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FE6 Tierlist 2017


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Roy's force deployment is a good thing, it means he has no cost to be deployed and the fact he has to keep up with the group to seize means he's not getting unfair bias or w/e by being moved forward by other units. Improving Roy's durability lets you give the angelic robe to other units (like say, Shanna, Niime, Lalum...) or sell it (Boots). If you don't invest in him a bit or give him a robe he becomes significantly more of a PITA to handle around some of the LRTs in this game. As such, even if he sucks it's broadly in your interest to let him fight, and finishing a unit off here and there for the whole game is not a terrible position to be in as I've alluded to earlier (and he can do it the whole game, the Light Brand exists and is not in terribly high demand, Cavaliers don't dissapear from enemy composition, SoS isn't just for hitting Manaketes and Idun) and he has reachable supports for various units (the cavs can support him even in extreme LTC). He is not a complete liability from Arcadia onwards either

And for that matter getting him to 14 AS lets him double Manaketes and ORKO them, and this is a fairly attainable goal.

And (I swear I'll stop now) you're kinda underselling the earlygame performance a lot considering that then more than ever you need people to finish things off a lot of the time. Alance are basically doing that the whole earlygame and yeah, they're mounted, they get to kills easier and such, but Roy can and does have the capacity to be helping in that area against many enemies, and is a better target of investment than many other units.

Edited by Irysa
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I won't change my voting of Lot since he's a really important unit in earlygame. In chapter 6 + 8 he's really good against the large number of soldiers and knights. In chapter 7 he's a good tank can try to oneshot the cavs. although hitrate is bad. He's still the second on third tankiest unit in these chapter.

However I find Roy's rating a bit too high. He does less than Lot in most part in the game. Will lower it maybe.


anyways


Shanna / Thany
Bases + Growths
Level 1 Pegasus knight
HP: 17 (45)
Strength: 4 (30)
Skill: 6 (55)
Speed: 12 (60)
Luck: 5 (60)
Defense: 6 (10)
Resistance: 5 (25)
Shanna will turn out great but she needs some investment. Her start is really mediocre due to her low output damage. She hasn’t only hit issues with heavier lances but also problems to double with her low con. She needs an early promotion to have the strength and the possibility to use the best weapon type in the game.
8


Chad
Bases + Growths

Level 1 Thief
HP: 16 (85)
Strength: 3 (50)
Skill: 3 (50)
Speed: 10 (80)
Luck: 4 (60)
Defense: 2 (25)
Resistance: 0 (15)
Chad’s combat is awful due to his low HP and defense. He can barely take a hit. However he does a decent job against axe users. In chapter 4 he can be trained well against the reinforcement pirates. His growths are good for FE6 standards simply because thieves don’t have a promotion, but he won’t beat Astore when he joins.
4


Lugh
Bases + Growths
Level 1 Mage
HP: 16 (50)
Magic: 4 (40)
Skill: 5 (50)
Speed: 6 (50)
Luck: 5 (35)
Defense: 3 (15)
Resistance: 5 (30)
Lugh is technically the best mage in the game, and magic is great in FE6. He starts with low bases and his magic growth leaves to be desired, but unlike Lilina he gets some speed. Double attacks with low magic are still better than one single heavy attack. Furthermore he doesn’t have to worry getting doubled by anyone. He can deal very well against the pack of dracos in chapter 21.
5.5


Clarine
Bases + Growths
Level 1 Troubadour
HP: 15 (40)
Magic: 2 (30)
Skill: 5 (40)
Speed: 9 (50)
Luck: 8 (65)
Defense: 2 (10)
Resistance: 5 (40)
Clarine is a mobile healer what is always great to have. However her magic growth is really bad. She can’t use status affecting staves and warp / rescue very efficiently. She’s only really useful for healing, to turn into a dodgetank and to make Rutger more OP with a support. Saul is still a better user of sleep etc.
7


Rutger
Bases + Growths

Level 4 Myrmidon
HP: 28 (80)
Strength: 9 (30)
Skill: 14 (60)
Speed: 15 (50)
Luck: 4 (30)
Defense: 6 (20)
Resistance: 1 (20)
HM Rutger is the gamebreaker in HM’s earlygame. Your bosskiler with Dieck’s armorslayer thanks to his great strength and speed base. He onerounds most stuff with the killing edge and mostly won’t get 2RKO’d. Not only his bases are great, but he’s also in the most broken class in the game. Promote him early to give him +30 crit to make him become a killing machine. He can even oneround Murdoch with just one crit. The best myrmidon in FE for me!
9


Note:
I expected that most only poll voters didn't want to submit their ranking by posting in this thread. Since I don't want to spam this forum with a new topic for each five characters just for adding a poll I can make this suggestion for all who don't feel like to post in this thread:
You can submit your voting of all characters via PM (leave out all the characters if you voted for the first five in the poll). I will add them to my table and make all the submissions public in this thread. I can cut your UN in the submission if you want to be anomynous. Just tell me about it in the PM.

Edited by Magillanica Lou Mayvin
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Shanna 7.5
Chad 4.5
Lugh 5.5
Clarine 6.5
Rutger 9

Shanna - Was it Irysa who has suggested an early promotion for her in order to have a flying sword user during the isles? I still haven't tried that, but it sounds like a pretty good use for her. Other than that, her combat isn't amazing, but she should be able to pick off soldiers to get the XP she needs. Low strength plus low con makes her struggle against any foe with an existing def stat, though. Still, flight alone would make her a darn handy unit to field, especially since she's your only option in that regard for quite some time.

Chad - Thief/10. He might as well not have a weapon equipped at all, so stealing and (to a lesser extent, thanks to buyable door/chest keys) lockpicking are pretty much his only contribution on hard mode - trying to give him combat XP is both incredibly tedious and rather pointless since he can't promote anyway. He does secure a few nice items before Astore arrives though, and even then it's occasionally useful to have more than one thief on the team.

Lugh - Starts out as a better Wolt, thanks to Res being lower than Def on pretty much every non-magic enemy and Anima being a pretty darn good weapon type in general. It's a shame that he probably won't be able to wield any other staff than your basic Heal after promoting, but it's better than nothing, I guess. All in all, a decent character to raise, but not a crucial member of the cast.

Clarine - Her low magic is a real shame. :/ It means that Ellen and Saul are better as pure staffbots (and even Cecilia beats Clarine in magic, even if you got Clarine to 20/1 when she joins), but Clarine makes up for it with mobility (compared to Ellen and Saul) and survivability via high avoid (compared to all of them). Her offense still isn't great after promotion, what with her low magic and E starting rank for tomes, but with the help of defensive terrain and maybe a support bonus, Clarine can actually have some enemy phase action.

Rutger - absolutely amazing, especially early on. Swordlock means that he can only counter at 2 range with the Light Brand, but that (and his lack of a pony, I guess) is his only downside. And as a bosskiller and general delete button against threatening enemies, he works phantastic for the entire game, even if becomes less obligatory as other strong units join and/or improve.

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Shanna - 8.5/10

Flying owns. A lot of people overstate how bad her early combat is even in non rigged play; her base attack and AS with an Iron Lance is basically the same as Lance and her durability is pretty comparable too (aside from that lone Steel Axe Fighter in Chapter 2 who can oneshot her). Sure, the gap widens as they both level up but there are plenty of lower defence targets in the earlygame like Soldiers, Mages and Archers for Shanna to double for a chunk and get good EXP off.

She should be promoted ASAP with the first Elysian Whip in Chapter 8 which improves her dramatically. +3 speed for most weapons, uncapped speed, +2 str, sword access and +1 mov are all great in the Isles where she can really help to trivialize many of the maps. Sword access improves her survivability a lot and still lets her 2RKO most enemies (plus building Sword Rank is a worthwhile endeavor on her here too, esp in casual play), whilst with a decent lance she becomes one of the best units to utilise vs otherwise obnoxious enemies like Mercs and Myrms, all while maintaining her good performance against enemy magic users. The non stop doubling she does also helps improve her lance rank fast too, so she can function as a flying nuke with a Silver Lance once promoted/shortly after promotion.

All in all, promoted Shanna is essentially a flying Zealot, and not to be underestimated. Her long term combat isn't anything to sniff at either if you actually let her keep fighting, Killer Lances generally let her ORKO most enemies if she scores at least one crit, and effective weaponry obviously helps a lot too (which is why building her Sword Rank can be a real boon).

And that was without highlighting the obvious gains she has as the only flier for nearly half the game. Chapter 2, 4, 5, 7 are all made easier with her flying utility, wheras 8x, 9, 10 and 11 can be drastically sped up thanks to her, and obviously whilst her exclusive claim over it diminishes once Tate and Miledy join, her flying utility in some ways is improved by having other units around her too.

Chad - 5

Godawful combat and durability, I don't know why anyone even wants to train him. His growths are good but his bases are so terrible that he takes forever to even just compare to something like base Dieck. Combine that with a shitacular base E in swords, abundant Chest/Door keys after Chapter 7, and the fact Astol joins in Chapter 8 and Chad just has no business being deployed past then besides possibly to recruit Ray in C12. However, the Halberd is a reasonably useful item if you're going slow enough to grab it (not really for Lot or Wade though, put it on Marcus in Chapter 7 and he can pull about 70~ish disp hit on weighed down Javelin Cavaliers whilst oneshotting them!), and there is a lot of good money and loot in Chapter 6 that one can grab even in a low turn clear (thanks to Cath's late appearance). There's also the Red gem from the Wyvern in Chapter 7 and Cath's lockpick that he can steal, so overall Chad is likely netting you at least 10k and some decent items, probably more. That's a lot more than most other units can say, so even if he dissapears after that, he deserves a much better rating than most of the other earlygame chumps.

Saves a turn in Chapter 3 by being able to rescue Shanna and starting position, GG.

Lugh - 5.5

His safe, decently meaty and accurate chip against the Cavaliers in Chapter 4 is a godsend considering how shaky most people's hitrates are there, and he obviously has above average performance vs enemies like Knights and Wyverns in the next few chapters. However, his durability is really quite suspect (he gets oneshot by an uncomfortable amount of enemies for a while), and whilst he has a good speed growth, it takes a while to kick in, plus his promotion only gives him 1 speed, meaning he doesn't double against the average mook for a long time. Much like archers, Lugh also tends to function as chip instead of actually taking kills for himself, which impedes his EXP and WEXP gain. Both of these mean his chip starts to become much less notable as time goes on, as his magic stat isn't that great, and he doesn't really reach C Anima without favoritism by Chapter 8. If you put in the effort, he turns into a pretty powerful unit once he starts doubling at 1-2 and hitting res with stuff better than Thunder or Fire, but in the grand scheme of things it takes an questionable amount of effort to get him there. Still, there's no penalty for making use of him when he's nifty and dropping him, and he is definitely one of the easiest to train weaker units in the game if you do go down that route.

Clarine - 7

Mounted and healing utility in a single unit means Clarine can be making a contribution just about every turn after she is recruited, which is not to be underestimated. She really struggles to gain EXP at an acceptable pace though due to how often she'll end up helping with rescuing rather than healing, and her poor base magic and growth impede her long term prospects with long range staves too, which just piles on with being stuck with E tomes after promotion to make her combat really rather underwhelming (in fact, promotion at all is questionable). She also faces stiff competition for her slot once Cecilia shows up, but the sheer volume of steady contributions Clarine can and continues to make as soon as she joins make her good unit no matter what.

Rutger - 9

Strong bases with an ideal stat spread for a bosskiller compounds with amazing promotion gains to turn Rutger into arguably the most powerful unit in the first half of FE6. He functions as a reliable delete button for enemies throughout the game, and is basically unmatched for bosskilling prowess until about 3/4 through the game when his middling strength will begin to catch up on him. But it can't really be understated how much Rutger improves the reliability and efficiency of clears early on, so that fall off point, much like Marcus's, really does not matter much at all.

 

Edited by Irysa
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Roy:

5/10

Growths too bad. But he becomes a solid unit until chapter 14/15 on NM. Very difficult to use in Hard mode, due to low stats, and enemy buffs.
The only way that he would become a good lord, would be if you could promote him as soon as he reached level 20, but with 22 chapter (+ The Gaiden ones), When you reach chapter 13/14, he will probably have hit level 20 already, hurting his availability. 
Late promotion.

Jaegan   Marcus:

9/10

Without Marcus, HM would be Impossible to beat. Alan and Lance (your most useful units), join too weak be reliable early on, and with Fe6's terrible Rng, Lance and Alan will die on the first chapter if Marcus doesn't help. 
His stats are good for the early game, and without him chapter 4 and 7 would be all but possible.
Even though his bad growths hinder his capabilites in the long Run, with a Speedwing and perhaps an energy ring would fix it. If not, Well, Alan and Lance will take his spot easily.

Alan/Lance:

Alan - 8 / Lance - 9

Again, They become incredibly Useful in the Long Run. Alan becomes incredibly strong, and Lance becomes incredibly Fast.
But speed is the most useful Stat in the game, especially With Fe6's Terrible Rng that cannot be trusted.
I've Always used Lance more than Alan, but they are both good choices. Alan's Strenght Growth would make him a good user for the Malte though.

Ogma Dieck:

9/10

He becomes one of your best, if not your best unit. At least in My HM, he did. His speed allows him not to be double, and double most axe Users. His high Skill and Strength, along with his Great Consistency make him the Perfect user for the Durandal. Very solid All Round, can take a lot of punishment, Hit like a Truck, Attack Twice when Needed and will most likely never miss.

Navarre Rutger:

8/10
He has incredible Speed and Skill for the early game, and growths good enough to be kept in the army until the late game. Not a very good user for the Durandal however. Will lose speed, his best stat, and will deal significantly less Damage than Gerik, meaning that more Weapon Uses will be wasted (Remember that you cannot break the weapon, at least until the dragon temple). Outclassed By Fir later in the game.

Elen:

5/10

A healer with Low Magic cannot use Staves Efficiently, and has much less move compared to Clarine, 'nuff said.

 


 

Edited by André The kid
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Thany - Passable combat for about half the game, the early promotion suits her well and has no real competition for it because by the time Miledy (and I guess Tate) show up there will be another whip.  He flight is more useful than her combat though.  8/10

Chad - Actually gets a lot of stuff before chest keys show up, although not a whole lot of it is particularly notable.  More stuff and funds is always better though, 3.5/10.

Lugh - Accurate chip damage (unlike the archers, he has really good accuracy) is a big deal, especially in chapter 4/5.  If you train him enough to get to promotion, he's pretty good too, sage promotion gains are very good for him (he really likes the +4 magic).  Thanks to FE6's weapon exp though, he'll never be useful with staves, sadly, but he has more longterm use than any other 6 move combat unit since he's great against wyvern spam.  5.5/10.

Clarine - Mounted healer.  Magic stat is pretty poor which hinders her longterm usefulness, but she basically has free deployment for a long time due to the sheer amount of bad units early on.  Like already mentioned, promotion doesn't actually add a whole lot to her performance, but she might double some faster enemies with magic to do passable chip damage, and she still remains mobile.  7.5/10

Rutger - Delete button for the first half of the game thanks to his insane bases and the the crit bonus from swordmaster.  Starts struggling a little bit later in the game, but can still contribute and double some faster enemies in Sacae that nobody else will be able to (if you go that route).  Falls off pretty hard later on though since wyvern spam isn't too kind to him.  Still a great contributor for ~80% of the game nets him a 9/10.

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Lugh:

8.5/10

Has tremendous Speed, and with pretty decent Magic, along with VERY LOW resistance from Non magic users in Fe6, He deals immense magic, and will always attack Twice. His growths allow him to be useful until the Late Game. Easily.

Thanny (Shanna):

7/10

She is very strong, but very hard to raise. Her strength is low, and her speed really high. Due to her low consistency (Normal of Pegasus Knights, i know.), she can only wield Slim Lances without Penalties, making it very hard for her to attack strong Enemies. She is very hard to raise without the use of the Arena. With Which, if used, she becomes God-like.

Lilina:
9.5/10

The User of The Forblaze. If you gave the forblaze to anyone but her, Quit Fire emblem. Will easily hit the 30 Mag cap before level 12 after promotion. And Again, with Enemies' Terrible Resistance, she will OHKO most enemies. Her speed is somewhat Low, but a speedwing can easily fix it. Also the perfect user for the Tina Staff, which can help her heal other units, due to only needing level E in staves to wield it.

Gonzales:
8.5/10

The User of the Armads. If you gave The Armads to anyone but him, Again, Quit Fire emblem. (Jk xD). Will easily hit his 30 Str Cap, and will hit his speed cap very early as well. His skill is tremendously low though, and with the Awful Hitrates that Axes have in Fe6, he will need the Secret Books, but a much Needed +5 to Skill as a promotion Gain can also Fix This. Depending on The Route, you might need the Arena to make him usable though, but still a very reliable unit. Will OHKO everyone.

Raigh:

8/10

Joins with Good stats, and at a level that you can easily Raise. Good Magic, And with the incredible Might that The Apocalipse Gives him (Perfect user for it xD) he will OHKO any Dragon, and/Or Anyone. 
His speed is pretty decent, and his skill is pretty good too. He can also easily heal teammates with a heal due to his high Magic stat.

 

 

 

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Roy is pretty average. He has some earlygame utility with Rapier and can Sword of Seals scum stuff later on. He's okay in the Western Isles, but usually nothing to write home about. His combat stats are about below average, but he's forced deployment and there are circumstances where he is useful. Pretty accurate to give him a 4.5/10

Marcus is your best unit for quite a long time, and being mounted certainly helps his case for ferrybotting and Rescue chain utility. High Skill is actually a blessing since it helps him kill Armor Knight bosses when he has a Weapon Triangle Disadvantage and the like. The amount of turns he saves throughout the game is enormous and cannot be brushed aside easily. 9.5/10

Alan / Lance are your growth Cavaliers. Both are pretty solid, but they require some force feeding. This kind of is a small knock against them, but in their favor is movement. I think that Alan is slightly better in the terms of, when he doubles, he has a greater chance to ORKO; however, Lance is still nice because you're guaranteed the Speed and the Attack difference can be fixed with a better weapon. Overall they're both solid but require some work. 8/10

Wolt is just an Archer. Just... nothing really much to say. Somewhat accurate 2 range helps and he does have a little bit of earlygame utility, but it's very limited. To put bluntly - he could be worse. 2/10

Bors is great. One time Grandjackal got this mans to SILVER LANCE before Chapter 8. All seriousness, Bors is terrible. Armor Knight, low stats, practically unusable outside of a few instances earlygame. 1/10

Merlinus can't die. 10/10. Just kidding don't count this vote.

Ellen is alright, but to be honest she's not that great. Staff utility is her way to go, but her shit Mag base is almost unusable. 1 Magic with a 50% growth is still pretty shaky. She'll still give some utility for what it's worth if you train her and she's good for earlygame. 6.5/10

Dieck is solid earlygame, and to be fair he can retain for quite a while as well. Being able to wield Armorslayer helps him out a lot, and his access to Hand Axes if you do promote him give him an okay option to counterattack from afar while bending the weapon triangle a little bit. 7.5/10

Lott is incredibly average. He's useful earlygame, and if you train him he can sort of be useful, but he requires way too much effort for an incredibly mediocre unit. It's actually weird how his Strength is rather mediocre in comparison to some Fighters - certainly not the worst but lower in comparison to what you expect of Fighters. 4/10

Wade is Mekkah's favorite FE unit. Unfortunately, Wade offers almost nothing beneficial over Lott except, in instances where his Speed is capable of doubling, he can ORKO a bit cleaner against Soldiers. Outside of that Wade is pretty horrible and doesn't offer a ton. I would even argue him worse than Wolt too. 1.5/10

Thany is odd. She's not the world's strongest combat unit, but flying utility is very useful to have. If you do train her she's pretty damn useful, and being able to use a combat unit that flies is just wonderful. Takes some work but well worth the effort. 8.5/10

Chad is basically a Thief. He doesn't really steal as much as people want in a LTC setting, so he kind of gets points marked against him for that. We'll call it a 4/10.

Lugh is mostly used earlygame and not considered much afterwards. Lugh's bases are just too low and his growths don't quite muscle him fast enough. Great earlygame for having very accurate 2 range and being able to scum off Armor Knights. I guess if you train him he becomes okay, but I would have to ask why to bother. 4.5/10

Clarine has pitiful Magic, but she is salvaged a bit by being a mounted unit - something that sometimes gets thrown under the bus in LTC settings. She's definitely good with this in mind, but don't expect her to Warp someone beyond like 5ish spaces. 7.5/10

Rutger is known for one thing - bosskilling. And he's damn good at it once he's a Swordmaster. Enemies having insane Avoid with Throne and Gate bonuses really helps him out, and Armorslayer has decent enough Mt to play with. He's very good in Western Isles and can provide assistance against peskier units with Wyrmslayer or Durandal. Outside of a few other circumstances, though, Rutger is still cursed to being an infantry unit. At least his utility is well sought-out in the FE6 LTC meta. 9/10

=========

As a final note to close on:

Quote

Lilina:
9.5/10

The User of The Forblaze. If you gave the forblaze to anyone but her, Quit Fire emblem.

 

Guess I'm quitting Fire Emblem. Was nice knowing you guys. ;_;

Edited by Colonel M
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7 hours ago, André The kid said:

Thanny (Shanna):

7/10

She is very strong, but very hard to raise. Her strength is low, and her speed really high. Due to her low consistency (Normal of Pegasus Knights, i know.), she can only wield Slim Lances without Penalties, making it very hard for her to attack strong Enemies. She is very hard to raise without the use of the Arena. With Which, if used, she becomes God-like.
She's totally not. She has tons of speed however. You normally don't have to use the arena since she's still a good mage killer or can poke archers.

 

Lilina:
9.5/10

The User of The Forblaze. If you gave the forblaze to anyone but her, Quit Fire emblem. Will easily hit the 30 Mag cap before level 12 after promotion. And Again, with Enemies' Terrible Resistance, she will OHKO most enemies. Her speed is somewhat Low, but a speedwing can easily fix it. Also the perfect user for the Tina Staff, which can help her heal other units, due to only needing level E in staves to wield it.
How is someone almost perfect who starts level 1 in midgame? Her bases aren't awful for her level but she'll get doubled and oneshotted by most enemies. 90% of all enemies with physical OKRO her which is a bad circumstance to raise her. Furthermore she's slow. If you go to Sacae, she'll be breakfast for all the swordmasters and nomads. Sure, she has more magic than Lugh, but he still does more damage than her in total when he doubles. Lilina can make Roy better fast but he'll have other supports at this time most likely (Alance / Wolt).


Gonzales:
8.5/10

The User of the Armads. If you gave The Armads to anyone but him, Again, Quit Fire emblem. (Jk xD). Will easily hit his 30 Str Cap, and will hit his speed cap very early as well. His skill is tremendously low though, and with the Awful Hitrates that Axes have in Fe6, he will need the Secret Books, but a much Needed +5 to Skill as a promotion Gain can also Fix This. Depending on The Route, you might need the Arena to make him usable though, but still a very reliable unit. Will OHKO everyone.
Sure his caps are great but there's only big problem: Raising him is a pain in the ass. He can't hit for shit due to his awful skill and the low accuracy of axes. He even tends to have a higher crit than hitrate as berserker - lol.
In a FE6 balance patch I'm playing atm he's godly. I'd understand this rating.


Raigh:
8/10

Joins with Good stats, and at a level that you can easily Raise. Good Magic, And with the incredible Might that The Apocalipse Gives him (Perfect user for it xD) he will OHKO any Dragon, and/Or Anyone. 
His speed is pretty decent, and his skill is pretty good too. He can also easily heal teammates with a heal due to his high Magic stat.
No, his base speed isn't good. With his base speed he'll get doubled by some enemies. For some reason Raigh doesn't have HM boosts unfortunately which disqualifies him in HM unless you really like him.

I haven't added your votes yet because I find these ratings really odd.
This is a tierlist. It's a ranking about the unit's quality and no fanfavorite competition.

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Thany - She's got butts for offense for a little while, but her mobility and flying powers are a real boon considering your next flier is Tate. She definitely dominates the mid-game until Miledy gets going. She kinda falls off in terms of offense towards the end of the game, but Miledy or even Tate or Zeiss can easily take over by then. 7/10

Chad - He can steal some swag early on, but he's quickly replaced by Astol and buyable keys. He's never going to fight ever, but there stuff in chapters 3 and 6(?) that he can snag that's only obtainable by him. 3/10

Lugh - His stats are pretty OK and he can chip without you having to rely on a 70%. I've never found him particularly amazing in the long run, but he doesn't run the risks being being doubled like Lilina does and is significantly easier to get going. He might hit D staves if you're lucky, but his endgame role is a walking 1-2 range fireball launcher. He can cheese wyverns with Aircalibur too. 6/10

Clarine - She's mobile and her stats are generally pretty OK. She has butts for magic and the odds are she'll never tickle anyone with more than Thunder, but being able to move, heal and dodge gives her a great degree of flexibility. Saul probably has more utility with staves, but Clarine is definitely a healer worth having around. 7/10

Rutger - I actually think he's overhyped, he kills everything up to 8x, but the isles gives everyone else a chance to catch up and you probably want to save your Killing Edge for bosses. His strength doesn't hold in the long term, and the late game enemies are really tanky. Still, there's some bosses that are scream worthy without him early on, and Gel in Sacae and a lot of the nomad bosses are a pain otherwise. 8.5/10

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9 hours ago, Magillanica Lou Mayvin said:

She's totally not. She has tons of speed however. You normally don't have to use the arena since she's still a good mage killer or can poke archers.

She Becomes Strong, that's what i meant. The problem is that she is hard to raise without an Arena. Especially in HM. 

9 hours ago, Magillanica Lou Mayvin said:

How is someone almost perfect who starts level 1 in midgame? Her bases aren't awful for her level but she'll get doubled and oneshotted by most enemies. 90% of all enemies with physical OKRO her which is a bad circumstance to raise her. Furthermore she's slow. If you go to Sacae, she'll be breakfast for all the swordmasters and nomads. Sure, she has more magic than Lugh, but he still does more damage than her in total when he doubles. Lilina can make Roy better fast but he'll have other supports at this time most likely (Alance / Wolt).

I understand your complaints, but it's how you use her. Her speed can be fixed with a speedwing if that's your thing, she's the best user for the Forblaze and can easily OHKO most Enemies. If you were talking About Wendy, who needs to fight physically, then yes, you'd be right. Be she doesn't need to be in anyone's Range. Just be careful with planning. Atlhough, Valid complaints.
He only does more damage because he joins Earlier (Lugh). In Late game, if Lilina manages to catch up, Especially if you go to Ilia, She completely Outclasses Lugh.

9 hours ago, Magillanica Lou Mayvin said:

Sure his caps are great but there's only big problem: Raising him is a pain in the ass. He can't hit for shit due to his awful skill and the low accuracy of axes. He even tends to have a higher crit than hitrate as berserker - lol.
In a FE6 balance patch I'm playing atm he's godly. I'd understand this rating.

I'm not at Fault due to the Game's crappy Hitrates. With a couple of Secret Books, he can easily Kill anyone.

9 hours ago, Magillanica Lou Mayvin said:

No, his base speed isn't good. With his base speed he'll get doubled by some enemies. For some reason Raigh doesn't have HM boosts unfortunately which disqualifies him in HM unless you really like him.

Growths:

Hp: 55%
Magic: 45%
Skill: 55%
Speed: 40%

He becomes Godly in the late game. His base speed isn't good In HM. in NM he joins just fine. Sure, i know that hinders his usefulness, but his growths can fix it (For the Most Part), and Besides, As long as you don't put him in positions of Vulnerability (He's Magic User FFS), don't come saying he gets doubled. 
Again, Valid points.

And, again, this is not fan-favorite. The only character i like in Fe6 is Dieck. (And maybe Alan). And that's about it. I'm talking about usefulness on my runs. 

Besides, Lilina and Raigh where the only ones whose ratings could be disputed (From my perspective), but i'd love to hear your thouhts.

 

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1 hour ago, André The kid said:

She Becomes Strong, that's what i meant. The problem is that she is hard to raise without an Arena. Especially in HM. 
alright - also yes her earlygame is her weakness. As I mentioned she does the most damage to magic users. Since her res. is pretty good she's good against them good in general. Try to make her use silver lance or swords early by promotion.

I understand your complaints, but it's how you use her. Her speed can be fixed with a speedwing if that's your thing, she's the best user for the Forblaze and can easily OHKO most Enemies. If you were talking About Wendy, who needs to fight physically, then yes, you'd be right. Be she doesn't need to be in anyone's Range. Just be careful with planning. Atlhough, Valid complaints.
He only does more damage because he joins Earlier (Lugh). In Late game, if Lilina manages to catch up, Especially if you go to Ilia, She completely Outclasses Lugh.
How does she outclass him exactly? She beats him in magic and resistance, but Lugh equals his lower attack power with double attacks. He could even solo the dracos in chapter 21 in the thicket whilst Lilina would probably be oneshotted by the wyvern lord with the silver lance .

I'm not at Fault due to the Game's crappy Hitrates. With a couple of Secret Books, he can easily Kill anyone.
This is the argument why he's still not completly useless for me. With two secret books he might have 70s against knights and lance cavaliers which is still not good. Dieck with his high skill is a great potential user of the killer axe too.

Growths:

Hp: 55%
Magic: 45%
Skill: 55%
Speed: 40%

He becomes Godly in the late game. His base speed isn't good In HM. in NM he joins just fine. Sure, i know that hinders his usefulness, but his growths can fix it (For the Most Part), and Besides, As long as you don't put him in positions of Vulnerability (He's Magic User FFS), don't come saying he gets doubled. 
Again, Valid points.
Raigh's main problem is his 9 base speed. He needs at least one speedwing not to get doubled by the cavs. (Idr the speed of the paladins). Sure, then you could train him by noseferatu-tanking (he still needs another speedwing to negate speed reduction). However since its hitrate is pretty bleh and he misses only once, he's doomed since he'll get 2KO'ed. Also his base speed combined with his growth are an argument against him. If you really want a dark magic user, then I can only recommend Niime (although I never ever brought a dark mage to the endgame either).

And, again, this is not fan-favorite. The only character i like in Fe6 is Dieck. (And maybe Alan). And that's about it. I'm talking about usefulness on my runs. 

Besides, Lilina and Raigh where the only ones whose ratings could be disputed (From my perspective), but i'd love to hear your thouhts.

 

Edited by Magillanica Lou Mayvin
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56 minutes ago, Magillanica Lou Mayvin said:

How does she outclass him exactly? She beats him in magic and resistance, but Lugh equals his lower attack power with double attacks. He could even solo the dracos in chapter 21 in the thicket whilst Lilina would probably be oneshotted by the wyvern lord with the silver lance .

Ok, Fair Enough. I'll lower the score, now that you mention it, it was unreasonably high. She would still deserve an 7.5 or 8/10.

Although to be fair, Lilina does Outclass Lugh in NM. (Still useful in HM, not as much as lugh though, point made),
Still Think that Lilina is the best user for the Forblaze though.) 

56 minutes ago, Magillanica Lou Mayvin said:

alright - also yes her earlygame is her weakness. As I mentioned she does the most damage to magic users. Since her res. is pretty good she's good against them good in general. Try to make her use silver lance or swords early by promotion.

I'm actually playing Fe6 again on Hm right now for more accurate opinions. I thought about benching Thanny (Shanna), but alright, i'll try prepromoting her. It's not like she has competition for the whip on chapter 8.

56 minutes ago, Magillanica Lou Mayvin said:

Raigh's main problem is his 9 base speed. He needs at least one speedwing not to get doubled by the cavs. (Idr the speed of the paladins). Sure, then you could train him by noseferatu-tanking (he still needs another speedwing to negate speed reduction). However since its hitrate is pretty bleh and he misses only once, he's doomed since he'll get 2KO'ed. Also his base speed combined with his growth are an argument against him. If you really want a dark magic user, then I can only recommend Niime (although I never ever brought a dark mage to the endgame either).

Fair Enough. Still think he's a very reliable unit nonetheless. (At Least in NM), I actually did not remember that he had no Hm Bonuses. Alright, I'll lower his score. Still a solid 7/10 though. he's a great dark magic user.

Edited by André The kid
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2 hours ago, Magillanica Lou Mayvin said:

How does she outclass him exactly? She beats him in magic and resistance, but Lugh equals his lower attack power with double attacks. He could even solo the dracos in chapter 21 in the thicket whilst Lilina would probably be oneshotted by the wyvern lord with the silver lance .

I only now realised, you were talking about lugh, and i was thinking about Hugh. That's why i was saying she outclassed him. My bad xD

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Dorothy
Bases + Growths
Level 3 Archer
HP: 19 (85)
Strength: 5 (50)
Skill: 5 (45)
Speed: 6 (45)
Luck: 3 (35)
Defense: 4 (15)
Resistance: 2 (15)
She’s basically Wolt with better growths but joins later and has worse support options. At least she can double soldiers and poke the dracos in chapter 7 so she’s not quite useless.
2


Saul
Bases + Growths

Level 5 Cleric
HP: 20 (60)
Magic: 4 (40)
Skill: 6 (45)
Speed: 10 (45)
Luck: 2 (15)
Defense: 2 (15)
Resistance: 5 (50)
Saul is the best first tier stave user in the game. His base magic and stave level are higher than Ellen’s and Clarine’s and has a good base speed and growth. Furthermore he’s more resistant against status affecting staves His only weakness is his low luck which doesn’t matter because he shouldn’t see much combat anyways.
8


Sue
Bases + Growths
Level 1 Nomad
HP: 18 (55)
Strength: 5 (30)
Skill: 7 (55)
Speed: 8 (65)
Luck: 4 (50)
Defense: 5 (10)
Resistance: 0 (15)
Personally I really dislike Sue and usually go for Wolt instead of her just because of his better support options (Roy, Alance) and has a certain level at least. Sure, she’s mounted but her strength growth really leaves to be desired. She’s definitely better than Wolt in the longrun because of her mobility and higher speed but outclassed by Shin. Never really saw a point of using her aside from chapter 7 against the dracos till Shin’s recruitment.
I don’t deny she’s pretty decent, but I personally don’t like using her at all.
5.5


Zealot
Bases + Growths

Level 1 Paladin
HP: 35 (75)
Strength: 10 (25)
Skill: 12 (20)
Speed: 13 (20)
Luck: 5 (15)
Defense: 11 (30)
Resistance: 7 (15)
Zealot is a slightly better Marcus statwise but joins when you have done the hardest part of the game. Technically he’s not really needed anymore but still more than a helping hand if you want to shortcut the chapters and saving all the villages in 11A / 12B.
7


Treck

Bases + Growths
Level 4 Cavalier
HP: 25 (85)
Strength: 8 (40)
Skill: 6 (30)
Speed: 7 (35)
Luck: 5 (50)
Defense: 8 (30)
Resistance: 0 (5)
Funnily evnough I never ever could recruit him in time yet. After seeing his bases and growths I’d say he’s the worst cavalier in the game. Especially his speed growth is eh. But he's still a cavalier, a great class in FE6.
4.5

Edited by Magillanica Lou Mayvin
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Dorothy:

3/10

Archers are the worst class in Fe6. Her stats are ok, but there is no point in using her considering that Fe6 has 62 playable characters.

Saul:
7.5/10

He is easily the user for the Aureola, has better magic than Both Ellen and Clarine, a pretty good speed growth, and even with low luck, his resistance growth should cancel out most Magic attacks, You can also use him to bait Enemy staff users, to waste precious uses of Berserk and Sleep staves on him, knowing it will most likely miss, Overall a pretty good unit, i'd give him a better Rating, but, like all staff users, he is pretty hard to grow.

Sue:

6/10

She has Great Growths, but her bases are pretty awful, especially considering that she joins pretty late. Without using her in the Arena she is too hard to grow. But if grown, becomes a very reliable unit. 

Treck:

3/10

Never been able to Recruit him on HM, due to him being killed before i could get to him, but with low growths in Skill, Speed and Defense in Fe6 drop his usability a lot, especially considering his low bases. And besides, you already have Lance and Alan. If for some reason you need to replace them, Noah will do much better.

Zealot:

His stats are slightly better than Marcus, but the game could still be beaten without him, even on HM. Not really needed after the Dreaded Chapter 7 (when he joins), but still a good unit if you think you need someone to guard your units, and with his growths, he becomes dead weight later on. don't let him get too much Exp.

6.5/10

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Dorothy - 1.5

Chips one or two enemies plus a Wyvern and that's it usually, but marginally better than Wolt in the long term. Bad either way.

Saul - 8.5

Good base staff rank and mag + a solid growth mean he consistently has access to staves Elen and Clarine don't, and uses them a lot better than them anyway when they eventually catch up. Warping in the midgame is the most notable one, but Physic and Sleep are almost exclusively his for a significant portion of the game, and instant Barrier access being really handy too. What's really the best thing about Saul is he doesn't require a large amount of effort to reach these benchmarks either compared to the others, where you're almost forced to impede yourself strategically to get them opportunities to build staff rank.

Sue - 6.5

Despite being obviously outclassed by Shin in every area, Sue is a lot like Noah in that she's perfectly up to the task of broadly replicating a better unit if given the chance, with a few choice advantages of her own. The first and foremost obviously being her Bow Rank. Sue's earlier jointime permits her to make use of the Killer Bow much earlier than Shin can if trained, and until Shin has been trained up, their overall combat performance is very similar; both rely on Killer Bow crits to actually ORKO anything that isn't a magic user or a flier, and both double nearly everything. Her availability lead is also relatively meaningful, as she has above average performance in Chapters 7 and 8, and has to be deployed in 9 to recruit Shin anyway. Lategame, she uses Murgleis just as well as he does against Manaketes, and Silver Bow/Brave Bows are obviously great against the powerful enemy fliers. She doesn't really compete for Shin's promotion item either, given you get two of them, so she avoids the issues that hurt other units like Dieck or Noah.

However, Sue's strength does make her less useful against other enemy types, and her lower con cuts into her speed lead, along with meaning she can't really use weapons like the Longbow or Brave Bow as effectively. Her promotion bonuses aren't as generous either, and all this combined with a slower start and substantially worse survivability, along with the potential prospect of forcing you onto a relatively harder routesplit make her a bit of an underdog.

Zealot - 7.5

Very reliable unit, with some cluch performance in the hardest map in the game, along with solid contributions till the lategame. I'm not diverging from .5 variations but if I were I'd give him an extra few decimals over Alance, primarily because they have that chance of being stat screwed, but his weapon ranks also give him a pretty good edge over them for a while too.

Treck - 5

Actually pretty okay even if he never enters combat, because his horse gives him some good utility for Chapters 7 till 12. His statistical bases are really nice for a level 4 Cavalier, but that low level combined with his his mediocre speed growth and poor weapon ranks seriously impede his viability as a candidate for the first Knight Crest. Still, if you do decide to go that route he isn't drastically far behind in midgame performance, but he seriously falls off afterwards, and if the other Christmas Cav or Noah aren't really worth promoting with the second Knight crest, Treck certainly isn't either.

 

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Dorothy - Wolt with better stats that joins a few maps later, i'll give her a little better of a score since her growths are a lot better if you use her for some reason, 1/10

Saul - His base magic is by no means good, and his growth is average, but competition in both areas is nonexistant, so he wins the staffbot award by default.  Starting staff rank is very good.  8/10

Zealot - Very useful with his extra point of movement, weapon ranks and bulk.  Once the isles hit it basically turns into and extra movement point, and post Isles all he does is goon something with a Silver Lance or ferry Roy around.  6.5/10

Sue - oops broke order but w/e.  Actually think she's reletively decent, her really high speed lets her double pretty quickly, and can use the killer bow too to augment her bad strength.  Good in Ilia, but using her puts you towards Sacae.  Her low strenght hurts her against promoted enemies, but she shoud at least be about to take out annoying wyvern lords lategame. 6/10.

Treck - bad weapon ranks and kinda iffy growths (mainly in speed) hurt him, along with being worse than every other cavalier statistically, but he could be worse.  Not much different than Alan statistically, but Alan will have a pretty significant level and weapon rank lead, and will beat him in speed by a few points, which makes a difference when both boarderline double some enemies.  Even when not used as a combat unit can still contribute by ferrying Roy to get exp in the Isles.  4.5/10

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On 3/12/2017 at 4:23 AM, Magillanica Lou Mayvin said:

Wolt's low bases and mediocre growthrates (btw strength and speed aren't worse than Leonardo's) can be somewhat covered by his fast supports with Roy and Alance. This gives him the accuracy he needs to hit things. And that's the main reason why I didn't vote him as low as the majority did except for the few outliers (Wolt-lovers ;). His support options are also the main reason why I use him instead of Sue (not only because of avoiding Sacae). The fast established Roy, Wolt, Alan and Lance "support square" is really nice to have in HM.
Since FE6 is a FE game with rather many flying enemies, bow users are appreciated although bows were nerfed unfortunately. A raised Wolt can do quite a lot in chapter 21. Not as much as a raised Lugh, but still good enough to help taking out the dracos.

I kinda wanna contest this, because the only one of those who gets any real benefit from a Wolt support is Lance (Roy and Alan are Fire, and Fire and Ice bonuses don't really mesh well together).

Edited by Levant Mir Celestia
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Dorothy 2.5
Saul 7.5
Sue 6
Zealot 6.5
Treck 5

Dorothy - A bit less time than Wolt to contribute some minor chip damage, but with a small advantage in both Str and Spd if you really want an archer on your team. Similar to Wolt, Dorothy is usually more useful doing chip damage instead of taking the kill, so the player has to consciously feed her kills in order to bring her experience up. And while her growth rates are quite good, her bases are not, so the path to train her up to a sniper is pretty harsh. Not unusable, but still a pretty bad unit.

Saul - The best of the three pure staffers you get at the start of the game. Elen's magic needs quite some time to catch up to Saul's, and while Saul can't dodgetank as reliably as a (trained up) Clarine, he doesn't explode quite as hard when he is hit by a stray arrow. So while all of the healers are perfectly viable, Saul is the most consistent and therefore best of them.

Sue - Her strength growth is rather questionable and she' pretty frail, but she's still a lot better than Wolt and Dorothy. Horse utility and her amazing speed more than make up for it, though. I might have had a blessed and/or overleveled Sue at that point, but I'm pretty sure I had her doubling with Steel and Longbow by the end of the isles, so her low Str didn't screw her as much as one would expect. All in all, less tedious to raise than the archers and with a much better payoff.

Zealot - A reasonably improved (if somewhat less accurate) Marcus at a point of the game where Marcus himself is still really good. Zealot doesn't have the huge importance for the team that Marcus had at the start of the game, but he's still a really good fighter for quite a long time. I gave him a slightly lower score than Alance (7.5 and 7) because one of them can be promoted rather soon (and 15/1 or so at the end of chapter 8 is fairly reasonable in a casual pace, so it's not even a super early promotion), but Zealot is still a great unit for a good chunk of the game.

Treck - Not that bad, really, although he's clearly a tier below Alance. His speed is an issue, but he still has horse utility and decent bulk. Sword access allows him to grab some XP on the isles without too much babying, and after that he's... average. And since he gets there without too hassle (or rather would get there if he would get the first knight crest), a perfectly average score seems appropriate. ;)

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10 hours ago, Levant Mir Celestia said:

I kinda wanna contest this, because the only one of those who gets any real benefit from a Wolt support is Lance (Roy and Alan are Fire, and Fire and Ice bonuses don't really mesh well together).

Now that you mention this.
What do the affinities in the GBA series exactly do? I couldn't find out anywhere yet what boosts all the affinities give.
As for my ratings I only have taken the support speed with other usable units into account yet. (like Roy x Wolt)

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6 minutes ago, Magillanica Lou Mayvin said:

Now that you mention this.
What do the affinities in the GBA series exactly do? I couldn't find out anywhere yet what boosts all the affinities give.
As for my ratings I only have taken the support speed with other usable units into account yet. (like Roy x Wolt)

Here ya go: https://serenesforest.net/binding-blade/characters/supports/calculation/

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Dorothy - Basically another Wolt, the two aren't particularly different except you can replace Wolt with her if he gets massively screwed by his first few levels. 2.5/10

Saul - In the long run, Niime will replace him as a staffbot, but he has the best staff rank in the early game which is pretty key considering how slow it goes up. He can also kinda fight too, although don't expect him to finish stuff off. 7.5/10

Sue - Inferior to Shin, just like Horace is, but she's a straight upgrade for Wolt/Dorothy. She'll double pretty much everyone forever and her poor might can be fixed somewhat by throwing better bows at her. Mobility really helps too. 6.5/10

Zealot - Slightly buffer than Marcus but he comes after most of the nasty maps, however, your losers really appreciate having a second crutch. He lasts a little while, but his overall contributions aren't quite as good as Marcus. 5/10

Treck - His stats are fairly underwhelming, he's worse than a trained Alan but I guess he could act as a replacement if you were really hurting for another cav. Later on he misses a lot of doubling thresholds and his hit is really shaky. However, despite this, he's at least mobile and has a chance for some self improvement on the isles. 4/10

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