The Engage skill inheritance bellcurve: "Canter and speed+ are busted so I use them on everyone." "Using diverse skills to enances the individual strength of your army to allow them to use their natural talents more efficiently is better actually." "Gives canter and speed+ to everyone, Engage has super high speed treshold and repositioning allows for better goddess's dance."
Speed+3 ain’t gonna make Louis double things. May as well go for other things on super slow units especially if you put them in halberdier so they can double anyway on player phase. It’s still worth considering the unit even if speed +3 is generally a good idea because going from 17 to 20 speed when enemies are 40 speed isn’t really a good thing. It’s usually more efficient to just shoot for one shots with great weapons for the super slow units ( or just use halberdier) because with all the investment you’d need to get them to the benchmark of 45 to double basically everything you could get them one shotting the super fast stuff and doubling and one rounding the few things with low enough speed to be doubled by a dude with teens in speed like corrupted wyrms with their speed cap of 8 making investing in power help vs the super speedy and super chunky enemies too where as speed investment at best is only helping you vs faster enemy types. It’s really easy to get high strength units to one shot wolf knights when they are typically problematic for speedy but less potent units to handle because doubling them is a struggle
Alear with Canter is brilliant because of how well it synergizes with them. You can reposition Alear after actions to help set up other units to receive the Divinely Inspiring buffs. When Alear's Emblem+ is unlocked, Canter is also great to help set up Bond Blasts between Alear and their engaged partner.
Its fairly niche, but I think Healing Light does have use on Qi Adept Staffers. As it can keep them topped up for chain guards without spending extra actions to heal them.
@marcoasturias8520 I agree, but until then Healing Light does have a use on someone like Framme. It's cheap, improves Framme's utility and frankly you probably aren't long-term using her anyway so it's not like picking it up slows down her progression to getting better skills. It's just a nice early game pick up before becoming obsolete.
I was actually just coming down to make this comment. I don't think that it is enough to make it good, but because it is so incredibly cheap, I think it is solidly an "early game" pick to throw on Framme or Jean, so that they can more efficiently spam chain guard.
@@marcoasturias8520 I normally throw Lucina on a martial master for bonded shield, and I regularly have turns where I am only in range of 1/2 enemies, and don't want to expend the engage yet, or, my engage is on cool down, so chain guard it is. Bonded shield vastly out classes chain guard, but is slightly limited by being engage only, so chain guard can still fill that gap
Everybody brings it up, but it’s amazing that the one character who could actually get use out of Favorite Food, Bunet, can’t get it because he joins two chapters too late. And by the time you get Celica back, most people are not using Bunet anymore.
The synergy isn't even that great. You're likely looking at a 1/5 chance of his skill proccing, and even when it does, he'll have to wait several turns to get potential value. Let's say, turn 1 he engages, and eats the food on turn 4 when the chosen emblem wears off. Turn 5, he engages again, and then, on turn 8, he'll finally be able to eat the food for a second time. There's some things you can do to speed this up, like dancing him on the turns he eats so he can Engage again faster, or using the 3 Houses DLC emblems, but it's still slow, and it's still more likely to fail than not.
I mean kinda. So lets imagine you engage round 1 so it will run out turn 4. You eat then engage again round 5 which runs out turn 8. Bunet would let you have a % chance to be able to engage again for round 10 by which point most maps will be over already. It you were rank 11 bond with the ring that goes moves to turn 12. So while bunet theoretically has a niche here with it, its not exactly a useful one.
I kind of like Mentorship on Seadall since like you said the second skill slot is pretty open on him. More experience also means more SP so there's that too.
Mentorship technically doesn't really give you much EXP since you'll get less EXP in the future for being a higher level as a result of the skill. I saw a video on it, good watch if you like math
Alacrity is good against those huge wyrms that can counter anything at 1-3 range. Although i suppose you could just use fracture or spend engage attacks or fortify for the same result.
Agree with literally every ability placement! Great video. The only thing I'd add in the explanation is that Lunar Brace's main use case is on Brave Weapons that can't be boosted by Power Skills, namely Flashing Fist Art. The % Def boost helps more because of the low base might of fists, so against higher defense enemies you can do > 0 damage.
Its the opposite of a winmore, a loseless. You are not actually having a better engagement, just compared to the actually dreadfull base damage, it looks like a bigger improvement
Some notable DLC skills since those weren't covered: Edelgard: Lineage: Same as Mentorship but only for the equpped unit, probably not good long term but it comes so early and so cheap you can rush units to promotion faster Weapon Sync: Also niche and expensive to boot but i found success on Alcryst with the Lyn ring for stronger Astra Storm. Tiki: Starsphere: On paper looks really good, but you only get maybe a couple points long term Soren: Assign Decoy: Completely breaks Maddening AI, can let you force enemies to attack a really strong unit for free Veronica: Reprisal: Hella expensive but for Veyle/Soren is ungodly good. Easy recommend if you can afford it. Chrom: Brute Force: Not too expensive but kinda niche, but found lots of success on my Panette build to close thresholds Rally Spectrum: +3 to all stats in 2 spaces. Easy, simple, spammable Hector: Quick Reposte: Can probably be useful for units just barely missing doubling thresholds or weighed down by weapons (Timerra), but a severe downgrade from the 3H version.
starpshere gives like +3 per 20 levels. It is a LOT. You can get it on your early game crew at LVL 10. Assuming LVL 50 at endgame, starsphere adds +6 to every skill. Louis, Anna, etc with a +6 omniboost hit REALLY hard. Now, I know what you might say: "You can't beat Tiki paralogue on maddening with lvl 10 units". But you can. You give Etie a forged silver bow from the DLC and one shot the dragons with that plus Louis+3H. And sub in Vander a bit. Next thing you know, you are using Starsphere+Roy which has nutty interactions and you are one rounding for days. I used starsphere Alear with Roy, and the stat exp from fixed maddening plus starsphere gave an additional +1 omniboost to the additional +6 onmiboost from the starsphere, plus the +2-3 omniboost from rise above. I was face tanking all of the enemies with that amount of DEF and HP, while one rounding with all of the extra ATK and SPD.
My cool new fire emblem engage strategy is to stack as many avoid skills as possible on alear and then walk through the maps on maddening with no enemies attacking her because they have zero hit this is 100% reliable and will always work.
This was an excellent video! I didn't think I'd watch it all the way through but I did.thanks! I personally love having merrin be my lucina user with inherited draconic hex!
I use perceptive on my Boucheron with a smash axe, helps him survive the player phase to either one shot or heavily damage an enemy. Over time i may drop it since he'll get a whole lot of hp to offset any accidents and he's faster than he seems, but early game i love having this on him safest way to use smash weapons i feel.
Another issue with Lunar Brace is it contradicts with Bravery unless your Eirika user has Engaged. It could theoretically be nice for Astra Storming bosses though.
I like lunar brace but that has to do with me liking to use martial artist that generally do little to no damage and this allows them to actually hurt especially since they usually attack 4 times I also use it on alcryst since he's almost using a brave bow altho truthly I don't think he needs it because of he activated Luna that thing he attacked would've probably died anyway but I like the extra damage
generally agree and had some thoughts. sorry this is going to be disgustingly long. I believe scalability is really important for skills, slightly more than SP efficiency. Scalability like, as the game goes on, increasing as needed up to a higher investment ; having a lower initial investment with possible high final investment. Speed+ is a version of this, it's super cost-efficient but this is a great extra feature. The power skills and to a lesser extent lunar brace are also examples. Whereas momentum suffers (outside of high efficiency/LTC play context) bc while SP efficient and gives a strong midgame, it falls off. And the reason this matters is bc non-scaling skills that may need to eventually be replaced cut into a unit's SP budget, so it's hard to give several characters such skills. Another way to think about it is *slot* efficiency rather than SP efficiency. Are Advance and Reposition and canter all varying levels of good value proposition? yes, but they don't make a great use of the slot, generally compared to more expensive less efficient skills. Of course in an LTC/general planned play these are all useful if you have a plan and can swap in and out as needed for various maps which is good. My personal meta is I give everyone canto and then most units speed+ (increasing slowly over the game). With fast units I'll give them a damage skill instead of speed+. With utility units I'll give them utility a skill. For panette, vantage (to go with wrath). I'll just mention with the well SP budgets are much higher than at launch, so slot efficient high cost skills have gone up in value compared to cost-efficient lower-power skills. I think you've massively underrated lunar brace, it should be up in the 3rd or 4th tier, it's better than gentility easily. It's biggest flaw is no enemy phase bonus. But it is the premier physical player phase boost, and weapon agnostic -- and you get most of the value on the cheaper first level too so don't necessarily have to worry about the more expensive level until endgame. Weapon agnostic is good in cases like ie you want to use swords against most units but effective weapons (like horseslayer/poleaxe) against vulnerable ones. It's devastating for taking out key targets on player phase. And it's just one skill compared to something like vantage wrath (which will get to later but I think is very overrated for general use). Of course the best user of lunar brace is someone fast (so fast they don't need speed+ maybe) with multiple weapons (and who would still not make great use of sword power's levin sword boost), which is rare, but wyvern kagetsu is one great example. It actually makes physical units combat capable in the endgame and brave weapons so strong. Also bc you touch on it a few times, I think the old crit meta is not really the thing anymore. Yes it's mathematically really good, but honestly now with well SP you can easily afford a lot of premium skills by the endgame -- multiple 5000 SP skills for multiple combat carries, and with emblem boosts and 5000 SP combat skills like power+5 and lunar brace physical carries can handily manage enemy bulk. The last strength of lunar brace is vs tankier enemies in the endgame which are the biggest wall for physical units and the big issue -- i'd say bravery doesn't give enough damage to kill them while frailer enemies would die even without a combat skill boost, so lunar brace definitely has a niche there. Even tome users struggle in the endgame against some low-res enemys' hp pools. Also good for the final boss. So I'll agree that it's niche compared to other skills, but I think it's still way too low compared to some skills because it's sooo strong on units who can make use of it. One thing you didn't mention about canter is repositioning backup units for backup attacks after attacking which is useful. and I guess also support bonuses. Speed+ is also great yeah, personally a fan of +2 but +3 is obviously also crazy cheap. However I am a strong believer in upping to +5 by the endgame since anyone who needs speed+ will need the extra 2 for endgame thresholds. I think momentum is overrated here. It's really good for LTCs and high efficiency bc of things like astra storm, quadruple hit, etc. But in more normal play like I said it's lacking in scaling AND as you mentioned doesn't work well with doubling (or quadding). One of the more notable things is it's one of the better magic damage boosting skills, and I think you mentioned thoron sages too so yeah. Can go on a high speed mage knight who doesn't need speed boosting but could use the damage -- which is basically just pandreo, but he may need other things to help damage. I think vantage and wrath are also overrated. Obviously a mathematically excellent combination but lacking in consistency with just wrath+engraved killer weapon. Of course it's enough crit that you can work to massage the RNG and mathematically it's excellent. One reason panette is so good at it is she has the perfect stat setup, high str high HP high dex and a personal skill that gives consistency. Other people may be in a riskier situation. This is why I only really use it with Panette and Ike, it's a safe setup; I guess you could argue that can also use roy as the emblem for someone else with a similar build and that should work but it is a bit risky still, and roy may have better uses. Also vantage++ is really good. Don't really care for leif as the emblem as wrath is more expensive than vantage++ and I would rather just commit to killing either 1-range or 2-range enemies in a turn instead of adaptability, easy enough to control + with ike you minimize damage from enemies you can't counter. Also while the adaptability crit bonus is nice panette doesn't need it -- I guess I didn't account for this, Leif could be another emblem for a vantage wrath build on a backup unit but would still need to take care -- and may be locked out of vantage++; regular vantage is so much weaker. I guess there's also Lindon lol -- do actually want to dry magic vantage wrath lindon at some point. I think reposition should go 1-2 tiers lower, like you said the more you're thinking the greater its potential, it's great, but still very much a discount skill for low-contribution units I feel; but I've never liked such skills even though they're quite powerful in general, so I'm sure there are excellent uses (though that still feels more like "niche"). It's so slot inefficient. I think sword power is remarkably more powerful than the other two power skills, and the other two power skills are actually rather lacking. Because swords have the best magic weapon so it can easily be combined +strength and +mag which is insane value. In fact even tho levin swords are worse than bolganone, it's probably the best magic damage boosting skill bc of this. Plus brave swords scale better with it than brave lances/axes -- the might difference matters normally, except it's dwarfed by the power skill boost, and the weight difference is crazy. There are also more good fast units with good sword weapon rank access (for brave weapons) than other weapon types. It's really really good for sword griffins IMO; mainly chloe, can also be merrin since she has good magic too. You could give it to wyvern kagetsu too but his magic is poor and I think he would do better with lunar brace to use his second weapon better as well. So I think however it lands the other two powers would be one tier below sword power; sword power can even go up one. Gentility is really awkward so maybe should go down. What it's good for is fast units who use mixed magic and physical and don't have access to a power skill. very rare but say fogado, not really enough for him tho. Also the best magic damage boosting skill. Of course it's really powerful when eirika user is engaged and if you're going through the map fast that's excellent -- but if you're going through it fast you may not even need the double boost to defense and damage. It doesn't scale really well either, it's best at its base level and it is somewhat more cost efficient there than comparable offensive skills, but later on can't upgrade as well. ugh this is too long. continuing below.
Continuing. Staff mastery just seems redundant with divine pulse. unless you have a lot of staff bots (LTC/high efficiency play?) with not great luck/need to super maximize hit, but even then those are usually used for non-accuracy-based staves. so i think it should go down. Hold out I never use, I can see the value but I think it's more niche than that, would rather have units be fast and strong and use other methods for enemy phase, it's one of the worst ones (compared to vantage+wrath, tho it combines well with that, and especially compared to bonded shield). Also really costly. Dual support I think should go down, even mathematically like you said it's not great, very limited on who can use, best users are heroes which are pretty bad class (and they need to have gotten level 5 in that class!) and it's best when you have a lot of them. Warriors are the best backup class and would rather just boost their combat capability rather than let them maybe sometimes get in an extra chain hit. I guess speedtaker can/should go there, I never inherit it and you gave all the reasons why it's flawed. I like running canto on everyone and would rather have the second slot with speed+5. Also ignoring canto, most units need a damage boost as well as a speed boost and that second skill slot would preferably be used for that too (instead of combining speed+ and speedtaker). It's cheap tho and one extra speedtaker unit isn't terrible. There is a pretty clear division imo between units who can make do with speed+5 and other boosts vs units who still fall short after that (without having other significant bonuses). Draconic hex is an awesome support skill, I suppose can't really say it should go higher but yeah. Having one extra flunky to do that (and maybe also things like reposition or something on turns when debuff isn't needed) from 3 range is excellent. Can also go on staffers but would rather they have canto+divine pulse. Bow focus definitely feels worse than that and divine pulse may still be better but you were decently convincing of its position. For someone like fogado I think he needs skills that up his damage instead since he'll still need some help reaching endgame radiant bow thresholds; for more magically inclined units maybe not. I think pair up is slightly overrated too tho sometimes definitely do wish I had it, verrry niche tho -- covert dodge tanking is eh (even tho covert units have good use in high efficiency play) and high defense units have better options frankly. And speed+ is usually the best defense lol. Advance is very cost efficient but so slot inefficient and so-niche, like you said. Arms shield+ actually has a niche in the endgame with its upgrade lol, one of the better (and cheaper) physical defense options, good for already high defense slow units with weapon triangle control... which is rare but. For example great knight louis can actually make us of it really well and really crush sword users, and to a lesser extent lances. Generally I guess it's with someone with lance and axe access bc reducing damage from lower damage weapons is reducing a larger proportion of damage; tho of course axes hit the hardest. Would not rank it higher tho. Some of the evasion skills are quite a lot, but perceptive is just player phase so eh and while dual support is a crazy powerful effect it's hard to justify inheriting, just doesn't really work outside of the whole lucina package. fully agree with whole meh tier. Final notes -- magic units have better base combat but have worse access to power boosting skills. Still they can make do with engraves, emblems, spirit dusts, etc. Most of them I'd give speed+ and canter. Only mage knight pandreo is fast enough to not need speed+, can still give to try and double fastest units, otherwise a few limited options (this is somewhat why I prefer sage pandreo even tho that's not so common esp in high efficiency contexts; sage pandreo can just barely be boosted to endgame thresholds). In a desperate moment full sword power levin sword is stronger than bolganone for mage knights. Sorry, I know this was disgustingly long, maybe there's a better way to discuss.
My Fogado got a bit stat screwed in my most recent playthough, but he still remained useful for weakening bosses with Draconic Hex, a Long Bow, and Claude's bond ring.
healing light is underrated for use on martial monks. you get to heal another unit and thus oneself, instead of wasting a turn on a vulnerary, letting you chain guard again without much loss of utility. chain guard is useful esp early game
Lance Power is definitely great on Timerra if you're pairing her with Sigurd! She already gets Momentum and Canter from him so she has both her skill slots available. She really needs help fixing her DMG so running Lance Power fixes that issue and for her other slot you can run Spd+3/4/5 or Dex+3/4/5 for help Sandstorm procs.
I want to make a small correction here. The Weapon Power skills do NOT add damage. The end result is increased damage, yes. But they increase ATTACK, not damage. This can be seen if you throw someone with low Magic, like Diamant, with a Sword Power 3 and Levin Sword. He won’t be doing 6 damage. He might do 2-3 at best. The Weapon Power skills raise Attack, which subsequently raises damage, but it’s not a flat raise compared to something like Bravery.
Canter and Quality Time are the two strongest skills in the game. Lunar Brace+ and/or Weapon Power 5 for carries. Momentum and Canter for Thoron-only sages like Citrinne. Well changes the skill inherit game a lot and makes the early game units a lot better than the mid game units, before the well the mid+ game units were better because of the increased SP they get.
What makes midgame units better are their sheer stats, because their initial SP actually is lower than what a unit their level should have if trained all the way with an emblem. At best, they're at 0 deficit like Merrin, Panete and Seadall, on average, they're missing 400 SP and at worst 700. Granted, realistically a player will only be able to equip emblems to 4 units and have enough time to train on them, since Leif, Roy come too late. Still, regarding SP units as early as the Celine squad should have more SP than the mid game's... Sucks to be brodian though...
@@MasterStacona true, and mid game units have better base stats and growths comparable enough to always be better than their early game peers... Except Bunet
I'm sure it's totally coincidental but you released this video at the perfect time for me because I am literally right about to start my second playthrough of Engage today. I'm gonna do Hard mode again, not ready for Maddening yet. But this video was still really helpful and I'm sure I'll be referring back to it a lot during this playthrough and in future runs as well.
I think the only way to actually make use of favourite food long-term is an edelgarde user. Since raging storm burns your meter and is a Smash attack you always take damage and then can reset and galeforce again. But even then it's still kinda lame in practice.
That pair up inherit on Louis was probably the best inherit I made in my first hard mode run. So nice to just teleport him into a bunch of enemies like that treasure room in the marth paralogue full of assist heroes and charge up the Ike skill, while they watch their futile attempts of making a dent into his health bar
Idk if it’s because it’s not in tiermaker or something but you missed Marth’s Break Defenses skill. A 2000 SP player phase skill that when you break an enemy, you gain an extra attack that does 50% damage. This is not to be confused with Marth’s engage skill Divine speed that also does a 50% damage extra attack in lifesteal. In fact it gives the illusion of Quad hitting an enemy if you break an enemy while engaged. If I would have to put it on this inheritance tier list, it would be on the “useful but others do better”. It’s player phase only, doesn’t work on enemies who are already broken, Generals, Bosses. It also doesn’t stack with Warrior’s Merciless(I tried it). 2000 SP is costly and if you’re a speedy unit might as well go for speed+3 and just double normally. Its pro is it gives the slower units a weaker follow up attack that can crit(so you can roll another crit chance on the second hit). Also it’s funny to see Brave weapons hitting six times if you can quad.
Typically I find you get Speed +6 off speedtaker for one unit on turn 1 off a fast Goddess dance and typically +4 on ~1-2 others using that as well. Since maps typically frontload a lot of nearby enemies this gets your killers off the ground a lot faster. You want to be Goddess dancing as many times per map as you can so burning it turn 1 is typically going to be efficient for you anyway. Additionally given the enemy volume in late Engage, if you're not warpskipping you'll typically get a lot more value out of speedtaker since most maps will take 10-20 turns to end. This of course doesn't take into account inheriting it onto a character using the emblem of Rivals who will typically get three actions in one turn without intervention, but you've reasonably mentioned you're not accounting for DLC which is completely fine.
I find avoid+ has one single, crucial use. And that's putting it on my Lucina user to guarantee they don't get hit while bonded shielding. Also, I usually use it on a martial master with flashing fist, and I've had some fun giving the same unit lunar brace to so they can burst down an armor knight and almost instantly refill their engage meter.
I think you may be undervaluing alacrity. I've found it can sometimes be useful when at low health and I can't get a healer there that turn but i need to kill a specific enemy. Being able to attack twice before the enemy can attack once can sometimes be the difference between killing an enemy or being killed. Not saying it's a must have or always amazing, but there are some niche cases where it is useful
Lunar brace and avoid+ both have a strong niche on a martial master bonded shield bot to allow for better dodge tanking and the best potential to 1 round enemies with a quad attack flashing fist to refill engage meter in a single combat.
It's still situational but I find Build+ to be one of the more underrated pre-10 inherits. For one you can do +4 without doing a paralogue while Speed's capped at +3. More importantly though, there's nothing actually stopping you from running both Build+ and Speed+ if you don't mind not having Canter for the Solm arc (or don't have 1k anyway). It can effectively serve as a power enhancing skill when it allows you to use heavier weapons, like a Build +4 Tomahawk hits harder and with the same speed as a Axe Power 3 Hand Axe. Build +4 Bolganone does 5 damage more than Elfire for the same weight, which isn't too shabby for a 1k inherit. Sword Griffins combat is better than people give it credit for (Ivy isn't the only mage that can 1-2 in the air), but if their name isn't Pandreo they can suffer early on from being unable to run a lighter weapon than Levin. Build+ fixes the issue. Not much reason to inherit it by the time you get Leif back but it's a legit option early. Speed's strictly better, but without DLC Build is your only other way to increase speed without needing to stack Speedtaker.
While still pretty niche, I think lunar brace is important for bows and daggers. Since they don't have power skill equivalents, lunar brace is a nice option for units who primarily use those weapon types - and given that most of them are typically used on player phase the no enemy phase boost limitation doesn't really matter.
Really great video! I have a few thoughts on some lower skill placements that I'd like to share. I think Lunar Brace at least deserves a place in niche. You can get similarly increased damage output with the power skills in a lot of maps for swords, axes, and lances, but I find Lunar Brace particularly helpful for bows and daggers. Bows aren't often enemy phasing anyways, so the occasional extra damage on particularly tanky threats they don't do much against can be helpful. Daggers might enemy phase, but I find that guaranteeing poison with Lunar Brace on enemies with revival crystals or giant HP pools can be really useful. Additionally, these skills can help increase damage on units like Yunaka or any sniper to essentially deal 60% of the enemy's defense instead. The added healing can also be handy on occasion when your Eirika user engages. I think Lunar Brace is genuinely really solid if you decide to keep the emblem on Eirika's side rather than Ephraim's. HP +10 isn't great in most situations, but it's the cheapest option for quickly increasing bulk for very frail units. Specifically, I find it helpful on staff users and Seadall with their relatively low health pools for tanking ballistas in the few chapters that feature them. Tome and Knife precision have some decent utility if you want to dodge tank, specifically with Pandreo, Zelkov, or Merrin who have good avoid but not too good to be ignored completely by enemies on Lunatic. The big benefit of knife precision is that you get Leif back a lot faster than you get Marth. It's also a skill you can slowly build up which makes it slightly better than avoid +15 imo. Healing Light deserves to be a solid early game/niche option. It's really cheap. If you decide to make sure Alear or Chloe a staff user, I think it's more than possible they have a free slot early game and are still far enough into the battle field to be taking a bit of damage. I find speedtaker really great late game on sages with their low speed cap. It's not a skill you want on very many people, but I find it invaluable on those who do have it. I don't think it deserves to be any higher, but Favorite Food is slightly more consistent than you said. From what I know, it's pretty easy to guarantee a boxed meal if you sleep enough to find an okay cook and have them cook one of their specialties.
Personally I inherited lunar brace onto my Alcryst since I kept him in his base class. Was pretty good in my Maddening playthrough all things considered.
I think you're underestimating the value of Divine Pulse, or at least overestimating the value of Staff Mastery in comparison. Let's say you're using a staff, and the enemy you're targeting has a hit rate of 70%. Staff Mastery 5 would raise that to 100%, and you would need 50 Lck to reach the same value for Divine Pulse, so this is the worst case scenario for Divine Pulse's value. Under Engage's hybrid RN, 70% Hit is a true hit of 78.87%, or a 21.13% chance of missing. Let's assume you're using this staff on Pandreo at base (you're probably not leaving him in High Priest, but Celine and Hortensia will generally beat him on Lck, so it's a good benchmark). Pandreo has 14 Lck, meaning Divine Pulse+ has a 64% chance of activating, or a 36% chance of failing. For the staff to miss, you would have to miss both procs. Multiplying the probabilities of 0.2113 and 0.36, that's a miss rate of roughly 7.6%, or conversely an effective hit rate of 92.4%. Compared to the true hit of 78.87%, you functionally gained 13.5 Hit, or slightly worse than Staff Mastery 2, for 200 SP more. Which is obviously worse, but it's not by a _huge_ amount, and this is the worst case scenario. If we apply the same logic to a hit rate of 60%, that's a true hit of 64.7%. Under the same conditions, multiplying the miss probabilities of 0.353 and 0.36 gives a miss rate of 12.7%, or an 87.3% chance of hitting. Compared to the true hit, that's an effective increase of 22.6 Hit, which is already more Hit than Staff Mastery 3 gives at the same SP cost. Continuing this trend, at a Hit of 52 is when Divine Pulse+ starts giving a better boost to Hit than Staff Mastery 5. And this is all assuming a completely base Pandreo. The numbers get even better for Divine Pulse as your Lck increases, which you can easily get +6-12 Lck depending on Emblem, and there's very little competition for Goddess Icons anyway, so you will almost certainly get more value out of it. Staff Mastery does offer more value at high Hit rates, but those are generally the uses that you weren't concerned about anyway, and even if you miss one of those, it's generally not a big deal to just rewind. That's before even considering you can get Divine Pulse+ well before Staff Mastery 3. The only other value Staff Mastery has over Divine Pulse is the extra staff healing, which is nice, but it's generally not a problem to just use a stronger staff. Divine Pulse, on the other hand, also has the application of working on all attacks. Which you've made clear that you don't value accuracy boosts very highly, but there are worse uses for a skill slot if a unit can already consistently one-round without needing to use both skill slots, and it can help units like Louis who might otherwise struggle with hit rates, so I'd argue it's more broadly useful too. As an aside, I would also value Lunar Brace more than you do, but I suspect that's more due to a difference in my playstyle compared to yours, and I don't really have any concrete rebuttal to any of the points you made. But I will highlight one use case that Lunar Brace provides a lot of value, and that's on an offensive Arts user. You did mention the value of the skill on Brave weapons, but since Arts already have a Brave effect, they see a lot of return from Lunar Brace. There's definitely an argument to be made that a staff unit has better things to be doing with their time (and skill slots) than punching things, but it's not unlikely that your Martial Masters will have at least some downtime in which they can take a break from staffing to pummel someone. With a strong Art (a good Flashing-Fist Art is remarkably cheap to forge) and Lunar Brace, a Martial Master can put out some very respectable numbers even on high Def enemies, particularly a fast unit like Framme or Chloe who have the Spd to reliably quad.
Been thinking about finishing my engage run recently, and this video should help me evaluate my units current skills and see what to go for next. Thanks! Also resonance + favorite food is obviously broken duhhh howd you miss that /s
There are a few I would raise up. If you don’t want to rig a Deirdre ring you could do worse than Healing Light on a Qi Adept, will likely keep their Chain Guard up for longer. I also think Blue Skies is the second best skill in the game, getting enough Speed is usually just a matter of using the right boosts (meals, tonics, Instruct, etc.) and keeping Blue Skies active almost all the time is very easy. You rarely need to choose between damage and bulk. You usually can have both. So Gentility basically acts as +3 Str/Mag/Def/Res most of the time. Something you didn’t mention about Advance (which most people don’t know) is that you are treated as if you are attacking from the other space for things like Divinely Inspiring.
The biggest problem with Speed Taker is that killing multiple enemies easily, on enemy phase, is half the benefit of a high speed stat. Speed Taker doesn't ramp up for enemy phase kills. Even if each kill was +1 but included both phases it would be much better. Otherwise you could use a front-line unit to finish off chipped enemies while body-blocking your backline all while ramping up speed. Instead it's kind of a skill that forces your hand to baby it with both dancing + chip on every map.
I can see Mentorship having it’s used in Ironmans. It lets you train up replacements faster if an important unit dies. It won’t let you break the level curve, but it lets you catch up faster.
I had a fun idea to combo holy stance with hold out and someone using either Nosferatu with Micaiah or using the Flare from Soren since you will be taking a lot of damage but you are healing yourself
Technically Dual Assist lets you attack any enemy you could attack if no other units were in the way (friendly or enemy), so you don't actually have to be able to reach them in order to activate it.
Great video! My only question is where would you rank break defenses and what do you think it's uses are/what characters does it work best on if worth it? (It was the only skill I didn't see mentioned in this video other than the DLC)
Lunar brace is really just useful for brave weapons. It lets them ORKO anything and brave weapons are hitting like a wet noodle on enemy phase anyways. 1/2 damage vs 1/4 damage is not game changing when you can ORKO the bulkiest opponents. I normally run a brave sword and flashing fist user, so I actually use lunar brace on a few units. It should be under niche, because within its niche it does really well. Lunar brace + (considering well) hits for 120% Def stat plus whatever damage might have been inflicted. This almost always results in a ORKO, allowing a few defensive units to function as part-time DPS. This is important in a player-phased comp, which you should partly use because bonded shield only covers 4 units our of 14. EP you got Rafal, maybe Panette, Louis, and maybe a thief with fog. This is a far cry from games like FE7. On engage turns you can run 8 units EP max, while on non-engage turns you can run like 4. So you have like 4-8 player-phased units, with 4 of them always player phase. This leaves plenty of room for abilities like lunar brace.
This was a super useful guide, and made me realize just how poorly I spent SP at the beginning of the game.😅 Where would you rank Break Defenses, by the way?
Good list! Strongly disagree with how low Gentility/Bravery, the Power skills, and Lunar Brace are, as well as how high Momentum is. However other then that I pretty much agree with the rest of the list! Since just saying "I disagree!" and nothing else doesn't sit well with me, here are my reasons: As you mentioned, Gentility and Bravery turn into Blue Skies when the Erika unit engages (both effects together). This lasts for 4 turns. It is really easy to make sure that this is up whenever it's really needed, as you control when to engage your Erika unit. Not only that, but it isn't that hard to make the downtime only 1 turn, as it's usually not hard to find an emblem refresh pool in that time, or there are builds that can build up a full meter in 1 turn pretty easily. The ability to give your DPS and/or tanks survivability and damage in one skill is really strong. The power skills being rated lower than momentum is wild to me. Unless you are running momentum and canter at the same time, often momentum will provide pitiful damage unless you severely compromise your positioning. Meanwhile power skills are always online and provide the highest damage boost in the game for a single skill. Yes, they are pricey. However this game is far easier with a small handful of power units over a huge cast of average units. So for your power units, investing in in a +5 power skill is well worth it for an extra 20-40 damage per fight (brave weapons are silly with power skills). Lunar Brace should be moved up to Niche, as it's actually extremely potent in specific builds that let it obliterate everything. Brave Weapons alongside Lunar Brace+ lets any really speedy unit kill any unit in the game pretty much no matter what. Low armor things get obliterated by Brave Weapons in general, and high armor targets die horribly to Lunar Brace+. 30% of an enemies DEF as unmitigable damage is very potent, even at 10 armour it's 3 guaranteed damage with every hit, and we all know enemies get a whole lot more than 10 armour. Flashing Fist Martial Master Chloe with Lunar Brace+ is an example of this build. So yeah, niche. As for momentum, I already touched on it in the power skills section, but it's really inconsistent and/or risky unless you specifically have Canter to go with it. While Canter + Momentum is a nice combo, it does nothing to solve many characters stat problems such as speed. Not only that, but momentum only applies to the first hit in combat, making it not even that great at fixing damage. A +2 power skill does the same damage as a 6-space move momentum attack, which is already a pretty good momentum hit. It's inconsistent, risky, and just doesn't do enough damage to fix any large damage problems most units might have. I would drop it two tiers down to niche, as that's pretty much what it is. Other than these, I pretty much agree with the list! It's definitely one of the better lists I've seen.
Im on my first playtrough on this game and i play maddening and im in chapter 23 now. I have to say i was having not mutch trouble to get to this chapter, most trouble i was having mid game and i couldnt beat anything, campaign, paralouges, skrim XD That was the point i upgraded weapons and inhert some skills and then taking on the most easy paralogues and after that it flows until now. All my units have the 2 skills i wanted and the last 2 chapters where also very easy. But my well luck sucks in this game best ive got was a killersword and firelance and i do tier 3-4 wells since the beginning but good thing tons of skill books XD I think if a skill is good depends what you want your unit to do. I gave Panette speedtaker so she wont get doubled and later on she able to double some enemies. Same for Anna with 3-4 kills she able to double most things and i give her luck because you now ;) I have canter on like 4 units mostly on supports so they can reposition after heal, dance, or units who have 2 reach like Merrin, Fogado. Fogado also has draconic hex for debuffing. Defense plus 5, Luna Brace and Ike on Timera with killerlance and wrath is also deadly. So before inhert skills think about what you want your unit to do, kill, support, tank, dodge, debuff and so on.
Now I'm curious: how would you balance the lower ranking skills to make them worth picking? I know a simple stat boost would make something like resonance better, but what about demolish? Or luck+?
Arm Shield++ and Gentility together will negate 12 incoming damage. It's very fun for Leif or Sigurd user. I don't know about you but I feel Fire Emblem Engage is leaning very heavily toward player phase unless you abuse Lucina's Bonded Shield all the time. But as a player who also abuses Bonded Shield, I still feel that player phase is much more important than enemy phase because of all the Engage Attacks and how Goddess Dance and Dancing affects the game, which is why I think Lunar Brace+ is just so so good. You don't need to do something in enemy phase to be more efficient or have less turn count, you can achieve so much in player phase if you use the Emblems efficiently. Dual Assit is so annoying, I dislike that skill because when you want to recharge your Emblem energy, that skills kills the enemies before your second attack or worse before you can even attack which gives you no energy. There are spot where you can fully recharge but a lot of the time you will be in a place where you cannot go there OR a better reason is that you want to reserve that for your Byleth or Corrin, so other Emblems have to always rely on recharging the old fashion way.
Build + skills are even worse than you said because if you are using DLC they can make Hector's skill that boosts damage for every point of weapon weight over your build. Oh and for some reason it costs the same amount as the speed + skills
Personally I’d disagree with speed+ being even a full tier above solid might fixing skills. Several units like for example Louis trying to speed fix them just isn’t practical ( unless you consider pincer attack “speed fixing “ which functionally it kinda is but not really) and even the units who like speed+ it’s not always helpful because of the threshold nature of speed. Take corrupted wyrms for instance it’s often pretty difficult to one round these late game and even Louis can be doubling these late game because their speed caps at 8. Speed technically allows you to shoot for having enough avoid to deal with them that way but they may be threatening your other units. Often times it was slow but potent units who actively invested further in might who was handling them in my experience ( jean and Anna also but those are the resident child super soldiers ) and that extra might often just let them one shot super fast units like wolf knights ( especially with effective weapons). Potency’s more useful it’s just that speed fixing is more cost efficient which is the main reason it’s better. And honestly if we’re rating reposition high because it’s good at high level play wouldn’t the fact that you can basically get permanent blue skies by putting Erika on a high priest or sage pandreo or something and using fortify when the engage expires make gentility a strong contender for best skill?
I really love Momentum on Wolf Knight Merrin. She has the Cavalier movement, thus Momentum will boost daggers’ low might. A Silver Dagger with a Holy or Genealogy engrave is unreal.
@@marcoasturias8520 oh big agree. I really like Eirika on Merrin while wielding the Levin Sword. 3,000 SP is so absurd though if you want to give Eirika to someone else
This kinda reminds me of a Paper Mario badge tier list. Shows the parallels between IS’s series in a way. But, is holy stance more or less useless than return postage? Personal shill for HP Plus (the skill, not the badge) - if anything I find HP more useful on fragile units, as their main concern is getting oneshot instead of surviving multiple hits. HP helps more imo, because there *is* more.
I think you are underrating weapon power a ton, although it might depend on how you play. Even +4 for 2000 is a ton of extra damage since it applies on every hit during both phases. If you are relying on only 3-4 combat juggernauts for most of the combat this is by far the best skill for any weapon user, likely paired with a speed boosting skill I also think canto is arguably overrated for a similar reason, while it’s a great skill you only have 2 skill slots so combat fixing tends to take priority if you want to one round. Then again, the best combat emblems like Lyn and Ike can free up space for it, and Sigurd gives it for free, so you can run a lot of canto anyway. It’s just that I find that canto is more of a convenience than the potential +10 atk +10 speed other skills can give you. Most of this doesn’t really apply if you’re building a more balanced team with a heavier focus on player phase, which could explain some disagreement.
I mean weapon power is only below a handful of skills, I feel like I can't be underrating it by THAT much. That said, at the 2000-3000 price point I prefer gentility. It's one less damage per hit than equivalent priced weapon powers, but with the option of using it for bulk or getting damage and bulk when engaged. Plus it works on multiple weapon types and you don't have to trade any avoid for it. I think that's worth the -1 damage per hit. At that point it's the third best damage skill for a combat carry to me (I also prefer wrath). If you need +8 or +10 then weapon power 4 and 5 are there, but at that point the expense is very high and how many units actually need that to one round?
@@actuallizard Mage knight with Levin sword and sword power is so GOOD. I would personally put sword power up a tier above the other two, but the other two aren't as good.
@@thehallmonitor4515 By the time you can easily get multiple levels of sword power you can use Bolganone instead on a mage knight which is just the levin sword with 3 more might. Don't think it's worth spending 2k sp to get 1 more damage than the alternative, there are better skill options for damage. Bolganone is slightly more expensive to forge so you could argue comparing them at +4 and +5 respectively during some parts of the play through but either way think you're still just better off with bravery/gentility.
@@twigz3214 if you use the well properly you can get r3 sword power on multiple characters easy PZ. Also there are other benefits of using the sword. Namely the weight.
@@thehallmonitor4515 The weight of the Levin Sword and Bolganone is the same, there is no difference there at all. If you get r3 sword power it is the exact same might as bravery with Bolganone. With the same amount of sp you could be using bravery+ and Bolganone and have the same speed while dealing 2 more damage and not lose 10 avo. There's 0 upside to sword power unless you get sword power 5 but that's also 2k more sp than bravery+ so your sp could be far better spent on other skills or other units so one isn't hogging all your books.
I will forever be a holy stance defender. Granted, its really not that useful until you get celica back and unlock ++. As long as you have the HP required, you can intentionally take damage from corrupted wyrms. They always take big counter damage: you can use this to damage them outside of your normal countering range (most units cant counter at 4 range) or you can use that extra damage to make one rounding them way easier. There are other options to deal with wyrms, namely Erica, but the game will often throw 2 or more wyrms at you at once. Thia is a fairly cheap way to make your non-erica units better at killing them. Still...this is an INHERITING tier list. If you really want to try this strategy, using the free holy stance provided by celica is probably better.
Maybe on a Wolf with good HP and blue skies for good measure to lockdown the wyrm with the class skill, otherwise, I don't see this working, the wrym can easily take a pot shot on any other unit.
Not gonna lie Canter is perfect for QoL, but the more i replay the game the less i use it, cause there is no need for it if you just not overextend your units and enemy phase with broken bonded shield or a super ike tank/Nos Holdout tank and oneshot on playerphase with Weapon Power skills (same thing for reposition). The only character i still use it regularly on is Seadall, cause he literally doesn't want anything else. Also Momentum is so overrated. Even if you use Sigurd and have +10 Power on the first hit, that's only for 1 attack and not even useful if you double. Weapon power straight up works on both player and enemy phase, while working if you double or even quad. So if you hit a single enemy on playerphase and another on enemy phase you outvalue max power Momentum already. Also Lunar brace is underrated imo. Again it deals way more dmg than Momentum past midgame. I think Sp is just not a good argument unless you don't use the well at all. You can easily equip 8 units with an average of 5000Sp without problems. Avoid being so low is also questionable. You can completely break the game as long as you have enough avoid. (Alear only runs for example). And Vantage Wrath is overrated aswell imo. They are super Niche, cause they are only useful on high HP high-hitting low speed units. And even if you have that perfect vantage wrath unit you still straight up die to 3 range enemies except when you also have adaptability which makes it only really good on 1 unit (the one with Leif), not that great for general use at all imo. I also think it's criminal to put advance in the same category with pair up and resolve which make a tank immortal, while advance is NEVER useful (except for some weird LTC stuff maybe).
I would say the flexibility canter allows you is really good. The situations you are describing as overextensions aren't overextensions when you have canter, they are just more options you have available. No skill is really "needed", we can play around not having any particular skill, but the options opened up to us by Canter are pretty valuable I think. re: lunar brace, I would hope lunar brace is better than momentum for our combat carries! It's 3 times the SP after all. Momentum isn't for your lategame combat carries, it's for units that you aren't investing enough in to double, filler units, astra stormers, thoron sages, etc. Basically, any unit that you aren't dumping a bunch of SP into. But for 1000 SP, they can be doing an extra 4-6 damage every attack, and that's pretty good, there's not a better rate for that at 1000 SP. Lunar brace isn't low because it's too expensive (though it is expensive), it's because I think it's worse than other skills that cost the same amount. Against 30ish defense enemies (e.g. chapter 23 wyverns), lunar brace is giving 6 extra damage per hit, bravery+ gives 5, weapon power 3 gives 6. Both of those other skills cost the same 3000 sp but also work on enemy phase, and gentility has the option of increasing your bulk as needed. For lunar brace to be significantly better, enemy bulk has to be very high, to the point where I would argue we'd be better off just using a tome. At the 5000 SP price point for lunar brace+ there's no gentility to compare it to anymore, but the equivalent priced weapon power is adding 10 damage, so against a 30 def enemy, lunar brace + is adding 9 damage per hit, weapon power at the same price is adding 10 damage, so the argument is pretty similar here.
Even with the well doing a revenge build isn't worth it on tanks because of how it costs way too much sp to be worth the investment and to top it off Veronica herself is a garbage emblem for tank units.
@@marcoasturias8520 You don't need to double, your end game will be easier with carries that hit hard and you make them hit harder. High investment build, but totally worth it, Lunar Brace+, Lance Power 5, Sigurd Ring General Louis - Spear/Brionac, Silver Greatlance/Venomous, and Brave Lance and you will one shot everything and be an immortal tank! This is probably the most fun build.
@@MasterStacona congratulations for killing the only two units perfectly aligned in the whole map, meanwhile, a supernage just deleted half the map and two boss health bars without their engage attack
When you don’t really have a build in mind, Canter Speed +3 is there for you
Bread and butter baybee
But what happens when your unit with canter and spd+3 does not deal enough damage cuz you didn’t inherit sword/ axe/ or Lance power
@@Matteo_nr1_evermore_stan These are the units for which you’d want to have a build in mind for
@@Matteo_nr1_evermore_stan just overlevel them 💀
@@MosesX-Labs overlevering makes tiering units useless. Any unit can be S tier when they hit level 20 4 times
I'd like to inherit your skill for making banger fire emblem videos
Well spoken. Your vid quality is insane. Keep IT up
The Engage skill inheritance bellcurve:
"Canter and speed+ are busted so I use them on everyone."
"Using diverse skills to enances the individual strength of your army to allow them to use their natural talents more efficiently is better actually."
"Gives canter and speed+ to everyone, Engage has super high speed treshold and repositioning allows for better goddess's dance."
Speed+3 ain’t gonna make Louis double things. May as well go for other things on super slow units especially if you put them in halberdier so they can double anyway on player phase. It’s still worth considering the unit even if speed +3 is generally a good idea because going from 17 to 20 speed when enemies are 40 speed isn’t really a good thing. It’s usually more efficient to just shoot for one shots with great weapons for the super slow units ( or just use halberdier) because with all the investment you’d need to get them to the benchmark of 45 to double basically everything you could get them one shotting the super fast stuff and doubling and one rounding the few things with low enough speed to be doubled by a dude with teens in speed like corrupted wyrms with their speed cap of 8 making investing in power help vs the super speedy and super chunky enemies too where as speed investment at best is only helping you vs faster enemy types. It’s really easy to get high strength units to one shot wolf knights when they are typically problematic for speedy but less potent units to handle because doubling them is a struggle
My favorite Engage moment is when I inherit Gentility for Bravery and forgot to switch and wondering what happened to my damage.
Alear with Canter is brilliant because of how well it synergizes with them. You can reposition Alear after actions to help set up other units to receive the Divinely Inspiring buffs. When Alear's Emblem+ is unlocked, Canter is also great to help set up Bond Blasts between Alear and their engaged partner.
Its fairly niche, but I think Healing Light does have use on Qi Adept Staffers. As it can keep them topped up for chain guards without spending extra actions to heal them.
Yeah, that is something neat you could do with it! Wish I had mentioned that lol
After getting Lucina, it's really have a hard to find scenarios to use regular guard
@marcoasturias8520 I agree, but until then Healing Light does have a use on someone like Framme. It's cheap, improves Framme's utility and frankly you probably aren't long-term using her anyway so it's not like picking it up slows down her progression to getting better skills. It's just a nice early game pick up before becoming obsolete.
I was actually just coming down to make this comment. I don't think that it is enough to make it good, but because it is so incredibly cheap, I think it is solidly an "early game" pick to throw on Framme or Jean, so that they can more efficiently spam chain guard.
@@marcoasturias8520 I normally throw Lucina on a martial master for bonded shield, and I regularly have turns where I am only in range of 1/2 enemies, and don't want to expend the engage yet, or, my engage is on cool down, so chain guard it is. Bonded shield vastly out classes chain guard, but is slightly limited by being engage only, so chain guard can still fill that gap
Everybody brings it up, but it’s amazing that the one character who could actually get use out of Favorite Food, Bunet, can’t get it because he joins two chapters too late. And by the time you get Celica back, most people are not using Bunet anymore.
Bunet joining after favorite food leaves is war crime greater than any committed in Fire Emblem
The synergy isn't even that great. You're likely looking at a 1/5 chance of his skill proccing, and even when it does, he'll have to wait several turns to get potential value.
Let's say, turn 1 he engages, and eats the food on turn 4 when the chosen emblem wears off. Turn 5, he engages again, and then, on turn 8, he'll finally be able to eat the food for a second time. There's some things you can do to speed this up, like dancing him on the turns he eats so he can Engage again faster, or using the 3 Houses DLC emblems, but it's still slow, and it's still more likely to fail than not.
I mean kinda. So lets imagine you engage round 1 so it will run out turn 4. You eat then engage again round 5 which runs out turn 8. Bunet would let you have a % chance to be able to engage again for round 10 by which point most maps will be over already. It you were rank 11 bond with the ring that goes moves to turn 12. So while bunet theoretically has a niche here with it, its not exactly a useful one.
"Favourite Food requires you to take damage first" Ah finally, a use for Resonance! Only the most elite synergy here!
Would be crazy if these skills come from the same emblem to make the synergy make sense
@@wronghouse5833 I know, right?
Honestly the fact you take damage is probably more useful then the damage up
@@ultimaterecoil1136 Yeah, honestly nice for the early game staff farming.
I saw arm shields on a seadall build once because the main threat to him is things like longbows and thorion poke and arts are effective against them.
I kind of like Mentorship on Seadall since like you said the second skill slot is pretty open on him. More experience also means more SP so there's that too.
Mentorship technically doesn't really give you much EXP since you'll get less EXP in the future for being a higher level as a result of the skill. I saw a video on it, good watch if you like math
I've been running Seadall with Sigurd (for free canter and extra move) and inherited Mentorship and Quality time, and it's been quite successful
Alacrity is good against those huge wyrms that can counter anything at 1-3 range.
Although i suppose you could just use fracture or spend engage attacks or fortify for the same result.
Agree with literally every ability placement! Great video. The only thing I'd add in the explanation is that Lunar Brace's main use case is on Brave Weapons that can't be boosted by Power Skills, namely Flashing Fist Art. The % Def boost helps more because of the low base might of fists, so against higher defense enemies you can do > 0 damage.
Its the opposite of a winmore, a loseless. You are not actually having a better engagement, just compared to the actually dreadfull base damage, it looks like a bigger improvement
The video’s very convenient considering the point in my current Engage run Im at
Just got back on another playthrough of engage, so I love to hear my skill choices being affirmed😆 great video as always!!
Thanks for the kind words! Glad you enjoyed
Some notable DLC skills since those weren't covered:
Edelgard:
Lineage: Same as Mentorship but only for the equpped unit, probably not good long term but it comes so early and so cheap you can rush units to promotion faster
Weapon Sync: Also niche and expensive to boot but i found success on Alcryst with the Lyn ring for stronger Astra Storm.
Tiki:
Starsphere: On paper looks really good, but you only get maybe a couple points long term
Soren:
Assign Decoy: Completely breaks Maddening AI, can let you force enemies to attack a really strong unit for free
Veronica:
Reprisal: Hella expensive but for Veyle/Soren is ungodly good. Easy recommend if you can afford it.
Chrom:
Brute Force: Not too expensive but kinda niche, but found lots of success on my Panette build to close thresholds
Rally Spectrum: +3 to all stats in 2 spaces. Easy, simple, spammable
Hector:
Quick Reposte: Can probably be useful for units just barely missing doubling thresholds or weighed down by weapons (Timerra), but a severe downgrade from the 3H version.
starpshere gives like +3 per 20 levels. It is a LOT. You can get it on your early game crew at LVL 10. Assuming LVL 50 at endgame, starsphere adds +6 to every skill. Louis, Anna, etc with a +6 omniboost hit REALLY hard. Now, I know what you might say: "You can't beat Tiki paralogue on maddening with lvl 10 units". But you can. You give Etie a forged silver bow from the DLC and one shot the dragons with that plus Louis+3H. And sub in Vander a bit. Next thing you know, you are using Starsphere+Roy which has nutty interactions and you are one rounding for days.
I used starsphere Alear with Roy, and the stat exp from fixed maddening plus starsphere gave an additional +1 omniboost to the additional +6 onmiboost from the starsphere, plus the +2-3 omniboost from rise above. I was face tanking all of the enemies with that amount of DEF and HP, while one rounding with all of the extra ATK and SPD.
Starsphere gives +1 to most all stats every level. 😂
My cool new fire emblem engage strategy is to stack as many avoid skills as possible on alear and then walk through the maps on maddening with no enemies attacking her because they have zero hit this is 100% reliable and will always work.
This was an excellent video! I didn't think I'd watch it all the way through but I did.thanks!
I personally love having merrin be my lucina user with inherited draconic hex!
I use perceptive on my Boucheron with a smash axe, helps him survive the player phase to either one shot or heavily damage an enemy. Over time i may drop it since he'll get a whole lot of hp to offset any accidents and he's faster than he seems, but early game i love having this on him safest way to use smash weapons i feel.
All of them. Inherit them all
Good luck doing that on Maddening. 😂
Another issue with Lunar Brace is it contradicts with Bravery unless your Eirika user has Engaged.
It could theoretically be nice for Astra Storming bosses though.
I like lunar brace but that has to do with me liking to use martial artist that generally do little to no damage and this allows them to actually hurt especially since they usually attack 4 times I also use it on alcryst since he's almost using a brave bow altho truthly I don't think he needs it because of he activated Luna that thing he attacked would've probably died anyway but I like the extra damage
generally agree and had some thoughts. sorry this is going to be disgustingly long. I believe scalability is really important for skills, slightly more than SP efficiency. Scalability like, as the game goes on, increasing as needed up to a higher investment ; having a lower initial investment with possible high final investment. Speed+ is a version of this, it's super cost-efficient but this is a great extra feature. The power skills and to a lesser extent lunar brace are also examples. Whereas momentum suffers (outside of high efficiency/LTC play context) bc while SP efficient and gives a strong midgame, it falls off. And the reason this matters is bc non-scaling skills that may need to eventually be replaced cut into a unit's SP budget, so it's hard to give several characters such skills. Another way to think about it is *slot* efficiency rather than SP efficiency. Are Advance and Reposition and canter all varying levels of good value proposition? yes, but they don't make a great use of the slot, generally compared to more expensive less efficient skills. Of course in an LTC/general planned play these are all useful if you have a plan and can swap in and out as needed for various maps which is good.
My personal meta is I give everyone canto and then most units speed+ (increasing slowly over the game). With fast units I'll give them a damage skill instead of speed+. With utility units I'll give them utility a skill. For panette, vantage (to go with wrath). I'll just mention with the well SP budgets are much higher than at launch, so slot efficient high cost skills have gone up in value compared to cost-efficient lower-power skills.
I think you've massively underrated lunar brace, it should be up in the 3rd or 4th tier, it's better than gentility easily. It's biggest flaw is no enemy phase bonus. But it is the premier physical player phase boost, and weapon agnostic -- and you get most of the value on the cheaper first level too so don't necessarily have to worry about the more expensive level until endgame. Weapon agnostic is good in cases like ie you want to use swords against most units but effective weapons (like horseslayer/poleaxe) against vulnerable ones. It's devastating for taking out key targets on player phase. And it's just one skill compared to something like vantage wrath (which will get to later but I think is very overrated for general use). Of course the best user of lunar brace is someone fast (so fast they don't need speed+ maybe) with multiple weapons (and who would still not make great use of sword power's levin sword boost), which is rare, but wyvern kagetsu is one great example. It actually makes physical units combat capable in the endgame and brave weapons so strong. Also bc you touch on it a few times, I think the old crit meta is not really the thing anymore. Yes it's mathematically really good, but honestly now with well SP you can easily afford a lot of premium skills by the endgame -- multiple 5000 SP skills for multiple combat carries, and with emblem boosts and 5000 SP combat skills like power+5 and lunar brace physical carries can handily manage enemy bulk. The last strength of lunar brace is vs tankier enemies in the endgame which are the biggest wall for physical units and the big issue -- i'd say bravery doesn't give enough damage to kill them while frailer enemies would die even without a combat skill boost, so lunar brace definitely has a niche there. Even tome users struggle in the endgame against some low-res enemys' hp pools. Also good for the final boss. So I'll agree that it's niche compared to other skills, but I think it's still way too low compared to some skills because it's sooo strong on units who can make use of it.
One thing you didn't mention about canter is repositioning backup units for backup attacks after attacking which is useful. and I guess also support bonuses. Speed+ is also great yeah, personally a fan of +2 but +3 is obviously also crazy cheap. However I am a strong believer in upping to +5 by the endgame since anyone who needs speed+ will need the extra 2 for endgame thresholds.
I think momentum is overrated here. It's really good for LTCs and high efficiency bc of things like astra storm, quadruple hit, etc. But in more normal play like I said it's lacking in scaling AND as you mentioned doesn't work well with doubling (or quadding). One of the more notable things is it's one of the better magic damage boosting skills, and I think you mentioned thoron sages too so yeah. Can go on a high speed mage knight who doesn't need speed boosting but could use the damage -- which is basically just pandreo, but he may need other things to help damage.
I think vantage and wrath are also overrated. Obviously a mathematically excellent combination but lacking in consistency with just wrath+engraved killer weapon. Of course it's enough crit that you can work to massage the RNG and mathematically it's excellent. One reason panette is so good at it is she has the perfect stat setup, high str high HP high dex and a personal skill that gives consistency. Other people may be in a riskier situation. This is why I only really use it with Panette and Ike, it's a safe setup; I guess you could argue that can also use roy as the emblem for someone else with a similar build and that should work but it is a bit risky still, and roy may have better uses. Also vantage++ is really good. Don't really care for leif as the emblem as wrath is more expensive than vantage++ and I would rather just commit to killing either 1-range or 2-range enemies in a turn instead of adaptability, easy enough to control + with ike you minimize damage from enemies you can't counter. Also while the adaptability crit bonus is nice panette doesn't need it -- I guess I didn't account for this, Leif could be another emblem for a vantage wrath build on a backup unit but would still need to take care -- and may be locked out of vantage++; regular vantage is so much weaker. I guess there's also Lindon lol -- do actually want to dry magic vantage wrath lindon at some point.
I think reposition should go 1-2 tiers lower, like you said the more you're thinking the greater its potential, it's great, but still very much a discount skill for low-contribution units I feel; but I've never liked such skills even though they're quite powerful in general, so I'm sure there are excellent uses (though that still feels more like "niche"). It's so slot inefficient.
I think sword power is remarkably more powerful than the other two power skills, and the other two power skills are actually rather lacking. Because swords have the best magic weapon so it can easily be combined +strength and +mag which is insane value. In fact even tho levin swords are worse than bolganone, it's probably the best magic damage boosting skill bc of this. Plus brave swords scale better with it than brave lances/axes -- the might difference matters normally, except it's dwarfed by the power skill boost, and the weight difference is crazy. There are also more good fast units with good sword weapon rank access (for brave weapons) than other weapon types. It's really really good for sword griffins IMO; mainly chloe, can also be merrin since she has good magic too. You could give it to wyvern kagetsu too but his magic is poor and I think he would do better with lunar brace to use his second weapon better as well. So I think however it lands the other two powers would be one tier below sword power; sword power can even go up one.
Gentility is really awkward so maybe should go down. What it's good for is fast units who use mixed magic and physical and don't have access to a power skill. very rare but say fogado, not really enough for him tho. Also the best magic damage boosting skill. Of course it's really powerful when eirika user is engaged and if you're going through the map fast that's excellent -- but if you're going through it fast you may not even need the double boost to defense and damage. It doesn't scale really well either, it's best at its base level and it is somewhat more cost efficient there than comparable offensive skills, but later on can't upgrade as well.
ugh this is too long. continuing below.
Continuing. Staff mastery just seems redundant with divine pulse. unless you have a lot of staff bots (LTC/high efficiency play?) with not great luck/need to super maximize hit, but even then those are usually used for non-accuracy-based staves. so i think it should go down. Hold out I never use, I can see the value but I think it's more niche than that, would rather have units be fast and strong and use other methods for enemy phase, it's one of the worst ones (compared to vantage+wrath, tho it combines well with that, and especially compared to bonded shield). Also really costly. Dual support I think should go down, even mathematically like you said it's not great, very limited on who can use, best users are heroes which are pretty bad class (and they need to have gotten level 5 in that class!) and it's best when you have a lot of them. Warriors are the best backup class and would rather just boost their combat capability rather than let them maybe sometimes get in an extra chain hit.
I guess speedtaker can/should go there, I never inherit it and you gave all the reasons why it's flawed. I like running canto on everyone and would rather have the second slot with speed+5. Also ignoring canto, most units need a damage boost as well as a speed boost and that second skill slot would preferably be used for that too (instead of combining speed+ and speedtaker). It's cheap tho and one extra speedtaker unit isn't terrible. There is a pretty clear division imo between units who can make do with speed+5 and other boosts vs units who still fall short after that (without having other significant bonuses).
Draconic hex is an awesome support skill, I suppose can't really say it should go higher but yeah. Having one extra flunky to do that (and maybe also things like reposition or something on turns when debuff isn't needed) from 3 range is excellent. Can also go on staffers but would rather they have canto+divine pulse.
Bow focus definitely feels worse than that and divine pulse may still be better but you were decently convincing of its position. For someone like fogado I think he needs skills that up his damage instead since he'll still need some help reaching endgame radiant bow thresholds; for more magically inclined units maybe not. I think pair up is slightly overrated too tho sometimes definitely do wish I had it, verrry niche tho -- covert dodge tanking is eh (even tho covert units have good use in high efficiency play) and high defense units have better options frankly. And speed+ is usually the best defense lol. Advance is very cost efficient but so slot inefficient and so-niche, like you said.
Arms shield+ actually has a niche in the endgame with its upgrade lol, one of the better (and cheaper) physical defense options, good for already high defense slow units with weapon triangle control... which is rare but. For example great knight louis can actually make us of it really well and really crush sword users, and to a lesser extent lances. Generally I guess it's with someone with lance and axe access bc reducing damage from lower damage weapons is reducing a larger proportion of damage; tho of course axes hit the hardest. Would not rank it higher tho.
Some of the evasion skills are quite a lot, but perceptive is just player phase so eh and while dual support is a crazy powerful effect it's hard to justify inheriting, just doesn't really work outside of the whole lucina package. fully agree with whole meh tier.
Final notes -- magic units have better base combat but have worse access to power boosting skills. Still they can make do with engraves, emblems, spirit dusts, etc. Most of them I'd give speed+ and canter. Only mage knight pandreo is fast enough to not need speed+, can still give to try and double fastest units, otherwise a few limited options (this is somewhat why I prefer sage pandreo even tho that's not so common esp in high efficiency contexts; sage pandreo can just barely be boosted to endgame thresholds). In a desperate moment full sword power levin sword is stronger than bolganone for mage knights.
Sorry, I know this was disgustingly long, maybe there's a better way to discuss.
It’s always canter
My Fogado got a bit stat screwed in my most recent playthough, but he still remained useful for weakening bosses with Draconic Hex, a Long Bow, and Claude's bond ring.
My Fogado also isnt that good at first view but he does hes job on sigurd with draconic hex and he will kill most things with radiant bow.
healing light is underrated for use on martial monks. you get to heal another unit and thus oneself, instead of wasting a turn on a vulnerary, letting you chain guard again without much loss of utility. chain guard is useful esp early game
Lance Power is definitely great on Timerra if you're pairing her with Sigurd! She already gets Momentum and Canter from him so she has both her skill slots available. She really needs help fixing her DMG so running Lance Power fixes that issue and for her other slot you can run Spd+3/4/5 or Dex+3/4/5 for help Sandstorm procs.
I want to make a small correction here. The Weapon Power skills do NOT add damage. The end result is increased damage, yes. But they increase ATTACK, not damage. This can be seen if you throw someone with low Magic, like Diamant, with a Sword Power 3 and Levin Sword. He won’t be doing 6 damage. He might do 2-3 at best. The Weapon Power skills raise Attack, which subsequently raises damage, but it’s not a flat raise compared to something like Bravery.
Canter and Quality Time are the two strongest skills in the game.
Lunar Brace+ and/or Weapon Power 5 for carries.
Momentum and Canter for Thoron-only sages like Citrinne.
Well changes the skill inherit game a lot and makes the early game units a lot better than the mid game units, before the well the mid+ game units were better because of the increased SP they get.
What makes midgame units better are their sheer stats, because their initial SP actually is lower than what a unit their level should have if trained all the way with an emblem.
At best, they're at 0 deficit like Merrin, Panete and Seadall, on average, they're missing 400 SP and at worst 700.
Granted, realistically a player will only be able to equip emblems to 4 units and have enough time to train on them, since Leif, Roy come too late. Still, regarding SP units as early as the Celine squad should have more SP than the mid game's...
Sucks to be brodian though...
@@marcoasturias8520 stats are just based on character and class growths, and the base stats of the class, and what level the unit is.
@@MasterStacona true, and mid game units have better base stats and growths comparable enough to always be better than their early game peers... Except Bunet
Why do you think Quality Time is good?
@@AshenDust_ free healing that does not require an action to perform.
I just started replaying engage on maddening for the first time yesterday. Great timing on making this video!
I'm sure it's totally coincidental but you released this video at the perfect time for me because I am literally right about to start my second playthrough of Engage today. I'm gonna do Hard mode again, not ready for Maddening yet. But this video was still really helpful and I'm sure I'll be referring back to it a lot during this playthrough and in future runs as well.
Can't wait for the fates one. It'll go "go to the hack castle and get aptitude for everyone"
You know if this was before the online being shut down
Not saying Actual Lizard’s skill analysis wouldn’t be great, but Zoran and Lagspike776 did a great podcast/three video session on Fates skills
I would definitely recommend Zoran and Lagspike's video, I'm not super knowledgeable on Fates, their takes will be better than mine :)
A cool thing about Pair Up is that the AI won't account for it, so it will still attack with 0 accuracy or damage if it can trigger a chain attack.
perfect timing, i was literally just sorting out my early-game permanent unit adds and now ought to be looking seriously at inheritance lol
I think the only way to actually make use of favourite food long-term is an edelgarde user. Since raging storm burns your meter and is a Smash attack you always take damage and then can reset and galeforce again. But even then it's still kinda lame in practice.
That pair up inherit on Louis was probably the best inherit I made in my first hard mode run. So nice to just teleport him into a bunch of enemies like that treasure room in the marth paralogue full of assist heroes and charge up the Ike skill, while they watch their futile attempts of making a dent into his health bar
Idk if it’s because it’s not in tiermaker or something but you missed Marth’s Break Defenses skill. A 2000 SP player phase skill that when you break an enemy, you gain an extra attack that does 50% damage.
This is not to be confused with Marth’s engage skill Divine speed that also does a 50% damage extra attack in lifesteal. In fact it gives the illusion of Quad hitting an enemy if you break an enemy while engaged.
If I would have to put it on this inheritance tier list, it would be on the “useful but others do better”. It’s player phase only, doesn’t work on enemies who are already broken, Generals, Bosses. It also doesn’t stack with Warrior’s Merciless(I tried it). 2000 SP is costly and if you’re a speedy unit might as well go for speed+3 and just double normally.
Its pro is it gives the slower units a weaker follow up attack that can crit(so you can roll another crit chance on the second hit). Also it’s funny to see Brave weapons hitting six times if you can quad.
Gwad, just thinking of a brave weapon having to hit six times (effectively 5 times) to kill is the stuff is the stuff of nightmares
Typically I find you get Speed +6 off speedtaker for one unit on turn 1 off a fast Goddess dance and typically +4 on ~1-2 others using that as well. Since maps typically frontload a lot of nearby enemies this gets your killers off the ground a lot faster. You want to be Goddess dancing as many times per map as you can so burning it turn 1 is typically going to be efficient for you anyway. Additionally given the enemy volume in late Engage, if you're not warpskipping you'll typically get a lot more value out of speedtaker since most maps will take 10-20 turns to end.
This of course doesn't take into account inheriting it onto a character using the emblem of Rivals who will typically get three actions in one turn without intervention, but you've reasonably mentioned you're not accounting for DLC which is completely fine.
I find avoid+ has one single, crucial use. And that's putting it on my Lucina user to guarantee they don't get hit while bonded shielding. Also, I usually use it on a martial master with flashing fist, and I've had some fun giving the same unit lunar brace to so they can burst down an armor knight and almost instantly refill their engage meter.
I think you may be undervaluing alacrity. I've found it can sometimes be useful when at low health and I can't get a healer there that turn but i need to kill a specific enemy. Being able to attack twice before the enemy can attack once can sometimes be the difference between killing an enemy or being killed. Not saying it's a must have or always amazing, but there are some niche cases where it is useful
Interesting placement for reposition, I never really used it but I see how movement is very strong with engages smaller maps.
Lunar brace and avoid+ both have a strong niche on a martial master bonded shield bot to allow for better dodge tanking and the best potential to 1 round enemies with a quad attack flashing fist to refill engage meter in a single combat.
It's still situational but I find Build+ to be one of the more underrated pre-10 inherits. For one you can do +4 without doing a paralogue while Speed's capped at +3. More importantly though, there's nothing actually stopping you from running both Build+ and Speed+ if you don't mind not having Canter for the Solm arc (or don't have 1k anyway). It can effectively serve as a power enhancing skill when it allows you to use heavier weapons, like a Build +4 Tomahawk hits harder and with the same speed as a Axe Power 3 Hand Axe. Build +4 Bolganone does 5 damage more than Elfire for the same weight, which isn't too shabby for a 1k inherit. Sword Griffins combat is better than people give it credit for (Ivy isn't the only mage that can 1-2 in the air), but if their name isn't Pandreo they can suffer early on from being unable to run a lighter weapon than Levin. Build+ fixes the issue.
Not much reason to inherit it by the time you get Leif back but it's a legit option early. Speed's strictly better, but without DLC Build is your only other way to increase speed without needing to stack Speedtaker.
Just started my first maddening run so this is super helpful !!!!
instructions understood, gonna put momentum on every unit
While still pretty niche, I think lunar brace is important for bows and daggers. Since they don't have power skill equivalents, lunar brace is a nice option for units who primarily use those weapon types - and given that most of them are typically used on player phase the no enemy phase boost limitation doesn't really matter.
Really great video! I have a few thoughts on some lower skill placements that I'd like to share.
I think Lunar Brace at least deserves a place in niche. You can get similarly increased damage output with the power skills in a lot of maps for swords, axes, and lances, but I find Lunar Brace particularly helpful for bows and daggers. Bows aren't often enemy phasing anyways, so the occasional extra damage on particularly tanky threats they don't do much against can be helpful. Daggers might enemy phase, but I find that guaranteeing poison with Lunar Brace on enemies with revival crystals or giant HP pools can be really useful. Additionally, these skills can help increase damage on units like Yunaka or any sniper to essentially deal 60% of the enemy's defense instead. The added healing can also be handy on occasion when your Eirika user engages. I think Lunar Brace is genuinely really solid if you decide to keep the emblem on Eirika's side rather than Ephraim's.
HP +10 isn't great in most situations, but it's the cheapest option for quickly increasing bulk for very frail units. Specifically, I find it helpful on staff users and Seadall with their relatively low health pools for tanking ballistas in the few chapters that feature them.
Tome and Knife precision have some decent utility if you want to dodge tank, specifically with Pandreo, Zelkov, or Merrin who have good avoid but not too good to be ignored completely by enemies on Lunatic. The big benefit of knife precision is that you get Leif back a lot faster than you get Marth. It's also a skill you can slowly build up which makes it slightly better than avoid +15 imo.
Healing Light deserves to be a solid early game/niche option. It's really cheap. If you decide to make sure Alear or Chloe a staff user, I think it's more than possible they have a free slot early game and are still far enough into the battle field to be taking a bit of damage.
I find speedtaker really great late game on sages with their low speed cap. It's not a skill you want on very many people, but I find it invaluable on those who do have it.
I don't think it deserves to be any higher, but Favorite Food is slightly more consistent than you said. From what I know, it's pretty easy to guarantee a boxed meal if you sleep enough to find an okay cook and have them cook one of their specialties.
Personally I inherited lunar brace onto my Alcryst since I kept him in his base class.
Was pretty good in my Maddening playthrough all things considered.
Honestly Quality Time, and especially the + version, on Seadall is often enough healing that I barely even need a staffer for healing.
Canter has 1001 usecases. I love/hate this skill because I love running it and hate that I feel like I need to run it
Special shoutout to canter for helping my dancer keep up with the army.
I think you're underestimating the value of Divine Pulse, or at least overestimating the value of Staff Mastery in comparison. Let's say you're using a staff, and the enemy you're targeting has a hit rate of 70%. Staff Mastery 5 would raise that to 100%, and you would need 50 Lck to reach the same value for Divine Pulse, so this is the worst case scenario for Divine Pulse's value.
Under Engage's hybrid RN, 70% Hit is a true hit of 78.87%, or a 21.13% chance of missing. Let's assume you're using this staff on Pandreo at base (you're probably not leaving him in High Priest, but Celine and Hortensia will generally beat him on Lck, so it's a good benchmark). Pandreo has 14 Lck, meaning Divine Pulse+ has a 64% chance of activating, or a 36% chance of failing. For the staff to miss, you would have to miss both procs. Multiplying the probabilities of 0.2113 and 0.36, that's a miss rate of roughly 7.6%, or conversely an effective hit rate of 92.4%. Compared to the true hit of 78.87%, you functionally gained 13.5 Hit, or slightly worse than Staff Mastery 2, for 200 SP more. Which is obviously worse, but it's not by a _huge_ amount, and this is the worst case scenario.
If we apply the same logic to a hit rate of 60%, that's a true hit of 64.7%. Under the same conditions, multiplying the miss probabilities of 0.353 and 0.36 gives a miss rate of 12.7%, or an 87.3% chance of hitting. Compared to the true hit, that's an effective increase of 22.6 Hit, which is already more Hit than Staff Mastery 3 gives at the same SP cost. Continuing this trend, at a Hit of 52 is when Divine Pulse+ starts giving a better boost to Hit than Staff Mastery 5.
And this is all assuming a completely base Pandreo. The numbers get even better for Divine Pulse as your Lck increases, which you can easily get +6-12 Lck depending on Emblem, and there's very little competition for Goddess Icons anyway, so you will almost certainly get more value out of it. Staff Mastery does offer more value at high Hit rates, but those are generally the uses that you weren't concerned about anyway, and even if you miss one of those, it's generally not a big deal to just rewind. That's before even considering you can get Divine Pulse+ well before Staff Mastery 3.
The only other value Staff Mastery has over Divine Pulse is the extra staff healing, which is nice, but it's generally not a problem to just use a stronger staff. Divine Pulse, on the other hand, also has the application of working on all attacks. Which you've made clear that you don't value accuracy boosts very highly, but there are worse uses for a skill slot if a unit can already consistently one-round without needing to use both skill slots, and it can help units like Louis who might otherwise struggle with hit rates, so I'd argue it's more broadly useful too.
As an aside, I would also value Lunar Brace more than you do, but I suspect that's more due to a difference in my playstyle compared to yours, and I don't really have any concrete rebuttal to any of the points you made. But I will highlight one use case that Lunar Brace provides a lot of value, and that's on an offensive Arts user. You did mention the value of the skill on Brave weapons, but since Arts already have a Brave effect, they see a lot of return from Lunar Brace. There's definitely an argument to be made that a staff unit has better things to be doing with their time (and skill slots) than punching things, but it's not unlikely that your Martial Masters will have at least some downtime in which they can take a break from staffing to pummel someone. With a strong Art (a good Flashing-Fist Art is remarkably cheap to forge) and Lunar Brace, a Martial Master can put out some very respectable numbers even on high Def enemies, particularly a fast unit like Framme or Chloe who have the Spd to reliably quad.
Been thinking about finishing my engage run recently, and this video should help me evaluate my units current skills and see what to go for next. Thanks!
Also resonance + favorite food is obviously broken duhhh howd you miss that /s
There are a few I would raise up. If you don’t want to rig a Deirdre ring you could do worse than Healing Light on a Qi Adept, will likely keep their Chain Guard up for longer. I also think Blue Skies is the second best skill in the game, getting enough Speed is usually just a matter of using the right boosts (meals, tonics, Instruct, etc.) and keeping Blue Skies active almost all the time is very easy. You rarely need to choose between damage and bulk. You usually can have both. So Gentility basically acts as +3 Str/Mag/Def/Res most of the time. Something you didn’t mention about Advance (which most people don’t know) is that you are treated as if you are attacking from the other space for things like Divinely Inspiring.
The biggest problem with Speed Taker is that killing multiple enemies easily, on enemy phase, is half the benefit of a high speed stat. Speed Taker doesn't ramp up for enemy phase kills. Even if each kill was +1 but included both phases it would be much better. Otherwise you could use a front-line unit to finish off chipped enemies while body-blocking your backline all while ramping up speed. Instead it's kind of a skill that forces your hand to baby it with both dancing + chip on every map.
I can see Mentorship having it’s used in Ironmans. It lets you train up replacements faster if an important unit dies. It won’t let you break the level curve, but it lets you catch up faster.
I had a fun idea to combo holy stance with hold out and someone using either Nosferatu with Micaiah or using the Flare from Soren since you will be taking a lot of damage but you are healing yourself
I love how Holdout is just better miracle
Technically Dual Assist lets you attack any enemy you could attack if no other units were in the way (friendly or enemy), so you don't actually have to be able to reach them in order to activate it.
I really didn’t use skills correctly in engage. I used the two skills that increase exp on every single unit lmao
Great video! My only question is where would you rank break defenses and what do you think it's uses are/what characters does it work best on if worth it? (It was the only skill I didn't see mentioned in this video other than the DLC)
+ movement and + speed are a must
Lunar brace is really just useful for brave weapons. It lets them ORKO anything and brave weapons are hitting like a wet noodle on enemy phase anyways. 1/2 damage vs 1/4 damage is not game changing when you can ORKO the bulkiest opponents. I normally run a brave sword and flashing fist user, so I actually use lunar brace on a few units. It should be under niche, because within its niche it does really well. Lunar brace + (considering well) hits for 120% Def stat plus whatever damage might have been inflicted. This almost always results in a ORKO, allowing a few defensive units to function as part-time DPS.
This is important in a player-phased comp, which you should partly use because bonded shield only covers 4 units our of 14. EP you got Rafal, maybe Panette, Louis, and maybe a thief with fog. This is a far cry from games like FE7. On engage turns you can run 8 units EP max, while on non-engage turns you can run like 4. So you have like 4-8 player-phased units, with 4 of them always player phase. This leaves plenty of room for abilities like lunar brace.
Canter is so good that I wish it was just on the advanced Calvary.
Really helpful planning a maddening run
This was a super useful guide, and made me realize just how poorly I spent SP at the beginning of the game.😅
Where would you rank Break Defenses, by the way?
Good list!
Strongly disagree with how low Gentility/Bravery, the Power skills, and Lunar Brace are, as well as how high Momentum is. However other then that I pretty much agree with the rest of the list!
Since just saying "I disagree!" and nothing else doesn't sit well with me, here are my reasons:
As you mentioned, Gentility and Bravery turn into Blue Skies when the Erika unit engages (both effects together). This lasts for 4 turns. It is really easy to make sure that this is up whenever it's really needed, as you control when to engage your Erika unit. Not only that, but it isn't that hard to make the downtime only 1 turn, as it's usually not hard to find an emblem refresh pool in that time, or there are builds that can build up a full meter in 1 turn pretty easily. The ability to give your DPS and/or tanks survivability and damage in one skill is really strong.
The power skills being rated lower than momentum is wild to me. Unless you are running momentum and canter at the same time, often momentum will provide pitiful damage unless you severely compromise your positioning. Meanwhile power skills are always online and provide the highest damage boost in the game for a single skill. Yes, they are pricey. However this game is far easier with a small handful of power units over a huge cast of average units. So for your power units, investing in in a +5 power skill is well worth it for an extra 20-40 damage per fight (brave weapons are silly with power skills).
Lunar Brace should be moved up to Niche, as it's actually extremely potent in specific builds that let it obliterate everything. Brave Weapons alongside Lunar Brace+ lets any really speedy unit kill any unit in the game pretty much no matter what. Low armor things get obliterated by Brave Weapons in general, and high armor targets die horribly to Lunar Brace+. 30% of an enemies DEF as unmitigable damage is very potent, even at 10 armour it's 3 guaranteed damage with every hit, and we all know enemies get a whole lot more than 10 armour. Flashing Fist Martial Master Chloe with Lunar Brace+ is an example of this build. So yeah, niche.
As for momentum, I already touched on it in the power skills section, but it's really inconsistent and/or risky unless you specifically have Canter to go with it. While Canter + Momentum is a nice combo, it does nothing to solve many characters stat problems such as speed. Not only that, but momentum only applies to the first hit in combat, making it not even that great at fixing damage. A +2 power skill does the same damage as a 6-space move momentum attack, which is already a pretty good momentum hit. It's inconsistent, risky, and just doesn't do enough damage to fix any large damage problems most units might have. I would drop it two tiers down to niche, as that's pretty much what it is.
Other than these, I pretty much agree with the list! It's definitely one of the better lists I've seen.
Im on my first playtrough on this game and i play maddening and im in chapter 23 now.
I have to say i was having not mutch trouble to get to this chapter, most trouble i was having mid game and i couldnt beat anything, campaign, paralouges, skrim XD That was the point i upgraded weapons and inhert some skills and then taking on the most easy paralogues and after that it flows until now. All my units have the 2 skills i wanted and the last 2 chapters where also very easy. But my well luck sucks in this game best ive got was a killersword and firelance and i do tier 3-4 wells since the beginning but good thing tons of skill books XD
I think if a skill is good depends what you want your unit to do.
I gave Panette speedtaker so she wont get doubled and later on she able to double some enemies.
Same for Anna with 3-4 kills she able to double most things and i give her luck because you now ;)
I have canter on like 4 units mostly on supports so they can reposition after heal, dance, or units who have 2 reach like Merrin, Fogado. Fogado also has draconic hex for debuffing.
Defense plus 5, Luna Brace and Ike on Timera with killerlance and wrath is also deadly.
So before inhert skills think about what you want your unit to do, kill, support, tank, dodge, debuff and so on.
I played a whole playthrough + dlc and never adjusted inherited skills or slept
Now I'm curious: how would you balance the lower ranking skills to make them worth picking? I know a simple stat boost would make something like resonance better, but what about demolish? Or luck+?
Arm Shield++ and Gentility together will negate 12 incoming damage. It's very fun for Leif or Sigurd user.
I don't know about you but I feel Fire Emblem Engage is leaning very heavily toward player phase unless you abuse Lucina's Bonded Shield all the time. But as a player who also abuses Bonded Shield, I still feel that player phase is much more important than enemy phase because of all the Engage Attacks and how Goddess Dance and Dancing affects the game, which is why I think Lunar Brace+ is just so so good. You don't need to do something in enemy phase to be more efficient or have less turn count, you can achieve so much in player phase if you use the Emblems efficiently.
Dual Assit is so annoying, I dislike that skill because when you want to recharge your Emblem energy, that skills kills the enemies before your second attack or worse before you can even attack which gives you no energy. There are spot where you can fully recharge but a lot of the time you will be in a place where you cannot go there OR a better reason is that you want to reserve that for your Byleth or Corrin, so other Emblems have to always rely on recharging the old fashion way.
does luck also give u crit avoid like in other games? cause htat makes the crit avoid skill even worse
I'm really wanting to get into the Fire Emblem games, what would you guys recommend first? I have the cash for quite a few of them
What systems do you have available?
@@actuallizard PC and Switch, but y'know really any :D
@@actuallizardAre the newer ones (for switch) any good? I've heard mixed feelings
@@elt2666 if you like a good story and more replayability try Three Houses, if gameplay are more important to you try Engage
"...a sage that you're mostly using for Thoron poke, they're not that likely to one-round..."
*laughs in Citrinne*
Accuracy is so underrated in general
Build + skills are even worse than you said because if you are using DLC they can make Hector's skill that boosts damage for every point of weapon weight over your build. Oh and for some reason it costs the same amount as the speed + skills
Personally I’d disagree with speed+ being even a full tier above solid might fixing skills. Several units like for example Louis trying to speed fix them just isn’t practical ( unless you consider pincer attack “speed fixing “ which functionally it kinda is but not really) and even the units who like speed+ it’s not always helpful because of the threshold nature of speed. Take corrupted wyrms for instance it’s often pretty difficult to one round these late game and even Louis can be doubling these late game because their speed caps at 8. Speed technically allows you to shoot for having enough avoid to deal with them that way but they may be threatening your other units. Often times it was slow but potent units who actively invested further in might who was handling them in my experience ( jean and Anna also but those are the resident child super soldiers ) and that extra might often just let them one shot super fast units like wolf knights ( especially with effective weapons). Potency’s more useful it’s just that speed fixing is more cost efficient which is the main reason it’s better. And honestly if we’re rating reposition high because it’s good at high level play wouldn’t the fact that you can basically get permanent blue skies by putting Erika on a high priest or sage pandreo or something and using fortify when the engage expires make gentility a strong contender for best skill?
I really love Momentum on Wolf Knight Merrin. She has the Cavalier movement, thus Momentum will boost daggers’ low might. A Silver Dagger with a Holy or Genealogy engrave is unreal.
Blue Skies lets her (and any knife unit) always do damage regardless of phase
@@marcoasturias8520 oh big agree. I really like Eirika on Merrin while wielding the Levin Sword. 3,000 SP is so absurd though if you want to give Eirika to someone else
@@Rainshadowable is there a better use of 2 to 3k sp than +12 to 20 stats in the game?
gentility not in best is a choice I disagree with
This kinda reminds me of a Paper Mario badge tier list. Shows the parallels between IS’s series in a way.
But, is holy stance more or less useless than return postage?
Personal shill for HP Plus (the skill, not the badge) - if anything I find HP more useful on fragile units, as their main concern is getting oneshot instead of surviving multiple hits. HP helps more imo, because there *is* more.
I think you are underrating weapon power a ton, although it might depend on how you play. Even +4 for 2000 is a ton of extra damage since it applies on every hit during both phases.
If you are relying on only 3-4 combat juggernauts for most of the combat this is by far the best skill for any weapon user, likely paired with a speed boosting skill
I also think canto is arguably overrated for a similar reason, while it’s a great skill you only have 2 skill slots so combat fixing tends to take priority if you want to one round. Then again, the best combat emblems like Lyn and Ike can free up space for it, and Sigurd gives it for free, so you can run a lot of canto anyway. It’s just that I find that canto is more of a convenience than the potential +10 atk +10 speed other skills can give you.
Most of this doesn’t really apply if you’re building a more balanced team with a heavier focus on player phase, which could explain some disagreement.
I mean weapon power is only below a handful of skills, I feel like I can't be underrating it by THAT much.
That said, at the 2000-3000 price point I prefer gentility. It's one less damage per hit than equivalent priced weapon powers, but with the option of using it for bulk or getting damage and bulk when engaged. Plus it works on multiple weapon types and you don't have to trade any avoid for it. I think that's worth the -1 damage per hit. At that point it's the third best damage skill for a combat carry to me (I also prefer wrath).
If you need +8 or +10 then weapon power 4 and 5 are there, but at that point the expense is very high and how many units actually need that to one round?
@@actuallizard Mage knight with Levin sword and sword power is so GOOD. I would personally put sword power up a tier above the other two, but the other two aren't as good.
@@thehallmonitor4515 By the time you can easily get multiple levels of sword power you can use Bolganone instead on a mage knight which is just the levin sword with 3 more might. Don't think it's worth spending 2k sp to get 1 more damage than the alternative, there are better skill options for damage. Bolganone is slightly more expensive to forge so you could argue comparing them at +4 and +5 respectively during some parts of the play through but either way think you're still just better off with bravery/gentility.
@@twigz3214 if you use the well properly you can get r3 sword power on multiple characters easy PZ. Also there are other benefits of using the sword. Namely the weight.
@@thehallmonitor4515 The weight of the Levin Sword and Bolganone is the same, there is no difference there at all. If you get r3 sword power it is the exact same might as bravery with Bolganone. With the same amount of sp you could be using bravery+ and Bolganone and have the same speed while dealing 2 more damage and not lose 10 avo. There's 0 upside to sword power unless you get sword power 5 but that's also 2k more sp than bravery+ so your sp could be far better spent on other skills or other units so one isn't hogging all your books.
What do you think of these builds
Alear Divine Dragon Emblem one of the Hero's rings with Fire on Wille Glanze +5
Skills
Quick Riposte +
Mag/Res +5 or Adaptability +
Stats
Hp: 68
Bld: 13
Str: 42
Mag: 25
Dex: 37
Spd: 44
Def: 35
Res: 25
Lck: 35
Wille Glanze +5
Mt 16 Hit 100 Crit 20
Wt 9 Avo 20 Ddg 20
Alfred Avenir Emblem Roy with Binding on Brave Lance +5
Skills
Heavy Attack
Break Defenses or Lunar/Solar/Eclipse Brace +
Hp: 71
Bld: 16
Str: 47
Mag: 19
Dex: 34
Spd: 35
Def: 39
Res: 19
Lck: 44
Brave lance+ 5
Mt 12 Hit 85 Crit 0
Wt 22 Avo -30 Ddg 0
Celine Vidame Emblem Marth Beginnings on Excalibur or Levin sword +5
Skills
Divine Pulse +
Staff Mastery 5
Hp: 56
Bld: 11
Str: 36
Mag: 39
Dex: 27
Spd: 42
Def: 24
Res: 36
Lck: 53
Excalibur +5
Mt 16 Hit 100 Crit 15
Wt 9 Avo 5 Ddg 5
Diamont Successeur Emblem Ike with skills Heavy Attack Dual Assist Radiance on Georgios
Skills
Heavy Attack
Dual Assist +
Hp: 77
Bld: 20
Str: 45
Mag: 22
Dex: 22
Spd: 38
Def: 40
Res: 19
Lck: 25
Georgios +5
Mt 40 hit 100 Crit 10
Wt 33 Avo 0 Ddg 0
Alcryst Tireur d'élite Emblem Lyn Blazeing on Lendabair +5
Skills
Surprise Attack
Str/Dex +5
Hp: 68
Bld: 15
Str: 42 (+5) 47
Mag: 19
Dex: 44 (+5) 49
Spd: 40
Def: 30
Res: 17
Lck: 29
Lendabair +5
Mt 18 Hit 130 Crit 30
Wt 9 Avo 0 Ddg 0
Ivy Lindwurm Emblem Celica Echoes on Bolganone +5
Skills
Mag/Dex +5
Spd/Dex +5
Hp: 60
Bld: 15
Str: 31
Mag: 42 (+5) 47
Dex: 23 (+10) 33
Spd: 34 (+5) 39
Def: 33
Res: 42
Lck: 17
Bolganone +5
Mt 20 Hit 95 Crit 0
Wt 10 Avo 0 Ddg 50
Hortensia Sleipnir Rider Emblem Micaiah Dawn on Elthunder
Skills
Lifesphere ++ or Mag/Dex +5 or Spd/Dex + 5
Divine Pulse +
Hp: 47
Bld: 11
Str: 24
Mag: 39
Dex: 36
Spd: 46
Def:16
Res:54
Lck: 55
Elthunder +5
Mt 13 Hit 85 Crit
Wt 10 Avo 40 Ddg 20
Timerra Picket Emblem Lief with skills Heavy Attack Dual Assist Genealogy on Venomous
Skills
Heavy Attack
Dual Assist
Hp: 63
Bld: 12
Str: 34
Mag: 26
Dex: 50
Spd: 41
Def: 35
Res: 23
Lck: 38
Venomuos +5
Mt 40 Hit 110 Crit 20
Wt 21 Avo 10 Ddg 0
Fogado Cupido Emblem Eirika Sacred on Brave Bow +5
Skills
Surprise Attack
Bow Agility 5
Hp: 67
Bld: 16
Str: 34
Mag: 27
Dex: 33
Spd: 52
Def: 27
Res: 32
Lck: 33
Brave bow +5
Mt 9 Hit 125 Crit 20
Wt 11 Avo -20 Ddg -20
Veyle Fell Child Emblem Corrin Fates on Obscurité +5
Skills
Keen Insight + or Lunar/Solar/Eclipse Brace +
Tome Precision 5
Hp: 48
Bld: 11
Str: 35
Mag: 51
Dex: 36
Spd: 32
Def: 25
Res: 44
Lck: 28
Obscurité + 5
Mt 17 Hit 90 Crit 40
Wt 12 Avo 10 Ddg 30
Nel Fell Child Emblem Sigurd Holy on Fell Ruinston or Représailles
Skills
Lunar/Solar/Eclipse Brace +
Reprisal +
Hp: 65
Bld: 13
Str: 39
Mag: 30
Dex: 32
Spd: 45
Def: 33
Res:31
Lck: 37
Représailles +5 + Holy
Mt 21 Hit 95 Crit 0
Wt 5 Avo 20 Ddg 0
Fell Ruinstone + Holy
Mt 6 Hit 80 Crit 0
Wt 12 Avo 20 Ddg 0
Rafal Fell Child Emblem Edelgard, Dimitri and Claude Rivals on Fell Ruinstone or Revanche
Skills
Lunar/Solar/Eclipse Brace +
Reprisal +
Hp: 76
Bld: 13
Str: 46
Mag: 13
Dex: 30
Spd: 33
Def: 42
Res: 20
Lck: 19
Revanche +5 + Rivals
Mt 25 Hit 80 Crit 45
Wt 11 Avo 20 Ddg 20
Fell Ruinstone + Rivals
Mt 7 Hit 90 Crit 10
Wt 13 Avo 20 Ddg 20
Seadal Dancer Emblem Lucina Awakening on Flashing Fist art +5
Skills
Quality Time +
LifeSphere ++ or Lunar/Solar/Eclipse Brace +
Hp: 64
Bld: 15
Str: 36
Mag: 29
Dex: 28
Spd: 45
Def: 24
Res: 26
Lck: 41
Flashing Fist art +5
Mt: 13 Hit: 120 Crit: 0
Wt: 8 Avo: 30 Ddg 0
Gregory Sage Emblem Byleth Academy on Nova
Skills
Healing Light
Staff Mastery 5
Hp: 43
Bld: 11
Str: 24
Mag: 51
Dex: 32
Spd: 28
Def: 20
Res: 47
Lck: 32
Nova +5
Mt 10 Hit 115 Crit 20
Wt 16 Avo 10 Ddg 30
Clanne Emblem Tiki
Mage Cannoneer
Lunar/Solar/Eclipse Brace +
Draconic Hex
Hp: 73
Bld: 18
Str: 46
Mag: 22
Dex: 45
Spd: 25
Def: 47
Res: 23
Lck: 31
Madeline Emlem Hector
General
Vantage ++
Resolve +
Hp: 86
Bld: 25
Str: 50
Mag: 16
Dex: 37
Spd: 15
Def: 58
Res: 15
Lck: 25
Ukonvasura +5 Strength
Mt: 46 Hit: 80 Crit: 10
Wt: 27 Avo: -30 Ddg: -30
Framme Emblem Soren
Enchanter
Lunar/Solar/Eclipse Brace +
Draconic Hex
Hp:53
Bld: 11
Str: 25
Mag: 26
Dex 42
Spd: 41
Def: 19
Res: 21
Lck: 43
Either
Flashing fist art +5 Acumen
Mt: 16 Hit: 90 Crit: 0
Wt: 9 Avo: -10 Ddg: -20
Silver Dagger +5 Acumen
Mt: 21 Hit: 100 Crit: 0
Wt: 5 Avo: -10 Ddg: -20
Zelestia Emblem Chrom/Robin
Melusine
Divine Pulse +
Anima Focus
Hp: 75
Bld: 12
Str: 40
Mag: 40
Dex: 33
Spd: 37
Def: 34
Res: 37
Lck: 24
Brave Sword + 5 Bonds
Mt: 10 Hit: 90 Crit: 0
Wt: 12 Avo: 20 Ddg: 20
Vander Camilla
Paladin
Heavy Attack
Wrath
Hp: 77
Bld: 16
Str: 46
Mag: 20
Dex: 46
Spd: 35
Def: 38
Res: 27
Lck: 30
Fragarach +5 Revelations
Mt: 25 Hit: 90 Crit: 40
Wt: 17 Avo: -20 Ddg: -20
Mauvier Emblem Veronica
Royal Knight
Lifesphere ++
Quality Time +
Hp: 69
Bld: 12
Str: 44
Mag: 41
Dex: 48
Spd: 38
Def: 29
Res: 37
Lck: 30
Brave Lance + 5 Heros
Mt: 11 Hit: 65 Crit: -20
Wt: 12 Avo: 20 Ddg: 20
What do you think and what skills do you think would work on the others
Im not even half way through the game yet and- wait these games(including 3houses) doesnt have child units?
Child units are an awakening fates and fire emblem 4 genealogy of the holy war thing, its not really a staple of the series
All games have child units, specifically, underaged meat shields
It has child soldiers, they just aren’t the children of playable characters.
I will forever be a holy stance defender. Granted, its really not that useful until you get celica back and unlock ++.
As long as you have the HP required, you can intentionally take damage from corrupted wyrms. They always take big counter damage: you can use this to damage them outside of your normal countering range (most units cant counter at 4 range) or you can use that extra damage to make one rounding them way easier.
There are other options to deal with wyrms, namely Erica, but the game will often throw 2 or more wyrms at you at once. Thia is a fairly cheap way to make your non-erica units better at killing them.
Still...this is an INHERITING tier list. If you really want to try this strategy, using the free holy stance provided by celica is probably better.
Maybe on a Wolf with good HP and blue skies for good measure to lockdown the wyrm with the class skill, otherwise, I don't see this working, the wrym can easily take a pot shot on any other unit.
Not gonna lie Canter is perfect for QoL, but the more i replay the game the less i use it, cause there is no need for it if you just not overextend your units and enemy phase with broken bonded shield or a super ike tank/Nos Holdout tank and oneshot on playerphase with Weapon Power skills (same thing for reposition). The only character i still use it regularly on is Seadall, cause he literally doesn't want anything else. Also Momentum is so overrated. Even if you use Sigurd and have +10 Power on the first hit, that's only for 1 attack and not even useful if you double. Weapon power straight up works on both player and enemy phase, while working if you double or even quad. So if you hit a single enemy on playerphase and another on enemy phase you outvalue max power Momentum already. Also Lunar brace is underrated imo. Again it deals way more dmg than Momentum past midgame. I think Sp is just not a good argument unless you don't use the well at all. You can easily equip 8 units with an average of 5000Sp without problems. Avoid being so low is also questionable. You can completely break the game as long as you have enough avoid. (Alear only runs for example). And Vantage Wrath is overrated aswell imo. They are super Niche, cause they are only useful on high HP high-hitting low speed units. And even if you have that perfect vantage wrath unit you still straight up die to 3 range enemies except when you also have adaptability which makes it only really good on 1 unit (the one with Leif), not that great for general use at all imo. I also think it's criminal to put advance in the same category with pair up and resolve which make a tank immortal, while advance is NEVER useful (except for some weird LTC stuff maybe).
I would say the flexibility canter allows you is really good. The situations you are describing as overextensions aren't overextensions when you have canter, they are just more options you have available. No skill is really "needed", we can play around not having any particular skill, but the options opened up to us by Canter are pretty valuable I think.
re: lunar brace, I would hope lunar brace is better than momentum for our combat carries! It's 3 times the SP after all. Momentum isn't for your lategame combat carries, it's for units that you aren't investing enough in to double, filler units, astra stormers, thoron sages, etc. Basically, any unit that you aren't dumping a bunch of SP into. But for 1000 SP, they can be doing an extra 4-6 damage every attack, and that's pretty good, there's not a better rate for that at 1000 SP.
Lunar brace isn't low because it's too expensive (though it is expensive), it's because I think it's worse than other skills that cost the same amount. Against 30ish defense enemies (e.g. chapter 23 wyverns), lunar brace is giving 6 extra damage per hit, bravery+ gives 5, weapon power 3 gives 6. Both of those other skills cost the same 3000 sp but also work on enemy phase, and gentility has the option of increasing your bulk as needed. For lunar brace to be significantly better, enemy bulk has to be very high, to the point where I would argue we'd be better off just using a tome.
At the 5000 SP price point for lunar brace+ there's no gentility to compare it to anymore, but the equivalent priced weapon power is adding 10 damage, so against a 30 def enemy, lunar brace + is adding 9 damage per hit, weapon power at the same price is adding 10 damage, so the argument is pretty similar here.
S tier - Avoid+20, SP conversion
Build +4?
I feel you value SP cost too highly. 5 1k sp skills do less for a unit than 1 3k and 1 2k.
All this to say, Blue Skies should be in "the best" tier
IS THIS PANGYA MUSIC!?
Dex+ is so meh, it didnt even get mentionned, lol
Even with the well doing a revenge build isn't worth it on tanks because of how it costs way too much sp to be worth the investment and to top it off Veronica herself is a garbage emblem for tank units.
Wtf Resonance
Luck still not great, but it is buffed in Engage and every even point of luck gives +1 Avoid and Hit
Speedtaker hate smfh
DIVINE PULSE HATE WTFFFFF 0/10
Does it really count as hate if they're in pretty good lol, it's not like I said they suck
It counts this is the biggest betrayal of my life (im kidding you make fair points i just prefer to have DP on ivy glelfkowodod)
speed is overrated honestly
Only if you can't double
@@marcoasturias8520 You don't need to double, your end game will be easier with carries that hit hard and you make them hit harder.
High investment build, but totally worth it, Lunar Brace+, Lance Power 5, Sigurd Ring General Louis - Spear/Brionac, Silver Greatlance/Venomous, and Brave Lance and you will one shot everything and be an immortal tank! This is probably the most fun build.
@@MasterStaconawhy sigurd, use and actual emblem and engage marth for divine *speed*
@@marcoasturias8520 canter and momentum and silver greatlance override
@@MasterStacona congratulations for killing the only two units perfectly aligned in the whole map, meanwhile, a supernage just deleted half the map and two boss health bars without their engage attack