XX vs. Hugo (Suikoden 3)
XX vs. Ephraim (Fire Emblem 8)
XX vs. Chie (Persona 4)
XX vs. Alain (Unicorn Overlord)

5
Unranked Games / Re: Fire Emblem, Engage!
« on: October 22, 2024, 03:20:43 AM »
Whew!  Okay, finally added in the with Emblems side topic, only ~18 months late.  It was definitely more work than the original topic.

Note that base Madeline, Gregory, & Zelestria of the DLC Four Winds were edited in awhile ago above for those curious (but still aren't in the no-Emblems no-DLC average), along with some very cursory notes on boss Marni.  Maybe I'll add Nel & Nil at some point too, just lazy since they have their own unique weapon type.


Preliminary DL ranking thoughts: Characters + Emblems
Just listing the plotty claims here.

High Heavy: Alear & Marth
Heavy: Madeline & Roy, Timerra & Ike
Low Heavy: Diamant & Roy, Rosado & Eirika
High Middle: Veyle & Marth, Zelestria & Sigurd, Ivy & Lyn
Middle: (N/A)
Low Middle: Alfred & Sigurd, Mauvier & Micaiah
High Light: Céline & Celica, Hortensia & Byleth
Light: Yunaka & Micaiah, Gregory & Celica
Low Light: Seadall & Corrin


More detailed thoughts below.

Most of the cast
As a reminder, Ultimate attacks have 100% Hit and can't be counterattacked.  Won't repeat this for everyone, but this gives a lot of the cast some game against stuff like perfect evasion or counterattacks, if only for a single hit.  (But they can't double, so sometimes there's a damage loss here if the unit was doubling.)

Also, assume any of the cast good enough to get to the upper echelons of Heavy will have some sort of "loses to good status" disclaimer, as most of the status blocking in Engage isn't very relevant to the nonsense turn 1 I-win status in Heavy.


Marth
Marth users get lots of offense & dodginess, but no durability improvements, so tend to be a bit papery if they actually get hit.  If they do eat a hit but it isn't fatal, Unyielding Spirit's healing can potentially just roll it back, and the 2 dragons heal a bit when attacking anyway.  Rapier offers an additional +20 Avo on top of that, although damage starts getting a bit sus…  although Rapier also lays the hurt on vs. Armored & Cavalry units. 

* Alear+M is just a really scary High Heavy dodgetank.  Can pulse their damage with Lodestar Rush and otherwise put a lot of pressure on via doubling while dodging everything (47.5 damage when doubling with a SS +3); you want ITE or status ailments that don't check evasion to handle them.  Wille Glanz is still there if he wants range 2 as well.
* Veyle+M.. well, Veyle really has no synergy with Marth (Daggers & Tomes don't break anything for Break Defenses, she can't always have Sword Avo up), and her meh damage means that healers can theoretically just outwait her Engage which will forcibly drop her swords & Sword Avo skill.  I guess if she poisons a stalling foe it'll buff the turn 4 Lodestar Rush?  Still, despite being papery, the evasion + regen is way too much for Light, and frankly maybe even for Middle. Somewhere on the Middle / Heavy border.
* Lapis+M is a fun pick whose evasion is even better than Alear's (101% evade with a Rapier!!1!), although note that some enemies with cracked out Hit higher than 145 do exist in-game.  Functions pretty similar to Alear in Heavy, just with slightly worse damage and no healing but even MORE speed.


Sigurd
Sigurd users don't get a very useful ultimate (occasionally helpful to turn off counterattacks), but that Hit boost synergizes well with the inaccurate Brave Lance.  You might spot them more Momentum damage on turn 1 if you're feeling nice and let them barrel in from 10+ squares away.

* Alfred+S is a passable slugger, but he's doubled by average.  His decent phys durability and Silver Lance counters will still get him some victories, and he has Tyrfing as an emergency anti-mage option (but the damage cut means it's still a bit sus).  Somewhere on the Light / Middle border, gets pasted by mages but usual FE counterattacks being good in Light slugfests comment here.
* Zelestria+S just has good all-around stats and manages to make a mixed damage build work, although in practice she's mostly a mage.  But she doubles average and can blast fools with Bolganone and isn't completely made of paper.  High Middle?
* Louis+S takes advantage of Louis's good Str and Sigurd's Hit +X to really, really hurt people with a Brave Lance, while sitting back on his immense General durability.  If you use Movement as a tiebreak for average speed, this is also a General with 10 Move.  Just hopes there aren't any mages out there since everyone doubles him.  Middle.


Celica
Despite having a Str boost in her kit, Celica is the most locked-down Emblem to Mystical types in the DL, having lots of boosts that only apply to Mystic units and very little for other class types.  Echo can be cute in-game if you have lots of chain attacks set up, but is just kind of a mild damage increase and that's it in a duel.  Tome Precision isn't really reliable in-game for making a dodgy unit, but every bit helps.

* Céline+C combines average damage with average speed and below-average durability.  Her damage does improve vs. the slow as then she can double with Echo'd Bolganone, and she is a bit dodgy thanks to Tome Precision?  So she has a few tricks, if she isn't quickly put away by a fast thief or the like.  High Light?
* Gregory+C has horrible phys durability and 18 Speed, so most physical units can easily double and kill him.  If you don't kill him fast though, his Echo'd Bolganones are 0.73 PCHP, so he hurts a lot.  (Spot him Nova from his evil boss form if you're feeling nice!)
* Lindon+C is kind of in-between the above two, being a little slower than Céline but much more magically durable, and also packing a funny Elsurge +3 27% Crit game if he's in a stall-off.  Probably another Light.


Micaiah
How the mighty have fallen.  Micaiah is extremely good in-game, and extremely bad in the DL.  An ultimate that reads "reduce your HP to 1" in a duel is not a good start, and most of her effects are niche-to-useless.  Investing in Resistance +5 and her natural Res buff makes her users a bit magic-tanky, at least.

* Yunaka+M is not much of a mage, so her spells are largely wasted except when facing cav/armor targets for Thani.  The attack speed average has risen such that she is only +4.4 Spd over average…  barely missing the threshold to double average, in other words.  At least her damage will improve a bit after her foe is poisoned?  Light.
* Mauvier+M is more of a genuine magic tank, and mixed damage lets him exploit his foe's weakest defense.  He might actually be able to make use of Nosferatu's drain game vs. the undamaging or those of low magic defense.  Low Middle.
* Bunet+M..  Well Bunet drew the short straw here, nobody wanted to be Micaiah victim #3.  In-game non-mages are a decent Micaiah target due to giving them Staves for utility, but he really doesn't get anything from Micaiah other than the improved magic durability for a duel, while all the other averages have gone way up.  High Light.


Roy
Roy just creates general stat-monsters and the extremely handy Hold Out allowing a free extra turn if you'd be about to die.  The Binding Blade is also one of the best Emblem weapons - great tankiness AND range 1-2.  The only problem is that Roy doesn't really provide a way to pulse damage other than the +10 damage from Flame Terrain of Blazing Lion, which is only helpful if not doubling and not THAT big anyway.  So healers can potentially stall their way through 4 Engage turns, then handle the untransformed unit that just lost the Binding Blade.

* Diamant+R has a similar problem to Yunaka in that the attack speed average crept up high enough such that Diamant barely doesn't double average anymore at 32 AS.  He's still extremely solid with range 1-2 counterattacks and lots of durability and Hold Out, just doesn't like stallers or healers very much.  Low Heavy?
* Madeline+R theoretically balances her awesome Strength / Defense with terrible Dex (she deals more damage on average with an accurate Iron Axe than a Silver Axe!), except whoops the Binding Blade randomly has  95 Hit (much better than Wille Glanz, Ragnell, etc.).  So she's just monstrously unkillable with physical damage, and even mages have trouble because of her free Hold Out turn and counterattacks.  Heavy.
* Kagetsu+R is just usual Kagetsu shenanigans of doubling everyone except now he does it at range 1-2 and with Hold Out / BB's defensive buffs.  He can farm a Killing Edge crit pretty quick, too.  Heavy.
* Jean+R is more of a fun pick.  His Strength buffs make his punch-out plan surprisingly decent, a rarity, but that's not the real appeal.  No, Hold Out + Self Healing is basically checkmate to quite a number of opponents who now have to outwait 80 Mend Staff charges (or 100 Heal staff charges!) to kill Jean.  Classic anti-healer tech like critical hits don't work; you really need to get in a double-action on Jean to beat this.  Or deadly status or Silence, of course.  High Heavy.


Leif
Leif users get a big damage-dealing ultimate, which is always nice for the DL.  On the downside, Adaptable is finicky and can be baited into switching to the Light Brand (terrible for non-mages) by anyone who can attack with an axe.  Leif teaches Knife Precision for building a dagger dodge-tank, but then Adaptable won't switch to knives since they never have triangle advantage.  Frustrating.  Oh well, at least Zelkov / Merrin can just refuse to Engage Leif until they're ready to Quadruple hit for the win.

* Zelkov is very dodgy and surprisingly durable, but only mildly quick rather than actually fast, and undamaging.  Middle.
* Panette utilizes her murderous Strength to just OHKO average durability with a 1.09 PCHP Quadruple Hit with 100% accuracy.  She's durable enough to not be trivial to one-round either.  Occasionally her Vantage+ game will come into play against durable foes who can't one-round her.  Heavy.
* Merrin is dodgy like Zelkov, and trades his durability for being notably faster including doubling average.  But like him she's on the undamaging side.  Middle.


Lucina
Lucina users aren't very impressive.  (Act shocked, the Emblem based around team-up attacks translates poorly to a duel.)  The good news is that Bow Agility makes them dodgy (I gave her to archers), the bad news is that Lucina doesn't really help their damage much while the damage average of other Emblem-users has risen. At least there's some usual cavalry / armor / dragon spoiling with weakness hitting weapons?  Parthia in theory offers some extra magic durability, but it's so heavy that the simple Silver Bow is often better.

* Etie+L manages to hustle it out to average speed thanks to Lucina's speed boost!  That will help a lot in Light slugfests, since at least Etie deals damage and now has a bit of evasion.  Which she will also need given her frailty.
* Alcryst+L - for someone with low base damage, he makes it work.  He doubles average and has a 48% chance of Luna to fix his damage woes, and coinflip evade.  Probably a Low Middle, somehow.
* Anna+L is pretty similar to Alcryst except trading Luna for the option of either Silver or Radiant Bow, depending on her enemy's worse defensive stat.  Probably a losing trade, High Light?


Lyn
Lyn is amazing in-game, where it's usually harder to let a unit double than it is to let them 2HKO.  She's a bit shy on damage in the DL, but more speed is always appreciated.  If you're feeling nice, you might allow Lyn-users to have a "turn 0" initiative round thanks to Astra Storm's immense range.  (For all that some units will be able to heal/buff on that turn 0 anyway to undo it…  oh well.)  Call Doubles is also basically "free" vs. melee opponents, as even if they hack one double down, it means that the Lyn user will get 3 chain attacks their next attacks to increase their damage.  Not a wasted turn vs. ranged opponents though, as FE characters still have counterattacks and it can set up a murderous turn 2.  (Although in fairness, multitarget effects are way more common in the DL than in Fire Emblem, and those hose the 1-HP doubles decently well..  although the doubles can still be dodgy.)

* Ivy+L fixes Ivy's weak speed, so now she's doubling average with her strong magic and putting on a lot of pressure with her chain-attacking friends.  She's still not that dodgy or durable, so powerful physical ranged units can still mess her up, but.. still pretty good.  And her Mulagir game isn't totally dead if she's facing another flyer.  Probably High Middle.
* Fogado+L has absolutely cracked speed with Mulagir (50 Spd!  vs. a 28.6 average!) but is quite undamaging, but that's where the 68% evade comes in.  And the Chain Attacks from doubles, as those deal fixed damage based on max HP.  Honestly might make Low Heavy anyway, despite getting spoiled some by multitarget damage as he really likes the clones saving his offense.
* Goldmary+L is usually a tank, but what's better than a tank?  A tank with lots of speed, that's what.  She's very dodgy AND can take a hit.  Another Low Heavy.


Ike
Ike is how you make any ol' unit into a mega-tank.  There are checks for this in-game, but they're largely chain attacks - in a strict duel, an Ike user with Resolve+ and Urvan / Ragnell is indeed a tough target to take down.  (Maddening Sombron has 58 Attack, so yeah, getting to 50-60 Defense tends to make most stuff ping.)  Urvan is unusually accurate for an Axe, too (90 Hit!) making it a great weapon if you can heft it.  But yeah, no Speed boost means Ike users aren't necessarily great at putting on fast pressure, but good luck actually killing them.  I wouldn't really respect Great Aether too much except vs. bosses or notably poor mobility PCs, though.

* Timerra+I actually has decent speed as long as she chucks Ike's heavier stuff, which is helpful.  In theory, healers can stall out Timerra's Engage status, but that risks getting bopped on the head with a Darude - Sandstorm.  And vs. the slow (or the very fast), Timerra can safely opt for Ragnell or Urvan without losing much.  Fears really powerful mages, but still a Heavy.
* Boucheron+I is a bit slower than Timerra, but has great Build so can just always go at it with Urvan / Ragnell.  But no threat of damage pulsing unless he opts for a Killer Axe.  Ultimately pretty similar, maybe a tad worse.  Low Heavy?
* Jade+I is already a tank and Ike means she just stops taking phys damage.  Mages have more game, but even they will have trouble chewing through her still-excellent magic defense while getting hit with a 2HKOing Urvan.  Maybe better than Timerra, but another Heavy.
* Saphir+I is slower than Boucheron, but tankier.  Probably another Low Heavy.


Byleth
While not messed with as badly as Lucina, Byleth's busted 4-way dance is off the table in a duel, and Instruct is wasted as well.  Vajra-Mushti is quite niche, mostly coming up as a way to punch out high-Def, low-Res units in the DL.  Sword of the Creator is theoretically okay, but we didn't really draw high-offense units here to exploit it properly.  And Byleth's passive skills to learn aren't very strong.  The one cool thing is that by investing hugely into Luck, Divine Pulse+ means Byleth users either almost never miss, or simply can't miss.

* Hortensia+B is very dodgy with all that Luck she invested in (56% evade!) and doubles average..  but still has 0.40 PDur, meaning she gets OHKO'd left and right if a physical attack does connect.  And her damage isn't that special unless fighting a dragon (as you learn to your sorrow if you move Alear in too close vs. enemy Hortensia in C10).  High Light, spoils mages, the inaccurate, and Lights who lack average physical damage.
* Framme+B theoretically has Arts synergy as a Martial Master, except that Arts Focus isn't even that useful.  Despite the Sword of the Creator dealing a little less damage on player phase, she will probably prefer it in slugfests due to range 1-2 counterattacks (reminder that Arts only counterattack once so lose half their damage on enemy phase).  While her evasion is okay (~30%), probably still stuck in Light, if a better one than her Emblem-less form.
* Vander+B - well, this is not a troll pick, as if you're still using Vander late-game, making him a mobile Dance of the Goddess bot is probably the best choice.  Also, he's usually compromised by both low Build and low Dex for lategame, but Byleth's Cavalry weapon Aredhbar is actually pretty decent while only having 9 Weight (21 mt when attacking!), and Divine Pulse+ fixes his horrible accuracy.  Sure, he's still slow, but he's probably just a normal Light rather than a Low Light.
* Pandreo+B gets to use the Thrysus, famous for breaking the balance of Three Houses.  +2 Range is a little less cool in the DL, but it's still handy as it basically means Pandreo should dodge most counterattacks.  He also gets a mild damage pump from being able to use Elsurge at range.  All of that durability boosting from the Ikes & Roys of the world have made him easier to OHKO physically than before, but he's also dodgier now thanks to all the Luck he gets.  Probably stays in Low Heavy off the Self-Healing & counterattacking game.


Corrin
Corrin is one of the three power Emblems in-game, as the nature of Fire Emblem makes Don't Move off Dreadful Aura one of the most powerful effects you can offer - especially when it's splashed around to multiple targets!  In the DL, this allows units with a ranged attack (cough, cough, NOT DANCERS) to mock range-1 only opponents.  Corrin also provides a boatload of HP for surviving long enough to set up some Dreadful Aura + Draconic Hex nonsense.

* Seadall+C ..  leaving Corrin on Seadall is a crime.  Just a horrendous waste.  But okay, if we do it anyway, the good news is that Seadall manages to actually hustle out some damage, unlike the "base" topic where he struggled to break defense.  And Draconic Hex actually kinda plays nicely with Arts - if he opens with a Corrin Ultimate, the Speed debuff from Hex will let him double average, and the -3 Def can potentially turn into +12 damage if he's quadding, making his damage merely bad (a 4-round KO) rather than awful!  This gets him up to Low Light, rather than Puny.  Hooray.
* Clanne+C can use some combination of Chaos Style and Draconic Hex to hustle out doubles which fix his somewhat uninspiring base damage.  Sword Focus can make his sword hits very accurate in exchange for risking more enemy crit chance, a bad trade in-game but maybe occasionally relevant in the DL vs. dodgetanks.  Since he now sports the "dunk on the helpless range 1 unit" game, he's probably High Middle, but healers and ranged units can still handle him.
* Citrinne+C is all-in on the range-1 spoiling plan.  Opponents who have 2 range will double her slow & frail side without much trouble and probably kill her even through the Corrin HP boost.  Good magic durability though means she can fight mages with the range-1 units.  Low Middle?


Eirika + Ephraim
Eirika is absolutely one of the Emblems that scales the best in-game.  Despite having no natural Str boost, enemy defense is quite high at endgame.  As this stat topic assumes 25 enemy Defense, that means Eclipse Brace is offering +8 damage flat every hit. Eirika users can definitely make the tanks of the DL feel a lot frailer than they're used to.  And a big damage ultimate is always appreciated.  She also makes lance-users nice & dodgy.  The crazy thing is that she's still arguably underrated, as Sieglinde's Corrupted effectiveness in-game is relevant against every single non-boss enemy from C19 or so onward, but unlikely to come up much in the DL.

*Rosado+E is very tricky to deal with.  He's very dodgy thanks to Lance Agility, Eph's Solar Brace helps heal off any damage he does take, and his Twin Strike is a lot of damage.  He can sort of heal-lock a lot of healers too via simply not immediately Engaging - you can't outwait an Engaged status if he isn't Engaged, so he can just serve with Silver Lance while threatening to Engage & immediately Twin Strike if Silver Lance + Twin Strike is a KO (it's 86 damage, so likely, or 91 if he does just Engage first).  Low Heavy, maybe even just straight Heavy.
* Chloé+E's ultimates are a bit less devastating than Rosado's, but she's much faster, making her both dodgier and getting her more regular ol' doubles.  Her magic is also a bit better, although her Flame Lance game probably won't come up very often.  Another Low Heavy.
* Amber+E is just funny if you like watching people get run over by a llama.  E+E's cavalry bonus is "Eph inflicts gratuitous overkill" and Amber has high Strength, so yeah, he just absolutely pastes you if he gets a turn with 1.22 PCHP damage.  Stopping him from getting that turn is not trivial either, as his phys durability is fine and he sports some Lance Agility evade.  Possibly a High Heavy?  Who knew his secret power of friendship with Ephraim.

6
Unranked Games / Re: Fire Emblem, Engage!
« on: October 19, 2024, 08:53:07 AM »
Emblem damage averages
Three-turn damage average, using 2x regular attacks + ultimate when relevant.  (Some characters damage will be slightly higher in practice due to flame terrain, Draconic Hex, etc.)
(EDIT: If you saw an old version of this, Marth users didn't have Divine Speed, Jean was using Elfire rather than Silver-Spirit Art, and Pandreo was using Elfire rather than the range-extended Elsurge thanks to Thrysus.  Fixed now.)

1) 161.4  Amber & Eirika: Silver Lance +3, 39 damage (w/ Accuracy: 38.7), 96 Hit (99.2% acc.), 24 AS. Special - Twin Strike: 84
2) 141  Gregory & Celica: Echo: 2x Bolganone +2, 50 damage (w/ Accuracy: 47), 94 Hit (98.6% acc.), 16 AS
2) 141  Panette & Leif: Silver Axe +3, 37 damage (w/ Accuracy: 33), 79 Hit (89.2% acc.), 21 AS. Special - Quadruple Hit: 75
4) 124.8  Rosado & Eirika: Silver Lance +3, 34 damage, 99 Hit (99.8% acc.), 29 AS. Special - Twin Strike: 57
5) 123.3  Louis & Sigurd: Brave Lance, 42 damage (w/ Accuracy: 41.1), 92 Hit (97.9% acc.), 12 AS
6) 115.2  Madeline & Roy: Binding Blade, 40 damage (w/ Accuracy: 38.4), 88 Hit (96% acc.), 11 AS
7) 108.3  Alear & Marth: Silver Sword +3, 28.5 (=19+9.5) damage, 117 Hit, 37 AS. Special - Lodestar Rush: 51.3
8) 108  Lindon & Celica: Echo: 2x Bolganone +2, 36 damage, 108 Hit, 25 AS
9) 105  Jade & Ike: Urvan, 35 damage, 99 Hit (99.8% acc.), 11 AS
9) 105  Saphir & Ike: Urvan, 35 damage, 105 Hit, 23 AS
9) 105  Jean & Roy: Silver-Spirit Art +3, 35 damage (2x 17.5), 106 Hit, 28 AS
12) 102  Boucheron & Ike: Urvan, 34 damage, 101 Hit, 27 AS
13) 101  Chloé & Eirika: Silver Lance +3, 28 damage, 113 Hit, 34 AS. Special - Twin Strike: 45
14) 93  Diamant & Roy: Binding Blade, 31 damage, 103 Hit, 32 AS
15) 90  Alfred & Sigurd: Brave Lance, 30 damage, 102 Hit, 23 AS
15) 90  Citrinne & Corrin: Elfire +3, 30 damage, 104 Hit, 20 AS
17) 86.4  Lapis & Marth: Silver Sword +3, 24 (=16+8) damage, 113 Hit, 40 AS. Special - Lodestar Rush: 38.4
17) 86.4  Veyle & Marth: Misericorde +3, 27 (=18+9) damage, 106 Hit, 29 AS. Special - Lodestar Rush: 32.4
-- 82.4 AVERAGE, 28.6 AS, 27.4 one-turn, 25.4 excluding ultimates, 68.7 killpoint
19) 81  Kagetsu & Roy: Binding Blade, 27 damage, 141 Hit, 42 AS
20) 78  Céline & Celica: Echo: 2x Elfire +3, 26 damage, 116 Hit, 28 AS
21) 72  Zelestria & Sigurd: Bolganone +2, 24 damage, 120 Hit, 33 AS
21) 72  Mauvier & Micaiah: Silver Lance +3, 24 damage, 102 Hit, 26 AS
21) 72  Timerra & Ike: Silver Lance +3, 24 damage, 104 Hit, 28 AS
24) 69  Etie & Lucina: Silver Bow +3, 23 damage, 112 Hit, 25 AS
24) 69  Ivy & Lyn: Bolganone +2, 24 damage (w/ Accuracy: 23), 88 Hit (96% acc.), 32 AS
24) 69  Pandreo & Byleth: Elsurge +3, 23 damage, 115 Hit, 32 AS
27) 60  Framme & Byleth: Silver-Spirit Art +3, 20 damage (2x10), 106 Hit, 31 AS
28) 59.5  Goldmary & Lyn: Mulagir, 17 damage, 98 Hit (99.6% acc.), 43 AS. Special - Astra Storm: 25.5
29) 58.8  Bunet & Micaiah: Silver Axe +3, 20 damage (w/ Accuracy: 19.6), 92 Hit (97.9% acc.), 17 AS
30) 56  Zelkov & Leif: Silver Dagger +3, 16 damage, 132 Hit, 31 AS. Special - Quadruple Hit: 24
31) 54  Clanne & Corrin: Bolganone +2, 18 damage, 105 Hit, 29 AS
32) 51  Anna & Lucina: Silver Bow +3, 17 damage, 111 Hit, 34 AS
33) 48  Alcryst & Lucina: Silver Bow +3, 16 damage, 127 Hit, 33 AS
34) 47  Merrin & Leif: Silver Dagger +3, 13 damage, 140 Hit, 37 AS. Special - Quadruple Hit: 21
35) 46.8  Vander & Byleth: Areadbhar, 16 damage (w/ Accuracy: 15.6), 77 Hit (97.8% acc.), 23 AS
36) 42  Yunaka & Micaiah: Silver Dagger +3, 14 damage, 121 Hit, 32 AS
37) 42  Fogado & Lyn: Mulagir, 12 damage, 123 Hit, 50 AS. Special - Astra Storm: 18
38) 42  Hortensia & Byleth: Elfire +3, 14 damage, 125 Hit, 37 AS
39) 39.6  Seadall & Corrin: Yato, 12 damage (w/ Accuracy: 11.8), 93 Hit (98.3% acc.), 32 AS. Special - Draconic Roar: 16


Emblem weapon stats
Swords
Rapier (Marth): Mt 7, Hit: 95, Crit: 0, Weight: 3, Range: , Other: Avo+20.  Effective: Cavalry, Armored.
Mercurius: Mt 12, Hit: 80, Crit: 0, Weight: 7, Range: , Other: Doubles user’s earned experience.
Falchion: Mt 12, Hit: 100, Crit: 0, Weight: 10, Range: , Other: Effective: Dragon.
Tyrfing: Mt 15, Hit: 80, Crit: 0, Weight: 7, Range: , Other: Res+5.
Lancereaver: Mt 9, Hit: 80, Crit: 5, Weight: 9, Range: , Other: Grants advantage vs. lances but disadvantage vs. axes.
Wyrmslayer (Roy): Mt 10, Hit: 70, Crit: 0, Weight: 5, Range: , Other: Effective: Dragon.
Binding Blade: Mt 14, Hit: 95, Crit: 10, Weight: 8, Range: 1~2, Other: Def/Res+5.
Light Brand: Mt 15, Hit: 75, Crit: 20, Weight: 6, Range: 1~2, Other: Magic weapon.  Lck+10.
Noble Rapier: Mt 8, Hit: 85, Crit: 10, Weight: 8, Range: , Other: Effective: Cavalry, Armored.
Parallel Falchion: Mt 10, Hit: 80, Crit: 5, Weight: 10, Range: , Other: Effective: Dragon.
Mani Katti: Mt 6, Hit: 80, Crit: 20, Weight: 5, Range: , Other: Effective: Cavalry, Armored.
Ragnell: Mt 16, Hit: 80, Crit: 5, Weight: 15, Range: 1~2, Other: Def+5.
Blutgang: Mt 8, Hit: 80, Crit: 0, Weight: 7, Range: , Other: Magical weapon. Effective: Dragon, Cavalry.
Sword of the Creator: Mt 11, Hit: 90, Crit: 10, Weight: 7, Range: 1~2, Other: Raises damage with user’s Mag. Effective: Dragon [+1 damage for every 3 Mag.]
Dual Katana: Mt 8, Hit: 75, Crit: 5, Weight: 7, Range: , Other: Grants advantage vs. lances but disadvantage vs. axes.
Wakizashi: Mt 10, Hit: 75, Crit: 0, Weight: 10, Range: 2, Other: Avo-10, range 2 only.
Yato: Mt 16, Hit: 85, Crit: 10, Weight: 9, Range: , Other: Avo+10, Ddg+10.
Rapier (Eirika): Mt 7, Hit: 95, Crit: 10, Weight: 5, Range: , Other: Effective: Cavalry, Armored.
Wind Sword: Mt 10, Hit: 70, Crit: 0, Weight: 9, Range: 1~2, Other: Magical weapon.  Effective: Flying.
Sieglinde: Mt 12, Hit: 90, Crit: 0, Weight: 9, Range: , Other: Effective: Corrupted.
Oligoludia: Mt 8, Hit: 90, Crit: 0, Weight: 7, Range: , Other: Effective: Corrupted.
Lyrátion: Mt 15, Hit: 90, Crit: 10, Weight: 10, Range: , Other: If user defeats foe in player phase, fills adjacent allies’ engage meters by 1.

Lances
Ridersbane (Sigurd): Mt 10, Hit: 75, Crit: 0, Weight: 6, Range: , Other: Effective: Cavalry.
Brave Lance: Mt 7, Hit: 60, Crit: 0, Weight: 12, Range: , Other: If user initiates combat, attacks twice.
Master Lance: Mt 7, Hit: 55, Crit: 0, Weight: 16, Range: 1~2, Other: If user initiates combat, attacks twice.
Lúin: Mt 11, Hit: 90, Crit: 10, Weight: 9, Range: , Other: Raises damage based on user’s Spd. Effective: Dragon. [+1 damage for every 3 Spd.]
Areadbhar: Mt 14, Hit: 75, Crit: 10, Weight: 9, Range: , Other: If user initiates combat, grants Mt+50%.
Siegmund: Mt 13, Hit: 80, Crit: 0, Weight: 11, Range: , Other: Effective: Corrupted.

Axes
Killer Axe (Leif): Mt 11, Hit: 65, Crit: 30, Weight: 11, Range:
Hammer (Ike): Mt 18, Hit: 55, Crit: 0, Weight: 15, Range: , Other: Smash.  Eff: Armored.
Urvan: Mt 21, Hit: 90, Crit: 5, Weight: 19, Range: , Other: Res+3.
Aymr: Mt 24, Hit: 60, Crit: 20, Weight: 11, Range: , Other: Axe of Emblem Byleth. Smashes foes. Cannot follow up, or strike first if initiating combat. Eff: Dragon.

Bows
Master Bow: Mt 6, Hit: 65, Crit: 0, Weight: 14, Range: 1~2, Other: (Used during Emblem Leif’s Engage attack)
Parthia: Mt 17, Hit: 95, Crit: 5, Weight: 14, Range: , Other: Doubles user’s earned experience. Res+5.
Killer Bow (Lyn): Mt 9, Hit: 75, Crit: 30, Weight: 7, Range:
Mulagir: Mt 16, Hit: 80, Crit: 0, Weight: 9, Range: , Other: Spd+5. Effective: Dragon.
Failnaught: Mt 13, Hit: 75, Crit: 20, Weight: 9, Range: 2~3, Other: If user initiates combat, grants Avo+20. Effective: Dragon, Flying.

Tomes
Seraphim: Mt 6, Hit: 90, Crit: 0, Weight: 4, Range: 1~2, Other: Effective: Corrupted.
Ragnarok: Mt 15, Hit: 95, Crit: 10, Weight: 12, Range: 1~2
Shine: Mt 7, Hit: 90, Crit: 10, Weight: 5, Range: 1~2, Other: Illuminates a 5-space radius (shrinks one space per turn) on fog-of-war maps.
Nosferatu: Mt 9, Hit: 85, Crit: 0, Weight: 7, Range: 1~2, Other: User recovers HP equal to 50% of damage dealt.
Thani: Mt 11, Hit: 100, Crit: 0, Weight: 6, Range: 1~2, Other: Effective: Cavalry, Armored.

Arts
Vajra-Mushti: Mt 5, Hit: 90, Crit: 10, Weight: 7, Range: , Other: Uses lowest of foe’s Def/Res.
Dragon's Fist: Mt 10, Hit: 85, Crit: 0, Weight: 9, Range: , Other: Magic weapon.
Dragon Fang: Mt 20, Hit: 100, Crit: 0, Weight: 7, Range: 1, Other: Skill wielded by Emblem Corrin.

7
Unranked Games / Re: Fire Emblem, Engage!
« on: October 19, 2024, 07:27:49 AM »
Timerra & Ike, Lvl 20 Picket
50 (57) HP, 23 (27) Str, 12 Mag, 30 Dex, 31 Spd, 28 (36) Def, 18 Res, 18 Lck, 9 Bld, 5 Move
1.01 PCHP, ** PDurability, ** MDurability, 31 Raw Avoid, 0.0% Evasion
Personal skill: Racket of Solm, Class skill: Sandstorm, Weapon proficiency: S Lance

Durability stats for very high Def / Res should be taken with a grain of salt, as usual.
Untransformed: 1.87 PDur, 0.78 MDur, 16.2% Evasion
With Laguz Friend: 3.74 PDur [5.60 w/ Ragnell], 1.56 MDur [1.72 w/ Urvan], 0 Evasion
Untransformed, with Resolve+ active: 3.31 PDur, 1.00 MDur, 16.2% Evasion
With Laguz Friend and Resolve+ active: 6.62 PDur [12.06 w/ Ragnell], 2.00 MDur [2.28 w/ Urvan], 0 Evasion

Silver Lance +3: 24 damage, 104 Hit, 28 AS.
Javelin +3: 15 damage, 104 Hit, 31 AS. Range: 1~2.
Steel Greatlance +3: 32 damage (4% Critical), 89 Hit (96.6% accuracy), 29 AS.
Spear +2: 20 damage, 94 Hit (98.6% accuracy), 25 AS. Range: 1~2

Hammer (Ike): 24 damage, 74 Hit (83.8% accuracy), 25 AS.  Smash.  Effective: Armored. (When hitting weakness, 60 damage.)
Urvan: 27 damage (4% Critical), 109 Hit, 21 AS.  Res+3.
Ragnell: 18 damage (4% Critical), 99 Hit (99.8% accuracy), 25 AS. Range: 1~2.  Def+5.

Racket of Solm: Inflicts Crit-5 on foes within 3 spaces.
Sandstorm: While making a physical attack, may calculate damage with 150% of Def instead of Str. Trigger %=Dex. (30% chance of +27 damage)

Ultimate attack
Great Aether: Grants Def/Res+5 until next turn, but unit can't counter for 1 turn. At start of next turn, attacks all enemies within 2-spaces and heals HP=30% of damage dealt.  Sword/axe only. (In the DL, vs. smart opponents, you might respect them simply walking away.)
* Ragnell: 18 damage, 5 healing.  Phys Durability rises to 9.06, or 24.04 if under Resolve+.  Magic Durability rises to 1.86, or 2.52 if under Resolve+.
* Urvan: 27 damage, 8 healing.  Phys Durability rises to 5.60, or 12.06 if under Resolve+.  Magic Durability rises to 2.10, or 2.98 if under Resolve+.

Inherited skills: Defense +3, Axe Power 2 (+4 Atk, -10 Avo with an Axe)

Sync skills:
* Reposition: Move an adjacent ally to the opposite side of unit.
* Resolve+: If unit’s HP is 75% or less after combat, grants Def/Res+7 as long as unit’s HP stays below 75%.
* Wrath: At start of combat, for each HP the unit has lost, grants Crit+1 during combat. (Max +30) (To emphasize: at START of combat.  It doesn't recalculate the crit bonus after taking damage when counterattacking.)
* Demolish: Break destructible terrain in a single blow when using Destroy.

Engage skills:
* Laguz Friend: Unit takes 50% less damage, but Avoid is set to 0.


Boucheron & Ike, Lvl 20 Berserker
71 (78) HP, 30 (34) Str, 0 Mag, 25 Dex, 27 Spd, 19 (27) Def, 12 (15) Res, 11 Lck, 21 Bld, 5 Move
1.38 PCHP, ** PDurability, ** MDurability, 19 Raw Avoid, 0.0% Evasion
Personal skill: Moved to Tears, Class skill: Smash+, Weapon proficiency: S Axe

Durability stats for very high Def / Res should be taken with a grain of salt, as usual.
Untransformed: 1.51 PDur, 0.90 MDur, 5.2% Evasion
With Laguz Friend: 3.02 PDur [3.90 w/ Ragnell], 1.80 MDur [1.94 w/Urvan], 0 Evasion
Untransformed, with Resolve+ active: 2.20 PDur, 1.10 MDur, 5.2% Evasion
With Laguz Friend and Resolve+ active: 4.40 PDur [6.56 w/ Ragnell], 2.00 MDur [2.44 w/ Urvan], 0 Evasion

Silver Axe +3: 33 damage, 86 Hit (94.8% accuracy),
Tomahawk +2: 29 damage, 76 Hit (86.1% accuracy). Range: 1~2
Steel Greataxe +3: 43 damage (3% Critical), 71 Hit (80.2% accuracy),
Killer Axe +3: 27 damage (33% Critical), 76 Hit (86.1% accuracy),

Hammer (Ike): 31 damage, 66 Hit (73.4% accuracy).  Smash.  Eff: Armored.
Urvan: 34 damage (3% Critical), 101 Hit.  Res+3.
Ragnell: 25 damage (3% Critical), 91 Hit (97.5% accuracy). Range: 1~2.  Def+5.

NOTE: Boucheron's Hit is slightly too high (I forgot he ran into the very low Berserker stat cap of 25 Dex.)  Maybe I'll fix it later.

Ultimate attack
Great Aether: Grants Def/Res+5, but unit can’t counter for 1 turn. At start of next turn, attacks all enemies within 2-spaces and heals HP=30% of damage dealt.  Sword/axe only.  (In the DL, vs. smart opponents, you might respect them simply walking away.)
* Urvan: 34 damage, 10 healing.  Durability rises a bunch (pester me and I'll calc it).
* Ragnell: 25 damage, 8 healing.  Durability rises a bunch (pester me and I'll calc it).
* Steel Greataxe +3: 43 damage, 13 healing.  Durability rises a bunch (pester me and I'll calc it).

Inherited skills: Defense +3, Axe Power 2 (+4 Atk, -10 Avo with an Axe)

Sync skills:
* Reposition: Move an adjacent ally to the opposite side of unit.
* Resolve+: If unit’s HP is 75% or less after combat, grants Def/Res+7 as long as unit’s HP stays below 75%.
* Wrath: At start of combat, for each HP the unit has lost, grants Crit+1 during combat. (Max +30) (To emphasize: at START of combat.  It doesn't recalculate the crit bonus after taking damage when counterattacking.)
* Demolish: Break destructible terrain in a single blow when using Destroy.

Engage skills:
* Laguz Friend: Unit takes 50% less damage, but Avoid is set to 0.


Jade & Ike, Lvl 20 General (Axe)
57 (64) HP, 31 (35) Str, 12 Mag, 27 Dex, 14 Spd, 37 (45) Def, 18 (21) Res, 11 Lck, 16 Bld, 4 Move
1.13 PCHP, ** PDurability, ** MDurability, 3 Raw Avoid, 0.0% Evasion
Personal skill: Meditation, Class skill: Swap, Weapon proficiency: S Axe

Durability stats for very high Def / Res should be taken with a grain of salt, as usual.
Untransformed: 4.54 PDur, 0.88 MDur, 0% Evasion
With Laguz Friend: 9.08 PDur [18.08 w/ Ragnell], 1.76 MDur [1.94 w/Urvan], 0 Evasion
Untransformed, with Resolve+ active: 11.62 PDur, 1.28 MDur, 0% Evasion
With Laguz Friend and Resolve+ active: 23.24 PDur [81.36 w/ Ragnell], 2.00 MDur [2.44 w/ Urvan], 0 Evasion

Silver Axe +3: 34 damage, 84 Hit (93.5% accuracy),
Tomahawk +2: 30 damage, 74 Hit (83.8% accuracy). Range: 1~2
Steel Greataxe +3: 44 damage (2% Critical), 69 Hit (77.6% accuracy).
Hurricane Axe +3: 14 damage, 84 Hit (93.5% accuracy). (When hitting weakness: 60 damage)

Hammer (Ike): 32 damage, 64 Hit (70.6% accuracy).  Smash.  Eff: Armored.
Urvan: 35 damage (2% Critical), 99 Hit (99.8% accuracy), 11 AS, 0% Evasion.  Res+3.
Ragnell: 26 damage (2% Critical), 89 Hit (96.6% accuracy). Range: 1~2.  Def+5.

Meditation: If unit uses Wait without attacking or using items, grants Res+2 for 1 turn.

Ultimate attack
Great Aether: Grants Def/Res+5, but unit can’t counter for 1 turn. At start of next turn, attacks all enemies within 2-spaces and heals HP=30% of damage dealt.  Sword/axe only.  (In the DL, vs. smart opponents, you might respect them simply walking away.)
* Urvan: 35 damage, 10 healing.  Phys Durability rises to 18.08, or 81.36 under Resolve+.  Magic Durability rises to 2.34, or 3.34 if under Resolve+.
* Ragnell: 26 damage, 8 healing.  Phys Durability rises to 40.68, and hits 60 Defense for immunity under Resolve+.  Magic Durability rises to 2.08, or 2.84 if under Resolve+.
* Steel Greataxe +3: 44 damage, 13 healing.  Durability rises to 18.08, or 81.36 under Resolve+.  Magic Durability rises to 2.08, or 2.84 if under Resolve+.

Inherited skills: Defense +3, Axe Power 2 (+4 Atk, -10 Avo with an Axe)

Sync skills:
* Reposition: Move an adjacent ally to the opposite side of unit.
* Resolve+: If unit’s HP is 75% or less after combat, grants Def/Res+7 as long as unit’s HP stays below 75%.
* Wrath: At start of combat, for each HP the unit has lost, grants Crit+1 during combat. (Max +30) (To emphasize: at START of combat.  It doesn't recalculate the crit bonus after taking damage when counterattacking.)
* Demolish: Break destructible terrain in a single blow when using Destroy.

Engage skills:
* Laguz Friend: Unit takes 50% less damage, but Avoid is set to 0.


Saphir & Ike, Lvl 20 Warrior
65 (72) HP, 31 (35) Str, 2 Mag, 28 Dex, 25 Spd, 24 (32) Def, 10 (13) Res, 18 Lck, 17 Bld, 5 Move
1.27 PCHP, ** PDurability, ** MDurability, 19 Raw Avoid, 0.0% Evasion
Personal skill: Will to Win, Class skill: Merciless, Weapon proficiency: A Axe, C Bow

Durability stats for very high Def / Res should be taken with a grain of salt, as usual.
Untransformed: 1.80 PDur, 0.78 MDur, 5.2% Evasion
With Laguz Friend: 3.60 PDur [5.08 w/ Ragnell], 1.56 MDur [1.70 w/Urvan], 0 Evasion
Untransformed, with Resolve+ active: 3.04 PDur, 0.95 MDur, 5.2% Evasion
With Laguz Friend and Resolve+ active: 6.08 PDur [9.06 w/ Ragnell], 1.90 MDur [2.08 w/ Urvan], 0 Evasion

Silver Axe +3: 34 damage, 90 Hit (97.1% accuracy).
Tomahawk +2: 30 damage, 80 Hit (90.1% accuracy). Range: 1~2.
Steel Greataxe +3: 44 damage (3% Critical), 75 Hit (85% accuracy).
Killer Bow +3: 24 damage (33% Critical), 90 Hit (97.1% accuracy).

Hammer (Ike): 32 damage, 70 Hit (78.9% accuracy).  Smash.  Eff: Armored.
Urvan: 35 damage (3% Critical), 105 Hit, 23 AS, 0% Evasion.  Res+3.
Ragnell: 26 damage (3% Critical), 95 Hit (98.9% accuracy). Range: 1~2.  Def+5.

Will to Win: If unit’s HP is 50% or less at start of combat, grants Hit/Avo+20 during combat.  (The Avoid boost does not really help while under Laguz Friend's effects, alas.)

Ultimate attack
Great Aether: Grants Def/Res+5, but unit can’t counter for 1 turn. At start of next turn, attacks all enemies within 2-spaces and heals HP=30% of damage dealt.  Sword/axe only.  (In the DL, vs. smart opponents, you might respect them simply walking away.)
* Urvan: 35 damage, 10 healing.  Durability rises a bunch (pester me and I'll calc it).
* Ragnell: 26 damage, 8 healing.  Durability rises a bunch (pester me and I'll calc it).
* Steel Greataxe +3: 44 damage, 13 healing.  Durability rises a bunch (pester me and I'll calc it).

Inherited skills: Defense +3, Axe Power 2 (+4 Atk, -10 Avo with an Axe)

Sync skills:
* Reposition: Move an adjacent ally to the opposite side of unit.
* Resolve+: If unit’s HP is 75% or less after combat, grants Def/Res+7 as long as unit’s HP stays below 75%.
* Wrath: At start of combat, for each HP the unit has lost, grants Crit+1 during combat. (Max +30) (To emphasize: at START of combat.  It doesn't recalculate the crit bonus after taking damage when counterattacking.)
* Demolish: Break destructible terrain in a single blow when using Destroy.

Engage skills:
* Laguz Friend: Unit takes 50% less damage, but Avoid is set to 0.


Hortensia & Byleth, Lvl 20 Sleipnir Rider
35 HP, 10 Str, 22 (25) Mag, 32 Dex, 34 (37) Spd, 12 Def, 42 Res, 32 (54) Lck, 6 Bld, 6 Move
0.62 PCHP, 0.40 PDurability, 1.86 MDurability, 101 Raw Avoid, 56.0% Evasion
Personal skill: Big Personality, Class skill: World Tree, Weapon proficiency: B Tome, S Staff

Elfire +3: 14 damage, 125 Hit. Range: 1~2
Elthunder +3: 14 damage, 121 Hit, 31 AS, 41.3 Evasion Range: 1~3
Elsurge +3: 16 damage (10% Critical), 296 Hit.
Elwind +3: 10 damage, 131 Hit. Range: 1~2

Lúin: 7 damage (10% Critical), 131 Hit, 34 AS, evasion drops to 50%.  Raises damage based on user's Spd. Effective: Dragon. [+1 damage for every 3 Spd; included.] (When hitting weakness: 29 damage if only the base might is multiplied, more if the Spd boost is included.)
Vajra-Mushti: -5{0} (two hits of -2.5) damage (10% Critical), 131 Hit, 36 AS, evasion drops to 54%.  Uses lowest of foe’s Def/Res.
Sword of the Creator: 4 damage (10% Critical), 131 Hit, 36 AS, evasion drops to 54%. Range: 1~2.  Raises damage with user's Mag. Effective: Dragon [+1 damage for every 3 Mag; included.] (When hitting weakness: 26 damage if only the base might is multiplied, more if the Mag boost is included.)

Ultimate attack
Goddess Dance: Grant another action to all adjacent allies. [Flying] Grants Res+5 to targets for 1 turn.

Inherited skills: Luck +10, Art Focus 3 (+20 Hit, -10 Dodge with Arts)

Sync skills:
* Mentorship: Grants 1.2× EXP modifier to unit and adjacent allies.
* Lost & Found: If unit finishes an action or waits next to an ally, may find an item and increase support with that ally. Trigger %=Lck.
* Divine Pulse+: May turn a missed attack into a hit. Trigger %=(50 + Lck)% = 100%.  (Yes, this means she can't miss, so doesn't really need Arts Focus anyway.)

Engage skills:
* Instruct: Use to grant allies within 2 spaces a stat bonus based on user’s type. Bonus lasts for 1 turn.  Does not affect self. [Flying] Res+5.


Framme & Byleth, Lvl 20 Martial Master
45 HP, 21 Str, 22 (25) Mag, 21 Dex, 28 (31) Spd, 20 Def, 28 Res, 19 (41) Lck, 6 Bld, 5 Move
0.80 PCHP, 0.66 PDurability, 0.91 MDurability, 82 Raw Avoid, 30.9% Evasion
Personal skill: Crimson Cheer, Class skill: Diffuse Healer, Weapon proficiency: A Staff, S Arts

Silver-Spirit Art +3: 20 damage (2x hits of 10), 106 Hit.
Flashing Fist Art +3: 20 damage (2x hits of 10), 122 Hit, 33 AS. (+5 Speed, but weighs Framme down by 3.)  Take +5 damage - durability falls to 0.57 PDur, 0.74 MDur.
Shielding Art +4: 6 damage, 107 Hit.  Only 1 hit.  +5 Defense.  Durability rises to 0.80 PDur.

Rafail Gem: User is immune to Effective damage and critical hits. May halve damage if carried. [Trigger %=Dex = 21%.] (Note: Nothing is effective against Qi Adepts in-game.  Helpful if you make Alear into a Qi Adept and he gets attacked by a Dragonslayer?!)
Vajra-Mushti: 6 damage (2x hits of 3) (4% Critical), 122 Hit, 30 AS, 28% Evasion.  Uses lowest of foe's Def/Res.
Sword of the Creator: 15 damage (4% Critical), 102 Hit, 30 AS, 28% Evasion Range: 1~2.  Raises damage with user’s Mag. Effective: Dragon [+1 damage for every 3 Mag; included]

Ultimate attack
Goddess Dance: Grant another action to all adjacent allies. [Qi Adept] Grants Lck+10 to targets for 1 turn.

Inherited skills: Luck +10, Art Focus 3 (+20 Hit, -10 Dodge with Arts)

Sync skills:
* Mentorship: Grants 1.2× EXP modifier to unit and adjacent allies.
* Lost & Found: If unit finishes an action or waits next to an ally, may find an item and increase support with that ally. Trigger %=Lck.
* Divine Pulse+: May turn a missed attack into a hit. Trigger %=(50 + Lck)% = 91%

Engage skills:
* Instruct: Use to grant allies within 2 spaces a stat bonus based on user’s type. Bonus lasts for 1 turn.  Does not affect self. [Qi Adept] Lck+10.


Vander & Byleth, Lvl 20/5 Paladin (Axe)
57 HP, 20 Str, 7 (10) Mag, 18 Dex, 20 (23) Spd, 22 Def, 16 Res, 11 (33) Lck, 9 Bld, 6 Move
1.01 PCHP, 0.90 PDurability, 0.73 MDurability, 62 Raw Avoid, 7.3% Evasion
Personal skill: Alabaster Duty, Class skill: Pivot, Weapon proficiency: S Axe

Don't be fooled by the low Hits displayed, the accuracy is correct - see Divine Pulse+ below.
Silver Axe +3: 15 damage, 66 Hit (95.4% accuracy), 18 AS, 1.7% Evasion
Tomahawk +2: 11 damage, 67 Hit (95.7% accuracy), 16 AS, 0.6% Evasion Range: 1~2
Steel Greataxe +3: 25 damage, 62 Hit (94.5% accuracy), 19 AS, 2.5% Evasion
Steel Axe +4: 12 damage (3% Critical), 77 Hit (97.8% accuracy), 23 AS.

Areadbhar: 16 damage (3% Critical), 77 Hit (97.8% accuracy), 23 AS.  If user initiates combat, grants Mt+50%.  (=-7 damage on counterattacks, so 9 damage.)
Vajra-Mushti: -10 damage (2x hits of -5) (3% Critical), 92 Hit (97.9% accuracy), 23 AS.  Uses lowest of foe's Def/Res.
Sword of the Creator: 9 damage (3% Critical), 92 Hit (97.9% accuracy), 23 AS. Range: 1~2.  Raises damage with user’s Mag. Effective: Dragon [+1 damage for every 3 Mag; included.]

Ultimate attack
Goddess Dance: Grant another action to all adjacent allies. [Cavalry] Grants Dex+10 to targets for 1 turn.

Inherited skills: Luck +10, Art Focus 3 (+20 Hit, -10 Dodge with Arts)

Sync skills:
* Mentorship: Grants 1.2× EXP modifier to unit and adjacent allies.
* Lost & Found: If unit finishes an action or waits next to an ally, may find an item and increase support with that ally. Trigger %=Lck.
* Divine Pulse+: May turn a missed attack into a hit. Trigger %=(50 + Lck)% = 88%.  (Included in accuracy of attacks above.)

Engage skills:
* Instruct: Use to grant allies within 2 spaces a stat bonus based on user’s type. Bonus lasts for 1 turn.  Does not affect self.  [Cavalry] Dex+10.


Pandreo & Byleth, Lvl 20/5 High Priest
48 HP, 8 Str, 29 (32) Mag, 28 Dex, 29 (32) Spd, 11 Def, 42 Res, 28 (50) Lck, 11 Bld, 5 Move
0.85 PCHP, 0.54 PDurability, 2.55 MDurability, 89 Raw Avoid, 45.7% Evasion
Personal skill: Party Animal, Class skill: Self-Healing, Weapon proficiency: B Tome, S Staff, C Arts

Elsurge +3: 23 damage (8% Critical), 286 Hit. Range: 1-3
Elfire +3: 21 damage, 115 Hit. Range: 1~4
Elthunder +3: 21 damage, 111 Hit. Range: 1~5
Elwind +3: 17 damage, 121 Hit. Range: 1~4
Mend: 36 HP healing. 20 charges.

Thyrsus:  Grants magic range +2. May halve damage if carried. [Trigger %=Dex = 28%.]
Vajra-Mushti: 0 damage (2x hits of 0) (8% Critical), 121 Hit.  Uses lowest of foe’s Def/Res.
Sword of the Creator: 5 damage (8% Critical), 121 Hit. Range: 1~2.  Raises damage with user;s Mag. Effective: Dragon [+1 damage for every 3 Mag; included.]

Party Animal: Grants a bonus to Hit and Avo equal to 3× the number of allies and foes within 2 spaces.  (Assumed to be +3 above from 1 enemy.)
Self-Healing: Can target self with staves.

Ultimate attack
Goddess Dance: Grant another action to all adjacent allies.  [Mystical] Grants Mag+4 to targets for 1 turn.

Inherited skills: Luck +10, Art Focus 3 (+20 Hit, -10 Dodge with Arts)

Sync skills:
* Mentorship: Grants 1.2× EXP modifier to unit and adjacent allies.
* Lost & Found: If unit finishes an action or waits next to an ally, may find an item and increase support with that ally. Trigger %=Lck.
* Divine Pulse+: May turn a missed attack into a hit. Trigger %=(50 + Lck)% = 100%.  (So yes, he can't miss, even when not using Elsurge.)

Engage skills:
* Instruct: Use to grant allies within 2 spaces a stat bonus based on user's type. Bonus lasts for 1 turn.  Does not affect self. [Mystical] Mag+4.


Seadall & Corrin, Lvl 40 Dancer
48 (75) HP, 21 Str, 8 (12) Mag, 23 Dex, 32 Spd, 19 Def, 21 (24) Res, 25 Lck, 11 Bld, 5 Move
1.33 PCHP, 1.07 PDurability, 1.28 MDurability, 76 Raw Avoid, 22.4% Evasion [36.8% w/ Yato]
Personal skill: Curious Dance, Class skill: Special Dance, Weapon proficiency: A Arts

Against an enemy under Draconic Hex using single-hit damage (i.e. -4 Str/Mag, -4 Dex), Seadall's Durability rises to 1.23 PDur / 1.51 MDur, and his evasion increases to 33.8% [48.6% w/ Yato].
When attacking an enemy who was Draconic Hex'd the previous turn (i.e. -3 Def), all of Seadall's attacks deal +3 damage (=+6 damage for the double-hit Arts).  And -3 Spd will make it easier both to hit and to double, of course.

Silver-Spirit Art +3: 7 (2x hits of 3.5 damage) damage, 93 Hit (98.3% accuracy).
Flashing Fist Art +3: 7 (2x hits of 3.5 damage) damage, 98 Hit (99.6% accuracy), 37 AS.  Take 5 more damage (durability falls to 0.92 PDur, 1.07 MDur.  Roughly cancels out if Draconic Hex is also active.).
Shielding Art +4: -1 {0} damage, 83 Hit (92.7% accuracy). +5 Defense (durability rises to 1.28).

Swords get +20 Hit if Seadall opts to equip Sword Focus.  (But he often won't bother, as Yato is pretty accurate.)
Dual Katana: 4 damage, 83 [103] Hit (92.7% accuracy).  Grants advantage vs. lances but disadvantage vs. axes.
Wakizashi: 6 damage, 83 [103] Hit (92.7% accuracy).  Avo-10, range 2 only.
Yato: 12 damage (5% Critical), 93 [113] Hit (98.3% accuracy).  Avo+10, Ddg+10.

Ultimate attack
Torrential Roar: Attacks three spaces in a line with Dragon Fang, a 20mt physical weapon.  Those spaces are turned into water tiles until the end of the next enemy phase with an Avoid penalty.
* Dragon Fang: 16 damage

Inherited skills: HP +12, Sword Focus 3 (+20 Hit, -10 Dodge when using a Sword)

Sync skills:
* Draconic Hex: If unit initiates combat, inflicts -4 to all of foe’s basic stats after combat. (Penalties shrink by 1 each turn.) (CHECK)
* Pair Up: Prevents damage from foes’ chain attacks against unit.
* Quality Time+: After unit acts or waits, restores 10 HP to adjacent allies and slightly increases support with them.  (Does not heal self.)
* Dragon Vein: Add a special effect to certain spaces.  [Qi Adept] Creates ice pillars that hinder movement.

Engage skills:
* Dreadful Aura: If unit initiates combat, target foe and all foes within 1 space of it cannot move for 1 turn after combat.


Clanne & Corrin, Lvl 20 Mage Knight (Swords)
38 (65) HP, 19 Str, 21 (25) Mag, 29 Dex, 32 Spd, 19 Def, 27 (30) Res, 14 Lck, 8 Bld, 6 Move
1.15 PCHP, 0.92 PDurability, 1.45 MDurability, 71 Raw Avoid, 16.2% Evasion
Personal skill: Verdant Faith, Class skill: Chaos Style, Weapon proficiency: B Swd, A Tome

Against an enemy under Draconic Hex using single-hit damage (i.e. -4 Str/Mag, -4 Dex), Clanne's Durability rises to 1.06 PDur / 1.83 MDur, and his evasion increases to 26.6% [38.3% w/ Yato].
When attacking an enemy who was Draconic Hex'd the previous turn (i.e. -3 Def/Res), all of Clanne's attacks deal +3 damage.  And -3 Spd will make it easier both to hit and to double, of course.

Bolganone +2: 18 damage, 105 Hit, 29 AS, 9.9 Evasion Range: 1~2
Silver Sword +3: 10 damage, 110 [130] Hit, 30 AS, 11.8 Evasion
Elthunder +3: 14 damage, 95 Hit (98.9% accuracy), 28 AS, 8.1 Evasion Range: 1~3
Elfire +3: 14 damage, 110 Hit. Range: 1~2

Swords get +20 Hit if Clanne opts to equip Sword Focus.  (But he often won't bother, as Yato is pretty accurate.)
Dual Katana: 2 damage (3% Critical), 90 [110] Hit (97.1% accuracy).  Grants advantage vs. lances but disadvantage vs. axes.
Wakizashi: 4 damage, 90 [110] Hit (97.1% accuracy), 30 AS, 4% Evasion.  Avo-10, range 2 only.
Yato: 10 damage (8% Critical), 100 [120] Hit, 31 AS, 26.6% Evasion.  Avo+10, Ddg+10.

Chaos Style: If unit initiates combat with a physical attack against a foe armed with magic or vice versa, grants Spd+3 during combat.

Ultimate attack
Torrential Roar: Attacks three spaces in a line with Dragon Fang, a 20mt physical weapon.  Those spaces are turned into water tiles until the end of the next enemy phase with an Avoid penalty.
* Dragon Fang: 14 damage.

Inherited skills: HP +12, Sword Focus 3 (+20 Hit, -10 Dodge when using a Sword)

Sync skills:
* Draconic Hex: If unit initiates combat, inflicts -4 to all of foe’s basic stats after combat. (Penalties shrink by 1 each turn.)
* Pair Up: Prevents damage from foes' chain attacks against unit.
* Quality Time+: After unit acts or waits, restores 10 HP to adjacent allies and slightly increases support with them.  (Does not heal self.)
* Dragon Vein: Add a special effect to certain spaces.  [Cavalry] Creates water that decreases Avo.

Engage skills:
* Dreadful Aura: If unit initiates combat, target foe and all foes within 1 space of it cannot move for 1 turn after combat.
** (Yes, this means that against a range-1 opponent, Engaged Clanne can safely pelt with range-2 Tomes or the Wakizashi.)


Citrinne & Corrin, Lvl 20 Sage
39 (66) HP, 5 Str, 37 (41) Mag, 24 Dex, 20 Spd, 11 Def, 34 (37) Res, 22 Lck, 6 Bld, 5 Move
1.17 PCHP, 0.74 PDurability, 2.34 MDurability, 51 Raw Avoid, 1.4% Evasion
Personal skill: Generosity, Class skill: Spell Harmony, Weapon proficiency: S Tome, B Staff

Against an enemy under Draconic Hex using single-hit damage (i.e. -4 Str/Mag, -4 Dex), Citrinne's Durability rises to 0.83 PDur / 3.50 MDur, and her evasion increases to 5.2% [8.1% w/ Yato].
When attacking an enemy who was Draconic Hex'd the previous turn (i.e. -3 Def/Res), all of Citrinne's attacks deal +3 damage.  And -3 Spd will make it easier both to hit and to double, of course.

Elfire +3: 30 damage, 104 Hit. Range: 1~2
Elthunder +3: 30 damage, 89 Hit (96.6% accuracy), 14 AS, 0 Evasion. Range: 1~3
Bolganone +2: 34 damage, 99 Hit (99.8% accuracy), 15 AS, 0 Evasion. Range: 1~2
Elsurge +3: 32 damage (6% Critical), 264 Hit.

Dual Katana: -12 {0} damage (1% Critical), 84 [104] Hit (93.5% accuracy), 19 AS, 0.8% Evasion.  Grants advantage vs. lances but disadvantage vs. axes.
Wakizashi: -10 {0} damage, 84 [104] Hit (93.5% accuracy), 16 AS, 0% Evasion.  Avo-10, range 2 only.
Yato: -4 {0} damage (6% Critical), 94 [114] Hit (98.6% accuracy), 17 AS, 2.9% Evasion.  Avo+10, Ddg+10.

Ultimate attack
Torrential Roar: Attacks three spaces in a line with Dragon Fang, a 20mt physical weapon.  Those spaces are turned into water tiles until the end of the next enemy phase with an Avoid penalty.
* Dragon Fang: 0 damage.

Inherited skills: HP +12, Sword Focus 3 (+20 Hit, -10 Dodge when using a Sword)

Sync skills:
* Draconic Hex: If unit initiates combat, inflicts -4 to all of foe’s basic stats after combat. (Penalties shrink by 1 each turn.  The debuff maxes out at -4 though if repeatedly applied.)
* Pair Up: Prevents damage from foes’ chain attacks against unit.
* Quality Time+: After unit acts or waits, restores 10 HP to adjacent allies and slightly increases support with them.  (Does not heal self.)
* Dragon Vein: Add a special effect to certain spaces.  [Mystical] Creates flames that inflict damage at the start of turn.
Flame terrain: Take 10 damage at the start of turn (can't be fatal).  More expensive to move through. Doesn't affect flyers.  Not all terrain can be set ablaze, but if it can't be, it's probably (always?) flyer-only terrain anyway.

Engage skills:
* Dreadful Aura: If unit initiates combat, target foe and all foes within 1 space of it cannot move for 1 turn after combat.
** (Yes, this means that against a range-1 opponent, Engaged Citrinne can safely pelt with range-2 Tomes or the Wakizashi.)


Rosado & Eirika / Ephraim, Lvl 20/3 Wyvern Knight (Axe/Lance)
62 HP, 28 Str, 12 (15) Mag, 29 (33) Dex, 31 Spd, 25 (30) Def, 18 (23) Res, 13 (23) Lck, 10 Bld, 6 Move
1.10 PCHP, 1.40 PDurability, 1.02 MDurability, 93 Raw Avoid, 47.1% [18.6% when not using a Lance] Evasion
Personal skill: Stunning Smile, Class skill: Air Raid, Weapon proficiency: B Lance, A Axe

Durability above bakes in Blue Skies+ / Gentility+.  If unit detransforms and opts for Ephraim mode, durability drops to 1.11 PDur / 0.86 MDur.

Reduce all physical damage on counterattacks by 8, due to Eclipse Brace+ not triggering and lose the healing.  For player phase, if unit detransforms, reduce physical damage by 8 if in Ephraim mode, or reduce all damage by 5 in Eirika mode and lose the healing.

Silver Lance +3: 34 damage, 99 Hit (99.8% accuracy), 29 AS, 41.3% Evasion. {Heals 17}
Spear +2: 30 damage, 102 Hit, 26 AS, 32.3% Evasion. Range: 1~2. {Heals 15}
Steel Greataxe +3: 46 damage (5% Critical), 87 Hit (95.5% accuracy), 28 AS, 11.8% Evasion. {Heals 23}
Javelin +3: 25 damage, 112 Hit, 31 AS, 47.1% Evasion. Range: 1~2. {Heals 12}

Rapier (Eirika): 23 damage (10% Critical), 122 Hit, 31 AS.  Effective: Cavalry, Armored. (When hitting weakness: 37 damage) {Heals 11}
Wind Sword: 5 damage, 97 Hit (99.4% accuracy), 31 AS. Range: 1~2.  Magical weapon.  Effective: Flying.  (When hitting weakness: 25 damage) {Heals 2}
Sieglinde: 28 damage, 117 Hit, 31 AS.  Effective: Corrupted. {Heals 14}

Stunning Smile: If foe is male, inflicts Avo-20 on that foe during combat.

Ultimate attack
Twin Strike: Use to make a sword attack followed by a lance attack from Ephraim on adjacent foe.  Ephraim will always attack with Siegmund, a 13mt lance effective against Corrupted. (Note: If you pick Wind Sword, then Eph's damage will drop because Eclipse/Lunar Brace won't trigger.)
* Sieglinde: 57 damage (=28+29)
* Rapier (when hitting weakness): 66 damage (=37+29)
* Wind Sword (when hitting weakness): 48 damage, some wind-elemental magical (=25+23) (See above for why Eph's damage mysteriously dropped)

Inherited skills: Dodge +10, Lance Agility 3 (+20 Avo, -10 Crit with a lance)

Sync skills:
* Night and Day: Swap between Ephraim and Eirika. (This doesn't cost a turn.)  Only relevant while not Engaged.

While Engaged:
* Blue Skies+: Unit takes 5 less damage and deals +5 damage.
* Eclipse Brace+: If unit initiates combat, unit deals extra damage=30% of foe’s Def with physical attacks and recovers HP=50% of damage dealt.

While in Eirika mode:
* Gentility+: Unit takes 5 less damage.
* Lunar Brace+: If unit initiates combat with a physical attack, deals extra damage=30% of foe’s Def.

While in Ephraim mode:
* Bravery+: Unit deals +5 damage
* Solar Brace+: If unit initiates combat, unit recovers HP=50% of damage dealt.

Engage skills:
* Sacred Twins: Upgrade any allies using an inherited Eirika / Eph skill to the "both" version.


Chloé & Eirika / Ephraim, Lvl 20 Griffin Knight (Lance)
52 HP, 22 Str, 20 (23) Mag, 33 (37) Dex, 38 Spd, 17 (22) Def, 22 (27) Res, 25 (35) Lck, 8 Bld, 6 Move
0.92 PCHP, 0.82 PDurability, 1.00 MDurability, 113 Raw Avoid, 68% [47.1% with a Sword] Evasion
Personal skill: Fairy-Tale Folk, Class skill: Clear the Way, Weapon proficiency: S Lance, C Staff

Durability above bakes in Blue Skies+ / Gentility+.  If unit detransforms and opts for Ephraim mode, durability drops to 0.70 PDur / 0.82 MDur.

Reduce all physical damage on counterattacks by 8, due to Eclipse Brace+ not triggering, and lose the healing.  For player phase, if unit detransforms, reduce physical damage by 8 if in Ephraim mode, or reduce all damage by 5 in Eirika mode and lose the healing.

Silver Lance +3: 28 damage, 113 Hit, 34 AS, 60% Evasion. {14 healing}
Flame Lance +3: 16 damage, 121 Hit, 30 AS, 52% Evasion.  Magic weapon. Range: 1~2. {13 healing}
Javelin +3: 19 damage, 126 Hit, 37 AS, 66% Evasion Range: 1~2. {9 healing}
Steel Greatlance +3: 36 damage, 111 Hit, 35 AS, 62% Evasion.  {18 healing}

Rapier (Eirika): 17 damage (12% Critical), 136 Hit, 44.2% Evasion.  Effective: Cavalry, Armored. (When hitting weakness: 31 damage) {8 healing}
Wind Sword: 13 damage (2% Critical), 111 Hit, 37 AS, 44.2% Evasion. Range: 1~2.  Magical weapon.  Effective: Flying. (When hitting weakness: 33 damage) {6 healing}
Sieglinde: 22 damage (2% Critical), 131 Hit, 37 AS, 44.2% Evasion.  Effective: Corrupted. {11 healing}

Ultimate attack
Twin Strike: Use to make a sword attack followed by a lance attack from Ephraim on adjacent foe.  Ephraim will always attack with Siegmund, a 13mt lance effective against Corrupted. (Note: If you pick Wind Sword or a Levin Sword, then Eph's damage will drop because Lunar Brace won't trigger.  Also, you will lose Lance Agility by definition since you have to use a Sword for this attack.)
* Sieglinde: 45 damage (=22+23)
* Rapier (when hitting weakness): 60 damage (=31+29)
* Wind Sword (when hitting weakness): 56 damage, some wind-elemental magical (=33+23) (See above for why Eph's damage mysteriously dropped)

Inherited skills: Dodge +10, Lance Agility 3 (+20 Avo, -10 Crit with a lance)

Sync skills:
* Night and Day: Swap between Ephraim and Eirika. (This doesn't cost a turn.)  Only relevant while not Engaged.

While Engaged:
* Blue Skies+: Unit takes 5 less damage and deals +5 damage.
* Eclipse Brace+: If unit initiates combat, unit deals extra damage=30% of foe’s Def with physical attacks and recovers HP=50% of damage dealt.

While in Eirika mode:
* Gentility+: Unit takes 5 less damage.
* Lunar Brace+: If unit initiates combat with a physical attack, deals extra damage=30% of foe’s Def.

While in Ephraim mode:
* Bravery+: Unit deals +5 damage
* Solar Brace+: If unit initiates combat, unit recovers HP=50% of damage dealt.

Engage skills:
* Sacred Twins: Upgrade any allies using an inherited Eirika / Eph skill to the "both" version.


Amber & Eirika / Ephraim, Lvl 20 Paladin (Lance)
55 HP, 33 Str, 3 (6) Mag, 25 (29) Dex, 24 Spd, 25 (30) Def, 9 (14) Res, 23 (33) Lck, 13 Bld, 6 Move
0.97 PCHP, 1.23 PDurability, 0.67 MDurability, 84 Raw Avoid, 33.8% [9% w/ Sword] Evasion
Personal skill: Aspiring Hero, Class skill: Pivot, Weapon proficiency: S Lance

Durability above bakes in Blue Skies+ / Gentility+.  If unit detransforms and opts for Ephraim mode, durability drops to 0.98 PDur / 0.58 MDur.

Reduce all physical damage on counterattacks by 8, due to Eclipse Brace+ not triggering and lose the healing.  For player phase, if unit detransforms, reduce physical damage by 8 if in Ephraim mode, or reduce all damage by 5 in Eirika mode and lose the healing.

Silver Lance +3: 39 damage, 96 Hit (99.2% accuracy). {19 healing}
Spear +2: 35 damage, 99 Hit (99.8% accuracy), 22 AS, 28% Evasion. Range: 1~2. {17 healing}
Steel Greatlance +3: 47 damage, 94 Hit (98.6% accuracy). {23 healing}
Killer Lance +3: 31 damage (23% Critical), 99 Hit (99.8% accuracy). {15 healing}

Rapier (Eirika): 28 damage (8% Critical), 119 Hit, 9% Evasion.  Effective: Cavalry, Armored. (When hitting weakness: 42 damage)
Wind Sword: -4 {0} damage, 94 Hit (98.6% accuracy), 9% Evasion. Range: 1~2.  Magical weapon.  Effective: Flying. (When hitting weakness: 16 damage)
Sieglinde: 33 damage, 114 Hit, 9% Evasion.  Effective: Corrupted.

Ultimate attack
Twin Strike: Use to make a sword attack followed by a lance attack from Ephraim on adjacent foe.  Ephraim will always attack with Siegmund, a 13mt lance effective against Corrupted. (Note: If you pick Wind Sword or a Levin Sword, then Eph's damage will drop because Lunar Brace won't trigger.)  [Cavalry] Ephraim deals +50% damage.
* Sieglinde: 84 damage (=33+51)
* Rapier (when hitting weakness): 93 damage (=42+51)

Inherited skills: Dodge +10, Lance Agility 3 (+20 Avo, -10 Crit with a lance)

Sync skills:
* Night and Day: Swap between Ephraim and Eirika. (This doesn't cost a turn.)  Only relevant while not Engaged.

While Engaged:
* Blue Skies+: Unit takes 5 less damage and deals +5 damage.
* Eclipse Brace+: If unit initiates combat, unit deals extra damage=30% of foe’s Def with physical attacks and recovers HP=50% of damage dealt.

While in Eirika mode:
* Gentility+: Unit takes 5 less damage.
* Lunar Brace+: If unit initiates combat with a physical attack, deals extra damage=30% of foe’s Def.

While in Ephraim mode:
* Bravery+: Unit deals +5 damage
* Solar Brace+: If unit initiates combat, unit recovers HP=50% of damage dealt.

Engage skills:
* Sacred Twins: Upgrade any allies using an inherited Eirika / Eph skill to the "both" version.

8
Unranked Games / Re: Fire Emblem, Engage!
« on: October 19, 2024, 07:20:46 AM »
Alear & Marth, Lvl 20 Divine Dragon
51 HP, 25 (28) Str, 9 Mag, 28 (32) Dex, 33 (37) Spd, 26 Def, 18 Res, 17 Lck, 11 Bld, 5 Move
0.90 PCHP, 0.94 PDurability, 0.70 MDurability, 112 Raw Avoid, 67.0% Evasion
Personal skill: Divinely Inspiring, Class skill: Divine Spirit, Weapon proficiency: A Swd, B Arts

Silver Sword +3: 19 damage, 117 Hit. {With Divine Speed: 28.5, heals 10 HP}
Wille Glanz +2: 17 damage, 92 Hit (97.9% accuracy). Range: 1~2 {With Divine Speed: 25.5, heals 9 HP}
Steel Blade +3: 25 damage, 102 Hit.
Silver-Spirit Art +3: 11 damage (2x hits of 5.5 damage), 107 Hit. (Evasion falls to 53%) {With Divine Speed: 16.5, heals 6 HP}

Rapier (Marth): 10 damage, 117 Hit.  Avo+20.  Effective: Cavalry, Armored. (Evasion rises to 87%) {With Divine Speed: 15, heals 5 HP} (When hitting weakness: 24 damage; 36 damage w/ Divine Speed and heals 6 HP.)
Mercurius: 15 damage, 102 Hit.  Doubles user's earned experience. {With Divine Speed: 22.5, heals 8 HP}
Falchion: 15 damage, 122 Hit.  Effective: Dragon. {With Divine Speed: 22.5, heals 8 HP} (When hitting weakness: 39 damage; 58.5 damage w/ Divine Speed and heals 19 HP.)

Divine Spirit: Unit's Engage meter is shortened by one step.  (Read: If Alear untransforms, it takes less time to rebuild Engage meter for a 2nd Engage.)

Ultimate attack
Lodestar Rush: 7 consecutive sword attacks at 30% damage. Adjacent foe only. [Dragon] +2 attacks for 9 attacks.
* With Silver Sword +3: 51.3 (5.7*9) (really 6*9=54 due to rounding)
* With Steel Blade +3: 67.5 (7.5*9) (really 8*9=72 due to rounding)
* With Falchion (when hitting weakness): 105 damage
* With Rapier (when hitting weakness): 65 damage

Inherited skills: Avoid +15, Sword Agility 2 (Avo+15, Crit-10 with a sword)

Sync skills
* Unyielding++: At start of player phase, if HP is 40% or less, restores 40% of unit's max HP.
* Perceptive+: If the unit initiates combat, grants +Avoid during combat.  Bonus is 30 + (Spd/4) (= +39 Avo)
* Break Defenses: If unit's attack breaks foe, unit makes an extra attack at 50% damage.

Engage skills
* Divine Speed: Unit performs an extra attack at 50% damage in combat.  (This does not override Smash weapons disallowing extra attacks.)  [Dragon] Unit recovers HP equal to damage dealt by extra attack.

Engage+: Requires another ally, so not talking about it here!


Veyle & Marth, Lvl 40 Fell Child
38 HP, 22 (25) Str, 30 Mag, 26 (30) Dex, 25 (29) Spd, 19 Def, 32 Res, 19 Lck, 7 Bld, 5 Move
0.67 PCHP, 0.54 PDurability, 0.95 MDurability, 82 Raw Avoid, 30.9% Evasion (52.0% evasion with a sword)
Personal skill: Fell Protection, Class skill: Dark Spirit, Weapon proficiency: B Dagger, S Tome

Misericorde +3: 18 damage, 106 Hit. Range: 1~2 {With Divine Speed: 27, heals 9 HP}
Silver Dagger +3: 16 damage, 114 Hit. Range: 1~2 {With Divine Speed: 24, heals 8 HP}
Bolganone +2: 23 damage, 109 Hit, 25 AS, 19.8% Evasion. Range: 1~2 {With Divine Speed: 35.5, heals 12 HP}
Elthunder +3: 19 damage, 99 Hit (99.8% accuracy), 24 AS, 17.3% Evasion. Range: 1~3 {With Divine Speed: 28.5, heals 10 HP}

Rapier (Marth): 7 damage, 114 Hit.  Avo+20.  Effective: Cavalry, Armored. (Evasion rises to 72%) {With Divine Speed: 10.5, heals 4 HP} (When hitting weakness: 21 damage; 31.5 damage w/ Divine Speed and heals 10 HP.)
Mercurius: 12 damage, 99 Hit (99.8% accuracy), 52% evasion.  Doubles user's earned experience. {With Divine Speed: 18, heals 6 HP}
Falchion: 12 damage, 119 Hit, 26 AS, 44.2% Evasion, 52% evasion.  Effective: Dragon. {With Divine Speed: 18, heals 6 HP} (When hitting weakness: 36 damage; 54 damage w/ Divine Speed and heals 18 HP.)

Dark Spirit: At start of each turn, unit's engage meter increases by 1.  (Read: If Veyle untransforms, it takes less time to rebuild Engage meter for a 2nd Engage.)

Ultimate attack
Lodestar Rush: 7 consecutive sword attacks at 30% damage. Adjacent foe only. [Dragon] +2 attacks for 9 attacks.  (Note: if target is poisoned, the full damage calculation with poison is done first, then that result is thrown through the 30% multiplier; the poison is not added onto each hit individually at 100%.)
* With Falchion: 32.5 damage (really 4*9=36 due to rounding) (97 damage when hitting weakness)
* With Rapier: 19 damage (really 2*9=18 due to rounding) (57 damage when hitting weakness)

Inherited skills: Avoid +15, Sword Agility 2 (Avo+15, Crit-10 with a sword)

Sync skills
* Unyielding++ At start of player phase, if HP is 40% or less, restores 40% of unit’s max HP.
* Perceptive+: If the unit initiates combat, grants +avoid during combat.  Bonus is 30 + (Spd/4) (= +37 Avo)
* Break Defenses: If unit's attack breaks foe, unit makes an extra attack at 50% damage.

Engage skills
* Divine Speed Unit performs an extra attack at 50% damage in combat.  [Dragon] Unit recovers HP equal to damage dealt by extra attack.


Lapis & Marth, Lvl 20 Swordmaster
46 HP, 22 (25) Str, 9 Mag, 29 (33) Dex, 39 (43) Spd, 19 Def, 19 Res, 21 Lck, 7 Bld, 5 Move
0.81 PCHP, 0.65 PDurability, 0.65 MDurability, 126 Raw Avoid, 81.0% Evasion
Personal skill: Share Spoils, Class skill: Run Through, Weapon proficiency: S Swd

Silver Sword +3: 16 damage, 113 Hit, 40 AS, 75% Evasion  {With Divine Speed: 24}
Steel Blade +3: 22 damage, 106 Hit, 41 AS, 77% Evasion
Steel Sword +4: 13 damage, 116 Hit, 81% Evasion.  {With Divine Speed: 19.5}
Killing Edge +3: 12 damage (25% Critical), 101 Hit, 40 AS, 75% Evasion  {With Divine Speed: 18}

Rapier (Marth): 7 damage, 121 Hit.  Avo+20.  101% Evasion (not a typo).  Effective: Cavalry, Armored. {With Divine Speed: 10.5}
Mercurius: 12 damage, 106 Hit, 81% Evasion.  Doubles user's earned experience. {With Divine Speed: 18}
Falchion: 12 damage, 126 Hit, 40 AS, 75% Evasion.  Effective: Dragon. {With Divine Speed: 18}

Ultimate attack
Lodestar Rush: 7 consecutive sword attacks at 30% damage. Adjacent foe only. [Backup] +1 attack for 8 attacks.
* With Silver Sword +3: 38.5 damage ( really 5*8=40 due to rounding)
* With Steel Blade+3: 53 damage ( really 7*8=56 due to rounding)

Inherited skills: Avoid +15, Sword Agility 2 (Avo+15, Crit-10 with a sword)

Sync skills
* Unyielding++ At start of player phase, if HP is 40% or less, restores 40% of unit’s max HP.
* Perceptive+: If the unit initiates combat, grants +avoid during combat.  Bonus is 30 + (Spd/4) (= +40 Avo)
* Break Defenses: If unit's attack breaks foe, unit makes an extra attack at 50% damage.

Engage skills
* Divine Speed: Unit performs an extra attack at 50% damage in combat.


Alfred & Sigurd, Lvl 20 Avenir
55 HP, 29 Str, 6 Mag, 25 (29) Dex, 23 Spd, 31 (35) Def, 18 Res, 28 Lck, 11 (14) Bld, 6 (14) Move
0.97 PCHP, 1.67 PDurability, 0.75 MDurability, 50 Raw Avoid, 1.1% Evasion
Personal skill: Self-Improver, Class skill: Golden Lotus, Weapon proficiency: B Swd, A Lance

All damage numbers assume a Momentum bonus of +4.  The Momentum bonus does not apply to a follow-up attack if made (i.e. if doubling, subtract 4 damage from the second hit).
Silver Lance +3: 28 (24+4) damage, 119 Hit.
Silver Sword +3: 24 (20+4) damage, 137 Hit.
Spear +2: 24 (20+4) damage, 117 Hit, 22 AS, 0.6% Evasion. Range: 1~2
Steel Greatlance +3: 36 (32+4) damage (3% Critical), 112 Hit.

Ridersbane (Sigurd): 20 (16+4) damage, 117 Hit.  Effective: Cavalry. (When hitting weakness: 40 (36+4) damage.)
Brave Lance: 30 (13+4+13) damage, 102 Hit.  If user initiates combat, attacks twice.
Tyrfing: 23 (19+4) damage, 122 Hit.  Res+5.  Magic Durability rises to 0.89.

Golden Lotus: During combat, may prevent 50% of physical damage taken. Trigger %=Dex. (29%)
Self-Improver: If unit uses Wait without attacking or using items, grants Str+2 for 1 turn.

Ultimate attack:
Override: Normal attack a chain of adjacent foes, moving to the opposite side of them.  (Brave Lance only gets 1 hit, so doesn't really work.)

Inherited skills: Hit +20, Lance Power 1 (+2 Atk, -10 Avo with a Lance)

Sync skills:
* Momentum+: +1 Atk per space moved for first attack each player round.  No, you can't run in circles, characters will take the most efficient route to the target.  If a range 1 unit is hugging the user, this is a max of +4 damage from running to their back side if available (+5 damage with a Spear, perhaps?), or +2 damage if the unit has their back to a wall.
* Canter+: Unit can move 3 spaces after acting.
* Headlong Rush: Grants immunity to freeze.

Engage skills:
* Gallop Grants Mov+5. [Cavalry] Grants another Mov+2 (for Mov +7 total).


Zelestria & Sigurd, Lvl 20 Melusine (aka DLC Zephia)
52 HP, 26 Str, 27 Mag, 25 (29) Dex, 33 Spd, 23 (27) Def, 28 Res, 11 Lck, 11 (14) Bld, 6 (12) Move
0.92 PCHP, 1.01 PDurability, 1.05 MDurability, 71 Raw Avoid, 16.2% Evasion
Personal skill: Friendly Boost, Class skill: Soulblade, Weapon proficiency: A Swd, S Tome

Soulblade: Sword attacks target an average of Defense & Resistance.

All damage numbers assume a Momentum bonus of +4.  The Momentum bonus does not apply to a follow-up attack if made (i.e. if doubling, subtract 4 damage from the second hit).
Bolganone +2: 24 (20+4) damage, 120 Hit. Range: 1~2
Silver Sword +3: 21 (17+4) damage, 133 Hit.
Steel Blade +3: 27 (23+4) damage (3% Critical), 118 Hit.
Elthunder +3: 20 (16+4) damage, 118 Hit. Range: 1~3

Ridersbane (Sigurd): 15 (11+4) damage, 113 Hit.  Effective: Cavalry. (When hitting weakness: 35 (11+4) damage.)
Brave Lance: 22 (8+4+8) damage, 98 Hit (99.6% accuracy).  If user initiates combat, attacks twice.
Tyrfing: 20 (16+4) damage, 118 Hit.  Res+5.  Magical Durability rises to 1.37.

(Side note: Enemy Zephia is equipped with Thoron so you might spot Zelestria her own Thoron?)

Ultimate attack
Override: Normal attack a chain of adjacent foes, moving to the opposite side of them.  Sword/Lance only.

Inherited skills: Hit +25

Sync skills:
* Momentum+: +1 Atk per space moved for first attack each player round.  No, you can't run in circles, characters will take the most efficient route to the target.  If a range 1 unit is hugging the user, this is a max of +4 damage from running to their back side if available, or +2 damage if the unit has their back to a wall. (Although +5 damage is possible when attacking at range 2, space permitting.)
* Canter+: Unit can move 3 spaces after acting.
* Headlong Rush: Grants immunity to freeze.

Engage skills:
* Gallop: Grants Mov+5.


Louis & Sigurd, Lvl 20 General (Lance)
65 HP, 35 Str, 1 Mag, 24 (28) Dex, 12 Spd, 40 (44) Def, 13 Res, 13 Lck, 19 (22) Bld, 4 (10) Move
1.15 PCHP, 4.14 PDurability, 0.77 MDurability, 20 Raw Avoid, 0.0% Evasion
Personal skill: Admiration, Class skill: Swap, Weapon proficiency: S Lance

All damage numbers assume a Momentum bonus of +4.  The Momentum bonus does not apply to a follow-up attack if made (i.e. if doubling, subtract 4 damage from the second hit).
Silver Lance +3: 34 (30+4) damage, 109 Hit.
Spear +2: 30 (26+4) damage, 107 Hit. Range: 1~2
Steel Greatlance +3: 42 (38+4) damage (3% Critical), 102 Hit.
Killer Lance +3: 26 (22+4) damage (33% Critical), 107 Hit.

Ridersbane (Sigurd): 26 (22+4) damage, 107 Hit.  Effective: Cavalry. (When hitting weakness: 46 (42+4) damage.)
Brave Lance: 42 (19+4+19) damage, 92 Hit (97.9% accuracy).  If user initiates combat, attacks twice.
Tyrfing: 29 (25+4) damage, 112 Hit.  Res+5.  Magical Durability rises 0.89.

Ultimate attack
Override: Normal attack a chain of adjacent foes, moving to the opposite side of them.  (Brave Lance only gets 1 hit, so doesn't really work.)  [Armored] 10% chance of breaking target.

Inherited skills: Hit +20, Lance Power 1 (+2 Atk, -10 Avo with a Lance)

Sync skills:
* Momentum+: +1 Atk per space moved for first attack each player round.  No, you can't run in circles, characters will take the most efficient route to the target.  If a range 1 unit is hugging the user, this is a max of +4 damage from running to their back side if available, or +2 damage if the unit has their back to a wall.
* Canter+: Unit can move 3 spaces after acting.
* Headlong Rush: Grants immunity to freeze.

Engage skills:
* Gallop: Grants Mov+5.


Céline & Celica, Lvl 20 Vidame
41 HP, 23 (26) Str, 23 (30) Mag, 22 Dex, 28 Spd, 20 Def, 25 (29) Res, 34 Lck, 7 Bld, 5 Move
0.73 PCHP, 0.61 PDurability, 0.88 MDurability, 83 Raw Avoid, 32.3% Evasion
Personal skill: Gentle Flower, Class skill: Ignis, Weapon proficiency: B Swd, A Tome, B Staff

All tome damage figures include +3 from Resonance, which basically always applies unless at 1 HP.  All also deal 1 damage to the user.
Elfire +3: 22 damage, 116 Hit. Range: 1~2 {Echo'd: 26, 2x hits of 13}
Silver Sword +3: 17 damage, 106 Hit, 25 AS, 11.8 Evasion
Elthunder +3: 22 damage, 101 Hit, 23 AS, 18.6 Evasion Range: 1~3
Bolganone +2: 26 damage, 111 Hit, 24 AS, 21.1% Evasion Range: 1~2 {Echo'd: 32, 2x hits of 16}

Seraphim: 14 damage, 111 Hit. Range: 1~2.  Effective: Corrupted.
Recover Staff: Heal an ally.
Ragnarok: 23 damage (5% Critical), 116 Hit, 23 AS, 18.6% Evasion Range: 1~2

Ignis: During combat, may add half of Str to magic damage or half of Mag to all other damage. Trigger %=Dex. (22% chance of +13 damage when using tomes)

Ultimate attack
Warp Ragnarok: Warp up to 10 spaces and attack with Celica's Ragnarok. [Mystical] +20% damage.
* Ragnarok: 28 damage

Inherited skills: Magic +2, Tome Precision 4 (Hit/Avo+10 with a tome).

Sync skills:
* Holy Stance++: If a Corrupted attacks unit, deals 50% of damage taken back to foe.
* Resonance+: When equipped with a tome, if unit’s HP is 2 or more, unit loses 1 HP at start of combat and deals +3 damage during combat.  (Life loss happens literally at the start of combat, not the start of attack!  Yes, if an opponent attacks and would leave you at 1 HP, you'll drop the health first and die, not go to 1 HP and lose the damage bonus!)  This extra damage is added on after Echo multipliers, but before Warp Ragnarok multipliers (i.e. it is calculated "nicely" so it's not reduced by the penalty, but still increased when there's a bonus)
* Favorite Food: When unit eats a packed lunch, its engage meter is maxed out.

Engage skills:
* Echo: Use to attack with magic at 50% damage. Use a second time to launch another 50% attack.  [Mystical] +10% damage.
(Note: To the extent that Céline wants to keep high speed for simply defensive purposes, she can Echo the heavier Bolganone first, and Echo the lighter Elfire on the second attack so that she's equipped with a lighter weapon on enemy phase.)


Gregory & Celica, Lvl 20 Sage (aka DLC Griss)
45 HP, 16 (19) Str, 40 (47) Mag, 18 Dex, 18 Spd, 20 Def, 40 (44) Res, 17 Lck, 9 Bld, 5 Move
0.80 PCHP, 0.66 PDurability, 2.87 MDurability, 54 Raw Avoid, 2.5% [19.8% w/ Survival Plan] Evasion
Personal skill: Survival Plan, Class skill: Spell Harmony, Weapon proficiency: S Tome, B Staff

All tome damage figures include +3 from Resonance, which basically always applies unless at 1 HP.  All also deal 1 damage to the user.
Bolganone +2: 43 damage, 94 Hit (98.6% accuracy), 16 AS, 1.1 Evasion Range: 1~2 {Echo'd: 50, 2x hits of 25}
Elsurge +3: 41 damage (3% Critical), 259 Hit. {Echo'd: 48, 2x hits of 24}
Elthunder +3: 39 damage, 84 Hit (93.5% accuracy), 15 AS, 0.6 Evasion Range: 1~3
Elwind +3: 35 damage, 94 Hit (98.6% accuracy). Range: 1~2

Seraphim: 31 damage, 94 Hit (98.6% accuracy). Range: 1~2.  Effective: Corrupted.
Recover Staff: Heal an ally.
Ragnarok: 40 damage (3% Critical), 99 Hit (99.8% accuracy), 15 AS, 0.6% Evasion Range: 1~2

Survival Plan: When there are more foes than allies within 3 spaces, grants Avo+20. (Essentially on all the time in a duel, unless his opponent has extremely long range - 4+ range is quite rare for enemies.  Note that while using AS drop weapons, his evasion will drop a tad.)

Ultimate attack
Warp Ragnarok: Warp up to 10 spaces and attack with Celica's Ragnarok. [Mystical] +20% damage.
* Ragnarok: 48 damage

Inherited skills: Magic +2, Tome Precision 4 (Hit/Avo+10 with a tome).

Sync skills:
* Holy Stance++: If a Corrupted attacks unit, deals 50% of damage taken back to foe.
* Resonance+: When equipped with a tome, if unit’s HP is 2 or more, unit loses 1 HP at start of combat and deals +3 damage during combat.  (Life loss happens literally at the start of combat, not the start of attack!  Yes, if an opponent attacks and would leave you at 1 HP, you'll drop the health first and die, not go to 1 HP and lose the damage bonus!)  This extra damage is added on after Echo multipliers, but before Warp Ragnarok multipliers (i.e. it is calculated "nicely" so it's not reduced by the penalty, but still increased when there's a bonus)
* Favorite Food: When unit eats a packed lunch, its engage meter is maxed out.

Engage skills:
* Echo: Use to attack with magic at 50% damage. Use a second time to launch another 50% attack.  [Mystical] +10% damage.


Lindon & Celica, Lvl 20/2 Sage
48 HP, 12 (15) Str, 28 (35) Mag, 26 Dex, 25 Spd, 16 Def, 32 (36) Res, 13 Lck, 12 Bld, 5 Move
0.85 PCHP, 0.62 PDurability, 1.57 MDurability, 66 Raw Avoid, 10.8% Evasion
Personal skill: Weapon Insight, Class skill: Spell Harmony, Weapon proficiency: S Tome, A Staff

Bolganone +2: 31 damage, 108 Hit. Range: 1~2 {Echo'd: 36, 2x hits of 18}
Elthunder +3: 27 damage, 98 Hit (99.6% accuracy). Range: 1~3
Elsurge +3: 29 damage (7% Critical), 273 Hit. {Echo'd: 34, 2x hits of 17}
Elwind +3: 23 damage, 108 Hit. Range: 1~2

Seraphim: 19 damage, 108 Hit. Range: 1~2.  Effective: Corrupted.
Recover Staff: Heal an ally.
Ragnarok: 28 damage (7% Critical), 113 Hit. Range: 1~2

Weapon Insight: If unit is equipped with a weapon of lower level than foe's, grants Crit+20 during combat.

Ultimate attack
Warp Ragnarok: Warp up to 10 spaces and attack with Celica's Ragnarok. [Mystical] +20% damage.
* Ragnarok: 34 damage

Inherited skills: Magic +2, Tome Precision 4 (Hit/Avo+10 with a tome).

Sync skills:
* Holy Stance++: If a Corrupted attacks unit, deals 50% of damage taken back to foe.
* Resonance+: When equipped with a tome, if unit’s HP is 2 or more, unit loses 1 HP at start of combat and deals +3 damage during combat.  (Life loss happens literally at the start of combat, not the start of attack!  Yes, if an opponent attacks and would leave you at 1 HP, you'll drop the health first and die, not go to 1 HP and lose the damage bonus!)  This extra damage is added on after Echo multipliers, but before Warp Ragnarok multipliers (i.e. it is calculated "nicely" so it's not reduced by the penalty, but still increased when there's a bonus)
* Favorite Food: When unit eats a packed lunch, its engage meter is maxed out.

Engage skills:
* Echo: Use to attack with magic at 50% damage. Use a second time to launch another 50% attack.  [Mystical] +10% damage.


Yunaka & Micaiah, Lvl 40 Thief
44 HP, 23 Str, 14 (18) Mag, 34 Dex, 32 Spd, 19 Def, 24 (34) Res, 17 (23) Lck, 7 Bld, 5 Move
0.78 PCHP, 0.63 PDurability, 1.25 MDurability, 75 Raw Avoid, 21.1% Evasion
Personal skill: Trained to Kill, Class skill: Pass, Weapon proficiency: S Dagger

Silver Dagger +3: 14 damage (1% Critical), 121 Hit. Range: 1~2
Stiletto +3: 13 damage (16% Critical), 109 Hit.
Short Knife +5: 7 damage (6% Critical), 154 Hit. Range: 1~2

Shine: 0 damage (11% Critical), 119 Hit. Range: 1~2.  Illuminates a 5-space radius (shrinks one space per turn) on fog-of-war maps.
Nosferatu: 2 damage (1% Critical), 114 Hit. Range: 1~2.  User recovers HP equal to 50% of damage dealt. {1 Healing}
Thani: 4 damage (1% Critical), 129 Hit. Range: 1~2.  Effective: Cavalry, Armored. (When hitting weakness: 26 damage.)

Ultimate attack:
Great Sacrifice: Restore full HP to all allies.  After use, unit’s HP set to 1.

Inherited skills: Resistance +5, Staff Mastery 3 (Hit+20 when using a staff. Staves also heal an additional 7 HP)

Sync skills:
* Healing Light: When healing an ally with a staff, unit also recovers HP=50% of the amount healed.
* Silence Ward: Grants immunity to silence.
* Cleric++: Unit can equip staves up to level A.

Engage skills:
* Augment: Grants staff range +5 and area of effect +1.


Mauvier & Micaiah, Lvl 20 Royal Knight
57 HP, 25 Str, 27 (31) Mag, 29 Dex, 26 Spd, 30 Def, 29 (39) Res, 18 (24) Lck, 12 Bld, 6 Move
1.01 PCHP, 1.28 PDurability, 2.42 MDurability, 64 Raw Avoid, 9.0% Evasion
Personal skill: Contemplative, Class skill: Reforge, Weapon proficiency: A Lance, B Staff

Silver Lance +3: 24 damage, 102 Hit.
Flame Lance +3: 19 damage, 100 Hit, 22 AS, 3.4 Evasion Range: 1~2
Steel Greatlance +3: 26 damage (3% Critical), 90 Hit (97.1% accuracy),
Spear +2: 14 damage, 95 Hit (98.9% accuracy), 23 AS, 4.5% Evasion Range: 1~2

Shine: 13 damage (8% Critical), 110 Hit. Range: 1~2.  Illuminates a 5-space radius (shrinks one space per turn) on fog-of-war maps.
Nosferatu: 15 damage, 105 Hit. Range: 1~2.  User recovers HP equal to 50% of damage dealt. {7 healing}
Thani: 17 damage, 120 Hit. Range: 1~2.  Effective: Cavalry, Armored. (When hitting weakness: 39 damage.)

Contemplative: If unit uses Wait without attacking or using items, grants Def+2 for 1 turn.

Ultimate attack:
Great Sacrifice: Restore full HP to all allies.  After use, unit’s HP set to 1.

Inherited skills: Resistance +5, Staff Mastery 3 (Hit+20 when using a staff. Staves also heal an additional 7 HP)

Sync skills:
* Healing Light: When healing an ally with a staff, unit also recovers HP=50% of the amount healed.
* Silence Ward: Grants immunity to silence.
* Cleric++: Unit can equip staves up to level A.

Engage skills:
* Augment: Grants staff range +5 and area of effect +1.


Bunet & Micaiah, Lvl 20/5 Great Knight (Swd/Axe)
61 HP, 25 Str, 7 (11) Mag, 28 Dex, 17 Spd, 36 Def, 16 (26) Res, 23 (29) Lck, 14 Bld, 6 Move
1.08 PCHP, 2.00 PDurability, 1.13 MDurability, 48 Raw Avoid, 0.6% Evasion
Personal skill: Seconds?, Class skill: Allied Defense, Weapon proficiency: A Swd, B Axe

Silver Axe +3: 20 damage, 92 Hit (97.9% accuracy).
Silver Sword +3: 16 damage, 115 Hit.
Tomahawk +2: 16 damage, 85 Hit (94.2% accuracy), 15 AS, 0 Evasion. Range: 1~2
Steel Greataxe +3: 30 damage (3% Critical), 80 Hit (90.1% accuracy).

Shine: -7 {0} damage (8% Critical), 110 Hit. Range: 1~2.  Illuminates a 5-space radius (shrinks one space per turn) on fog-of-war maps.
Nosferatu: -5 {0} damage, 105 Hit. Range: 1~2.  User recovers HP equal to 50% of damage dealt.
Thani: -3 {0} damage, 120 Hit. Range: 1~2.  Effective: Cavalry, Armored. (When hitting weakness: 19 damage.)

Ultimate attack:
Great Sacrifice: Restore full HP to all allies.  After use, unit’s HP set to 1.

Inherited skills: Resistance +5, Staff Mastery 3 (Hit+20 when using a staff. Staves also heal an additional 7 HP)

Sync skills:
* Healing Light: When healing an ally with a staff, unit also recovers HP=50% of the amount healed.
* Silence Ward: Grants immunity to silence.
* Cleric++: Unit can equip staves up to level A.

Engage skills:
* Augment: Grants staff range +5 and area of effect +1.


Diamant & Roy, Lvl 20 Successeur
59 (74) HP, 29 (40) Str, 8 (9) Mag, 22 (24) Dex, 29 (32) Spd, 26 (34) Def, 14 (23) Res, 19 (21) Lck, 15 Bld, 5 Move
1.31 PCHP, 2.10 PDurability, 1.21 MDurability, 64 Raw Avoid, 9.0% Evasion [19.8% with an Axe, or if he unequips Sword Power]
Personal skill: Fair Fight, Class skill: Sol, Weapon proficiency: S Swd, A Axe

Above stats are with Rise Above & the Engage-only Binding Blade active. 
If Diamant is Engaged, but isn't using the Binding Blade, he loses 5 Def/Res and his durability drops to:
* 1.67 PDurability, 1.05 MDurability
If Engage status times out, Diamant's normal stats become:
* 59 (69) HP, 29 (37) Str, 8 Mag, 22 Dex, 29 Spd, 26 Def, 14 (17) Res, 19 Lck, 15 Bld, 5 Move
* 1.22 PCHP, 1.29 PDurability, 0.92 MDurability, 57 Raw Avoid, 4.0% Evasion

Silver Sword +3: 33 damage, 98 Hit (99.6% accuracy).
Silver Axe +3: 35 damage, 83 Hit (92.7% accuracy).
Tomahawk +2: 31 damage, 73 Hit (82.7% accuracy). Range: 1~2
Steel Blade +3: 39 damage (1% Critical), 88 Hit (96% accuracy).

Lancereaver: 26 damage (1% Critical), 88 Hit (96% accuracy).  Grants advantage vs. lances but disadvantage vs. axes.
Wyrmslayer (Roy): 27 damage, 78 Hit (88.2% accuracy).  Effective: Dragon.
Binding Blade: 31 damage (6% Critical), 103 Hit. Range: 1~2.  Def/Res+5.

Fair Fight: If unit initiates combat, grants Hit+15 to unit and foe if foe is able to counterattack.  (Applies even if the counterattack is theoretical, e.g. due to breaking the foe from weapon triangle advantage or having a hit that will KO the target first.)
Sol: Unit may recover HP=50% damage dealt. Trigger %=Dex. (24%)

Ultimate attack
Blazing Lion: Attack adjacent foe and an area 3 spaces wide. Target area and the 2 rows beyond it are set on fire. Sword only.
* 33, 39, 31 w/ Silver +3, Steel Blade +3, and Binding Blade.
Flame terrain: Take 10 damage at the start of turn (can't be fatal).  More expensive to move through. Doesn't affect flyers.  Not all terrain can be set ablaze, but if it can't be, it's probably (always?) flyer-only or impassable terrain anyway.

Inherited skills: Strength +2, Sword Power 1 (Atk+2, Avo-10 with a sword)

Sync skills:
* Advance: Take an extra step if doing a basic attack on a unit 2 squares away (read: +1 Move when using a melee weapon).
* Hold Out+++   : If unit had 2 HP or more at start of combat, unit always survives combat with at least 1 HP.  (This applies even if the opposing unit has a follow-up attack and the first attack was sufficient to proc Hold Out.)

Engage skills:
* Rise Above: +5 Levels while engaged. (Increases HP, Str, Mag, Dex, Spd, Def, Res, and Lck.  Seems to take fixed growths with rounding up, e.g. a growth of 1.5 gives +2.  Allows you to go over stat caps.  For Diamant, this is 5/3/1/2/3/3/1/2.)


Madeline & Roy, Lvl 20 General (aka DLC Marni)
65 (80) HP, 37 (49) Str, 10 (11) Mag, 17 (18) Dex, 10 (11) Spd, 43 (52) Def, 14 (23) Res, 14 (15) Lck, 17 Bld, 4 Move
1.42 PCHP, 14.88 PDurability, 1.31 MDurability, 19 Raw Avoid, 0% Evasion
Personal skill: Knightly Code, Class skill: Swap, Weapon proficiency: S Axe

Above stats are with Rise Above & the Engage-only Binding Blade active. 
If Madeline is Engaged, but isn't using the Binding Blade, she loses 5 Def/Res and her durability drops to:
* 7.31 PDurability, 1.10 MDurability
If Engage status times out, Madeline's normal stats become:
* 65 (75) HP, 37 (45) Str, 10 Mag, 17 Dex, 10 Spd, 43 Def, 14 (17) Res, 14 Lck, 17 Bld, 4 Move   
* 1.33 PCHP, 4.41 PDurability, 1.01 MDurability, 17 Raw Avoid, 0% Evasion

Silver Axe +3: 44 damage, 66 Hit (73.4% accuracy).
Tomahawk +2: 40 damage, 58 Hit (61.7% accuracy). Range: 1~2
Steel Greataxe +3: 54 damage, 53 Hit (54.3% accuracy).
Hurricane Axe +3: 9 damage, 68 Hit (76.2% accuracy).

Lancereaver: 35 damage, 73 Hit (82.7% accuracy).  Grants advantage vs. lances but disadvantage vs. axes.
Wyrmslayer (Roy): 36 damage, 63 Hit (69.1% accuracy).  Effective: Dragon.
Binding Blade: 40 damage (3% Critical), 88 Hit (96% accuracy). Range: 1~2.  Def/Res+5.

Ultimate attack
Blazing Lion: Attack adjacent foe and an area 3 spaces wide. Target area and the 2 rows beyond it are set on fire. Sword only.
Flame terrain: Take 10 damage at the start of turn (can't be fatal).  More expensive to move through. Doesn't affect flyers.  Not all terrain can be set ablaze, but if it can't be, it's probably (always?) flyer-only terrain anyway.

Inherited skills: Strength +2, Sword Power 1 (Atk+2, Avo-10 with a sword)

Sync skills:
* Advance: Take an extra step if doing a basic attack on a unit 2 squares away (read: +1 Move when using a melee weapon)
* Hold Out+++   : If unit had 2 HP or more at start of combat, unit always survives combat with at least 1 HP.  (This applies even if the opposing unit has a follow-up attack and the first attack was sufficient to proc Hold Out.)

Engage skills:
* Rise Above: +5 Levels while engaged. (Increases HP, Str, Mag, Dex, Spd, Def, Res, and Lck.  Seems to take fixed growths with rounding up, e.g. a growth of 1.5 gives +2.  Allows you to go over stat caps.  For Madeline, this is 5/4/1/1/1/4/1/1 .)


Kagetsu & Roy, Lvl 20/5 Swordmaster
51 (65) HP, 26 (36) Str, 8 (9) Mag, 37 (40) Dex, 38 (42) Spd, 23 (30) Def, 19 (29) Res, 30 (33) Lck, 11 Bld, 5 Move
1.15 PCHP, 1.46 PDurability, 1.38 MDurability, 90 Raw Avoid, 42.7% Evasion [55% if Sword Power is unequipped]
Personal skill: Blinding Flash, Class skill: Run Through, Weapon proficiency: S Swd

Above stats are with Rise Above & the Engage-only Binding Blade active. 
If Kagetsu is Engaged, but isn't using the Binding Blade, he loses 5 Def/Res and his durability drops to:
* 1.16 PDurability, 1.11 MDurability
If Engage status times out, Kagetsu's normal stats become:
* 51 (61) HP, 26 (34) Str, 8 Mag, 37 Dex, 38 Spd, 23 Def, 19 (22) Res, 30 Lck, 11 Bld, 5 Move
* 1.08 PCHP, 1.01 PDurability, 0.97 MDurability, 81 Raw Avoid, 29.4% Evasion

Silver Sword +3: 29 damage (4% Critical), 134 Hit.
Steel Blade +3: 35 damage (9% Critical), 126 Hit.
Killing Edge +3: 23 damage (39% Critical), 121 Hit.
Wyrmslayer +4: 25 damage (4% Critical), 131 Hit.

Lancereaver: 22 damage (9% Critical), 126 Hit.  Grants advantage vs. lances but disadvantage vs. axes.
Wyrmslayer (Roy): 23 damage (4% Critical), 116 Hit.  Effective: Dragon.
Binding Blade: 27 damage (14% Critical), 141 Hit. Range: 1~2.  Def/Res+5.

Blinding Flash: If unit initiates combat, inflicts Avo-10 on foe during combat.   (So yes, Kagetsu's Hit is even better on initiation than it appears above.)

Ultimate attack
Blazing Lion: Attack adjacent foe and an area 3 spaces wide. Target area and the 2 rows beyond it are set on fire. Sword only.
Flame terrain: Take 10 damage at the start of turn (can't be fatal).  More expensive to move through. Doesn't affect flyers.  Not all terrain can be set ablaze, but if it can't be, it's probably (always?) flyer-only terrain anyway.

Inherited skills: Strength +2, Sword Power 1 (Atk+2, Avo-10 with a sword)

Sync skills:
* Advance: Take an extra step if doing a basic attack on a unit 2 squares away (read: +1 Move when using a melee weapon)
* Hold Out+++   : If unit had 2 HP or more at start of combat, unit always survives combat with at least 1 HP.  (This applies even if the opposing unit has a follow-up attack and the first attack was sufficient to proc Hold Out.)

Engage skills:
* Rise Above: +5 Levels while engaged. (Increases HP, Str, Mag, Dex, Spd, Def, Res, and Lck.  Seems to take fixed growths with rounding up, e.g. a growth of 1.5 gives +2.  Allows you to go over stat caps.  For Kagetsu, this is 4/2/1/3/4/2/2/3.)


Jean & Roy, Lvl 20 High Priest
42 (55) HP, 15 (24) Str, 33 (37) Mag, 25 (27) Dex, 25 (28) Spd, 19 (20) Def, 39 (46) Res, 30 (34) Lck, 6 Bld, 5 Move
0.97 PCHP, 0.81 PDurability, 4.39 MDurability, 73 Raw Avoid, 18.6% Evasion
Personal skill: Expertise, Class skill: Self-Healing, Weapon proficiency: B Tome, S Staff, B Arts

Above stats are with Rise Above active. 
If Jean is Engaged, and equips the Binding Blade for pure durability, he gains 5 Def/Res and his durability rises to:
* 0.97 PDurability, 8.59 MDurability
If Engage status times out, Jean's normal stats become:
* 42 (52) HP, 15 (23) Str, 33 Mag, 25 Dex, 25 Spd, 19 Def, 39 (42) Res, 30 Lck, 6 Bld, 5 Move
* 0.92 PCHP, 0.74 PDurability, 2.77 MDurability, 65 Raw Avoid, 9.9% Evasion

Elfire +3: 26 damage, 110 Hit. Range: 1~2
Silver-Spirit Art +3: 35 damage (2x hits of 17.5 damage), 106 Hit.
Elthunder +3: 26 damage, 101 Hit, 22 AS, 6.5% Evasion. Range: 1~3
Elsurge +3: 28 damage (7% Critical), 276 Hit.
Mend: 38 HP healing. (20 uses)

Lancereaver: 10 damage (2% Critical), 101 Hit, 25 AS, ~3% Evasion.  Grants advantage vs. lances but disadvantage vs. axes.
Wyrmslayer (Roy): 11 damage, 91 Hit (97.5% accuracy).  Effective: Dragon.
Binding Blade: 15 damage (7% Critical), 116 Hit, 26 AS, ~3% Evasion Range: 1~2.  Def/Res+5.

Self-Healing: Unit can target itself with healing staves.

In practice, Jean will likely enter combat with 4 Heal or Mend Staves and just 1 weapon in Elfire, Elsurge, or Silver-Spirit Art is appropriate.  Heal staff has 25 uses if all Jean cares about is reactivating Hold Out for +5 uses vs Mend.

Ultimate attack
Blazing Lion: Attack adjacent foe and an area 3 spaces wide. Target area and the 2 rows beyond it are set on fire. Sword only.
Flame terrain: Take 10 damage at the start of turn (can't be fatal).  More expensive to move through. Doesn't affect flyers.  Not all terrain can be set ablaze, but if it can't be, it's probably (always?) flyer-only terrain anyway.

Inherited skills: Strength +2, Sword Power 1 (Atk+2, Avo-10 with a sword)

Sync skills:
* Advance: Take an extra step if doing a basic attack on a unit 2 squares away (read: +1 Move when using a melee weapon)
* Hold Out+++   : If unit had 2 HP or more at start of combat, unit always survives combat with at least 1 HP.  (This applies even if the opposing unit has a follow-up attack and the first attack was sufficient to proc Hold Out.)

Engage skills:
* Rise Above: +5 Levels while engaged. (Increases HP, Str, Mag, Dex, Spd, Def, Res, and Lck.  Seems to take fixed growths with rounding up, e.g. a growth of 1.5 gives +2.  Allows you to go over stat caps.  For Jean, this is 3/1/4/2/3/1/4/4.)


Zelkov & Leif, Lvl 40 Thief
51 (58) HP, 25 Str, 6 Mag, 33 Dex, 31 Spd, 26 (29) Def, 10 Res, 13 Lck, 11 (19) Bld, 5 Move
1.03 PCHP, 1.24 PDurability, 0.63 MDurability, 83 Raw Avoid, 83 Raw Avoid, See Below Evasion
Personal skill: Not *Quite*, Class skill: Pass, Weapon proficiency: S Dagger

Zelkov's evasion starts with 68 raw Avoid from Speed / Luck.  He additionally may layer on Not *Quite* (enemy phase only), Knife Precision, and Adaptable's Covert bonus:
* While Engaged with Adaptable and a dagger: 68% Evasion (32.3% vs. counterattacks)
* While not Engaged with a dagger: 47.1% Evasion (32.3% vs. counterattacks)
* While Engaged with Adaptable and with some other weapon (perhaps because the AI forcibly switched to it): 53% Evasion (12.8% vs. counterattacks)

If Arms Shield++ is triggering and reducing damage from weapon triangle advantage, Zelkov's durability rises to 1.89 PDur / 0.77 MDur.  (Reminder here that Daggers don't have triangle advantage over anything.)

Silver Dagger +3: 16 damage, 132 Hit. Range: 1~2
Stiletto +3: 15 damage (15% Critical), 117 Hit.
Short Knife +5: 9 damage (5% Critical), 162 Hit. Range: 1~2

Killer Axe (Leif): 11 damage (30% Critical), 87 Hit (95.5% accuracy).
Master Lance: 14 damage (2x hits of 7), 77 Hit (87.2% accuracy). Range: 1~2.  If user initiates combat, attacks twice.
Light Brand: -4 {0} damage (20% Critical), 97 Hit (99.4% accuracy). Range: 1~2.  Magic weapon.  Lck+10. (Evasion rises mildly.)

Not *Quite*: If foe initiates combat, inflicts Hit-10 on that foe during combat. (Baked into evasion score, evasion falls to 18.6% vs. counterattacks.)

Ultimate attack
Quadruple Hit: Attack once each with Leif's weapons: Light Brand, Master Lance, Killer Axe, and the Master Bow.  (No, you can't use the Master Bow any other time.) [Covert] Foes may drop 1,000G. Trigger %=Lck (13%).
* 24 (=0+7+11+6) damage.  (All physical since the Light Brand sucks with Zelkov's poor Mag; will deal mildly more damage when the Master Bow hits a weakness on a flyer.)

Inherited skills: Build +3, Knife Precision 5 (Hit/Avo+15 with a knife)

Sync skills:
* Vantage++: If unit's HP is 75% or less and foe initiates combat, unit can counter before foe’s first attack.
* Arms Shield++: When unit has weapon triangle advantage, unit takes 7 less damage.

Engage skills:
* Adaptable: If foe initiates combat, unit counters with the """""best"""""" weapon available.  Mostly the AI seems to pick a weapon that has the range to counterattack and that has triangle advantage to take advantage of Arms Shield, even when this is extremely dumb because a better plan would be to kill the enemy first with Vantage++ and thus not have to worry about Arms Shield.  Allegedly it also might care about type effectiveness.  You can't turn this off short of refusing to Engage.  [Covert] Avo+20 (during enemy phase)


Panette & Leif, Lvl 20/5 Berserker
70 (77) HP, 42 Str, 5 Mag, 23 Dex, 21 Spd, 19 (22) Def, 10 Res, 16 Lck, 17 (27) Bld, 5 Move
1.36 PCHP, 1.21 PDurability, 0.84 MDurability, 50 Raw Avoid, 1.1% Evasion
Personal skill: Blood Fury, Class skill: Smash+, Weapon proficiency: S Axe

If Arms Shield++ is triggering and reducing damage from weapon triangle advantage, Panette's durability rises to 1.63 PDur / 1.01 MDur.

Silver Axe +3: 37 damage, 79 Hit (89.2% accuracy).
Tomahawk +2: 33 damage, 69 Hit (77.6% accuracy). Range: 1~2.
Steel Greataxe +3: 47 damage, 64 Hit (70.6% accuracy).
Killer Axe +3: 31 damage (30% Critical), 69 Hit (77.6% accuracy). [Goes up to 40% critical on enemy phase.  Goes up to 50% critical if Blood Fury is active as well.]

Killer Axe (Leif): 28 damage (25% Critical), 69 Hit (77.6% accuracy).
Master Lance: 48 damage (2x hits of 24), 59 Hit (63.2% accuracy). Range: 1~2.  If user initiates combat, attacks twice.
Light Brand: -5 {0} damage (15% Critical), 79 Hit (89.2% accuracy). Range: 1~2.  Magic weapon.  Lck+10.

Blood Fury: If unit’s HP is not at max after combat, grants Crit+10 as long as unit's HP stays below max.

Ultimate attack
Quadruple Hit: Attack once each with Leif's weapons: Light Brand, Master Lance, Killer Axe, and the Master Bow.  (No, you can't use the Master Bow any other time.)
* 75 damage (=0+24+28+23).   (All physical since the Light Brand sucks with Panette's poor Mag; will deal mildly more damage when the Master Bow hits a weakness on a flyer.)

Inherited skills: Build +5, Knife Precision 2 (Hit/Avo+5 with a knife)

Sync skills:
* Vantage++: If unit’s HP is 75% or less and foe initiates combat, unit can counter before foe’s first attack.
* Arms Shield++: When unit has weapon triangle advantage, unit takes 7 less damage.

Engage skills:
* Adaptable: If foe initiates combat, unit counters with the """""best"""""" weapon available.  Mostly the AI seems to pick a weapon that has the range to counterattack and that has triangle advantage to take advantage of Arms Shield, even when this is extremely dumb because a better plan would be to kill the enemy first with Vantage++ and thus not have to worry about Arms Shield.  Allegedly it also might care about type effectiveness.  You can't turn this off short of refusing to Engage. [Backup] Crit+10 during (enemy phase) combat.


Merrin & Leif, Lvl 20/5 Wolf Knight (Sword)
51 (58) HP, 22 Str, 16 Mag, 34 Dex, 37 Spd, 20 (23) Def, 24 Res, 24 Lck, 11 (19) Bld, 6 Move
1.03 PCHP, 0.95 PDurability, 0.99 MDurability, 101 Raw Avoid, 56.0% Evasion
Personal skill: Knightly Escort, Class skill: Hobble, Weapon proficiency: B Swd, S Dagger

If Arms Shield++ is triggering and reducing damage from weapon triangle advantage, Merrin's durability rises to 1.30 PDur / 1.36 MDur.  (Reminder here that Daggers don't have triangle advantage over anything.)

Silver Dagger +3: 13 damage (1% Critical), 140 Hit. Range: 1~2
Silver Sword +3: 13 damage (1% Critical), 140 Hit. (Evasion falls to 36.8%)
Steel Blade +3: 19 damage (6% Critical), 125 Hit.
Levin Sword +3: 7 damage (1% Critical), 135 Hit. Range: 1~2.  Magic weapon.

Killer Axe (Leif): 8 damage (31% Critical), 95 Hit (98.9% accuracy),
Master Lance: 8 damage (2x hits of 4) (1% Critical), 85 Hit (94.2% accuracy). Range: 1~2.  If user initiates combat, attacks twice.
Light Brand: 6 damage (21% Critical), 105 Hit. Range: 1~2.  Magic weapon.  Lck+10. (Evasion increases to 61%)

Ultimate attack
Quadruple Hit: Attack once each with Leif's weapons: Light Brand, Master Lance, Killer Axe, and the Master Bow.  (No, you can't use the Master Bow any other time.)
* 21 damage (=6+4+8+3).  6 damage is magical, 15 is physical.

Inherited skills: Build +3, Knife Precision 5 (Hit/Avo+15 with a knife)

Sync skills:
* Vantage++: If unit’s HP is 75% or less and foe initiates combat, unit can counter before foe’s first attack.
* Arms Shield++: When unit has weapon triangle advantage, unit takes 7 less damage.

Engage skills:
* Adaptable: If foe initiates combat, unit counters with the """""best"""""" weapon available.  Mostly the AI seems to pick a weapon that has the range to counterattack and that has triangle advantage to take advantage of Arms Shield, even when this is extremely dumb because a better plan would be to kill the enemy first with Vantage++ and thus not have to worry about Arms Shield.  Allegedly it also might care about type effectiveness.  You can't turn this off short of refusing to Engage.


Etie & Lucina, Lvl 20 Sniper
44 HP, 31 Str, 1 Mag, 31 (39) Dex, 23 (27) Spd, 15 Def, 13 Res, 20 (26) Lck, 7 Bld, 5 Move
0.78 PCHP, 0.55 PDurability, 0.52 MDurability, 87 Raw Avoid, 38.3% Evasion
Personal skill: Energized, Class skill: No Distractions, Weapon proficiency: S Bow

Silver Bow +3: 23 damage, 112 Hit.
Mini Bow +5: 13 damage, 156 Hit.
Longbow +3: 16 damage, 116 Hit. Range: 2~3.
Killer Bow +3: 16 damage (28% Critical), 116 Hit.

Noble Rapier: 14 damage (13% Critical), 126 Hit, 26 AS, 9.9% Evasion.  Effective: Cavalry, Armored.  (When hitting weakness: 30 damage) (Evasion falls to 11.8%)
Parthia: 23 damage, 136 Hit, 20 AS, 18.6% Evasion.  Doubles user's earned experience. Res+5. (MDurability rises to 0.60 )
Parallel Falchion: 16 damage (8% Critical), 121 Hit, 24 AS, 6.5% Evasion.  Effective: Dragon. (When hitting weakness: 36 damage) (Evasion falls to 11.8%)

No Distractions: Grants Crit+10 during combat with a foe that can't counter.

Ultimate attack
All For One: Make an attack with the Parallel Falchion against an adjacent foe. All allies within 2 spaces chain attack.
* 16 damage. (When hitting weakness: 36 damage)

Inherited skills: Dexterity +3, Bow Agility 3 (+20 Avo, -10 Crit when using a bow)

Sync skills:
* Dual Strike: Unit participates in chain attacks as if it were a backup unit.
* Dual Assist+: If unit is able to chain attack, unit will do so when allies attack foes unit could reach by moving. Trigger %=70.
* Dual Support: Grants a bonus to Avo that increases with unit’s support level with adjacent allies. (Max +90) [+5 Avoid for each support level. None = 1, C = 2, B = 3, A = 4, S = 6.]

Engage skills:
* Bonded Shield: Use to prevent first attacks on adjacent allies until your next turn. Trigger %=80.


Alcryst & Lucina, Lvl 20 Tireur d'élite
51 HP, 24 Str, 5 Mag, 40 (48) Dex, 29 (33) Spd, 22 Def, 14 Res, 15 (21) Lck, 10 Bld, 5 Move
0.90 PCHP, 0.80 PDurability, 0.62 MDurability, 96 Raw Avoid, 51.0% Evasion
Personal skill: Get Behind Me!, Class skill: Luna, Weapon proficiency: S Bow

Silver Bow +3: 16 damage, 127 Hit.
Mini Bow +5: 6 damage (3% Critical), 171 Hit.
Longbow +3: 9 damage, 131 Hit. Range: 2~3
Killer Bow +3: 9 damage (33% Critical), 131 Hit.

Noble Rapier: 7 damage (18% Critical), 141 Hit.  Effective: Cavalry, Armored. (When hitting weakness: 23 damage) (Evasion falls to 22.4%)
Parthia: 16 damage (3% Critical), 151 Hit, 29 AS, 39.8% Evasion.  Doubles user's earned experience. Res+5. (Magic Durability rises to 0.72)
Parallel Falchion: 9 damage (13% Critical), 136 Hit.  Effective: Dragon. (When hitting weakness: 29 damage) (Evasion falls to 22.4%)

Luna: While making an attack, may ignore half of foe's Def/Res. Trigger %=Dex.  (48% chance of +12 damage to assumed enemy Def/Res)

Ultimate attack
All For One: Make an attack with the Parallel Falchion against an adjacent foe. All allies within 2 spaces chain attack.
* 9 damage. (When hitting weakness: 29 damage)

Inherited skills: Dexterity +3, Bow Agility 3 (+20 Avo, -10 Crit when using a bow)

Sync skills:
* Dual Strike: Unit participates in chain attacks as if it were a backup unit.
* Dual Assist+: If unit is able to chain attack, unit will do so when allies attack foes unit could reach by moving. Trigger %=70.
* Dual Support: Grants a bonus to Avo that increases with unit’s support level with adjacent allies. (Max +90) [+5 Avoid for each support level. None = 1, C = 2, B = 3, A = 4, S = 6.]

Engage skills:
* Bonded Shield: Use to prevent first attacks on adjacent allies until your next turn. Trigger %=80.


Anna & Lucina, Lvl 20 Warrior
57 HP, 25 Str, 20 Mag, 31 (39) Dex, 30 (34) Spd, 14 Def, 21 Res, 19 (25) Lck, 11 Bld, 5 Move
1.01 PCHP, 0.70 PDurability, 0.87 MDurability, 100 Raw Avoid, 55.0% Evasion
Personal skill: Make a Killing, Class skill: Merciless, Weapon proficiency: A Axe, B Bow

Silver Bow +3: 17 damage, 111 Hit.
Radiant Bow +3: 17 damage, 120 Hit.
Hurricane Axe +3: 18 damage, 115 Hit. (Evasion falls to 28%)
Hand Axe +3: 10 damage, 115 Hit. Range: 1~2. (Evasion falls to 28%)

Noble Rapier: 8 damage (13% Critical), 125 Hit.  Effective: Cavalry, Armored.  (When hitting weakness: 22 damage) (Evasion falls to 28%)
Parthia: 17 damage, 135 Hit, 31 AS, 48.6% Evasion.  Doubles user's earned experience. Res+5.  (Magic Durability rises to 1.05)
Parallel Falchion: 10 damage (8% Critical), 120 Hit.  Effective: Dragon. (When hitting weakness: 30 damage) (Evasion falls to 28%)

Ultimate attack
All For One: Make an attack with the Parallel Falchion against an adjacent foe. All allies within 2 (3) spaces chain attack.  [Backup] Range +1.
* 10 damage.   (When hitting weakness: 30 damage)

Inherited skills: Dexterity +3, Bow Agility 3 (+20 Avo, -10 Crit when using a bow)

Sync skills:
* Dual Strike: Unit participates in chain attacks as if it were a backup unit.
* Dual Assist+: If unit is able to chain attack, unit will do so when allies attack foes unit could reach by moving. Trigger %=70.
* Dual Support: Grants a bonus to Avo that increases with unit’s support level with adjacent allies. (Max +90) [+5 Avoid for each support level. None = 1, C = 2, B = 3, A = 4, S = 6.]

Engage skills:
* Bonded Shield: Use to prevent first attacks on adjacent allies until your next turn. Trigger %=80. 


Ivy & Lyn, Lvl 20 Lindwurm
47 HP, 14 Str, 31 Mag, 22 (26) Dex, 23 (33) Spd, 23 Def, 29 (32) Res, 8 Lck, 10 Bld, 6 Move
0.83 PCHP, 0.77 PDurability, 1.17 MDurability, 70 Raw Avoid, 15.0% Evasion
Personal skill: Single-Minded, Class skill: Grasping Void, Weapon proficiency: S Tome, B Staff

Bolganone +2: 24 damage, 88 Hit (96% accuracy). Range: 1~2
Elthunder +3: 20 damage, 86 Hit (94.8% accuracy). Range: 1~3
Elsurge +3: 22 damage (7% Critical), 261 Hit.
Elwind +3: 16 damage, 96 Hit (99.2% accuracy). Range: 1~2

Killer Bow (Lyn): -2 {0} damage (27% Critical), 81 Hit (91% accuracy),
Mani Katti: -5 {0} damage (17% Critical), 86 Hit (94.8% accuracy).  Effective: Cavalry, Armored. (When hitting weakness: 7 damage.)
Mulagir: 5 damage, 86 Hit (94.8% accuracy), 38 AS.  Spd+5. Effective: Dragon. (When hitting weakness: 37 damage.)

Grasping Void: When attacking with a tome, unit may deal extra damage = half of foe’s Mag. Trigger %=Dex.  (26%)
Single-Minded: During combat with a foe who was also unit’s most recent opponent, grants Hit+20.

Ultimate attack
Astra Storm: Use to launch 5 bow attacks at 30% damage, up to range 10.  (Reminder: given that ultimate attacks have a 0% crit rate, I recommend Mulagir over Killer Bow.)
* Mulagir: 7.5 damage (really 2*5=10 damage due to rounding)

Inherited skills: Speed +5, Bow Focus 3 (+20 Hit, -10 Dodge with a bow)

Sync skills:
* Alacrity++: If unit initiates combat with a Spd advantage of 5 or more, unit’s follow-up (if possible) occurs before foe can counterattack.
* Speedtaker: Grants a stacking Spd+2 each time unit initiates combat and defeats a foe. Bonus lasts for the rest of the map. Max +10 Spd.

Engage skills:
* Call Doubles: Creates four illusory doubles that can make chain attacks with unit.  Doubles can't otherwise act and have 1 HP, but can counterattack if they survive an attack on them.  If unit does this, attacking at melee range will essentially require hacking down a double first.  [Flying] Doubles have +10 Avo.
4 Chain attacks will knock off 40% of the target's max HP ~41% of the time, 30% of the target's max HP ~41% of the time, 20% of the target's max HP ~15% of the time, and less 3% of the time.


Fogado & Lyn, Lvl 20 Cupido
50 HP, 21 Str, 15 Mag, 29 (33) Dex, 35 (50) Spd, 19 Def, 25 (28) Res, 15 Lck, 11 Bld, 6 Move
0.88 PCHP, 0.71 PDurability, 1.01 MDurability, 107 Raw Avoid, 62.0% Evasion
Personal skill: Charmer, Class skill: Back at You, Weapon proficiency: B Swd, A Bow

Silver Bow +3: 13 damage, 125 Hit, 45 AS.
Radiant Bow +3: 12 damage, 123 Hit, 45 AS.  Magic weapon.
Silver Sword +3: 12 damage, 138 Hit, 45 AS.
Steel Blade +3: 18 damage (5% Critical), 123 Hit, 45 AS.

Killer Bow (Lyn): 5 damage (30% Critical), 118 Hit, 45 AS.
Mani Katti: 2 damage (20% Critical), 123 Hit, 45 AS.  Effective: Cavalry, Armored. (When hitting weakness: 14 damage)
Mulagir: 12 damage, 123 Hit, 50 AS.  Spd+5. Effective: Dragon. (When hitting weakness: 44 damage)

Charmer: During combat with a foe who was also unit’s most recent opponent, inflicts Crit-10 on that foe.
Back at You: When countering, unit may deal extra damage = half of damage taken. Trigger %=Dex.  (33%)

Ultimate attack
Astra Storm: Use to launch 5 bow attacks at 30% damage, up to range 10.  (Reminder: given that ultimate attacks have a 0% crit rate, I recommend Mulagir over Killer Bow.)
* Mulagir: 18 damage (really 4*5=20 damage due to rounding)

Inherited skills: Speed +5, Bow Focus 3 (+20 Hit, -10 Dodge with a bow)

Sync skills:
* Alacrity++: If unit initiates combat with a Spd advantage of 5 or more, unit’s follow-up (if possible) occurs before foe can counterattack.
* Speedtaker: Grants a stacking Spd+2 each time unit initiates combat and defeats a foe. Bonus lasts for the rest of the map. Max +10 Spd.

Engage skills:
* Call Doubles: Creates four illusory doubles that can make chain attacks with unit.  Doubles can't otherwise act and have 1 HP, but can counterattack if they survive an attack on them.  If unit does this, attacking at melee range will essentially require hacking down a double first.
4 Chain attacks will knock off 40% of the target's max HP ~41% of the time, 30% of the target's max HP ~41% of the time, 20% of the target's max HP ~15% of the time, and less 3% of the time.


Goldmary & Lyn, Lvl 20/3 Hero (Sword/Lance)
55 HP, 26 Str, 3 Mag, 25 (29) Dex, 28 (43) Spd, 30 Def, 19 (22) Res, 21 Lck, 10 Bld, 5 Move
0.97 PCHP, 1.23 PDurability, 0.86 MDurability, 96 Raw Avoid, 51.0% Evasion
Personal skill: Disarming Sigh, Class skill: Brave Assist, Weapon proficiency: A Swd, B Lance

Silver Sword +3: 17 damage, 105 Hit, 38 AS.  Evasion falls to 36.8%.
Silver Lance +3: 19 damage, 103 Hit, 36 AS.  Evasion falls to 30.9%.
Steel Greatlance +3: 27 damage (3% Critical), 88 Hit (96% accuracy), 37 AS. Evasion falls to 33.8%.
Javelin +3: 10 damage, 103 Hit, 38 AS. Range: 1~2.

Killer Bow (Lyn): 10 damage (28% Critical), 93 Hit (98.3% accuracy), 38 AS.
Mani Katti: 7 damage (18% Critical), 98 Hit (99.6% accuracy), 38 AS.  Effective: Cavalry, Armored. (When hitting weakness: 19 damage)
Mulagir: 17 damage, 98 Hit (99.6% accuracy), 43 AS.  Spd+5. Effective: Dragon. (When hitting weakness: 49 damage)

Disarming Sigh: If foe is male, inflicts Hit-20 on that foe during combat. (Evasion rises to 71% with Mulagir, and to around ~50% with other weapons.)

Ultimate attack
Astra Storm: Use to launch 5 bow attacks at 30% damage, up to range 10.  (Reminder: given that ultimate attacks have a 0% crit rate, I recommend Mulagir over Killer Bow.)
* Mulagir: 25.5 damage (really 5*5=25 damage due to rounding)

Inherited skills: Speed +5, Bow Focus 3 (+20 Hit, -10 Dodge with a bow)

Sync skills:
* Alacrity++: If unit initiates combat with a Spd advantage of 5 or more, unit’s follow-up (if possible) occurs before foe can counterattack.
* Speedtaker: Grants a stacking Spd+2 each time unit initiates combat and defeats a foe. Bonus lasts for the rest of the map. Max +10 Spd.

Engage skills:
* Call Doubles: Creates four illusory doubles that can make chain attacks with unit.  Doubles can't otherwise act and have 1 HP, but can counterattack if they survive an attack on them.  If unit does this, attacking at melee range will essentially require hacking down a double first.
4 Chain attacks will knock off 40% of the target's max HP ~41% of the time, 30% of the target's max HP ~41% of the time, 20% of the target's max HP ~15% of the time, and less 3% of the time.

9
Unranked Games / Re: Fire Emblem, Engage!
« on: October 19, 2024, 07:20:19 AM »
Emblemology 101

A side topic for character + Emblem pairs.  Originally I was thinking of trying to do this pure "canon" style, but with two Emblems that are already headaches to hand out in Lucina & Leif, and it being difficult to abstract away the different type bonuses emblems had, I elected that the fairest thing would be to just run the full cast back with Emblems.  Some of the Emblem picks are rather arbitrary, but should make for a fairer average if nothing else.

I've also thrown in 3/5 of the DLC characters for fun, since the Four Hounds do kinda have canon Dark Emblems.  Conveniently, there are 36 characters and 12 rankable emblems (sorry 13th Emblem), so most Emblems get exactly 3 users.  Since I threw in some of the DLC crew, 3 emblems get a 4th user, but the effect should be subtle, and I tried not to pick 3 "power" Emblems.  (Arguably I could have kept to having all 36 OG characters be split equally, but that would mean a bit more repetition / dreadful synergy.)  In general, I've tried to pick Emblems that either increase type diversity in users to show off the different variants, or that have some natural synergy, e.g. characters who make use of relevant weapon skills the Emblem teaches.

Engage basics: Characters enter battle with a full Engage meter.  "Sync skills" are always on and don't require being engaged.  If you engage, you get access to the Emblem weapons, "engage skills", and a single-use ultimate move.  Engaged status lasts 4 turns (if you've done the Paralogue and hit Bond Rank 11+) or 3 turns (if you intentionally skipped the Paralogue, or refused to do the B-rank conversation for rank 10).

There is a similar issue to Radiant Dawn Laguz Lord transformations in the DL here: in-game, it's impossible to not be engaged for the first enemy phase if you want to be.  As such, you might see engaging as happening at initiative speed if desired, even if the FE character's turn comes at "average" speed.

Note that some Emblem weapons have the same name as normal weapons, but different stats (e.g. Ike's Hammer, Leif's Killer Axe).  It's not a typo that Ike's Hammer does way more damage than vanilla Hammer.  (And there are several Rapiers, Falchions, etc. floating around too with different stats.)

Emblem Weapon forging: No.  Technically you can do it, but it involves doing crazy challenge maps looped in with the online mode for pitiful rewards.  You have to seriously grind these maps to afford the unique resources Emblem Weapon forges require.

Skill points: Short version: I've allowed a budget of 2500 SP, to be spent only on that Emblem's 2 passive skills.  No cross-Emblem skills allowed (despite Lyn's +2 Speed being only 300 SP and worth way more than some of the crap we've invested in here…).

Long version: The claim for uniqueness of skills is a bit weaker than normal. In game, you can take powerful inheritable skills from other Emblems like Canter, Reposition, or Draconic Hex.  You can also take stat boosters like Lyn's cheap +Speed skills.  We're not allowing that here, but mostly just on uniqueness grounds.  In theory, characters using an Emblem have better access to that Emblem's skills because they'll go up the ranks to qualify to learn them.  In practice, the game showers bond points on you that allows characters to buy access to an Emblem's skills in the Emblem Arena without ever using them in battle, if you're patient enough to watch a meaningless practice battle play out.   Alas.  Maybe a more complicated interp would allow investing in cross-Emblem skills, but I've kept it simple but with a stricter SP budget than normal, which softens the blow somewhat for characters whose emblems' skills aren't worth very much.

Certainly, characters would love to all just buy some friendship with Lyn or Ike in the DL for some cheap Speed and/or Defense if restricted to passive skills, or just outright gank Corrin's Draconic Hex if Sync skills are allowed.

Ultimate attacks: Aka "Engage actions", but the word engage is already super-overloaded.  You can use these exactly once per engage.  None of them allow counterattacks from the target.  None of them can "double", either.  They all have a 100% hit rate and 0% crit rate to my knowledge.

Note that some ultimates force you to use an Emblem weapon, and others do not.

Default weapons & character stats
See the damage chart below for the default weapons picked.

Note that for simplicity, unlike the topic above which use parentheses to distinguish Speed from Attack Speed, this topic just always has base stats vs. stats with Emblem bonuses, passive skill bonuses, and default weapon bonuses.  It might be a bit of a mess at times.  (For example, Diamant & Roy have stat bonuses from Roy, from Rise Above, from Str+2, and from the default weapon Binding Blade all mixed in.)

Default weapons are also a bit of black magic - like does Timerra want a Silver Lance +3 to maximize her speed, Ragnell for range 1-2 and +5 Defense but a speed hit, or Urvan for max damage and +3 Res but a catastrophic speed hit?  Just had to make some calls.

Enemy stats: I have assumed a somewhat more badass enemy to compare against vs. the normal topic for PC durabilities & evasion - 49 Attack (rather than 46), 145 Hit (rather than 140), and 16 Dodge (rather than 15).  Durabilities for very high Def/Res characters are calculated a little differently: they assume a hit of 39, 49, and 59 attack averaged together.  For Defense/Resistance values <= 39, the result is the same, but this makes characters go invulnerable a little slower at high values.

Enemy Defense:   25
Enemy Resistance:   25
Enemy Luck:     16
Enemy Hit:   145
Enemy Avoid:   50

Emblem Averages
Modified values listed first; base values are in {braces}.

The no-Emblem / passive skills / weapon buff averages are including the 3 DLC characters who aren't in the above average list, if you're curious for why the base averages are mildly different than above.

  • HP: 56.5 {51.7}
  • Strength: 25.6 {23.6}
  • Magic: 17 {15.1}
  • Dexterity: 29.2 {27.1}
  • Speed: 29.3 {27.1} (Attack Speed: 28.6)
  • Defense: 25.1 {22.7}
  • Resistance:  25.2 {22.1}
  • Luck: 23.3 {19.1}
  • Build:  11.7 {10.9}
  • Move: 5.8 {5.3}
  • Avoid: 71.7
  • Evasion (against an enemy with 145 Hit): 27.4%
  • Damage (no Smash weapons, w/ Accuracy, ignoring ultimates): 25.4
  • Damage 3-turn (no Smash weapons, w/ Accuracy, including ultimates): 82.4 (One-turn equivalent: 27.4; 2.5 killpoint: 68.7)

I am not doing a full damage average with Smash weapons (yet?).  Since some Emblem weapons are extremely badass (e.g. Binding Blade, Urvan), the damage gain vs. regular is probably less (but then again, Lodestar Rush's damage goes up some).  In the no-Emblems numbers, it was +3.5 damage for Smash weapons, and +8.2 on kill point.  If we assume something similar as a wild-ass guess, we'd end up with a killpoint of around 72-76 for a Smash weapons with Emblems average.

10
Mewtwo (PKMN) vs. Shania (SH:FtNW)
Still abstaining here.

Middle:

MOMO Mizrahi (XSs) vs. Stocke (RH)
I'm fine with letting Stocke block status, but I don't think it really matters unless he 2HKOs with the stat hit, and I don't think he does.  It might not even help if he manages it - stalling vs. a Xenosaga character is dangerous, they'll build boost gauge way faster than Stocke gets a Mana Burst.

Light:

Marianne von Edmund (FE3H) vs. Zhuzhen Liu (SH1)

11
Jude Maverick (WA4) vs. Stocke (RH)

Zhuzhen Liu (SH1) vs. Hubert von Vestra (FE3H)
Yep, pretty much agree with all of the above.

12
Jude Maverick (WA4) vs. MOMO Mizrahi (XSs) - Unlike most people here, I still think the form MOMO uses doesn't really matter at all. XS3 MOMO's first turn speed is junk: Jude isn't far from instadoubling her at base, so RA means Jude immediately lands two turns before her first. Shoot+RA-boosted Assault Buster scrapes PC HP damage to average durability and MOMO not only sports 73% PC HP, but she has game-worst DEF. This is not even factoring the boosts to naked AB given from MOMO's sucky speed and defenses. Jude might OHKO with Assault Buster WITHOUT the rapid attack opener and he doesn't even have to. The other forms are academic. HILARIOUSLY, MOMO might have the best shot with XS2 of all forms, but I think Jude can avoid the 2HKO equipping his MDef-twinked armor at absolute worst.

I guess this would require some Xenosaga III mechanics testing to know for sure, but my recollection is that XS3 Agi is just not a very potent stat.  So I wouldn't really hype Jin or Jr. as resisting AB very well, but I wouldn't antihype MOMO or KOS as being bad against it.  I checked the end of a speedrun and saw a turnorder of KOS-MOS -> Kevin -> chaos -> Jin with no speed buffs in play to my knowledge, where a strict speed order should have been something like Kevin -> Jin -> chaos -> KOS-MOS.  Obviously there were other turns that were more reasonable, just I'm inclined to average all the XS3 characters a lot closer to average speed.

This effect is more minor, but you could argue that a 3-turn WA4 damage average would also be a little higher - Jude's Attack -> AB -> AB is better than 3x AB, and if you really wanted to be cruel, if you count Jude's rapid attack as just half a turn, Attack -> AB -> Attack -> AB is even more damage.  (This is much more minor, of course.)

13
super: I guess I realize I didn't do a post on it, but I did return to Triangle Strategy a few months ago, beat it, and then played ~5 maps in to a NG+.  Should do a detailed writeup sometime.  I do agree it's good that they added the story missions as grindable in a patch - it's particularly important in that the story missions drop healing items.  You could potentially hard lock yourself out of healing items in the OG patch, which was dumb, so there is at least a very slow way to get more in the event of disaster now.

In other news...

Touhou Luna Nights
Beaten.  I played Deedlit in Wonder Labyrinth which was made by the same Team Ladybug indie group and enjoyed it, and saw the 9/9 silly Cirno sprites, so sure, what the hell.

Anyway, it's a pretty good Metroidvania.  The platforming & combat are really fun, most importantly.  I'm not a fan of top-down shooters, but the Graze mechanic makes for high-stakes and rewarding gameplay in a platformer where you want to just barely dodge enemy shots.  Since our heroine can stop time, there are some pretty tricksy patterns that come at you fast, but if you dodge them in real time, you get rewarded.  (And you get minorly rewarded for "dodging" them while time is stopped.)  It makes things nice and exciting.  The boss fights are all great.  I basically did a daggers-only using the subweapons very little, which I found out later was not optimal from checking speedruns, but hell, it's optimal on fun because it makes you learn the enemy patterns, which are all very rude but just barely fair when time isn't stopped.  Unusually, it's also a game that gets the difficulty curve exactly right - the game is very gentle and training wheels early, and it gets tougher and tougher linearly.  Lots of games have inverted difficulty curves because they're feeding you so many goodies & power-ups that they're not sure if you have late game, but no, beating up the final bosses feels much more challenging and rewarding than the earlier ones.

Similar to Deedlit, it's not very much on the exploration aspects - the gradual unlocking mechanic is incredibly basic-ass, along the lines of "beat boss to get the green key, there is a green door in exactly one spot that opens the way to the next area."  So don't go expecting much special there.  Similarly, the level design is on the cramped side - there aren't really any big rooms, it's all narrow corridor maneuvering.  Oh well.

Also, the music is great?  ( https://www.youtube.com/playlist?list=PL62MUJgPtF56ufLQ26qVIrRNumtoDpJc1 )  I listened to some Touhou stuff way back when and acknowledged it as pretty good (if famously, er, synthy in instrumentation).  The remixes are all great, better than the originals IMO.  Like, take "The Maid and the Pocket Watch of Blood" - honestly not that impressive in its original form, but dang if the Luna Nights version isn't fantastic.  Pretty much wasn't a single track I disliked.

Okay, that leaves TOUHOU PLOT, or more specifically fangame plot.  This one wasn't so strong, although I suppose it works better than Deedlit.  Deedlit's nothingburger of a setup didn't work well, but Touhou at least adapts better to "cozy" plots of not much happening.  Something odd is that the writer seems to think Sakuya is both A) Extremely powerful (there's a number of lines about "oh no my power has been sealed here" and others having lines from bosses like "haha I'll stand a chance because your powers are sealed" - Translator's note, they're sealed for like literally a minute of gameplay time, the very first thing that happens is unlocking the ability to stop time again, WTF), yet also B) Kinda naive / dumb.  (I'm sure it's in character, but the main antagonist mocks Sakuya as being naive for not noticing her, which given that the player has already been given ample clues as to who the antagonist is...  she has a point.)  Weird combo; I'm used to slightly "underpowered" but clever main characters.  Anyway, getting back to the plot, the Received Wisdom in writing is that you're supposed to have some sort of "inciting incident" in a story where something interesting happens that drives events forward.  It doesn't have to be at the VERY start, but it should be early-ish - Gandalf coming to the Shire and recruiting hobbits, say.  Or for other Touhou games, EoSD involves the sun being blotted out by mist, and PCB involves "someone stole spring."  But the initial plot of Luna Nights is just the Touhou girls horsing around for fun, with put-upon Sakuya dealing with her boss's silly whims.  Very cozy, but sure I guess, given that most of these people seem to get along well.  The plot actually starts at the end of Stage 4...  of a 5 stage game.  I dunno, I'd liked there to have been some sort of stakes earlier?  Also, in ANTAGONIST SPOILERS (??), is this just going to be a fan sendup of Embodiment of Scarlet Devil with all the bosses from that game back exactly, or go anywhere new?  Well asking the question answers it, of course it's going to just mimic EoSD exactly rather than be creative.  Boo hiss, I'd have actually been more down for Nitori having some sort of evil plan than for it to be Flandre, Again as the final boss.

While I said "beaten", what I mean is the main game was beaten.  I did the extra stage, cleared the first extra boss, and hahaha nope'd out of final extra boss.  Well I did just praise the game above for having a rewardingly constantly increasing difficulty level, but yeah that boss is for people better at the game than me.  I got to her second phase and will call it a draw.

14
Godlike:
Losers:

Terra Branford (FF6) vs. Shania (SH:FtNW)


Heavy

Winners:

Lady Elmina Harken (WA:ACF) vs. Nel Zelpher (SO3)
Nel probably beats WA1 Harken!!1!  (As does the rest of Heavy, I know.)

Middle:

Winners:

Jude Maverick (WA4) vs. MOMO Mizrahi (XSs)

Losers:

Machias Regnitz (ToCS2) vs. Stocke (RH)


Light

Winners:

Marianne von Edmund (FE3H)
vs. Zhuzhen Liu (SH1)

Losers:

Annette Fantine Dominic (FE3H) vs. Hubert von Vestra (FE3H)


15
Terra Branford (FF6) vs. Melfice (G2)
Velius (FFT) vs. Shania (SH:FtNW)
I'm down for saying Shania doesn't have to totally offload her accessories.


Middle:

Machias Regnitz (ToCS2) vs. Tifa Lockhart (FF7)
Poison in ToCS2 hype, I see.
Stocke (RH) vs. Jessica de Alkirk (L:SSSC)
I'll buy the argument, Random.  Nobody was sure if they could recall whether Paralysis stopped Mana Bursts but I don't think it does, so no need for stat hits for blocking.

Light:

Milich Oppenheimer (Suikos) vs. Annette Fantine Dominic (FE3H)
Ricardo Banderas (XG) vs. Hubert von Vestra (FE3H)

16
Shania (SH:FtNW) vs. Mewtwo (PKMN)
If I was more of a Pokemon expert, I'd try to decode the awful stallfest from Gen4/6 Mewtwo, but nah.

Losers:

Worker 8 (FFT) vs. Terra Branford (FF6)
Nailah (FE10) vs. Velius (FFT)
Much as I do take whatever opportunity to antihype the status game...  FE characters do tend to kinda be status bait.

Heavy:

Winners:

Hildegarde Valentine (SH:FtNW) vs. Nel Zelpher (SO3)


Middle:

Winners:

Jude Maverick (WA4) vs. Jessica de Alkirk (L:SSSC)
I suppose.
Tifa Lockhart (FF7) vs. MOMO (XSs)

Losers:

Karsh (CC) vs. Machias Regnitz (ToCS2)
Stocke (RH) vs. Anastasia Romanov (SH2)


Light:

Winners:

Marianne (FE3H) vs. Hubert (FE3H)
Zhuzhen Liu (SH1) vs. Annette Fantine Dominic (FE3H)

Losers:

Millich Oppenheimer (Suikos) vs. Labyrinthia Wordsworth (WA:XF)
Ricardo Banderas (XG) vs. Squire (FFT)

17
Unicorn Overlord
Finished.  Then finished again after I did the bonus mission.  I think the strengths  & weaknesses of UO are pretty well known...  it was good, but could have been a little better.  That said, it is genuinely way more playable than original Ogre Battle, and I do hope they take the bones of the engine they made and do some sort of fast-follow DLC or the like.

One of the reasons I slowed down some was that the game had gotten a bit curb-stompy.  Bizarrely enough, despite this, the Bastorias arc ended up maybe being the most challenging one in the game?  I remember seeing in Discord some "lol beasts" commentary, but...  well the first mission was challenging but for dumb reasons, albeit still fairly easily cheesed with Hastened Call / boss rush strats (which I avoided almost every other map).  But the last two missions were no jokes, either.  At night, werewolf units traveled at infinity speed and could instantly shred lonely wounded units that weren't up to snuff, leading to one of the very rare "um I'm gonna reload a save rather than accept a squad !death + Valor loss" moments.  Normally huffing an Empowering and/or Defensive Draught is enough to get past any surprisingly badass enemies, but  Over on the PC side, my mostly-Beast unit put in work, and other beasts were solid role-players elsewhere - I was pretty happy with 'em.  (Well not Ramona of course, she never got used, but the other beasts.) 

Gameplay-wise, everything after kinda crumbled, as you start getting the busted power-artifacts like  the ones that give more than +1 AP or PP (which I tried to nicely split between squads to not power-focus TOO much).  Well, the final-ish boss was actually pretty tricky - I guess some emergency party-shuffling to include more multi-hit attacks would suffice worst comes to worst. 

Plot-wise, hmm.  First off let me say that I genuinely liked the addition of the fairly extensive epilogue scenes for all the character groups.  A problem the game has is characters generally stopping getting any plot scenes outside their own arcs, and letting all the recruits get another detailed scene + post-coronation dialogue is cool.  As for the arcs themselves...  I think it's interesting to separate them by quality of villains and quality of supporting cast.
* Cornia: Okay PCs, meh villains.
* Drakenhold: Good PCs, meh villains.
* Elheim: Okay PCs, bad villains.
* Bastorias: Bad PCs, good villains.
* Albion: Bad PCs, bad villains.

Not a strong way to end as can be seen!  To go into some more detail..  usual warning that spoilers ahoy below.

* Cornia's cast is generic but likeable with all the FE1 callbacks.  Villains are all mind-controlled but get hit with anti-mind control juice.  The early showdown with Galerius is cool but makes 0 sense in light of the plot twist toward the end of Unicorn Overlord (shouldn't the big plot twist there have been outed early..?  Actually just go ahead and out that one early and don't give it a happy ending, we already knew that the game had starkly refused to show Ilenia's fate, just have Alain go ice mom unknowingly early to drive the dagger in.).  After the main Act 1 set, the plotline with Tatiana was fairly good, an example of as solid vignette style mini-story.  Melisandre is JP fanservice but actually has some surprisingly good supports after I ground them up much later.

* Drakenhold has by far the best cast.  I felt like I got to know Aramis, Gilbert, Virginia, Leah, and co. pretty well, they all made sense, they combined being interesting with not being dumb.  Even the side characters were good - Primm, Hilda, Amalia, etc. were all memorable and cool.  The desert gang was fine I guess.  (Berengaria is hard to judge as ridiculous fanservice, but I guess she succeeds in being that, so there's something there.)  Villains are all mind-controlled again though.

* Elheim: I can't say that Rosalinde & Eltolinde were the deepest characters ever, but they were fun enough, and their various servants & allies had their moments too.  The fact that the regular elves & dark elves apparently get along perfectly well in this universe was interesting.  Ridiel was a simple and well-trod plotline but the game made it work and it's a plot line that SHOULD be done (for all the forgiveness for criminals, this kind of "beaten down by society and lost their idealism and sells people out" is certainly resonant and a more interesting target for recruitment).  Galadramir was awful but that's just one ignorable character, maybe my least favorite character in the game.  Meanwhile the villain-side was mega-terrible this time.  Some of the characters are mind-controlled, but others..  I have no idea WTF they were trying to do with Gailey.  He apparently wasn't mind-controlled, but we barely are given a motive for his heel turn, and to the extent we are it makes zero sense.  Letting Baltro suddenly become a mass necromancer, a power he never really displays again, was definitely a kludge for "we have no idea how to justify fighting more elven units."  Not a big deal, but gonna assume this was a one-time thing since it never comes up anywhere else and seems like a real handy power for Baltro to have.  Alcina makes zero sense and sucks.

* Bastorias: The villainy in this arc is unironically the best ones?  There are two big bads are not mind-controlled and both have valid evil schemes.  Mind control is still used, but for the mooks rather than the showcase villains, and it seems to have limitations.  There's even a plot point about how bestrals aren't great targets for the Rite of Control.  And while the game loves to show bad guys backstabbing each other for Reasons, this arc was by-far the best-explained one I bought the most.  Reimann is a huge psychopath who the game doesn't try to nonsensically explain away his villainy (a la Alcina) and is both threatening and also very betrayable. Eigor is a valid chip-on-his-shoulder threat.  Okay, the scene where the Bastorias Blue gets stolen isn't sold well, but oh well, cutscenes not making clear the geometry of a scene isn't a new complaint for me for villains from nowhere stealing the MacGuffin.  Okay, despite all that praise, Yunifi is pretty boring as a character.  She's a generic do-gooder whom everyone loves and trusts on sight (I guess MILDLY explained by her pendant, but honestly the narrative seems to be leaning into divine right of blood arguments).  Morad doesn't really get to do anything cool, and Ramona is just a backstory dump.  I also don't really like the way they handled the final PC plot twist - it should have been "Yunifi and Morad were 100% lying about their amnesia the whole time" a la FFX Tidus.  (Also, shouldn't Yunifi have been an elf, given later revelations...?  Maybe she is, I suppose, we don't really see her ears.)

* Albion: The plot here really doesn't add up, neither logically nor thematically.  It's very odd because Scarlett was clearly one of the core characters designed and the most designated, canon-y pair with Alain..  but..  she really doesn't get to do much here. 

Let me switch to the villain side.  Much as mind control is a bit of a safe-for-kids excuse for people to be fighting you, it does make a certain degree of sense in-setting.  Why is Zenoira strong?  Because they possessed a bunch of people, especially people in charge of military units. Sure, fair enough.  And yet, there are 0 mind controlled enemies in Albion.  Fine, that means we need some local villains, but almost all of the opposition is portrayed as pressured into it by Zenoira.  But..  where are the Zenoirans, then?!  The only one who shows up is Baltro.  This is a game that marks the affiliation of the units you're fighting, and Alain even confirms it: it's very clearly the Church you're fighting against.  (Okay, and a random Paladin from Cornia in Bradley, who isn't mind-controlled either but has decided to become evil because reasons.)  That's fine!  Zenoira won and installed their own cronies, perhaps.  But, alas, no.  Based on the reactions Alain and Scarlett have later, it seems that it's still the Church people in power who are loyal to the old Pope etc., and this was all some huge misunderstanding/ mix-up where everyone else trusted Sanatio, and the word of the Pontifex was just unquestionable law.  And Sanatio's plot doesn't make tons of sense, but the general mood is that he's been tricked by Baltro, although I don't really understand how.  He does make clear later that if he'd known Scarlett lived, things could have been different.  None of this makes tons of sense - if Albion was intimidated, there needed to be a Zenoiran army here.  If Sanatio was tricked, then he needed to perceive corpse-Pope as alive and talking, not know he's dead but consider this such a terrible secret that would ruin everything that he needs to (???) work with Baltro.  Like seriously, did you read Lord of the Rings?  Just means Gondor needs a Steward!

Okay back to Albion PCs.  I can forgive a logically messy plot that works thematically.  But it kinda doesn't here.  The leaders you meet elsewhere are deeply committed to the liberation of their homelands and the defeat of Zenoira.  Scarlett does not get any scenes on that topic.  What she does get are scenes of her family's servants when she was a kid being extremely obsequious and deferential to her, despite the fact that she must have been, what, like 7 or 8 years old at most when she left?  Perhaps 9 or 10 at the margin?  You might recall such a child with affection, sure, but you are unlikely to be "best friends" unless you were a fellow kid, which I don't get the impression was the case.  Okay whatever, minor plot hole, let's move on.  The game cooks up a plot element where the Pontifex is hereditary in this world.  I'd like to point out that this is fairly rare with real-life religions, but it does happen sometimes, so sure.  And the narrative remembers this for Sanatio, making finding the new Pontifex one of his goals (since I guess if he had Scarlett, then he wouldn't need to keep a cover-up with Arrant, which is somehow linked to also complying with Zenoira?).  But it bizarrely doesn't for Scarlett.  If she's supposed to be the ruler of Albion by blood right, nobody on our team freaking talks about it!  You can't just introduce a plot point like this and then forget about it.  Josef or Travis or someone else pragmatic should have been saying "hey we need you to go lead our force to show we're the rightful rulers and they're the heretics", and Scarlett needed to reply and give her own thoughts on the matter.  If she wants to rise to the challenge of being a leader like Gilbert, great!  If she wants to refuse, great!  Maybe she thinks the Orthodoxy can get by just fine without a weird bloodline descent thing (although, factually in setting, I guess her bloodline DOES have special shrine unsealing powers for reasons), maybe she wants a quiet life for herself, who knows.  The point is, this is a huge weapon that the Liberation has been given - the rightful heir is part of their team! - and it needed to be discussed!  Just what are Scarlett's feelings here?  Given that what we ARE given involves Raenys / Umerus being incredibly loyal and nice to Scarlett, it sure seems like she would have an easy time if she stepped up and said the Pope's daughter was here!

And yet we're still not done.  Okay, fine, Scarlett didn't want to do that.  But making it so Sanatio was mislead means that it's in some sense Scarlett's "fault" for not just un-misleading him.  But the game doesn't own that plot point, either, which would have involved a trade-off for Scarlett's non-existent non-decision.  Ugh.  It's annoying to me because I find that "justifying" why the mooks in the army are fighting is just good world-building.  I admire how Claude dresses up his clause in Byleth's banner as a matter of restoration in FE3H Verdant Wind, say.  They didn't have to make this plot point - they could have said that kids of the holy line are no big deal and Scarlett wouldn't necessarily have an easy time convincing others to join.  They could have made Sanatio just a power-grasping jerk who didn't actually want to find his "replacement".  But you combine both, and you end up with them trying to make both sympathetic, yet by all rights one of them really shouldn't be.

Okay that was way too much on Albion plot.

* Final cleanup: Despite not having, um, names, the Great Sages are actually some of the best plot & characters the game has?  I actually really respect them explaining the backstory behind what really happened in the plot, as well as the game caring enough about its setting to at least include this.  I also appreciate that there's a solid excuse for what they are and why they exist, and aren't just mysterious benevolent helpers for no reason.  Dunno why they locked these behind the Ring of the Maiden quest though - the game sorta wants you to wait a bit on that, which means these revelations all come extremely late (and don't reward the player for finding the sanctuaries "early").  I was amused that Amalia's backstory involves the super-hidden town in Drakenhold, amusing they worked that in.

This one I'll absolutely forgive as no big deal and "hey look, it's a final showdown, it needs to be epic and involve all the mechanics you learned", but the game does indicate that Baltro can't just mass possess EVERYBODY, hence restricting the Rite of Control to movers & shakers & badasses.  Yet, if so, where are these armies coming from?  (Especially the Bestral armies!)  These clearly aren't just normal paid mooks anymore, once they get insane orders like "kill everyone."  (Which I'm not sure actually happens despite the cutscene?  If it had, the postgame coronation should have been way more dour.)

In nitpicks, the game is occasionally good at letting Alain do something clever.  I'd rather if he'd have denounced Baltro's hypocrisy unprompted and realized he obviously wasn't acting in the best interests of the stranded Zenoiran souls.  Instead Baltro just kinda busts out with that himself.  It shouldn't have been that hard to figure out after he just betrayed Galerius!

There's also a bit of protagonist-centered morality in the ending.  I was kinda hoping to learn more about Valmore, but he's not even an afterthought, just an excuse for a happy ending for a character personally closer to Alain.  The fact that Valmore's family won't get a cleaned, sane Valmore back is just not discussed.  Oh well.

18
Worker 8 (FFT) vs. Tir McDohl (S1)
Terra Branford (FF6) vs. Barbariccia (FF4)
I'm willing to spot Terra Ultima.  (Not in a "I take the stat topic at Lvl 99 sense" of course, just in a sense of "here's a legal spell to learn off Espers" where there's a unique tie to the character.)
Nailah (FE10) vs. Edelgard von Hresvelg (FE3H)
Velius (FFT) vs. Citan Uzuki (XG)

Heavy:

Ernst (S5) vs. Summoner (FF5)
Celica (FE:SoV) vs. Rufus (VP2)
Agree that I'm inclined to kneejerk against Turn 1 Stony Decree hype.  Celica has very mildly above average evade on counters (17 AS to a 16 AS average - P Evade is just your AS) for what little it matters.

Middle:

Karsh (CC) vs. Kesaran Pasaran (WA4)
Machias Regnitz (ToCS2) vs. Amarant Coral (FF9)
Leehalt Alceste (WA3) vs. Stocke (RH)
Kneejerk.

Light:

Mustadio Bunanza (FFT) vs. Millich Oppenheimer (Suikos)
Ricardo Banderas (XG) vs. Queen (S3)
Boco (FFT) vs. Squire (FFT)
Note that if you really want to grind Boco respect into the dirt, you could assume that classes pick a random secondary skill on their "side" of the tree (i.e. physical classes pick a random Squire-line secondary, magical ones pick a random Chemist-line secondary), since monsters have to compete against that too (similar to Elf's FF5 damage notes).  So you'd have low damage classes perking their damage up some for the percentage of the time they roll up good damage secondaries like Black or Summon Magic.

19
Shania (SH:FtNW) vs. Citan Uzuki (XG)
Edelgard von Hresvelg (FE3H) vs. Mewtwo (PKMN)
Melfice (G2) vs. Barbariccia (FF4)
This is a bit shady as some G2 "undodgeable" stuff can be dodged but Valvalis kinda does not deserve respect checks.

Heavy:

Clarissa Arwin (WA:XF) vs. Rufus (VP2)
Hildegarde Valentine (SH:FtNW) vs. Summoner (FF5)

Middle:

Jude Maverick (WA4) vs. Anastasia Romanov (SH2)
I'll buy it.
Stocke (RH) vs. Jessica de Alkirk (L:SSSC)
I'm willing to see Stocke as blocking Silence, but there is a stat hit for that, and his resources aren't infinite.  Jessica might actually chew through them with better resources here, especially since per CK Stocke's MP-less damage is rather bad unless you give him True Historica.
Tifa Lockhart (FF7) vs. Amarant Coral (FF9)
MOMO Mizrahi (XSs) vs. Kesaran Pasaran (WA4)

Light:

Marianne (FE3H) vs. Squire (FFT)
Squire can't double Nosferatu-Marianne? Fail.
Hubert (FE3H) vs. Queen (S3)
While I'm a fan of Mustadio-style run & gun strats, idk here.  S3 characters were pretty mobile IIRC?  Like the times you lost your turn because the enemy was too far away were pretty rare.  But sure.
Labyrinthia Wordsworth (WA:XF) vs. Zhuzhen Liu (SH1)
Millich Oppenheimer (Suikos) vs. Annette Fantine Dominic (FE3H)

20
Unranked Games / Re: Phantasy Star One
« on: August 15, 2024, 02:30:41 AM »
Thread necro time!  Reiska was talking about replaying the Sega Ages version of the game (with speedup, 4x XP, reduced encounter rate, etc. options).  And, well, beats me if Google is ever highlighting this page anymore in the sea of algorithmically generated slop, but some better documentation of PHANTASY STAR 1 MECHANICS has since been done based on decompiling the SMS version.  Basically see here:


Notable stuff:

  • Basic physical damage algorithm: Damage = (ATK * [0.75..1]) - (DEF * [0.75..1])
    • If calculated damage <= 0, fallback to a defense break formula:
    • Enemy attacks: [1.. (1+(Target’s Level / 2))]
    • Player attacks: [1.. (1+Attacker's Level))]
  • Dodge chance: 1 - (ATK/DEF), with a 0.5 upper bound.  (Unsure about the bug Dhyer mentioned involving later dodge checks being skipped?)

So yes, there is no "underflow bug".  It's not a bad guess for why weak earlygame monsters seemingly deal more damage as the game goes on, or why Noah's physical can deal damage at all, it's just wonky coding.  Also note that a sane algorithm would have always made the alternate min roll then taken the max of the two values, but this is PS1 so it's insane, so a roll of 200 - 199 is guaranteed 1 damage, but 200-200 triggers the defense break formula and thus potentially more damage.

Note that since there are two rolls, the result is a binomial distribution that favors the "middle" of the possible range.  However, damage variance under this system is extreme.  As an example,  an enemy 240 ATK vs. 180 DEF for the PC means that if ATK high-rolls and DEF low-rolls, that's 240 - 135 = 105 damage = you just lost half your health even at stat topic levels.  If ATK low-rolls and DEF high-rolls, that's 180 - 180 = defense break (so somewhere from 1 to ~11-14 damage with levels in the 20s).  A pitiful 40HKO or something.

Note that if you enforce this mechanic in the DL, this only really comes up against enemies with massive multihit attacks where each hit is subject to subtractive defense, like some sort of WAXF Nightstalker's Six-Shooter on crack.  If you could somehow get 40-defense subject hits in quick, then that might do something.

A few boss quirks:

  • Lassic's Thunder, despite the name, is a defense-subject 230 power multitarget physical attack and not a spell.  (Orlandu's Lightning Stab says hi?)  Per above, this means that the damage variance is extreme - it might deal 1 damage, it might deal 85 damage.
  • DarkFalz (Dark Force): Since damage is distributed randomly, the second attack will generally fall off much later than halfway through the battle - more like 85-95% of the way through without good targeting luck.  However, there is one quirk.  Multitarget attacks do NOT deal "double" damage by damaging both DarkFalzes in a trenchcoat...  but...  they're guaranteed to hit DarkFalz1 (if he's alive).  So if you somehow used only MT attacks (unlikely / impossible in-game), then you'd be guaranteed to knock DF down to just 1 attack halfway through the fight, since they'd always focus on the single target.  (In practice, spamming them makes it more likely that the second attack falls off, say, 70-80% of the way through the fight, which is still helpful.)

21
Worker 8 (FFT) vs. Magus (CT)
Unless PC Magus has some ITD Scythe.
Velius (FFT) vs. Chris Lightfellow (S3)
Ehhh.  I get not being inclined to extend respect to S3 Yellow Scarf in edge cases, but Velius's Petrify doesn't deserve tons of edge case respect either.  His AI really doesn't like to use it and it's blockable in-game in FFT (a quick Google says Jade Armlets are in Lesalia, so available in C3).  Velius could still win the slugfest hypothetically since Chris needs to give up her first turn to Silent Lake, but Chris has subtractive defense of 0.23 PCHP and Velius's physical is 0.61 PCHP, so 0.38 PCHP net - a 3HKO (that could hypothetically get evaded).  Chris should probably 2HKO with Physical -> Phoenix Rune.

Heavy:

KOS-MOS (XS) vs. Lyndis (FE7)
Kneejerk.
Maya Schrodinger (WA3) vs. Ernst (S5)
Ryuji Sakamoto (P5) vs. Tidus (FFX)
I think having Bad Beat over Agneyastra in the default set seems clearly wrong (Ryuji is never getting the Despair status off before killing himself), but I don't think it matters as Agneyastra shouldn't outslug either.  It's a 3HKO on average but Tidus is getting some crazy massive lapping going here.
Therion (OT) vs. Celica (FE:SoV)
Wrong side of the elemental durability line, THerion.

Middle:

Machias Regnitz (ToCS2) vs. Clive Winslett (WA3)

Light:

Marcus (FE6) vs. Mustadio Bunanza (FFT)
Guns are long-range enough to be closer to FE6 siege weapons, so definitely no counterattack games here.
Benedict (TriStrat) vs. Boco (FFT)
Benedict vs. a healer.

22
Barbariccia (FF4) vs. Nailah (FE10)
I guess refight Valvalis isn't really Godlike.
Tir McDohl (S1) vs. Chris Lightfellow (S3)

Heavy:

Ryuji Sakamoto (P5) vs. Hildegarde Valentine (SH:FtNW)
Ryuji can't win in a single turn.  Even worse, while there's a very questionable maybe ID blocking in P5 accessories, it's clearly Light / Bless elemental, and Curvy Hilda's ID is physical elemental.
Summoner (FF5) vs. Tidus (FFX)
I think I will kneejerk toward assuming a slightly higher FFX damage average than Elf.  Close one, though.
Nel Zelpher (SO3) vs. Therion (OT)
Assuming Nel's Freeze is turn 1.

Re CK: I'd say Echoes Celica is Heavy, sure.  She can unload 0.98 PCHP damage off Ragnarok Omega if she lives to get a turn which is a bit rough in Middle, and if you don't put her away in one turn but need to attack into her counters, she gets to throw a free Fire counter in before doing her best damage.  vs. stallers, she can probably double with 2x Excaliburs each with a 41% crit rate for 0.91 PCHP when nothing crits, but like 1.81 PCHP if a single Excalibur crits.  Usual problems vs. status that many FE duelers have once they hit Heavy, of course.

Middle:

Tifa Lockhart (FF7) vs. Leehalt Alceste (WA3)
Albel Nox (SO3) vs. MOMO (XSs)
MOMO is really strong for Middle, yeah.


Light:

Ricardo Banderas (XG) vs. Labyrinthia Wordsworth (WA:XF)
Benedict (TriStrat) vs. Millich Oppenheimer (Suikos)
Boco (FFT) vs. Annette (FE3H)
Yeah, Boco has to pray none of Annette's Winds ever crits and she runs out while turtling like mad.  Unlikely.

23
Shania(SH:FtNW) vs. Worker 8 (FFT)
Yeah, Shania's physical game is fine.
Magus (CT) vs. Citan Uzuki (XG)
Terra Branford (FF6) vs. Mewtwo (PKMN)

Heavy:

KOS-MOS (XS) vs. Clarissa Arwin (WA:XF)
I'm not inclined to hype up Clarissa wins when she needs 3 consecutive turns rather than just 2.  I think this comes down to damage averages.  You can argue that the weapons should be +6 rather than Penultimate ones which will nudge some character's damage down a little and make Clarissa look better, but you could also argue that Clarissa's own Sacrifice should be included in the damage average somehow given how potent it is in practice (her 2nd-worst damage in the average is greatly misleading), or that the generic damage average being higher deserves some look.  Anyway, the 3-turn naive average no accuracy is a 280 WAXF killpoint.  Sacrifice is ITD so you just want piles of HP to survive, but...  KOS actually has that, she has 1.28 PCHP in XS3 and 1.33 PCHP in XS2 (not bothering to check XS1 ATM).  2x Sacrifices is 309 damage = 1.10-1.20 PCHP depending on damage average used, so probably not enough.  Platinum Singer probably stops Sacrifice (it's not a def buff, it just changes incoming damage to 10%) and sets up an easy win if XS3 gets a turn, and amazingly, XS2 has an outside shot too off just stocking and hoping Rob Turn misses enough (but realistically no, XS2 KOS is too slow, but she should 2HKO with Air -> Boost).
Lyndis (FE7) vs. Rufus (VP2)
I am inclined to let Lyn get a Bow counter off if Rufus can't kill, so she probably wins if Rufus can't put this away in one turn.  So comes down to just how good Stony Decree is vs. evade.

Middle:

Anastasia Romanov (SH2) vs. Karsh (CC)
Whoever gets 2 turns first wins.  I am inclined to punish Karsh's 9 Stamina vs. a 10.2 average more than Anastasia's 97.5% average speed, for all that Stamina isn't a perfect analog to speed.
Machias Regnitz (ToCS2) vs. Stocke (RH)
I'll buy Tide's Random's argument.
Jessica de Alkirk (L:SSSC) vs. Clive Winslett (WA3)
While I seem to recall Clive's Gatling as being kinda pointless, he's absolutely getting a good one here.
EDIT: If that silence hit rate was any good at all, then sure.

Light:

Marianne (FE3H) vs. Marcus (FE6)
Squire (FFT) vs. Mustadio (FFT)
Queen (S3) vs. Nina (S2)

24
Tournaments / Re: RPGVO 2024 Nomination Thread
« on: July 28, 2024, 06:40:04 PM »
Godlike
Prototype Gear (WA4), Citan (XG), The Patriarch (XS2), Terra (FF6), Procyon (SH3), Worker 8 (FFT)

Given the theme, maybe Terra & Citan should be allowed their mechs... (kidding!)

Heavy
Petra (FE3H), Summoner (FF5), Ryuji (P5), Tharja (FEA), Therion (Octopath), Yosuke (P4)

Middle
Ignatz (FE3H), Stocke (RH), Amarant (FF9), Jessica (Lunar), Hughette (TriStrat), Gerik (FE8)

Light
Annette (FE3H), Antlion (FF5), Marcus (FE6), Squire (FFT), Benedict (TriStrat), Milich Oppenheimer (Suikoden)

25
Unicorn Overlord
Realizing I didn't make a post on this earlier.  Not really much to say.  I got halfway through Bastorias and kinda gave the game a long break as it was getting a bit too easy, even on Hard mode.  I'll eventually return some day.

UO is a game that could have gone a lot of ways, but an interesting (IMO) what-if is if rather than a classic RPG style quest to gather allies and such, the game was closer to the Heroes of Might & Magic or Brigandine II series.  As is, it is rather tough for the game to get you to care too much about generics or about late-joining classes because you can already have created a bunch of doom squads.  A game that just flat reset your team every chapter, maybe having one or two carryover characters, might have been interesting - i.e. maybe there's 4 separate campaigns and we only throw everyone in a blender for the final showdown.  Or even make the game an outright strategy game where everyone's trying to unify everyone else by force.  Both of these would mean you're basically stuck with your starting area's team-squad, at least for a bit, so as to appreciate their strengths & weaknesses without having to compete against the entire rest of the cast.

Also I know people have brought it up before, and it's not strictly the most important thing to nitpick, but the plot tone remains...  weird in how the plot treats Alain & co. as if they're a tiny RPG party when the rest of the game very clearly treats them as actually liberating areas, rebuilding towns, and holding territory.  Yet bosses literally say lines about "Who are you" and treating the player army as if they're upjumped rats, despite the fact that we objectively control huge swathes of territory with fireworks & shit in our honor, and also just killed all the bosses' minions.  It's weird!


Shovel Knight: King of Cards
For whatever reason, I never got to this - maybe because I played the rest of the SK series on Vita and had mostly stopped Vita'ing by then?  Who knows.  Well, played it now.  100% items, 100% map exits, 100% merit medals, and bought all the fancy decorative upgrades from Mr. Hat.  It's pretty great!  Reasonably short & compact playthrough, too.  You also finally get to face the Troupple King as a boss, something I didn't realize we needed until now.

Similar to Specter Knight's campaign, they came up with new stages specially designed for King Knight.  There's also more stages that are individually shorter, which is fine, and will sometimes have a secret exit to find in addition to the regular exit.  For the most part, it's good times.  Only complaint is the usual problems when you expect to grab a ladder but King Knight inexplicably doesn't and you fall to your doom instead.  Also, as an interesting quirk, I found the Propeller Blitzsteed, a Castlevania Dagger equivalent and the first Heirloom you're likely to get, insanely useful.  King Knight is normally about very upfront, bashy combat, but throwing cheap flying daggers everywhere gives him a range game for free.  It's great against bosses, too.

The difficulty is for the most part on the easy side - harder than Spectre of Torment, but easier than Plague of Shadows.  All the trickiness is in the platforming.  Assuming you're buying the health upgrades, you shouldn't really ever be dying to damage; bosses emit restoration hearts on being damaged, and the stages are short and have health refills in them.  It's too bad because the boss fights are really cool; I'd love to have, like, doubled most boss HP to force you to learn their patterns better.  As is, the challenging bosses are ones like Tinker Knight who have insta-death pits in their fight to be aware of.  The main exception is the superboss; she happily can kill you via damage while not having BS instant death pits, so her fight was probably the most enjoyable in figuring out.  (And a random FF4 Zeromus flashback too!)  Certainly a better fight than the final boss.

There are two minorly bad things that aren't a huge deal, but can mess up the vibe a bit.  The "on death, lose money, get back to where you died to collect it" idea from older Shovel Knight returns.  Now, to be super clear, money is not that big a deal in game.  I bought everything without grinding.  It's mostly a decorative penalty.  And...  I still hate it.  It's just the worst, most frustrating feeling to watch your funds dwindle because you can't figure out the jump they want you to do.  And sometimes the death money bags spawn in totally unrecoverable locations, too.  I didn't even die THAT often, but it makes the deaths that do happen far, far more stressful than they have any right to be.  This is supposed to be a silly fun game, not a "get angry and in tears" game.   Whyyyyyyyyyyy rub this penalty in the player's face.  (But maybe I'm just a wimp for this?  SMT5 made me quit playing it after just ONE bullshit death.)

The second minorly bad aspect is tied to a largely good aspect which I now realize I didn't mention.  SK writing is in general good when it's being goofy and silly (Plague of Shadows) and bad when it's trying to be serious (Spectre of Torment).  For the most part, King of Cards is goofy, which is perfect.  Our Hero wants to be a king, and winning the title of King of Cards at the card game craze sweeping the nation sounds like basically becoming a king right?!  Unfortunately the plot swerves towards dumb, well-trodden, and played serious roads in the very last act.  THE ENCHANTRESS AGAIN?!  Come on, switch it up.  Maybe make the superboss the regular final boss, it'd be more fitting.  And if we're taking the plot seriously, didn't Spectre Knight recruit King Knight anyway rather than what ends up happening?  And they decided they needed an explicit insane plot point to explain why people aren't talking about Joustus in later games?!  Whatever. Like just let me beat up Shovel Knight & Shield Knight in a fun non-canonical prequel, it's not much to ask.  Not a huge deal though.

There is a NG+ mode that is tougher, but as usual, Yacht Club has made the game tougher in exactly the wrong way that SnowFire would prefer.  SnowFire would want to remove the penalty for dying but make everything way harder with more spikes, longer gaps, more enemies, etc.  The NG+ just reduces your health, and doubles down on resource tension where taking damage loses treasure and using Heirlooms (!!!!) costs Treasure, because how dare you have fun or something.  So you're either boringly perfecting everything or you're stuck in a downward spiral of losing your cash and then losing your ability to use subweapons.  Or you can grind cash safely for an hour and then spam abilities like crazy!!1!  Wow that is not for me, I want to take on a tougher challenge not show I can perfect the existing one (which is something that if I wanted to really do, I'd just speedrun the base game).

EDIT: Oh yes, Joustus was pretty fun overall, the Triple Triad esque card game.  The only asterisk is that I kinda liked the game strategically more in Worlds 1 & 2.  World 3 introduces a new mechanic, Cascade, which kind of overwhelms a lot of the other strategy in the game?  It lets you flip the allegiance of cards you push around, which is an insanely dominant ability - like imagine if moving your Queen in for a possible checkmate in chess could result in your opponent casually turning it into their Queen.  Or if someone could play a card in Poker where the lowest hand wins.  Totally puts the area control aspects on their head, as what was once exerting influence can now just casually be flipped into the other side's card.

Also, in important news, the Fairy of Research is now the King (Queen?) of the Fairies.

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