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Author Topic: Fire Emblem, Engage!  (Read 2170 times)

SnowFire

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Fire Emblem, Engage!
« on: February 14, 2023, 02:29:33 AM »

When times are darkest and cavity rates skyrocketing across the land, a long forgotten hero will arise from the slumber of a thousand years to educate the populace on the importance of regular brushing and flossing.  Maintain your original teeth, folks, they're better than artificial crowns and less expensive.  Good for heart health too, strangely enough.

  • Jump here to see the version of this topic with characters + Emblems: Emblemology 101

Mechanics
It's mostly the Fire Emblem you know and love.  The notable big changes:
* If you have weapon triangle advantage on the attack and actually deal damage (i.e. no 0 damage hits), this will add "Break" status to the foe, causing them to be unable to counterattack both in the current combat and their next combat.  They'll recover after their next combat, though.  In the DL, I would see this as a property of the defender (read: the Engage cast) because there are various ways for defenders to neutralize this - being an armored unit, standing on a fortress or certain other defensive terrain, certain boss skills - but no real way for attackers to be "good" at breaking.
** In addition to the usual Sword>Axe>Lance triangle, Arts > (Tomes, Bows, Daggers) as well.
* Classes aren't too crazy this time around - they mostly want to let the Emblems shine, and indeed the Emblem Rings can dramatically switch up how a character performs.  Won't matter in this initial topic, though.
* Characters can equip up to two skills.  Learning a skill requires both SP and sufficient bond level with the Emblem that teaches that skill (as well as access to the Emblem, of course).  In-game, bond points are plentiful enough that it's absolutely trivial to buy the cheaper BLs, so that's not the limiting factor, but SP as well as only two slots are.  The current topic doesn't allow for any skills at all, but all the characters are a little tougher in-game than shown thanks to skills even when not equipped with an Emblem Ring.  (Notably, if allowed, lots of the cast would love to grab Avoid +20 from Marth, requiring only BL 9 with him, or maybe Corrin's Draconic Hex for stat-busting, requiring only BL 8.)
* Certain weapons have the "smash" attribute.  Smash weapons can't double and allow the other side's counterattacks to come first when initiating (but CAN counterattack in the middle when attacked by an opponent that doubles them).  They tend to be very powerful-if-inaccurate though and will push the enemy back a square (take that, WA4 Farmel).  Since counterattacks aren't as big a deal in the DL, they're probably going to be a bit overrated in the DL.

Level
Characters are taken at 20/20 (for most characters) or 40 (for special classes), as the second-to-final map suggests Advanced Level 18 and that matches my own experience.  The datamine shows the "Internal Level" of prepromotes and the claimed level there has matched with other evidence - e.g. Vander promoted at L16 (=internal level of 15), Qi Adepts gain less XP when Chain Guarding someone under their level, and a streamer saw a reduced gain of XP once their Chain Guarder got above level 16.  These prepromotes have been given levels to be an equivalent internal level, e.g. */20/5 for characters with internal level 15.

Formulas
Physical damage: Str + Weapon Might - Defense
Magic damage: Mag + Weapon Might - Resistance
Arts damage: (Str+Mag)/2 + Weapon Might - Defense.  Most Arts weapons have a Brave effect of attacking twice when initiating combat (but not for counterattacks).

Attack Speed: Speed - MAX(0, Weapon Weight - Build)
Follow up attacks ("doubling"): Happen if attack speed of one side > 5 by default.  There are a few FE Heroes-style effects from Emblems and Bond Rings that can mess with this and let both sides double or other weirdness, e.g. Olwen's Bond Ring or DLC Emblem Hector's Quick Riposte.

Hit: (Weapon Hit) + 2x Dex + [Lck / 2]
Avoid: 2x Attack Speed + [Lck / 2]
True Hit: (Hit-Avoid) -> Look up hit rates on this chart: https://fireemblemwiki.org/wiki/True_hit#Fates,_Shadows_of_Valentia,_and_Engage .  It's Fates/Echoes True Hit, so Hit less than 50 is just 1RN the number, and Hit higher than 50 is a bit better (~1.33 RN?), loosely equivalent to adding +5 to +10 to the displayed hit rate for the real hit rate.  Examples: 60 ->64.7%; 70 ->78.9%; 80 -> 90.1%; 90 -> 97.1%.

Critical rate (base): (Weapon Crit) + 0.5*Dex
Dodge (Critical evasion): Luck
Critical rate: Crit - Dodge
Criticals are 3x damage.

"Effective" weapons are 3x weapon might in the damage calculation (e.g. bows vs. fliers).

Status effects
Notable status ailments that exist in game are Poison, Freeze (don't move), and Break (can't counter next attack).  Poison is added via daggers - even chain attacks from daggers if you somehow make a Backup dagger user - and each dagger hit that connects adds a stack (Disclaimer: a follow-up attack in the same combat won't add a second stack).  1 stack of poison is +1 true damage, 2 stacks is +3, and 3 stacks (the max) is +5 true damage.  However, a poisonous attack needs to break defense first to add a stack - a dagger-user fighting a General doing 0 damage won't add a stack.  Status can be cleared with a Restore staff or an Antitoxin item for poison.
(Note: This section, and much of the Internet, previously said that poison stacks forever and is +1 damage per stack.  This is not correct.)

Equipment
Engage has Echoes-style forging.  In-game, this means you will probably focus on one or two "good" weapons per-user with increasing the forge level and adding Emblem Engravings.  This is slightly awkward with the DL.  Weapons should be allowed to be forged up (which will still be worse than in-game due to no engravings), but the DL tends to allow a lot more flexibility, but it simply isn't realistic for, say, a Sword/Lance user like Goldmary to have forged all of a Silver Sword / Lance, Killing Edge/Killer Lance, Steel Blade/Greatlance, Slim Sword/Lance, Javelin, Spear, Armorslayer, Wyrmslayer, Ridersbane, Levin Sword, and Flame Lance.  I've elected to assume that there are primary weapons that are forged up, and backup weapons which are unforged or very cheaply forged.  Characters have access to 4 "primary" weapons, which will generally be Silvers of their primary weapon types, a different range weapon if possible (Javelin, Mini Bow, Elthunder, etc.), a Smash weapon, and something else if there's still room for more, e.g. a killer weapon or a weakness-hitter.  Some exceptions exist, as usual.  For me, I'd be inclined to say that if a character wants a backup weapon not in their primary 4, it should probably be unforged to reflect that you don't have infinite weapon slots in-game.

Equipment that is bought infinitely at shops and prfs are legal.  Some other equipment is also allowed if you can get at least 3 of them reasonably without need for equipment mutation, although potentially restricted minorly.  Notably, that means this topic does not consider Brave weapons (just 2 of each type), although Braves are harshly nerfed in this game anyway (sorry Panette / Louis).  Silver smash weapons, Excalibur/Thoron, and Peshkatz also only have 2 each and won't appear here.

For a list of raw weapon stats, see the appendix.

Assumed enemy stats
Enemy Defense:   25
Enemy Resistance:   25
Enemy Luck:     15
Enemy Hit:   140
Enemy Avoid:   50

For PC durabilities, I've assumed an enemy attack with power 46 for both physical and magical damage.

Averages
  • HP: 51.4
  • Strength: 23.4
  • Magic: 14.6
  • Dexterity: 27.8
  • Speed: 27.5 (Attack Speed: 26.8)
  • Defense: 22.4
  • Resistance: 22.0
  • Luck: 19.6
  • Build: 10.7
  • Move: 5.2
  • Avoid: 64.7
  • Evasion (against an enemy with 140 Hit): 18.2%
  • Damage (Silvers): 19 (2.5 killpoint: 47.5)
  • Damage (Silvers, w/ accuracy): 18.5 (2.5 killpoint: 46.2)
  • Damage (Smash weapons, w/ accuracy): 22 (2.5 killpoint: 55), AS: 26.4
« Last Edit: October 22, 2024, 03:52:41 AM by SnowFire »

SnowFire

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Re: Fire Emblem, Engage!
« Reply #1 on: February 14, 2023, 02:32:26 AM »
Alear, Lvl 20 Divine Dragon
51 HP, 25 Str, 9 Mag, 28 Dex, 33 Spd, 26 Def, 18 Res, 17 Lck, 11 Bld, 5 Move
0.99 PCHP, 1.17 PDurability, 0.85 MDurability, 74 Raw Avoid, 26.6% Evasion
Personal skill: Divinely Inspiring, Class skill: Divine Spirit, Weapon proficiency: A Swd, B Arts

Silver Sword +3: 16 damage, 109 Hit,
Wille Glanz +2: 14 damage, 84 Hit (93.5% accuracy).  Range: 1~2
Steel Blade +3: 22 damage (4% Critical), 94 Hit (98.6% accuracy).  Smash weapon.
Silver-Spirit Art +3: 8 damage (2x hits of 4 damage), 99 Hit (99.8% accuracy)

Special: Alear has access to the Convoy, and thus can access a backup weakness-hitting weapon much more easily than other members of the cast.

Clanne, Lvl 20 Mage Knight (Swords)
38 HP, 19 Str, 21 Mag, 29 Dex, 32 (29) Spd, 19 Def, 27 Res, 14 Lck, 8 Bld, 6 Move
0.74 PCHP, 0.65 PDurability, 0.93 MDurability, 71 Raw Avoid, 22.4% Evasion
Personal skill: Verdant Faith, Class skill: Chaos Style, Weapon proficiency: B Swd, A Tome

Bolganone +2: 14 damage, 105 Hit, 29 AS, 15% Evasion
Silver Sword +3: 10 damage, 110 Hit, 30 AS, 17.3% Evasion
Elthunder +3: 10 damage, 95 Hit (98.9% accuracy), 28 AS, 12.8% Evasion. Range: 1~3. Can't make follow-up attacks.
Elfire +3: 10 damage, 110 Hit

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

Framme, Lvl 20 Martial Master
45 HP, 21 Str, 22 Mag, 21 Dex, 28 Spd, 20 Def, 28 Res, 19 Lck, 6 Bld, 5 Move
0.88 PCHP, 0.80 PDurability, 1.17 MDurability, 65 Raw Avoid, 15.0% Evasion
Personal skill: Crimson Cheer, Class skill: Diffuse Healer, Weapon proficiency: A Staff, S Arts

Silver-Spirit Art +3: 17 damage (2x hits of 8.5 damage), 86 Hit (94.8% accuracy),
Flashing Fist Art +3: 17 damage (2x hits of 8.5 damage), 91 Hit (97.5% accuracy), 30 AS, 19.8% Evasion.  +5 Speed, +5 damage taken. (Durability falls to 0.68 PDur, 0.92 MDur)
Shielding Art +4: 4 damage, 76 Hit (86.1% accuracy), 26 AS, 10.8 Evasion.  Defense +5.  Single hit.  (Phys. Durability rises to 0.98)

(Not a typo on FFA attack speed, Flashing Fist Art weight is heavier than Framme's 6 Build so she only gets +2 AS net.)

Alfred, Lvl 20 Avenir
55 HP, 29 Str, 6 Mag, 25 Dex, 23 (22) Spd, 31 Def, 18 Res, 28 Lck, 11 Bld, 6 Move
1.07 PCHP, 1.68 PDurability, 0.92 MDurability, 60 Raw Avoid, 9.9% Evasion
Personal skill: Self-Improver, Class skill: Golden Lotus, Weapon proficiency: B Swd, A Lance

Silver Lance +3: 22 damage, 99 Hit (99.8% accuracy), 22 AS, 8.1% Evasion.
Silver Sword +3: 20 damage, 109 Hit
Spear +2: 18 damage, 89 Hit (96.6% accuracy), 19 AS, 4% Evasion. Range: 1~2
Steel Greatlance +3: 30 damage (2% Critical), 84 Hit (93.5% accuracy).  Smash weapon.

Golden Lotus: During combat, may prevent 50% of physical damage taken. Trigger %=Dex. (25%)
Self-Improver: If unit uses Wait without attacking or using items, grants Str+2 for 1 turn.

Etie, Lvl 20 Sniper
44 HP, 31 Str, 1 Mag, 31 Dex, 23 (21) Spd, 15 Def, 13 Res, 20 Lck, 7 Bld, 5 Move
0.86 PCHP, 0.65 PDurability, 0.63 MDurability, 56 Raw Avoid, 6.5% Evasion
Personal skill: Energized, Class skill: No Distractions, Weapon proficiency: S Bow

Silver Bow +3: 23 damage, 112 Hit, 21 AS, 4% Evasion
Mini Bow +5: 13 damage (5% Critical), 137 Hit, Range 1.  Dodge +20.
Longbow +3: 16 damage, 97 Hit (99.4% accuracy), 20 AS, 2.9% Evasion Range: 2~3
Killer Bow +3: 16 damage (35% Critical), 97 Hit (99.4% accuracy)

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

Boucheron, Lvl 20 Berserker
71 HP, 30 Str, 0 Mag, 28 Dex, 27 Spd, 19 Def, 12 Res, 11 Lck, 21 Bld, 5 Move
1.38 PCHP, 1.21 PDurability, 0.97 MDurability, 59 Raw Avoid, 9.0% Evasion
Personal skill: Moved to Tears, Class skill: Smash+, Weapon proficiency: S Axe

Silver Axe +3: 25 damage, 86 Hit (94.8% accuracy)
Tomahawk +2: 21 damage, 76 Hit (86.1% accuracy), Range: 1~2
Steel Greataxe +3: 35 damage (4% Critical), 71 Hit (80.2% accuracy).  Smash weapon.
Killer Axe +3: 19 damage (34% Critical), 76 Hit (86.1% accuracy)


Céline, Lvl 20 Vidame
41 HP, 23 Str, 23 Mag, 22 Dex, 28 Spd, 20 Def, 25 Res, 34 Lck, 7 Bld, 5 Move
0.80 PCHP, 0.73 PDurability, 0.91 MDurability, 73 Raw Avoid, 25.2% Evasion
Personal skill: Gentle Flower, Class skill: Ignis, Weapon proficiency: B Swd, A Tome, B Staff

Elfire +3: 12 damage, 106 Hit
Silver Sword +3: 14 damage, 106 Hit, 25 AS, 17.3 Evasion
Elthunder +3: 12 damage, 91 Hit (97.5% accuracy), 23 AS, 12.8% Evasion. Range: 1~3. Can't make follow-up attacks.
Bolganone +2: 16 damage, 101 Hit, 24 AS, 15% Evasion

Ignis: During combat, may add half of Str to magic damage or half of Mag to all other damage. Trigger %=Dex. (22% chance of +11 damage)

Chloé, Lvl 20 Griffin Knight (Lance)
52 HP, 22 Str, 20 Mag, 33 Dex, 38 (34) Spd, 17 Def, 22 Res, 25 Lck, 8 Bld, 6 Move
1.01 PCHP, 0.82 PDurability, 1.01 MDurability, 88 Raw Avoid, 47.1% Evasion
Personal skill: Fairy-Tale Folk, Class skill: Clear the Way, Weapon proficiency: S Lance, C Staff

Silver Lance +3: 15 damage (1% Critical), 113 Hit, 34 AS, 35.3% Evasion
Flame Lance +3: 8 damage (1% Critical), 108 Hit, 30 AS, 23.8% Evasion. Range: 1~2.  Magic weapon.
Javelin +3: 6 damage (1% Critical), 113 Hit, 37 AS, 44.2% Evasion. Range: 1~2
Steel Greatlance +3: 23 damage (6% Critical), 98 Hit (99.6% accuracy), 35 AS, 38.3% Evasion.  Smash weapon.

(Possible Chloe wants to fit in a Steel Lance +4 to maximize evasion / speed?  Or a Spear since Javelin's damage is kinda sus?  Hrmm.)

Louis, Lvl 20 General (Lance)
65 HP, 35 Str, 1 Mag, 24 Dex, 12 Spd, 40 Def, 13 Res, 13 Lck, 19 Bld, 4 Move
1.26 PCHP, 4.96 PDurability, 0.92 MDurability, 30 Raw Avoid, 0.0% Evasion
Personal skill: Admiration, Class skill: Swap, Weapon proficiency: S Lance

Silver Lance +3: 28 damage, 89 Hit (96.6% accuracy)
Spear +2: 24 damage, 79 Hit (89.2% accuracy).  Range: 1~2
Steel Greatlance +3: 36 damage (2% Critical), 74 Hit (83.8% accuracy).  Smash weapon.
Killer Lance +3: 20 damage (32% Critical), 79 Hit (89.2% accuracy)

Jean, Lvl 20 High Priest
42 HP, 15 Str, 33 Mag, 25 Dex, 25 Spd, 19 Def, 39 Res, 30 Lck, 6 Bld, 5 Move
0.82 PCHP, 0.72 PDurability, 2.81 MDurability, 65 Raw Avoid, 15.0% Evasion
Personal skill: Expertise, Class skill: Self-Healing, Weapon proficiency: B Tome, S Staff, B Arts

Elfire +3: 22 damage, 110 Hit
Silver-Spirit Art +3: 22 damage (2x hits of 11 damage), 100 Hit.
Elthunder +3: 22 damage, 95 Hit (98.9% accuracy), 19 AS, 4.5% Evasion. Range: 1~3. Can't make follow-up attacks.
Elsurge +3: 24 damage (7% Critical), 270 Hit.  Range 1.
Mend: 36 HP healing.

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

Jean, Lvl 20 Martial Master
46 HP, 22 Str, 28 Mag, 23 Dex, 22 Spd, 26 Def, 34 Res, 21 Lck, 8 Bld, 5 Move
0.89 PCHP, 1.05 PDurability, 1.78 MDurability, 54 Raw Avoid, 5.2% Evasion
Personal skill: Expertise, Class skill: Diffuse Healer, Weapon proficiency: A Staff, S Arts

Silver-Spirit Art +3: 24 damage (2x 12 damage on initiation), 91 Hit (97.5% accuracy)
Flashing Fist Art +3: 24 damage (2x 12 damage on initiation), 96 Hit (99.2% accuracy), 26 AS, 11.8% Evasion.  Speed +5, damage taken +5. (Durability falls to 0.85 PDur, 1.26 MDur)
Shielding Art +4: 8 damage, 81 Hit (91% accuracy). +5 defense.  Single hit.  (Phys. durability rises to 1.39)

Jean probably wants to promote to High Priest in the DL as the default: Self-Healing is really good when combined with range 1-2 counter-attacks.  That said, there are quirky situations MM is better, since Martial Master with Flashing Fist Art deals a little more damage with higher speed (despite the +5 damage taken), although loses a bunch of damage on range 1 counterpunching.  I would recommend nominating Jean with a specific promotion IMO.

Anna, Lvl 20 Warrior
57 HP, 25 Str, 20 Mag, 31 Dex, 30 Spd, 14 Def, 21 Res, 19 Lck, 11 Bld, 5 Move
1.11 PCHP, 0.82 PDurability, 1.07 MDurability, 69 Raw Avoid, 19.8% 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, 101 Hit, 29 AS, 17.3% Evasion.  Magic weapon.
Hurricane Axe +3: 18 damage, 96 Hit (99.2% accuracy), 26 AS, 10.8% Evasion.  Smash weapon.  Magic weapon.
Hand Axe +3: 10 damage, 96 Hit (99.2% accuracy), 29 AS, 17.3% Evasion. Range: 1~2

Anna can also promote to Berserker, but this is very unwise as she has Bow talent and gives up Radiant Bow, which can double, for Hurricane Axe as her only magic option.

Alcryst, Lvl 20 Tireur d'élite
51 HP, 24 Str, 5 Mag, 40 Dex, 29 Spd, 22 Def, 14 Res, 15 Lck, 10 Bld, 5 Move
0.99 PCHP, 0.97 PDurability, 0.74 MDurability, 65 Raw Avoid, 15.0% Evasion
Personal skill: Get Behind Me!, Class skill: Luna, Weapon proficiency: S Bow

Silver Bow +3: 16 damage (5% Critical), 127 Hit
Mini Bow +5: 6 damage (10% Critical), 152 Hit, Range 1.  Dodge +20.
Longbow +3: 9 damage (5% Critical), 112 Hit,  Range: 2~3
Killer Bow +3: 9 damage (40% Critical), 112 Hit

Luna: While making an attack, may ignore half of foe’s Def/Res. Trigger %=Dex.  (40% chance of +12 damage to assumed enemy Def/Res)

(Alcryst is the third-highest magic bow user and could theoretically use a Radiant Bow +3, but he only deals 2 damage with it to average Res.)

Citrinne, Lvl 20 Sage
39 HP, 5 Str, 37 Mag, 24 Dex, 20 Spd, 11 Def, 34 Res, 22 Lck, 6 Bld, 5 Move
0.76 PCHP, 0.51 PDurability, 1.52 MDurability, 51 Raw Avoid, 3.4% Evasion
Personal skill: Generosity, Class skill: Spell Harmony, Weapon proficiency: S Tome, B Staff

Elfire +3: 26 damage, 104 Hit
Elthunder +3: 26 damage, 89 Hit (96.6% accuracy), 14 AS, 0 Evasion. Range: 1~3. Can't make follow-up attacks.
Bolganone +2: 30 damage, 99 Hit (99.8% accuracy), 15 AS, 0.2% Evasion
Elsurge +3: 28 damage (7% Critical), 264 Hit, Range 1

Lapis, Lvl 20 Swordmaster
46 HP, 22 Str, 9 Mag, 29 Dex, 39 (36) Spd, 19 Def, 19 Res, 21 Lck, 7 Bld, 5 Move
0.89 PCHP, 0.78 PDurability, 0.79 MDurability, 88 Raw Avoid, 47.1% Evasion
Personal skill: Share Spoils, Class skill: Run Through, Weapon proficiency: S Swd

Silver Sword +3: 13 damage, 113 Hit, 36 AS, 38.3% Evasion
Steel Blade +3: 19 damage (4% Critical), 98 Hit (99.6% accuracy), 37 AS, 41.3% Evasion,  Smash weapon.
Steel Sword +4: 10 damage (9% Critical), 108 Hit
Killing Edge +3: 9 damage (34% Critical), 93 Hit (98.3% accuracy), 36 AS, 38.3% Evasion

Diamant, Lvl 20 Successeur
59 HP, 29 Str, 8 Mag, 22 Dex, 29 Spd, 26 Def, 14 Res, 19 Lck, 15 Bld, 5 Move
1.15 PCHP, 1.36 PDurability, 0.86 MDurability, 67 Raw Avoid, 17.3% Evasion
Personal skill: Fair Fight, Class skill: Sol, Weapon proficiency: S Swd, A Axe

Silver Sword +3: 20 damage, 98 Hit (99.6% accuracy)
Silver Axe +3: 24 damage, 78 Hit (88.2% accuracy)
Tomahawk +2: 20 damage, 68 Hit (76.2% accuracy), 28 AS, 15% Evasion. Range: 1~2
Steel Blade +3: 26 damage (1% Critical), 83 Hit (92.7% accuracy).  Smash weapon.

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. (22%)

Amber, Lvl 20 Paladin (Lance)
55 HP, 33 Str, 3 Mag, 25 Dex, 24 Spd, 25 Def, 9 Res, 23 Lck, 13 Bld, 6 Move
1.07 PCHP, 1.20 PDurability, 0.69 MDurability, 59 Raw Avoid, 9.0% Evasion
Personal skill: Aspiring Hero, Class skill: Pivot, Weapon proficiency: S Lance

Silver Lance +3: 26 damage, 96 Hit (99.2% accuracy)
Spear +2: 22 damage, 86 Hit (94.8% accuracy), 22 AS, 5.8% Evasion, Range: 1~2
Steel Greatlance +3: 34 damage (2% Critical), 81 Hit (91% accuracy).  Smash weapon.
Killer Lance +3: 18 damage (32% Critical), 86 Hit (94.8% accuracy)

Aspiring Hero: If no other units are within 1 space of unit or foe, grants Hit+20 at a cost of Avo-10 during combat.  (Sends all Hits to 100+ and tanks evasion to worthless.)

Jade, Lvl 20 General (Axe)
57 HP, 31 Str, 12 Mag, 27 Dex, 14 Spd, 37 Def, 18 Res, 11 Lck, 16 Bld, 4 Move
1.11 PCHP, 2.91 PDurability, 0.95 MDurability, 33 Raw Avoid, 0.0% Evasion
Personal skill: Meditation, Class skill: Swap, Weapon proficiency: S Axe

Silver Axe +3: 26 damage, 84 Hit (93.5% accuracy)
Tomahawk +2: 22 damage, 74 Hit (83.8% accuracy),  Range: 1~2.
Steel Greataxe +3: 36 damage (3% Critical), 69 Hit (77.6% accuracy).  Smash weapon.
Hurricane Axe +3: 10 damage, 84 Hit (93.5% accuracy).  Smash weapon.  Magic weapon.

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

Ivy, Lvl 20 Lindwurm
47 HP, 14 Str, 31 Mag, 22 Dex, 23 (22) Spd, 23 Def, 29 Res, 8 Lck, 10 Bld, 6 Move
0.91 PCHP, 0.93 PDurability, 1.28 MDurability, 50 Raw Avoid, 2.9% Evasion
Personal skill: Single-Minded, Class skill: Grasping Void, Weapon proficiency: S Tome, B Staff

Bolganone +2: 24 damage, 88 Hit (96% accuracy), 22 AS, 2.1% Evasion
Elthunder +3: 20 damage, 78 Hit (88.2% accuracy), 21 AS, 1.4% Evasion. Range: 1~3. Can't make follow-up attacks.
Elsurge +3: 22 damage (6% Critical), 253 Hit, Range 1.
Elwind +3: 16 damage, 88 Hit (96% accuracy)

Grasping Void: When attacking with a tome, unit may deal extra damage = half of foe’s Mag. Trigger %=Dex.  (22%)
Single-Minded: During combat with a foe who was also unit’s most recent opponent, grants Hit+20.

Fogado, Lvl 20 Cupido
50 HP, 21 Str, 15 Mag, 29 Dex, 35 Spd, 19 Def, 25 Res, 15 Lck, 11 Bld, 6 Move
0.97 PCHP, 0.85 PDurability, 1.11 MDurability, 77 Raw Avoid, 30.9% Evasion
Personal skill: Charmer, Class skill: Back at You, Weapon proficiency: B Swd, A Bow

Silver Bow +3: 13 damage, 105 Hit,
Radiant Bow +3: 12 damage, 95 Hit (98.9% accuracy), 34 AS, 28% Evasion.  Magic weapon.
Silver Sword +3: 12 damage, 110 Hit
Steel Blade +3: 18 damage (4% Critical), 95 Hit (98.9% accuracy).  Smash weapon.

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.  (29%)

Timerra, Lvl 20 Picket
50 HP, 23 Str, 12 Mag, 30 Dex, 31 (28) Spd, 28 Def, 18 Res, 18 Lck, 9 Bld, 5 Move
0.97 PCHP, 1.27 PDurability, 0.83 MDurability, 71 Raw Avoid, 22.4% Evasion
Personal skill: Racket of Solm, Class skill: Sandstorm, Weapon proficiency: S Lance

Silver Lance +3: 16 damage, 104 Hit, 28 AS, 15 Evasion
Javelin +3: 7 damage, 104 Hit,  Range: 1~2
Steel Greatlance +3: 24 damage (5% Critical), 89 Hit (96.6% accuracy), 29 AS, 17.3% Evasion.  Smash weapon.
Spear +2: 12 damage, 94 Hit (98.6% accuracy), 25 AS, 9% Evasion, Range: 1~2

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 +21 damage)
(Timerra is tied for 3rd highest magic among lance-users and has a weak claim for a Flame Lance +3, but she deals 0 damage with it vs. default Resistance.)

Hortensia, Lvl 20 Sleipnir Rider
35 HP, 10 Str, 22 Mag, 32 Dex, 34 Spd, 12 Def, 42 Res, 32 Lck, 6 Bld, 6 Move
0.68 PCHP, 0.47 PDurability, 4.08 MDurability, 84 Raw Avoid, 41.3% Evasion
Personal skill: Big Personality, Class skill: World Tree, Weapon proficiency: B Tome, S Staff

Elfire +3: 11 damage (1% Critical), 125 Hit
Elthunder +3: 11 damage (1% Critical), 110 Hit, 28 AS, 23.8% Evasion, Range: 1~3. Can't make follow-up attacks.
Elsurge +3: 13 damage (11% Critical), 285 Hit, Range 1
Elwind +3: 7 damage (1% Critical), 120 Hit

Yunaka, Lvl 40 Thief
44 HP, 23 Str, 14 Mag, 34 Dex, 32 Spd, 19 Def, 24 Res, 17 Lck, 7 Bld, 5 Move
0.86 PCHP, 0.75 PDurability, 0.94 MDurability, 72 Raw Avoid, 23.8% Evasion
Personal skill: Trained to Kill, Class skill: Pass, Weapon proficiency: S Dagger

Silver Dagger +3: 14 damage (2% Critical), 121 Hit,  Range: 1~2.  Adds poison on hit.
Stiletto +3: 13 damage (17% Critical), 106 Hit, Range 1.  Adds poison on hit.
Short Knife +5: 7 damage (7% Critical), 151 Hit, Range: 1~2, Adds poison on hit.  +20 Dodge.

Zelkov, Lvl 40 Thief
51 HP, 25 Str, 6 Mag, 33 Dex, 31 Spd, 26 Def, 10 Res, 13 Lck, 11 Bld, 5 Move
0.99 PCHP, 1.17 PDurability, 0.66 MDurability, 78[68] Raw Avoid, 32.3%[18.6%] Evasion
Personal skill: Not *Quite*, Class skill: Pass, Weapon proficiency: S Dagger

Silver Dagger +3: 16 damage (1% Critical), 117 Hit, Range: 1~2.  Adds poison on hit.
Stiletto +3: 15 damage (16% Critical), 102 Hit, Range 1.  Adds poison on hit.
Short Knife +5: 9 damage (6% Critical), 147 Hit, Range: 1~2.  Adds poison on hit.  +20 Dodge.

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.)

Seadall, Lvl 40 Dancer
48 HP, 21 Str, 8 Mag, 23 Dex, 32 Spd, 19 Def, 21 Res, 25 Lck, 11 Bld, 5 Move
0.93 PCHP, 0.81 PDurability, 0.89 MDurability, 76 Raw Avoid, 29.4% Evasion
Personal skill: Curious Dance, Class skill: Special Dance, Weapon proficiency: A Arts

Silver-Spirit Art +3: 3 damage (2x hits of 1.5), 93 Hit (98.3% accuracy),
Flashing Fist Art +3: 3 damage (2x hits of 1.5), 98 Hit (99.6% accuracy), 37 AS, 44.2 Evasion.  Speed +5, damage taken +5. (Durability falls to 0.69 PDur, 0.75 MDur)
Shielding Art +4: 0 (-2.5) damage, 83 Hit (92.7% accuracy), Defense +5.  Single attack. (Phys. Durability rises to 0.99)

Veyle, Lvl 40 Fell Child
38 HP, 22 Str, 30 Mag, 26 Dex, 25 Spd, 19 Def, 32 Res, 19 Lck, 7 Bld, 5 Move
0.74 PCHP, 0.65 PDurability, 1.27 MDurability, 59 Raw Avoid, 9.0% Evasion
Personal skill: Fell Protection, Class skill: Dark Spirit, Weapon proficiency: B Dagger, S Tome

Misericorde +3: 18 damage, 106 Hit.  Adds poison on hit.  Magic weapon.
Silver Dagger +3: 13 damage, 106 Hit, Range: 1~2.  Adds poison on hit.
Bolganone +2: 23 damage, 101 Hit, 21 AS, 3.4% Evasion.
Elthunder +3: 19 damage, 91 Hit (97.5% accuracy), 20 AS, 2.5% Evasion, Range: 1~3. Can't make follow-up attacks.

(Not in default set, but Veyle has the option of Obscurité.  It's mostly worse than Bolganone in-game, but might be useful in the DL solely because it's dark elemental in flavor:)
Obscurité +2: 21 damage (8% Critical), 96 Hit (99.2% accuracy), 20 AS, 2.5 Evasion Range: 1~2

Vander, Lvl 20/5 Paladin (Axe)
57 HP, 20 Str, 7 Mag, 18 Dex, 20 (15) Spd, 22 Def, 16 Res, 11 Lck, 9 Bld, 6 Move
1.11 PCHP, 1.09 PDurability, 0.89 MDurability, 45 Raw Avoid, 1.1% Evasion
Personal skill: Alabaster Duty, Class skill: Pivot, Weapon proficiency: S Axe

Silver Axe +3: 15 damage, 66 Hit (73.4% accuracy), 15 AS, 0 Evasion
Hand Axe +3: 5 damage, 66 Hit (73.4% accuracy), 17 AS, 0 Evasion Range: 1~2
Iron Greataxe +4: 17 damage, 71 Hit (80.2% accuracy), 18 AS, 0.2 Evasion. Smash weapon.
Steel Axe +4: 12 damage (4% Critical), 66 Hit (73.4% accuracy), 18 AS, 0.2% Evasion

(Steel Greataxe +3 is 25 damage / 51 Hit (51.4% accuracy) / 16 AS if Vander truly needs to pulse out damage, but the hit is so horrible I went for Iron instead.)

Kagetsu, Lvl 20/5 Swordmaster
51 HP, 26 Str, 8 Mag, 37 Dex, 38 Spd, 23 Def, 19 Res, 30 Lck, 11 Bld, 5 Move
0.99 PCHP, 1.02 PDurability, 0.88 MDurability, 91 Raw Avoid, 51.0% Evasion
Personal skill: Blinding Flash, Class skill: Run Through, Weapon proficiency: S Swd

Silver Sword +3: 17 damage (3% Critical), 134 Hit
Steel Blade +3: 23 damage (8% Critical), 119 Hit. Smash weapon.
Killing Edge +3: 13 damage (38% Critical), 114 Hit
Wyrmslayer +4: 13 damage (3% Critical), 124 Hit, 37 AS, 48.6% Evasion

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.)

Pandreo, Lvl 20/5 High Priest
48 HP, 8 Str, 29 Mag, 28 Dex, 29 Spd, 11 Def, 42 Res, 28 Lck, 11 Bld, 5 Move
0.93 PCHP, 0.63 PDurability, 5.58 MDurability, 72 Raw Avoid, 28.0% Evasion
Personal skill: Party Animal, Class skill: Self-Healing, Weapon proficiency: B Tome, S Staff, C Arts

Elfire +3: 18 damage, 118 Hit
Elthunder +3: 18 damage, 103 Hit, 28 AS, 21.1 Evasion, Range: 1~3. Can't make follow-up attacks.
Elsurge +3: 20 damage (9% Critical), 275 Hit, Range 1.
Elwind +3: 14 damage, 113 Hit
Mend: 34 HP healing. 20 charges.

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.

Bunet, Lvl 20/5 Great Knight (Swd/Axe)
61 HP, 25 Str, 7 Mag, 28 Dex, 17 Spd, 36 Def, 16 Res, 23 Lck, 14 Bld, 6 Move
1.19 PCHP, 2.81 PDurability, 0.95 MDurability, 45 Raw Avoid, 1.1% Evasion
Personal skill: Seconds?, Class skill: Allied Defense, Weapon proficiency: A Swd, B Axe

Silver Sword +3: 16 damage, 112 Hit
Silver Axe +3: 20 damage, 92 Hit (97.9% accuracy)
Tomahawk +2: 16 damage, 82 Hit (91.9% accuracy), 15 AS, 0.2% Evasion.  Range: 1~2
Steel Greataxe +3: 30 damage (4% Critical), 77 Hit (87.2% accuracy). Smash weapon.


Panette, Lvl 20/5 Berserker
70 HP, 42 Str, 5 Mag, 29 Dex, 21 Spd, 19 Def, 10 Res, 16 Lck, 17 Bld, 5 Move
1.36 PCHP, 1.19 PDurability, 0.91 MDurability, 50 Raw Avoid, 2.9% Evasion
Personal skill: Blood Fury, Class skill: Smash+, Weapon proficiency: S Axe

Silver Axe +3: 37 damage, 91 Hit (97.5% accuracy)
Tomahawk +2: 33 damage, 81 Hit (91% accuracy),  Range: 1~2
Steel Greataxe +3: 47 damage (4% Critical), 76 Hit (86.1% accuracy). Smash weapon.
Killer Axe +3: 31 damage (34% Critical), 81 Hit (91% accuracy)

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

Merrin, Lvl 20/5 Wolf Knight (Sword)
51 HP, 22 Str, 16 Mag, 34 Dex, 37 Spd, 20 Def, 24 Res, 24 Lck, 11 Bld, 6 Move
0.99 PCHP, 0.90 PDurability, 1.08 MDurability, 86 Raw Avoid, 44.2% Evasion
Personal skill: Knightly Escort, Class skill: Hobble, Weapon proficiency: B Swd, S Dagger

Silver Dagger +3: 13 damage (2% Critical), 125 Hit,  Range: 1~2.  Adds poison on hit.
Silver Sword +3: 13 damage (2% Critical), 125 Hit,
Steel Blade +3: 19 damage (7% Critical), 110 Hit. Smash weapon.
Levin Sword +3: 7 damage (2% Critical), 120 Hit, Range: 1~2.  Magic weapon.

Hobble: -2 Mov debuff to enemy after initiation.

Rosado, Lvl 20/3 Wyvern Knight (Axe/Lance)
62 HP, 28 Str, 12 Mag, 29 Dex, 31 (27) Spd, 25 Def, 18 Res, 13 Lck, 10 Bld, 6 Move
1.21 PCHP, 1.36 PDurability, 1.04 MDurability, 68 Raw Avoid, 18.6% Evasion
Personal skill:Stunning Smile, Class skill: Air Raid, Weapon proficiency: B Lance, A Axe

Silver Axe +3: 23 damage, 89 Hit (96.6% accuracy), 27 AS, 9.9% Evasion
Silver Lance +3: 21 damage, 99 Hit (99.8% accuracy), 29 AS, 13.9% Evasion
Steel Greataxe +3: 33 damage (4% Critical), 74 Hit (83.8% accuracy), 28 AS, 11.8% Evasion.  Smash weapon.
Javelin +3: 12 damage, 99 Hit (99.8% accuracy).  Range: 1~2

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

(Rosado is tied for 3rd highest magic among lance-users and has a weak claim for a Flame Lance +3, but he deals 0 damage with it vs. default Resistance.)

Goldmary, Lvl 20/3 Hero (Sword/Lance)
55 HP, 26 Str, 3 Mag, 25 Dex, 28 Spd, 30 Def, 19 Res, 21 Lck, 10 Bld, 5 Move
1.07 PCHP, 1.58 PDurability, 0.95 MDurability, 66 Raw Avoid, 16.2% Evasion
Personal skill: Disarming Sigh, Class skill: Brave Assist, Weapon proficiency: A Swd, B Lance

Silver Sword +3: 17 damage, 105 Hit
Silver Lance +3: 19 damage, 95 Hit (98.9% accuracy), 26 AS, 11.8% Evasion
Steel Greatlance +3: 27 damage (2% Critical), 80 Hit (90.1% accuracy), 27 AS, 13.9% Evasion. Smash weapon.
Javelin +3: 10 damage, 95 Hit (98.9% accuracy),  Range: 1~2

Disarming Sigh: If foe is male, inflicts Hit-20 on that foe during combat. (Evasion rises to 44.2% w/ S. Sword or Javelin, 38.3% w/ Silver Lance, 41.3% w/ Steel Greatlance)

Lindon, Lvl 20/2 Sage
48 HP, 12 Str, 28 Mag, 26 Dex, 25 Spd, 16 Def, 32 Res, 13 Lck, 12 Bld, 5 Move
0.93 PCHP, 0.73 PDurability, 1.59 MDurability, 56 Raw Avoid, 6.5% Evasion
Personal skill: Weapon Insight, Class skill: Spell Harmony, Weapon proficiency: S Tome, A Staff

Bolganone +2: 21 damage, 98 Hit (99.6% accuracy)
Elthunder +3: 17 damage, 88 Hit (96% accuracy),  Range: 1~3. Can't make follow-up attacks.
Elsurge +3: 19 damage (8% Critical), 263 Hit, Range 1.
Elwind +3: 13 damage, 98 Hit (99.6% accuracy)

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

Saphir, Lvl 20 Warrior
65 HP, 31 Str, 2 Mag, 28 Dex, 25 Spd, 24 Def, 10 Res, 18 Lck, 17 Bld, 5 Move
1.26 PCHP, 1.35 PDurability, 0.84 MDurability, 59 Raw Avoid, 9.0% Evasion
Personal skill: Will to Win, Class skill: Merciless, Weapon proficiency: A Axe, C Bow

Silver Axe +3: 26 damage, 90 Hit (97.1% accuracy)
Tomahawk +2: 22 damage, 80 Hit (90.1% accuracy), Range: 1~2
Steel Greataxe +3: 36 damage (4% Critical), 75 Hit (85% accuracy). Smash weapon.
Killer Bow +3: 16 damage (34% Critical), 90 Hit (97.1% accuracy)

Will to Win: If unit’s HP is 50% or less at start of combat, grants Hit/Avo+20 during combat.  (Evasion rises to 33.8%)

Mauvier, Lvl 20 Royal Knight
57 HP, 25 Str, 27 Mag, 29 Dex, 26 Spd, 30 Def, 29 Res, 18 Lck, 12 Bld, 6 Move
1.11 PCHP, 1.64 PDurability, 1.57 MDurability, 61 Raw Avoid, 10.8% Evasion
Personal skill: Contemplative, Class skill: Reforge, Weapon proficiency: A Lance, B Staff

Silver Lance +3: 20 damage, 102 Hit
Flame Lance +3: 15 damage, 97 Hit (99.4% accuracy), 22 AS, 4.5 Evasion, Range: 1~2.  Magic weapon.
Steel Greatlance +3: 26 damage (4% Critical), 87 Hit (95.5% accuracy).  Smash weapon.
Spear +2: 14 damage, 92 Hit (97.9% accuracy), 23 AS, 5.8 Evasion, Range: 1~2.

Contemplative: If unit uses Wait without attacking or using items, grants Def+2 for 1 turn.
« Last Edit: July 02, 2023, 05:24:07 AM by SnowFire »

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Re: Fire Emblem, Engage!
« Reply #2 on: February 14, 2023, 02:33:15 AM »
Damage averages

Silvers w/ accuracy:
1) 36.1  Panette: Silver Axe +3, 37 damage, 91 Hit (97.5% acc.), 21 AS
2) 27  Louis: Silver Lance +3, 28 damage, 89 Hit (96.6% acc.), 12 AS
3) 26  Citrinne: Elfire +3, 26 damage, 104 Hit, 20 AS
4) 25.8  Amber: Silver Lance +3, 26 damage, 96 Hit (99.2% acc.), 24 AS
5) 25.2  Saphir: Silver Axe +3, 26 damage, 90 Hit (97.1% acc.), 25 AS
6) 24.3  Jade: Silver Axe +3, 26 damage, 84 Hit (93.5% acc.), 14 AS
7) 23.7  Boucheron: Silver Axe +3, 25 damage, 86 Hit (94.8% acc.), 27 AS
8) 23.4  Jean (Martial Master): Silver-Spirit Art +3, 24 damage, 91 Hit (97.5% acc.), 22 AS
9) 23  Etie: Silver Bow +3, 23 damage, 112 Hit, 21 AS
10) 23  Ivy: Bolganone +2, 24 damage, 88 Hit (96% acc.), 22 AS
11) 22.2  Rosado: Silver Axe +3, 23 damage, 89 Hit (96.6% acc.), 27 AS
12) 22  Alfred: Silver Lance +3, 22 damage, 99 Hit (99.8% acc.), 22 AS
13) 22  Jean (High Priest): Elfire +3, 22 damage, 110 Hit, 25 AS
14) 20.9  Lindon: Bolganone +2, 21 damage, 98 Hit (99.6% acc.), 25 AS
15) 20  Mauvier: Silver Lance +3, 20 damage, 102 Hit, 26 AS
16) 19.9  Diamant: Silver Sword +3, 20 damage, 98 Hit (99.6% acc.), 29 AS
17) 19.6  Bunet: Silver Axe +3, 20 damage, 92 Hit (97.9% acc), 17 AS
-- 18.5 AVERAGE, 26.8 AS
18) 18  Veyle: Misericorde +3, 18 damage, 106 Hit, 25 AS
19) 18  Pandreo: Elfire +3, 18 damage, 118 Hit, 29 AS
20) 17  Anna: Silver Bow +3, 17 damage, 111 Hit, 30 AS
21) 17  Kagetsu: Silver Sword +3, 17 damage, 134 Hit, 38 AS
22) 17  Goldmary: Silver Sword +3, 17 damage, 105 Hit, 28 AS
23) 16.1  Framme: Silver-Spirit Art +3, 17 damage, 86 Hit (94.8% acc.), 28 AS
24) 16  Alear: Silver Sword +3, 16 damage, 109 Hit, 33 AS
25) 16  Alcryst: Silver Bow +3, 16 damage, 127 Hit, 29 AS
26) 16  Timerra: Silver Lance +3, 16 damage, 104 Hit, 28 AS
27) 16  Zelkov: Silver Dagger +3, 16 damage, 117 Hit, 31 AS
28) 15  Chloé: Silver Lance +3, 15 damage, 113 Hit, 34 AS
29) 14  Clanne: Bolganone +2, 14 damage, 105 Hit, 29 AS
30) 14  Yunaka: Silver Dagger +3, 14 damage, 121 Hit, 32 AS
31) 13  Lapis: Silver Sword +3, 13 damage, 113 Hit, 36 AS
32) 13  Fogado: Silver Bow +3, 13 damage, 105 Hit, 35 AS
33) 13  Merrin: Silver Dagger +3, 13 damage, 125 Hit, 37 AS
34) 12  Céline: Elfire +3, 12 damage, 106 Hit, 28 AS
35) 11  Hortensia: Elfire +3, 11 damage, 125 Hit, 34 AS
36) 11  Vander: Silver Axe +3, 15 damage, 66 Hit (73.4% acc.), 15 AS
37) 2.9  Seadall: Silver-Spirit Art +3, 3 damage, 93 Hit (98.3% acc.), 32 AS

Notes: Celine, Citrinne, and Veyle are using Elfire and Misericorde rather than Bolganone due to Build concerns.  Could make a similar argument for Lapis, but I think she needs the damage from Silver more than the speed from Steel.  Diamant uses a Silver Sword for consistent accuracy but his average damage is slightly higher with a Silver Axe.  You can argue that Alcryst's Luna should be baked in, since its 40% proc rate makes it highly likely to come up in 3 rounds of combat.  While Jean is listed twice here, don't worry, he's only in the average once.

Smash weapons w/ accuracy:
1) 40.5  Panette: Steel Greataxe +3, 47 damage, 76 Hit (86.1% acc.), 21 AS
2) 30.9  Amber: Steel Greatlance +3, 34 damage, 81 Hit (91% acc.), 24 AS
3) 30.6  Saphir: Steel Greataxe +3, 36 damage, 75 Hit (85% acc.), 25 AS
4) 30.2  Louis: Steel Greatlance +3, 36 damage, 74 Hit (83.8% acc.), 12 AS
5) 29.9  Citrinne: Bolganone +2, 30 damage, 99 Hit (99.8% acc.), 15 AS
6) 28.1  Alfred: Steel Greatlance +3, 30 damage, 84 Hit (93.5% acc.), 23 AS
7) 28.1  Boucheron: Steel Greataxe +3, 35 damage, 71 Hit (80.2% acc.), 27 AS
8) 27.9  Jade: Steel Greataxe +3, 36 damage, 69 Hit (77.6% acc.), 14 AS
9) 27.7  Rosado: Steel Greataxe +3, 33 damage, 74 Hit (83.8% acc.), 28 AS
10) 26.2  Bunet: Steel Greataxe +3, 30 damage, 77 Hit (87.2% acc.), 17 AS
11) 24.8  Mauvier: Steel Greatlance +3, 26 damage, 87 Hit (95.5% acc.), 26 AS
12) 24.3  Goldmary: Steel Greatlance +3, 27 damage, 80 Hit (90.1% acc.), 27 AS
13) 24.1  Diamant: Steel Blade +3, 26 damage, 83 Hit (92.7% acc.), 29 AS
14) 24  Jean: Elsurge +3, 24 damage, 270 Hit, 25 AS
15) 23.4  Jean: Silver-Spirit Art +3, 24 damage, 91 Hit (97.5% acc.), 22 AS
16) 23.2  Timerra: Steel Greatlance +3, 24 damage, 89 Hit (96.6% acc.), 29 AS
17) 23  Etie: Silver Bow +3, 23 damage, 112 Hit, 21 AS
18) 23  Ivy: Bolganone +2, 24 damage, 88 Hit (96% acc.), 22 AS
19) 23  Veyle: Bolganone +2, 23 damage, 101 Hit, 21 AS
20) 23  Kagetsu: Steel Blade +3, 23 damage, 119 Hit, 38 AS
21) 22.9  Chloé: Steel Greatlance +3, 23 damage, 98 Hit (99.6% acc.), 35 AS
-- 22 AVERAGE, 26.4 AS
22) 21.7  Alear: Steel Blade +3, 22 damage, 94 Hit (98.6% acc.), 33 AS
23) 20.9  Lindon: Bolganone +2, 21 damage, 98 Hit (99.6% acc.), 25 AS
24) 20  Pandreo: Elsurge +3, 20 damage, 275 Hit, 29 AS
25) 19  Merrin: Steel Blade +3, 19 damage, 110 Hit, 37 AS
26) 18.9  Lapis: Steel Blade +3, 19 damage, 98 Hit (99.6% acc.), 37 AS
27) 17.9  Anna: Hurricane Axe +3, 18 damage, 96 Hit (99.2% acc.), 26 AS
28) 17.8  Fogado: Steel Blade +3, 18 damage, 95 Hit (98.9% acc.), 35 AS
29) 16.1  Framme: Silver-Spirit Art +3, 17 damage, 86 Hit (94.8% acc.), 28 AS
30) 16  Céline: Bolganone +2, 16 damage, 101 Hit, 24 AS
31) 16  Alcryst: Silver Bow +3, 16 damage, 127 Hit, 29 AS
32) 16  Zelkov: Silver Dagger +3, 16 damage, 117 Hit, 31 AS
33) 14  Clanne: Bolganone +2, 14 damage, 105 Hit, 29 AS
34) 14  Yunaka: Silver Dagger +3, 14 damage, 121 Hit, 32 AS
35) 13.6  Vander: Iron Greataxe +4, 17 damage, 71 Hit (80.2% acc.), 18 AS
36) 13  Hortensia: Elsurge +3, 13 damage, 285 Hit, 34 AS
37) 2.9  Seadall: Silver-Spirit Art +3, 3 damage, 93 Hit (98.3% acc.), 32 AS

Notes: Clanne & Celine don't use a Steel Blade because there isn't room in his default set IMO, it's minorly more damage than Bolganone but not enough to be THAT interesting given the huge drawback.  Diamant opts for Steel Blade over Steel Greataxe for usual accuracy concerns, although if he thinks his Fair Fight passive will be active a lot, he might take the Greataxe if he thinks he's gonna survive the initiative counter.  High Priests / Hortensia switch to the range-1 Elsurge over the more generally useful Elfire for a very minor damage boost.
« Last Edit: February 14, 2023, 04:59:53 AM by SnowFire »

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Re: Fire Emblem, Engage!
« Reply #3 on: February 14, 2023, 02:35:09 AM »
Placeholder for a "with plot Emblem Rings" side-average, perhaps.  Will wait a bit to see if people find flaws or complaints with the base topic, though, or strong opinions on how this should work.

Strong claims:
* Alear & Marth. 
* Celine & Celica.
* Yunaka & Micaiah
* Diamant & Roy
* Ivy & Lyn
* Timerra & Ike
* Seadall & Corrin
* Rosado & Eirika

All of these are "force equipped" on one character and nobody else.

Medium claims:
* Byleth is equipped on enemy Hortensia twice, and there isn't really anyone else with a more direct claim to him.
* Lucina is equipped to Alear in C11.  Alear has a much stronger association & more dialogue with Marth, though.

Weak claims:
* Sigurd is associated with Alfred in some of the promo material.  He also teaches Lance Power, which vaguely suggests a Lance user for him.  Maybe.  You can equip him in C4 and your only Lance user there is Alfred, so he has a weak claim, for all that Lance Power isn't a very good skill given the SP cost.  (You could also maybe extend this to Chloe & Louis, who join in C4, but you can't give them Sigurd until the next map.)
* Leif is equipped on enemy Ivy in C8, but Ivy has a much better claim to Lyn.  Not really clear who else should have Leif - he teaches a Dagger skill that is also not very good, and your only Dagger user at the time, Yunaka, also has a stronger claim elsewhere.
* Lucina teaches Bow Agility, which is actually kinda decent.  This could give her to Etie or Alcryst in C12.
* Lucina is equipped to enemy Hortensia in C7, but she has a better claim on Byleth per above.

Very weak claims:
* Eirika: In the plot, Rosado & Goldmary were theoretically bringing the Ring of the Azure Twins to Hortensia (and still somehow treats Alear as an enemy for 10 seconds, so it wasn't being delivered to "the good guy team in general"), so you could give Hortensia Eirika rather than Byleth perhaps.
* Enemy Mauvier is equipped with Micaiah, but Yunaka has a much stronger claim.  Enemy Veyle is equipped with Marth, but Alear has a much stronger claim.
* Alfred has Lucina in the cutscene before the prologue, but this cutscene is also apparently total lies, so make of that what you will.

I'm inclined to have a "generic fighter" for average purposes for Lucina & Leif, let Alfred have Sigurd, let Hortensia have Byleth, and use the strong claims by default.  But I could be argued otherwise.

Bosses

This will be super-lazy as idk if there will be tons of interest.  Engage has "Revival Stones" which is a really cool mechanic to make bosses feel like bosses in gameplay, but are also busted as all hell in the DL.  Essentially, after depleting a lifebar, "overkill" damage is wasted, and the target will get a full heal.  While it's very possible to one-round bosses anyway, it'll be due to a team all smashing them, which you may or may not reflect in letting damage bleed through (fully?  partially?).  Interp headache!  Also means even the scrubbiest bosses punch above their weight, similar to the Persona 4 auto-revives.

Anyway, some basic stats for two bosses at least, the Hard Mode stats of the C23 version of the remaining Four Hounds...  I'll use endgame stats which are a little high for the expected level, but take into account you'll have Emblem Rings equipped which will boost stats (and maybe throw in some stat boosters too).

Discount Hubert Griss, Level 17 Sage
45 HP (2 revival stones, 135 functional HP), 15 Str, 38 Mag, 20 Dex, 20 (15) Spd, 23 Def, 33 Res, 14 Lck, 9 Bld, 5 Move
37 raw Avo (0% Evade vs. ~150 Hit)
* Nova: 42 (2x 21) damage.  58 Hit (61.7% accuracy).  15 AS.  If unit initiates combat, attacks twice.  (Taken vs. 22 Res, 64 Avo)
* Fortify: Recover 26 HP for all allied units in a 5-square radius.

Zephia, Level 37 Melusine
59 HP (2 revival stones, 177 functional HP), 26 Str, 28 Mag, 22 Dex, 33 (25) Spd, 28 Def, 28 Res, 11 Lck, 10 Bld, 6 Move
55 raw Avo (1% Evade vs. ~150 Hit).  Stalwart: Reduces damage from effectiveness (bows are 2x weapon might rather than 3x?).
* Georgios: 36 damage.  75 Hit (85% accuracy).  25 AS.  Smash weapon.    (Taken vs. 22 Def/Res, 64 Avo)  Soulblade: Damage is taken vs. an average of foe's Def & Res rather than pure Def.
* Thoron: 24 damage.  55 Hit (57.3% accuracy). 27 AS.  Range 1~3. (Taken vs. 22 Res, 64 Avo)

They're wielding droppable weapons for team fights vs. foes that have S-rank Swords or Tomes!  Hype!

Anyway, they're both probably annoyingly High Heavies despite the accuracy flaws?  Counterattacks & free lifebars will do that, although being harsh about damage rollover between revival stones can knock them down to Low Heavy or even Middle.  Note that these are moving bosses and the structure of the map makes it hard to get into Griss's shorter range without also getting into Zephia's.  However, you can guarantee that Zephia can only attack you with a Thoron on her first move if you'd like by only moving to the outskirts of her range.  Georgios being a Smash weapon is trouble if Zephia is facing someone who can KO a lifebar on their now initiative counterattack, which can force her into using the less damaging and inaccurate Thoron even when she doesn't want to be.

EDIT: I realized boss Marni was left out.  She's only fought once without a Dark Emblem, in C14 which is ages earlier than stat topic levels.  She doesn't have a Revival Stone on Hard (but does on Maddening), so this means she's going to just die horribly in the DL.  Hurricane Axe murders flyers / the wind-weak at least, but her Magic score isn't that great, so it's not that impressive otherwise.

DLC characters (not in averages)

For funzies, 3/5 of the DLC characters (not doing Nel & Nil out of laziness and requiring a new weapon type for them).

Zelestria, Lvl 20 Melusine (aka Zephia)
52 HP, 26 Str, 27 Mag, 25 Dex, 33 Spd, 23 Def, 28 Res, 11 Lck, 11 Bld, 6 Move
1.01 PCHP, 1.02 PDurability, 1.34 MDurability, 71 Raw Avoid, 22.4% Evasion
Personal skill: Friendly Boost, Class skill: Soulblade, Weapon proficiency: A Swd, S Tome

Bolganone +2: 20 damage, 95 Hit (98.9% accuracy). Range: 1~2
Silver Sword +3: 17 damage, 100 Hit.
Steel Blade +3: 23 damage (2% Critical), 85 Hit (94.2% accuracy),
Elthunder +3: 16 damage, 85 Hit (94.2% accuracy), 32 AS, 19.8% Evasion. Range: 1~3

Soulblade: When attacking with a sword, damage is calculated using average of foe's Def and Res.

Note: The weapon ranks are not a typo.  Oddly enough, DLC Zelestria's Melusine is S Tomes / A Swords, while enemy Zephia's Melusine is the reverse.

Gregory, Lvl 20 Sage (aka Griss)
45 HP, 16 Str, 40 Mag, 18 Dex, 18 (16) Spd, 20 Def, 40 Res, 17 Lck, 9 Bld, 5 Move
0.87 PCHP, 0.78 PDurability, 3.47 MDurability, 44 (64) Raw Avoid, 0.8% (13.9%) Evasion
Personal skill: Survival Plan, Class skill: Spell Harmony, Weapon proficiency: S Tome, B Staff

Bolganone +2: 33 damage, 84 Hit (93.5% accuracy), 16 AS. Range: 1~2
Elsurge +3: 31 damage (4% Critical), 18 AS. 249 Hit
Elthunder +3: 29 damage, 74 Hit (83.8% accuracy), 15 AS. Range: 1~3
Elwind +3: 25 damage, 84 Hit (93.5% accuracy), 18 AS. 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.)

Madeline, Lvl 20 General (aka Marni)
65 HP, 37 Str, 10 Mag, 17 Dex, 10 Spd, 43 Def, 14 Res, 14 Lck, 17 Bld, 4 Move
1.26 PCHP, 9.79 PDurability, 0.94 MDurability, 27 Raw Avoid, 0.0% Evasion
Personal skill: Knightly Code, Class skill: Swap, Weapon proficiency: S Axe

Silver Axe +3: 32 damage, 66 Hit (73.4% accuracy)
Tomahawk +2: 28 damage, 56 Hit (58.7% accuracy). Range: 1~2
Steel Greataxe +3: 42 damage, 51 Hit (51.4% accuracy)
Hurricane Axe +3: 8 damage, 66 Hit (73.4% accuracy)
« Last Edit: October 04, 2024, 03:30:12 AM by SnowFire »

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Re: Fire Emblem, Engage!
« Reply #4 on: February 14, 2023, 02:38:34 AM »
Appendix


Class types
Class types mostly don't matter in the DL as they mostly have to do with terrain.  The exception is Armored, whose benefit does carry over, so congrats to Louis & Jade.
* Dragon: Better Engage bonuses from Emblems. Weak to dragon-effective weapons.
* Cavalry: Classes have a bit higher Move.  Weak to cavalry-effective weapons.
* Flier: Classes have a bit higher Move, can enter spaces inaccessible to others, and ignore terrain movement penalties.  Weak to bows, wind magic, and wind-elemental weapons (e.g. Hurricane Axe, Wind Sword).
* Backup: Unit can participate in "chain attacks" if their weapon is in threat range of an enemy, and an ally attacks that enemy.  Chain attacks are flat 10% max HP damage and fixed 80% accuracy by default.
* Covert: Unit gets double avoid bonuses from terrain.
* Mystical: Unit ignores terrain bonuses to evasion when attacking using magic.
* Qi Adept: At full health, unit can use Chain Guard, which protects adjacent allies from one attack at the cost of 20% of the chain guarder's HP.
* Armored: Unit can't be broken by weapon triangle disadvantage.  (They might still be broken if hit by a smash weapon when they can't move?  Unsure.)  Weak to armor-effective weapons.

Equipment stats
Swords
Slim Sword: Mt 3, Hit: 100, Crit: 0, Weight: 2, Rank: D, Other: 20 Dodge
Steel Sword +4: Mt 13, Hit: 90, Crit: 10, Weight: 7, Rank: C
Silver Sword +3: Mt 16, Hit: 95, Crit: 0, Weight: 10, Rank: B
Killing Edge +3: Mt 12, Hit: 75, Crit: 35, Weight: 10, Rank: C
Levin Sword +3: Mt 16, Hit: 90, Crit: 0, Weight: 11, Range: 1~2, Rank: C.  Magic weapon, uses Mag stat and targets Resistance.
Wo Dao +3: Mt 8, Hit: 90, Crit: 30, Weight: 7, Rank: B
Libération: Mt 6, Hit: 90, Crit: 0, Weight: 4, Rank: D, Divine Dragon only. Other: Speeds up Engage meter with kills
Wille Glanz +2: Mt 14, Hit: 70, Crit: 0, Weight: 10, Range: 1~2, Rank: D.  Divine Dragon only.
Steel Blade +3: Mt 22, Hit: 80, Crit: 5, Weight: 9, Rank: B.  Smash weapon.
Wyrmslayer +1: Mt 9, Hit: 85, Crit: 0, Weight: 12, Rank: B.  Effective against dragons.
Wyrmslayer +4: Mt 12, Hit: 85, Crit: 0, Weight: 12, Rank: B. Effective against dragons.
Armorslayer +1: Mt 10, Hit: 80, Crit: 0, Weight: 13, Rank: C. Effective against armored.

Lances
Slim Lance: Mt 5, Hit: 95, Crit: 0, Weight: 5, Rank: D, Other: 20 Dodge
Steel Lance +4: Mt 15, Hit: 85, Crit: 10, Weight: 9, Rank: C
Silver Lance +3: Mt 18, Hit: 85, Crit: 0, Weight: 12, Rank: B
Javelin +3: Mt 9, Hit: 85, Crit: 0, Weight: 9, Range: 1~2, Rank: D
Killer Lance +3: Mt 10, Hit: 75, Crit: 35, Weight: 9, Rank: C
Flame Lance +3: Mt 13, Hit: 80, Crit: 0, Weight: 16, Range: 1~2, Rank: C. Magic weapon, uses Mag stat and targets Resistance.
Spear +2: Mt 14, Hit: 75, Crit: 0, Weight: 15, Range: 1~2, Rank: B
Steel Greatlance +3: Mt 26, Hit: 70, Crit: 5, Weight: 11, Rank: B.  Smash weapon.
Ridersbane +1: Mt 9, Hit: 75, Crit: 0, Weight: 13, Rank: D. Effective against cavalry.

Axes
Compact Axe: Mt 6, Hit: 90, Crit: 0, Weight: 7, Rank: D, Other: 20 Dodge
Steel Axe +4: Mt 17, Hit: 75, Crit: 10, Weight: 11, Rank: C
Silver Axe +3: Mt 20, Hit: 75, Crit: 0, Weight: 14, Rank: B
Hand Axe +3: Mt 10, Hit: 75, Crit: 0, Weight: 12, Range: 1~2, Rank: D
Killer Axe +3: Mt 14, Hit: 65, Crit: 35, Weight: 12, Rank: C
Tomahawk +2: Mt 16, Hit: 65, Crit: 0, Weight: 16, Range: 1~2, Rank: B
Steel Greataxe +3: Mt 30, Hit: 60, Crit: 5, Weight: 13, Rank: B.  Smash weapon.
Hurricane Axe +3: Mt 23, Hit: 75, Crit: 0, Weight: 15, Rank: B.  Magic weapon, uses Mag stat and targets Resistance.  Smash weapon.
Hammer +1: Mt 10, Hit: 65, Crit: 0, Weight: 15, Rank: D. Effective against armored.
Poleaxe +1: Mt 9, Hit: 65, Crit: 0, Weight: 14, Rank: D. Effective against cavalry.

Bows
Mini Bow +5: Mt 7, Hit: 115, Crit: 5, Weight: 4, Range: 1, Rank: D, Other: 20 Dodge
Steel Bow +4: Mt 14, Hit: 90, Crit: 10, Weight: 6, Rank: C
Silver Bow +3: Mt 17, Hit: 90, Crit: 0, Weight: 9, Rank: B
Longbow +3: Mt 10, Hit: 75, Crit: 0, Weight: 10, Range: 2~3, Rank: C
Killer Bow +3: Mt 10, Hit: 75, Crit: 35, Weight: 7, Rank: C
Radiant Bow +3: Mt 22, Hit: 80, Crit: 0, Weight: 12, Rank: C.  Magic weapon, uses Mag stat and targets Resistance.

Daggers
Short Knife +5: Mt 9, Hit: 125, Crit: 5, Weight: 2, Range: 1~2, Rank: D, Other: 20 Dodge
Silver Dagger +3: Mt 16, Hit: 95, Crit: 0, Weight: 6, Range: 1~2, Rank: B
Stiletto +3: Mt 15, Hit: 80, Crit: 15, Weight: 6, Range: 1, Rank: B
Misericorde +3: Mt 13, Hit: 95, Crit: 0, Weight: 6, Range: 1~2, Rank: D.  Magic weapon, uses Mag stat and targets Resistance.  Veyle only.

Tomes
Elsurge +3: Mt 16, Hit: 255, Crit: 10, Weight: 6, Range: 1, Rank: C
Elfire +3: Mt 14, Hit: 95, Crit: 0, Weight: 6, Rank: C
Elthunder +3: Mt 14, Hit: 80, Crit: 0, Weight: 12, Range: 1~3, Rank: B.  Can't make follow-up attacks.
Elwind +3: Mt 10, Hit: 90, Crit: 0, Weight: 5, Rank: B
Bolganone +2: Mt 18, Hit: 90, Crit: 0, Weight: 11, Rank: A
Obscurité +2: Mt 16, Hit: 85, Crit: 10, Weight: 12, Rank: D.  Fell Dragon only.

Arts
Initiate Art: Mt 5, Hit: 95, Crit: 0, Weight: 5, Rank: D, Other: Single attack, 20 Dodge
Silver-Spirit Art +3: Mt 12, Hit: 85, Crit: 0, Weight: 6, Rank: B
Shielding Art +4: Mt 8, Hit: 75, Crit: 0, Weight: 8, Rank: C, Other: Single attack, +5 Defense
Flashing Fist Art +3: Mt 12, Hit: 90, Crit: 0, Weight: 9, Rank: A, Other: +5 Speed, +5 damage taken

Staves (only useful for High Priests with Self-Healing passive)
Mend: Mt 20, Rank D
Restore: Clear negative status effects.

More on equipment legality

Forge level:
* Silvers are allowed to forge a little higher for the cost/expense than other weapon types.  I think this is fair because they provide a good baseline, getting to +3 is very doable in game, and is kind of important as +3 provides an all-important weight reduction.

Shop-limited weapons I'm allowing:
* You get 3 Steel Blades/Greatlances/Greataxes for sale along with 1 Silver version and various drops (albeit some in paralogues).  If we include the Silver, that's 4+ Smash weapons of Steel or better, so I'm inclined to just allow Steel.  No real fair way to parcel them out, every physical fighter wants one if they need to surge out damage, the enemy can't counter (common in the DL), and they aren't doubling.
* In the same way, there are 3 Spears / Tomahawks for sale + some guaranteed drops (I got 3 Spears & 2 Tomahawks for free on top of that).  Just considering them legal.
* Levin Sword, Flame Lance, Hurricane Axe, Radiant Bow, Flashing Fist Art, and Bolganone all have 2 for sale + 1 guaranteed drop for 3 total.  So letting the 3 highest Magic users have the appropriate magic weapon (Levin Sword: Celine / Clanne / Merrin; Flame Lance: Mauvier / Chloe / [Rosado and Timerra]; Hurricane Axe: Anna, Rosado, Jade; Radiant Bow: Anna, Fogado, Alcryst).  There are only 3 characters that can even equip A-Rank arts by default, so sure, they all get access to Flashing Fist Art I guess.
* Bolganone is a little trickier.  3 copies, but 6 potential A-rank Tome users…  but you can get a 4th from getting Elusia to donation level 3 if you really wanted it, which isn't as insanely expensive as level 4 or 5, and Obscurite is basically spooky Bolganone (if slightly worse).  And you can certainly have A-rank Tomes on your mages if you want thanks to 2x copies of Excalibur and Thoron.  I guess you could argue that it would go to the 3 highest build tome-users.  I've considered it legal-in-general but would lightly recommend only allowing it as a primary weapon.
* I count 2 Killing Edges and 3 Wo Daos / Killer Axe / Killer Lance / Killer Bows total (2 shop, 1 drop for each).  I'm going to assume I somehow missed a Killing Edge.  No real good way to hand these out, everyone potentially wants one if pressuring a healer.

Excluded stuff:
* Peshkatz being disallowed is arguably a little cruel since there are only 3 users of A-rank Daggers (Yunaka / Zelkov / Merrin), they can all use S-rank Daggers, and Carnwenhan is pretty similar as an S-rank 1-range dagger.  (Plus, if you really needed the third you could forge it).  Mostly disallowing it out of consistency with disallowing Silver smash weapons which also had 2 copies.
* S-Rank weapons: There's an argument to allow S-rank stuff despite being one-of-a-kind just so that having an S-rank means something.  If allowed..  Lapis, Diamant, and Kagetsu would get Caladbolg and Georgios.  Chloe, Louis, Amber, and Timerra would get Brionac.  Vander, Boucheron, Jade, Berserker Anna, and Panette get Ukonvasara.  Alcryst and Etie get Lendabair. Citrinne, Ivy, Lindon, and Veyle get Nova. Yunaka, Zelkov, and Merrin would get Carnwenhan, and maybe Cinquedea too although that weapon drops just before the final battle.  Martial Masters are out of luck, their secret Arts weapon requires a lvl. 5 area donation for hahahahahano amounts of cash.

Dragons & dragon-effective weapons
Note that "Dragon" and "Fell Dragon" are different things as far as the game is concerned.  As such, the wyrmslayers that sword-users have access to are limited in what they can hit, and Veyle may not be weak to vanilla dragon-slaying stuff from other games (for all that there is just about one enemy equipped with a Wyrmslayer left in the game I can think of after she joins).  Note that Wyvern Rider and Ivy/Hortensia's unique classes count as regular dragons, though.

Preliminary DL kneejerks

Low Heavy: High Priest Jean, Pandreo, Kagetsu
High Middle: Panette
Middle: Alear, Boucheron, Chloe, Louis, Citrinne, Lapis, Diamant, Merrin, Rosado, Goldmary, Saphir, Mauvier
Low Middle: Alfred, Warrior Anna, Amber, Jade, Timerra, Bunet, Lindon
High Light: Clanne, Martial Master Jean, Yunaka, Ivy, Velkov, Fogado
Light: Framme, Etie, Celine, Alcryst, Hortensia, Veyle
Low Light: Vander
Puny: Seadall

The cast is overall pretty well-balanced.  There's a few characters with unfortunate mixed damage builds which have a place in-game (can hurt both Generals and High Priests by hitting the right defensive stat) but don't translate super-well here, but in general, if you look at the damage chart, most characters with above-average damage have below-average speed, and most characters with above-average speed have below-average damage.  There's a few exceptions like Diamant but he's only a little better at both, compared to older FEs that would have more characters who were just good at everything.

Notable strong duelers:
Pandreo & High Priest Jean have essentially super-regen via spamming Mend staves on themselves which is very powerful against enemies that can't one-round them.  Pandreo is physically frail but fast; Jean is slower but more durable, but similar gameplan afoot here.  I doubt many Middles can break that in a slugfest.
Kagetsu is blazingly fast (+11.2 AS vs. average!), has better-than-coinflip evade, and his damage is still average (rather than outright bad like Lapis or Chloe), which is okay when you're doubling constantly.  His gameplan is a little too simple to do too much damage in Heavy (no range 1-2 weapon hurts) but he'd wreck Middle.
Panette has ungodly curve-breaking damage, but getting doubled by average speed gives her a pretty key weakness that probably keeps her out of Heavy.

Notable scrubs:
Framme isn't that damaging, loses damage on her range-1 counterattacks, and gets 2HKOed by average physical damage.
Etie is doubled by average speed.  She has Mini Bow as an option which is cool compared to archers in older games, but she's also frail, which is a bad combo with being slow.
Celine is at least flexible in choosing between almost average damage that is a bit slow vs. weak damage that is average speed, but her stats aren't in her favor.  Staff proficiency, while great in-game, isn't helpful in the DL.
Alcryst just has the problem that his damage is uninspiring without Luna, and he loses a ton of damage if he goes for Mini Bow.  Faster and tougher than Etie at least.
Hortensia is at least a spoiler!  Godlike resistance means she spoils mages hard.  Great speed too.  Low damage and extreme frailty to physical attacks are a huge problem against random scrubby physical damage dealers though.
Veyle isn't damaging, is a little slower than average, and is physically frail.  Her rare Dragon typing is wasted here.  Magic poison is a cute niche but it'll only help against the most damageless of Light healers.
Vander is just awful. Slow and inaccurate.  At least there's not much downside to using an Iron Greataxe since he shouldn't be doubling very often anyway.
Seadall is our Very Special New Entrant to Puny.  His speed is good, and can even be great! Some evasion too.  Too bad his damage fails forever.  He can't even break defense against even marginally above-average defense.
« Last Edit: February 19, 2023, 08:14:04 PM by SnowFire »

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Re: Fire Emblem, Engage!
« Reply #5 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.
« Last Edit: October 21, 2024, 04:53:49 AM by SnowFire »

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Re: Fire Emblem, Engage!
« Reply #6 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.
« Last Edit: November 10, 2024, 05:01:36 PM by SnowFire »

SnowFire

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Re: Fire Emblem, Engage!
« Reply #7 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.
« Last Edit: October 22, 2024, 04:36:51 AM by SnowFire »

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Re: Fire Emblem, Engage!
« Reply #8 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.
« Last Edit: October 22, 2024, 03:22:47 AM by SnowFire »

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Re: Fire Emblem, Engage!
« Reply #9 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.
« Last Edit: October 22, 2024, 05:14:49 AM by SnowFire »