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- Unicorn Overlord Tier List
- Availability
- Role
- Base Kit
- Effectiveness
- Valor Skill
- Lord - A
- Pros:
- - Available from the start
- - Excellent frontline class that can both keep themself healthy and can counter the class type that's intended to beat it
- - Shield usage, which allows for Cover skills and Guard skills
- - Noble Guard is incredible for granting bonus PP when HP is low
- - Luminous Cover is also incredible for granting the defense bonus to the target, meaning high amounts of PP are not necessary to be effective
- - Valor skill is a free First strike with bonuses to offenses and defenses
- - Secondary Valor skill granting free bonus experience points
- - Access to Astral Blade
- - Morale Boost makes it easier to use Valor skills
- Cons:
- - Struggles vs Flying enemies
- - Not great vs Mages
- - Cannot directly hit Back Row
- High Lord - S+
- Pros:
- - Everything that makes the Lord good is improved upon
- - Spinning Edge is row clearer with its defense lowering properties, and grants bonus PP
- - Rapid Order is a free +20 Initiative on everyone
- - Being mounted grants a lot of extra movement speed and bonus damage vs Infantry
- - Improved Magickal Defense
- Cons:
- - Now weak vs Flying enemies
- - Cannot directly hit Back Row
- Fighter - C
- - Available from the start
- - Decent front line class but suffers to really have much viability vs the other Armored classes
- - Low initiative reduces the effectiveness of Warding Slash
- - Shield bash's stun effect is good, but the damage is very low
- - Arrow Cover is what makes this class strong, but only with specific compositions
- - Provoke is good for drawing enemies out of watch towers and Mantels
- - Can use shields & a great Guard Rate
- - Very poor Magick Defense
- - Class is only as good as the other units around it, and if they aren't weak to arrows, this class has little need to be used
- - Resist Ranged Assist is very good
- - Cannot directly hit Back Row
- Vanguard - B
- - Improves on everything the fighter wants to do
- - Defender is a strong attack and grants extra PP to continue to protect allies with Arrow Cover and Quick Guard
- - Provoke is decent, but if not used properly will cause a quick death to the user
- - Provoke II is just a better Valor skill but it is effectively the same in terms of usability and could arguably be worse since most watchtowers are not set up close enough to pull multiple people with Provoke and you could end up pulling too many people at once, exhausting your Stamina
- - Cannot directly hit Back Row
- - A good class to have if you like using Fliers but not better than other classes if you just want a defensive unit
- Soldier - B+
- - Available from the start
- - Excellent support and Utility unit
- - Strong vs Cavalry, as well as can hit the Back Row if another unit is in front of them
- - Strong vs Fliers with Javelin
- - First Aid is a a good healing skill, but can only heal 1 ally at a time
- - Keen Call when paired with strong attackers can prove devastating
- - Life Aid is phenomenal when you would prefer not to use/are low on items
- - Cannot use shields
- - Very low guard rate
- Sergeant - A+/S
- - Honed Spear is a better Long Thrust that can be boosted in power vs any target and retains the null Cavalry guard effect and Column pierce
- - Active gift is perhaps the strongest passive skill to exist, granting allies free bonus actions
- - Life Aid II is very strong but only if you're struggling in the battle, so it's strength is a bit unnecessary
- - Cannot use shields
- - Low guard rate
- Housecarl - D
- - Available very early on
- - Good Physickal damage and initiative, but suffers from accuracy issues and is a lot squishier than it appears
- - Smash and Rolling Axe are good on paper but in practice they both fail to be very effective as high defense targets aren't going to take much damage from the attacks in the first place, somewhat requires the use of multiple physickal attackers to be effective. Rolling Axe is also very inaccurate
- - Parting Blow is good for finishing off low HP opponents but the reduced power of it hurts it
- - Frenzied Strike is good on paper but is just a worst Pursuit
- - Vitalize is a great skill but it requires the player to have deployed a Housecarl; Vital Absorb is simply better
- - Cannot use shields
- - Barrier Breaker is unnecessary and is just worse than a battering ram
- Viking - B
- - Greatly improves on Housecarl's defensive issues with Shield usage
- - Wide Breaker is a vast improvement on Rolling Axe as it has better accuracy and has a more impactful defense drop of 30% and combos great with War Horn
- - War Horn flips the match up vs Armored units as it grants Unguardable to all allies, not just itself, making the defense drops hurt a lot more
- - Vitalize II is one of the best valor skills, as granting 2 Stamina to multiple allies is extremely powerful
- - Can use Shields
- - Now a good class, but not a great one. Very good for physically-based teammates though. Goes from an offensive class to a supportive one
- Swordfighter - C+
- - A great class for targetting down low Defense units, but cannot get through high defense units really at all
- - Cannot use shields
- - Cannot directly hit the backlines
- - Guard really stops them from doing what they want to do, despite the high critical hit rate
- - High evasion is good but somewhat lowers the usefulness of Parry
- - Keen edge is excellent for dealing with high evasion classes and dodge effects
- - Hastened Strike is similar to Keen edge
- - Impale isn't very useful as Keen Edge will do more damage and bonus PP doesn't matter if Parry never activates due to high evasion. But, in theory, could be used to infinitely attack a target
- - Greater Garrison is good, but not that great. There are better leader effects
- - Cannot directly hit backlines, which would greatly improve their strengths
- - Quick Impetus is very good for lower Initiative allies or when fighting High Initiative enemies such as Swordfighters
- - Needs a fair amount of support to flourish but can be used fairly effectively
- Swordmaster - B+
- - Essentially just builds on the Swordfighter, which is good and all, but doesn't fix any of the flaws of the class
- - Meteor slash is cool as shit, but lol guard laughs at it
- - Charged Impetus is a good replacement for Parry, but doesn't grant any guard ignoring properties or defense lowering properties, but an extra attack is nice
- - Hastened Strike should not really be used anymore, especially if using with a Viking (the swordmaster's best friend)
- - Quick Impetus II is basically just as good as I was
- - A very cool but very flawed class, requires a fair amount of support to be deadly, but has effectively 3 useless skills in Impale, Hastened Strike, and Parry
- - Cannot directly hit backlines, which would greatly improve their strengths
- - Surprisingly good magick def but no shields to improve them so...
- - Very effective at dealing with Galerius though with the use of Meteor Slash to ignore his Dark Shield entirely and high Initiative to remove it right away
- Sellsword - C+
- - Really strong backline fighter but suffers from very poor accuracy
- - However, can chain attacks very easily if the hits strike true
- - Can hit the backlines
- - Heavy Slash is decent, big damage and good accuracy, just inaccurate on the Sellsword
- - Following Slash lets this class get the jump on backline attackers, especially low evasion ones like mages
- - Not very tanky and fairly low initiative and evasion makes them the Swordfighter's foil
- - Killing Chain however, is what really saves this class, letting a Sellsword clean up an entire fight by just finishing off multiple enemies one at a time
- - Summon Warrior is good for stalling but isn't very useful overall, a bit of a miss
- - Greater Garrison is good, but not that great. There are better leader effects
- - Another flawed sword class that needs support to truly take over
- Landsknecht - A+
- - The hero we needed, this class can now frontline due to access to Shields
- - Additionally, they gain a guard skill which gives them an infinitely stacking attack buff
- - Bull Force allows for even more attacks, even if Killing Chain fails to delete a target, and with improved damage
- - Bastard's cross is one of the best attacking skills in the game for single target damage; striking twice and improving the damage based on how high the target's HP is means High HP targets like Gladiators melt while low HP targets like Thieves will evade the first strike and fall to the second
- - Summon Archers is actually a very powerful skill as it allows the user to now have ranged support in battle, which can change battle outcomes dramatically
- - This is a great class only held back by low Accuracy; low Initiative means the class will get attacked early and low Evasion means the early attack will hit and proc Vengeful Guard
- - Good frontline or backline as well
- Hoplite - B+
- - A very min-maxed class type that really pushes its defensive prowess to incredible levels
- - Serves as the glue to many team compositions as it gives a defensive frontline as well as an ally to cover attacks
- - Resist Ranged Assist is very good
- - Can use shields
- - Sting is somewhat meh, but doesn't matter too much as the class is focused much more on defense rather than offense. It can turn the tables when HP drops low, but a Hoplite doesn't want to be low on HP in the first place
- - Heavy Cover is great, not much to really say about it
- - Guardian lets Hoplites potentially become an offensive threat with the 20% attack buff, but is a bit redundant; you want to have PP to use Heavy Cover to block physical attacks as often as possible, and an infintely stacking Guard Rate doesn't really matter when a level 1 Hoplite sits with a ~20% guard rate with no items equipped and most shields give a decent base guard rate increase. It's not bad to have an increasing Guard Rate, but it becomes less effective as it stacks higher and higher (90% and 70% might as well be the same for example, and anything above 100% is wasted)
- - Fortress is one of the best Valor Skills, protecting an ally from Siege Engines, Offensive Valor skills, and traps like Magic Mines
- - Hard loses to magic, like jesus christ
- - Fighters can mess this guy up as well
- - Slow movement speed, so not usually someone you want as team leader unless you're guarding a location
- - Very good supportive unit with a very exploitable weakness
- Legionnaire - A+
- - Essentially this is a flat upgrade to the Hoplite in every way
- - Row Protection lets them buff their whole row with bonus Defense, meaning you can prioritize covering the back row units
- - However, with Row Cover, you can also block any attack that would strike the backrow, making this an incredibly strong defensive counterplay to high physical damage from archers and fliers who will try and snipe the entire backline at once
- - Greatshield is a bit unecessary, but it goes grant +2 PP, which is another Row Cover or 2 more Heavy Covers, which is huge. The Defense buff does not stack but is always nice I guess
- - Fortress II is maybe the best skill, allowing an entire group to charge into Valor Skills, Siege Engines, and Traps unimpeded. And for only 1 Valor point as well
- - Has exactly the same weaknesses as a Hoplite but with such an improved support library and effectively a hard stop to any Physickal attacker not named Fighter or Breaker
- - Should likely have one of these, if not 2 deployed at all times for the utility they provide
- Gladiator - F
- - This is a super strong class but a super... bad class with little reason to use outside of personal preference
- - They have low stats in every category outside of HP (which is enormous) and Physickal Attack which is good (but not higher than Housecarls)
- - Bulk Up is super strong... until you realize how easily exploited it is. It heals a whopping 40% HP after any hit, which means if an attack did 40% damage, it actually did 0%. But, if an attack did 20% damage, it also did 0% damage. Meaning hitting one with a low damaging unit with high Initiate can burn Bulk Up and allow for the higher damage, lower Initiative unit to deal huge amounts of damage due to the Gladiator having the defenses of a cucumber slice
- - Additionally, this makes them very reliant on their passive points (since their only good stat is HP), unlike many other classes, meaning any skills that can remove PP will cripple this class
- - Wide and Row Smash are very good, but have bad accuracy on a class with bad accuracy.
- - Barrier Breaker is not good
- - Despite appearing like they could counter Cavalry with wide attacks, they are extremely weak to them
- - Cannot use shields
- - Toughness is a worse Vitalize for the most part; you want to typically defeat all of your enemies in one round, not have them survive and be pushed backwards
- - HEAVILY punished by Poison
- - Don't recommend this class
- Berserker - D
- - Remember the Gladiator? It's him again
- - Nothing really changes in this promotion, no game changing skill or access to shields, just more of the same
- - Mounting charge is just Active Bulk Up with an attack buff. Not bad, but maybe the attacking class should focus on attacking
- - Grant Smash is cool, but does nothing to fliers, is weaker than Wide Smash, and has the same bad accuracy. At least it hits everything on the ground
- - Berserk is fun, but is entirely counterinituative to what the Berserker wants to do; all of the berserkers attacks do more damage when at FULL HP, yet this skill removes ALL PP (So no way to use Bulk Up) and lets the user survive a hit on 1 HP. If the attack that follows Berserk KO's, then this is a good skill. If it doesn't, then it not so good.
- - Toughness II is just as bad as Toughness as it still only affects the user but now lets you push people for two battles. Exciting.
- - HEAVILY punished by Poison
- - This class sucks, sorry Bruno
- Warrior - A
- - One of the best Physickal attackers by far, with ways to get through any physickal wall, meaning they're always effective
- - Heavy Smash destroys Armored targets. Literally reduces their defense to 0.
- - Binding Guard is one of the best skills for a base class to have; straight up removes the ability for a class to guard attacks. This may seem redundant due to Armors literally falling to pieces when hit by Warriors, but Binding Guard can hit any unit, including Cavalry (who have Shields to try and Guard)
- - Just like Sellswords, they have a way to Snowball a battle with Assaulting Blow, KOing everything in their path to gain more Active Points to continue to KO units
- - Cannot use Shields
- - Barrier Breaker is not very good
- - Heavy Swing is fantastic for clearing traps as it only costs 1 Valor Point and additionally knocks back and damages enemies within the range
- - This class is defined by how many times it gets to attack. If they have high Initiative or Protection from enemy attacks, they will wreak havoc. If not, they may not get to do anything.
- Breaker - A+
- - Despite how great the Warrior is, the Breaker isn't actually that much better outside of the stat, AP, and PP increases
- - Enrage increases the chances of more one-shots as its a stacking +20% Attack and +20 Accuracy buff. However, requires allies to be attacked, so not entirely reliable
- - Row Smash is Heavy Smash but better. Additionally, it applies Binding Guard to everything in the row. Incredible stuff.
- - Heavy Counter can combo very well with Enrage, as it's the strongest attack the Breaker has, but its a counter-attack skill
- - Heavy Swing II is identical to Heavy Swing. Which kind of sucks. Better range though
- - Overall, this class is incredible, but I don't think it's that much better than the warrior, nor does it gain access to anything extremely impactful like Sergeant's Active Gift or shields
- Hunter - B+
- - A very strong backline assassin, capable of eliminating squishy targets that hide in the backrow, even if they have a guard
- - With excellent accuracy and decent raw Physickal attack, Hunters can make quick work of backline targets as well as fliers
- - Single Shot is nothing special, but Dual Shot lets the hunter hit two targets at once, meaning a Hoplite can't use Heavy Cover if they're also being targetted
- - Eagle Eye eliminates scouts who use evasive skills to try and dodge attacks
- - Pursuit lets the Hunter follow-up after their allies on the same target, getting more damage in and combining with effects that lower defense or bind Guard
- - Arrow Rain is one of the strongest Valor skills dealing so much damage and doing bonus damage to fliers. It can be used to take out mages in watchtowers as well
- - Hunters provide Ranged support, which is a great ability
- - They suffer against high defense units and have poor defenses themselves, basically forcing them to have a guard to be effective in longer fights
- - Combo very well with Witches to add magic damage and destroy Hoplites quickly, but still fail to get through Fighters and their Arrow Cover
- Sniper - A+
- - Essentially a flat upgrade to the Hunter, which is not a bad thing at all
- - Row Shot lets Snipers destroy the entire backrow in one fell swoop. Arrow cover can only block 1 attack
- - Aerial Snipe is all right, but is worse than Pursuit because it doesn't require an ally to be attacked. Additionally, the bonus damage is unnecessary as Snipers already do bonus damage to Fliers
- - Arrow Rain II is unchanged, just has higher range.
- - Because this is a purely offensive class, having 3 accessory slots works fine for it, as they don't necessarily want shields for protection, they would rather just keep shooting
- Arbalist - A
- - Slightly better than Hunters, but really the two are somewhat interchangeable, the Arbalist just lacks the weaknesses of the Hunter and has more utility
- - Much better Physickal attack and only slightly worse accuracy is a fair trade off, as well as decent magic defense and Guard, but much worse evasion
- - Decent Guard rate doesn't matter much without shield usage
- - Lower initiative forces them to be backline players, but that's the best place for Hunters as well
- - Power Bolt can rip through non-armored targets with the 120 base damage vs Single Shot's 100
- - Toxic Bolt gives some counterplay to armored units, as well as punishes Arrow Cover by giving a poison Status Condition
- - Quick Reload is essentially self-pursuit, they're fairly comparable
- - Medical Aid is where the Hunter is edged out, as it heals an entire row of allies and doubles if the target is low on HP, effectively supporting the front line while pushing out damage
- - Smoke Bolt is extremely powerful, negating assists and ally detection
- - Ranged assists, as always, are always desired
- - Biggest flaw is their vulnerability in the back row, as they have less evasion. Better Guard helps, but without a shield it doesn't help that much
- - Crossbow Access
- Shieldshooter - S
- - Now this is an interesting upgrade for an archer, by granting usage of a shield and a whopping increase to Guard Rate and an accuracy now rivaling the Sniper
- - Greatshield usage grants a lot of benefits on its own, but now allows for the new skill Heavy Bolt to be utilized to its full potential, as it doubles in power from the front row
- - Additionally, with Aid Cover, they can both protect an ally and heal them 25% of their healt
- - Smoke Bolt II now disables assists and ally detection for every enemy within a radius, which can flip the script on maps that rely on ranged assists to punish the player
- - The only real flaw of this class is their defense isn't very good, despite being a shield bearing class, but with a great Guard Rate and above average Magick Def, there's little they really fear and there is little that can entirely counter this class
- - Sniper is able to hit more targets at once, but Shieldshooter supports much better and deals more single target damage
- Thief - A
- - Excellent frontline baiting unit full of utility
- - What the thief lacks in defenses and offense he makes up for with raw utility
- - Incredible Accuracy, Evasion, Crit Rate, and most important of all: Initiative, which combines great with the kit they have
- - Passive steal not only entirely ruins units that rely on their passive points, but grants the Thief that stolen PP
- - Evade lets them dodge an attack that should have hit. With an incredibly high evasion stat, this makes actually targeting down thieves very difficult as nothing but true strike has improved accuracy against them
- - Toxic throw gives both backline access as well as a way to damage higher defense units, due to the Thief having usually the highest initiative, whatever gets poisoned will take that damage that turn
- - Quick Rest is fairly useful in a pinch
- - Plunder can be abused to gain significant amounts of gold quickly from reinforcements that spawn
- - The only true weakness of a thief is their weakness to true strike, as the enemies with high Guard Rates don't want to be poisoned and the ones with low Guard Rates don't want their PP stolen
- - Lack of shield access does mean they can use 2 accessories, which they can use to improve on their utility
- Rogue - S
- - Everything that makes the thief good is improved upon in the Rogue
- - Shadowbite not only can hit the backlines, but an entire row of them. Additionally, Blind is not ignored by truestrike, so it is a way to avoid true strikes from Snipers and Swordmasters
- - Sneaking Edge applies both Guard Seal and Passive seal on a target, which obviously would be ruinous to them; Legionnaires can't use cover if their passive is sealed and targets can't guard Passive or Active Steal when they can't Guard at all
- - Active Steal is a 4 hit move that steals AP, effectively denying an attack while giving themselves an additional one; multi hit moves each have their own hit check, so they can get around dodging abilities and things like Galerius' Dark Shield
- - Plunder II can steal from multiple targets at a time, really improving on the utility with the same single Valor point cost
- - Despite being shieldless still, three accessories on a class with this much utility and a built in Dodge move is perfectly viable
- Knight - A
- - Horses are strong and quick to get to the battlefield with fairly well rounded stats outside of their shaky accuracy
- - Their low evasion doesn't matter much with high defense and guard rate with Shields
- - This class can easily snowball vs infantry units using Assaulting Lance to replenish AP after every KO, which works well with their decent Crit rate and high Physickal Attack
- - Wild Rush not only gives this class access to the backrow, but also stuns, which lets them leverage their above average Initiative
- - Quick Guard is a simple, but effective passive skill
- - Cavalier Call is a much more useful Passive skill, but gains effectiveness when other Cavalry units are present in the row
- - Wild Rush is extremely powerful, ripping through multiple units at a time, especially Infantry ones. However, it has the highest cost at 3 Valor Points, making it not always readily available
- - Quick Rest is useful given the lowered stamina of Cavalry units. Because of their tendency to get to the front lines so much faster, they can also exhaust themselves quickly
- - However, they have next to no counterplay vs Fliers and are hard walled by Hoplites, and aren't particularly effective vs other Cavalry
- - This is a must use class though, despite the drawbacks as they are fairly minimal
- Great Knight - A+
- - Improves on the offense and defensive potential of the Knight 'greatly', with an improved Physickal attack, Physickal defense, and Guard Rate
- - Pile thrust is a multi hit move, meaning it can burn through skills like Parry and Evade while still dealing damage. Additionally, it retains the same effect as Assaulting Lance
- - Knight's Pursuit is powerful, but requires the use of multiple Cavalry allies in the group
- - Wild Rush II just has more range, which actually does increase its effectiveness as you can hit more targets at once
- - This class is devastating vs Infantry and really shines with other Cavalry allies alongside it, however it gained no new advantages nor any counterplay vs the classes it struggled against as a Knight
- Radiant Knight - B
- - Not particularly offensive, but a very good supportive Cavalry unit
- - Hache isnt anything special but the side effective of granting PP if the attack simply hits is enough to make it decent, because it allows the supportive kit to flourish
- - Magick barrier entirely blocks magick damage and any side effects that may occur from them, like Freeze, Stun, or Burn
- - Row Heal heals and entire Row, making it an excellent cleric
- - Holy Guard is a good utility move for the Radiant Knight, but they don't really desire to be attacked in the first place despite their shield access and decent guard rate, their physickal defense is fairly low
- - Their magick defense, however, is incredible, and can shut down mage-centric formations single handily with its kit
- - Resist Magigk resist just builds upon their strength vs Mages
- - Guard Call allows them to improve upon Physickal defense (somewhat) for allies and themselves at once
- - The major issue with the class is you need to attack to regain PP, but you would preferably use your active points healing. You also do very little damage when attacking, meaning with the above average Initiative, you may end up attacking instead of healing due to moving before any ally takes damage
- Sainted Knight - B+
- - Improves on what the Radiant Knight wants to do, but not by a significant margin
- - Saint's Blade is an improvement on Hache, but again, you're better off using your AP for healing not attacking with weak attacks that have no secondary effects outside of the +1 PP that Hache already gave (but now you're giving up 2 AP), nor does the increased damage at full HP matter when you don't deal real damage anyway
- - Row Barrier is a nice addition to Magick barrier as it can block entire spread attacks at once
- - Guard Call II is basically exactly the same, so not really an improvement
- - Despite having better magick attack than physickal, no moves in their base kit use this outside of healing
- - This is a great ally for other cavalry units, but isn't better than a normal cleric under most circumstances
- Dark Knight - C+
- - A great offensive cavalry unit but struggles to really make much of an impact before being punished
- - Low initiative with a kit based around taking and returning damage doesn't work as well when attacks aren't that accurate to begin with
- - Vengeful axe gets stronger the lower your HP is, which is always nice, but taking a lot of damage will leave you vulnerable
- - Vengeance is very strong but only at low HP because it can essentially replenish itself over and over again
- - Venom Axe is pretty lackluster, as this class doesn't necessarily need it, but it's a nice addition
- - Sanguine Arts is what significantly helps this class, as you can recover a lot of the damage dealt to you immediately without the use of a Sanguine Axe and with Vengeful Axe's improved damage
- - Attack Call is the foil to Radiant Knight's Guard Call and is a good supportive tactic for a class with no utility whatsoever
- - Dark Knights are strong on paper but are essentially much worse Knights as they require themselves to be at low HP to be strong while Knights are just always strong and can snowball to take down multiple enemies quickly and can hit backline targets
- - Quick Rest is good for the same reasons as Knight
- - This class also has no utility
- Doom Knight - A+
- - Surprisingly, this class is a significant upgrade to the Dark Knight, making it a viable class
- - With impressive magick attack, this class can really utilize both Magic Axes and its signature new move Dark Flame which hits an entire row and burns, while lowering HP in the process, meaning Sanguine Arts will immediately heal that damage up and Vengeance has more of a chance to be at full power
- - Demonic Pact lets this class continue to attack by sacrificing HP for more AP, which combines well with Vengeful Axe, meaning the class no longer needs to sit on the front line to gain effectiveness
- - Much better Guard rate and Physickal defense increases the usefulness of shields on this class
- - Attack Call II, like Guard Call II, is mostly unchanged
- - This class still retains no utility, but with all of its focus on offense, both Physickal and Magickal, there isn't any class that really can hard wall it due to the mixed nature of the class
- Cleric - A
- - Healbot.exe
- - First you heal, then you refresh status, then you heal some more and assist by healing
- - The best healing based class, as their support is unmatched
- - Quick Heal can patch up small wounds before multiple attacks strike a target
- - Heal can heal up a target
- - Refresh clears an entire row from Debuffs
- - Lifesavor can serve as a last ditch saving grace vs classes that likely to target back row targets with a way to live any 1 attack as well as heal up
- - Heal (Valor) is great utility for keeping allies in fighting shape who aren't part of your group
- - Healing Assist keeps allies topped off at the end of battles
- - This class heals and does it damn well
- Bishop - S
- - Not much changes between this promotion, but one new skill pushes it above and beyond other healers
- - Sacred Heal not only heals an entire row of allies, but also removes any debuffs, acting as a second Refresh should you chose to keep your PP for other skills
- - Parting Resurrection will revive an ally at the end of the battle, which can be greatly useful in situations where many enemies are charging at once, and it only costs 1 PP
- - Heal II heals an entire group by 50% which is massive, essentially a camp site in unit form
- - This is the best healing class that exists
- Wizard - B
- - A very cut and dry mage class, not particurly good or bad, but magic damage gives it an edge, as well as backline access
- - Fireball hits multiple times and every hit can inflict Burn, which is effective against classes with lower initiative, but the wizard itself has low initiative so...
- - Magick counter is very strong, stronger than Fireball, but requires the user to be attacked, and with their low defense and guard rate, along side a low evasion stat, that's not necessarily ideal
- - Magick pursuit only works with other mage allies, so its useless unless other mages are present
- - Blaze is very strong, dealing a lot of magic damage in a group of enemies
- - Magick assist is also very strong, providing free damage to another ally
- - Most of the good points are due to the magickal utility the class provides, not necessarily because the class is strong
- Warlock - A+
- - A fairly strong upgrade to the Wizard with 2 new great attacks
- - Thunderous Strike not only hits an entire row, but also stuns them all
- - Volcano is even more powerful than Fireball, inflicts burn, and targets an entire column of targets at once
- - Concentrate is a great passive skill for stacking attacks and the increased accuracy benefits both new attacks due to their 90% accuracy
- - Blaze II is Blaze with better range
- - What holds this class back from S rank contention is the poor passive skills the Wizard brings to the table and overall high AP cost of all strong attacks
- Witch - A+
- - The best base level mage easily
- - Icebolt inflicts Freeze which stops a unit from acting at all, active or passive skills, until they're hit by another attack or have that status cleared, which can end battles before they start, although low initiative balances this out
- - Magick missile lets Witches strike multiple targets at one, getting around any guard effects from Radiant Knights for example
- - Magick conferral is an extremely powerful supportive tool, giving an ally +50 magic damage on their next attack, which can let physickal units punch through Hoplites and other high physickal defense units
- - Focus Sight serves as a counter to high evasion and Evade skills by letting inaccurate ally's attacks always strike true
- - Gravity can effectively stop any unit from approaching or escaping with its large range and AoE
- - Teleport lets the user immediately move to other allies or facilities
- - Magick assist is always good
- - The only downside to this class is its frailty. It's one of, if not the best base classes with both high damage and high utility
- Sorceress - S+
- - Best mage becomes best promoted mage, no one is surprised
- - Ice Coffin freezes an entire row and does bonus damage to targets already frozen
- - Quick Cast lets the Sorceress get around their low initiative at the cost of 50% crit, but on a class with F rank crit, that is basically not a drawback at all
- - Greater Gravity has a larger AoE, which is stronger
- - It's just an incredible offensive supportive class with no strain on teambuilding, unlike Warlocks who want to be with other mages and Great Knights who want to be with other Cavalry
- Shaman - C
- - A support class that requires the use of strong allies to be effective
- - Passive curse both saps PP from a row as well as their initiative, which is a great effect
- - Quick Curse drops an attacking enemy's damage and removes their chance to crit
- - Offensive Curse inflicts 50% reduced damage from a row of enemies
- - Clairvoyance allows the player to see inside of forests as well as improves accuracy for allies within the radius by a whopping 50
- - Reduced magick assist damage is nice
- - However, this class has no way to deal direct or indirect damage without the use of special weapons/items
- - None of the debuffs lower defenses, only remove PP, meaning this class NEEDS to be paired with another that does a lot of damage, otherwise this group will fail to get much if anything done, which is what holds it back
- - Meaning units with high defenses like Hoplites or Radiant Knights don't want to be paired with Shaman, as their effects are mostly redundant and there is no offensive utility provided
- - Their curses are also easily countered by Cleric's refresh and Radiant Knight's Magic Barrier
- - Their high initiative, however, does mean they will get their curses off quickly before the enemy has a chance to act
- Druid - B+
- - This basically fixes what was wrong with the Shaman: lack of offensive utility
- - Despite still not dealing any direct damage, the new curses added greatly improve the utility of the class
- - Defensive Curse reduces all defenses for a row of enemies by 50% (the tool description is incorrect), as well as applies guard seal on them
- - Compounding curse increases the effects of any debuffs on a row of enemies by 50%, meaning that decrease to Physical Attack, Magickal attack, Physickal defense, and Magickal defense goes to a 75% decrease
- - Cursed swamp provides good offensive utility by decreasing evasion on all enemies as well as defensive utility by removing initiative. Additionally, it hurts Cavalry even more by removing 1 PP
- - Clairvoyance II just increases the duration of the effect, so it's somewhat redundant
- - Despite having the same drawbacks as Shaman, Druids are much better due to the new curses it gains in promotion.
- - However, its still extremely team reliant
- Wyvern Knight - B+
- - A very good anti cavalry unit with flying utility and a lot of damage and evasion
- - Diving thrust is great for destroying cavalry targets, doing both bonus damage to them and being unguardable vs them
- - Ground counter is very useful in combination with a high evasion stat, as they can dodge and immediately strike back against targets that attacked them
- - Deflect is somewhat of what Parry wishes it were, as both block a melee attack, but deflect's secondary effect just grants evasion, which means it doesn't matter if it doesn't trigger and if it does there's now a higher chance to avoid damage
- - Flying Mobility can't be understated, it's very powerful
- - Dragoon Dive is very powerful, especially to cavalry-lead groups, applying a knockback and high damage
- - Biggest drawback is the class has no way to hit multiple targets, as the attacks are all single target
- Wyvern Master - A+
- - Essentially fixes the issue Wyvern Knights had with hitting multiple targets immediately
- - Firebreath hits an entire row and inflicts Burn, which works well with their above average initiative
- - Dragon's Roar pushes their initiative even higher by lowering the initiative of all enemies by 20 at the start of the fight
- - Tempest Drive hits an entire row of targets at once, retaining Diving Thrust's anti-cavalry properties and becomes a true strike critical hit if the user is low on HP, which is risky but very rewarding
- - Dragoon Dive II just has better range, which is good but not that significant of an upgrade
- - What holds this class back from S rank contention is the lack of mixed damage to deal with high defense units that aren't cavalry; if Fire Breath did magic damage and physical damage it would easily make this an S rank class
- Gryphon Knight - A
- - What Wyvern Knights wish they were tbh
- - With incredible evasion, their lower Initiative doesn't really bother them in most situations
- - High Swing hits an entire row of enemies at once, and doing bonus damage and becoming unguardable vs Cavalry - this is incredibly powerful
- - Wing Rest heals the user at the end of battle, and doubles in effectiveness if the user has a status affliction
- - Feathering increases the initiative of allies within the row by 15
- - Hastened call doubles the mobility of an ally for 30 seconds, which is so so so useful for securing objectives and stacks with wing feathers
- - Flight utility
- - This is the best flying class due to the damage they output and the support they provide for a team, as well as working incredibly for an anti-cavalry unit
- - Very weak to bows though, as they have lower defense then Wyvern Knights and struggle vs high defense units
- Gryphon Master - S+
- - A fantastic flying class with basically no exploitable weaknesses
- - Fatal Dive strikes an entire row and does damage equal to 50% of the user's HP, meaning high defense doesn't do anything to lower this damage output
- - Gryphon Glide takes the weakness to bows and flips it, giving a free evade from them and bonus AP on top of it to strike back at those would-be archers. However, truestrike will ignore this
- - Aerial Smite is super powerful and as a result has a drawback of -1 AP if a target was at full HP for that attack, but this can easily be worked around due to Gryphon Masters having middling Initiative
- - Hastened Call II is godlike, affecting every unit within range at once with doubled movement speed, including the user
- - This is a must-have class
- Elven Fencer - A
- - The peak mixed attacking class, effectively letting it push past any sort of class it encounters
- - Lightning Blade not only applies Stun, but does equal physickal and magickal damage
- - Sylphic Barrier is highly effective at protecting allies from arrows, as it evades them for free. However, truestrike will ignore this
- - Remove Weakness acts as both a refresh and free evade, and can target anyone including the user. However, truestrike will ignore this
- - Nature's Wrath hits an entire column at once and removes PP fro cavalry targets, which can work to ruin PP reliant cavalry classes like Radiant Knight and Dark Knight
- - Evasive Impetus gives +1 AP for just dodging an attack, and this can stack with Remove Weakness and Sylphic Barrier's evasion effect
- - Mirage Stab hits an entire row for mixed damage and lets the user evade an attack, which can stack with Evasive Impetus
- - Magick Assist is always wanted
- - Thundercloud is a very strong effect that deal damage and moves across the map, letting it hit a lot more targets at once
- - The biggest drawback of this class is that truestrike ignores everything it wants to do and punishes the low defense and guard rate, additionally their Initiative isn't actually that high
- - However, they're extremely effective at frontlining, even if they can't actually get through magic walls like Radiant Knights
- Elven Archer - A
- - Decent class but outclassed by the other archer classes, as their only unique property is magic damage
- - Wind Arrow lets them hit high defense units for massive damage and hits other classes with an evasion debuff, which works well with their high Initiatve
- - Selfless heal removes debuffs from all allies and heals them. However, requires that the user is healed first to even activate, cutting its effectiveness
- - Mystic Conferral, just like Magick conferral, is very strong
- - Purefield is a good free debuff block for every ally, but does somewhat conflict with Selfless heal's debuff clear effect
- - Icicle Arrow hits multiple targets and inflicts Freeze, which is great for a class with naturally high Initiative
- - Merciful Rain is a worse version of Heal II as it heals significantly less but can heal targets that are more spread out
- - Ranged assist support is always good to have
- - The problem with this class is its the worst archer class, worst mage class, and one of the worst cleric classes, but it does have all three properties in one class
- Werewolf - B+
- - Excellent class at finishing off targets with above average initiative, crit, and physickal damage, and incredible accuracy, and a superbuff under a full moon
- - Finishing stab is great for helping build up momentum as it grants 50% attack if the target goes down
- - Nocturnal Strike is a strong initiative attack as it does 150% damage and gives back the PP used if the attack is used at night
- - Decimate is an excellent move to used against bulky single targets that are alone, but its effectiveness isn't that great when others are still around
- - Bestral Howl gives all allies in the row bonus attack, which unlike Cavalier Call does not require the allies to be the same class type as the user to gain the effect, giving it more flexibility
- - Killing Pursuit is similar to Killing Chain, except due to it being a follow-up attack, it has a higher chance of KOing the target, granting the bonus AP
- - Wild Fang strikes an entire row at once with multiple attacks, increasing in effectiveness the lower the HP a target has, meaning it technically scales itself as the attack continues
- - Hide is an interesting skill for recon and infiltration, but is very situational in terms of effectiveness
- - Nightwalk is great but it only helps the user get places faster at night, meaning the utility is fairly low
- - A cool class that benefits greatly from buffs like Magick Conferral or debuffs on the target such as Guard Seal, but outside of that isn't anything special, also doesn't do very much to targets with high health or high defenses
- Werefox - S
- - A very strong class with a lot of utility built into the kit and a lot of crit, initiative, and evasion to boot; essentially an offensively aimed thief
- - Piercing Lance applies guard seal, which is huge for a class that hits on the physickal side
- - Noctrurnal evade is Evade on drugs, as it refreshes if used at Night
- - Passive Hold applies passive seal to a target, which can negate effects such as Bulk up from Gladiators or Following Slash from occuring from Sellswords
- - Shadow Pursuit acts as a pursuit but better, as it inflicts blind with the same base damage
- - Weakness hunter strikes debuffed targets and ignores half of their defense, meaning high defense units will still take damage. Additionally, this combos with things like Piercing Lance and Passive hold, immediately striking that same target a second time with more damage
- - Venom Thrust strikes an entire colum, poisons them all, and applying an HP recovery debuff and increases in damage vs poisoned targets, making it very effective at classes that use self heal (Berserkers) and clerics as their effectiveness is cut
- - Jump is great because it can be used for maximum mobility around the map with allies
- - Jump II is also great because you can initiate an attack on an unsuspecting enemy at once
- - Nightwalk is great but it only helps the user get places faster at night, meaning the utility is fairly low
- - They pair excellently with other debuffing classes like Druids and Rogues, and don't really serve as a hindrance to any type of group composition, as all of their passive effects both do good damage and have nice secondary effects
- - What holds them back from S+ is lack of any multihitting attacks and the only way for them to strike backline targets is with Venom Thrust
- Werebear - C+
- - Bulky frontline attackers with shields, nothing crazy
- - Can equip shields
- - Bear crush is great as it stuns, but with an F in accuracy and initiative, don't rely on it being very effective in stun locking strategies
- - Heavy Guard is cool but is much worse than any other Guard cover and every other Cover skill. Werebears have S rank guard rates, they don't need skills like this that simply block attacks without any secondary effects, they needs either a secondary effect or to protect allies
- - Round Swing is a powerful row clear that gets stronger the higher the user's HP is, but two major issues with it. Low initiative and a high HP requirement are contradictory with no immediate means of healing unlike Berserker's Bulk Up. And Low accuracy moves on a low accuracy class aren't great. However, it is a multi-hit move
- - Nocturnal Rest is reverse Bulk Up, meaning it activates after attacking, but the HP increases is just better on average, as it's 30% normally and 60% at night (average of 45% vs Bulk Up's 40%). Additionally, because it activates after attacking, there's no way to prevent this effect from going off if passive skills aren't sealed and PP isn't depleted
- - Life Blow is crazy in combination with Nocturnal Rest and a low Initiative; dealing 80% of current HP from a HP tank to a target is massive. If it hits.
- - Earthshaker is the the best attack this class has, as it his every enemy and increases the lower HP the user has, which combines nicely with a low initiative. However, ineffective vs fliers, but it is unguardable unlike Grand Smash.
- - Bear Crush is good for getting problem enemies away and stunning them, but doesn't do anything to fliers nor does it actually deal damage to targets
- - Barrier breaker is not good and Nightwalk is not very useful as this class with nightwalk active is on par with standard infantry. Aka brother is slow
- Wereowl - C
- - A flying cleric that somehow ends up worse than all other clerics
- - Aurora Veil gives HP regen to a row of allies which is good, as is +50% magic defense. Combines well with above average Initiative to keep allies healing
- - Restore passes 1 PP from the user to any ally after they use any passive skill, which is nice
- - Night Vision gives allies a huge accuracy buff as well as making everything a truestrike at night, always good to hit stuff
- - Quick Dispel removes a buff from a single enemy and can activate consecutively immediately aka you can debuff 2 enemies at the cost of 2 PP
- - Circle Barrier protects all allies from 25% damage, which is good, but this wears off regardless if the attack actually connects with the target, meaning it has anti synergy with high evasion classes and classes with guard/deflect/evade skills
- - Extra Heal heals 1 ally and grants regen and +30 initiative, however this costs 2 AP to use
- - Farsight increases assist range by 50% and visibility by 100% for all allies in range of the cast, which is good but only 3 assists can be used at one time in the first place, so it has diminishing returns
- - Flight and Healing Assist are great, and nightwalk on a cleric that flies is also fairly powerful
- - The reason this class is ranked so low is because when it comes to healing, something a cleric does, it is horrible at it. Not only can they only heal 1 ally at a time directly, but it costs 2 AP to do. Additionally, they cannot remove or prevent debuffs at all, only apply regen and truesight. Use literally any cleric class instead, you will have better results
- Feathersword - B
- - A flying class with ways to keep itself in the fight despite being low on raw damage
- - Spiral Sword has the nifty effect of not only inflicting Evasion -20 onto a target but giving the user +20. If this stacked, it would be much stronger though
- - Accelerate works as a way to ignore their average initiative while buffing the user as they get an instant +20 initiative and +30 accuracy if any enemy attacks any ally
- - Shield smite is warding guard but better, as it applies a -20% defense debuff in addition to granting the user a +20% defense buff
- - Durnal Guard helps keep the user safe while giving bonus PP if during the day. Additionally since it only affects physickal attacks, it can save a Feathersword from an archer in a pinch
- - Discharge combines well with Accelerate as it consumes all buffs to increase attack power, however losing the buffed Accuracy could cause the attack to miss in theory...
- - Honed Slash though ignores that theory as the attack becomes a truestrike if the user is buffed, which they will likely be because of Discharge
- - Haste is not very useful, you typically want to win battles so you won't experience a waiting period in the first place. It has no effect on Resting
- - Can equip shields
- - Flight is great utility
- - This class is held back by a somewhat useless Valor skill and an inability to target more than 1 enemy at a time. Additionally, while Discharge -> Honed Slash is nice, with a C in physickal attack and D in magickal attack, it's not going to be THAT effective
- Featherbow - S
- - An extremely good archer with flying utility, meaning cavalry is not an issue for them defensively
- - Delaying Shot hits multiple times, and with a high initiative, delaying the target is quite strong
- - Aerial Pursuit is good, but only activates with other fliers in the group
- - Saint's shot can remove up to 2 PP from a target if they're grounded, giving it excellent utility and a way to ignore a lot of passive effects
- - Tailwind activates after the user uses an active skill, and grants a row of allies +10 initiative that can stack and is doubled for flying allies. Which means this works for grounded allies as well and is not restrictive
- - Shining Light is not what this class needed at all to be good, but pushes it a cut above the rest, applying blindness to a row of attackers before they attack, effectively nullifying archers that try to expoit the Featherbow's weakness to other archers
- - Photon Arrow strikes two targets, inflicting -50% defense for both and passive seal during the day, making this a great offensive support tool
- - Delay is very strong, as it forces a unit on the map to wait to move and act, giving you a free first strike on that target at the cost of only 1 Valor Point
- - Flight in addition to Ranged assist is huge
- - The only thing that prevents this from being S+ is its locked to Albion and archers with anti-blindness will destroy this class, but it's a great utility class with offensive potential
- Featherstaff - A
- - An actually good flying cleric with very high Initiative
- - Overheal heals allies to potentially above their max HP, which is obviously incredible as it minimizes wasted healing and affects an entire row at once
- - Hastened Heal acts as a healing assist at the start of a fight, which can top off or restore injured allies before the battle starts and grants regen during the day
- - Honed Healing gives a healing recovery buff, which works with regen
- - Preemptive Heal can help allies avoid being KO'd by restoring HP before that ally is attacked
- - Holy Breath heals an ally before they attack and if they're afflicted removes it and grants the user an extra PP
- - Holy Cradle is incredibly strong as it lets a row of allies withstand a lethal blow, but is somewhat unnecessary given overheal and hastened heal increasing healing overall, but is still good
- - Distant heal is just Heal II, they are literally the same thing
- - Similar to the Owl, they have Flight and Heal Assist
- - What holds this class from a higher ranking is the lack of defensive measures such as resurrection or evasion and a lack of a way to clear debuffs or afflictions immediately. Additionally, due to being fliers, they are weak to bows, and holy cradle can help keep a featherstaff alive, but only if they're targetting themselves with it, losing the effectiveness
- Feathershield - B
- - A flying armored class with shields. A good defensive unit, but not a great one, making it the worst armored class
- - Impulse inflicts Mag. Defense -50% to its target, but no attacks the Feathershield has do magic damage, so this is a bit of anti-synergy. In fact, no feather class deals magic damage, so this is a questionable debuff that only helps magic allies
- - Reflect Magick is a great skill against mages, especially Thunderous Strike from Warlocks or Ice Coffin from Sorceresses. Additionally, it also blocks enemy passive skills that activate before or after attacks. However, this class has incredible magick defense, so this isn't that useful unless allies are low on magick defense
- - Sacrifice is a cover skill that doesn't actually cover, so the user will take the full damage from the attack in exchange for +2 PP, not really worth it and can cause self-sabotage
- - Mirror Weakness removes their own debuff and pushes it onto the unit that inflicted it. Unless that attack that debuffed came from an offensive unit, this is fairly useless in most circumstances
- - Mystic Shield is the magical equivalent of Greatshield and has the same drawbacks - buffing the user's best stat isn't that important when that stat is defense
- - Mirror Ring is another weird skill, as it grants allies the same buffs as the user, but that would require the use of items or other Valor skills to even be effective
- - Resist Magick Assist is nice as is Flight
- - This is a pretty not great class as they are weak to bows and have a fairly low Defense stat in addition to an only decent Guard rate. This class would be better if it actually had more balanced defenses with these skills and dealt magic damage as opposed to physickal
- Priestess - B
- - A fairly good healing class with magical offense
- - Holy Light deals good damage and removes buffs from a target. It's nothing special but the secondary effect is nice
- - Curing Call heals an entire row as well as clearing debuffs & afflictions
- - Passive Miracle is a good way to give PP back to allies
- - Regeneration is a strong skill as it lets allies heal after multiple battles without the need of healing assist
- - Resurrection is a powerful skill as it can revive a group in a pinch, saving on revival orbs
- - Healing assist, good skill
- - However, as Scarlett is the sole Priestess, her availability hurts her a lot, as by the time you get her again you will have obtained at least 1 cleric more than likely who can do that job better and a mage who can do that job better
- High Priestess - B+
- - Improves on the Priestess, but isn't that great, similarly to the priestess
- - Saint's Barrier protects an ally from being debuffed and reduces the damage they take by 50% for one attack. This is worse than Circle barrier as it only targets 1 ally, but a greater effect at once is nice
- - Innocent Ray is a better holy light that hits a row, but at the cost of 2AP, which you'd like to keep for healing with Curing Call
- - Divine Blessing grants Regen and a 10% defense buff to all allies, which is, again, okay, but there are better effects
- - The issue with this class is there's only 1 of it, and it's not that great. However, she has high evasion to avoid attacks I suppose.
- - Sorry canon pairing. Norbelle incoming
- Crusader - A
- - This is basically another Lord but more defensively orientated, virginia is fairly unique because she isn't an armor (so not weak to any armor effects) but can equip not one but TWO shields (one on each arm!)
- - Vertical Edge does bonus damage, ignores 50% defense, and becomes a truestrike vs fliers, meaning she acts as an anti-flier unit
- - Iron Crusher does bonus damage and ignores 50% defenses vs armored targets, meaning armors are not a check either as this attack is unguardable
- - Maiden's Hammer is a very strong counter skill as it has 150% base damage and can increase to 250% the lower the user's HP is
- - Dual Shield is incredible as it stops assist attacks (the first strike isn't that important but it's a nice addition) for all allies within the activation range
- - Blade Wave is an incredible valor attack that boosts its damage depending on if the leader can use assist, aka the bonus damage can be applied all the time in the right group
- - Resist ranged assist is always nice to have
- - The only thing this class doesn't like is cavalry and magic damage, both of which can be remedied at the same time through the use of TWO shields
- - I cannot stress how strong being able to use two shields is
- Valkyria - S+
- - The Crusader just simply stronger
- - Iron Veil is a better Divine Blessing, as it grants a 30% defense buff and a 50% guard rate to all allies
- - Brandish ignores 50% defense, strikes multiple times, and gives the user back 1 PP if the attack connects. Did I mention it is unguardable?
- - Undying Will just makes the user stronger and stronger the lower their HP gets, stacking with Maiden's Hammer. Additionally, it grants the ability to survive a lethal blow at 1 HP, making the effect reliable
- - This is a phenomenal class and would potentially be ranked higher if it could use Astral blade lol
- - Also, the movement for this class is not relevant as Illenia and Virginia don't want to be the leaders to get the most out of Blade Wave, and the low initiative doesn't matter due to TWO SHIELDS and a S rank guard rate with A defense and C magic defense
- Elven Sibyl - S
- - A good offensive supportive cleric, kind of what the Priestess/High Priestess wishes it was. Summons Faeries, which have various effects
- - Primus Edge deals a lot of damage and grants extra PP if the user is at full HP, as well as summons a group of faeries
- - Curing Heal quickly heals an ally after they hit and removes any debuffs they've been afflicted with
- - Faerie Heal restores a good amount of HP to a row of allies as well as immunity to damage for 1 attack. Yes, an immunity to damage. As well as summons a group of faeries
- - Boon of the Faeries heals allies in a row and grants them debuff immunity, and summons a group of faeries at the start of battle. Fairly strong effect of healing and shielding from debuffs
- - Elemental Roar strikes every enemy with a mixed damage attack that gets stronger depending on how many groups of faeries have been summoned. This dismisses those faeries. A very powerful attack but a costly 3 AP
- - Elemental Impetus grants user +1 AP and a summoned group of faeries after using and active skill. Meaning it can combo with Primus edge to grant the user +2 summoned faeries to strike with elemental roar the following turn if enough AP is used on the set.
- - Rescue is incredible, being able to move allies to the user whenever needed
- - Quick Call is also incredibly powerful, as it has the same effect as Haste, except it does affect units who are resting, effectively being a Stardust Hourglass in a skill
- - Healing assist is always good
- - One of the best classes only held back by high AP and Valor costs, which honestly isn't a problem
- Elven Augur - A+
- - A more offensively orientated version of the Sibyl. Very similar, yet a bit less useful overall
- - Primus Edge, already discussed
- - Curing Heal, already discussed
- - Sylphic Wind hits an entire row of enemies at once with a multistrike that does bonus damage to fliers and grants a Faerie
- - Rage of the Faeries is a start of battle skill that hits everything in the front row with a magic attack that stuns, delaying their action, and giving +1 Faerie
- - Elemental Roar, already discussed
- - Elemental Impetus, already discussed
- - Distant Swap is not as good as Rescue arguably, as switching places could put the user in an awkward spot, but is still strong
- - Quick Call, already discussed
- - Magic assist instead of Healing assist
- - Same problem as the Sibyl, but a bit less utility, ranking it behind it. Still a great offensive supporting cleric
- Snow Ranger - A (Strictly due to availability, S otherwise)
- - The best archer held back by availability
- - Mystic Arrow is a normal attack that gains an additional full powered magical damage component to armored targets
- - Eagle eye is Eagle Eye, we've seen this before
- - Triple counter is absurd, being able to strike multiple targets after only one attacked with an absurd evasion rate to dodge attacks
- - Sonic Shaft uses targets with High Iniative against them
- - Glacial Rain is super strong and hits all targets while freezing them with a multistrike. The only drawback is its a charged attack, which means her evasion no longer is a factor when charging
- - Snow-White strike is pursuit with a freeze component that does extra damage to frozen targets
- - Extra Assist increases assist damage for all allies in range, as well as negating their stamina consumption for 1 battle. This is incredible
- - Passive snipe removes 1 PP from an entire group of enemies for 1 battle, that's super good
- - Ranged assist, always a plus
- - There are only 2 things that hold this class back, and neither are that bad. One being you can only get 1, and somewhat late at that. The other being Glacial Rain negates the use of Triple Counter, Snow-White Strike, and all of her evasion stat, but it's a strong attack at least
- Werelion - F (Strictly due to availability, D+ otherwise)
- - Remember the Berserker? Now he's Mufasa. Dead af but this one is strong at night I guess? Idk
- - There's nothing to cover here, as its identical to the Berserker outside of Nighwalk. Technically better than a berserker but you can only get 1 somewhat late into the game, so if you wanted to use this class you might as well be using an actual berserker
- - Big disappointment
- Paladin - A+
- - Essentially a more offensive Sainted Knight
- - Slice is a worse Hache, however, as it only grants the bonus PP if the target is defeated
- - Holy Barrier protects an ally from afflictions as well as reduces the damage they take. This essentially the same as Saint's barrier
- - Heal heals anyone, including the user
- - Holy Guard blocks an attack and prevents debuffs. A good guard skill against enemies that try and spread debuffs with low damaging attacks
- - Pursuit is great, can't complain about that
- - Divine Cross is a great attack, hitting twice for mixed damage and removing the target's buffs, and giving the user +1 PP if the target falls, and given that Paladins have a B rank in Physicak and Magick attack while Sainted Knights have a C, there's a better chance the attack will KO targets, including armored ones
- - Heal (Valor) is already covered
- - Resist Magick Assist is also always good
- - Being a cavalry unit means high mobility
- - Can equip shields
- - Great unit early on that keeps up for the most part, but somewhat falls off later on, but the early game power cannot be ignored, as well as the utility the class provides. Good job Josef, thanks for not being a piece of shit like Bradly
- Prince - A+
- - One of if not the best pure support unit with some offensive utility
- - Banishing Stab removes buffs from a target, which is a nice addition, but not something to focus on
- - Rapid Order, just like on the High Lord, and just as incredible
- - Defensive Order gives all allies a defense buff. This is not limited to either side, but both Physickal and Magickal defense
- - Offensive Order gives all allies an attack buff. This is not limited to either side, but both Physickal and Magickal attack
- - Guard Order gives a row of allies 100% guard rate for an attack. This can be huge depending on the units this applies to
- - Sniping Order grants a row of allies trueshot. This is fantastic for Scout units and other evasive units
- - Passive Order gives an ally group +1 PP. That's stupid strong
- - Active Order gives an ally group +1 AP. That's absurdly strong
- - Morale Boost is a great leader effect, giving more Valor points quickly to use Passive and Active order
- - Shieldless though
- - The only issues with this class is Gilbert is only as strong as the allies he buffs, and is pretty meh on his own or used offensively and that Active and Passive gift can't be used on the user
- Dreadnought - B (Strictly due to availability, S otherwise)
- - Crazy strong physical wall that can blow targets away, essentially a Werebere and Landsknecht fusion
- - Heavy slash, just like a Sellsword
- - Heavy Guard, just like a Werebear
- - Penetrate strikes a column inflicting a defense debuff and can't be guarded very strong
- - Wild Kick inflicts a guard seal and stun onto a target that just guarded an attack, essentially punishing the use of guard, which is good
- - Hawkeye makes the next attack a truestrike (sorry scouts) and a critical strike. If the target was just hit by Wild Kick, they're in for a world of hurt
- - Omega Shatter is just strong as hell and hits twice
- - Vital Blow attacks stamina directly, which can be clutch against garrisoned enemies
- - Barrier breaker is not good
- - An armored unit with good movement (relatively)
- - While this class is great, two major factors hold it back. 1, very AP and PP heavy, half of all actions use 2 and no actions restore either AP or PP. 2, it's basically tied to endgame unless you cheese the arena early, and isn't necessary at all for the raw offensive power the class brings, it brings no utility outside of Vital Blow. Its a class that wants to be alone.
- Necromancer - N/A
- Dark Lord - N/A
- Overlord - N/A
- Dark Marquess (Sword) - C+ (Strictly due to availability, S+ otherwise)
- - Holy war's greatest champion, this guy is strong as hell boi
- - Burning Edge strikes twice and burns, which is insane, but also gives +1 PP if the target is already burning
- - Advance Cover protects an ally and grants the user +1 AP
- - Phantom Counter is a truestrike that not only burns but removes any buffs the target may have
- - Death Spin hits a row at once and stuns, doubling in power if the target is already afflicted
- - Parting Death hits an enemy and will auto KO them if the target has 50% of less HP
- - Inferno hits a row of enemies, ignoring 50% of their defense and burning them AND giving the user +1 PP. No condition for the bonus PP, just a flat +1 for using the skill
- - Striking Ray is a Kamehameha. What's not to love?
- - Greater Garrison is fine, but not anything to shake a stick at
- - This class is bonkers good, and with all low AP and PP costs and quick ways to regain lost AP and PP, why is this ranked so low? Because it's unavailable until halfway through the final battle in Gran Corrine. I mean you can use it in the final Albion battle, but none of the exp you gain is kept
- Dark Marquess (Axe) - S+
- - Quite possibly the best class
- - Carnage inflicts -1 AP onto the target, very strong effect
- - Sanguine Pursuit not only hits a target after an ally attacks them, but heals 50% of the damage dealt and gains +1 PP if the target was afflicted. Pair this with a thief and...
- - Eye of the Warrior Princess is super strong, giving every enemy -20% attack and -10 initiative. A better Dragons Roar essentially.
- - Deathspin is still deathspin, and it's Berengaria's bread and butter; stun lock
- - Painbringer gives +1 AP, +20% attack, and +10 initiative every time the user is attacked. Regardless if the attack hits lol
- - Vicious Torment hits a target twice, does double damage if the target is afflicted, and gives back +1 PP if the target is afflicted
- - Vital Absorb is one of the best Valor skills as it not only saps stamina from a target but gives it back to the user, letting them continue their dominance on the battlefield
- - Provoke II is the same, but due to how the Dark Marquess works, is much stronger than on the Vanguard (provoke a group of targets, win every exchange, gain more valor, vital absorb back the lost stamina, rinse, repeat)
- - Greater garrison is fine, nbd
- - This class is insane and given to you extremely early, and while its taken from you for a short period of time, you get it back before leaving the area
- Dark Marquess (Spear) - F (Strictly due to availability, C otherwise)
- - rat bastard
- - Flame Thrust burns a column of enemies, which is nice
- - Deadly Rush hits an enemy multiple times and stuns and burns them, also nice
- - Scornful Dead casts a taunt effect on all enemies, and grants evasion from 2 attack, sounds nice
- - Evil Cover guards an ally but STEALS PP from them. Rat bastard
- - Dark Mist gives the user 50 evasion and +2 PP. Pretty good I guess
- - Dark Step gives the user extra evasion and dodges an attack, pretty nice
- - Hastened Call II is the same, still very good
- - Greater Garrison is all right but does nothing for Nightwalk, and vice versa
- - You've likely seen all of this and question why the F rating. It's very simple, none of these skills make sense for the statline Elgor has. They also directly impede each other.
- - The taunt isn't significant if Elgor has a cover skill, and vice versa because one won't be used. Additionally, while Elgor has a shield, he has a F guard rate and D defense rate. That's horrible. Who cares that he can hold a shield if he never using it. This guy isn't worse than berserkers, but because he's not usable until postgame and has this goofy ass kit, he's F
- - rat
- Dark Marquess (Staff) - D (Strictly due to availability, A+ otherwise)
- - Basically a Shaman merged with a Witch, which makes sense given who Alcina is
- - Passive Curse, Shaman
- - Dark Conferral is magic conferral, but with an additional Blindness factor, so just better
- - Aqua Venom hits an entire row with magic that also poisons. Ice Coffin but melted I suppose
- - Cursed Gaol is quick curse but stronger
- - Ominous Wall grants all allies a buff to negate a single attack. Super Strong
- - Maelstrom hits all enemies and poisons them and doubles in power vs Poisoned targets. Very strong
- - Teleport is still super powerful
- - Magic Assist peak power
- - Wondering about the dismal rating? Some of it has to do with the same problem elgor has - piss poor defense and guard rate but wielding a shield, the other being she's post-game exclusive. If she was recruitable in the main story, easy S
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