Azure Moon Maddening - the return. The goal of this playthrough was to use a few of the staff/church characters I hadn't used much before, and also to try out the DLC classes.
Let's talk about the classes first.
Trickster: Although it can use magic, the halved uses means you're perhaps better off thinking of it as a physical class, but it lacks a -faire (Lucky Seven is a very poor replacement) so I guess it's moot. Anyway, Foul Play is great, as anyone who has played Cindered Shadows knows. But it does lose something since it's locked to a 5-move class without canto (in CS, you just leave the Fetters of Dromi on Yuri. Here, that shit is going to the dancer so fast). Overall I think it's the weakest new class, good though Foul Play is.
War Monk/Cleric: Finally, a use for Catherine's brawling skill! And in general, if you ever wanted to have female characters punch things. Compared to Grappler, it isn't quite as mobile (still 6 move, but only has mage-level terrain ignoring) and doesn't get Fierce Iron Fist, but it can heal and gets a great mastery ability in Brawl Avo +20, which stacks nicely with Fist Prowess's higher avoid boosts for a build in that direction. Still has melee infantry problems.
Dark Flier: The trend of fliers being broken continues. Warlock used to be the standard Advanced mage job; it has 4 move. Dark Flier has 7, flight, and canto. Wellll then. It also has a speed focus to a far greater degree than any other mage job, with a +4 speed mod (no other mage exceeds +1) and a speed growth boost, though the magic is a bit lower to compensate. It's not perfect, as you do lose out on Black Uses x2 and there's only one flying batallion which raises magic, so if you build multiple the extra ones will lose a bit of punch beyond just the lower magic.
Valkyrie: Horse mage. Only 6 move, but again, that still beats the hell out of 4. And they get Black/Dark Range +1. Yes, you read that right: there is finally an Advanced class that dark mages (except Hubert
) can use which has a passive that actually benefits them. Anyway, expanded range is always great, this is basically the Bow Knight of mages, only available in Advanced tier. While I transitioned to Dark Knight (1 more move, 3 more damage, 1 less range), there's a case not to. And finally, like War Cleric it has a great mastery ability: Uncanny Blow grants a massive +30 hit on player phase.
Very disappointing that not one but both of the new mage classes are genderlocked. This definitely tilts things towards the female mages relatively. I'd also say the new classes are a particular boon to Lysithea (gets way better in Advanced tier than before) and Marianne (her riding/flying proficiencies matter more and being only neutral in Reason neutral hurts her less), while less of a boon to Dorothea (misses Black Uses x2 and is weak in both Riding/Flying) with the male mages obviously faring the worst. Mercedes and Annette fall somewhere in the middle, benefitting generically.
Overall, Dark Flier > Valkyrie > War Cleric > Trickster
Anyway, time to break down the units from this playthrough... mostly talking about one new build in particular.
Dimitri: Brigand -> Wyvern. No it's not hard to get him to this, while getting authority even. He's a hell of a good wyvern with that strength + Brave Axe option + good stats otherwise, basically Edelgard without Raging Storm.
But wait, that's not all! I set him up with Battalion Vantage and Battalion Wrath this playthrough. How these skills work is that if you battalion is below 1/3 health, you get Vantage and Wrath, i.e. strike first on the enemy phase with +50 crit. Toss in Cichol Wyverns (+15 hit/crit), an adjutant, an Accuracy Ring, and a Killer Axe+, and Dimitri will strike first with near-100 hit and crit against anything that initiates on him. It's only range 1, you say? The Retribution gambit says differently, granting 5 turns of Distant Counter twice per battle. Now it's range infinite. This even works on Meteor/Bolting mages, which is absolutely cathartic on the final Azure Moon map (still had three Divine Pulse uses figuring out how to have my other PCs kite the range of the reinforcements properly though...). It's not perfect, because monsters + some fortress knights can survive the crit, and some attacks (staggering blows, ballistas, fire orbs, AM final's range-30 move) are uncounterable. Also those hit/crit numbers usually aren't quite 100, and either not kicking in can be bad! Both because enemies who actually attack might kill Dimitri (particularly fast mages) and because any damage he takes damages his already injured battalion, and if it retreats, you're fucked (the skills stop working). Dimitri's high evade from his personal does help here a bit admittedly. There's no way to partially heal battalions between fights either, sadly. I ended up settling with a setup of Battalion Vantage, Battalion Wrath, Axe Prowess, Death Blow, and Defensive Tactics, so the Cichol Wyverns could take 140 damage between reaching Vantage/Wrath territory before retreating. It was barely enough, they would have retreated in the final battle on the very turn I won.
Anyway, if it's not obvious, stupidly good PC. Is Battalion Wrath/Vantage better than Raging Storm? I dunno. It never matters since they don't compete. (And before you ask: no other PC gets both Battalion Vantage and Battalion Wrath, and one without the other ain't special.)
Byleth: Brigand -> War Cleric. Byleth brings the strength to punch things well, and solid speed so quadding is an option against slower things. Melt some monsters. Also had really high charm and since Dimitri was on a wyvern, she got the mighty King of Lions battalion and its silly gambit. Was quite good for a while though at the end, was definitely surpassed by a certain someone.
Catherine: Brigand -> War Cleric. Since she doesn't have charm, it made sense to prioritise her battalion for avoid instead (the good avoid battalions don't have offensive gambits, I used Gautier with Stride), and she was over 100 avoid which is nifty. So a dodge-tank who could punch things to death pretty well.
Alois: Brigand -> Grappler. You have to drop him back into Brigand when you get it which kinda sucks, and he does need it for long-term value. Obviously worse than Byleth and Catherine by a huge margin (even once he catches up, he's much slower and can't heal), until he got Fierce Iron Fist, which did give him a nice offensive push against things that are hard to double. Rally Str+Luck is okay.
Ashe: Brigand -> Sniper -> Bow Knight. Well y'know, left side of Reunion of Dawn and all that. Kinda his generic self, has thief utility and decent but not exceptional speed and iffy strength, so he's bad at killing things that don't fly but at least he can hit whatever he wants and offers good linked attacks.
Annette: Mage -> Dark Flier. Compared to Wyvern Annette, she loses a bit of power off her axe combat arts but gains her spells back and is faster, which is a winning trade. I won't even talk about infantry mage Annette. An okay mage (the spell list is still kinda bad although her relic does help) with Rally Str/Speed and flier-killing. Good authority lets her reach Nuvelle Fliers quickly which is nice.
Marianne: Mage -> Dark Flier. The only non-dancer Physic user on this run, she was obviously invaluable (same as last run, funnily enough). Didn't have as much raw power as my other mages (no +mag gambit, her Soulblade isn't as potent as Annette's Dust/Lightning Axe) but was speedy with great res.
Lysithea: Mage -> Valkyrie -> Dark Knight. Loads of power off her limited-use spells. Valkyrie does a lot for her as already mentioned, and it had the bonus of speeding her to both Move+1 and Dark Range+1, which was great. Those + Uncanny Blow + Fiendish Blow + Reason Prowess is a hell of a skill loadout. I barely used her Warp since she was too busy reliably killing things.
Hanneman: Mage -> Warlock -> Dark Knight. Oh dear, Hanneman has problems. First off, he misses out on Draw Back which other mages have, that's a notable loss. Then, he's stuck in Warlock in tier 3. He does get Meteor, but not until A+ Reason, unlike Dorothea who gets it at A (and in fact can quite possibly have it around the time he joins). And his speed/durability is awful. He's still a mage with Meteor/Thoron and his raw magic is just behind Lysithea, so he's not devoid of worth.
Manuela: Monk -> Trickster. Unlike Hanneman I did have her fall back to Monk for Mag+2/Draw Back, but this is because she has a harder time getting to Mage for Fiendish Blow, so not really a win. Anyway she ended up with no power at all but lots of utility: Draw Back, Warp (limited range), Foul Play. I laser-focused Reason for her (she's bad it) so she could get Bolting and thus give her some much needed link attack utility.
Seteth: Wyvern. He joins late enough that I felt I couldn't justify a backtrack for Death Blow. Anyway, he runs around and Swift Strikes things, though unless they're on a horse or very squishy he usually falls short of ORKO, so he likes friends who can chip things a bit first. Decent def but bad speed. He doesn't compare with the better student wyverns, but being on a wyvern with essentially a free brave weapon (lower power but higher hit) definitely gives one a decent baseline performance in this game.
Hapi: Mage -> Dancer. Hapi's kinda like Dorothea, with below-average-for-a-mage magic but a good spell list (Death, Physic, Banshee, late Warp... no Meteor though). I considered benching mine when she wasn't turning out well for stats, but hey, Dancer solves everything.
I definitely missed not having Pegasus Knight on this run, and only having one high-tier physical flier.
MVP was of course Dimitri, LVP was one of Alois/Hanneman/Manuela. Of note, I briefly tried to use Gilbert, who rewarded me with a 0-stat level, and even disregarding that is clearly... significantly worse than Alois, which is a very bad place to be indeed. Just in case there was any doubt who the worst PC in the game is.