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About mangasdeouf

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    Let's turn the game into funny runs
  • Birthday 07/18/1995

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  • Favorite Fire Emblem Game
    Radiant Dawn

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  1. Actually, I'm not denying the fact that females units are good, just that their class choices are quite bad, 2 only magic classes with one having access to magic and swords, but swords aren't the best physical weapons even in this FE without a weapon triangle, they can't ever use a bow, they have trash skill in nearly every one of their final classes, not even worth mentionning inexistant skl in their tier 1 classes, and their only really potent physical class is cavalier, which is between knight and pegasus: more mobile than knights but still less than pegasi, better bases in t2 than pegasus t1 and better bases in t3 than falcon (t2), in every single stat. Still, I'd rather have a girl go through soldier+knight+baron then revert her to anything like pegasus or cleric or even mage, rather than having access to the single cavalier class line for t3 base stats. And no way to ever get bows isn't a good point at all.
  2. Actually I'll make her a cleric as usual because this nosferatu magic is broken in solo runs like mine. I have 3 pitchforks to use after all, she will get the 1st one. I'm just deceived by the fact that even after getting through one of the anti-mage classes, she didn't get any bonus to her base res from promotions (and there were 2 from villager). It's just the same as going through knight in order to get more base def and discovering upon promotion that you don't get any def bonus even if you were under the class's base. It feels unrewarding. Especially when the only 3-stages class female units get is cavalier in order to boost their base stats compared with male units who have dread knight for spd, skl, str, hp and def, cavalier for mobility and more attack/def than dread fighter, baron for insane base def AND absolutely godly attack, just go to mage after baron and you'll ORKO everything without taking physical damage from non-baron ennemies, and archer for the final 1-4 range class after you got insane attack, hp, spd, skl, lck and def from any other class you've cycled through before reclassing. Females have either mage to deal damage with middling res and trash base def, low res growth even for a magic class, cleric to heal and nosferatank with trash accuracy and give some utility at the cost of 8-15 HP, cavalier to be a lesser version of male cavaliers (except Mathilda but only because of her bases completing her class promotion bonuses so perfectly), and pegasi who have trash base stats and don't even benefit from promotion bonuses like other classes do since: 1. their speed base is ridiculously low (mercenaries have 3 more base speed than pegasi and equal speed to falcon knights, dread fighters have 1 more def and 4 more atk with 8 more spd and 11 more skl at base than pegasi and they at least get 2 passives reducing magic damage instead of the nothingness that falcon knight gives to not already res boosted units, Palla suffers a lot from falcon knight having so trash tier base stats especially if you keep her in her base class, while Catria and Est are likely to surpass their promotion base stats before reaching level 12, or benefitting from 1 or 2 points in atk and def and having already far surpassed the spd, skl and res bases with res being absent of promotions). I'd rather make Faye a baron and make her reach 25 str and 22 def before reclassing her than get her to pegasus now that I know how unrewarding this class is. Sure pegasus is a little better than paladin, but gold knights stomp pegasi like they're insects.
  3. Thanks for your answers. Well then maybe I should've made her a cavalier instead to get these awesome gold knight bases before going back to villager>cleric. I didn't know you didn't get the resist base stat of the class you go in. What's even the point of such trash promotion design? Everything is fine, but res in a game that throws you tons of 18 magic damage ennemies from midgame to the end. If you're forced to use a dracoshield per unit in order to survive the 12 witches surrounding you in chapters like Nuibaba's second and Nuibaba herself, then what's the point of having classes oriented on res? And Dread knight should have 6 base res in any case not only skills giving 5 damage reduction and halving magic damage. You're not fine with that when you have 3 res, up to 8 with passive #1 and halving the remaining 10 damage if you can't counter-kill on ennemy phase AND get your HP up a bit at the beginning of the next turn. You don't exactly have 1 healer per unit. If your dread knight is circled by 5 witches he takes 25 damage per turn. Good luck surviving. If you don't have 6 base res at least and dread knight passives you just die in 1-2 turns. And recover is so inferior to staff healing that you can't compare the 2. My healers in classic FEs heal 80-100% of anyone's HP if their level is average. Recover only heals 80-100% HP of 1st tier units with <22 HP. The others just get completely shit on by any wave of ennemies in a game that doesn't hesitate to send you 10 units at a time. Barons shit on everybody with their base strength and def, only killable by magic damage or OP weapons and skills, Desaix and his dracoshield completely screws you over if you don't have 1 tank, 1 healer and 2 damage dealers who will deal 0-2 damage per turn, hoping you outdamage his 5 HP regen per turn. If you don't take his dracoshield, good luck on using squishy units past the beginning of chapter 3, because everyone get 1-2shot depending on their class and on the ennemy type. Witches just troll you over. Wanna recruit Delthea? Grind Clair until she can take only 1 damage per hit from magic units (good luck with res growth rates and exp hard cap level 10+) and a throwing weapon or regenerating item and high enough attack to ORKO every one of them. Until that moment Alm's party will get shit on in every magic class filled-mission which is like 40% of chapter 3. Fortunately Celica's route has more res-heavy units who lack def instead. Just why did they make res impossible to get from promotion? IS has to enjoy taking 15 damage per witch/dark mage thrown at them, since they were the ones to design it... PS: I'm just sad since I made Faye a falcon knight to give her high spd/skl/res, and falcon knight skl is pure trash even compared with paladin's or gold knight's and spd is still underwhelming (gold knight has 12 base spd against 10 for falcon knight), the class's HP is trash (34 is fine for a middle-tier class, not for a final class) a,d the res doesn't even time I make her cavalier>gold knight then reclass her to cleric and she'll have 18 str, 11 skl?, 12 spd, 13 def as minimum stats with something like 38 HP or I don't remember exactly how many HP, but more than 34 for sure. With 40% HP growth you need this. Female classes feel really underperforming in Echoes, such a waste since they added one or more female characters. And this res problem is still killing the game's balance.
  4. Hi, I'm wondering, is it normal that my falcon knight Faye has less than her class's base res stat as a falcon knight? she had 9 before promotion, she has 9 after promotion instead of 12 (that's a 3 points loss! I can't bear with it! Especially since I want to reclass her with a pitchfork now that she has 34 hp, 13 atk, 7 skl, 13 spd, 17 lck, 11 def and this crappy 9 res). I thought promotion was supposed to give your unit the promotion's base stats as a minimum...WTF with you Faye? Wanna get killed by the waves of thousands of witches hard mode sends you in chapter 3/4? At this rate I'll have to kill Desaix with a falcon knight Faye to get Alm the dracoshield so he doesn't get 1-turned by witch waves too.
  5. MU!Velouria skill inheritance

    Well I just want good skills for the 2 remaining slots for Velouria since Selkie has gotten the level 5 basara skill from daddy and renewal from Sakura and is now a dark flyer and will be switched to basara when she has enough magic, speed and res in order to strengthen her def and erase her weakness to bows. I'm lying at chapter 15 recruiting Velouria. Maybe DK class and skills can be nice on Velouria? She would get some res, maybe more speed and skill and some anti-magic skills outside from countermagic which she would have to go through buddy seal in order to get. My team is planned already: Velouria and Selkie (fluffy chicks for furry fan service), Saizo because he's so good (mine turned into a god with 24 speed with a shuriken, 24 strength, 21 or so def, 15 res, 18 luck, 38-ish HP, 25 skill at level 3 master ninja, no reclass yet), Kagero (sadly she got speed screwed but lies at 21 at master ninja 1, 22 or 23 strength, 18 skill, 9 luck, 15-ish def and 20-ish res), none of the 2 ninjas got good magic (sadly Saizo had magic point increases only on perfect level ups, which happened twice or thrice, he's lying around 9 at the moment if I' not wrong, not more than 12 for sure), My unit only because she's forced (maybe I'll give her to the MILF kinshi knight and play MILF Emblem LOL), Lobster Lord and Noodles Lord because of their pref weapon and the fact they don't need much exp in order to be godlike so I can train Vel and Selkie a bit longer (I got the horse spirit from level 2 hoshidan armory it's quite strong for Selkie and her trash def). Maybe Hinoka will be added, but I prefer the MILF as a character even if Hinoka is a better unit (and MILF has much better offence than Hinoka). Should I use a ballistician or a witch? I wonder. I have nothing against DLC classes, they allow units to have better stats until 21 and unique class skills. So far Selkie has nothing planned for her remaining 2 slots either but I don't really need other skills than renewal and basara level 5 skill. Maybe something giving her a little more physical bulk or dodge would be useful, but like I said, horse spirit + basara will allow her to become godlike with maybe galeforce since I don't plan to use capable units with a support backpack (with draconic hex, ennemies should be manageable for anyone, especially since Saizo can solo the maps at level 3 master ninja with 2 2nd tier potions if I want him to do so). Oh, and next PT will be healers only so Jakob and Azama will be mandatory, maybe I should do it on birthright since Azama is very late in revelations and I'd use 2 fighters rather than one until Sakura can go greatmaster.
  6. MU!Velouria skill inheritance

    Hi! I'm wondering what skill my Velouria should get, she should receive Sol from Keaton and Draconic hex from MU, but I lose the utility of having a knight Corrin since (I didn't know before) she passes down her Princess classes to her beast children instead of knight...Sol is an active skill so I don't want to give Vel another active skill but rather passives. I planned on giving her Hoshidan unity and replacing her beastbane by something else, but I don't know what. She would have Sol, Draconic Hex, Hoshidan unity, Odd-shaped until I can get something better and something else. I guess the wolfsegner class skills could be useful for unkillable chip damage and maybe killer? I'm in revelations BTW, boon hp bane magic talent knight.

    I did an FE8 mod for people complaining about FE8 being too easy. Knowing ennemy stats are calculated from tier 1 level 1 to level 40 (tier 2 is counted as tier 1 level 21-40), their stats will be sky high after promotion and even from level 10 onwards. Great knights have 7 mov instead of 6. I forgot to give other 7 mov mounted units the 8th point but it will be closer to the original game so it's not a real problem. I didn't change base stats only growth rates (bases would benefit the player too or make the prepromotes mandatory to beat early chapters like lunatic awakening, and we all know it's a trash design). But sadly my Gilliam will beat them all like Diablo 3 barbarian with the tornado build. I swear I didn't change anything on him, he has everything similar to the original game (otherwise he would've capped def and strength with the knights' +30% base growths). Link to my mod (it's simple to do but since I've already done it I share it directly): (U) %2B30% growths ennemies.ips?dl=0 I used Lunar IPS to create the patch, so just use Lunar IPS to patch your ROM file and enjoy your 50-80% growths ennemies, 115% hp growth high HP units etc. Gilliam will probably be abe to solo it for me since he got so insane even before promotion (I used Eirika 'til level 10 for promotion purposes because she turned mediocre, Colm who turned tanky enough with 8 def at level 15 and 6 res with around 30 HP and 9 strength with average skill, Ephraim got to 16/97 by the end of chapter 8 with 14/14/14/13/10/5 or something like that, not his best but he did 2 perfect level ups in the process so...can't complain, still way better in nearly everything than Eirika, who has 13 spd level 10, and less than 10 in every other stat with 21 HP, when I say mediocre...and Vanessa did 3 level ups of 1 stat: skl, hp and spd, + 2 level ups with 3 stats, meaning level 6 she has even less stats than base Tana except +1 def and = speed, so Vanessa to the bench, as planned, she didn't even try to make me change my mind, she dealt 2 damage per hit on the chapter 6 Bael LOL she s*cks hard, I had to make Eirika kill it with an iron sword for +2 or 3 more damage than Vanessa LOL with terrain advantage on a little mountain vs Vanessa's inexistent terrain bonuses).
  8. Challenge: Axes Thunder Tiger run

    Chapter 2 finished: Nolan 18,24, 37 HP (blessed with it for the 1st time since I got the game), 14 str, 1 mag, 18 skl, 15 spd, 8 lck, 14 def, 6 res. Soon promotion, I hope he will keep up the good rythm and his strength will get better (and his def). Got the 3 chests with Sothe and the boss's potion. Chapter 3 finished: Nolan 20,97: 39 hp, 14 str, 1 mag, 20 skl, 16 spd, 9 lck, 14 def, 7 res. Ilyana 15,22: 25 hp, 7 str, 14 ag, 14 skl, 13 spd, 8 lck, 4 def, 11 res. Nolan's strength is becoming problematic and his speed doesn't even compensate (15 AS with a steel axe urgh). Ilyana didn't get a point is speed but her HP are correct and her def got 1 point. her magic and skill stood on par with each other. I'd lie her to convert 2 str into speed and/or def though... Chapter 4 finished: Nolan 20/1,51: 41 hp, 15 str, 3 mag, 21 skl, 17 spd, 9 lck, 15 def, 9 res. Ilyana 20/1: 28 hp, 12 str, 19 mag, 17 skl, 18 spd, 10 lck, 9 def, 15 res. She's gotten quite powerful and fast, I hope she'll keep going. Nolan will have difficulties to cap stength (15 points to cap urgh) but his HP are good for once.
  9. Hi, I'm starting a challenge for fun (not a try hard in normal/hard mode but a funny PT in easy mode). Axes, thunder tomes users and tigers are the only classes allowed with maybe an exception for Volug since the DB needs a few units for p3 defend chapters, and Sothe/Heather just for utility (as few combat involved as possible). I'm planning on using: Nolan (quite forced to anyway), Ilyana, Jill, Sothe (as told), Volug (as told, and in replacement of tiger Laguz), Muharim isn't worth the investment (sadly because I like him), because LOLavailability. /Haar (not like there are other axe users in his joining chapter anyway), Brom (same) and Mordecai (if I can make anything out of his crap bases and mediocre growths), Kieran (I'll try, don't blame me for the shit he could do because his accuracy and avoid are so bad and his personnal skill isn't made for him + paladins are really not that great in FE10 because of terrain), little heron will be used only if vital and kept in security. /Ike (forced if I intend to finish the run or the Burger King will OS him), not Boyd (please guys his bases for his level are awful and he's far from the promotion bonuses, he sucks in his joining chapter and takes forever to start paying off), Ilyana again, not Soren (1 sage is hard enough to protect and he doesn't even access to high level thunder tomes), Titania (she's nearly forced to finish 3-1 in time), and Gatrie only if his T2 has acess to axes, if not then sadly Gatrie won't be my guy (well Brom will join fast enough anyway), Mordecai (if he truned good enough), Haar (if I need him or else bye bye god tier flyer), Heather (utility), and I think that's it for axe/thunder/tigers. /The same ones + the new tiger (yes, the shitty one, but there's something about him I've always wanted to try, so I'll do it now), and I think that's it. Or are there other ones? Paragon will be given to the latest units exp-wise (notably said baby tiger who clearly has cat growths, at least he won't get doubled much ^^ unlike Mordecai). /Well now I won't change the cast for the tower, just keeping the best ones and benching the ones who couldn't survive. No POR boosts in case you ask. --- I did prologue with Micayah killing the mobs, then Nolan only until I get Ilyana. End of chapter 1: Micayah 5,14: 17 hp, 2 str, 11 mag, 9 skl, 8 spd, 13 lck, 2 def, 8 res. Nolan 13,59: 12 str, 1 mag, 15 skl, 14 spd, 7 lck, 13 def (I gave him the dracoshield), 4 res. Got unlucky on strength...I didn't modify my level ups, I didn't use Cheat Engine, everything legit. Maybe I'll use save/reload to maximize stats per level for the bad sarting characters (Jill, Volug whose exp gains suck, Brom at the beginning if he doesn't get good level ups from the get-go, Mordecai, the other tiger, Ike because he needs good stats to beat Fast Food) but not like resetting 30 times until I get a near-perfect level up like I like to do (just going for the stats they lack will be enough). Ike will be forced to use axes once he can, unless the boss attacks him from 2 range (forcing a 1-2 range legendary weapon named Ragnell). If he can be beaten with Urvan then Ike will use Urvan, but I highly doubt it (range, stats, WTD).
  10. FE rebalance: What role for every class?

    Original. So Fighter would be a physical high damage low accuracy tank, brigand would be a crit avoiding mage killer? Thieves would be the like of dread fighters? And archers the same poking annoying ones as in Fates (well, Takumi with his personnal bow converted into higher strength). Well, after thinking of it it seems quite interesting and why not? I was thinking more of the pirates for mage killers rather than brigands but it's quite similar (also HIGH res surprised me, I'd think of a higher base and growth than usual physical units but not of a troubadour-level of res, but why not? at least they'd have one role). Also the low skill Fighter vs high skill brigand surprises me since berserkers are supposed to lack skill more than warriors generally speaking (and have as much if not more strength, with slightly better speed).
  11. Hi, I was wondering what the Serenes community was thinking of each class's role. So I made this topic so everyone can give his/her opinion on classes/roles. What do you think the traditional FE classes are supposed to do? PT (physical tank), MT (magical tank), HT (hybrid tank), ORKO, OS (one punch man), wear down ennemies (giving exp to lowies), staffbot, planebot (carry things from point X to point Y), complete destroyer (most stats are sky high with good caps), dodgetank (sky high avoid), mobile, unmovable (defend units), melee oriented, range oriented (specify range from X to Y tiles away), jack of all trades (very even stats). This topic could be the starting point of a FE mod if there are enough answers. Please respect each other and everyone's opinion, everyone has his/her own view of the game and this is what makes such topic interesting. PS: by traditional classes, I mean classes that existed from the GBA games, and classes that can be made into GBA games classes from 3DS games (like dark knight/mage knight). Don't hesitate to suggest weapons available for classes you want to change. Edit: Seeing nobody answers, I'll begin: Archer would be a class with very high skill and high strength instead of speed, higher str cap but lower spd cap, with maybe 2-3 base range and 2-4 or 3-4 for long bows. Sniper follows the archer path while bow knight/ranger is faster, tankier and has less str and a little less skl. 6 move sniper/8 move ranger. Mages have no more 1-2 range, but 2 range only and more long range spells varying in power and accuracy. They're more siege-oriented, like archers. We could make mage knights awakening's dark knights or on the contrary let them squishy and make them more oriented to kill low hp targets while sages are more suited for the battlefield, what do you think of it? Maybe a few books could deal physical damage and have 1 range for the battle mages, so they can answer 1 range weapons?
  12. Amelia's recruitment requirements

    Thanks buddy, I don't care about the ring but I want Amelia because trainees and the like (Colm, Neimi, Tana, Cormag (yes, Cormag) and Marisa in a better position (better bases due to join time and level)) because I've given them awful bases with wonderful growths (Ewan is the tanky mage/shaman alongside Knoll who is more like Gerik stat/growth-wise, Tana is herself but with more specialization into the glass cannon cathegory, Cormag is faster and tankier, being worth promoting into each of his promotions without a stat cap penalty, Neimi is stronger and more skilled, a little faster and luckier and archers have more str/skl and a lower spd cap when promoted). Also Eirika is a goddess with Great Lord (F) being a different version of Ranger and Ephraim's Great Lord is closer to Great Knight (both having the animations of the class I compared the with, Eirika sword+bow and Ephraim lance+axe, Ephraim 7 move and Eirika 8 like the GK/Ranger). Garcia is a warrior BTW and prepromotes are Jagen-like (40% growth in 2 stats, 20% in every other stat, 90% or 120% in HP depending on the character/class) and Kyle is a knight (knights have 5 move, generals 6, GK/mage knight 7, the other mounted/flying classes all have 8 movement). Class stat caps and promotion bonuses are rebalanced to allow anyone to go into either class but there's often one that will suit them better due to growth rates and the stat spread of the classes is more logical (the mod's name for now is "FE8 logic is back" XD). I will test it further and then post it on the forum in the good section ^^.
  13. Hello, I wanted to ask if Amelia appears in chapter 9 in case you didn't save her village from the bandits in chapter 5. Because I made a mod and none of my units could ORKO the soldier and fighter at the top of the chapter 5 map so one of the asshole bandits reached her village and destroyed it. I don't want to do it again but I want to get her. Knight>Wyvern Lord Amelia is tempting (so is Gilliam) (and my mercenary Ross has 14 str/7 spd at level 10/3 with a +2 spd promotion bonus, it's awful, and Joshua can't ORKO anyone as a mercenary with 8 str 10 spd even while he doubles with a steel sword).
  14. Did overambition kill this game?

    The problem isn't Corrin being badly written, it's all the cast praising him/her (or at least a good part of it) even the heir of the throne who should be more realistic about war and reality. Corrin is the center of the attention with a 10 YO mentality and absolutely no experience of the world (he/she has been kept in a tower for like 15 years before the game started) and it's painful to see how much credit the story gives to this character. It's an initiatory journey but the characters' hierarchy is wrong. There's no experienced warrior/ruler to help the avatar or lead the party to success (traditional Jagen role, Seth being the one I know the best who plays this role for the whole game he's part of and it's much more realistic than Eirika being the leader, since he comes up with the plans etc. instead of the candid lord/avatar). That's why Corrin is so hated. If he/she had a supervisor he/she would seem less idiotic and the story could take more realistic paths (even Eirika and Micayah understand that people have to die during a war, and - SPOIL - Micayah kills or gives the order to kill her own king - END OF SPOIL -). Gameplay-wise: there are many new mechanics in Fates, some are good, others not really. But the number of classes and skills is so big that it becomes filler at a certain point (like blacksmith's iron weapon drop, it's not very useful and it's battle cry is "FILLER CLASS WITH FILLER SKILL!", a blacksmith isn't supposed to fight, hell, how would you craft or repair your weapons if you send your blacksmith to war? smithing is exhausting and the smith can't do both war and work, and the iron weapon drop skill feels trash compared with skills such as devoted servant or whatever the level 5 butler skill is called). And the limit of 1 hit per fight with 1-2 ranged weapons feels just like a way to nerf everyone outside of mages and royals with 1-2 ranged personnal weapon (or just complete domination on bases/growths outside of LOLTakumi who's only good because of his OP weapon that only lacks pass to become completely game breaking).
  15. It also means that Seth, just like FE9 Titania, is a very bad Jeigan since in the first chapters he can't set up kills for the weaklings you get, while Gilliam can without having to go out of his way to do so. Gilliam is more of a Jagen than Seth and he becomes even better if you give him some love (he's far more worth your time than Franz, Kyle and Forde added to one another). He can be sent in the ennemy lines and chip them if he doesn't have enough level lead to simply OS them with iron weapons, which happens all the time in a normal difficulty PT (I mean he OSes them) and before that he alows the weaker allies to safely pick up the ennemies he weakened. Kyle is a worse Gilliam (more like a little faster and more accurate Garcia), Forde has been good as a cavalier in 1 of my PT (and I did many, always raising every unit of the same class and comparing their 20 stats to decide which one I promote) and he threw everything after his promotion to GK (AKA shit level ups) while he had godly stats as a level 20 cavalier. Franz is a faster but squishier Seth so I don't see the point in raising him. From your starting team, Eirika will be locked for 17 full chapters (prologue counts as 1) at level 20 T1, and even then she's not that good of a lord (she would be better as a swordmaster for the crit bonus) and damn 7 movement promoted mounted units. Ephraim is better in nearly everything except speed and skill (skill cap). Vanessa is useful for a few things (like the spider in chapter 6 and the pirates in chapter 9A if you promoted her, and Levant, Vanessa level 10/1 with an iron sword can deal with the pirates without a problem, her speed problems come from lances, swords are good on her and give her +10 avoid vs axemen, +20 counting lances or +24 counting iron lances) then she gets outclassed by every flyer available except her sister who is supposed to be better because she's the captain of the pegasi but oh no she's one of the bad prepromotes in this game, as bad as Sigrun in RD (it's sad because I like both of them more than most of their competition and being leaders they're supposed to be better than their underlings). Maybe if Phila was playable in Awakening she would come level 10 with bases comparable to Libra's at level 1. Garcia is garbage, we should make a MEME with this. Ross isn't worth the investment you put into him without excessive stat booster grinding (lol lv 20/20 berserker's 18-21 speed and barely 18 def with trash res) but still overall better than Garcia. Arthur is good just because bishop is effective against monsters, otherwise Lute is better at level 1 than Arthur level 2 (1 more def, more MT on tomes) and she becomes far better than him with every level up (40% speed Arthur vs 45% Lute, he's lucky to have 2 or 3 more at base or he would be instabenched) since she gets more magic, speed and luck per level. And she might have more def as well in a physically dominated game. Neimi is OK but not necessary (you could send her promotion item for 5k extra cash) and Colm is the best thief and he's a better assassin than Joshua, tied with Marisa (different stats but same average luck and both should cap strength, both will cap speed). Joshua is not worth it (Eirika should already be better or similar to him if you used her and not Franuzeless). So from the initial group there are: Eirika (1), Gilliam (2), Seth (3), Lute (4), Moulder/Natasha (5), Colm(6) and Vanessa (7) worth training (meaning the game is easier if you train them). You can bench 2 of them, not more if you go for a no grind hard difficulty classic gameplay. Ephraim is replacing Eirika (and if you want to play him go on his route to get him as your forced lord), Tana and/or Cormag will probably replace Van'ass'a, Duessel is usable even if he's outclassed by many units (except on the bulk part he's like 3rd physical tank in the game but has double weakness to compensate). Dozla is garbage, L'Arachel is funny so she can be a staffbot (anyway she won't ever have great combat because lolmagiccap and lolskillcap and loldef). Saleh might be the 2nd to worst magic user, staff bot is his best use (even his growths are garbage) but Knoll is the worst (at least he can summon ghosts that may outclass Garcia/Dozla/Innes/Saleh/Forde/Kyle/Syrene all at once and get exp from it to summon better ghosts). Amelia is great if you give her love, otherwise she's a trainee. Ewan is better than Saleh and Knoll but worse than Moulder, Natasha, Arthur, L'Arachel and Lute because his growths suck. Amelia and Ewan are the only units ho don't have access to SM/berserker who can still get 15% bonus crit rate from their special class, worth mentionning (and all of Ewan's weapons have good damage and 1-2 range and better accuracy than axes, also worth mentionning). If I had to do a tierlist, it would be like that: S+: Trained Cormag (A if you count his availability) S: Seth-Ephraim-trained Gilliam-trained Tana (A if you count her availability) A: Eirika, Franz, Van'ass'a, Duessel (B for availability, A+ for base stats), Gerik (Seth syndrome, medium in everything, very good at nothing), Colm, (Innes) B: Innes (bis), Neimi, Moulder, Natasha, Arthur, Amelia, Joshua, Saleh (for staff rank and base magic), Rennac, Myrrh, L'Arachel (late join + low base level + no combat for at least 7 levels) C: Ross, Marisa, Ewan, Knoll (summon), Kyle, Tethys D: Dozla (XD), Garcia, Forde, Syrene O: Orson (1 chapter LTC so he has his own tier)