Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
For the most part each unit is good at what it is "supposed" to do; ie heavy infantry/cavalry tanking hits, light infantry ambushing and dodging a fair amount of attacks, spears countering cavalry, etc. In that regard all the units seem to be pretty good in general and you will do fine with most unit compositions.
That said, I find archers to be a bit lackluster (especially once cannons are available) since they don't do enough damage to really be worth it without significant artifact investment. Same for the heavy infantry polearm tree; they're versatile but not great at anything and seem to just underperform compared to other classes. I find Hussars serve the anti-cavalry position better as the mobility and higher damage (and light type) make up for the lack of armor in my opinion. Lastly I'm not very impressed with Skirmishers, but you can at least change into them to get SKL growth while waiting for the required SKL to change into Scout or Rogue.
Heavy melee classes are mostly variations on a theme; single target damage, aoe (column or row) damage, or tank in cavalry and non-cavalry variants. Sentinels are by far the best tanks as they have 50% firearm resist which is a huge asset if facing enemy firearm squads. Champions are close behind with the same armor and HP as Sentinels but sacrifice the firearm resistance for huge single-target damage. Zweihanders are a bit less impressive stat-wise but do AOE row damage, though depending on enemy squad composition that can be a drawback as well. As mentioned above I don't particularly care for Samurai or Centurions, but the line attack for Centurions can be useful for killing squishy units in the middle row. For females it's pretty simple...Paladins and Valkyries are infantry/cavalry versions of the same thing; an anti-magic tank that can heal. I should note that females probably make the best Samurai by going Archer at Tier 2 as they have better SKL (and thus evasion) which Samurai makes the most use of as a Heavy infantry, but getting the 45 STR requirement may take a while. Lastly, Gunners and Dragoons may seem ok when you first unlock them but fall off very quickly and have horrible stat growths. Late game when you finish the tech tree they may be worth revisiting when you unlock Musketeering but I'd probably stay away from them until then. They also don't have the armor heavy units do but still count as non-light units for squad movement type.
Light melee classes have a bit more diversity in use and are pretty interesting IMO. Males have a hard time starting from conscription since Fighter and Archer are both STR growth types but if you find some Rogue/Skirmisher/Scout mercenaries you can build good Light units from them by demoting and promoting to the unit type you want. Assassin is a great unit for dealing with back lines and getting some free gold, but using more than 4-5 in a squad will just going waste attacks. Assassin also suffers on defense so you have to plan around using Assassin squad properly (make use of ambush, don't get attacked). Ranger is a good damage unit as the crossbow attack hits any enemy unit for full damage ignoring all cover and block, and as I mentioned above Hussar is my choice for the anti-cavalry units in my army. Females are great right from conscription and can turn into Swordfighters almost instantly and grow into Swordmasters for oustanding single target damage. The DLC addition of War Cat/Behemoth gives Light units a strong addition to make use of with a powerful row attack plus the situational ability to attack up walls.
Casters are much more limited in choices so are pretty straightforward. They are all squishy and should be in the middle rows of units to avoid backstabs and have simple uses. For males between Fire. Ice and Lightning most people prefer Fire for pure damage; killing something is much more useful than inflicting status ailments. Females are even simpler with only one choice in Sorceress, but as with Ice and Lighting mages the status chance is typically inferior to the pure damage of Fire mages. Templars are just healers, though the addition of Oracle is interesting as the shield covers everyone like a pre-emptive AOE heal. The Tier 4 caster units I don't have enough experience with to have an opinion so I'll let others discuss their pros and cons.
Ranged units are even simpler than casters - Field cannons are the best, period. Cavalry movement and ridiculous AOE damage make it a no-brainer to use as many as possible in almost every scenario. You should be able to unlock the tech fairly early on and just make do with Jules' archer squad until then. To help offset the massive material cost I recommend hiring every single Field cannon or Siege cannon merc you find (demote the Siege cannons and promote to Field cannons) since stats mostly don't matter for firearm units. Archers as mentioned above just aren't that great without specific artifacts to support them.
Dragons are another incredibly good unit once they are leveled up. Even at Tier 2 they are quite strong AOE units and just require some heals to back them up. Any Dark affinity items you get should typically be used on dragons as they benefit from both STR and MAG equally and have high requirements for Tier 3. Fire is again the most popular choice for Tier 3 as damage beats status effects. Tier 4 from the tech tree gives you access to flight as well, which can be game changing depending on the map.
As far as unique units go they all (so far) seem to be better versions of whatever unit type they resemble. Diana is a better Zweihander, Barnabas is a better Knight, Stefan a better Assassin, etc. I will make one note about Barnabas though, his Mentor ability is INCREDIBLY useful. For those coming from Fire Emblem they may think he's the starting OP crutch character (which isn't completely inaccurate) but getting xp in this game is not a huge issue with the catchup mechanics in place. Make sure he is capturing every single squad/building he can and constantly raising his leadership, and if you get an early Light Affinity consider using it on him. At first you'll have to use melee cavalry units only in his squad, but as his leadership grows you can swap other unit types in to get leader candidates for a variety of new squads. You can even put some of the story characters in his squad for a few arena runs to grow their leadership. For reference my Barnabas is at 82 leadership (Light affinity and Proof of merited) going into chapter 11 and has produced several squad leaders already with more on the way. He is also excellent for growing candidates for Field cannons - just conscript a fighter with Earth affinity, change to a Cavalier and sit him in Barnabus' squad until CP is maxxed and you have the resources. That will give you a high Leadership high HP Field cannon in due time.
https://steamcommunity.com/sharedfiles/filedetails/?id=2819992940
Unfortunately, it's not updated for the DLC and a bit outdated in a few places, but it still is helpful to know "What will my options be if I buy a militia unit or a fighter unit now?"
The tutorial section in the town menu also has a good list of unit explanations on the third page. It's long and doesn't give as good an overview, but it does list a lot of detailed information.
And feel free to experiment. Don't forget that if a unit doesn't work out, you can demote it and promote it to something else. That lightning mage turned out to be less useful than the fire mage? You can change the class, and all you'll lose is a bit of CP gain.
It's also perfectly fine to ignore some unit types to keep things simpler, especially early on. In my first game I completely ignored Samurai and Centurions. I used them in my second playthrough with the DLC and they both turned out to be very useful, but I did not NEED them the first time around.
if i were to go by my favorites. i based this on how successful i was using these in both normal mode and warlord my second playthrough from a fresh start, not new game +.
S tier :
sentinels,
paladins,
champions,
zweihander,
knights,
(those are all heavy infantry, i can't decide on one or the other. i just mix them up on my front lines for variety and to trigger the tech bonus, although i do tend to use more sentinels and zweihander, mainly because those are easier to make earlier in the game)(i also have quite a few paladins and mix 1 or 2 in to most squads)
valkyries,(valkyries go in all my cavalry, except for the horsebows)
hussars. (on my first playthrough, i completely ignored these, never used them. never realized how powerful they are. i think they are even better than knights)
dragons, (gotta have these. i like to have at least 2 squads with all 3 types mixed in)
priestesse/templar. (priestesses go in all my infantry units)
swordmistress. (i put these in light infantry units, mixed with rangers, mostly in with stefan, raskuja, namira, ragavi)
Field Cannons (the cavalry version, not the regular kind. being able to move in, shoot and then move back out is amazing.i have lysander with 8 field cannons. nuff said)(although, it might be better if i could find a good leadership guy with shoc and awe and turn him into a cannon and have 9 cannons which would free up lysander to lead some other unit.)
A TIER :
war bow/archers, ( i keep a squad just only these guys at all times. warbows have a range of 3 and no other unit other than cannons has this range, so mixing anything else in just seems to be a no no)
horsebow/raiders, (i also have a squad that's just only these guys)
Fire mage, (the best mage, although iced mage is my favorite despite being B tier, for obvious reasons)
Dark mage, (i dunno, these have extremely high magic stat. i have one with 155 just naturally, when everyone else has like 70-100. but they don't seem to do as much damage as i would expect them to do.)
Oracle (possibly S tier, every squad can benefit, but meh, i only have about 5 of these. they take up space and if i have to pick between an oracle and a healer, i will put the healer first and the oracle second)
Ranger (much better than a rogue or assassin IMO)
B tier :
Ice mage(my favorite for obvious reasons, but not as good as the fire mage. i still keep a couple)
siren/sorceress (i have only like. . 2 of these and they don't seem to do much. i guess they are meant for debuffs)
Crossbow/arbalest, (i have a squad of these, but they don't do as much damage as the bows. they seem more tanky, i guess that's the tradeoff. they are good for clearing archers off walls and they see to do more ddamage to heavy units)
War cat/behemoth (not really that great. i put 2 of them in raskuja's unit, because cats. . .)
Dragoons (cavalry gunners. better than gunners, but still ,i barely use these except to fill in gaps)
C tier :
Shock mage (these just don't seem to perform as well as the other mages, i dunno)
Samurai (melee ranged hybrid, mediocre at both. i haven't tried but maybe 6 archers, with 3 samurai in front might work, but meh, i just use 9 warbows instead because of the extra range)
Necromancer, (too niche to be useful. i had 1 squad of 3 necromancer + 3 skeleton units but i hardly ever used it)
Spearmen/Centurion (i don't use these. i tried using them, but they kept dying and don't do enough damage. also, Centurion has a really high requiement to make them and by that time, i had pretty much abandoned these in favor of the other heavy types. yeah the centurion should be able to poke the enemies in the second row, but still, they are the squishiest of the heavy units. they are "supposed" to be strong against cavalry, but hussars are better vs cavalry, or just put the war pike artifact on your squads. the only reason these are in C and not D is because the next guys are even worse. . )
D TIER :
Gunners (i hate these guys. they are too fragile. they die if anything coughs at them, and many units seem resistant to them. they do a ton of damage if a unit is vulnerable but they are just too weak. they have no range, so they have to be brought in to melee combat, and then they die. . but they are not as bad as the next guys. . )
F TIER :
Assassin ( the worst unit in the game i hate this unit. . rangers can do anything they can do, but better) (also the most annoying when the enemy uses them, because of how i have to approach them. i put the spectacles on diana's squad to make her immune to stealth strikes and have her draw these squads in to attack her).
The drawback is that it's hard to find enough sunstones for them and I think that soon I will have to add a priestess too.
I bought a necromancer and now I have a no-story team which is OP. You must also have an Oracle so he will not die. He kills everything with almost no team.
I also have some bought sorceresses which are amazing. I presume they prevent the enemy to act, but with one of them Narida became a cruel mass killer. Til chapter 12 she was almost as strong as Diana.
I don't know what to do with Stefan. No matter what, he and his team die horribly very fast. Much worse than the archers or the cannons. It seems that he is cannon folder for softening teams with lot of mages. Perhaps I will try to give him some mages also. AOE dmg seems more efficient than only the back row.
Nice details like the previous guy, very useful. Thank you
As for stefan in was able to make him a killing machine by adding one sentinel at the front row then a mishmash between assassins, rangers and gunners then i used that legendary artifact that deals 10% hp dmg each turn but also enables regeneration which made him extremely useful
They fill different roles.
Necromancers do have single target magic life drain attacks that damage enemies and heal themselves, undead units in the squad, and other living units in the squad. They also let you have 1 skeleton unit for free.
So if you build a squad of say, 2 necromancers and an oracle in the middle, 3 skeletons with shields in the front line, and 3 more damage dealing heavy infantry like Centurions or Champions in the back, you get an extremely tanky squad. Especially if you add the artifact that boosts undead energy generation (you can find it in legends 3A.) and the artifact that reduces damage to tier 1 units by 50%. (skeletons are tier 1.)
The skeletons may or may not die, but even if they do they just come back to life when you deal more damage with your necromancers and other units. This is by far the toughest squad I have found in the game.
As an added bonus, the skeletons attack after other heavy infantry, which means this squad does not suffer from the typical "All your guys gang up on 1-2 enemies and waste their attacks" problem heavy infantry squads often do.
But necromancers will not wipe out whole ranks like fire mages do, so they're not as useful to add to cavalry or dragon squads.
Are you talking about these two artifacts in the screenshot? the description is not that clear
https://i.imgur.com/WrGXPuC.png
https://i.imgur.com/bw9jrkf.png
I think the description was clear enough, because those are indeed the artifacts I was talking about. :-)
Sorry, I was too lazy to look up the names.
i thought it said "tier 1 units take MORE damage"
like to suggest if i put it on a squad that they would kill tier 1 enemies more easily and that would become less useful in the late game when the enemies are all using promoted units.
welp, might have been useful early game. before i promoted all my units.
never considered that skeletons are considered tier 1. so a necro unit could benefit all throuh the game.
Centurions are a godsend on ludicrous for your "cavalry bait tank" squads.
3 of them in the back row plus maybe 1 or in the middle and 1 in the front will kill a sizeable amount of the enemy cavalry squad on the first counterattack turn which results in less damage from their second squad.
In those instances where their cavalry squads hit and run a single target over and over again, this combined with a couple of oracles is the only way to really tank that constant hit and run damage. The archery resist artifact is also helpful for this.