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Stefan

Stefan is the best swordmaster in this game. While Zihark is painfully average for the whole game and Mia joins when it's a lance circlejerk and then proceeds to tie or lose to Zihark the rest of the way, Stefan joins immediately awesome and remains usable for most of the game.

He joins at 20/8 when the rest of your team is like level 18 even though to be at that level they need BEXP and Stefan gets nothing. Not surprisingly, he joins very good. Even with lolswords, he has huge att and AS, and just for laughs he has hit/crit/astra. His base durability isn't amazing but it's passable; 38 HP/12 def/9 res is fine. Basically, his midgame is what Shinon is to earlygame, only his class doesn't blow and he doesn't disapoof after 4 chapters, so he can be raping for much longer.

Throughout the game his offense remains good. 50 str growth and doubles everything forever. Durability is a different story however; he gets almost none from supports (lol, thnx heaven affinity) and he doesn't get promo bonuses. With his huge starting level he also gains exp slowly, so his average defensive growths (70 HP/35 def/30 res/135 avo) are worse than they look. By lategame his durability will be one of the worst on the team.

And of course, like the other SMs, he has no 1-2 range and average mobility. This doesn't matter a whole lot midgame because his stats are huge, but lategame when units catch up and surpass his stats, they're just another thorn in his side.

Of course, when people think "stefan's durability sux", they think of his crappy lck. Which is a problem, but is typically blown out of proportion. After a single ashera icon, generally the only things having crit rates on him are SMs/snipers/enemies with a +crit weapon like killer weapons, and these enemies tend to have crit rates on everyone that isn't, like, Mist or something. An ashera icon is also low in demand, since lck doesn't really matter unless you have too little of it (like Stefan) or have a crapton for avoid, but +2 lck from an icon does almost nothing for your average unit. He has durability problems, but lck is barely a blip on his radar.

Stefan is cool because like the prepromos, he requires no BEXP to be usable and can be raping for multiple chapters with a bare bones setup. However if you want to use him in the lategame, be prepared to sink an angelic robe/dracoshield or something.

6.5/10

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Muarim

Warning: the following rating has explicit language and contains too much awesomeness for the world to handle.

This is a story of Muarim's badass adventure in FE9. Starting in chapter 16.

M dawg: Hey you.

Tit mix: What up, nigga?

M dawg: You da one they call Tit mix?

Tit mix: What of it?

M dawg: Move aside bitch, it's my turn to lead.

Tit mix: What da fuck dawg, you know who ya talkin to?

M dawg: You aint know nuttin. Check out my stats mothafucka!

Ike hawk: no way, how you got more stats than me?

M dawg: Bitch I didn't say you could talk, now get back in the kitchen and make me a sandwich.

Tit mix: You aint stealing the spotlight from me, nigga, I'm mothafuckin Titania.

M dawg: I didn't come from slavery just to have you act tough. Kiss my hairy ass.

So while Muarim solos several maps, the rest of the team struggles to catch up. Finally the tier 1 units promote, and with new power comes inflated egos. In comes Ike.

M dawg: Bitch I still didn't get my sandwich.

Ike hawk: nigga I promoted, know your place.

M dawg: You still got less stats than me.

Ike hawk: Hell no, you got less speed and defense than me.

M dawg: You think I care? I still got tons of that anyway. And I don't even need this demi band. *takes it off* What you gonna do about it now?

Ike hawk: Faggot, you watch yo back.

M dawg: Dat's right bitch, get back in the kitchen before I slap you in the face with my dingaling.

Unfortunately while Muarim kept his pimp hand strong, he didn't keep his stats strong. Soon the beorcs gained weapons of silver and surpassed him in combat. But that's not the end of Muarim's tale.

Ike hawk: what you gonna say now, mothafucka?

M dawg: Man, I don't care. I had better things to do.

Ike hawk: Then fight a war?

M dawg: I was banging yo sister.

camp: oooooooh

Ike hawk: Faggot imma kick yo ass.

Big unit: why you fucking my ho for?

M dawg: you mad cause im stylin on you.

Unfortunately the story was cut short, because Boyd threw a jab and at that moment everyone dropped their video recorders. At least the video made it to the front page on youtube.

"IKE HAWK'S SISTER GETS KNOCKED THE FUCK UP"

8/10

Edited by smash fanatic
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Tormod

And here's the other half of the debates that have plagued the FE9 community for years; Soren vs Tormod. It died down earlier than Mist vs Rhys, but I wouldn't be surprised if arguments still raged somewhere in the dark corners of the internet.

Okay, so let's ignore Tormod's really bad joining time for now, and suppose he catches up to the team in levels. What does he look like? Pretty good, actually. He has Soren's spd, with ilyana's str and def after Ilyana's supports. He gets full att supports with anyone except Sothe, so he even has Soren's att. Top this with celerity - his biggest selling point - and staves post promotion and you get a pretty good unit.

Of course, we don't live in this fantasy world where level 7 Tormod catches up to units who are almost level 17 unless he gets favoritism. Granted, poor stats are easier to fix than poor mobility, but Tormod starts quite a bit behind. His bases sans def are only about the same as the other underleveled units that have been joining (from Marcia up to Makalov), but he obviously joins after them. He starts off with several points worse in pow and spd, and loses HP and def by a ton. And this never really improves, since his growths are decent but not stellar. Still it's not like the other mages fare any better.

I will say, however, that at the very least Tormod beats out Ilyana. While he starts off worse, he only needs to be 17/1 to tie a 20/2 Ilyana in speed (or if you can't invest a master seal on Tormod, 20/1 Tormod ties a 20/6 or 7 Ilyana in spd). With supports Ilyana gets def, but this just mostly closes up the def lead as Tormod has more raw def. Supports give Tormod more att. With more move it looks pretty clear that Tormod wins unless we learn more about Shade.

Soren vs Tormod, on the other hand, is complicated. There are so many factors to consider that I can't name them all. Just to name a few:

1) How much is Soren sucking earlygame.

2) How much Soren is beating Tormod at chapter 16 until Tormod promotes.

3) How much does Soren's stat lead over Tormod post-promotion matter, if it even exists (the fact that Soren loses AS from liek everything makes this annoying without a deep analysis).

4) How often they can get their crucial supports (e.g. Ike doesn't necessarily need Soren, but Reyson gets absolutely no useful bonuses from Tormod and there's literally no incentive for Reyson to be nearby).

5) Other resources they can reasonably use (e.g. vantage on Soren? Knight ring on Tormod?)

If I butcher the argument heavily and condense it as much as possible, the question is "Which is worth more: the BEXP Soren saves me, or the boots Tormod saves me?".

Bands: spd or def. He doesn't really need more mag unless you can't get him his supports.

Of course, since this is just giving out numerical ratings, I don't have to actually show who's better, I just need to put Tormod in the right score bracket. As of this writeup, I have Soren at 5.5 and Ilyana at 5, and I see Tormod being closer to Soren than Ilyana. Therefore Tormod should get a 5.5 until further investigation.

5.5/10

Edited by smash fanatic
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Devdan

You know Brom? Now give him 1 more move, but in exchange give him less str and way less def.

You get Devdan.

Which is kinda bad.

Devdan's bases are only slightly better than what your tier 1 units have when he joins, but they're promoting very soon so his stats will quickly look poor. However, his growths are huge especially with KW (with KW his growths are 75 HP/60 str/65 spd/45 def, wtf). Once your tier 1 units promote, you need to pump him with BEXP to let him keep up. And even if you do, he's still not very good. For example, a 20/7 Devdan has 38 HP/16 str/15 spd/12 def, which is worse than almost every 20/1 unit. He's like your underleveled tier 1 units like Astrid or Mak; he needs extra BEXP to get off his poor start, but he doesn't pay off nearly as well as them. Since he's tier 2, he's requiring like 1.5x more BEXP to level up, which is a problem.

Well, he's not completely worthless. He has decent supports in Tormod and Neph. Tormod usually defaults to A Reyson, but with Devdan in play he has no problems switching to A Devdan. Neph technically would prefer Brom as her B, but since Brom and Devdan are both KW hoggers, it can be difficult to field both, so if you field Devdan, chances are you're not fielding Brom, so Neph doesn't mind switching over. Oddly enough, you can make a cool support chain, with Devdan A Tormod B Calill A Neph B Devdan. Of course, Tormod's pretty average and Calill isn't much better, but it can be worked out if you want to.

Once his supports are done and he's gained some levels, he looks better. Since hogging the KW also boosts his durability, his spd and durability will look similar to Boyd, while having Kieran-level att. Unfortunately this is a dream world where Boyd and Kieran weren't using bands, but more importantly we're fielding Tormod who's average and Devdan could also hog the KW forever. In addition, being comparable to Boyd is cool and all, but Boyd has been making himself useful for about half the game and Devdan doesn't have that. Since his bases are also fairly poor, he needs extra BEXP to stay on top, which is never a good thing.

4.5/10

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Tanith

Tanith's stats are poor, but she has plenty of other things to make up for it.

So let's start with the bad. Her spd is great. But her HP/str/def are merely the same as 20/1 units. But since she's 20/10 and they're 20/1, and her growths are poor, she falls behind in stats quickly. 20 str/17-18 def at max level sucks pretty hard. She has enough mag to use sonic sword and flame lance, but unless she's attacking an enemy with a huge def-res gap (like a general), it's not much better than a simple javelin.

The other "bad" thing about Tanith is that, joining so late, she couldn't have built up any usefulness, unlike units like Boyd or Oscar, so she starts behind other top tiers.

Of course she has a load of other usefulness to fall back on. The first is obviously flying. And it's still cool. There aren't as much terrain to fly over as the midgame which had boats and deserts, but there's still stuff to fly over. 19 has cliffs, 20 has a huge cliff, 21 has the ditches, etc. Flying comes with canto, which is still cool.

The second is earth affinity. At the very least she'll get Marcia support since she has no other better options. Getting Oscar can be an issue, but Oscar is generally durable with a single support in either Kieran or Ike, so he doesn't mind too much to wait until chapter 18 to get his second support. You can even make a support chain, with Tanith A Marcia B Kieran A Oscar B Tanith, which gives you 4 mounted units charging together. Coupled with her high spd and lck and she gets good avoid.

The third is reinforce, which gives you two pegs and 1 FK per use, twice per chapter. According to a user on serenesforest, the pegs have 25 HP/14 str/20 spd/11 def, one using a steel lance and the other using a javelin. The FK has 31 HP/17 str/23 spd/13 def with silver lance. The FK is actually pretty boss, as 32 att is very strong; chances are your own PCs don't reach this until chapter 23 when silver weapons are buyable or they're guys like Boyd. The durability isn't great but it can take a hit or two. The NPCs in general make good decoys, drawing fire from ballista, protecting squishy units like Reyson or mages, etc. If nothing else you can do, like, send them deep into enemy territory to do some preliminary damage before your PCs get there. Even if you never use Tanith or give her any levels or favoritism at all, you can still field her for reinforce.

So she joins late and her stats aren't the best (low str is her biggest problem, def is meh but supports give good avoid), but she has plenty of other things that make her useful.

8.5/10

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Reyson

This guy is like his incarnation in FE10; needs moar availability.

Dancers have and will always be awesome. They consume little to no resources so they can go straight onto the team. They give out extra player phases to units, especially Reyson who gives out 4 once he's transformed (although that takes 5 turns). Extra player phases is obviously useful, be it getting extra attacks or heals, or simply moving units forward. Unfortunately 5 move sucks, but when he transforms he gets 8 move which is nice, though if you're using a heavy mounted team he will fall behind.

The durability can be a problem, but only until lategame. He generally won't get one shotted and only the fastest enemies will double him. This is especially true when he finally transforms. If you think you'll have a problem protecting him, an angelic robe pretty much ensures he can take one attack, and IIRC you get 3 robes over the game.

I still don't understand why Reyson got fire affinity. He never attacks, yet IS gave him a purely offensive affinity? Then again, IS trolls a lot, so that's not very surprising.

Anyway, Reyson is awesome. Again, the only resource he might ever want is an angelic robe and even that is not always necessary. He never consumes any CEXP and you don't need to give him BEXP. There's really no reason not to use him when you get him, and the only reason I can't give him a higher score is because he's only available for about half the game.

9/10

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Janaff

I wanna know what the hawks took during the 3-year period between FE9 and 10. How did they get so strong in 3 years? But anyway, the hawks are horrible in this game.

Basically, Janaff is Lethe minus the whole "I am awesome early-midgame". Yeah, his stats are that bad. The sad thing is that they actually have the same base att, since hawk talon is noob and loses mt to cat claw by 1. Janaff wins base def by 2, but loses transformation bonus by 1 (even if both use demi band). And Lethe isn't going to be at base level, which means she'll even beat him in stats by chapter 18, and since she's probably still at a lower level with similar growths, she will gain more stats faster. This is pretty sad since chapter 18 is around the time your beorcs promote and you should drop Lethe. What does that say about Janaff?

Okay, but enough about laughing at how Janaff can't beat Lethe in stats. Let's laugh at how he fails against beorcs. With full transformation bonuses he has 26 att/20 AS on offense, and on defense he has 39 HP/15 def/13 res/56 avo. That's barely any better than your beorcs using generic weapons, only they can use other cool stuff like forges, eventually gain silver, killer, etc., and they're at a lower level so they gain levels faster, and this is Janaff attacking only about half the time.

And his support list is awful. Shinon and Lucia are among the worst units in the game, and Oscar isn't really hurting for supports since Ike/Kieran join earlier and Tanith joins the same chapter. Even if he gets Oscar and end up with good avoid, his att is still so bad (32-33 at max level with full bonuses lololol) that there's no point in using him.

He does transform on turn 1 though, so he can kinda do something. But the amount of enemies he can actually one round are very limited. And he has very little room to improve as his att is just too poor to salvage it.

Well, at least he flies. Too bad flying out only to be awful doesn't do us any favors.

3/10

Edited by smash fanatic
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Ulki

The weird things about the hawks is that in this game, Janaff was the faster one while Ulki was the tougher one. In FE10 the roles switched; Janaff became to tougher one while Ulki was the faster one. Yeah, it's weird, but FE10 doesn't make any sense, with Gatrie getting 60 growths in str/spd/def, Astrid failing at life, half the units in the game having no availability, etc.

But anyway, Ulki at full transformation has 28 att/15 AS on offense, and 41 HP/18 def/12 res/60 avo on defense thanks to vigilance. Compared to Janaff, there's only a 5 point difference in all their growths (other than HP which is 10), though Ulki is 1 level lower, so once ulki gains taht extra level (will take awhile; he only gets 1.5 more exp per kill and 0.5 more per hit) he gets a little advantage. Now 15 AS is pretty troublesome, 14 demibanded is even worse, but his att is decent once he gets supports and his AS can be salvaged, and his durability isn't too bad.

Unfortunately he is a late transformer, transforming on turn 4 naturally, so depending on your playstyle he doesn't end up doing very much. Even when he IS transformed his stats are only passable. For example, with the optimal support setup and at level 12, he has 36 att/18 AS on offense and 47 HP/24 def/17 res/68 avo on defense. While this looks fine on paper, this is in a warped dream world where Ulki is always getting bonuses when Mordy doesn't really care about more att or def, Rhys doesn't care about att and 1 def doesn't really save him, and Boyd isn't forced to take Ulki. More importantly is that this is with full transformation bonuses, and demi band is -3 att/-1 AS, and -2 def/-1 res/-2 avo. In a more realistic scenario he's sporting 30-33 att, which means he's only slightly better than a silver sword unsupported Mia, with speed that basically loses to everyone that isn't Mordy. Although even if he's stripped of his supports and uses demi band he still has 47 HP/18 def/12 res/66 avo, which isn't bad, but isn't impressing anyone.

Ulki needs a speedwing as well as warping your team so he can get full supports, just so he can be average in stats while having transformation issues and no 1-2 range. Flying is nice but it's not enough to save him.

2.5/10

Edited by smash fanatic
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Calill

I used to think Soren was the best sage in the game, but over the years, I switched over to Calill.

Compared to Soren, her spd is similar, and she trades mag for the ability to use heavier tomes (that are probably just sitting in your inventory otherwise), especially with good str and B ranks in all magic, although in the end they both probably 2HKO anyway. On durability, Soren gets more avoid, but using Calill means Neph gets a support (whose other options are Brom and loldevdan) while Soren is probably just replacing one of Ike's (since he can get Oscar/Titania, so he's not desperate for Soren support), and Calill ends up with more def (40 def growth wtfisthis). Their other supports are about tied, since Soren gets Stefan who isn't bad, but the bonuses are kinda meh. Calill gets Tormod who's average and also Geof who has only 2 support options so he literally has no reason to not support her if he's played, even if there's a huge move gap between him and Calill. So they're both just as likely to get a B.

The big tiebreaker in Calill's favor is that she doesn't require any babying earlygame like Soren does. This is huge because you can just train a different unit and throw Calill onto your team in chapter 20, and Soren's performance from chapters 4-19 aren't really doing us any favors. Post-promotion staves is nice for soren, but actual healing isn't that important, so staves is mostly just for an extra exp pool, but calill generally has better growths anyway..

But anyway, enough of comparing her to Soren. She's still pretty average. Her offense is good, but durability is bad, since 32 HP/8 def/17 res/52 avo is poor. She has a wtf40defgrowth and cool Neph support, but they take time to build. When you throw in poor mobility, you can see she has problems. Generally, you should avoid using her unless you're also using Neph or you need a lategame filler nuking things with siege tomes.

6/10

Edited by smash fanatic
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Tauroneo

Tauroneo is kinda like FE10 Mordecai with resolve. They never die and have a ton of att, but never double anything. But when they fall under half HP, they start raping everything.

Unfortunately Tauroneo has problems getting to half HP reliably. He has 48 HP/22 def/14 res at base, which means he takes pitiful damage. Soldiers, archers, and myrms don't do any damage to him, and even if he forcibly faces WTD against fighters, only a few of them do more than 5 damage to him. Chapter 23 isn't much better, with the cavs having low 20s att, wyverns and fighters having mid 20s att. Generally it's not until chapter 25 where he can take damage since that's when you start facing mostly promoted enemies, but since the mountain pwns his movement you have to wait until chapter 26. You can have him rescue someone, but unless it's liek a fighter or mage he still takes laughable damage, and you waste time rescuing that unit and then dropping that unit. The unit who's being rescued is also not doing anything in the meantime.

This is also not including the fact that Tauroneo has avoid. He has 40 at base, so 100 hit enemies are only hitting slightly more than 2/3rds the time. For example, let's take the highest att fighter in chapter 23, which is 27 att/92 hit, 28/102 with WTA on Tauroneo, which is 6 damage/71.5 real hit.

The other thing holding him back is his mobility. Even if he gets half HP for resolve and gets w1n stats, his move is a problem.

His weapon levels are high. unfortunately none of them really matter save for brave weapons, but everyone likes those, since upgrading from steel to silver just means he gets more att, which is not his problems. On the flip side, his supports are bad, since lolrolf, and largo who's pretty bad (granted, largo's big problem is durability, and tauroneo support is 1 def/15 avo). Granted, he doesn't even need supports, since all it does is give him even MORE durability.

But in general, Tauroneo takes a lot of effort. It takes time to drop him to half HP, usually requiring you to rescue someone and then attack an enemy that has high att who happens to be at the start of the map. Even once you get resolve up, his low move doesn't do him any favors. Granted, none of this effort actually puts a strain on your BEXP or stat boosters (well, boots for his low move), so if you don't mind doing this whenever necessary then feel free to use him.

4/10

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Ranulf

Ranulf is fairly similar to Muarim in stats. He wins def forever and depending on what level you get Muarim to at chapter 23, will only trail in att and AS by a little (mostly because cat class sucks compared to tigers). His growths are worse but he'll gain levels faster, so that seems even enough.

unfortunately he has nothing of what made Muarim good; midgame existence. Muarim's chapters where he exists and Ranulf doesn't is extremely important, because silver weapons don't exist and laguz weapon fail doesn't rear its ugly head until chapter 23 when you can start buying them. It's the only difference between demi band Muarim having the same att as your top tiers since they're stuck with steel weapons, and full bonuses Ranulf barely beating out your lowest att units like unsupported Mia using a silver sword.

His low att is enough to cripple him. 30 with demi band, 33 with full bonuses, and since he's a laguz there's not a whole lot you can do to fix it (no forges, etc). His durability is great even with demi band, but there's just no point in using him if he can't deal out damage. Lack of 1-2 range only makes this even worse, since the enemies he can actually 2HKO are mages and snipers that he can't counter (and SMs, but he can't double them anyway).

3.5/10

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Haar

Haar was sandbagging the whole time this game. If he only took off his eyepatch and swung his axe with two hands, he would solo maps.

Anyway, his stats sans speed are good. 21 str with 60 growth is good, although for some reason he has only double Bs for weapon ranks, so you need to use an arms scroll if you want silver weapons. Which isn't a problem but needs to be pointed out. Anyway, 47 HP/20 def is nice, 10 res is acceptable. his avo sucks but it doesn't really matter when attacks bounce off of him. Top this off with flying, the best kind mobility, and he would seem to be awesome just like in FE10.

Unfortunately his speed is pretty bad. He's only marginally faster than Mordy (level 14 Mordy with demi band has 16 spd, Haar has 17), which is not a good sign because Mordy is one of the slowest units in the game. Of course it's not really a problem in chapter 24 because it's still mostly crappy tier 1 enemies, and chapter 25 mountain pwns your team so even if he didn't double anything he would be useful. But starting at chapter 26 it becomes evident. Even with a speedwing he has serious problems doubling paladins and laguz (never doubles SMs, but that's not an issue because most people can't double them anyway). His speed growth is only 35 as well (40 with speed band) so throwing BEXP on him doesn't solve everything. This is not a good sign because 4/6 chapters give him doubling issues, which makes up a huge majority of his availability.

Of course, depending on how much you want him to double, his speed is actually fine. It's enough to double warriors, halbs, generals, and wyverns even without a speedwing, and the first two only become problematic to double in the final chapter and they aren't even that common anyway.

What hurts him the most, though, is his crappy availability. He exists for too little time to contribute effectively to the team. However, don't let this stop you from using him when he actually is around.

So basically, throw an arms scroll on him so he can use a silver weapon ASAP. From there he's cool in chapters 24 and 25. But starting at chapter 26, you either need to use speedwings on him or make sure you don't have him engage certain enemy types, since otherwise he won't double and leave them alive and it'll be pretty annoying.

6/10

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Lucia

Lucia in FE9 joins at the same level as your team, only her stats are what they had 10 levels ago. Lucia in FE10, after her single 2-2 chapter, joins 10 levels behind everyone.

Coincidence? I think not.

But I'm going to quickly demonstrate how awful Lucia is.

Her base offense with a silver forge

33 att, 23 AS

This is marginally better what full bonuses Ranulf had a chapter ago. This loses to most every beorc on the team except without a silver forge. lolwut

Her base durability

36 HP, 10 def, 8 res, 62 avo

This is WORSE than your mages. So you know it sucks hard. lolwut

What other redeeming factors does she have? She's monoswords so no 1-2 range, average movement too. Her growths are good, but at max level she has 19 str, so even with huge speed her offense still gets dominated by most every unit. Durability is still awful, at 41-42 HP, 13 def, 11 res, 76 avo, losing to again nearly every unit.

Of course everyone already knew this, but Lucia and Bastian are in a league of their own, in a bad way.

1/10

Edited by smash fanatic
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Bastian

I didn't tell anyone until now, but years ago I sneaked into the Intelligent Systems headquarters on a secret mission for Captain Kieran. I made my way to the development department where the programmers were creating the units for the game. When I was there I overheard this conversation between two of them. Unfortunately I couldn't determine their names so I'll call them "Har" and "Don".

Har: Hey I have a great idea for a unit.

Don: Are they as good as your ideas for Amelia and Sophia?

Har: Of course. Okay, so first, let's make a mage that joins really late into the game. Got it?

Don: Yeah, go on.

Har: Now, let's give this guy really crappy stats in everything. He has 19 magic when the other units the player could be using will have more than that and use weapons that don't have terrible mt, but at least he hits resistance so maybe the player won't realize that. He also will be stupidly slow and won't double anything that isn't a general or a weak tier 1 enemy. His HP and defense will also be crap, and since he's a sage his move will be bad. And just to make sure he's bad, lets make him use knives, and give him a ton of str just because we can!

Don: You know, I just checked the unit database. We have a late joining magic user named Calill who beats this guy in every stat, except she joins earlier.

Har: Fool! She doesn't win everything. She has less strength and slightly less defense! And resistance! And skill! But you gave me a good idea.

Don: What?

Har: Weapon ranks! We'll give him a ton of strength, but give him A wind when the heaviest wind tome is 10 wt and is the 5-use siege tome! And let's give him C thunder where the extra strength would've actually done something!

Don: Brilliant! So what's his name and what one-dimensional personality are we going to give him?

Har: Let's see... let's call him Bastian and make him speak in archaic English, the kind of language used in Shakespearean plays.

Don: Why?

Har: I hate Shakespeare.

Don: Ohoho.

And that's when I realized Har failed his English classes.

1/10

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Geoffrey

Geoffrey needed more availability.

His bases are alright at best for his joining time. 33 att/19 AS with silver lance is meh. 43 HP/21 def/9 res/50 avo defensively is not bad. Being mounted is cool.

What really saves him, of course, is paragon. He BEXPs so easily and his growths are great especially with KW. Giving him just, say, 250 BEXP, gives him 2 levels, and when you have 50 str/85 spd/45 def growths with KW that helps a lot. While his str never becomes great, he easily gets enough spd to double everything except the fastest enemies, and with his high 21 base def + 45 growth he's very tanky. Coupled with a mount and you get a great lategame filler unit.

So what's stopping him? His str is fairly low. But importantly his availability sucks. He's awesome when you get him, but compared to other great units, he's just not around long enough. In fact since he joins when your team is souped up, it tends to hurt his worth compared to units like Stefan or Lethe who are amazing during a period of time when your team isn't as jacked up. The rating here reflects his overall usefulness throughout the game, but don't let it stop you from using Geoffrey when he exists. Well, other than chapter 25, because the mountain pwns his horse.

6.5/10

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Largo

Largo needed more availability. And durability. And be playable in FE10

Offensively he starts alright. 21 str/20 spd isn't bad. He's underleveled and has a huge 70 str growth and decent 45 spd growths, so if you invest a little BEXP in him it'll pick up.

What really cripples him, though, is his durability. 52 HP is good. 10 def is garbage. And 3 res is laughably bad. 52 avoid isn't that good either. And his defensive growths are garbage sans 80 HP. 25 def, 20 res, 120 avo? His durability is like one of the worst on the team.

His supports aren't even that good. Mia is fairly poor and Devdan is hardly any better. Muarim is good, but by chapter 25 he's really losing steam. Tauroneo is horrible unless you spend time getting him to half HP for resolve. Worse of all is the first two are fire, which don't mix well with wind. He needs Muarim and Tauroneo for durability.

If you want to use Largo, you need to invest nearly every dracoshield and talisman you have (granted, not many people need talismans), and even then that's 14 def with still single digit res. Without supports his avoid will never be impressive either. His offense is pretty good, but his durability doesn't warrant it.

4/10

Edited by smash fanatic
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Elincia

Elincia is like Mist, only she gains flying and loses every stat.

Okay well, Elincia doesn't lose every stat. She wins def, 14 with amiti while Mist might be like 13 depending on supports and levels. Unfortunately a 20/2 Mist beats or ties base Elincia in every other stat even before supports, and Mist isn't going to be only 20/2 by chapter 26. And Mist's stats are not really that good, since if she doesn't have sonic sword she shouldn't be attacking, and Elincia starts at D swords too, but with 12 base mag that's pretty awful offense even with it. She even loses AS from Amiti, since it's 12 wt and she has 9 base str with 30 growth. What does that tell you about Elincia's fighting capabilities?

More importantly against Elincia, however, is that by the time she joins, your team should be durable enough to not require much healing. With only 3 chapters (she misses chapter 27... or was it chapter 28? Don't remember), it's very hard for her to contribute meaningfully with healing. And she's obviously not contributing much to combat.

Elincia doesn't have any other saving graces. Her stats never become great because her growths are average (other than mag, but 12 base is awful anyway). She has flying and amiti, so she's not nearly at the same level as the likes of Bastian or Lucia, but she's poor in combat and healing isn't particularly useful.

2.5/10

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Nasir and Ena

I decided to put the dragons together since they basically function as the same thing.

Well, at face value, Nasir stomps Ena. Ena's loses or at best ties every base stat to Nasir. Max level Ena loses att and spd to base Nasir (she has more str, but white dragon transformation is +10 str while female red dragon is +5). She ends up more durable, but Nasir has huge HP/def/res and to get Ena to that inflated level takes a lot of BEXP, so that doesn't matter. Why would you take Ena over Nasir?

Of course, since you only get one of the dragons, comparing them directly is pointless. The dragon you end up with depends on the result of the BK fight. If you got unlucky and didn't proc Aether then Ena is still rather useless, but if you decided not to use Ike for some reason (you're turned off by his poor earlygame, for example) or your Ike got ridiculously RNG screwed (I have had an Oscar who had 10 def at endgame; serious RNG screwage is rare but it happens once in a blue moon), then you will get Ena by defeault. This means that Nasir will be contributing when your Ike is already strong, while Ena will be contributing when your Ike is weak. In other words, the differences between Nasir and a good Ike will be about the same as the differences between Ena and an unused/seriously RNG screwed Ike.

While you can say Nasir is better against the other generic enemies, he's still not particularly impressive. Without the demi band his stats are fine but he only attacks half the time. Demi band gimps his att badly. Either way he also has 6 move and no 1-2 range. He can help kill generics better than Ena, but he's still not that good at it; most of his usefulness will come from helping Ike kill Ashnard.

Of course, they aren't even that great at what they do (killing Ashnard) without taking the resolve scroll, since I think they do single digit damage at best without it and get 2HKO'd back and Ena gets doubled like forever.... It's still better than guys like Rolf who is awful the whole game, but these two don't do very much.

3.5/10

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Royals

The royals are very easy to rate, because they only exist to help you kill Ashy's second form (IIRC in NM they join at the start of the chapter). So who is the best and worst depends on how they fare against him.

For reference, Ashy's stats.

60 att/28 AS. 80 HP/35 def.

Giffca: 50 att/29 AS. 68 HP/31 def.

Giffca does 15 damage to Ashy. Ashy does 29/68 damage to Giffca.

Tibarn: 45 att/27 AS. 63 HP/29 def.

Tibarn does 10 damage to Ashy. Ashy does 31/63 damage to Tibarn.

Naesala: 39 att/34 AS. 57 HP/28 def.

Naesala does 4 x 2 damage to Ashy. Ashy does 32/57 damage to Naesala.

Giffca does the most damage and takes the least in return, so he's the best.

Tibarn is 2nd best in both.

Naesala is worst in both.

Giffca, therefore, is almost the epitome of average in this game, around to help for a grand total of one enemy. Tibarn and Naesala are lower because to get them, you have to give up on Giffca, who beats them.

Giffca: 5.5/10

Tibarn: 5/10

Naesala: 4.5/10

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You're one stubborn dude if you still think that Ulki > Janaff after this. Not once do you mention Janaff's vastly superior transformation time, which completely changes how one uses the two units. The same criticism can be levelled to your evaluation that Muarim >>> Lethe. Lethe's superior transformation time means that she is often full-transformed while Muarim is Demi Band'd. When this is taken into account, the two have almost identical combat parameters (Muarim a little more Atk, Lethe a little more Spd). Throw in Lethe's superior availability and it's easy for her to compensate for Muarim's slightly superior shove utility.

Your insistence on considering negative utility (i.e. the player making stupid decisions) for units below some arbitrary profficiency mark makes trying to sort out the bottom half of your unit rankings fruitless. And leads to absurdity like Ena > anything.

Edited by aku chi
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One thing I wanted to ask: why weren't Brave weapons mentioned in Haar's ranking? I mean, it does allow him to ORKO some of the more quick enemies like Swordmasters, but I guess it doesn't help much with Laguz (man they're durable...).

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Goldie's fellow human being self rankings:

Every Unit: 3/5

That about sums it up ohohohohooo!

Next we take this into account with precise, accurate and to the point calculations! 78 - 39 is 39 followed by 39 - 0 + 7 - 3 - 2 - 2 = 39

In turn, that means every single unit is actually a 39/5 when using the X39 system - the most foolproof method there is! Heheheheheee!

And there we goo, Path of Radiance has been leaked and uncovered with this simple method :]

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You're one stubborn dude if you still think that Ulki > Janaff after this. Not once do you mention Janaff's vastly superior transformation time, which completely changes how one uses the two units. The same criticism can be levelled to your evaluation that Muarim >>> Lethe. Lethe's superior transformation time means that she is often full-transformed while Muarim is Demi Band'd. When this is taken into account, the two have almost identical combat parameters (Muarim a little more Atk, Lethe a little more Spd). Throw in Lethe's superior availability and it's easy for her to compensate for Muarim's slightly superior shove utility.

Your insistence on considering negative utility (i.e. making stupid decisions) for units below some arbitrary profficiency mark makes trying to sort out the bottom half of your unit rankings fruitless. And leads to absurdity like Ena > anything.

I have to agree with this, transformation time is a really big deal even on moderately efficient playthroughs. Lethe doesn't spend "half" the chapter untransformed if we're aiming for lowish turncounts every map, because so many PoR chapters are completed within like 5 turns anyway. And if turncounts are so relaxed that Lethe's transformation time does become an issue, advantages like Mordecai's Smite are also greatly reduced.

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Even if Lethe ends up untransformed for half of the map, she could just take the Demi Band for the second half. You don't -have- to staple the Demi Band to another laguz if Lethe is also being deployed; the fact that the Demi Band is being unused for half of a chapter is not a net negative.

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EDIT: On a side note, screw it. I'd rather not get involved in arguing with serenesforest members since arguments with you guys never go anywhere. You guys can complain about my rankings and call me any names you want; I won't change them unless I see an argument I actually like.

Edited by smash fanatic
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