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Which unique battalions do you think are underwhelming/underpowered for their tier?


Runty
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While not all battalions are supposed to be equal (family-specific ones tend to be stronger), there are a few you get from Paralogues that are rather underwhelming for their tier.

For instance, the Varley Archers you get from the Petra/Bernadetta Paralogue. They give +30 Hit and +5 Prt, but not much else. No damage increase, and they even impose a -10 Avo penalty. The fact that they provide Fusillade doesn't compensate for the stats. Compare that with a battalion like the Goneril Valkyries (+8 Phys Atk, +20 Hit, +15 Crit) and the Varley Archers feel anemic.

Meanwhile, in the E-tier, the Almyran and Brigid Mercenaries are actually quite good for their tier, while the Remire Militia and some others are just terrible.

There's obviously more than that, but which ones do you think are underwhelming?

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Is there a list of recommendation on what battalion are consider good for each tier?

I have play the game six times still not sure what battalion I should really use, usually I just put whatever wide range ones with high hit to break shields.

 

And I don't understand why they gave you tier E like pirates in war phase....who's going to use these anyway?

Edited by Timlugia
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The thing about those E-tier battalions is you can carry them over into a NG+, and you can use them when your students will have low Authority.

But as for recommended battalions, it usually depends on what stats your character wants the most. For instance, mages would love the Ordelia Sorcery Co. since it gives a lot of Magic attack and Hit chance. Meanwhile, a battalion like the Gloucester Knights would be good on a physical/magic hybrid like Byleth.

There are also certain battalions that provide useful gambits like the Gautier Knights. Stride is extremely handy. The Hevring Prayer Troops are also good since they provide Blessing, which can save you from an unexpected crit or other powerful blow.

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Well, the Lords' Battalions are OP (Large Zone of action, immense stat boosts), but that's pretty much expected

And I don't think I need to explain why Stride is good, so that makes Seiros Monks great even if their boosts are nothing to write home about

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There is also this nice analysis in another topic

I think many if not most of the A rank are actually underwhelming, since many of them are worse than B ranks ...Also, Jeralt Mercenaries are E-rank (3 atk, 10 crit, 15 avoid) and still great, even in the endgame for people with deficiencies in authority (it fits Felix as a swordmaster/assassin super well)

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1 hour ago, Schluch said:

There is also this nice analysis in another topic

I think many if not most of the A rank are actually underwhelming, since many of them are worse than B ranks ...Also, Jeralt Mercenaries are E-rank (3 atk, 10 crit, 15 avoid) and still great, even in the endgame for people with deficiencies in authority (it fits Felix as a swordmaster/assassin super well)

Some of the A rank battalions I feel are rated that high because of the gambits they have. Indech sword fighters can be used just for the gambit it offers. Having the ability to counter attack anything is great for evade tanks. Most ranged foes are very fragile for the most part and can be killed with basic iron+ weapons. It's also fun to cheese siege tomes with it. Though the targeting of it could be better compared to how most deployment slots are done.

Not much talk about the gambits themselves. The stats are the big part for the most part as gambits usually don't result in a one round unless it's a house leader or Byleth. Everyone knows stride is OP but the ones that give buffs have been undervalued mainly because there isn't much need for it. No point of a miracle buff if units aren't in danger of dying in optimal play. There's impregnable wall which could be useful if the game was harder but it just doesn't do anything for the most part.

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7 minutes ago, PPPPPPP270 said:

Some of the A rank battalions I feel are rated that high because of the gambits they have. Indech sword fighters can be used just for the gambit it offers. Having the ability to counter attack anything is great for evade tanks. Most ranged foes are very fragile for the most part and can be killed with basic iron+ weapons. It's also fun to cheese siege tomes with it. Though the targeting of it could be better compared to how most deployment slots are done.

Not much talk about the gambits themselves. The stats are the big part for the most part as gambits usually don't result in a one round unless it's a house leader or Byleth. Everyone knows stride is OP but the ones that give buffs have been undervalued mainly because there isn't much need for it. No point of a miracle buff if units aren't in danger of dying in optimal play. There's impregnable wall which could be useful if the game was harder but it just doesn't do anything for the most part.

If I can dive into a squad of 5 opposed to 4 due to the Miracle gambit (It's guaranteed unlike the ability, no?), then there's a case for it.
Would also allow for a saner setup of HP-dependent abilities.

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47 minutes ago, PPPPPPP270 said:

There's impregnable wall which could be useful if the game was harder but it just doesn't do anything for the most part.

Impregnable Wall is the one where every attack only does 1 damage to you, right?
In that case, I could see it having some use in battle against the Death Knight if you don't have Lysithea available to you at the time (or at all).

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9 minutes ago, DragonFlames said:

Impregnable Wall is the one where every attack only does 1 damage to you, right?
In that case, I could see it having some use in battle against the Death Knight if you don't have Lysithea available to you at the time (or at all).

That's half-correct; You *also* only deal 1 damage. =P

May have use in paralogues featuring heavily under-leveled units, or for escorting a glass cannon.
Had to do the latter in Annette and Gilbert's paralogue, where a bunch of Assassins tried to gank Annette part-way through.
Granted, I could've just had them walk towards the main group, but I insisted they be separate. lol

Edited by Technoweirdo
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Just now, Technoweirdo said:

That's half-correct; You *also* only deal 1 damage. 😛

Oh... well, that sucks, then.
Because the only issue with the Death Knight is that his HP pool is massive and he hits like a truck with very dangerous crit chances (of course his cheap-ass "lol I can counter anywhere" thing is a problem, too, but I see why it's there). Downing him the old fashioned way wouldn't be too hard if it wasn't for that.

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Just now, DragonFlames said:

Oh... well, that sucks, then.
Because the only issue with the Death Knight is that his HP pool is massive and he hits like a truck with very dangerous crit chances (of course his cheap-ass "lol I can counter anywhere" thing is a problem, too, but I see why it's there). Downing him the old fashioned way wouldn't be too hard if it wasn't for that.

Unless I'm mistaken, the Miracle-like gambit is guaranteed to work. Consider that, especially if you're, say, doing a Pulse-less Ironman run.

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Just now, Technoweirdo said:

Unless I'm mistaken, the Miracle-like gambit is guaranteed to work. Consider that, especially if you're, say, doing a Pulse-less Ironman run.

My current run is "No-mounts, no-recruits" on the Black Eagles. But this definitely sounds useful! Thank you!

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