Yes, I'm very insane. Anyhow, these stats are for FE4's 2nd gen kids. The following assumptions were made:
- The kids are taken by their setups closest to default regarding pairings (so, they get the pairings that are easiest to do and closest to canon/wield the best results overall for balance. So, the pairings are Ira/Holyn, Azel/Tiltyu, Claude/Sylvia, Levin/Fury, Dew/Bridget, Edain/Midale, Lachesis/Beowulf.)
- The children get the weapons they start with and that belonged to their parents, even if they can't wield it before promotion (but, after promotion, they CAN). Most of those are rather intuitive (Tinny and Tron, i.e.), but some cases are iffy (like Julia with the Silence Staff). Regardless, little change happens if you disallow the items children don't start with (Julia doesn't care about the Silence Staff, since her MDef is massive to begin with. Leaf doesn't care about the Live Staff, either. The biggest loss comes from Tinny, who loses Tron, and her best damage becomes Elthunder. Not that big a loss, either).
- All stats were taken with level 30 characters plus promotions when applicable. I found this fairly reasonable, considering the bulk of your force will be at that level by endgame rather reasonably due to the massive amounts of enemies and the need to use the arena in this FE.
- The weapons used in the average calculations are bolded.
- Lester gets the Hero Bow (since, if Edain's paired with either Jamka or Midale, she gives the Hero Bow to her lover. So, the most likely character to get a Hero Bow legally is Lester, regardless. And Midale and Jamka are the best pairings for Edain, as well).
- I didn't factor in in-game boosts obtained from convos. They're awesome boosts, but they'd throw yet another wrench into the averages, and a lot of them are heavily pairing-dependant.
- The damage averages were taken against 15 Defense and 10 Magic Defense. If those averages feel off, feel free to smack me into recalculating them.
- Also: I'm including the bonuses gotten from convos in parenthesis. I'm not bothering to recalculate the averages, but hey, at least they'll be there. If you allow the convo bonuses (they're pretty much set in stone), you'll know how it looks at least. To know how the stats with the convos look, add the stat with the bonus in the parenthesis.
One last note: the averages are horribly screwy (not surprising. The uber children make things pretty hectic. I lost count of the amount of caps reached when calculating stuff. Those growths+the insane FE4 promotion boosts = OUCH). You'll see what I'm talking about when you get there. Ready to embrace the pain?
Celice
Lord Knight
HP: 74
Strength: 25
Magic: 10
Skill: 22
Speed: 19
Defense: 22
Magic Defense: 13 (+3 from a convo with Julia)
Luck: 20 (+1 from a convo with Julia)
Equipment
Tyrfing - 30 Might, 80 Accuracy, 7 Weight, 50 Charges, +10 Skill, +10 Speed, +20 Magic Defense, grants "Prayer" skill.
Hero Sword - 12 Might, 100 Accuracy, 3 Weight, 50 Charges, attacks twice.
Silver Sword - 14 Might, 80 Accuracy, 3 Weight, 50 Charges.
Steel Sword - 10 Might, 80 Accuracy, 3 Weight, 50 Charges.
Slim Sword - 8 Might, 90 Accuracy, 1 Weight, 50 Charges.
Iron Lance - 12 Might, 90 Accuracy, 12 Weight, 50 Charges.
Skills
Pursuit: If the character's Attack Speed > his enemy's, he performs a double-attack (it's a typical FE double).
Reflex: Stops critical hits and skills like Meteor Sword from happening. Doesn't block Continue and Pursuit.
Prayer (granted by Tyrfing): If the character's HP<11, he gets an evasion bonus that raises the lower his/her HP gets. It linearly raises by 10% at each point lower than 11 in the character's HP (so, a character with 1HP gets... 100% to his evade).
Equipped Stats
Attack Power: 55 (37 with Hero Sword)
Attack Speed (AS): 22
Accuracy: 144
Magic Defense: 33
Evade: 64
Damage: 40 with Tyrfing. 44 (22x2) with Hero Sword. While the Hero Sword deals more damage, Celice practically always wants the huge stat bonuses given by the Tyrfing. So, I'm taking his Tyrfing damage as the average (the damage difference is fairly piffle, anyway).
Evaluation: He's Sigurd, only better. Prayer and Reflex are nifty additions to his skillset, and being above average speed with the Tyrfing helps a lot with Pursuit (this means he deals above average damage). Mages cry against him - the Magic Defense is just evil, especially in a game with a pathetic MDef average like FE4, and Celice has game-best HP to begin with. Very solid physical fighter who covers his bases well. Heavy.
Lache
Sword Master
HP: 68
Strength: 27 (She gets a +3 from a convo with Shanan. However, this boost doesn't matter, since she hits her 27 cap regardless.)
Magic: 2
Skill: 30
Speed: 30
Defense: 19
Magic Defense: 6
Luck: 18 (+1 from a convo with Skasaha)
Equipment
Hero Sword - 12 Might, 100 Accuracy, 3 Weight, 50 Charges.
Iron Broadsword - 12 Might, 60 Accuracy, 6 Weight, 50 Charges.
Skills
Pursuit: If the character's Attack Speed > her enemy's, she performs a double-attack.
Reflex: Stops critical hits and skills like Meteor Sword from happening. Doesn't block Continue and Pursuit.
Continue: Character has a chance to attack again (like a Hero Sword extra swing, before counters). Percentage based on Attack Speed (AS+20%, more exactly). A continued attack can't be continued off again, I think. So, the maximum amount of attacks you can get per turn with this, factoring in Pursuit, is four.
Meteor Sword: Character has a chance to get a five-hit chain string of attacks (odds based on Skill. Lache has 30 Skill, so she has 30% odds to activate this skill). Since Lache has a Hero Sword equipped, though, she will deal 10 attacks instead of five. Yes, this is a horribly powerful attack, and PITY anything that eats one.
Moonlight Sword: Character has a chance to deliver an ITD blow (enemy defense = 0). Odds based on Skill, using the same formula as Meteor Sword. Note that Moonlight Sword and Meteor Sword can't kick in at the same time.
Equipped Stats
Attack Power: 39
Attack Speed: 27
Accuracy: 160
Evade: 72
Damage - 48 (24x2)
Evaluation: Look at Meteor Sword. Now, look at Lache's damage with the Hero Sword. Then, imagine the amount of attacks Lache gets off per turn with those stats. A full-on Meteor Sword deals 240 FE4 damage, and she has a pretty good chance to land one in turn one - although Continue is useless (Hero weapons are essentially 100% Continue, and the effects don't stack). If she doesn't, Moonlight Sword also is very effective (particularly against tanks). Finally, Lache can stop critical hits and certain attack skills with Reflex herself. The girl kills things very, very dead if she gets an attack string going, and she has the stats to pull it off. Speedy, excellent HP, decent-ish physical durability, nice evasion, insane accuracy. The only things Lache fears are physical immunity and status whores faster than her. Otherwise, she's just ridiculous - a sort of spin on Emily, I'd say, but arguably scarier - her average damage per turn is an exact OHKO, and if she gets a Meteor Sword, things die very dead. Low Godlike.
Skasaha
Forrest
HP: 73
Strength: 27
Magic: 5
Skill: 27
Speed: 27
Defense: 20
Magic Defense: 5
Luck: 13
Equipment
Iron Broadsword - 12 Might, 60 Accuracy, 6 Weight.
Skills
Pursuit: If the character's Attack Speed > his enemy's, he performs a double-attack.
Reflex: Stops critical hits and skills like Meteor Sword from happening. Doesn't block Continue and Pursuit.
Meteor Sword: Character has a chance to get a five-hit chain string of attacks (odds based on Skill).
Moonlight Sword: Character has a chance to deliver an ITD blow (enemy defense = 0). Odds based on Skill, using the same formula as Meteor Sword. Note that Moonlight Sword and Meteor Sword can't kick in at the same time.
Equipped Stats
Attack Power: 39
Attack Speed: 21
Accuracy: 114
Evade: 55
Damage: 24
Evaluation: Skasaha isn't as good as his sister. Having a crappy Iron Broadsword really tanks his speed and accuracy. Otherwise, he's competent (although he fears pretty much the same things as Lache, while not being as deadly as her to begin with). Meteor Sword still hurts, but Moonlight Sword isn't as good without the Hero Sword. His stats are pretty decent overall. Heavy.
Rana
High Priest
HP: 56
Strength: 12
Magic: 23
Skill: 21
Speed: 23
Defense: 15
Magic Defense: 10
Luck: 30 (+1 Boost from Lester, OMG. Useless, since she caps regardless)
Equipment
Relive - Restores 40+Magic to a character, 50 Charges. Can't use on self.
Live - Restores 10+Magic to a character, 50 Charges. Can't use on self.
Warp Staff - Sends unit to a conquered castle, 10 Charges. Useless in a duel.
Rescue Staff - Sends unit to a square adjacent to the caster, 10 Charges. Tell me the worth of this in a duel and you gain a cookie.
Skills
Pursuit: If the character's Attack Speed > her enemy's, she performs a double-attack.
Duel: Chance of engaging another immediate turn based on Skill. It's evil in-game (well, on units with range against melee fighters), but it's pointless in a duel (you can see it in the arena!).
Equipped stats
Evade: 76
Attack Speed: 23
Evaluation: Puny. She has no weapons. In RPGmon, though, she could be a bit of a whore in the support front: hard to hit and heals things. Otherwise, bleh. Fear her below average durability on both fronts!
Oifaye
Paladin
HP: 55 (+4 from a convo with Celice)
Strength: 23
Magic: 10
Skill: 24
Speed: 20
Defense: 21
Magic Defense: 9
Luck: 14
Equipment
Iron Cutter - 6 Might, 70 Accuracy, 5 Weight, 50 Charges. Criticals against armored enemies.
Javelin - 12 Might, 60 Accuracy, 18 Weight, 50 Charges. 1-2 range.
Skills
Pursuit: If the character's Attack Speed > his enemy's, he performs a double-attack (it's a typical FE double).
Critical: Character may perform a critical attack on his enemy. Criticals deal double damage to an enemy - before factoring in his defense. So, for an example, if an enemy has 23 defense and the character's attack power is 31 (thus, dealing 8 damage to the enemy normally), a critical will deal 39 damage instead of 16 (Attack Power*2 - Defense). Odds based directly on Skill for percentage (in Oifaye's case, he has a 24% critical rate).
Equipped stats
Attack Power: 29 (-_-. He even can equip the Javelin for better firepower, but it sinks his AS so badly...)
Attack Speed: 15
Accuracy: 118
Evade: 44
Damage: 14 (21 with the Javelin)
Evaluation: Here's an apparently decent Paladin who gets stuck in the same game as the uber children of doom. Having to stand up to a bunch of ultra-powered kids makes you look very, very bad in comparison, sadly. So, Oifaye has notably below average stats, terrible damage and looks overall kinda sad. Which is a pity, since he would be a somewhat competent character in most other FEs. Low Light. Typical for a Jeigan.
Lester
Bow Knight
HP: 57
Strength: 24
Magic: 7
Skill: 21
Speed: 23
Defense: 22
Magic Defense: 5
Luck: 19
Equipment
Hero Bow: 14 Might, 80 Accuracy, 8 Weight, 50 Charges. Attacks twice. Ranged weapon, always criticals against fliers.
Iron Bow: 10 Might, 70 Accuracy, 80 Weight, 50 Charges. Ranged weapon, always criticals against fliers.
Skills
Pursuit: If the character's Attack Speed > his enemy's, he performs a double-attack.
Duel: Chance of engaging another immediate turn based on Skill. Pointless in a duel.
Equipped stats
Attack Power: 38
Attack Speed: 15
Accuracy: 122
Evade: 49
Damage: 46 (23x2)
Evaluation: Lester is slowish (blame the terrible weight of Bows), and he can't counter enemies unless they uses ranged attacks themselves. But the Hero Bow kinda helps his damage. But, no matter what, he isn't that effective. Also, pity him if he faces a status whore/decent mage. Light.
Delmudd
Forrest Knight
HP: 64
Strength: 23 (+1 from a convo with Oifaye)
Magic: 0
Skill: 30 (+1 from a convo with Oifaye, OMG)
Speed: 26
Defense: 21 (+1 from a convo with Oifaye)
Magic Defense: 5
Luck: 22
Equipment
Steel Sword - 10 Might, 80 Accuracy, 3 Weight, 50 Charges.
Iron Sword - 6 Might, 80 Accuracy, 3 Weight, 50 Charges.
Skills
Pursuit: If the character's Attack Speed > his enemy's, he performs a double-attack.
Duel: Chance of engaging another immediate turn based on Skill. Pointless in a duel.
Continue: Character has a chance to attack again (like a Hero Sword extra swing, before counters). Percentage based on Attack Speed.
Charisma: Units nearby (in a two-square radius) receive a 10% boost to evade and accuracy. Surprisingly useful in-game, unsurprisingly useless in a duel.
Equipped Stats
Attack Power: 33
Attack Speed: 23
Accuracy: 140
Evade: 68
Damage: 18
Evaluation: The damage's pretty sad. However, Delmudd is fairly fast, fairly accurate, fairly evasive and has good skills that let him smack in a few extra swings, making up for that pathetic damage (he should average three attacks per turn fairly, which helps). His physical durability isn't bad, either. Like with most of FE4, though, God help him if he faces a good, fast mage or a magical status whore. Middle.
Julia
Sage
HP: 50
Strength: 2
Magic: 30
Skill: 19
Speed: 28
Defense: 6
Magic Defense: 27
Luck: 13
Equipment
Narga - Light Magic, 30 Might, 80 Accuracy, 12 Weight, 50 Charges, 1-2 Range, +20 Speed, +20 Skill, +20 Defense, +20 Magic Defense. Insanely broken.
Aura - Light Magic, 20 Might, 80 Accuracy, 20 Weight, 50 Charges, 1-2 Range.
Rizziah - Light Magic, 14 Might, 70 Accuracy, 12 Weight, 50 Charges, 1-2 Range. All damage done with this spell reverts back to the caster (parasitic healing).
Lightning - Light Magic, 14 Might, 90 Accuracy, 5 Weight, 50 Charges. 1-2 Range.
Silence Staff - 100% Silence, unless enemy has higher Magic Defense than the caster. Then, it just plain doesn't work. 3 Charges/
Circlet - Grants the "Prayer" and "Live" skills to the wearer.
Skills
Pursuit: If the character's Attack Speed > her enemy's, she performs a double-attack.
Continue: Character has a chance to attack again (like a Hero Sword extra swing, before counters). Percentage based on Attack Speed.
Reflex: Stops critical hits and skills like Meteor Sword from happening. Doesn't block Continue and Pursuit.
Prayer (granted by Circlet) - If the character's HP<11, she gets an evasion bonus that raises the lower his/her HP gets.
Live (granted by Circlet) - The characters regenerates 5-10 HP per turn with this skill.
Equipped Stats
Attack Power: 60
Attack Speed: 36
Defense: 26
Accuracy: 158
Magic Defense: 47 (!!!!!!)
Evade: 85
Damage: 50
Evaluation: Julia is a Sage on crack, and a clear example of how the DL inflates characters who get a sudden, ridiculous endgame boost. Her Narga tome grants the girl absurd bonuses to her stats, giving her insane Speed, Skill, evade and Magic Defense - along with giving her actual physical durability (it's still below average due to the low HP, but just very barely. She avoids the OHKO bait label rather handily because of that, though). She also has a wide and powerful selection of skills. Pursuit and Continue off that Attack Speed are utter evil, Reflex stops critical hits (it's useful for her, since most criticals have ITD nature, which she fears with that subpar HP score of hers), Prayer makes her even more of a complete and utter whore to hit (it starts kicking in at 20% HP to her, most likely) and Live's regen can help her stay alive longer in a few heated slugfests. To top it off, she's all but immune to magic and magical status (47 Magic Defense. In a Fire Emblem game. Think about it). She... also gets a Silence Staff to off some mages, but it's pretty pointless given her massive MDef. All in all, she's a fast 2HKOer who laughs at magic and typical physicals alike, but has key weaknesses (namely, highly accurate and strong physical attacks, 100% status that ignore resistance, people immune to magic and ITD damage) that drop her to a lesser extent of sheer evil. High Heavy.
Arthur
Mage Knight
HP: 58
Strength: 9
Magic: 25
Skill: 22
Speed: 22
Defense: 14
Magic Defense: 12
Luck: 19
Equipment
Wind - Wind Magic, 8 Might, 90 Accuracy, 2 Weight, 50 Charges, 1-2 Range.
Fire - Fire Magic, 8 Might, 90 Accuracy, 12 Weight, 50 Charges, 1-2 Range.
Skills
Pursuit: If the character's Attack Speed > his enemy's, he performs a double-attack.
Wrath: If the character's HP drops below 50%, all of his attacks become critical hits.
Equipped Stats
Attack Power: 33
Attack Speed: 20
Accuracy: 134
Evade: 59
Damage: 23
Evaluation: Unlike Azel, Arthur doesn't fail in the DL. He hates his caps more than any other character in the game, but he still manages to be pretty effective. In the DL, having a Wind Tome UTTERLY saves his ass, since he can actually put his Pursuit skill to good use - and he needs it badly, his damage is subpar all by itself (and he fails if he has to rely on Fire to win. Too damn slow). He's also a fairly nasty limit fighter (if you drop him below 50% HP, his damage suddenly jumps up.). Arthur's durability as a whole could use some work, and he isn't too fond of status whores, but having the speed to double average and the typical, but affordable limit mindset should make him a decent Middle. His foes need to chip very carefully if they lack status to get around him.
Fee
Falcon Knight
HP: 53 (+3 from a convo with Arthur)
Strength: 15 (+5 from a convo with Celice/Levin)
Magic: 15
Skill: 24
Speed: 30
Defense: 19
Magic Defense: 17
Luck: 18 (+1 from a convo with Sety)
Equipment
Slim Lance - 12 Might, 90 Accuracy, 6 Weight, 50 Charges.
Berserk Sword - 8 Might, 70 Accuracy, 12 Weight, 50 Charges. Randomly causes confusion (about 30% rate). I don't know if FE4 Berserk/Confuse is any good, I've never seen it in action. But, if it's like later FE games, then it's a pretty worthless status.
Skills
Pursuit: If the character's Attack Speed > her enemy's, she performs a double-attack.
Critical: Character may perform a critical attack on her enemy. Odds based directly on Skill for percentage.
Continue: Character has a chance to attack again (like a Hero Sword extra swing, before counters). Percentage based on Attack Speed.
Equipped Stats
Attack Power: 27
Attack Speed: 24
Accuracy: 138
Evade: 66
Damage: 12
Evaluation: The damage is just sad. However, Fee's speed and skills REALLY help her in here. Smack, Pursuit kicks in, then Continue, then Critical... she compensates her bad damage per strike by smacking a lot of times and the odds to get a critical here and there. She is slightly less durable than her mother Fury (relatively, DL-wise, at least... probably. I dunno), but she averages a better net damage average with Critical, along with having better Magic Defense (her MDef is actually pretty decent, especially for FE4 standards). She has a Berserk Sword, too, but it's probably very pointless (FE Berserk usually sucks balls). Fee hates uber tanks, but can handle more typical fighters and mages pretty well. Low Middle, since the combination of speed, multi-attacks, counters and criticals should certainly be too much for Light, even with that damage.
Johan (I forgot to get a snapshot of him. So, here's Tidus without the tan and worse hair until I get his art. <_<)
Great Knight
HP: 60
Strength: 27
Magic: 1
Skill: 14
Speed: 22
Defense: 25
Magic Defense: 5
Luck: 7
Equipment
Steel Axe - 18 Might, 70 Accuracy, 18 Weight, 50 Charges.
Elite Ring - Doubles experience gained!!111
Skills
Ambush: When HP goes below 50%, the character gets first strike actions. In the arena, this is pretty useless outside the first turn, but, in-game, it works well (the character always gets first hit, as said). I dunno how you'd take this.
Equipped Stats
Attack Power: 45
Attack Speed: 4
Accuracy: 98
Evade: 15
Damage: 30
Evaluation: 4 Attack Speed. That's all you need to know this guy sucks. Utter bait to magic, freaking slow, sad damage and inaccurate. Having Axes for his only weapon shows how much he fails. He isn't even that much of a tank. Puny/Light.
Johalva
Warrior
HP: 62
Strength: 26
Magic: 0
Skill: 18
Speed: 20
Defense: 25
Magic Defense: 5
Luck: 7
Equipment
Steel Axe - 18 Might, 70 Accuracy, 18 Weight, 50 Charges.
Skills
Duel: Chance of engaging another immediate turn based on Skill. Pointless in a duel.
Equipped Stats
Attack Power: 44
Attack Speed: 2
Accuracy: 106
Evade: 11
Damage: 29
Evaluation: Fails much like Johan. In-game, he could even get Bows to use something that fails less than Axes, but Christ. Utter garbage. Puny/Light.
Shanan
Sword Master
HP: 60 (+4 from a convo with Celice)
Strength: 23
Magic: 1
Skill: 30
Speed: 26
Defense: 20
Magic Defense: 5
Luck: 14
Equipment
Balmunk - 30 Might, 90 Accuracy, 3 Weight, 50 Charges, +10 Skill, +20 Speed.
Steel Broadsword - 16 Might, 60 Accuracy, 6 Weight, 50 Charges.
Skills
Pursuit: If the character's Attack Speed > his enemy's, he performs a double-attack.
Continue: Character has a chance to attack again (like a Hero Sword extra swing, before counters). Percentage based on Attack Speed.
Meteor Sword: Character has a chance to get a five-hit chain string of attacks (odds based on Skill).
Equipped Stats
Attack Power: 53
Attack Speed: 43
Accuracy: 170
Evade: 100
Damage: 38
Evaluation: OK, look at him and Lache. They're both very similar - and Lache has better base stats. So, what does the prince of Isaac have over his niece? The Balmunk. This little broken piece of equipment deals less damage per attack than the Hero Sword's two smacks, but the bonuses are just sick. +10 to Skill means his accuracy is even more insane than Lache's, and Shanan's Meteor Sword will activate noticeably more often (and he lacks Moonlight Sword, avoiding any screw-ups in the odds of activating the brokenness of Meteor Sword). +20 to Speed means Shanan is MUCH faster, even harder to hit and high odds of Continue. Plus, his average damage per turn is "..."-worthy. Something along the lines of Judgement, I think, maybe a bit higher. Insane physical fighter who only fears strong magic that goes faster than he goes, probably makes it into Godlike. The Balmunk is THAT damn broken.
Patty
Thief Fighter
HP: 55
Strength: 22
Magic: 9
Skill: 22
Speed: 27
Defense: 20
Magic Defense: 6
Luck: 30 (+1 from a convo with Faval, WHOAMG)
Equipment
Wind Sword - 12 Might, 70 Accuracy, 5 Weight, 50 Charges. Casts Elwind if used at range, the attack using a 14+Magic formula. Obviously, the ranged attack is magical.
Sleep Sword - 8 Might, 70 Accuracy, 12 Weight, 50 Charges. Inflicts Sleep at a 30% rate per strike. Can be reapplied.
Iron Sword - 6 Might, 80 Accuracy, 3 Weight, 50 Charges.
Skills
Pursuit: If the character's Attack Speed > her enemy's, she performs a double-attack.
Sunlight Sword: Character has a chance to drain all the damage done with her swing into her own HP. Runs off the Skill stat, with the same formula as Meteor/Moonlight Sword.
Bargain: Character gets a 50% discount in shops!!! GODLIKE.
Steal: Character steals off all the money from her enemy if she connects a hit!!! EVEN MORE GODLIKE.
Equipped Stats
Attack Power: 34
Attack Speed: 22
Accuracy: 114
Evade: 74
Damage: 19 (13 with the ranged attack)
Evaluation: Okay, let's disperse from the godliness of Bargain and Steal in a duel and let's see what we have in here. Patty is a fairly tricksy dueller, which is a shock in an FE game. Durability is doable (although she hates magical status, like almost every FE4 dueller), she has decent Speed, the evasion is nice, damage is very subpar. The draining could be annoying with Pursuit and counters, on the other hand. She also can try a status game on her enemy with the Sleep Sword. The hit rate isn't great and it tanks her speed considerably, but FE4 Sleep is rather nasty in a duel - the character stays four or five turns at a deep slumber state, unable to attack and move (but still able to evade attacks, which is odd), and only wakes up when those turns are done. The status also can be reapplied before it dies down. All in all, Patty just lacks the raw power and reliability to get into a higher division, but she actually makes a surprisingly interesting, albeit weakish Middle with her tricksiness (she would most likely rape Light). Odd dueller for a Fire Emblem game.
Nanna
Female Paladin
HP: 58
Strength: 24 (I think she gets a bonus from Ares in this stat, but I'm not sure. Regardless, she doesn't care, since she hits the cap anyway)
Magic: 6
Skill: 19
Speed: 21
Defense: 20
Magic Defense: 7
Luck: 23 (+1 from a convo with Delmudd)
Equipment
Prayer Sword - 12 Might, 70 Accuracy, 3 Weight, 50 Charges. Grants Prayer skill.
Earth Sword - 12 Might, 70 Accuracy, 5 Weight. Casts Rizziah at range, using a 14+Magic formula. All damage done with this weapon reverts back to the user as restored HP. 10 Charges.
Iron Sword - 6 Might, 80 Accuracy, 3 Weight, 50 Charges.
Thief Sword - 3 Might, 50 Accuracy, 2 Weight, 50 Charges. Steals all money from an enemy if a hit connects!!!
Live Staff - Recovers 10+Magic to a character's HP. 50 Charges.
Relive Staff - Recovers 30+Magic to a character's HP. 50 Charges.
Skills
Pursuit: If the character's Attack Speed > her enemy's, she performs a double-attack.
Duel: Chance of engaging another immediate turn based on Skill. Pointless in a duel.
Continue: Character has a chance to attack again (like a Hero Sword extra swing, before counters). Percentage based on Attack Speed.
Charisma: Units nearby (in a two-square radius) receive a 10% boost to evade and accuracy. Surprisingly useful in-game, unsurprisingly useless in a duel.
Prayer (granted by Prayer Sword) - If the character's HP<11, she gets an evasion bonus that raises the lower her HP gets.
Equipped Stats
Attack Power: 36
Attack Speed: 18
Accuracy: 108
Evade: 58
Damage: 21 (10 with the ranged attack)
Evaluation: She's Lachesis, but without the HP woes and overall significantly weaker. Worse stats overall, lowish damage and slower, but the draining strategy can still work well (at range, it's just plain sad, on the other hand). Nanna still has some accuracy issues, which bring her down, though, and, like almost every single FE4 dueller, loathes status. She sits somewhere in the Low Middle range, I think. Not being able to double average speed even with the Prayer Sword hurts her, I think, but draining is obnoxious. Her healing is slightly better than her mother's, but still not great (50% or so to average HP? Somewhere in that range. Not great even in RPGmon, but could work sometimes...), and it doesn't matter.
Finn
Duke Knight
HP: 52
Strength: 23
Magic: 1
Skill: 21
Speed: 19
Defense: 18
Magic Defense: 4
Luck: 23
Equipment
Hero Spear - 15 Might, 80 Accuracy, 12 Weight, 50 Charges. Allows double attacks.
Iron Spear - 12 Might, 80 Accuracy, 12 Weight, 50 Charges.
Javelin - 12 Might, 60 Accuracy, 18 Weight, 50 Charges, 1-2 Range.
Skills
Pursuit: If the character's Attack Speed > his enemy's, he performs a double-attack.
Prayer: If the character's HP<11, he gets an evasion bonus that raises the lower his HP gets.
Equipped Stats
Attack Power: 38
Attack Speed: 7
Accuracy: 122
Evade: 37
Damage: 46 (23x2)
Evaluation: Finn is damned slow and fairly frail. Prayer might be useful if someone knocks him into critical range, making the guy annoying to deal with (but... really, who will let him get to THAT point? If someone accidentaly drops him into a survival he makes through, he becomes unkillable, but... really, all that Finn has in a duel is the Hero Spear, and it's not saving him with that damage average. He sooooo wants his FE5 form over this one. Light.