Fire Emblem Fates FAQ/Walkthrough
Written by Renny Y.
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TABLE OF CONTENTS
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Introduction..........................................................[INTRO]
FAQ Updates...........................................................[UPDAT]
Starting Advice.......................................................[START]
Basic Info............................................................[BASIC]
Avatar Creation.......................................................[AVATA]
Mechanics and Formulas................................................[MECHA]
Skills................................................................[SKILL]
My Castle.............................................................[CASTL]
Characters............................................................[CHARA]
Reclassing............................................................[RECLA]
Walkthrough...........................................................[WALKT]
All Routes Chapters..............................................[START]
Prologue: Ties That Bind....................................[CHX00]
Chapter 1: Nohr.............................................[CHX01]
Chapter 2: The Gift of Ganglari.............................[CHX02]
Chapter 3: Journey Begins...................................[CHX03]
Chapter 4: Hoshido..........................................[CHX04]
Chapter 5: Mother...........................................[CHX05]
Chapter 6: The Path is Yours................................[CHX06]
Birthright Route (Hoshido).......................................[BIRTH]
Chapter 6: In the White Light...............................[BIR06]
Chapter 7: A Vow Upheld.....................................[BIR07]
Chapter 8: Fierce Winds.....................................[BIR08]
Chapter 9: Land of Gods.....................................[BIR09]
Chapter 10: Ninja Village...................................[BIR10]
This is (or will be) a FAQ Walkthrough that will try to cover as much of the
game as I possibly can, considering that I just bought the Hoshido and Nohr
routes a few days ago, and I’m still trying to finish the second route to give
a more “complete” insight for strategies and possibilities (I have to pass it
three times in each difficulty, so please be patient). However, I hope that
this guide can help you to advance in the game and make it a little bit easier,
even in Lunatic difficulty. I’m hoping to AVOID Spoilers as much as I can,
but... I can’t promise that this will be totally Spoiler free, so, use it at
your own will.
V 0.1: This version includes the Walkthrough for Prologue and the first five
Chapters (Before deciding between Hoshido and Nohr), with a few basic stuff and
some characters. It also includes a Reclassing guide.
V 0.1.1: Included Walkthrough for Chapter 6 Hoshido.
V 0.1.2: Included Walkthrough for Chapter 7-Hoshido and a Skillset/Reclassing
section for each character.
V 0.1.3: Included Walkthrough for Chapters 8 - 10 for Hoshido route, Paralogue
1 and the Hoshido Skills Section. Also, now the maps are before the chapter
description... I think it might feel better organized that way.
V 0.1.4: Added a section for Starting Advice and a few more things on the Basic
Info.
Fire Emblem Fates is a pretty complex game, and if you are not familiar with
the concept, the first thing that you should take into account is “KEEP CALM”.
A lot of factors can be troubling and not easy to get, but you will be getting
them clearly as long as you keep going.
Even if you are new to this kind of game, I would recommend going through it in
Classic Mode. While of course Phoenix Mode or Casual Mode would be easier, they
will downgrade the difficulty to a degree that you will not enjoy the game as
much as you should, trying to train your units and playing smartly to save all
of them. Sure, sometimes that could be frustrating when you have to start again
the same chapter a few times, but it will lead you to better strategies.
Another basic advice is to look closely at your characters stats. If you keep
giving experience to a weak unit just because you “like it”, will give you huge
trouble in the long run. Also, giving them too much experience and not training
a group of units will also hurt you (around 12-15 units will be enough if you
don’t wanna train too many).
Another strategy is looking at the enemy AI. They will normally attack the most
defenseless enemy, but they will also attack your unit with the weaker defense
– resistance at range if they could kill it in one hit – round. Because of that,
you can sometimes attract the attention of large groups of enemies, just
putting a character with huge defenses (Rinkah – Silas for Hoshido, Xander –
Benny for Nohr and Revelations) without a weapon.
Finally, don’t be afraid of going through easier difficulties if you feel that
the challenge might be too much for your patience. FE Fates will still have a
nice difficulty, even in Normal mode. Of course, this guide will also help you
to get through those hard - lunatic episodes (or at least that’s what I hope)!
However, even if you like to try Lunatic, DLC’s will also give you some help in
case you might be regretting your choice a little.
Enjoy!
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BASIC INFO [BASIC]
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* Pair Up – Guard Formation: Defensive formation that will allow one character
to gain a few extra stats and the possibility of activating Dual Guards in
exchange for denying offensive formations and using two characters at the same
time with just the principal one attacking. Both units can change their
position (Principal and secondary) without losing Dual Guard Points.
* Follow Up: This is what advanced players know as “Doubling”. Follow ups will
let you attack twice with your Character, and this activates if your character
speed is five or more points higher than the enemy. Of course, this also
applies for the enemies and that’s why sometimes the slow units tend to be
ditched quickly. There are some weapons that lower or increase your Follow Up
Speed, and while those affect your attacking speed for doubling, they DO NOT
affect your speed for evasion. Also, they don’t totally ensure to do the Follow
up or to receive a follow up, so you can safely use a Follow Up lowering speed
weapon in a fast unit.
* Offensive formation: Strategy that will allow your attacking characters to
gain the possibility of doing an extra attack with your supporting character.
To activate this, the supporting partner must be adjacent to your attacking
character. The supporting partner attack will deal half the damage it will
normally deal (if it hits with a Shuriken or Dagger, the stat drops will remain
the same) and will only attack one time, even if it can normally double the
enemy.
* Weapon Triangle: in Fire Emblem Fates, almost every weapon (Excepting
Beaststones, Dragonstones and the like) works under a Rock-Scissors-Paper
System, with:
Sword/Katana – Magic beats Axe/Club – Bow/Yumi.
Axe/Club – Bow/Yumi beats Lance/Naginata – Dagger/Shuriken.
Lance/Naginata – Dagger/Shuriken beats Sword/Katana – Magic.
If a weapon beats another, automatically gets extra damage and hit rate, while
the loser weapon gets lower damage and hit rate. However there are a few
weapons that reverse this triangle (for example, Dual Katana will be effective
against Lances, Naginatas, Daggers and Shurikens but will be weak against Axes,
Clubs, Bows and Yumis) and will also double the effects, so you should be
careful when some of them are in enemy hands.
* Reclassing: Reclassing will allow you to change the class of your characters,
modifying their growth rates and allowing them to get extra skills from said
class. This can allow some units to get a few extra points on a weak stat or
just getting some skillsets to plow through the opposition or support
effectively your team. There are four ways of reclassing:
- Master Seal: The master Seal will allow your units in a basic class to
promote into one advanced class and keep gaining 20 more levels. A
Master Seal can be used for units with a level of 10 or higher, but
it’s recommended that you use those only after getting into level 20
(to use those extra levels for growing some stats). This is also
called “Promoting”.
- Heart Seal: The Heart Seal will allow your units to get into a new
class, predefined by the game (or one of the promoted classes from
those basic classes that each unit has). For example, while Kaze
normally is a Ninja, he also has Samurai as a secondary class, and
then he could switch between Ninja and Samurai with a Heart Seal or
between any of its promotions (Master Ninja, Mechanist, Swordmaster
and Master of Arms) after using a Master Seal. While most characters
have only two classes, some pre promoted units (like Gunter) and most
of the children will have three available basic classes.
- Partner Seal: The Partner Seal will allow your married units to get
the principal basic class (and their promotions) from their spouse. If
both, the husband and wife, have the same principal class, they will
be sharing their secondary class. However, if the basic class of the
wife is the secondary class of the husband or viceversa that will mean
that they will be receiving repeated classes. For Example if you marry
Takumi with Oboro, Oboro will get to Archer Class with a Partner Seal,
while Takumi will get Spear Fighter class. However, Takumi could also
get to that class through Heart Seals, meaning that while Oboro gets
an extra class, Takumi doesn’t.
- Friendship Seal: The Friendship Seal will allow your characters to get
the principal basic class of the same sex unit that gets an A+ support
with it. However the A+ support doesn’t have to be mutual and that
will allow you just to get some skills from one character without
compromising the chances of others. This is useful to get some classes
that your units couldn’t be getting after Heart Seal or Partner Seal
reclassing.
* Supporter: This is a kind of unit that specializes on supporting the whole
army, more than attacking or receiving attacks themselves. Usually they are
healers, with buffing skills like Rallies for boosting stats and/or Amaterasu-
Inspiration for area healing and damage reduction respectively.
* Debuffers: This is also a kinda support unit, but this one normally needs to
attack to do some effect. Debuffers usually attacks from a range that will
allow them to not get counterattacked and uses Daggers or Shurikens to give the
enemies even higher penalties. The skills for this kind of units are usually
Sealing skills (After fighting this unit, the enemy receives a -6 penalty in
the respective stat) or those that reduces HP passively like Poison Strike,
Savage Blow or Grisly Wound.
* Tank: This is a unit that usually does have huge defenses and nice attack but
“not so hot speed”. They can be used to block enemies in a narrow path and
allow your distance units to maim them without worrying a counterattack. If
they do not have enough speed to do follow ups against a few enemies then you
could give them Wary Fighter to avoid being doubled. Other skills that will
help them will be Renewal, Sol and Lifetaker for healing and Pavise – Aegis for
occasional damage reduction.
* Speedster: This kind of units usually has great speed and decent Strength
and/or Magic, but lower than average defenses and then, they need to rely on
evasion – Weapon Triangle advantage to not get huge damage. This kind of unit
uses “Faire” skills for increased damage and “Breaker” skills for increased
avoid against a specific weapon. Also Quick Draw, Duelist Blow, Armored Blow
and Warding Blow are pretty nice on this stereotype as are some offensive
skills like Astra or Luna.
* Wallbreaker: This kind of units has HUGE Strength or Magic, but less than
enough speed and defenses, which makes them, glass cannons. They can usually
kill the enemies in ONE single blow with ease, but if they get countered, they
will probably die easily. Skills for this class of units are the “Faire” skills,
Life or Death, Spendthrift, Death Blow, Rend Heaven, Gamble and Quick Draw to
get maximum damage for that single blow.
* All Around: This kind of unit is pretty balanced, having decent stats
everywhere, but without anything being particularly high. Usually this kind of
unit has some trouble doubling faster enemies, dealing enough damage against
enemies with high defense/resistance or resisting enough attacks to tank. This
kind of unit can use effectively almost any skillset, as long as they adjust
them accordingly on the class that they have at the moment (tankish sets for
General-Great Knight classes, speedy sets for Swordmaster – Spear Master
classes, supporter sets for healing classes, etc).
* Skillfull: This kind of unit normally has lower numbers in every stat than
your average but will have a HUGE skill stat, which will be perfect for
activating a few offensive skills like Astra, Luna and Sol. Also, this kind of
unit loves to do non-counterable attacks to use the combo Lethality+Quixotic,
which will also drastically increase the activation rate of all of this kind of
skills.
Skills have been included in a few Fire Emblem games now (Fire Emblem 4, 5, 9,
10, 13 and now this one the 14th!), and they allow a few units to do some
special things depending on their capabilities to activate them. Almost all of
those Skills have a chance of activation based on Skill (the stat) or Luck, but
some of them can be activated by a command in menu, by fulfilling some
conditions or they are just always activated. Here in Fates, each character has
5 spots for equipping skills, and one personal skill that will be kinda
different on each character.
* Duelist Blow: Grants Avoid +30 when the unit initiates combat.
Class: Samurai Lvl. 1
Comment: This is a pretty decent skill for those units with high evasion
but not so hot defenses, to allow them to attack and then be covered by
other strong allies without worrying about being hit in your turn.
* Vantage: At start of combat, if HP=50% or less, always strike first, even
when attacked.
Class: Samurai Lvl. 10
Comment: Vantage is relatively useful, because it can allow a damaged unit
to keep beating enemies before being attacked, however it’s also going to
be pretty rough to destroy enemies in just one attack unless your character
activates some other skills frequently and then your unit can still be
killed.
* Astra: Strike five times at half damage. Trigger % = (Skill stat x0.5).
Class: Swordmaster Lvl. 5
Comment: This is an amazing offensive skill, especially now that it doesn’t
consume weapon uses. The activation rate is pretty low, but it can be good
enough with Quixotic on a character with high skill like Takumi. Another
advantage is that every hit can also be critical for even more damage in
one round.
* Swordfaire: +5 damage dealt if using a sword/katana.
Class: Swordmaster Lvl. 15
Comment: Another good skill for units that uses this kind of weapon. Of
course it will be preferred on units that only uses swords/katanas like
Swordmasters, to avoid having a wasted skill spot.
* Aptitude: Adds 10% to each stat’s odds of increasing at level up.
Class: Villager Lvl. 1
Comment: This is one of the best skills in the whole game, just because of
the significant boost to the growth rates that it gives. Sadly it’s only
for Mozu and her child, since they are the only ones who could get to the
villager class.
* Underdog: Hit/Avo+15 if a foe’s level is higher. (For adv. classes, add +20
to level)
Class: Villager Lvl. 10
Comment: While it can be useful for training an underleveled unit, it’s
actually worst than it looks because if you really decide to train Mozu or
her child, they will be soon leveled enough to not be activating this
ability.
* Seal Strength: After combat, reduces enemy Str by 6 (recovers 1/turn).
Class: Master of Arms Lvl. 5
Comment: While this seems like a potent debuffer, it’s actually kinda iffy
because you will want to kill enemies as soon as possible and it doesn’t
activates the same turn you attacks, so, the enemy has to still be alive to
get this activated. However it can still be nice on specialized debuffers
that do not expect to cause much damage and do not get attacked back.
* Life or Death: During combat, +10 to damage dealt and taken
Class: Master of Arms Lvl. 15
Comment: This ability is the epithome of a two edged blade. While it can
help you to defeat strong foes, it would also make your character prone to
get beaten in a few hits. The only characters that could benefit from this
are those with absurdly high evasion rate or those who can just beat the
enemy in one hit, with the latter generally using also Vantage to keep
attacking first after getting under 50% HP.
* Potent Potion: Makes most HP-recovery and stat-boosting items 150% as
potent.
Class: Apothecary Lvl. 1
Comment: While it might not seem useful, it’s actually pretty decent, since
it will also give you extra stats from tonics which will help a lot on
higher difficulties and will allow your units with decent defenses to keep
receiving attacks and healing themselves with some concoctions without
risking your healers.
* Quick Salve: Can take another action after using a recovery item or tonic.
Class: Apothecary Lvl. 10
Comment: Another ability that will be perfect for those characters that
frequently needs to get “solo” against a group of enemies, allowing it to
not only heal itself but then attacking to weaken some enemies or to take a
better position for the next turns.
* Profiteer: Get a gold bar on each of unit’s first 7 turns. Trigger % = (Lck
Stat)
Class: Merchant Lvl. 5
Comment: This ability is absolutely needed if you want to use Spendthrift
but it’s also useful for getting extra cash (especially in Nohr). Of course,
do not expect to get more than one or two Gold Bars each episode unless
your unit has exorbitant luck, which will be pretty improbable through the
main game. Also, to activate it the unit HAS TO finish his/her turn through
attacking or the “Wait” command.
* Spendthrift: When attacking, unit spends a held gold bar for +10/-10 to
damage dealt/taken.
Class: Merchant Lvl. 15
Comment: Well... This is a mixed bag, because is terribly potent but at the
same time, spending 300 Gold each time you attack is definitely a problem,
especially when you can’t decide when to use it or not (this skill will
always be activated whenever you have a Gold Bar in your inventory).
* Locktouch: Allows the unit to open doors and chests without keys.
Class: Ninja Lvl. 1
Comment: If the chapter does have doors and chests, this skill will be
absolutely important, but if not, you can totally replace it.
* Poison Strike: Enemies lose up to 20% HP after any combat this unit
initiates.
Class: Ninja Lvl. 10
Comment: This skill will only be useful to increase the damage output in
units with low strength used to debuff and then it could be pretty nice in
tandem with Sealing abilities.
* Golembane: Enables unit to deal bonus damage to mechanists, automatons and
stoneborn.
Class: Mechanist Lvl. 5
Comment: Another kinda underwhelming skill because Mechanists, automatons
and stoneborn are actually pretty scarce through the game. At least you can
equip it whenever you need it for beating those in few hits (especially
stoneborns that are pretty much annoying).
* Replicate: Grants use of replicate command. Use once per battle to create a
replica.
Class: Mechanist Lvl. 15
Comment: Another broken skill. What is scarier for the enemy than
confronting your monstrous units? Confronting TWO sets of them. This also
aplies for buffing in your team since having two characters with abilities
like Inspiration and Amaterasu will allow you to cover more area. Sadly,
the replica and the unit will share the same HP pool which means the damage
done to the replica will also be inflicted in your unit and therefore you
will need to take care of BOTH at the same time. Also, Azura’s replica
can’t sing...
* Lethality: Fell an enemy in one hit (the hit must do damage). Trigger % =
(Skill stat x 0.25)
Class: Master Ninja Lvl. 5
Comment: While destroying enemies in one hit is pretty amazing, the
activating rate of this skill is not. It still is a useful skill for
destroying random enemies now and then, but is far from reliable. At least
with Quixotic, this ratio can be increased to more than 20% which is still
far from perfect, but will allow you to see it occasionally.
* Shurikenfaire: +5 damage dealt if using a dagger/shuriken.
Class: Master Ninja Lvl. 15
Comment: Like Swordfaire, Shurikenfaire will be pretty good for those units
which main weapon are shuriken or daggers, but it will not be that good in
those that usually goes through different weapons in the chapter.
* Seal Resistance: After combat, reduces enemy Res by 6 (recovers 1/turn).
Class: Oni Savage Lvl. 1
Comment: Like almost every Sealing skill, this one works the best on units
specialized on debuffing strong enemies. Also, this one isn’t that much
troubling in the enemy because many of them actually have pretty low
resistance nonetheless.
* Shove: Grants use of the shove command. Use to push an adjacent ally away
one space.
Class: Oni Savage Lvl. 10
Comment: Another not so hot skill, only designed I guess for covering some
Spaces and/or giving extra movement to one of your units. While it can save
you from some miscalculations, it will mostly be used to push Azura, your
healers or a terribly weakened unit out of the danger zone after doing
their job.
* Death Blow: Grants Crit+20 when the unit initiates an attack.
Class: Oni Chieftain Lvl. 5
Comment: Excellent for strong units with naturally high critical ratio and
good Strength/Magic which will make them OHKO machines especially if they
are slow and have only one shot at dealing damage each turn. Besides that,
isn’t very good because it will only be activated at player’s turn.
* Counter: Damage taken from an adjacent attacking enemy is also dealt back
to that foe.
Class: Oni Chieftain Lvl. 15
Comment: Hmph... While Counter is a PAIN when the enemies get it, it’s
actually pretty bad when you use it, basically because the enemies do not
care at all about receiving damage and losing units, but you will do for
sure (especially on classic games) and you will need to receive HUGE damage
for this to be really considerable against the enemies.
* Salvage Blow: ***********************************
Class: Blacksmith Lvl. 5
Comment: Another useful skill for money, since it can help you get a lot of
Iron Hoshido Weapons which can be forged or sold to get some other things.
So, besides money control and easy forge in Hoshido, this skill can’t do
anything else.
* Lancebreaker: Grants Hit/Avo+50 if the enemy is using a lance/naginata.
Class: Blacksmith Lvl. 15
Comment: This is a pretty decent skill for those units using Swords or
Tomes to make Lances/naginatas uneffective, or to make Axe/Club – Bow/Yumi
users absolutely untouchable against this kind of weapon. However this as a
lonely breaker skill gets a little bit “situational” because only covers
Lance/naginatas, but it can be pretty killer with other “Breaker” skills.
* Seal Defense: After combat, reduces enemy Def by 6 (recovers 1/turn).
Class: Spear Fighter Lvl. 1
Comment: Another decent skill for debuffers, especially against heavily
armored guys, like some bosses, but not that hot if your units have decent
Strength-Magic to plow through high defense enemies.
* Swap: Grants use of the Swap command. Use to switch spaces with an adjacent
Ally.
Class: Spear Fighter Lvl. 10
Comment: Another skill that will be mostly unused in your army, unless you
get into bad situations because of a miscalculation. This could also help
in defensive maps to just move away one of your tanks and replace it for
other without risking your healers.
* Seal Speed: After combat, reduces enemy Spd by 6 (recovers 1/turn).
Class: Spear Master Lvl. 5
Comment: While it might seem similar to Seal Strength and Seal Defense,
this one is actually the best debuffer, because it will allow your slow
units to double your enemies or avoid being doubled, while also reducing 9
points of evasion, which will make a few things like Ninjas and Swordmaster
much less of a problem for your army.
* Lancefaire: +5 damage dealt if using a lance/naginata.
Class: Spear Master Lvl. 15
Comment: Again, another skill usefull for Lance/Naginata users, specially
for Spear Masters since you will be sure to always have that kind of weapon
equipped.
* Magic+2: Grants Mag+2
Class: Diviner Lvl. 1
Comment: While the boost will be nice at the start of the game, you will
probably unequip this as soon as you get better skills like Tomefaire which
will give you much more raw damage than a measly +2 to Magic.
* Future Sight: Double EXP if the unit attacks and defeats an enemy.
Trigger % = (Lck stat)
Class: Diviner Lvl. 10
Comment: Since many natural Diviners have such a hard time getting
experience because they are pretty weak, this ability will be pretty good
to level them a little bit faster. However when your Diviner get into a
nice level you can just unequip it.
* Rend Heaven: Deal half foe’s Str or Mag as bonus damage. Trigger % = (Skill
stat x 1.5)
Class: Basara Lvl. 5
Comment: This is one of the BEST skills in the entire game. Rend Heaven
will give you extra damage easily as long as you attack magic enemies with
Magic and physical enemies with physical weapons. Also, having a high
activation rate will make it much more reliable than others like Lethality
or Astra.
* Quixotic: ********************************
Class: Basara Lvl. 15
Comment: Quixotic is a perfect ability for characters that have a lot of
skills with a Skill% or Luck% activation rate, especially those with
Lethality to drastically increase the activation. However this is also a
double edged sword because your enemies will also have those chances
increased and will give them A LOT of extra Hit, and therefore your unit
should have huge defenses or attack without being counterattacked.
* Miracle: if HP > 1, survive a lethal attack with 1 HP remaining. Trigger %
= (Lck stat).
Class: Shrine Maiden/Monk Lvl. 1
Comment: This is a pretty unreliable skill since even if your unit has high
Luck Stat, you have to take a really risky chance. However, it can be nice
for some mistakes or reckless plays. IMO you could use it as long as you
don’t have anything better.
* Rally Luck: Use “Rally” to grant Lck+8 to units within two spaces for one
turn.
Class: Shrine Maiden/Monk Lvl. 10
Comment: While Rally Luck might seem just lacking, the extra Avoid –
Evasion and Hit will be pretty much appreciated, especially when combined
with other “Rally” skills like Rally Speed. If you are building a supporter,
this will be handy, but if not it’s another skill that you can use only
until you find some other things like Renewal or a “Faire” skill.
* Rally Magic: Use “Rally” to grant Mag+4 to units within two spaces for one
turn.
Class: Onmyoji Lvl. 5
Comment: Another Rally skill, but sadly this will be less versatile than
Rally Luck-Speed because it will be useful only for your magical units and
you will usually have less magical units than physical units. Even with
that, it will still be decent for buffing your mages in tandem with another
rallies like Rally Luck and Rally Speed.
* Tomefaire: +5 damage dealt if using a tome/scroll.
Class: Onmyoji Lvl. 15
Comment: Like all “Faire” skills, this one will be pretty good for tome
users, especially Onmyojis and Dark Mages, and can make the damage input
from some hybrid classes like Basara and Oni Chieftain to be decent enough
in both spectres.
* Renewal: Restores up to 30% HP at the start of each turn.
Class: Priestess/Great Master Lvl. 5
Comment: Another pretty important skill, because it will activate each turn
and will keep your defensive units healty enough without needing to have a
healer. Combine this with other healing skills like Amaterasu, Camaraderie
or Life Taker, to make your healers absolutely unneeded!
* Countermagic: Magic damage taken from an attacking enemy is also dealt back
to that foe.
Class: Priestess/Great Master Lvl. 15
Comment: Similar to Counter, this will be a pain in the enemies but pretty
shitty on your units, because you will want to receive next to no damage
and this will only be relevant after receiving a lot of damage. The only
possible (but unreliable) use is with high skilled units and Sol getting
health back now and then.
* Skill+2: Grants Skl+2
Class: Archer Lvl. 1
Comment: Like all of this kind of skills, it will be decent when you just
don’t have anything better, but it will be outclassed and probably replaced
when you start reclassing and getting much better skills like Rend Heaven.
* Quick Draw: This unit deals +4 damage when initiating combat.
Class: Archer Lvl. 10
Comment: This skill is pretty useful for those units that you expect to use
for distance attacking without getting any attacks in the enemy turn (like
Archers – Ninjas – Butlers/Maids), but not so hot in those that usually
gets in the front.
* Certain Blow: Grants Hit+40 when the unit initiates an attack.
Class: Sniper Lvl. 5
Comment: Another pretty nice skill, but again for units that will only be
used in your turns but will not receive attacks in enemy turns. Is
specially useful for using those weapons with high power but pretty low
accuracy like Malevolent Text or Ryoma’s Club.
* Bowfaire: +5 damage dealt if using a bow/yumi.
Class: Sniper Lvl. 15
Comment: Like all “Faire” skills, this one will be pretty good for bow/yumi
users, especially Snipers and Adventurers, but can also be used in dual-
Faire builds for some classes like Bow Knight or Merchant.
* Darting Blow: Increases chance of follow-up attack when this unit initiates
an attack (+5 eff Spd).
Class: Sky Knight Lvl. 1
Comment: This skill can be pretty useful, depending on which unit you use
it. For a speedy unit will be pathetic, but for a kinda “mediocre speed-
good defenses” unit will be amazing, since it will allow you to deal huge
damage in your turn and tank effectively in the enemy turn. Then Silas,
Subaki, Effie and Jakob are amazing options for this skill.
* Camaraderie: ********************************
Class: Sky Knight Lvl. 10
Comment: Until you get something else, it can be used but don’t expect
great things from it... 10% is just too little healing each turn,
especially if you have to fulfill a condition. Renewal is FAR better than
this one.
* Air Superiority: Grants Hit/Avo+30 when battling flying enemies.
Class: Kinshi Knight Lvl. 5
Comment: This skill is pretty situational, but will be amazing for fliers
in maps with a lot of fliers. If the map doesn’t have any fliers, this is
absolutely unneeded.
* Amaterasu: Restores up to 20% HP of allies within two spaces at the start
of each turn.
Class: Kinshi Knight Lvl. 15
Comment: One of the BEST skills for healers – supporters. This and
Inspiration will form a pretty potent combo to help your front line units,
especially considering that Amaterasu STACKS with other healing effects
which means that will heal 40% HP for two Amaterasu units, and 50% with
Renewal+Amaterasu.
* Rally Speed: Use “Rally” to grant Spd+4 to units within two spaces for one
turn.
Class: Warrior Falcon Lvl. 5
Comment: One of the best offensive Rally skills. This one will allow you to
do follow ups easily or at least to avoid them. Also with Rally Luck, this
will also grant +10 avoid which is excellent for units with additional
avoid like Swordmasters, making them almost untouchable.
* Warding Blow: ***************************
Class: Warrior Falcon Lvl. 15
Comment: Another nice, but kinda situational skill. While the damage
reduction is HUGE, you will only receive that in your turn, and only
against magical units. At least will let you deal easily with those high
critical mages with Mjolnir or to attack safely a single magic enemy with a
low resistance unit.
* Beastbane: Enables unit in animal form to deal bonus damage to beasts.
Class: Kitsune Lvl. 1
Comment: This is a pretty nice skill, because it will deal super effective
damage against a few important classes (Kitsune – Wolfskin – Cavalier –
Paladin – Great Knight – Sky Knight – Warrior Falcon – Kinshi Knight, and I
think it will also against Troubadour – Strategist, but I’m not completely
sure), and it is learned really early (all of Kaden, Selkie, Keaton and
Velouria will have it naturally. Even with that, try to keep it, because it
will be pretty useful around the game, unless you use those units for
tanking. Also, this unit HAS to be in Kitsune or Wolfskin classes, so if
you plan to reclass them, just take this skill in the meantime
* Evenhanded: This unit deals +4 damage on even-numbered turns.
Class: Kitsune Lvl. 10
Comment: This is actually one of the best situational skills because it
will work in both your turn and the enemy turn, even if it’s only in even
turns. At least will allow Kaden and Selkie to be powerhouses in even turns
and then they can just get back for healing afterwards.
* Even Better: *****************************
Class: Nine Tales Fox Lvl. 5
Comment: Again, while situational, this skill will give you each even turn
a HUGE amount of auto healing, which in tandem with a few other things can
even recover 100% of Kaden and Selkie life (Renewal + Amaterasu support
someone?).
* Grisly Wound: ****************************
Class: Nine Tales Fox Lvl. 15
Comment: While this is a potent life reducer against groups of enemies (it
will work even in enemy turn), Kaden and Selkie will not be prepared for
those big groups (they will not have enough defense – HP for that), and
Keaton and Velouria will probably defeat the enemy or cause them enough
damage to make this skill not as hot as it sounds.
*****************************************************************************
MY CASTLE [CASTL]
*****************************************************************************
COMING SOON!!!!
*****************************************************************************
CHARACTERS [CHARA]
*****************************************************************************
This section will cover each character in the game and will offer a few
comments on which abilities could be the best for him/her, with a little
section to take into account any additional classes from Friends and Partners.
* CORRIN: The principal character of this game. It’s from Hoshido, but it was
kidnapped by Nohr when it was a little kid. Feeling like it has two homelands,
it has to take the final decision on which one will support on the war.
Starting Class: Nohr Prince/Princess.
Secondary Class: Whichever you decide on Avatar Creation.
Recruitment: You start with him/her.
Comment: Corrin will always be a pretty balanced character, with nice growths
all around (maybe with Resistance being the exception, especially if you take
that one as your weakness). Also the possibility of using Yato and Dragonstones,
gives him/her some versatility, since you can decide on going offensive with
swords or defensive with the additional bonus from dragonstones. Some times it
might feel a little bit slow, but it’s nothing that one Speedwing can’t solve.
Reclassing/Skillset: Since Corrin can have almost any class in the game, you
should be using whichever you like the most, generally using Hoshidan Classes
in Nohr or Nohrian classes in Hoshido. Hoshido, will enjoy Knight, Cavalier or
Wyvern Riders and Nohr will surely enjoy Diviner, Samurai and Oni Savage. Some
good skillset combinations might be:
- Dragon Fang, Hoshido Unity, Swordfaire, Luna, Astra (Needs secondary class
Cavalier and Partner/Friendship seal someone with Samurai Class). This is a
pretty balanced skillset. Hoshido Unity will increase the chances of activating
abilities (I’m not sure if it can stack with Quixotic, I would love someone who
can confirm this) and Luna, Astra and Dragon Fang are excellent for offensive
builds. If you want something a little bit more defensive, you could be
replacing one of the offensive skills with Pavise. Also if the defense of your
Corrin is lacking you could also replace Luna with Darting Blow to drastically
increase evasion in player’s turn.
- Dragon Fang, Draconic Hex, Lifetaker, Tomefaire, Tomebreaker (Needs secondary
class Diviner and Partner/Friendship seal someone with Butler-Maid and another
with Dark Mage Classes). Excellent for Magic oriented Nohr Nobles, since you
will deal huge damage with tomes and Dragonstones, also avoiding much damage if
your resistance gets a little bit low (I love to use this with +Mag –Res
combinations) and even getting extra recovery, without losing the ability to
use Yato on Dark Knight class. You could even replace Dragon Fang with Seal
Magic to reduce even further magic attacks.
* FELICIA: She is one of Corrin servants and is originary from the Ice Tribe.
She is also Flora’s Sister and daughter of the Ice Tribe Chief. While she is
pretty effective as a warrior, is very clumsy as a maid.
Starting Class: Maid
Secondary Class: Mercenary
Recruitment: She will join at Chapter 2 if Corrin is Male (Lvl 1) or at the end
of Chapter 15 if Corrin is Female (Lvl 13). Felicia will not be available in
Chapter 4 and 5.
Comment: Felicia isn’t a good unit for fighting, unless you change her to a
Strategist because her Strength and defense are absolutely lacking. As a
Strategist, she can deal heavy magical damage as long as you train her weapon
level a little bit, while keeping the ability to use Staves. Another option is
trying to get the Flame Shuriken that will deal magical damage and using her to
kill enemy units with low resistance (of course this also applies for other
classes and magical weapons like Levin Sword). Compared to Jakob, Felicia is
much more of a healer than a fighter.
Reclassing/Skillset: Since Felicia is absolutely fragile, she will enjoy being
a Strategist for fighting. If you want to use her as a healer, keep her a Maid
to have better defensive stats. Onmyoji is also a nice class since you can keep
the staff usage; however she can only reclass there, with a Partner class and
being married to Hayato, Azama or Kaden. While Hero and Bow Knight can give
Felicia a few nice skills, you should try to avoid being in those classes for a
lot of levels because their growths are simple lacking for what you should be
using Felicia.
Some good skillset combinations might be:
- Demoiselle, Live to Serve, Tomebreaker, Inspiration, Shurikenbreaker. Perfect
defensive skillset for Felicia. Tomebreaker + Shurikenbreaker will be probably
enough to avoid damage because she will not be in the front lines and
Yumis/Bows will have triangle disadvantage against Felicia’s Tomes, making
ranged weapons pretty ineffective against her. Strategist can be an excellent
final class for this skillset, but if you wanna make her a little bit more on
the offensive side and she is married with Kaden, Azama or Hayato, she could
end as a Diviner and replace Demoiselle/Live to Serve with Tomefaire.
- Tomebreaker, Shurikenbreaker, Axebreaker, Bowbreaker, Inspiration. (Needs
Friendship Seal with Flora)
A different approach on a defensive Skillset. This will allow Felicia to only
worry about Swords and Lances and be played a little bit more aggressive being
near the front lines and supporting the entire group. Again, Tomefaire can
replace another skill (Probably Inspiration) to make her more powerful but less
supportive.
* JAKOB: She is one of Corrin servants and while is originary from a noble Nohr
house, it has been apart from them. Is a reserved and quiet man, totally
devoted to Corrin service and good at fighting and serving.
Starting Class: Butler
Secondary Class: Cavalier
Recruitment: He will join at Chapter 2 if Corrin is Female (Lvl 1) or at the
end of Chapter 15 if Corrin is Male (Lvl 13). Jakob will not be available in
Chapter 4 and 5.
Comment: Jakob is the second servant and is much more of a fighter than Felicia,
while lacking a little bit on the healing department. Jakob will be a little
bit fragile and not absurdly strong, but it will keep useful through the game
thanks to Shuriken/Dagger debuffs and the possibility of attacking and healing.
Also, getting the skills from the promoted Cavalier line will allow Jakob to
get Luna and Aegis since those will be pretty useful on him to reduce the
received damage and increase the damage inflicted.
Reclassing/Skillset: Jakob is actually pretty versatile to change into physical
classes and would have enough magic to deal a little damage if you wanna make
him a Strategist. Like Felicia, you can decide to make him a powerhouse or a
support unit through reclassing, taking into account that he can naturally go
to Great Knight which is a really good class for Physical Tanking. However if
you want mixed prowess, Malig Knight through Beruka or Camilla will be pretty
useful (You can even try going with Nyx or Orochi for a stronger magic unit,
but his natural growth isn’t usually enough to make it worthwhile).
Some good skillset combinations might be:
- Gentilhomme, Live to Serve, Tomebreaker, Inspiration, Amaterasu (Needs
Partner seal with Setsuna-Hinoka or Friendship Seal with Takumi). This is a
supportive skillset for Jakob that sadly could be done only on Hoshido and
Revelations because it needs the support from an Archer Class (In Nohr will
need F-Corrin to get Archer as a secondary class and then marry Jakob). However
it’s one of the best ones because it can give bonuses, debuff enemies and heal
each turn thanks to Amaterasu. If you are into absolutely supportive units, you
can even go Partner Seal with Kagero and Friendship Seal with Takumi and
replace Tomebreaker with Replicate to cover twice as much space with Jakob and
his buffs or Partner Seal with Hinoka for Rally Speed.
- Tomebreaker, Quick Draw, Luna, Aegis, Seal Speed (Needs Partner Seal with
Oboro, Friendship Seal with Takumi). While this is even more specialized than
the other builds, it makes Jakob an amazing fighting unit, especially as a
Butler. Quick Draw + Luna + Seal Speed will make him deal damage and make huge
debuffs to the enemies that could survive and Aegis – Tomebreaker will help a
lot to keep him healthy against magical users and with distance attacks.
- Tomebreaker, Axebreaker, Shurikenbreaker, Luna, Sol (Needs Partner Seal with
Selena). Another offensive build but for Nohr, with a lot of breaker skills and
with Luna for increased offense and Sol for occasional healing.
* GUNTER: He is one of veteran Nohr soldiers and helps Corrin in his/her
training. While he is pretty old, he also is really strong and resilient.
Gunter is really strict but gentle and caring at the same time.
Starting Class: Great Knight (Cavalier).
Secondary Classes: Mercenary, Wyvern Rider.
Recruitment: He will join at Chapter 2 and you will lose him after finishing
Chapter 3. In Nohr we will appear again at the start of Chapter 15 and in
Revelations he will appear in Chapter 7 after reaching a certain part of the
map.
Comment: Gunter is simply the Jeigan of this game. He should only be used in
the first two episodes in higher difficulties and then never be used again. He
is a little bit better on Nohr route, but even there it will be absurdly slow
and almost every single unit will be stronger than this old man. Just pass away.
Reclassing/Skillset: If you REALLY wanna use him, he should change into a
supportive class, and the only one capable of this is Butler which has to be
done through support with Jakob. At least it can give you a few buffs-debuffs...
The ONLY skill set that can be decent for this guy is:
- Gentilhomme, Rally Skill, Inspiration, Rally Defense, Rally Resistance (Needs
Friendship Seal with Jakob). As a support unit, having the ability to Rally
Defense – Resistance - Skill and also give a few extra boosts with Inspiration-
Gentilhomme, Gunter can be pretty reliable if you can keep him safe. While it
might feel like a decent option over Rally Skill, Live to Serve isn’t good
enough on him because he will probably keep Rallying each turn instead of
healing.
* KAZE: A ninja serving Hoshido, tries to find a lord to serve. It’s pretty
aloof and calm, which makes him really attractive to woman.
Starting Class: Ninja
Secondary Class: Samurai
Recruitment: She will join at Chapter 4. In Hoshido Route, you will lose him at
Chapter 15 if don’t have at least “A” rank support with Corrin. In Nohr Route
you will need to recruit him again at Chapter 11 (he will not be on your team
between chapters 6-10).
Comment: Kaze is a really fast unit, and will keep growing offensively through
the game. However, his defense growth is really lacking which will means that
while he can deal good damage, it will also receive a lot in case he gets hit.
Also, the low luck growth affects a little bit his avoiding, which will make it
a little bit hard to use to attack physical units unless doing it from a safe
distance. At least, his resistance is top notch and that will make Kaze one of
the best mage killers in the game.
Reclassing/Skillset: Naturally Kaze has access to two speedy classes, and while
Samurai might feel a little bit better because of a slightly higher Strength
growth, isn’t usually worth the trouble, because then he will need to engage in
direct combat each time and needs to grind swords, which is easier said than
done. However, through a Partner/Friendship Seal, getting into Cavalier – Great
Knight or Oni Savage – Oni Chieftain will give you that extra oomph in Strength
and those defensive growths that Kaze desperately needs. While you might feel
that Kaze doesn’t have room for it after getting better abilities; Vantage can
be a pretty useful ability in the midgame, when his defenses start to lag.
Some good skillset combinations might be:
- Locktouch, Astra, Lethality, Shurikenfaire, Replicate. This is a basic Kaze
build for distance attacks and overall utility, with increased Shuriken damage,
the possibility of applying debuffs on two enemies each turn in case you don’t
get Astra, Lethality or a Critical activated and the ability to keep getting
chests. While it might not activate that much, Lethality is always useful. Also,
if you feel like needed, Locktouch can be changed in favor of Poison Strike to
leave extra damage in those heavily guarded enemies.
- Locktouch, Astra, Lethality, Quixotic, Luna (Needs Partner Seal with Oboro,
Friendship Seal with Silas/Xander). This build is simply overkiller. Quixotic
will make Kaze to activate his abilities A LOT, and each time he activates one
of them, he will almost surely kill something. If you can have another unit for
locks, you can even change Locktouch and give him Shurikenfaire to make Kaze
even deadlier.
* RINKAH: A hot tempered woman from the Fire Tribe. She likes to look
courageous and boyish to people, but she also have a tooth for sweets. She also
respects the traditions and isolation of her clan.
Starting Class: Oni Savage
Secondary Class: Ninja
Recruitment: She will join at Chapter 4. In Hoshido Route, you will keep her
the whole game. In Nohr Route you will lose her after Chapter 5. In Revelations
Route, you will lose her between Chapters 6-8 and will get her again at the
start of Chapter 9.
Comment: Rinkah is almost the “Tank” unit from Hoshido. She can deal good
damage and will have huge defense (and decent resistance as Oni Chieftain), but
it will also have good speed. Sadly, her HP is pretty low, which will undermine
her excellent defensive capacities. If you want to use her, you will just need
to use some HP boosting items and she will tank A LOT of hits.
Reclassing/Skillset: Rinkah has many options, but the best ones for her are
those with high HP/Strength. Sadly, that only means Fighter-Berserker Class
which is only available for Revelations path, via Charlotte or Keaton. For
Hoshido, you might give her support with Silas (or Corrin with a Cavalier-
Knight Secondary class) for Great Knight which will have almost the same
growths as Oni Chieftain, but will also give her better control on Weapon
Triangle and make her a mobile tank (and she will keep Axe-Club level).
Some good skillset combinations might be:
- Seal Resistance, Poison Strike, Lethality, Quixotic, Tomefaire (Needs
Frienship Seal with Orochi). Perfect for a kinda Strength screwed – decent
Magic Rinkah. Between Tomefaire and Seal Resistance, you will be doing a lot of
damage and Poison Strike can complement this, however you could also change
Poison Strike for Replicate and then give a second debuff – finish an enemy. Of
course, Lethality – Quixotic are always useful.
- Seal Resistance, Seal Speed, Seal Defense, Seal Strenght, Poison Strike
(Needs Frienship Seal with Oboro, Partner Seal with Hinata-Ryoma). This is one
of the TOP debuffers ever. Shurikens + FOUR sealing abilities will make almost
any enemy into a pathetic little mess. Poison Strike will just round the damage
even if Rinkah has next to no offensive capabilities due to low Strength level
ups.
- Lancebreaker, Aegis, Lethality, Quixotic, Salvage Blow (Needs Frienship Seal
with Orochi – Partner Seal with Silas). If your Rinkah has been getting nice
Strength - Magic growths, you can try a more tankish - utility approach with
Quixotic trying to activate more frequently Aegis, Salvage Blow and Lethality;
and then Lancebreaker just for extra Support if you are using a Tome for damage
as a Basara – Oni Chieftain.
* SAKURA: The youngest princess of Hoshido. She is pretty shy and reserved but
she will do whatever she needs to mend the problems that appeared because of
war.
Starting Class: Shrine Maiden
Secondary Class: Sky Knight
Recruitment: She will join at Chapter 5. In Hoshido Route, you will keep her
the whole game. In Nohr Route you will lose her after Chapter 5. In Revelations
Route, you will lose her between Chapters 6-8 and will get her again at the end
of Chapter 8.
Comment: Sakura will be your main Healer in Hoshido and Revelations route and
she is pretty good at what she does. With high Speed and Luck, she will avoid a
few attacks, and will also have good Magic, and moderately decent defenses (her
physical defense isn’t high by any means but is decent for a magic user). While
Priestess is a better class for all around growths, you will probably want to
get her as Onmyoji to keep using staves and use that high Magic offensively.
Reclassing/Skillset: Sakura is another of those units that will be decent at
any class you want her, thanks to a balanced growth rate in every stat and will
have a lot of options for skillsets. Since her magic is her highest stat,
Onmyoji – Strategist will be perfect classes to keep the staff level and deal
huge damage. However she can also be a pretty good Falcon Warrior, a decently
balanced Basara, or even some supportive classes like Maid or Priestess.
Some good skillset combinations might be:
- Rally Luck, Rally Speed, Rally Magic, Tomefaire, Inspiration (Needs Frienship
Seal with Felicia/Elise or Partner Seal with Jakob). Strategist Sakura will be
perfect for this role, getting a lot of movement, Rallying abilities, tomes and
staves and also giving a nice damage reduction thanks to Inspiration – Quiet
Strength. If you want her to be even more supportive, Demoiselle can reduce
damage even further for male allies or Amaterasu can give group recovery.
- Tomefaire, Astra, Vantage, Luna, Aegis (Needs Friendship Seal from Hana and
Partner Seal from Silas or Xander). Another Skillset but designed for Onmyoji
offense with Astra + Luna is pretty good for offense and Aegis can help to
reduce distance damage. This Skillset can also be used in Swordmaster class, by
changing Tomefaire for Swordfaire.
- Tomefaire, Swordfaire, Lifetaker, Renewal, Camaraderie (Needs Partner Seal
from Leo, Friendship Seal from Hana). A Mixed Skillset designed for Dark Knight
Class. Sword + Tome boosts with HUGE recovery each turn thanks to Lifetaker +
Renewal + Camaraderie.
* AZURA: A mysterious princess from Nohr that got kidnapped by Hoshido as an
answer to Corrin’s kidnapping. She has a strange power coming from her voice
and through a song that she learned from her mother.
Starting Class: Songstress
Secondary Class: Sky Knight
Recruitment: She will join at Chapter 5. In Hoshido and Revelations Routes, you
will keep her the whole game. In Nohr Route you will lose her after Chapter 5
and will get her again at the beginning of Chapter 9.
Comment: Azura will be one of those units that you always include in your
missions even if she is underleveled or weak, just because of her utility. Her
songs can give another unit a second turn and after Level 10, she will also be
giving a few bonuses (the speed bonus is REALLY useful) to that recovered unit.
Sadly, the ability to sing is exclusive to Songstress class, so, if you want
some other skills, you will have to lose the utility of songs. You can also use
her to deal a few hits since she actually have a really nice Strength, Skill
and Speed, however she must kill the enemy ASAP because her HP and Defense
stats are pitiful and she can die easily against some strong enemies
(especially those with Clubs and Axes). If you REALLY want to fight a little
bit more with her, you have to change her class to Great Lord, since that’s the
only one with marginally higher HP and Defense growths.
Reclassing/Skillset: Reclassing Azura is a tricky thing, because she will lose
her useful singing ability. However if you want to use her for fighting she
will need much better defensive growths. Obviously, those can only be achieved
through Knight – Great Knight – General with a Partner seal with Silas, Xander
or Benny. In general, keep her as a Songtress and give her a little bit more
movement and Buffing abilities and she will be absolutely fine.
Some good skillset combinations might be:
- Inspiring Song, Voice of Peace, Foreign Princess, Inspiration, Amaterasu
(Needs Troubadour class from Elise or Jakob). This is the standard Azura
Skillset for singing – supporting. Amaterasu + Healing Descant will give 30%
healing each turn and Foreign Princess + Inspiration + Voice of Peace will give
+4 Damage Dealt, -6 Damage received against opposing country enemies which is
almost the ultimate buffing for your group.
- Luna, Aegis, Renewal, Camaraderie, Armored Blow (Needs Partner seal from
Benny, Silas or Xander and Friendship Seal with Sakura). This is the standard
for those who desperately want to use Azura as an attacking unit. Armored Blow
+ Aegis will help her defensively and synergize well with Renewal + Camaraderie
for recovery. Luna in the other way can help Azura to get into those heavily
armored enemies which could be particularly useful considering Azura has a
naturally high Skill.
* HANA: A samurai from Hoshido, one of Sakura’s retainers and her father served
King Sumeragi. While a little bit tomboyish she is pretty responsible with her
training and is always concerned by Sakura happiness. Her favorite fruit are
mandarin oranges
Starting Class: Samurai
Secondary Class: Shrine Maiden
Recruitment: She will join at the beginning of Chapter 7 in Hoshido and at the
end of Chapter 8 in Revelations.
Comment: Hana is pretty similar to Kaze, but using Swords instead of Shurikens,
which will make her a little bit outclassed as a “Strong and Fast with low
defenses” character. At least she has better strength which will make her more
damaging in the long run. However she isn’t a bad unit by any means, but having
low movement and not having range attacks to avoid being hit, makes her a
little bit more dangerous to use than Kaze.
Reclassing/Skillset: Hana is like Azura, but not so screwed in the HP/Defense
department which will give her decent growths in heavily defensive classes like
Knight or Great Knight. Also, the Priestess class can help her to attack from
distance if her defense doesn’t want to grow. Finally, Master of Arms can help
her to increase those defenses a little bit and not lose the Sword level.
Some good skillset combinations might be:
- Astra, Pavise, Swordfaire, Seal Strength, Vantage (Needs Friendship Seal From
Effie). While this can only be done in Revelations, this will be the best
skillset for Hana. Since she is so stereotypically a Swordmaster, she should
keep that class and almost every ability the will help. However Pavise + Seal
Strength will make her pretty resilient also in the physical side, which is her
only weak point. Another option in case you just miss Pavise, could be Renewal
or Miracle from Priestess Class, Armored Blow from Great Knight (Silas will
give this one), Lancebreaker from Blacksmith (with Hinata) or even Duelist Blow
which Hana will have since the beginning of the game. Finally if you feel like
she will need to activate Astra and Pavise more frequently, just go with
Quixotic from Kaden or Hayato, but that will be kinda counterproductive since
Hana should prefer to avoid damage and that extra hit for the enemies will be
more crippling than the extra probabilities of getting Pavise that turn.
- Quick Draw, Bowfaire, Astra, Rend Heaven, Quixotic (Needs Friendship Seal
with Setsuna and Partner Seal with Hayato/Kaden). This is a decent Skillset for
Hana as Archer. Since now she will not be on the front lines, Quixotic can be
used without problem, activating Rend Heaven and Astra A LOT. Also Quick Draw
and Bowfaire will give her even more damage, which will make Hana absurdly
strong from distance.
- Shurikenbreaker, Bowfaire, Swordfaire, Axebreaker, Quick Draw (Needs
Friendship Seal with Setsuna and Partner Seal with Laslow). If you love mixed
prowess for long and short range, Bow Knight will be the perfect class for Hana,
and with Bowfaire and Swordfaire plus Quick Draw, you will have +9 extra damage
in your turn regardless of what weapon you chose. Shurikenbreaker and
Axebreaker will help Hana to avoid attacks, but if you feel like you don’t need
those; Sol, Astra, Strong Riposte, Amaterasu or Duelist’s Blow are fine
replacements.
* SUBAKI: A Sky Knight from Hoshido, one of Sakura’s retainers and always
wanting to be perfect. He is very polite and gentle but absolutely strict to
keep himself apart from imperfections.
Starting Class: Sky Knight
Secondary Class: Samurai
Recruitment: He will join at the beginning of Chapter 7 in Hoshido and at the
end of Chapter 8 in Revelations.
Comment: Subaki might feel like he is perfect but as a unit, he is far form
perfect. While he has pretty nice movement, his speed and strength are
relatively lacking and after the first chapters, he will have a pretty tough
time doing follow ups and dealing decent damage. His salvage points are decent
HP and defense growths which will make him a decent mobile tank/healer in the
Warrior Falcon Class using a Guard Naginata. Another option could be changing
him into Samurai-Swordmaster Class to get a little bit more speed and HP
sacrificing a little bit of luck and magic.
Reclassing/Skillset: Subaki will be a tricky character to reclass. Samurai will
give him a little bit more speed and PV which will be much better than the
extra luck and resistance (Subaki has pretty low natural resistance growth),
and Oni Savage – Oni Chieftain from Rinkah, will make him another tank unit
(with less speed than Rinkah but much better HP), with a better growth for
magic which will help even more as a tankish healer. Also, if your Subaki is
getting underwhelming growths, you can just make him a supporter with buffs and
debuffs.
Some good skillset combinations might be:
- Darting Blow, Renewal, Seal Defense, Seal Speed, Lancefaire (Needs Partner
Seal from Oboro or Hinoka, Friendship Seal from Azama). This skillkset will
make Subaki quite a tank, dealing nice damage, and killing enemy speed and
defense, with some automatic recovery. If you want Subaki for killing mages,
you can just change Seal Defense for Warding Blow.
- Amaterasu, Inspiration, Rally Resistance, Replicate, Rally Speed (Needs
Partner Seal from Azura or Felicia and Friendship Seal from Saizo). Your Subaki
isn’t getting the growths you might like? Don’t worry! Get him with Azura or
Felicia and he will become one of the best mobile support units. Amaterasu +
Inspiration + Rallies will give your units that extra oomph and Replicate will
make him twice as good with that! Of course, he should be doing this as a staff
using class like Strategist or Warrior Falcon for movement or Butler for
Shuriken debuffs.
- Tomefaire, Bowbreaker, Malefic Aura, Renewal, Vengeance (Needs Partner Seal
from Nyx and Friendship seal from Azama). This skillset will make Subaki
absurdly good as a Nosferatu-Sorcerer tank. Tomefaire + Malefic Aura will
increase his damage, as well as Vengeance whenever he gets hit. Finally if
Nosferatu is not healing Subaki to full health, don’t worry because Renewal
probably will.
* SILAS: A rookie knight from Nohr, however he will follow Corrin whichever
path he/she decides to go. He knows Corrin since both were little kids and is
also chivalrous and gentle.
Starting Class: Cavalier
Secondary Class: Mercenary
Recruitment: He will join at the end of Chapter 7 in Hoshido, at Turn 3 on
Chapter 7 in Nohr and at the end of Chapter 14 in Revelations.
Comment: Silas will work pretty differently depending on which route you take.
For Hoshido, he will be one of your “Tank” characters, with decent speed but
pretty good strength and defenses, for Nohr he will be pretty balanced, and for
Revelations he will be the epitome of a Mounted general, with amazing defensive
capabilities but kinda mediocre speed. However he will need to grow a little
bit in Nohr and Hoshido, because his starting bases are a little bit low and
you might feel him weak in the first levels.
Reclassing/Skillset: Silas is one of the best physical units in the whole game,
and if he is lagging in one stat, you can change to another physical class and
he will do fine, especially if it uses Swords or Lances. Then, his class
changes should be mainly based on the skills he would like to get.
Some good skillset combinations might be:
- Aegis, Pavise, Sol, Tomebreaker, Shurikenbreaker (Needs Partner Seal from
Effie and Friendship Seal from Jakob). This is a fully defensive skillset for
Silas to use those naturally high defenses. Aegis and Pavise will reduce damage
from any weapon, while Sol will recover health. Tomebreaker will allow Silas to
overcome his mediocre resistance and Shurikenbreaker will make him avoid those
nasty debuffs. That will also cover most long range weapons (beside bows of
course) and will allow Silas to be safe from distance attacks if using a short
range weapon.
- Astra, Swordfaire, Luna, Shurikenbreaker, Lancebreaker (Needs Partner Seal
from Rinkah and Friendship seal from Ryoma). In the offensive side, Silas can
do pretty well as a Swordmaster since it does have enough Defense growth to
still be bulky. Astra, Swordfaire and Luna will be dealing tons of damage and
since he will only be using Swords, Lancebreaker and Shurikenbreaker will be
amazing for increased evade. Finally, leveling up in the Blacksmith class a few
times will give Silas also a few growths on defense in case he needs them.
- Lethality, Quixotic, Replicate, Seal Speed, Seal Defense (Needs Partner Seal
with Oboro and Friendship seal with Kaze). This is a different approach on the
offensive side; with Quixotic + Lethality giving more than 20% of the kills,
and Replicate giving you the chance to do it two times each turn. Then, if the
enemy is still alive, Seal Speed and Seal Defense will make it pretty easy to
take down with another unit. This build is particularly good when your Silas
has low defensive growths, because it can use Shurikens as a Master Ninja or
Mechanist and can give a few debuffs from distance.
* SAIZO: the fifth member of his family to serve as a ninja for Hoshido Royal
Family. One of Ryoma’s Retainers and one of the most loyal to Hoshido, being
even a little bit violent against people that could damage Ryoma or any
Hoshidan. He absolutely hates sweets.
Starting Class: Ninja
Secondary Class: Samurai
Recruitment: He will join at the end of Chapter 7 in Hoshido, and in Chapter 11
in Revelations (Talk to him with Corrin).
Comment: Saizo is a little bit different than Kaze. He has much more defense
and luck (and a tad more Strength) but lower resistance, HP and speed. However
his speed will still be decent and will be balanced along the game, causing
enough damage and doubling almost every time. Something curious about Saizo is
that he has a really high magic growth, and while he can’t get into a magic
class with a Heart Seal, he could get there with a Partner Seal, which will
make him a pretty good mage with amazing magic and decent HP, defense and speed.
Reclassing/Skillset: Saizo have plenty options to reclass, but since the speed
growth is his lowest, he would prefer to be on speedy classes like Ninja or
Samurai. Also, Magic classes from Orochi, Kagero, Rinkah, Oboro, Felicia or
Beruka will use that absurdly high magic growth. Basara and Oni Chieftain in
particular while a tad slow, will give Saizo balanced growths overall and make
use of his mixed abilities, going physical and magical in one unit.
Some good skillset combinations might be:
- Tomebreaker, Shurikenbreaker, Axebreaker, Shurikenfaire, Sol (Needs Partner
Seal from Felicia and Friendship Seal from Laslow). This skillset allows Saizo
to avoid a lot of attacks and heal when needed, while healing frequently thanks
to Saizo naturally high skill. Of course, Shurikenfaire will allow him to deal
extra damage in case you just don’t like using Sol. The final class for this
build should be Mechanist to get as much damage as possible since this class
has the highest strength cap for a Shuriken class, however Butler can also be
used, and giving Saizo the possibility of supporting and healing when needed
(in which case Sol can be replaced with Live to Serve for a for reliable
recovery).
- Tomebreaker, Darting Blow, Warding Blow, Shurikenfaire, Astra (Needs Partner
Seal from Felicia and Friendship Seal from Subaki). This is slight variation
from the previous skillset, more designed to make Saizo a little bit better for
doubling and against mages. This can also be done in Hoshido, something that
the previous one does not.
- Lethality, Quixotic, Astra, Shurikenfaire, Rend Heaven (Needs Partner seal
from Orochi, Kagero or Oboro). The typical Lethality + Quixotic shenanigans,
perfect for insta kills. Rend Heaven and Astra will activate a lot with this
and the shuriken damage will be also increased easily with Shurikenfaire.
However this build also works for a magical unit like Basara or Onmyoji,
changing Shurikenfaire for Tomefaire (this one only with Orochi or Kagero).
- Swordfaire, Death Blow, Darting Blow, Duelist’s Blow, Astra (Needs Partner
Seal with Rinkah and Friendship Seal with Subaki). If you have like old FE
Swordmasters, you will love this build, because it will double a lot and will
also deal a lot of critical hits while evading like no one else (of course,
mostly in your turn). Combine that with the posibility of activating Astra and
you will have the epitome of a destroyer. Sure, this will leave Saizo pretty
much downgraded in the enemy turn, but it’s still perfect for killing strong
but lone enemies.
* OROCHI: she is a retainer of Queen Mikoto. She likes to give people advice
using her cards for giving fortunes, usually in a blunt and almost abrasive way
of speaking.
Starting Class: Diviner
Secondary Class: Apothecary
Recruitment: She will join at the end of Chapter 7 in Hoshido, and in Chapter
11 in Revelations (Talk to her with Corrin).
Comment: Orochi is a REALLY underwhelming unit. While her magic is absurdly
high, her speed and defense are not, and that will leave her on a really
vulnerable place against A LOT of enemies. Sadly, she is the only one who can
use Capture in the Hoshido route, which will mean that you SHOULD try to train
her, to keep getting those additional characters. Then, you should try to forge
her a moderately strong magic to give her as much power as you can, and then
get OHKOs on the enemies.
Reclassing/Skillset: Orochi will have appaling speed whichever class you use
her, then, you should use her on classes that helps in her strengths like a
heavily magic unit. While it’s a DLC class, the best for her is trying to get
into the Witch class, which has slightly better growths in HP, speed and magic
and will let her also use Nosferatu. If her speed is beyond salvation, you
could use her as Oni Chieftain (Hayato or Rinkah can do that for her) and try
to get a few defense and HP points while keeping the ability to use magic.
Some good skillset combinations might be:
- Tomefaire, Death Blow, Life or Death, Quixotic, Lethality (Needs Friendship
Seal from Rinkah and Partner Seal from Hinata). Since Orochi will almost always
need to kill in one hit because of her low speed and durability, this build
will help a lot, with increased critical and Lethality activation rate.
Quixotic will also increase the hit rate and will allow Orochi to use
Malevolent Text with ease. Also, Tomefaire will drastically increase the damage
from Malevolent Text criticals or even better if you manage to get a Mjölnir
tome or Odin’s Grimoire.
- Profiteer, Death Blow, Life or Death, Quixotic, Spendthrift (Needs Friendship
Seal from Rinkah and Partner Seal from Hinata). This is the reliable, yet a
little bit harder to use variation from the previous build. While Spendthrift
will increase the damage even more than Tomefaire, you will always need to use
the Gold Bars to do it, which will make Orochi, a little bit weaker without
them. However this build will also increase the damage done with Naginatas and
those will help Orochi to destroy enemy mages as a Basara.
* MOZU: She as villager from Hoshido, which loses her mother and friends on her
village in a Faceless attack, being rescued by Corrin and her group. While she
feels clumsy at fighting, she is amazing at cooking and other manual labors.
Starting Class: Villager
Secondary Class: Archer
Recruitment: She will join if you talk to her with Corrin in Chapter 1X.
Comment: While Mozu is one of the best units at higher levels because of those
huge growths and Aptitude, her bases are pretty bad. If you have patience
however and give her a few kills now and then, she will become one of the most
monstrous characters. She will probably cap Strength, Skill and Speed in
whichever class you let her level up, but her high Luck growth will be pretty
good for making her a Merchant, especially in Nohr where money is pretty scarce.
Reclassing/Skillset: Statwise, Mozu can use whichever physical class you like
and she can even go for a Sorcerer if you want her to be a mage. Like Silas,
the final decisions for reclassing with her will mostly be the skillsets,
however reclassing her from Villager ASAP will help a lot, because her initial
stats will make leveling up a living hell as a villager, while as an Archer,
she can stay behind the front lines and nab a few kills (Yumis and Bows also
have better MT to start leveling Mozu)
Some good skillset combinations might be:
- Aptitude, Bowbreaker, Quick Draw, Air Superiority, Bowfaire (Needs Friendship
Seal from Nyx). This Kinshi Knight build is infamous for being absolutely
destroyer against flying enemies, especially other Kinshi Knights. Also, being
able to avoid a lot of bow attacks will make Mozu a terror of the sky. Whenever
you end leveling up Mozu, you can change Aptitude for something better suited
for fighting like Life and Death which will be pretty potent if you keep Mozu
as an Archer in the back.
- Seal Attack, Seal Defense, Seal Speed, Bowfaire, Quick Draw (Needs Friendship
Seal from Oboro). A perfect Debuffer build for those who likes Mozu as a
distance unit. With this build you can just use her in the back lines,
debuffing strong enemies for another ally to break them which will make her a
low investment unit, since even with a weak weapon; she will be able to destroy
the enemy stats.
Like the more recent Fire Emblem Games, units can be re-classed from their
original classes to a new one. However these changes are more limited in this
game than in other ones, since every Character will naturally have only one
additional class to get. This “natural” reclassing will be activated by using a
“Heart Seal” which can be purchased with 2000 coins.
At least, Fire Emblem Fates includes two new forms of reclassing, with “Partner
Seals” and “Friendship Seals” that will allow a character to change to one of
the classes that another Fully Supported unit has.
Reclassing in this game will NOT reset the level of the Character. However you
will not lose any skills, since whenever you get a character into a new class
you will learn the skills that it doesn’t have, getting them in each Level Up.
For example if you reclass a Lvl 3 Takumi from Sniper to Spear Master, he will
learn Seal Defense whenever he levels up to Lvl 4. Then at level 5 a Spear
Master should get Seal Speed; however that Takumi will learn Swap because he
still needs that skill from Spear Fighter. Then at level 6 he can learn Seal
Speed. After a second reclass to Basara, Takumi will not need Seal Defense or
Swap again which means that it should be learning Rend Heaven in the next level
up.
The best method to get every single skill from the natural classes in each
Character will need to get at least promoted and Level 5 to learn the first
Promoted Skill, then get a Class change to another promoted class from the
alternative class to learn the two basic skills, and then start reclassing
again at level 15, to get the last Skill from each class.
For Example: Silas has Cavalier as his starting class and Mercenary as a
secondary class. Then, you could do something like:
* Paladin Lvl 5: Learns Defender. Reclass to Brave Hero.
* Brave Hero Lvl 6: Learns Good Fortune.
* Brave Hero Lvl 7: Learns Strong Riposte.
* Brave Hero Lvl 8: Learns Sol.
* Brave Hero Lvl 15: Learns Axebreaker. Reclass to Bow Knight.
* Bow Knight Lvl 16: Learns Rally Skill.
* Bow Knight Lvl 17: Learns Shurikenbreaker. Reclass to Great Knight.
* Great Knight Lvl 18: Learns Luna.
* Great Knight Lvl 19: Learns Armored Blow. Reclass to Paladin.
* Paladin Lvl 20: Learns Aegis.
This method will only use four Heart Seals; however it will only be effective
on Characters with one secondary class (almost every character from 1st Gen).
Characters with two secondary classes will have a really hard time to get all
of them unless they use some Eternal Seals, because all of them are promoted or
are children that usually got recruited on Lvl 20. Then, the fastest route
should be done; getting the first class skill as soon as possible and then
starting the reclass to get skills from Lvl 5 Promotions and finally change
again each level to get a different skill from each promotion. For example,
Dwyer being son of Hinoka will start as a Rod Knight at lvl 20. Then we should
promote to another class like Butler, and go:
* Butler Lvl 1: Reclass to Warrior Falcon.
* Warrior Falcon Lvl 2: Learns Darting Blow.
* Warrior Falcon Lvl 3: Learns Camaraderie. Reclass to Paladin.
* Paladin Lvl 4: Learns Elbow Room.
* Paladin Lvl 5: Learns Shelter.
* Paladin Lvl 6: Learns Defender. Reclass to Great Knight.
* Great Knight Lvl 7: Learns Luna. Reclass to Kinshi Knight.
* Kinshi Knight Lvl 8: Learns Air Superiority. Reclass to Warrior Falcon.
* Warrior Falcon Lvl 9: Learns Rally Speed. Reclass to Butler.
* Butler Lvl 10: Learns Live to Serve. Reclass to Strategist.
* Strategist Lvl 11: Learns Rally Resistance.
* Strategist Lvl 15: Learns Inspiration. Reclass to Paladin.
* Paladin Lvl 16: Learns Aegis. Reclass to Great Knight.
* Great Knight Lvl 17: Learns Armored Blow. Reclass to Kinshi Knight.
* Kinshi Knight Lvl 18: Learns Amaterasu. Reclass to Warrior Falcon.
* Warrior Falcon Lvl 19: Learns Warding Blow. Reclass to Butler.
* Butler Lvl 20: Learns Tomebreaker.
While that way will allow you to not need Eternal Seals, you will still need
Twelve Heart Seals to do it. With one Eternal Seal, you could do it using only
seven Heart Seals, which is a little more expensive but will give you 5 extra
levels. Again using Dwyer son of Hinoka you should be doing something like:
If you already have one skill learned because a parent could be passing it,
then you can go with only six Heart Seals and one Eternal Seal. Again Dwyer as
a son of Hinoka, that already knows Luna, can do something like:
Of course, these procedures are only for perfectionists, because in the real
play, you will only need to get into the five skills that you want to use and
the final class that you will like for your characters.
This section will include information for each chapter, considering the three
principal difficulties (Normal, Hard and Lunatic), and with NO DLC uses (you
can use them, and that will make your game a little bit easier if you are
having too much trouble). However, Challenges could be used in Hoshido and
Revelation routes. Also, the Principal character (AKA Avatar) will be known by
his/her default name, which is Corrin. For maps, minuscule letters will be used
for coordinates and majuscule for references inside the map.
Also the Enemy Stats will show the Composite Stats that will include weapon
buffs or debuffs or even added stats from a Pair Up, since in the end those
will be the real stats that you will be fighting against.
-----------------------------------------------------------------------------
ALL ROUTES EPISODES [START]
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-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-
PROLOGUE: TIES THAT BIND [CHX00]
-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-
1 2 3 4 5 6 7 8 9 a b c d e f g h i j k
- - - - - - - - - - - - - - - - - - - -
1| X X X X |
2| X X F F X X X |
3| E B B F X X X |
4| E X X X X |
5|E X X X X X |
6| X X X X |
7| X X A E |
8| X X X X |
9| X X X X |
a| X X X X |
b| X X X X * |
c| F F X X X X F C A|
d| F F X X X F F A|
e| F E X X X F F A|
f| E X X X F |
g| X X |
h| E E E E A |
i| E E E E A A A |
j| X X X A F F |
k|F F X X X A F A F F |
l|F F F X X X A F A F F |
m|F F F F X X X F F F A F |
- - - - - - - - - - - - - - - - - - - -
Guide:
- X: River, it becomes passable after an event on turn 1
- F: Forest
- E: Non combatable Enemies
- A: Allies
- B: Broken Bridge (non passable)
- C: Corrin
- *: Combatable Enemies
Walkthrough: This Chapter will be absolutely easy and it’s impossible to lose,
since even if you decide to not attack, the enemies will disappear and the
episode will finish after your second turn. Of course, you should fight both
enemies to get as much experience as you can. The second enemy (the Lancer)
should be engaged first with Takumi to weaken it and then killed with Corrin to
get more experience.
1 2 3 4 5 6 7 8 9 a b c d
- - - - - - - - - - - - -
1|X X X X X X X X X X X X X|
2|X X X X X X X X X X X X X|
3|X X X X X X X X|
4|X X X E X X X|
5|X X X X|
6|X X X X|
7|X X H X X|
8|X X X X|
9|X X X X|
a|X X X X X X|
b|X X X X C X X X X|
c|X X X X X X X X X X X X X|
d|X X X X X X X X X X X X X|
- - - - - - - - - - - - -
Guide:
- X: Non passable terrain
- E: Enemy (Xander)
- C: Corrin
- H: Healing Spot (activated by Xander after using the Dragon Vein in Turn 2)
Walkthrough: Another easy chapter, since it will have only one enemy and it
will also have the same stats in all difficulties. Also, even in the worst
scenarios, Corrin will have more than 90% Hit and will defeat Xander in three
hits. Also, Xander will not attack Corrin in the Enemy Phases, which will let
you always attack first.
Enemies (All difficulties)
-----------------------------------------------------------------------------
| N | Name |LVL| HP | Str | Mag | Skl | Spd | Lck | Def | Res | Weapon |
-----------------------------------------------------------------------------
| E | Xander | 1 | 26 | 7 | 1 | 10 | 7 | 8 | 1 | 1 |B. Sword |
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Abilities (All difficulties)
-----------------------------------------------------------------------------
| N | Name | Abilities |
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| E | Xander | Chivalry, Elbow Room |
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-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-
CHAPTER 2: THE GIFT OF GANGLARI [CHX02]
-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-
1 2 3 4 5 6 7 8 9 a b c d e f
- - - - - - - - - - - - - - -
1| R K |
2| 1 3 4 2 |
3| |
4| |
5| P P P P |
6| |
7| |
8| W W W W W |
9| W H H H W |
a| E H H H E |
b| W H H H W |
c| W W E W W |
d| D |
e| C |
f| P P G S P P |
- - - - - - - - - - - - - - -
Walkthrough: This is the first chapter in which you will really have some
decent battles. The easiest way to deal with this chapter is activating the
Dragon Vein to open a healing place and to keep enemies from ganging on one
character. In Normal and Hard difficulties, Corrin can block the left path and
Jakob-Felicia the right one with Gunter doing offensive support to both of them.
If Jakob-Felicia got enough damage to die and you still have enemies, then
change him-her with Gunter and keep waiting for enemies to attack, while
attacking with Daggers from distance, or just do a Pair Up with Gunter to get a
defensive boost.
In Lunatic however, Felicia-Jakob will not be capable of handle the attacks
(especially because Kaze can double both of them) and Gunter should be taking
care of the right path with Felicia-Jakob between Gunter and Corrin, giving
offensive support and healing. Also, Kaze and Rinkah should be beaten as soon
as possible because they can both gang on Felicia-Jakob and deal huge damage
with their 1-2 rng weapons, while Corrin should be able to handle Rinkah with
ease.
1 2 3 4 5 6 7 8 9 a b c d e f g h i j k
- - - - - - - - - - - - - - - - - - - -
1|x x x x x x x x x x x x x x x x |
2|x x x x x x x x x x x x x x x |
3|S G C H 1 x x x x 2 |
4|x x x x x x x x 1 3 2 |
5|x x x x x x x x x x x x x 2 |
6|x x x x x x x x x x x x x x x |
7|x x x x x x x x x x x x x x x x |
8|x x x x x x x x x x x x x x x x x |
9|x x x x x x x D B B B B B B |
a|x x x x x x x x x x x x x x |
b|x x x x x x x x x x x x x |
c|x x x x x x x x x x x 9 |
d| F D B B B B 5 x x x 7|
e|x x B B B 4 8 O 6|
f|x x x x x x x x x x x |
g|x x x x x x x x x x x x x x x |
h|x x x x x x x x x x x x x x |
i|x x x x x x R R R x x x x x |
- - - - - - - - - - - - - - - - - - - -
Guide:
- C: Corrin
- G: Gunter
- S: Jakob-Felicia
- H: Hans
- D: Dragon Vein
- F: Forts (The enemies in 3 and the central reinforcement are over a Fort)
- x: Non passable Tiles
- B: Stone Bridge activated by each Dragon Vein
- R: Reinforcements
- O: Omozu (Boss)
Walkthrough: This episode is a little bit complicated if you move your units
recklessly but using offensive and defensive formations and with a defensive
approach, attracting a few units each time and obliterating them quickly and
healing the damages, it will feel pretty easy.
Hans (The neutral unit) it’s actually pretty weak and will fall without
hesitation, however, it can make you lose some valuable experience from the two
upper Samurai (c,3 and c,4). To prevent that, you can move Corrin to (8,3) with
offensive support from Felicia-Jakob in (7,3) and both will fall in the first
enemy turn.
Also, as the game implies, you should be using the two lower Dragon Veins to
approach the lower fortress. The lower Dragon Vein is safest but the central
one will make you finish the map in fewer turns. In Lunatic however, getting
through the central Dragon Vein will be pretty hard because it’s pretty
probable that you will get three attacks from Archers and while Gunter might
survive them, you will not have enough offenses to beat them all in one turn.
The easiest way to do this in harder difficulties is just going through the
lower Dragon Vein, rescuing Corrin with Gunter, and letting him take the attack
from the archer on (e,d). If you make that, the Samurai and the second archer
(only in Lunatic), will remain in the same spot allowing you to heal and then
Pairing up Jakob-Felicia with Gunter to attract those enemies.
After defeating the first batch of enemies, you should heal again and move
Jakob-Felicia paired with Gunter to (f,f) to lure the archer in (k,d) and make
the boss attack you through a Follow Up. That will trigger the reinforcements
from the lower fort. You can finish the Archer (without entering in the boss
range) and then go for the Sky Knights (They aren’t that strong actually, even
Corrin should be able to handle them with a little bit of support).
If you want the experience from the top enemies you can do the same procedure
and attract them with Jakob-Felicia paired up (you can even do it with Corrin
Paired up with Gunter). By this point you should have your Jakob-Felicia at Lvl
5, which means that every time they heal one of your characters, it will heal
him-her as well. This is really useful, considering that Corrin or Gunter will
probably get one or two attacks in the process and “Live to serve” will allow
your servant to heal basically twice each turn.
The boss is easy but tricky, because your characters will have a kinda “lowish”
Hit rate (around 60%). Try to let Jakob-Felicia deal the first hit in the Enemy
Turn to weaken his defenses and then attack it with every single character that
can survive two hits. If you miss your attacks and got damaged in the process,
the best you can do is healing the damage and trying again. Of course, if you
can let the final blow to your low level characters, that would be much better.
1 2 3 4 5 6 7 8 9 a b c d e f g h i
- - - - - - - - - - - - - - - - - -
1| F F F F F F F F F F F|
2|1 1 1 1 F F 2 2 2 2 2 F F F|
3|1 1 1 1 F F F 2 2 2 2 2 2 F F|
4|1 1 1 1 F F F F 2 2 2 2 2 2 F F|
5|1 1 1 % / 6 6 6 F F 2 2 2 2 F F F|
6|F F F F 6 6 6 6 6 F F 2 2 & |
7|F F 6 6 6 6 6 6 6 F F |
8|F 3 F 6 6 6 6 6 6 6 6 F F|
9|3 3 F F 6 6 6 6 6 6 F F 5 5 F F F|
a|3 3 3 F F 6 6 6 6 F F 5 5 5 5 5 F F|
b|3 3 3 F F 6 6 $ 5 5 5 5 5 F |
c|3 3 3 F F F F F 5 5 5 5 |
d|3 3 3 F F F F F F 5 5 V V V|
e|F + F F F 4 4 4 F F F F * V V V|
f|F F F 4 4 4 4 F F X |
g| 4 4 4 4 4 # |
h|F F F F 4 4 4 4 |
i|F F F F F F F F F |
- - - - - - - - - - - - - - - - - -
Items:
* Goddess Icon: Visit the Village
* Concoction: Talk to Hinoka with Corrin.
Walkthrough: This map it’s actually a little bit rough, because it does have a
lot of zones with reduced movement. However, again the Dragon Veins can make
your life easier in that regard at cost of possibly being attacked by more than
one or two enemies at the same time. The fastest route to reach Hinoka and
Sakura is getting around the map clockwise, activating #, + and % Dragon Veins
(it can also be done counterclockwise but you probably will not manage to save
Sakura on Lunatic). You also should be as fast as possible because Ryoma will
kill enemies as soon as he can and you will lose that valuable experience. If
you plan to go on Hoshido or Revelations, you can make Rinkah to get some
experience, but if you will go for Nohr, then you should avoid using her.
Also, you should take into account that Hinoka can actually defend herself
pretty well, and since Sakura will heal her the first 5 or 6 turns, she will
not be really in danger. The safest way to deal with the enemies here is
pairing Rinkah with Kaze as the principal character to increase his strength
and defense, while dealing the finishing blow with Corrin.
The enemies on the central mountain should be engaged slowly, without using the
Dragon Veins, after being healed by Sakura or potions in case she didn’t
survive the initial assault. Kaze can start attacking the Faceless in (7,7)
from (7,5) and then the Faceless in (8,7) will be attracted too. Defeat those
two after going against the boss, and be careful because in Lunatic the Boss
will have Seal Strength and Seal Defense and will make your units pretty weak.
If you feel like your Hit rate is too low, you can just activate the Dragon
Vein and try to withstand the two enemy attacks and then try to finally destroy
them quickly.
1 2 3 4 5 6 7 8 9 a b c d e f
- - - - - - - - - - - - - - -
1|L R A S L|
2| X X K X X |
3| X X X X X X X |
4| X X X X X X X |
5| X X C X X |
6| X X |
7| X X X |
8| 1 X X X 2 |
9| 1 X X 4 |
a| X |
b| X X |
c| X X X X X X |
d| X X X 5 4 6 3 X X X X |
e| X X X X 3 4 X X X X |
f|D X X X X D|
g|X X X X|
h| Y |
i| B |
- - - - - - - - - - - - - - -
Guide
- S: Sakura
- H: Hinoka
- R: Rinkah
- K: Kaze
- C: Corrin
- Y: Ryoma
- X: Non pasable terrain.
- B: Boss
- 1, 2, 3, 4, 5: Common Enemies (5 is Paired Up in Hard and Lunatic)
- D: Reinforcements. Only in Hard and Lunatic
- L: Reinforcements. Only in Lunatic
Items:
* HP Tonic: Defeat Mercenary in 2,9
Walkthrough: This chapter will have a real difference in difficulty in each
mode. In Normal, you just have to be careful about the two enemies with
Wyrmslayers, since they can deal huge damage to Corrin, but a Paired Up Kaze-
Rinkah can attract every enemy with ease (especially the mages) and then finish
off the remaining ones with Kaze, Rinkah or Azura, While Sakura heals from the
distance. Azura should get a few kills since in that way she will level up
faster than just singing.
In Hard and Lunatic you should be attracting again the enemies with Kaze-Rinkah,
but you should use Corrin whenever you feel the need, especially against
Wyrmslayer enemies to OHKO them before giving them the chance to attack. Also,
there will be a few mage reinforcements in turn 4, and the best way to get
through them is killing one right away, while attracting the rest of them to a
corner and then kill two more using Corrin twice (thanks to Azura). The lower
part can also be done easily by blocking the enemies with Corrin in (9,a) or
(5,b) since the enemy with the Wyrmslayer will prefer to attack Kaze, unless it
can OHKO Corrin (you will probably get a few Defense and HP points in the past
levels, so, it shouldn’t be hard to avoid the OHKO).
Also if you feel a little bit pressured, Azura and Sakura can both resist at
least one Mage attack, so, letting them take one hit to Dance or heal, will not
be a bad decision. Finally, the boss can only be taken down by Corrin, since
none of your other units will have enough power to deal damage or defense to
withstand its attacks. Put Corrin adjacent to the boss and wait for him to
attack in the enemy turn while healing in your turn with Sakura and you should
get this chapter easily.
Abilities (Only Hard and Lunatic)
-----------------------------------------------------------------------------
| N | Name | Abilities |
-----------------------------------------------------------------------------
|All| Mage | Malefic Aura |
-----------------------------------------------------------------------------
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CHAPTER 6: THE PATH IS YOURS [CHX06]
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While this is not exactly a Chapter, this is the point in which you have to
make the decision of going through Birthright (Hoshido), Conquest (Nohr) or
Revelations (Neither of Hoshido or Nohr).
I would recommend starting with Birthright, because it’s easier, you have more
units with the debuff system from Shurikens-Daggers and you will spoil a little
bit the story if you go through Conquest first. Then you should go through
Conquest and the last route should be Revelations story wise. However, Conquest
is harder than Revelations and if you think it might be too much for you, you
could go through Revelations first and then Conquest, but that will completely
spoil the story.
-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-
CHAPTER 6 (BIRTHRIGHT): IN THE WHITE LIGHT [BIR06]
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1 2 3 4 5 6 7 8 9 a b c d e f g h i j k
- - - - - - - - - - - - - - - - - - - -
1| X X X X |
2| X X F F X X X |
3| B B F X X X |
4| X X X X |
5| X X X X X |
6| X X X X |
7| X X |
8| X X X X |
9| X X X X |
a| X X X X |
b| X X X X |
c| F F X X X X F |
d| F F B Y X X X F F |
e| F X X X F F |
f| X X X F |
g| X X T |
h| L 1 |
i| 3 S K |
j| X X X R H F |
k|F F O D X X X 5 F F A F F |
l|F F F E X X X 2 4 F C F |
m|F F M F X X X F F F F |
- - - - - - - - - - - - - - - - - - - -
Walkthrough: This is officially the first Birthright Chapter. Again we will
find a few differences between difficulties but they will not be as harsh as in
Chapter 5. You can also use here the whole Hoshido Royalty, but the only one
that will be able to gain experience will be Sakura (and Corrin of course)
since the other ones (Hinoka, Takumi and Ryoma) while controllable; are not
part of your army.
In Normal and Hard, Xander will always attack Ryoma, but in Lunatic, he will
attack any enemy in his range, which will make getting the experience from
Elise and Camilla, pretty hard. Also, the initial positioning of Leo will
change between Normal and Hard-Lunatic.
In Normal will be pretty easy to kill the initial Fighter and get Kaze with
Rinkah in offensive position (you can also do the offensive formation with
Takumi since the experience loss is negligible and you will deal much more
damage) into Leo’s range to attract him. In the second turn you can take Elise
and Leo out and if you have moved enough units and Ryoma fails one of his
attacks, you can reach Camilla in Turn 3.
In Hard, there will be an extra Cavalier and Leo will be closer, that will
allow you to beat him faster and he should be taken out before the Cavalier.
Then again you could be reaching Elise on Turn 2 and Camilla in turn 3.
In Lunatic the strategy is completely different. You should move your units to
the left, because any ally in Xander’s range will attract him and without Ryoma,
he will be pretty much impossible to beat. That will also let you deal easily
with the two lower enemies, avoiding the Outlaw range (especially with Hinoka),
but trying to leave Corrin in the Fighter range. If you are playing this
difficulty, I would advise you to avoid trying to attack Camilla and Elise,
since it will probably attract Xander and he will destroy your characters not
named Ryoma.
-----------------------------------------------------------------------------
| N | Name | Abilities |
-----------------------------------------------------------------------------
| E | Elise | Lily’s Poise |
-----------------------------------------------------------------------------
| M | Camilla | Rose’s Thorns |
-----------------------------------------------------------------------------
| 0 | Leo | Pragmatic, Heartseeker, Malefic Aura |
-----------------------------------------------------------------------------
| B | Xander | Chivalry, Elbow Room |
-----------------------------------------------------------------------------
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CHAPTER 7 (BIRTHRIGHT): A VOW UPHELD [BIR07]
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1 2 3 4 5 6 7 8 9 a b c d e f g h i j k l m n o p
- - - - - - - - - - - - - - - - - - - - - - - - -
1| W W W W W W W |
2| W W W W W W W W W W W |
3|W W W W W W W W|
4|W W W W W H W W W W W|
5| W W W W S A A W W W W |
6| W W W W W W W W W W W W W W W W W W W W |
7|W W W W W W W A A W W W W W|
8|W W W W W T T A A W W W W|
9|W W W S W D W W W W W W W W W W W W|
a|W W W 3 W W W W W W W W|
b|W W W W 1 W W W W W W W T D T W C W W W|
c|W W W W W C 4 W W W W W|
d|W W W W W 6 W W 3 W W W W W W|
e| W W W W W W W W W W W W W W |
f| W W W 2 W 6 W W W |
g| W W W 1 2 W W |
h|5 W W W W W W |
i| W W W W 4 4 W W W W 2 6|
j| 5 W W W W 4 |
k|B 5 3 R 3 4 6 2 |
- - - - - - - - - - - - - - - - - - - - - - - - -
Guide:
- W: Wall
- A: Allies (spots to place your units). (h,8) is fixed for Corrin.
- S: Subaki
- H: Hana
- T: Stairs
- C: Chest. (m,b) have a Seraph Tunic and (b,c) have an Armorslayer.
- B: Boss (Silas)
- 1-5: Generic Enemies. (4-a), (9,f), (9,g), (k,k), (e,i) and (1,h) don’t
appear on Normal, and enemies on (c,i), (e,k), (k,j), (n,k), (m,i), (5,k) and D
(over the Dragon Veins) only appear on Lunatic.
- R: Reinforcements
- D: Dragon Vein. The one on (9,9) activates a healing zone between (7-b,7-a)
and the one on (h,b) activates a healing zone between (f-j,a-d). In Lunatic,
both have enemy Knights over them.
Items:
* 5000 G: Knight in (g,c)
* Seraph Robe: Chest in (m,b)
* Armorslayer: Chest in (b,c)
* 5000 G: Cavalier in (3,j)
* 1000 G: Reinforcement Outlaw
Reinforcements:
* One Outlaw in (d,k). Turn 8.
Walkthrough: Here we have another chapter with huge differences between
difficulties, with Normal being a piece of cake and Lunatic being pretty harsh,
basically because of the differences in the amount of enemies (11 for Normal,
19 for Hard and 27 for Lunatic).
You start on the top of the map with two new allies, Hana and Subaki. While
Subaki have more movement, he should be moved carefully because any Bow-Yumi
attack, will destroy him in only one hit. Hana is a little bit weaker at this
moment and she will be pretty underleveled, but you can give her a few
experience points to make her shine.
In the preparations you should put Kaze in (j,8) to get the chest on the right
side in the first turn, Sakura in (g,7) to keep her close for healing, Jakob-
Felicia in (e,5) if you want to attract the Outlaw in (j,d), and Azura in (e,7)
to make her sing for Corrin to get into the first Dragon Vein as soon as
possible.
However in Lunatic a Knight will block that Dragon Vein, to beat it, you can
just get Corrin in front of that Knight and with a Pair Up with Rinkah and
using the Dragonstone, he/she will probably receive little to no damage at all.
Then in the second turn you can kill the Knight and sing again with Azura to
make Corrin block the path in (7,a), since now Sakura should be close enough to
activate the Dragon Vein.
Then, you can use a defensive unit (Corrin, Rinkah, Subaki) with a Pair Up to
attract the other enemies slowly and defeating them one by one. In Lunatic, you
should do this a little bit faster and probably with Corrin + Rinkah, because
the reinforcement will steal the Armorslayer from the Chest in (b,c). However
it will need 4 turns to plunder the chest and 4 more turns to get away, and you
can just let it get the sword and kill it afterwards. In Normal, Silas will be
pretty much immobile until you get really close, but in Hard it will move as
soon as you enter into the range of one of the Cavaliers and in Lunatic, it
will start moving around turn 10. When all the Cavaliers moves towards you,
your best move can be getting into one of the Healing Spots in the Dragon Vein
and trying to do exactly the same as the beginning of the map, blocking the
paths on (7,a), (i,e) or (9,f-g).
1 2 3 4 5 6 7 8 9 a b c d e f
- - - - - - - - - - - - - - -
1| P P |
2| P P P P |
3| P 2 P P |
4| H H H 2 2 2 |
5| H H H 2 2 2 2 2 |
6| P H H H 2 2 2 2 2 2 2 |
7| P P P 2 2 2 2 2 2 2 2 2 |
8| P P 2 2 2 2 2 2 2 |
9| P P 2 2 2 2 2 H H H |
a| 2 2 2 P H H H |
b| 2 P P H H H P|
c| D 1 P P P P|
d| H H H 1 1 1 |
e| H H H 1 1 1 1 1 |
f| P H H H 1 1 1 D 1 1 1 |
g| P P P P P P 1 1 1 1 1 |
h| P P P P P 1 1 1 |
i| P P P 1 |
j| |
- - - - - - - - - - - - - - -
Guide:
- Non marked terrain: Sand
- H: Hut (Non passable terrain)
- P: Plain
- D: Dragon Veins. The one on (b,f) dissipates the sand in 1, and the other one
(9,c) dissipates the sand in 2. Dissipating the sand makes that terrain to
become a Plain.
- 1, 2: Sand possibly dissipated using Dragon Veins.
Character Map
1 2 3 4 5 6 7 8 9 a b c d e f
- - - - - - - - - - - - - - -
1| E B E L |
2| H E |
3| H E |
4| |
5|L E |
6| |
7| E H L H |
8| L E |
9| H H|
a| |
b| E E |
c| |
d| H |
e| |
f| |
g| E A A|
h| H C A |
i| Z A A A|
j|K S A A A A|
- - - - - - - - - - - - - - -
Guide:
- C: Corrin
- A: Allies (spots to place your units)
- K: Hinoka
- S: Setsuna
- Z: Azama
- E: Enemies for Normal Difficulty.
- H: Enemies added on Hard Difficulty.
- L: Enemies added on Lunatic Difficulty.
- B: Boss (Fuga)
Items:
* Bloom Festal: Shrine Maiden in (3,7)
* Iron Club: Oni Savage in (d,8)
* Sun Festal: Shrine Maiden in (a,1)
* Secret Book: Defeat Fuga.
Walkthrough: This is a really easy chapter, even in harder difficulties;
because the sand will undermine the movement of a lot of your enemies which
will let you take on them slowly. Also, after recruiting Hinoka, she can give
her Guard Naginata to Subaki (if he already got C Rank in Naginatas and also
has better defenses than her) and he could tank through the whole map as long
as he avoids enemy archers. Also, if Sakura is still low leveled and/or has
been getting low growths, you can replace her with Azama.
Basically the only enemies you should be wary about (Besides archers of course
against Hinoka and Subaki) are the Oni Savages because they have a pretty good
defense stat and the will handle a few physical hits. At least, Orochi with a
Speed Tonic + Hana supporting her should be able to ORHKO any of them with ease.
The boss (Fuga) is pretty strong and fast, so you should be trying to destroy
him as soon as possible, especially since he comes equipped with a short range
weapon which will allow your Characters to attack him from far without
retaliation. You could start attacking him with Kaze and Saizo to weaken his
defenses and keep beating him up being careful because after taking half of his
life, he will start using Vantage to counterattack before you can even attack
him, so, avoid using weak units that can be killed in one hit.
-----------------------------------------------------------------------------
| N | Name | Abilities |
-----------------------------------------------------------------------------
| B |Fuga | Wind Disciple, Seal Strength, Vantage |
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------
| N | Name | Abilities |
-----------------------------------------------------------------------------
| B |Fuga | Wind Disciple, Seal Strength, Vantage, Duelist Blow |
-----------------------------------------------------------------------------
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CHAPTER 9 (BIRTHRIGHT): LAND OF GODS [BIR09]
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1 2 3 4 5 6 7 8 9 a b c d e f g h i j k l m n o p
- - - - - - - - - - - - - - - - - - - - - - - - -
1|W W W W W W W B W W W W W W W|
2|W W C D W W D C W W|
3|W W W W W W E E W W W W W W|
4|W W W W W W W W W W W E W W W W W W W W W W W|
5| W W W W |
6| T T T W W S S W W T T T |
7|E T T T W W W W T T T E|
8| T T T W W W W W W W W W T T T |
9| H D W W W W W W W W W D E |
a| L H E |
b|W W W L W W W W W W W E L W W W W W W W L W W W|
c|W W W W W W W W W W E H E W W W W W W W W W W|
d|W W W W H W W W W|
e|W W S S W W|
f|W W S H W W W W W W W S W W|
g|W W W W W A A A A A W W W W W|
h|W W W W W W H W A A A W H W W W W W W|
i| W W W A A A A W W W |
j| W W W W W W W W W W H |
k| T T T W W E W W T T T |
l| T T T W W L E L W W T T T |
m| T T T W W W W W W W W W W W W T T T |
n| X W W W W W W L E L W W W W W W D E |
o| N E|
- - - - - - - - - - - - - - - - - - - - - - - - -
Guide:
- W: Wall (Non passable terrain)
- T: Tree (Non Passable terrain)
- D: Dragon Veins. Those will heal all your characters for 10 HP.
- X: This is a Dragon Vein but also where Oboro will appear at the end of
Player’s turn 2.
- N: Hinata (He will appear at the end of Player’s turn 2)
- S: Stairs
- C: Chest
- D: Door
- A: Allies. (d,h) is fixed for Corrin.
- E: Enemies for Normal difficulty.
- H: Enemies added for Hard difficulty.
- L: Enemies added for Lunatic difficulty. Enemies in (c,c) (d,c) and (e,c) all
get a pair up unit in Lunatic, and the Outlaw in (9,f) starts in (9,a).
Items:
* 5000 G: Right chest (m,2)
* Speedwings: Left Chest (4,2)
* Door Key: Knight on (d,4)
* Chest Key: Paired up Outlaw on (d,4)
* Master Seal: Defeat Zola (d,1)
* 1000 G: Outlaw on (9,f). Only for Hard.
* 1000 G: Outlaw on (e,d). Only for Hard and Lunatic.
* 1000 G: Outlaw on (9,a). Only for Lunatic.
Reinforcements:
* Two Cavaliers from stairs (m,e) and (m,f).
- Normal: Turn 7.
- Hard: Turns 5 and 7.
- Lunatic: Turns 5, 7, 9 and 11.
* Two Dark Mages from stairs (4,e) and (4,f).
- Normal: Turn 8.
- Hard: Turns 6 and 8.
- Lunatic: Turns 6, 8, 10 and 12.
Walkthrough: Again, this is a chapter that will differ A LOT between
difficulties, thanks to the sheer number of enemies in Hard and Lunatic. While
it might seem that you can tank a few attacks in the initial room, you should
play a little bit aggressive if you want to get the chests, because the Outlaws
will escape around turn 15.
In Normal, you can just advance quickly, and recruit Hinata and Oboro when they
get close (they will probably go through the left entrance), and using Kaze and
Saizo with Azura’s songs to make them reach the Chests ASAP. However in Hard
and Lunatic, you will have to go through one of the side entrances, because
going right through the front can be pretty challenging since you will be kinda
trapped by the whole bunch of reinforcements and that will probably let the
Outlaws take the Chests and escape.
Also in Lunatic, you could use Corrin with a good defensive Pair Up and the
Dragonstone and put him/her in (d,k) to weaken as many enemies as possible and
then clean the whole initial area and start advancing. Even if going the left
path seems a little bit harder at first sight, it will be easier in the long</pre><pre id="faqspan-5">
run, because the reinforcements will appear first in the right side, the
enemies on the lower zone will be able to reach your units sooner if you go the
right path and also, going left you can recruit Hinata and Oboro earlier.
Speaking about Oboro, she will be now your best bet for using the Guard
Naginata and tanking, because she can receive a few hits with her nice defenses,
while also weaking the opponent defenses. Pair her with Rinkah and you can
block the reinforcements with her in (b,4) and also to attract the enemies and
advance quickly through the corridor in the “a” row to block the
In the end, the boss (Zola) will be a little bit troubling because he has nice
Critical Hit ratio, however Kaze, Felicia and Hinoka with the Guard Naginata
usually will have enough Resistance to get through even after receiving a
critical. Then you can weaken Zola with them and then try to finish him with
another unit with enough Strength-Magic to deal with him in a single blow (as
long as that unit also has a decent Hit Rate). Also if you want to take the
risk, Oboro can also cause nice damage while decreasing his defense, but she
couldn’t handle the Critical from Zola unless she gets a few resistance growths
leveling up.
-----------------------------------------------------------------------------
| N | Name | Abilities |
-----------------------------------------------------------------------------
|e,d|Outlaw | Locktouch |
-----------------------------------------------------------------------------
|9,a|Outlaw | Locktouch |
-----------------------------------------------------------------------------
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CHAPTER 10 (BIRTHRIGHT): NINJA VILLAGE [BIR10]
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Terrain Map
1 2 3 4 5 6 7 8 9 a b c d e f g h i j k l m n o p
- - - - - - - - - - - - - - - - - - - - - - - - -
1| T T T T T T F F T T T T T T |
2| T T T T T T T T F 4 4 4 4 T C T T |
3| T T T T 2 F T T 2 T T 4 4 4 T T T |
4| T T 2 2 2 2 2 T T T 4 F F 4 T D T T |
5| T T 2 2 F 2 2 T T T 4 F F 4 T |
6| F F 1 T D 2 2 T F 2 F T T 4 4 4 4 T T T T |
7| 1 1 1 T T D F F D F 4 T 4 4 T T|
8| 1 1 1 1 1 T T 3 F T 3 3 T T T T T T|
9| T T 1 1 1 3 3 F T 3 3 T T T F |
a|T T T 1 T T T 3 3 3 3 3 3 T T T F F F T T |
b|T T T T T T T 3 T T 3 3 F T T T F T T T T|
c|T T F T T T T F T T T 3 T F F T T |
d| F F F T T T T T T F|
- - - - - - - - - - - - - - - - - - - - - - - - -
Guide:
- T: Thick Forest (Only Passable for fliers)
- D: Dragon Veins. (7,6) activates the spikes marked as “2”, (b,7) activates
the spikes marked as “3” and (f,7) activates the spikes marked as “4”
- 1, 2, 3, 4: Spikes. All of them are initially hidden and will be activated as
a group by any unit that steps on one of their spots or by activating a Dragon
Vein. A unit over a spiked spot will receive 10% damage at the start of their
turn.
- F: Forest
- C: Chest
- D: Door
Character Map
1 2 3 4 5 6 7 8 9 a b c d e f g h i j k l m n o p
- - - - - - - - - - - - - - - - - - - - - - - - -
1| A A E|
2|A A H E |
3| A H |
4| H E |
5|A A A E L B |
6|A L E L |
7|T A A E L |
8| E E H |
9| E H E E E |
a| H |
b| H |
c| |
d| H L E H E E E H |
- - - - - - - - - - - - - - - - - - - - - - - - -
Guide:
- A: Allies. (3,5) is fixed for Corrin.
- E: Enemies for Normal difficulty.
- H: Enemies added for Hard difficulty.
- L: Enemies added for Lunatic difficulty.
- T: Takumi (Talk to him with Azura).
Items:
* Rescue: Chest on (m,2)
* Bloom Festal: Shrine Maiden on (i,6)
* Sun Festal: Shrine Maiden on (p,1)
* Kodachi: Defeat Kotaro (o,5)
Reinforcements :
* One Archer (b,d) and One Diviner (a,d). Turns 7, 8, 10 and 11. Hard and
Lunatic
* Two Spear Fighters (l,d) & (m,d). Turns 6 and 9. Only Lunatic
Walkthrough: Let the Nightmare begin. A kinda short map but filled with Ninjas
and their debuffing attacks, that you can’t stop from happening because it will
be pretty hard to double them (even if they will lose a little bit of speed if
using Steel Shurikens) because of their high speed. Also the Spear Fighters
will be a little bit on the resilient side, being quite bulky and damaging at
the same time.
Even with that, the worst thing will be the traps on the map. Every turn that
each unit start on a “spike” tile, that unit will receive 10% damage (rounded
down). Isn’t a huge amount but between that and the suriken debuffs you will
find your units easily lacking the ability to handle a lot of attacks.
Fortunately, there are also a few forest tiles that you could use to your
advantage, and even if your Sky Knights will still receive damage from spikes,
they could fly easily and moving back and forth with ease. Also, you have to
make sure of bringing Azura because she is the only one that can talk to Takumi
and make him join your team.
In each difficulty, you should take the upper path because you will advance
slower there and can help you to handle the reinforcements giving you enough
time to heal and sing if it’s needed. Fortunately Takumi can do a lot of the
dirty work if you position him carefully because the Fuujin Yumi will give him
normal movement to reach far enemies and HUGE attacking prowess.
While Rinkah might seem like a decent idea because she will receive the weapon
triangle advantage against a lot of enemies, she might not have enough HP to
handle a lot of the attacks, especially if she is doubled by ninjas and
debuffed. Saizo – Rinkah, and Mozu – Oboro will be decent pair ups to have,
while Subaki and Hinoka should use the Guard Naginata but being careful of the
enemy archers.
Finally Kotaro should be easily defeated by Corrin, and if she isn’t doubling
him, you can do a pair up with Kaze – Saizo for increased Speed. His Dual
Shuriken will be giving him huge bonuses if you are using a Yumi or a Mace,
much like his Kodachi, and then using Swords and Naginatas will be your best
bets.
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PARALOGUES [PARAL]
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Paralogues are just parallel episodes without a lot of direct impact over the
principal history, which will help you to get one extra character each. While
Paralogue 1, will appear on each route and after Chapter 7, the other
paralogues will also need that one of the characters that will have children
gets an “S support” with another unit to get activated. Paralogues 2 to 6 will
also be available for all routes, while 7 to 14 will only be available for
Birthright-Revelations and 15 to 22 will only be available for Conquest-
Revelations. Finally, in Birthright; Paralogue 6 will only be activated after
an event at the end of episode 15 if Kaze has at least A Support with Corrin.
1 2 3 4 5 6 7 8 9 a b c d e f g h i j k l m n o p
- - - - - - - - - - - - - - - - - - - - - - - - -
1|H H H E E H H H H E C E W F F F|
2|H H H H H H H C W W A A |
3|H H H H H H H |
4| B A A|
5| E E C W A A |
6| H H H H C C C C W F F A A|
7| H H H H C C C W W W F F |
8| H H H H C W W W W |
9| H H H H C W W W F |
a| E F|
b| F F|
c|C C C C C C W W F F|
d|F E W W W F F F|
e|F W W W W W W W W W W F |
f|E W W W E W W W E |
g| W F F F W W E|
h| W W F F F F E W W W |
i|W W E F F F W W W W|
j|W F F M W|
k|E F F E F F F F F F F E F E |
- - - - - - - - - - - - - - - - - - - - - - - - -
Guide:
- A: Army (spots to place your units. Corrin is in |n,4|)
- M: Mozu
- C: Cliff
- H: House
- W: Water
- E: Enemies
- F: Forest
- B: Boss (Faceless)
Walkthrough: This map isn’t so bad, considering that some enemies will not be
getting aggressive until you get near them, which will help you to advance
slowly and protect your weaker units. Also, Mozu will be safe until you get
near the forest where she is. Because of that you should bring Corrin and try
to sing to him/her with Azura to talk with Mozu after crossing the bridge on
(k,h) and get there as quick as possible. A clockwise route will be the best to
get through this map and to try to make Mozu get some experience if you plan
using her.
Finally, the boss will not move and doesn’t have a ranged weapon which means
that you can totally attack him with ranged weapons and he will not be able to
answer any of your attacks. Of course this will be amazing for some of your
ranged units to get some free and easy experience.
Enemies (Normal)
-----------------------------------------------------------------------------
| N | Name |LVL| HP | Str | Mag | Skl | Spd | Lck | Def | Res | Weapon |
-----------------------------------------------------------------------------
| E |Faceless | 6 | 21 | 5 | 2 | 7 | 9 | 0 | 9 | 8 |ShackledF|
-----------------------------------------------------------------------------
| B |Faceless |10 | 31 | 9 | 4 | 11 | 13 | 0 | 14 | 10 |ShackledF|
-----------------------------------------------------------------------------
Enemies (Hard)
-----------------------------------------------------------------------------
| N | Name |LVL| HP | Str | Mag | Skl | Spd | Lck | Def | Res | Weapon |
-----------------------------------------------------------------------------
| E |Faceless | 6 | 23 | 8 | 2 | 7 | 9 | 0 | 9 | 8 |ShackledF|
-----------------------------------------------------------------------------
| B |Faceless |10 | 33 | 12 | 4 | 11 | 13 | 0 | 14 | 10 |ShackledF|
-----------------------------------------------------------------------------
Enemies (Lunatic)
-----------------------------------------------------------------------------
| N | Name |LVL| HP | Str | Mag | Skl | Spd | Lck | Def | Res | Weapon |
-----------------------------------------------------------------------------
| E |Faceless | 6 | 25 | 11 | 2 | 7 | 9 | 0 | 11 | 8 |ShackledF|
-----------------------------------------------------------------------------
| B |Faceless |10 | 35 | 15 | 4 | 11 | 13 | 0 | 17 | 12 |ShackledF|
-----------------------------------------------------------------------------
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CLOSING AND CREDITS [CLOSE]
*****************************************************************************
My Special Thanks to:
* GAMEFAQS/Neoseeker: to allow me publishing this guide, even while is my first
one! That is also helping my English level u know?
* NINTENDO/INTELLIGENT SYSTEMS: I love this freaking game!!! Why I shouldn’t be
thanking them, even when I have to pay 100$ for the whole thing?
* SERENITYS_CAT: While I’ve done my own observations and I differ a little bit
with some comments, his Character Guide is AMAZING, and I’ve took some advice
from there!
* WWW.FIREEMBLEMWOD.COM: This is one of my most loved pages, and they have a
lot of info from the game, not only in English but also in Spanish (Actually
their primary language is Spanish so...)