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.