Dancer_A

Unicorn Tier List

Mar 19th, 2024
134
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 68.87 KB | None | 0 0
  1. Unicorn Overlord Tier List
  2.  
  3. Availability
  4. Role
  5. Base Kit
  6. Effectiveness
  7. Valor Skill
  8.  
  9. Lord - A
  10. Pros:
  11. - Available from the start
  12. - Excellent frontline class that can both keep themself healthy and can counter the class type that's intended to beat it
  13. - Shield usage, which allows for Cover skills and Guard skills
  14. - Noble Guard is incredible for granting bonus PP when HP is low
  15. - Luminous Cover is also incredible for granting the defense bonus to the target, meaning high amounts of PP are not necessary to be effective
  16. - Valor skill is a free First strike with bonuses to offenses and defenses
  17. - Secondary Valor skill granting free bonus experience points
  18. - Access to Astral Blade
  19. - Morale Boost makes it easier to use Valor skills
  20. Cons:
  21. - Struggles vs Flying enemies
  22. - Not great vs Mages
  23. - Cannot directly hit Back Row
  24.  
  25. High Lord - S+
  26. Pros:
  27. - Everything that makes the Lord good is improved upon
  28. - Spinning Edge is row clearer with its defense lowering properties, and grants bonus PP
  29. - Rapid Order is a free +20 Initiative on everyone
  30. - Being mounted grants a lot of extra movement speed and bonus damage vs Infantry
  31. - Improved Magickal Defense
  32. Cons:
  33. - Now weak vs Flying enemies
  34. - Cannot directly hit Back Row
  35.  
  36. Fighter - C
  37. - Available from the start
  38. - Decent front line class but suffers to really have much viability vs the other Armored classes
  39. - Low initiative reduces the effectiveness of Warding Slash
  40. - Shield bash's stun effect is good, but the damage is very low
  41. - Arrow Cover is what makes this class strong, but only with specific compositions
  42. - Provoke is good for drawing enemies out of watch towers and Mantels
  43. - Can use shields & a great Guard Rate
  44. - Very poor Magick Defense
  45. - 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
  46. - Resist Ranged Assist is very good
  47. - Cannot directly hit Back Row
  48.  
  49. Vanguard - B
  50. - Improves on everything the fighter wants to do
  51. - Defender is a strong attack and grants extra PP to continue to protect allies with Arrow Cover and Quick Guard
  52. - Provoke is decent, but if not used properly will cause a quick death to the user
  53. - 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
  54. - Cannot directly hit Back Row
  55. - A good class to have if you like using Fliers but not better than other classes if you just want a defensive unit
  56.  
  57. Soldier - B+
  58. - Available from the start
  59. - Excellent support and Utility unit
  60. - Strong vs Cavalry, as well as can hit the Back Row if another unit is in front of them
  61. - Strong vs Fliers with Javelin
  62. - First Aid is a a good healing skill, but can only heal 1 ally at a time
  63. - Keen Call when paired with strong attackers can prove devastating
  64. - Life Aid is phenomenal when you would prefer not to use/are low on items
  65. - Cannot use shields
  66. - Very low guard rate
  67.  
  68. Sergeant - A+/S
  69. - 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
  70. - Active gift is perhaps the strongest passive skill to exist, granting allies free bonus actions
  71. - Life Aid II is very strong but only if you're struggling in the battle, so it's strength is a bit unnecessary
  72. - Cannot use shields
  73. - Low guard rate
  74.  
  75. Housecarl - D
  76. - Available very early on
  77. - Good Physickal damage and initiative, but suffers from accuracy issues and is a lot squishier than it appears
  78. - 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
  79. - Parting Blow is good for finishing off low HP opponents but the reduced power of it hurts it
  80. - Frenzied Strike is good on paper but is just a worst Pursuit
  81. - Vitalize is a great skill but it requires the player to have deployed a Housecarl; Vital Absorb is simply better
  82. - Cannot use shields
  83. - Barrier Breaker is unnecessary and is just worse than a battering ram
  84.  
  85. Viking - B
  86. - Greatly improves on Housecarl's defensive issues with Shield usage
  87. - 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
  88. - 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
  89. - Vitalize II is one of the best valor skills, as granting 2 Stamina to multiple allies is extremely powerful
  90. - Can use Shields
  91. - 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
  92.  
  93. Swordfighter - C+
  94. - A great class for targetting down low Defense units, but cannot get through high defense units really at all
  95. - Cannot use shields
  96. - Cannot directly hit the backlines
  97. - Guard really stops them from doing what they want to do, despite the high critical hit rate
  98. - High evasion is good but somewhat lowers the usefulness of Parry
  99. - Keen edge is excellent for dealing with high evasion classes and dodge effects
  100. - Hastened Strike is similar to Keen edge
  101. - 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
  102. - Greater Garrison is good, but not that great. There are better leader effects
  103. - Cannot directly hit backlines, which would greatly improve their strengths
  104. - Quick Impetus is very good for lower Initiative allies or when fighting High Initiative enemies such as Swordfighters
  105. - Needs a fair amount of support to flourish but can be used fairly effectively
  106.  
  107. Swordmaster - B+
  108. - Essentially just builds on the Swordfighter, which is good and all, but doesn't fix any of the flaws of the class
  109. - Meteor slash is cool as shit, but lol guard laughs at it
  110. - 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
  111. - Hastened Strike should not really be used anymore, especially if using with a Viking (the swordmaster's best friend)
  112. - Quick Impetus II is basically just as good as I was
  113. - 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
  114. - Cannot directly hit backlines, which would greatly improve their strengths
  115. - Surprisingly good magick def but no shields to improve them so...
  116. - 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
  117.  
  118. Sellsword - C+
  119. - Really strong backline fighter but suffers from very poor accuracy
  120. - However, can chain attacks very easily if the hits strike true
  121. - Can hit the backlines
  122. - Heavy Slash is decent, big damage and good accuracy, just inaccurate on the Sellsword
  123. - Following Slash lets this class get the jump on backline attackers, especially low evasion ones like mages
  124. - Not very tanky and fairly low initiative and evasion makes them the Swordfighter's foil
  125. - 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
  126. - Summon Warrior is good for stalling but isn't very useful overall, a bit of a miss
  127. - Greater Garrison is good, but not that great. There are better leader effects
  128. - Another flawed sword class that needs support to truly take over
  129.  
  130. Landsknecht - A+
  131. - The hero we needed, this class can now frontline due to access to Shields
  132. - Additionally, they gain a guard skill which gives them an infinitely stacking attack buff
  133. - Bull Force allows for even more attacks, even if Killing Chain fails to delete a target, and with improved damage
  134. - 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
  135. - 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
  136. - 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
  137. - Good frontline or backline as well
  138.  
  139. Hoplite - B+
  140. - A very min-maxed class type that really pushes its defensive prowess to incredible levels
  141. - Serves as the glue to many team compositions as it gives a defensive frontline as well as an ally to cover attacks
  142. - Resist Ranged Assist is very good
  143. - Can use shields
  144. - 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
  145. - Heavy Cover is great, not much to really say about it
  146. - 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)
  147. - Fortress is one of the best Valor Skills, protecting an ally from Siege Engines, Offensive Valor skills, and traps like Magic Mines
  148. - Hard loses to magic, like jesus christ
  149. - Fighters can mess this guy up as well
  150. - Slow movement speed, so not usually someone you want as team leader unless you're guarding a location
  151. - Very good supportive unit with a very exploitable weakness
  152.  
  153. Legionnaire - A+
  154. - Essentially this is a flat upgrade to the Hoplite in every way
  155. - Row Protection lets them buff their whole row with bonus Defense, meaning you can prioritize covering the back row units
  156. - 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
  157. - 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
  158. - 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
  159. - 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
  160. - Should likely have one of these, if not 2 deployed at all times for the utility they provide
  161.  
  162. Gladiator - F
  163. - This is a super strong class but a super... bad class with little reason to use outside of personal preference
  164. - They have low stats in every category outside of HP (which is enormous) and Physickal Attack which is good (but not higher than Housecarls)
  165. - 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
  166. - 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
  167. - Wide and Row Smash are very good, but have bad accuracy on a class with bad accuracy.
  168. - Barrier Breaker is not good
  169. - Despite appearing like they could counter Cavalry with wide attacks, they are extremely weak to them
  170. - Cannot use shields
  171. - 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
  172. - HEAVILY punished by Poison
  173. - Don't recommend this class
  174.  
  175. Berserker - D
  176. - Remember the Gladiator? It's him again
  177. - Nothing really changes in this promotion, no game changing skill or access to shields, just more of the same
  178. - Mounting charge is just Active Bulk Up with an attack buff. Not bad, but maybe the attacking class should focus on attacking
  179. - 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
  180. - 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.
  181. - 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.
  182. - HEAVILY punished by Poison
  183. - This class sucks, sorry Bruno
  184.  
  185. Warrior - A
  186. - One of the best Physickal attackers by far, with ways to get through any physickal wall, meaning they're always effective
  187. - Heavy Smash destroys Armored targets. Literally reduces their defense to 0.
  188. - 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)
  189. - 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
  190. - Cannot use Shields
  191. - Barrier Breaker is not very good
  192. - Heavy Swing is fantastic for clearing traps as it only costs 1 Valor Point and additionally knocks back and damages enemies within the range
  193. - 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.
  194.  
  195. Breaker - A+
  196. - Despite how great the Warrior is, the Breaker isn't actually that much better outside of the stat, AP, and PP increases
  197. - 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
  198. - Row Smash is Heavy Smash but better. Additionally, it applies Binding Guard to everything in the row. Incredible stuff.
  199. - Heavy Counter can combo very well with Enrage, as it's the strongest attack the Breaker has, but its a counter-attack skill
  200. - Heavy Swing II is identical to Heavy Swing. Which kind of sucks. Better range though
  201. - 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
  202.  
  203. Hunter - B+
  204. - A very strong backline assassin, capable of eliminating squishy targets that hide in the backrow, even if they have a guard
  205. - With excellent accuracy and decent raw Physickal attack, Hunters can make quick work of backline targets as well as fliers
  206. - 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
  207. - Eagle Eye eliminates scouts who use evasive skills to try and dodge attacks
  208. - 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
  209. - 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
  210. - Hunters provide Ranged support, which is a great ability
  211. - They suffer against high defense units and have poor defenses themselves, basically forcing them to have a guard to be effective in longer fights
  212. - Combo very well with Witches to add magic damage and destroy Hoplites quickly, but still fail to get through Fighters and their Arrow Cover
  213.  
  214. Sniper - A+
  215. - Essentially a flat upgrade to the Hunter, which is not a bad thing at all
  216. - Row Shot lets Snipers destroy the entire backrow in one fell swoop. Arrow cover can only block 1 attack
  217. - 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
  218. - Arrow Rain II is unchanged, just has higher range.
  219. - 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
  220.  
  221. Arbalist - A
  222. - Slightly better than Hunters, but really the two are somewhat interchangeable, the Arbalist just lacks the weaknesses of the Hunter and has more utility
  223. - 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
  224. - Decent Guard rate doesn't matter much without shield usage
  225. - Lower initiative forces them to be backline players, but that's the best place for Hunters as well
  226. - Power Bolt can rip through non-armored targets with the 120 base damage vs Single Shot's 100
  227. - Toxic Bolt gives some counterplay to armored units, as well as punishes Arrow Cover by giving a poison Status Condition
  228. - Quick Reload is essentially self-pursuit, they're fairly comparable
  229. - 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
  230. - Smoke Bolt is extremely powerful, negating assists and ally detection
  231. - Ranged assists, as always, are always desired
  232. - 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
  233. - Crossbow Access
  234.  
  235. Shieldshooter - S
  236. - 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
  237. - 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
  238. - Additionally, with Aid Cover, they can both protect an ally and heal them 25% of their healt
  239. - 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
  240. - 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
  241. - Sniper is able to hit more targets at once, but Shieldshooter supports much better and deals more single target damage
  242.  
  243. Thief - A
  244. - Excellent frontline baiting unit full of utility
  245. - What the thief lacks in defenses and offense he makes up for with raw utility
  246. - Incredible Accuracy, Evasion, Crit Rate, and most important of all: Initiative, which combines great with the kit they have
  247. - Passive steal not only entirely ruins units that rely on their passive points, but grants the Thief that stolen PP
  248. - 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
  249. - 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
  250. - Quick Rest is fairly useful in a pinch
  251. - Plunder can be abused to gain significant amounts of gold quickly from reinforcements that spawn
  252. - 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
  253. - Lack of shield access does mean they can use 2 accessories, which they can use to improve on their utility
  254.  
  255. Rogue - S
  256. - Everything that makes the thief good is improved upon in the Rogue
  257. - 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
  258. - 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
  259. - 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
  260. - Plunder II can steal from multiple targets at a time, really improving on the utility with the same single Valor point cost
  261. - Despite being shieldless still, three accessories on a class with this much utility and a built in Dodge move is perfectly viable
  262.  
  263. Knight - A
  264. - Horses are strong and quick to get to the battlefield with fairly well rounded stats outside of their shaky accuracy
  265. - Their low evasion doesn't matter much with high defense and guard rate with Shields
  266. - 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
  267. - Wild Rush not only gives this class access to the backrow, but also stuns, which lets them leverage their above average Initiative
  268. - Quick Guard is a simple, but effective passive skill
  269. - Cavalier Call is a much more useful Passive skill, but gains effectiveness when other Cavalry units are present in the row
  270. - 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
  271. - 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
  272. - However, they have next to no counterplay vs Fliers and are hard walled by Hoplites, and aren't particularly effective vs other Cavalry
  273. - This is a must use class though, despite the drawbacks as they are fairly minimal
  274.  
  275. Great Knight - A+
  276. - Improves on the offense and defensive potential of the Knight 'greatly', with an improved Physickal attack, Physickal defense, and Guard Rate
  277. - 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
  278. - Knight's Pursuit is powerful, but requires the use of multiple Cavalry allies in the group
  279. - Wild Rush II just has more range, which actually does increase its effectiveness as you can hit more targets at once
  280. - 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
  281.  
  282. Radiant Knight - B
  283. - Not particularly offensive, but a very good supportive Cavalry unit
  284. - 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
  285. - Magick barrier entirely blocks magick damage and any side effects that may occur from them, like Freeze, Stun, or Burn
  286. - Row Heal heals and entire Row, making it an excellent cleric
  287. - 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
  288. - Their magick defense, however, is incredible, and can shut down mage-centric formations single handily with its kit
  289. - Resist Magigk resist just builds upon their strength vs Mages
  290. - Guard Call allows them to improve upon Physickal defense (somewhat) for allies and themselves at once
  291. - 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
  292.  
  293. Sainted Knight - B+
  294. - Improves on what the Radiant Knight wants to do, but not by a significant margin
  295. - 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
  296. - Row Barrier is a nice addition to Magick barrier as it can block entire spread attacks at once
  297. - Guard Call II is basically exactly the same, so not really an improvement
  298. - Despite having better magick attack than physickal, no moves in their base kit use this outside of healing
  299. - This is a great ally for other cavalry units, but isn't better than a normal cleric under most circumstances
  300.  
  301. Dark Knight - C+
  302. - A great offensive cavalry unit but struggles to really make much of an impact before being punished
  303. - 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
  304. - Vengeful axe gets stronger the lower your HP is, which is always nice, but taking a lot of damage will leave you vulnerable
  305. - Vengeance is very strong but only at low HP because it can essentially replenish itself over and over again
  306. - Venom Axe is pretty lackluster, as this class doesn't necessarily need it, but it's a nice addition
  307. - 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
  308. - Attack Call is the foil to Radiant Knight's Guard Call and is a good supportive tactic for a class with no utility whatsoever
  309. - 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
  310. - Quick Rest is good for the same reasons as Knight
  311. - This class also has no utility
  312.  
  313. Doom Knight - A+
  314. - Surprisingly, this class is a significant upgrade to the Dark Knight, making it a viable class
  315. - 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
  316. - 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
  317. - Much better Guard rate and Physickal defense increases the usefulness of shields on this class
  318. - Attack Call II, like Guard Call II, is mostly unchanged
  319. - 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
  320.  
  321. Cleric - A
  322. - Healbot.exe
  323. - First you heal, then you refresh status, then you heal some more and assist by healing
  324. - The best healing based class, as their support is unmatched
  325. - Quick Heal can patch up small wounds before multiple attacks strike a target
  326. - Heal can heal up a target
  327. - Refresh clears an entire row from Debuffs
  328. - 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
  329. - Heal (Valor) is great utility for keeping allies in fighting shape who aren't part of your group
  330. - Healing Assist keeps allies topped off at the end of battles
  331. - This class heals and does it damn well
  332.  
  333. Bishop - S
  334. - Not much changes between this promotion, but one new skill pushes it above and beyond other healers
  335. - 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
  336. - 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
  337. - Heal II heals an entire group by 50% which is massive, essentially a camp site in unit form
  338. - This is the best healing class that exists
  339.  
  340. Wizard - B
  341. - A very cut and dry mage class, not particurly good or bad, but magic damage gives it an edge, as well as backline access
  342. - 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...
  343. - 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
  344. - Magick pursuit only works with other mage allies, so its useless unless other mages are present
  345. - Blaze is very strong, dealing a lot of magic damage in a group of enemies
  346. - Magick assist is also very strong, providing free damage to another ally
  347. - Most of the good points are due to the magickal utility the class provides, not necessarily because the class is strong
  348.  
  349. Warlock - A+
  350. - A fairly strong upgrade to the Wizard with 2 new great attacks
  351. - Thunderous Strike not only hits an entire row, but also stuns them all
  352. - Volcano is even more powerful than Fireball, inflicts burn, and targets an entire column of targets at once
  353. - Concentrate is a great passive skill for stacking attacks and the increased accuracy benefits both new attacks due to their 90% accuracy
  354. - Blaze II is Blaze with better range
  355. - 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
  356.  
  357. Witch - A+
  358. - The best base level mage easily
  359. - 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
  360. - Magick missile lets Witches strike multiple targets at one, getting around any guard effects from Radiant Knights for example
  361. - 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
  362. - Focus Sight serves as a counter to high evasion and Evade skills by letting inaccurate ally's attacks always strike true
  363. - Gravity can effectively stop any unit from approaching or escaping with its large range and AoE
  364. - Teleport lets the user immediately move to other allies or facilities
  365. - Magick assist is always good
  366. - 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
  367.  
  368. Sorceress - S+
  369. - Best mage becomes best promoted mage, no one is surprised
  370. - Ice Coffin freezes an entire row and does bonus damage to targets already frozen
  371. - 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
  372. - Greater Gravity has a larger AoE, which is stronger
  373. - 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
  374.  
  375. Shaman - C
  376. - A support class that requires the use of strong allies to be effective
  377. - Passive curse both saps PP from a row as well as their initiative, which is a great effect
  378. - Quick Curse drops an attacking enemy's damage and removes their chance to crit
  379. - Offensive Curse inflicts 50% reduced damage from a row of enemies
  380. - Clairvoyance allows the player to see inside of forests as well as improves accuracy for allies within the radius by a whopping 50
  381. - Reduced magick assist damage is nice
  382. - However, this class has no way to deal direct or indirect damage without the use of special weapons/items
  383. - 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
  384. - 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
  385. - Their curses are also easily countered by Cleric's refresh and Radiant Knight's Magic Barrier
  386. - Their high initiative, however, does mean they will get their curses off quickly before the enemy has a chance to act
  387.  
  388. Druid - B+
  389. - This basically fixes what was wrong with the Shaman: lack of offensive utility
  390. - Despite still not dealing any direct damage, the new curses added greatly improve the utility of the class
  391. - 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
  392. - 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
  393. - 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
  394. - Clairvoyance II just increases the duration of the effect, so it's somewhat redundant
  395. - Despite having the same drawbacks as Shaman, Druids are much better due to the new curses it gains in promotion.
  396. - However, its still extremely team reliant
  397.  
  398. Wyvern Knight - B+
  399. - A very good anti cavalry unit with flying utility and a lot of damage and evasion
  400. - Diving thrust is great for destroying cavalry targets, doing both bonus damage to them and being unguardable vs them
  401. - 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
  402. - 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
  403. - Flying Mobility can't be understated, it's very powerful
  404. - Dragoon Dive is very powerful, especially to cavalry-lead groups, applying a knockback and high damage
  405. - Biggest drawback is the class has no way to hit multiple targets, as the attacks are all single target
  406.  
  407. Wyvern Master - A+
  408. - Essentially fixes the issue Wyvern Knights had with hitting multiple targets immediately
  409. - Firebreath hits an entire row and inflicts Burn, which works well with their above average initiative
  410. - Dragon's Roar pushes their initiative even higher by lowering the initiative of all enemies by 20 at the start of the fight
  411. - 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
  412. - Dragoon Dive II just has better range, which is good but not that significant of an upgrade
  413. - 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
  414.  
  415. Gryphon Knight - A
  416. - What Wyvern Knights wish they were tbh
  417. - With incredible evasion, their lower Initiative doesn't really bother them in most situations
  418. - High Swing hits an entire row of enemies at once, and doing bonus damage and becoming unguardable vs Cavalry - this is incredibly powerful
  419. - Wing Rest heals the user at the end of battle, and doubles in effectiveness if the user has a status affliction
  420. - Feathering increases the initiative of allies within the row by 15
  421. - 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
  422. - Flight utility
  423. - 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
  424. - Very weak to bows though, as they have lower defense then Wyvern Knights and struggle vs high defense units
  425.  
  426. Gryphon Master - S+
  427. - A fantastic flying class with basically no exploitable weaknesses
  428. - 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
  429. - 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
  430. - 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
  431. - Hastened Call II is godlike, affecting every unit within range at once with doubled movement speed, including the user
  432. - This is a must-have class
  433.  
  434. Elven Fencer - A
  435. - The peak mixed attacking class, effectively letting it push past any sort of class it encounters
  436. - Lightning Blade not only applies Stun, but does equal physickal and magickal damage
  437. - Sylphic Barrier is highly effective at protecting allies from arrows, as it evades them for free. However, truestrike will ignore this
  438. - Remove Weakness acts as both a refresh and free evade, and can target anyone including the user. However, truestrike will ignore this
  439. - 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
  440. - Evasive Impetus gives +1 AP for just dodging an attack, and this can stack with Remove Weakness and Sylphic Barrier's evasion effect
  441. - Mirage Stab hits an entire row for mixed damage and lets the user evade an attack, which can stack with Evasive Impetus
  442. - Magick Assist is always wanted
  443. - Thundercloud is a very strong effect that deal damage and moves across the map, letting it hit a lot more targets at once
  444. - 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
  445. - However, they're extremely effective at frontlining, even if they can't actually get through magic walls like Radiant Knights
  446.  
  447. Elven Archer - A
  448. - Decent class but outclassed by the other archer classes, as their only unique property is magic damage
  449. - 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
  450. - Selfless heal removes debuffs from all allies and heals them. However, requires that the user is healed first to even activate, cutting its effectiveness
  451. - Mystic Conferral, just like Magick conferral, is very strong
  452. - Purefield is a good free debuff block for every ally, but does somewhat conflict with Selfless heal's debuff clear effect
  453. - Icicle Arrow hits multiple targets and inflicts Freeze, which is great for a class with naturally high Initiative
  454. - Merciful Rain is a worse version of Heal II as it heals significantly less but can heal targets that are more spread out
  455. - Ranged assist support is always good to have
  456. - 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
  457.  
  458. Werewolf - B+
  459. - Excellent class at finishing off targets with above average initiative, crit, and physickal damage, and incredible accuracy, and a superbuff under a full moon
  460. - Finishing stab is great for helping build up momentum as it grants 50% attack if the target goes down
  461. - 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
  462. - 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
  463. - 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
  464. - 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
  465. - 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
  466. - Hide is an interesting skill for recon and infiltration, but is very situational in terms of effectiveness
  467. - Nightwalk is great but it only helps the user get places faster at night, meaning the utility is fairly low
  468. - 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
  469.  
  470. Werefox - S
  471. - 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
  472. - Piercing Lance applies guard seal, which is huge for a class that hits on the physickal side
  473. - Noctrurnal evade is Evade on drugs, as it refreshes if used at Night
  474. - 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
  475. - Shadow Pursuit acts as a pursuit but better, as it inflicts blind with the same base damage
  476. - 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
  477. - 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
  478. - Jump is great because it can be used for maximum mobility around the map with allies
  479. - Jump II is also great because you can initiate an attack on an unsuspecting enemy at once
  480. - Nightwalk is great but it only helps the user get places faster at night, meaning the utility is fairly low
  481. - 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
  482. - 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
  483.  
  484. Werebear - C+
  485. - Bulky frontline attackers with shields, nothing crazy
  486. - Can equip shields
  487. - 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
  488. - 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
  489. - 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
  490. - 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
  491. - 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.
  492. - 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.
  493. - 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
  494. - 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
  495.  
  496. Wereowl - C
  497. - A flying cleric that somehow ends up worse than all other clerics
  498. - 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
  499. - Restore passes 1 PP from the user to any ally after they use any passive skill, which is nice
  500. - Night Vision gives allies a huge accuracy buff as well as making everything a truestrike at night, always good to hit stuff
  501. - 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
  502. - 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
  503. - Extra Heal heals 1 ally and grants regen and +30 initiative, however this costs 2 AP to use
  504. - 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
  505. - Flight and Healing Assist are great, and nightwalk on a cleric that flies is also fairly powerful
  506. - 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
  507.  
  508. Feathersword - B
  509. - A flying class with ways to keep itself in the fight despite being low on raw damage
  510. - 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
  511. - 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
  512. - Shield smite is warding guard but better, as it applies a -20% defense debuff in addition to granting the user a +20% defense buff
  513. - 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
  514. - 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...
  515. - 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
  516. - 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
  517. - Can equip shields
  518. - Flight is great utility
  519. - 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
  520.  
  521. Featherbow - S
  522. - An extremely good archer with flying utility, meaning cavalry is not an issue for them defensively
  523. - Delaying Shot hits multiple times, and with a high initiative, delaying the target is quite strong
  524. - Aerial Pursuit is good, but only activates with other fliers in the group
  525. - 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
  526. - 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
  527. - 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
  528. - Photon Arrow strikes two targets, inflicting -50% defense for both and passive seal during the day, making this a great offensive support tool
  529. - 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
  530. - Flight in addition to Ranged assist is huge
  531. - 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
  532.  
  533. Featherstaff - A
  534. - An actually good flying cleric with very high Initiative
  535. - 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
  536. - 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
  537. - Honed Healing gives a healing recovery buff, which works with regen
  538. - Preemptive Heal can help allies avoid being KO'd by restoring HP before that ally is attacked
  539. - Holy Breath heals an ally before they attack and if they're afflicted removes it and grants the user an extra PP
  540. - 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
  541. - Distant heal is just Heal II, they are literally the same thing
  542. - Similar to the Owl, they have Flight and Heal Assist
  543. - 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
  544.  
  545. Feathershield - B
  546. - A flying armored class with shields. A good defensive unit, but not a great one, making it the worst armored class
  547. - 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
  548. - 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
  549. - 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
  550. - 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
  551. - 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
  552. - 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
  553. - Resist Magick Assist is nice as is Flight
  554. - 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
  555.  
  556. Priestess - B
  557. - A fairly good healing class with magical offense
  558. - Holy Light deals good damage and removes buffs from a target. It's nothing special but the secondary effect is nice
  559. - Curing Call heals an entire row as well as clearing debuffs & afflictions
  560. - Passive Miracle is a good way to give PP back to allies
  561. - Regeneration is a strong skill as it lets allies heal after multiple battles without the need of healing assist
  562. - Resurrection is a powerful skill as it can revive a group in a pinch, saving on revival orbs
  563. - Healing assist, good skill
  564. - 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
  565.  
  566. High Priestess - B+
  567. - Improves on the Priestess, but isn't that great, similarly to the priestess
  568. - 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
  569. - 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
  570. - Divine Blessing grants Regen and a 10% defense buff to all allies, which is, again, okay, but there are better effects
  571. - 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.
  572. - Sorry canon pairing. Norbelle incoming
  573.  
  574. Crusader - A
  575. - 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!)
  576. - Vertical Edge does bonus damage, ignores 50% defense, and becomes a truestrike vs fliers, meaning she acts as an anti-flier unit
  577. - Iron Crusher does bonus damage and ignores 50% defenses vs armored targets, meaning armors are not a check either as this attack is unguardable
  578. - 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
  579. - 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
  580. - 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
  581. - Resist ranged assist is always nice to have
  582. - 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
  583. - I cannot stress how strong being able to use two shields is
  584.  
  585. Valkyria - S+
  586. - The Crusader just simply stronger
  587. - Iron Veil is a better Divine Blessing, as it grants a 30% defense buff and a 50% guard rate to all allies
  588. - Brandish ignores 50% defense, strikes multiple times, and gives the user back 1 PP if the attack connects. Did I mention it is unguardable?
  589. - 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
  590. - This is a phenomenal class and would potentially be ranked higher if it could use Astral blade lol
  591. - 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
  592.  
  593. Elven Sibyl - S
  594. - A good offensive supportive cleric, kind of what the Priestess/High Priestess wishes it was. Summons Faeries, which have various effects
  595. - 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
  596. - Curing Heal quickly heals an ally after they hit and removes any debuffs they've been afflicted with
  597. - 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
  598. - 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
  599. - 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
  600. - 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.
  601. - Rescue is incredible, being able to move allies to the user whenever needed
  602. - 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
  603. - Healing assist is always good
  604. - One of the best classes only held back by high AP and Valor costs, which honestly isn't a problem
  605.  
  606. Elven Augur - A+
  607. - A more offensively orientated version of the Sibyl. Very similar, yet a bit less useful overall
  608. - Primus Edge, already discussed
  609. - Curing Heal, already discussed
  610. - Sylphic Wind hits an entire row of enemies at once with a multistrike that does bonus damage to fliers and grants a Faerie
  611. - 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
  612. - Elemental Roar, already discussed
  613. - Elemental Impetus, already discussed
  614. - Distant Swap is not as good as Rescue arguably, as switching places could put the user in an awkward spot, but is still strong
  615. - Quick Call, already discussed
  616. - Magic assist instead of Healing assist
  617. - Same problem as the Sibyl, but a bit less utility, ranking it behind it. Still a great offensive supporting cleric
  618.  
  619. Snow Ranger - A (Strictly due to availability, S otherwise)
  620. - The best archer held back by availability
  621. - Mystic Arrow is a normal attack that gains an additional full powered magical damage component to armored targets
  622. - Eagle eye is Eagle Eye, we've seen this before
  623. - Triple counter is absurd, being able to strike multiple targets after only one attacked with an absurd evasion rate to dodge attacks
  624. - Sonic Shaft uses targets with High Iniative against them
  625. - 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
  626. - Snow-White strike is pursuit with a freeze component that does extra damage to frozen targets
  627. - Extra Assist increases assist damage for all allies in range, as well as negating their stamina consumption for 1 battle. This is incredible
  628. - Passive snipe removes 1 PP from an entire group of enemies for 1 battle, that's super good
  629. - Ranged assist, always a plus
  630. - 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
  631.  
  632. Werelion - F (Strictly due to availability, D+ otherwise)
  633. - Remember the Berserker? Now he's Mufasa. Dead af but this one is strong at night I guess? Idk
  634. - 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
  635. - Big disappointment
  636.  
  637. Paladin - A+
  638. - Essentially a more offensive Sainted Knight
  639. - Slice is a worse Hache, however, as it only grants the bonus PP if the target is defeated
  640. - Holy Barrier protects an ally from afflictions as well as reduces the damage they take. This essentially the same as Saint's barrier
  641. - Heal heals anyone, including the user
  642. - Holy Guard blocks an attack and prevents debuffs. A good guard skill against enemies that try and spread debuffs with low damaging attacks
  643. - Pursuit is great, can't complain about that
  644. - 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
  645. - Heal (Valor) is already covered
  646. - Resist Magick Assist is also always good
  647. - Being a cavalry unit means high mobility
  648. - Can equip shields
  649. - 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
  650.  
  651. Prince - A+
  652. - One of if not the best pure support unit with some offensive utility
  653. - Banishing Stab removes buffs from a target, which is a nice addition, but not something to focus on
  654. - Rapid Order, just like on the High Lord, and just as incredible
  655. - Defensive Order gives all allies a defense buff. This is not limited to either side, but both Physickal and Magickal defense
  656. - Offensive Order gives all allies an attack buff. This is not limited to either side, but both Physickal and Magickal attack
  657. - Guard Order gives a row of allies 100% guard rate for an attack. This can be huge depending on the units this applies to
  658. - Sniping Order grants a row of allies trueshot. This is fantastic for Scout units and other evasive units
  659. - Passive Order gives an ally group +1 PP. That's stupid strong
  660. - Active Order gives an ally group +1 AP. That's absurdly strong
  661. - Morale Boost is a great leader effect, giving more Valor points quickly to use Passive and Active order
  662. - Shieldless though
  663. - 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
  664.  
  665. Dreadnought - B (Strictly due to availability, S otherwise)
  666. - Crazy strong physical wall that can blow targets away, essentially a Werebere and Landsknecht fusion
  667. - Heavy slash, just like a Sellsword
  668. - Heavy Guard, just like a Werebear
  669. - Penetrate strikes a column inflicting a defense debuff and can't be guarded very strong
  670. - 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
  671. - 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
  672. - Omega Shatter is just strong as hell and hits twice
  673. - Vital Blow attacks stamina directly, which can be clutch against garrisoned enemies
  674. - Barrier breaker is not good
  675. - An armored unit with good movement (relatively)
  676. - 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.
  677.  
  678. Necromancer - N/A
  679. Dark Lord - N/A
  680. Overlord - N/A
  681.  
  682. Dark Marquess (Sword) - C+ (Strictly due to availability, S+ otherwise)
  683. - Holy war's greatest champion, this guy is strong as hell boi
  684. - Burning Edge strikes twice and burns, which is insane, but also gives +1 PP if the target is already burning
  685. - Advance Cover protects an ally and grants the user +1 AP
  686. - Phantom Counter is a truestrike that not only burns but removes any buffs the target may have
  687. - Death Spin hits a row at once and stuns, doubling in power if the target is already afflicted
  688. - Parting Death hits an enemy and will auto KO them if the target has 50% of less HP
  689. - 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
  690. - Striking Ray is a Kamehameha. What's not to love?
  691. - Greater Garrison is fine, but not anything to shake a stick at
  692. - 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
  693.  
  694. Dark Marquess (Axe) - S+
  695. - Quite possibly the best class
  696. - Carnage inflicts -1 AP onto the target, very strong effect
  697. - 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...
  698. - Eye of the Warrior Princess is super strong, giving every enemy -20% attack and -10 initiative. A better Dragons Roar essentially.
  699. - Deathspin is still deathspin, and it's Berengaria's bread and butter; stun lock
  700. - Painbringer gives +1 AP, +20% attack, and +10 initiative every time the user is attacked. Regardless if the attack hits lol
  701. - Vicious Torment hits a target twice, does double damage if the target is afflicted, and gives back +1 PP if the target is afflicted
  702. - 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
  703. - 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)
  704. - Greater garrison is fine, nbd
  705. - 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
  706.  
  707. Dark Marquess (Spear) - F (Strictly due to availability, C otherwise)
  708. - rat bastard
  709. - Flame Thrust burns a column of enemies, which is nice
  710. - Deadly Rush hits an enemy multiple times and stuns and burns them, also nice
  711. - Scornful Dead casts a taunt effect on all enemies, and grants evasion from 2 attack, sounds nice
  712. - Evil Cover guards an ally but STEALS PP from them. Rat bastard
  713. - Dark Mist gives the user 50 evasion and +2 PP. Pretty good I guess
  714. - Dark Step gives the user extra evasion and dodges an attack, pretty nice
  715. - Hastened Call II is the same, still very good
  716. - Greater Garrison is all right but does nothing for Nightwalk, and vice versa
  717. - 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.
  718. - 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
  719. - rat
  720.  
  721. Dark Marquess (Staff) - D (Strictly due to availability, A+ otherwise)
  722. - Basically a Shaman merged with a Witch, which makes sense given who Alcina is
  723. - Passive Curse, Shaman
  724. - Dark Conferral is magic conferral, but with an additional Blindness factor, so just better
  725. - Aqua Venom hits an entire row with magic that also poisons. Ice Coffin but melted I suppose
  726. - Cursed Gaol is quick curse but stronger
  727. - Ominous Wall grants all allies a buff to negate a single attack. Super Strong
  728. - Maelstrom hits all enemies and poisons them and doubles in power vs Poisoned targets. Very strong
  729. - Teleport is still super powerful
  730. - Magic Assist peak power
  731. - 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
Add Comment
Please, Sign In to add comment