Tag: Fire Emblem Fates

A Feh Channel to die for

A Feh Channel to die for

When the Fire and Ice banner was released in Fire Emblem Heroes, we got our first good look at the story being established for Book III through its Xenologue, in which a figure called Hel — ruler of the underworld — stole the immense power of the recently deceased Múspell tyrant Surtr.

Today’s Feh Channel finally gave us the skinny on everything we can expect to see coming out of Heroes in the near future.

Just when I thought I was out… They pull me back in.

The video began with an introductory cinematic for the next chapter in this ever-evolving story.

Overall, I would argue I actually liked the Book II cinematic better. The instant I saw Laevateinn, Loki and Surtr for the first time I was hooked. I needed to know more about who they were, especially as the Order of Heroes paired off to fight them.

With the Book III characters, I’m honestly more intrigued in them from an aesthetic perspective than a personality perspective.

Hel, as well as the two generals she has working under her, all have a macabre Victorian-era look that’s pretty great. Everything about the land of the dead shown off here gives more of an old English look than the Norse-inspired fantasy worlds of Book II.

In spite of the fact that Hel is the goddess of death in Norse mythology as well.

The sudden shift into an 1800s look, combined with the gothic, ethereal living dead designs is pretty sweet.

Once the video ends, we cut back to the Order’s castle where Feh jumps into expository mode that clashes wildly against the darker tone Intelligent Systems tried to convey with heavy metal and Sharena’s apparent death.

Feh introduces us to the four new characters that we saw in the video:


Hel

img_1596
Death Sovereign

Pretty much just a sexy skeleton lady. Someone certainly made a design choice here.

Don’t get me wrong she’s cool, and the general skeletal look + scythe combo definitely screams death. It’s just kind of silly to me that we’ve transitioned from big, imposing fire tyrant to sexy bone lady.


Eir

img_1597
Merciful Death

The princess of the realm of the dead, daughter of Hel. Seems to not enjoy her royal status considering she is confirmed to be the free five-star hero we’ll get upon completing Book III, Chapter 1. Rides a dope ass death Pegasus into battle and I’m INTO it.


Thrasir

img_1598
Omnicidal Witch

Now Thrasir I like. Invoking omnicide in her epithet, as in all-encompassing genocide, is pretty metal. She looks cool, powerful and deadly.

Out of all the new characters, I think I’ll enjoy seeing where her story goes the most.


Líf

img_1599
Lethal Swordsman

I’m somewhat bothered by the fact that we’re introducing a new character whose name can be easily confused with the already existing Prince Leif, but hey. Spooky mask skeleton knight.

It’s hard not to appreciate that, even if it is the most cliché “cool” villain archetype I can possibly imagine.


As we hear from Feh in the video: “The Askran Kingdom was just getting used to peace, but now it’s being invaded by forces from Hel.”

Beyond the fact that the quote sounds hilarious in Feh’s voice, an allusion to a time skip is the only thing I’m hesitant about regarding Book III.

If we really do skip ahead some time, it might feel disjointed. How long did Hel wait to use Surtr’s powers? Will the Nifl and Múspell characters play any kind of role or just get tossed aside? How will Loki fit in after going around Nohr and Hoshido messing with Azura and Anankos?

Yeah I paid attention Intelligent Systems. These plot points better fit together.

After touching on the generalities of the story, Feh briefly discuss some new things we’re going to get in the 3.0.0 update. Included are:

  • Four new blessings: Light, Dark, Astra and Anima. Obviously based on the Trinity of Magic from games like Sacred Stones, so I’m immediately attached.
  • A “new” kind of unit called a Mythic Hero. Essentially just Legendary Heroes for the Trinity blessings.
    • Eir will be the first light Mythic Hero, similar to how Fjorm was the first Legendary Hero who joined the Order for story reasons.
  • A Hero Fest that features Owain, Ophelia, Lewyn and Eir. A strange collection… Probably not one I’ll spend too many orbs on.
  • A new item called “First Summon Tickets,” essentially allowing us to replicate the effects of the new banner free first summon whenever we want. I appreciate that this is supplemental and not replacing the usual free summon. Though the fact that they last for one banner only kind of sucks.
  • Beast units are coming! The first will be Tibarn, a hawk guy from Radiant Dawn (who I have no connection to), but hopefully that means we’ll get characters like Kaden and Yarne soon enough.


With that, the party’s over for now. This is all the information Feh was willing to give us for the time being.

Luckily we’ll only have to wait until tonight to find out more!

So until I write all about the first two story chapters tomorrow, let me know what you think about this spookier, serious direction Fire Emblem Heroes seems to be going in.

Or, more importantly, let me know what you think about beast units finally coming. Boy that’s something we’ve been waiting on for years now.


If you want to see part 2 on the story of Book III chapters 1 and 2, take a look here!

Adrift in the Rage

Adrift in the Rage

What better way is there to celebrate Veteran’s Day than to talk about a game in which fantasy characters have taken part in dozens of wars over a number of titles?

Okay no, I’m just kidding. It’s probably really weird and insensitive to joke about Veteran’s Day like that. I have nothing but respect.

I just needed some kind of segue into this Fire Emblem Heroes post that I’ve been putting off because… Boy am I not excited for it.

I know that’s a weird sentiment to walk into one of these with, because in that case why talk about it at all?

Well dear viewer.

The reason I hate this banner is because it is the next evolution in what has been a slow-growing problem.

Hope you’re ready for more of that than actually discussing the banner.


CamillaFlower of Fantasy

  • Book of Dreams (Might = 14, Range = 2)
    • Grants Attack +3. If unit is adjacent to an ally, inflicts Attack, Speed, Defense and Resistance -4 on foe during combat.
  • Draw Back (Range = 1)
    • Unit moves one space away from target ally. Ally moves to unit’s previous space.
  • Attack/Resistance Bond (A Skill)
    • If unit is adjacent to an ally, grants Attack and Resistance +5 during combat.
  • Attack/Resistance Link (B Skill)
    • If a Movement Assist skill is used by unit or targets unit, grants Attack and Resistance +6 to unit and target ally or vice versa for one turn.
  • Goad Fliers (C Skill)
    • Grants Attack and Speed +4 to flying allies within two spaces during combat.

CorrinDream Prince

  • Draconic Rage (Might = 16, Range = 1)
    • Accelerates Special Attack trigger. If the number of allies within two spaces (excluding unit) > the number of foes within two spaces (excluding target), grants Attack and Speed +5 during combat. If foe’s Range = 2, calculates damage using the foe’s lower defensive stat.
  • Dragon Fang (Cooldown = 4)
    • Boosts damage by 50 percent of unit’s Attack.
  • Attack/Defense Bond (A Skill)
    • If unit is adjacent to an ally, grants Attack and Defense +5 during combat.
  • Null Follow-Up (B Skill)
    • Disables foe’s skills that guarantee foe’s follow-up attack and foe’s skills that prevent unit’s follow-up attack.
  • Hone Dragons (C Skills)
    • At start of turn, grants Attack and Speed +6 to adjacent dragon allies for one turn.

CorrinDream Princess

  • Draconic Rage (Might = 16, Range = 1)
    • Accelerates Special Attack trigger. If the number of allies within two spaces (excluding unit) > the number of foes within two spaces (excluding target), grants Attack and Speed +5 during combat. If foe’s Range = 2, calculates damage using the foe’s lower defensive stat.
  • Rally Attack/Speed (Range = 1)
    • Grants Attack and Speed +6 to target ally for one turn.
  • Draconic Aura (Cooldown = 3)
    • Boosts damage by 30 percent of unit’s Attack.
  • Attack/Speed Bond (A Skill)
    • If unit is adjacent to an ally, grants Attack and Speed +5 during combat.
  • Fortify Dragons (C Skill)
    • At start of turn, grants Defense and Resistance +6 to adjacent dragon allies for one turn.

MikotoCaring Mother

  • Flash (Might = 11, Range = 2)
    • After combat, if unit attacked, inflicts status on target and foes within two spaces of target preventing counterattacks through their next actions.
  • Martyr (Range = 1)
    • Restores Health = damage dealt to unit +50 percent of Attack (minimum 7). Restores Health to unit = half of damage dealt to unit.
  • Miracle (Cooldown = 5)
    • If unit’s Health > 1 and foe would reduce unit’s Health to 0, unit survives with 1 Health.
  • Brazen Attack/Resistance (A Skill)
    • At start of combat, if unit’s Health ≤ 80 percent, grants Attack and Resistance +7 during combat.
  • Infantry Rush (C Skill)
    • Infantry allies within two spaces gain: “If unit’s Attack > foe’s Attack, grants Special Attack cooldown charge +1 per unit’s attack (only highest value applied, does not stack).”

Normally I would give my thoughts on each of these units individually. But frankly I think in this case it would be more constructive for me to go through these units in the way I naturally reacted a few days ago.

Starting with the first, most immediately striking question:

“WHY WOULD YOU MAKE A MAIN GAME BANNER WITH THREE DUPLICATE UNITS?!”

Words cannot express how baffling this is to me.

Duplicate units are fine in seasonal banners where they’re one-offs with unique qualities in some way. Something you can hold over people’s heads as a status symbol should you have played the game far longer than them and they missed the giveaway.

But if you’re going to add the units into the regular summoning pool, why not just add new units from the game you’re using? There are dozens of characters in Fates to pull from!

Like my waifu Scarlet. Just add her in. Please.

Instead we get our 17th version of Camilla and two new Corrin alts for basically no reason. Or lore reasons I suppose.

Once I got over that annoyance, I actually looked through the things these units bring to the table. Like sure, it bugged me when Eirika and Hinoka got alternate versions of themselves in the regular summoning pool, but at least they were neat.

These Adrift units don’t have that luxury. They’re so… Boring.

The Corrins didn’t really stand out to me at all outside of that new Null Follow-Up skill that the male one has. Mikoto is the only “new” unit here, but she’s just kind of average in a colorless healing pool that has blossomed recently with Veronica and Halloween Mia.

Camilla is honestly the only one of the four that seems particularly good thanks to the combination of her Attack/Resistance skills making her a decent mage counter as well as a flying support unit.

But she also comes into a summoning pool that has flourished lately. In just the last couple weeks we’ve all received a free flying red mage in Aversa, Summer Tana appeared again on the Legendary Eirika banner and Halloween Nowi came back in a banner retread.

I don’t know, guys. I was able to let this slide when it was just one duplicate unit on occasion despite my desire to see something totally new instead. But three on one banner?

It’s too much. If this is a trend that keeps up, I’ll have some far more choice words for Intelligent Systems. But for now, that’s mostly going to boil down to me boycotting this banner and saving my orbs for something down the line.

That said, was there anything good that came out of this banner?


IMG_1399

This slideshow requires JavaScript.

Other than the non-banner related stuff, this Paralogue is probably one the most interesting bits of story in this game in a while. Mostly because it’s a substantial interstitial explaining events between Books II and III (coming in December).

In it, we follow Loki talking to young girl Azura — the upcoming Tempest Trial reward unit who’s actually more relevant to everything than the main units here.

As we find out, the Adrift Paralogue is happening in Azura’s dream? I think? They don’t explain that part well. But the four main units in this banner are manifestations of Azura’s family and friends that helped her out of the dark past that was the driving plot of Revelations.

Except we only know that because while this strange philosophical discussion is happening between Loki and young Azura:

The Order of Heroes wakes up confused and is led on by adult Azura to find them. It’s a very short and succinct ‘find out what happened and stop the bad guy’ plot over three battles.

But what makes them so compelling is the extended look at the conversations between Loki and Azura, as they reveal more about what Loki is planning now that Muspell’s king has fallen.

If you map this onto the plot development from the Hoshidan festival banner a few months back, it becomes obvious that Loki is looking to use the power of Anankos for… Something nondescript. She’ll get to that power however she can — Even if it means abusing a tormented young child.

By the end of the Paralogue, she talks to Prince Alfonse and tells him that the Askrans clearly don’t know what potential their family’s ability to close gateways into other worlds has.

Which is a pretty good little cliffhanger considering the brief glance at Book III we’ve gotten so far is just Sharena covered in blood or dirt, reaching toward the camera and crying out.

Obviously some stuff is going to go down soon and this Paralogue is a neat little bridge to get there.

Now if only it didn’t make itself that by using a bunch of throw-away, underwhelming “dream” characters that we’re now stuck with.


I know extended rants probably aren’t the most enticing thing to read, so if you’ve gotten this far I appreciate it. I really just needed a space to complain and vent about this stupid thing in a game I love.

Let’s be honest, I’ve been putting this off for so long that framing it around complaints was the only way I was going to talk about the banner.

Originally I was also going to discuss the new Aether battles feature, because that’s actually something in this update that I like a lot… But I’m already getting pretty wordy here. So if I get around to doing it in the near future, I’ll include a link to my discussion on that at the bottom of this piece.

As usual, let me know how you feel about this new banner. Or let me know if you think I’m just crazy and stupid and wrong.

I’d also gladly accept that kind of criticism.

Strange Associations: Irvine band competition edition

Strange Associations: Irvine band competition edition

Tonight my family and I braved the smoke-ridden California atmosphere to head out to Irvine for the California State Band Championship semi-finals, where Alyson and the RUHS band performed.

I’m not sure whether it’s wrong of me to talk about that while people in areas actually ablaze right now are surviving a horrible tragedy? But the fires have been so intense that the South Bay has seen huge clouds of dust, and we were treated to a bright red sun on the way into Orange County.

Full credit to my mom for snagging this one out the window.

So we might not have it as bad as somewhere like Malibu, to get images like this one I’ve seen circulating out of the LA Times:

But I still felt like it was worth mentioning.

Now let’s get into the meat of this post, shall we?

… Or at least, that’s what I would say. If there was some to get into.

I’m caught in a bit of an awkward position when it comes to talking about this competition. It’s all about a number of marching bands from across the state coming together to perform musical and visual shows so they can earn a spot in the finals.

I don’t think there’s a monetary benefit involved? Unless you consider a school’s potentially increased willingness to fund an award-winning program.

The problem comes when that musical and visual performance is best captured on video, but we’re not allow personal video recording of the performances because the organization is doing “professional recordings” and wants you to buy their video.

I’m not sure I could feasible argue this is a professional venue, and I’d rather not deal with a headache if it turns out they’re the kind of organization that sues if you break the rules.

So brief pictures will unfortunately have to do.

Like this one I got out of the performance by Troy High School:

The drum major actually did something unique by wearing that cloak and performing the prologue ballet for their show on that guitar there.

It was a bit goofy because the whole thing was leading up to a fantasy love story. But it was different and I appreciated that.

Of course I also tried to get Aly’s band performing their show Imagine, which is a somewhat bizarre blend of John Lennon’s “Imagine” and “Pure Imagination” from Willy Wonka and the Chocolate Factory.

Ironically relevant to me this semester if I hadn’t made that obvious enough already.

However, that’s about as exciting as I can get with this whole experience.

So I figured I would harken back to an older post I did and talk about more strangely specific video game-related associations I’ve had thanks to this competition.

The drive out brought back a memory from over two years ago. Way back to those days when instead of trying to do daily posts, I just wrote about a few things of interest whenever they came up.

Like brand new details about the as-of-yet released Pokémon Sun and Moon.

Boy those were the days, weren’t they? Everyone was so eager to eat up each and every little detail they could about the much anticipated Generation 7.

I miss that kind of game hype.

But now I’m getting sidetracked. All I wanted to say was that the drive reminded me of writing this blog post, specifically the Type: Null portions, in the car.

Which in turn drudged up the chunk about Tsareena and Bounsweet that I wrote in the stands that night.

That’s not where my gaming-centric connections end, though.

The competition is taking place at Irvine High School, where we’ve been here for a different band event in the past.

When we were here last it must have been a few years ago as well, because I distinctly remember playing Fire Emblem Fates: Birthright at the time. In fact I can do you one better and pinpoint the exact mission I was struggling through.

Mitama’s unlocking mission: Paralogue 12, as I looked up.

However… Just talking about that reminds me that I keep putting off that Fire Emblem Heroes post, which is focused on Fates characters.

So I’m going to try and cut my losses by wrapping things up here.

Would only be right to do so with the results. Aly and the RUHS band got fifth place, so they are going on to the finals. Because the top six teams make it through.

I guess here’s to next week when I’ll be doing this all over again!

Halloween Horror Heroes

Halloween Horror Heroes

Obviously my blog posting schedule has been a little out of whack the last couple of days. Between exams and essays — one of which I was up from 7:00 p.m. to about 1:30 a.m. this morning finishing — I haven’t had too much time to write.

But considering I have now officially turned in that essay, bookending my week from hell, it’s time to relax a bit.

What better way to relax than talking about some spooky new Halloween units in Fire Emblem Heroes?

At least one in particular is especially beloved in my eyes. So I’m going to be trying something different with this new hero banner post by talking about the characters in order of how much I like them. That way I don’t have to waste a lot of time prattling on about “oh I want this guy over them because they’re great.”

That said, I’ve prattled on enough as is. Time for some spooks.


MyrrhSpooky Monster

Skill Set:

  • Spirit Breath (Might = 16, Range = 1)
    • Grants Defense +3. If unit initiates combat and unit’s Defense ≥ foe’s Defense +5, unit makes a guaranteed follow-up attack. If foe’s range = 2, calculates damage using the lower of the foe’s Defense or Resistance.
  • Bonfire (Cooldown = 3)
    • Boosts damage by 50 percent of unit’s Defense.
  • Defense/Resistance 2 (A Skill)
    • Grants Defense and Resistance +2.
  • Vengeful Fighter (B Skill)
    • If unit’s Health ≥ 50 percent and foe initiates combat, grants Special Attack cooldown count +1 per unit’s attack, and unit makes a guaranteed follow-up attack.
  • Armor March (C Skill)
    • At start of turn, if unit is adjacent to an armored ally, unit and adjacent armored allies can move one extra space.

Analysis:

Myrrh is my baby from Sacred Stones and I love her. That would have inherently put her at the top of this list today, but luckily she also happens to appear god damn broken.

An armored dragon completing our color trifecta alongside male Grima and Legendary Tiki (who unfortunately alluded me), Myrrh keeps the defensive breath of her original form, just presumably boosted by the fact that she’s a heavy armor unit. Vengeful Fighter and Armor March also speak for themselves in terms of giving her power as an armored unit… With Defense and Resistance +2 kind of standing out as being really terrible.

That’s the first thing I’ll replace in a heartbeat if I get a Distant Counter fodder like Hector. But otherwise it’s hard to find anything to complain about here.

Especially since she’s so gosh darn cute:

img_1227


MiaMoonlit Witch

Skill Set:

  • Witchy Wand (Might = 12, Range = 2)
    • After combat, if unit attacked, resets Special Attack cooldown of target and foes within two spaces of target, and inflicts the following status those units through their next actions: “Inflicts Special Attack cooldown charge -1 per attack during combat (only highest value applied, does not stack).” Skills that accelerate or slow Special Attack cooldown are still effective.
  • Recover (Range = 1)
    • Restores Health = 50 percent of Attack +10 (minimum of 15).
  • Heavenly Light (Cooldown = 2)
    • When healing an ally with a staff, restores 10 Health to all allies.
  • Speed/Resistance Bond (A Skill)
    • If unit is adjacent to an ally, grants Speed and Resistance +5 during combat.
  • Hone Fliers (C Skill)
    • At the start of the turn, grants Attack and Speed +6 to adjacent flying allies for one turn.

Analysis:

Mia isn’t a character who I personally care for like I do Myrrh, but she is the first flying healer in FEH.

So… Yeah. She gets a nice distinction from that. Even if I do think Nowi pulled off the witch-and-broomstick flying unit thing better last year.

In fact, probably my biggest problem with Mia here is that her weapon is really the only thing that helps her stand out wildly from Nowi last year. Because by god does she have a long-winded, complicated weapon. Guess we should thank Flora and Brave Veronica for getting us here.

Essentially, that wand of hers completely nullifies the opposing team’s Special Attacks. If you’re about to proc a Moonbow, it’s gone when Mia hits you. As is the attacks of everyone around that Moonbow user. After that, if I’m reading it right, it becomes harder to build up that Special Attack charge post-nullification. That’s a really powerful supportive niche to fill.


NilesForbidden Tease

Skill Set:

  • Devilish Bow (Might = 12, Range = 2)
    • Effective against flying foes. Inflicts Special Attack cooldown charge -1 on foe per attack during combat (only highest value applied, does not stack).
  • Smite (Range = 1)
    • Pushes target ally two spaces away.
  • Swift Sparrow (A Skill)
    • If unit initiates combat, grants Attack and Speed +4 during combat.
  • Attack/Speed Link (B Skill)
    • If a Movement Assist skill is used by unit or targets unit, grants Attack and Speed +6 to unit and target ally or vice versa for one turn.
  • Fortify Armor (C Skill)
    • At the start of the turn, grants Defense and Resistance +6 to adjacent armored allies for one turn.

Analysis:

Frankly, Niles makes sense as a unit to give a Halloween variant. More than Kagero, in my opinion — but we’ll get there.

I actually love the way Niles looks like he just haphazardly threw his outfit together with some plastic toys. It’s a great ensemble.

Beyond just his looks, Niles also stands out in that he’s an armored archer who builds up a significant amount of Attack and Speed to power up that bow, which is our second blue colored bow in the game. Interestingly enough, that bow also focuses on Special Attack cooldown. So I guess that’s our theme this year, like with panic-enducing weapons last year.


KageroBeverage Ninja

Skill Set:

  • Bottled Juice (Might = 12, Range = 2)
    • Inflicts Special Attack cooldown charge -1 on foe per attack during combat (only highest value applied, does not stack). After combat, if unit attacked, inflicts Defense and Resistance -7 on target and foes within two spaces of target through their next actions.
  • Draconic Aura (Cooldown = 3)
    • Boosts damage by 30 percent of unit’s Attack.
  • Mirror Strike (A Skill)
    • If unit initiates combat, grants Attack and Resistance +4 during combat.
  • Bold Fighter (B Skill)
    • If unit initiates combat, grants Special Attack cooldown charge +1 per unit’s attack, and unit makes a guaranteed follow-up attack.
  • Even Attack Wave (C Skill)
    • At start of even-numbered turns, grants Attack +6 to unit and adjacent allies for one turn (bonus granted even if no allies are adjacent).

Analysis:

Honestly… I have next to nothing to say about Kagero. Everything about her feels rather… Average.

Like it was jarring when Kagero showed up in a bunny outfit during the Spring banner. But the maid outfit is a bit low-key, and especially strange with her wielding “soda bottles.”

Which, by the way, I imagine must be beer in the Japanese version, right? Probably.

Past that lukewarm internal debate, she’s just rather average all-in-all. Sorry Kagero, but for now I’m going to pass.


For a banner labeled “The Land’s Bounty,” I have not exactly seen a lot of bountiful harvests thus far.

Ironically enough a lot of Niles, though. Not the Niles I’m looking for, but clearly he’s on my radar in some capacity.

To be fair I’m not exactly spending a lot of orbs on the banner yet. After being burned so bad by Legendary Tiki, I’ve spent a fair amount of time rebuilding my storehouse. So I’m trying to be a bit more frugal with my orb use for now — at least until the next Tempest Trials comes around.

But that said. Orbs. Paralogue story. Cliché transition.

Let’s do it!


img_1221

This slideshow requires JavaScript.

I do so love the aesthetic of the Harvest Festival maps. Especially this year where the generic unit design took inspiration from the recent Summer banners by having them hold weapons from last year’s celebration.

That’s just a nice touch no matter how you slice it.

Now unfortunately the actual story here is sparse and somewhat uninteresting, so I’m going to blow through it right quick.

We begin with Anna dropping this little piece of information on us:

I’m not entirely sure how this royal army is constantly running out of money… But I do appreciate the specific detail used here. Makes for some decent recurring comedy.

As does probably the only stand-out character detail in this Paralogue outside of Myrrh being the cutest thing on the planet. Dorcas, despite being the future Tempest Trials reward that we don’t have access to now, has a great bit with Niles.

After all we know Niles is a foul-mouthed scoundrel who wants nothing more than torment. Dorcas ain’t having none of it, and constantly walks away from the conversation.

It’s just funny, in my opinion.

In fact you can see a bit of the interaction during the character’s gathering together at the end:

After beating them all out and winning the Triwizard Tournament or whatever, the Order of Heroes gets a grand prize of candy and vegetables.

Hooray.

There’s a moment where Anna is so touched by the gesture that she sets out a plan to become self-sustaining and help the world.

Except that quickly devolves back into her wanting to sell that surplus for a profit.

Much laughs ensue. And no real progress was observed.

Amen.


In conclusion, Halloween is great and you all are great for reading this far.

How do you feel about the special holiday units this year? Which character truly is the spookiest?

Let me know your thoughts in the comments! Because frankly I just feel like wrapping this one up quick.

The Final Fate of Book II

The Final Fate of Book II

I’m kind of late in the day getting this post out, but this time it isn’t so much from lack of interest as it is from other life obligations.

Led my first Gladeo meeting this morning, so I had to go to bed a bit early to make sure I was prepared.

It went pretty well in my opinion, though I don’t know if it’s faux pas to talk about how good I did that way, so I’ll leave it at that.

After all we got some more FE babies to chat about today, and this time they’re actually a bunch of characters I care about!

Let’s talk about them.


OpheliaDramatic Heroine

Skill set:

  • Missiletainn (Might = 14, Range = 2)
    • Accelerates Special Attack trigger (cooldown -1). At the start of turn 1, grants Special Attack cooldown -1 for each magic ally on your team, including unit.
  • Rally Up Attack (Range = 1)
    • Grants Attack +6 to target ally and allies within two spaces of target, excluding this unit, for one turn.
  • Blazing Light (Cooldown = 4)
    • Before combat this unit initiates, foes in an area near target take damage equal to 1.5 times (unit’s Attack minus foe’s Defense or Resistance).
  • Sturdy Blow (A Skill)
    • If unit initiates combat, grants Attack and Defense +4 during combat.
  • Chill Resistance (B Skill)
    • At start of turn, inflicts Resistance -7 on foe with the highest Resistance through its next action.

Analysis:

Ophelia stands out pretty well on her own for just being an amazing character. As Odom’s daughter, her in-game posture and overly fantastical dialogue are just great. As a unit in FEH, however, she suffers from having to fit into a blue tome pool that’s already fantastic. Thanks to her special Missiletainn spell and new Assist skill, she does actually present an interesting opportunity to create a mage-only team that’s glued together by her specialty. It’s something I’m actually interested in trying, so she’s pretty cool for that as well.


NinaEye Spy

Skill set:

  • Shining Bow (Might = 12, Range = 2)
    • Effective against flying foes. If foe’s Defense (greater than or equal to) foe’s Resistance +5, deals +7 damage.
  • Draw Back (Range = 1)
    • Unit moves one space away from target ally. Ally moves to unit’s previous space.
  • Moonbow (Cooldown = 2)
    • Treats foe’s Defense/Resistance as If reduced by 30 percent during combat.
  • Speed/Resistance Link (B Skill)
    • If a Movement Assist Skill is used by unit or targets unit, grants Speed and Resistance +6 to both units for one turn.
  • Bow Valor (C Skill)
    • While unit lives, all bow allies on team get 2x Skill Points (only highest value applies, does not stack).

Analysis:

Despite being one of my favorite child units from Fates, Nina’s base kit in FEH is a little underwhelming. Her bow is very situational, and even if Draw Back/Link is a great combination who knows how they’ll play well together with the base weapon.

Plus that C Skill is outright useless unless you’re doing very specific grinding.

So with some investment Nina could be a solid unit, but I’m more interested in her for her personality than her viability in all honesty.


SilasLoyal Knight

Skill set:

  • Slaying Spear (Might = 14, Range = 1)
    • Effective against armored foes.
  • Reposition (Range = 1)
    • Target ally moves to opposite side of unit.
  • Steady Stance (A Skill)
    • If foe initiates combat, grants Defense +6 during combat.
  • Even Defense Wave (C Skill)
    • At start of even-numbered turns, grants Defense +6 to unit and adjacent allies for one turn (bonus granted to unit even if no allies are adjacent).

Analysis:

Out of all the units on this banner, Silas is kind of the odd man out. Literally in that he’s the only man in the group, but also just in that the rest of the banner is child units and Flora, who’s kind of a weird special case.

But he’s a cool character as well, so I’m willing to give him the benefit of the doubt.

That said, I’m least interested in summoning Silas due to how generally uninteresting his basic skill set is. Like yeah he’s a good defensive lance cavalry, but that’s kind of it.

Ophelia certainly outclasses him in intrigue on the blue stones, and it’s a shame that they’re stuck in there together. Just begging to cuck some poor player out of their orbs.


FloraCold as Ice

Skill set:

  • Hoarfrost Knife (Might = 14, Range = 2)
    • Accelerates Special Attack cooldown (-1). If unit initiates combat and foe uses a sword, lance, axe or dragonstone, grants Defense +20 during combat, and if foe can counter, unit makes a guaranteed follow-up attack. After combat, if unit attacked, inflicts Defense and Resistance -7 on target and foes within two spaces of target through their next actions.
  • Iceberg (Cooldown = 3)
    • Boosts damage dealt by 50 percent of unit’s Resistance.
  • Attack/Resistance Solo (A Skill)
    • If unit is not adjacent to an ally, grants Attack and Resistance +6 during combat.
  • Quick Riposte (B Skill)
    • If unit’s Health (greater than or equal to) 70 percent and foe initiates combat, unit makes a guaranteed follow-up attack.
  • Defense Plot (C Skill)
    • At start of turn, inflicts Defense -5 on foes in cardinal directions with Resistance < unit’s Resistance through their next actions.

Analysis:

Now Flora. Is a very interesting unit, to say the least.

She has easily the longest weapon description in the game, which is hilarious by itself until you consider the fact that it’s kind of a broken weapon. +20 Defense on a unit that already has stellar Resistance is kind of crazy. Combined with her other skills, she becomes a walking wall who runs into enemy territory on her own, which is an intriguing play style.

Even though I feel like Close Counter would be good on her but that would conflict with the new Solo skill she boasts.

On top of that, she’s also the first colored dagger unit to be in our primary, not special event-specific summoning pool. So that’s kind of awesome.

Good on you for standing our Flora. As my secondary Fates waifu I’m proud of you.


I’ve come to find that it’s a bit silly to do the charade of “here’s what I want,” and “let’s see how lucky I am” leading into my summoning luck. Because let’s break the fourth wall here, I write all of these well after experiencing the story mode and doing my initial summons.

So I’m just going to cut to the chase. Got myself two of the three characters I actually care about already:

Ophelia here is totally neutral in terms of stats, and Flora has a Speed boon. Can’t really complain either way!

The only person of interest I’m currently missing is Nina, as Silas — for as good a character as he is — doesn’t seem super great. Plus, I’m of the camp currently assuming he’ll be demoted to four star status after this banner passes.

So there’ll be time for him.

But I would still like to have Nina. If for no other reason than the fact that I can make the perfect ship with Soleil that Fates never allowed.

Like come on IS, making Soleil only able to have a lesbian relationship with Corrin was pretty dumb. Soleil and Nina were meant to be together.

But I digress.

After all, cliché transition about getting orbs from the story mode to summon.

Except this time, the story of Book II is actually concluding with this installment. So we have an extra special layer of intrigue!


img_1023

This slideshow requires JavaScript.

It’s a bit odd how quickly IS decided to push through the end of this story. Typically we have to wait until the previous banner with a main story tie-in ends before getting the next one, but this time they decided to throw it in after the Brave Heroes banner cycled out — despite our last Genealogy banner still being available.

I suppose I can’t complain though. I’ve been looking forward to see how this wraps up after all.

Turns out they decided to take a much darker approach than I would have expected.

See it all begins with King Surtr torturing his daughter Laevatein because of how often she’s failed to stop the Order of Heroes now that they’re approaching his sacred ritual temple.

Her sister, Laegjarn, offers herself as a surrogate to take on the power of Múspell’s legendary dragon, a power they all know kills whoever takes it on.

As soon as the Order arrives thanks to the map Loki gave them at the end of the last chapter, they encounter Laegjarn for one final fight.

Once defeated, she dies. But not before begging the Order — and Fjorm in particular, who she’d bonded with earlier on — to protect her younger sister.

There’s also this kind of morbid part where she comments that her eyes have burned out her skull?

I’m not entirely sure whether that’s literal, but either way it’s pretty intense for a gotcha mobile game.

Oh, and let’s not forget, there’s also that cliché “could we have been friends in another circumstance” speech she gives before passing on.

It’s an emotional scene and everything… But that emotion is kind of undermined by the fact that some data miners found out the Múspell family members are going to be recruitable units eventually.

So the whole exchange just wound up being kind of hilarious in meta hindsight. Everyone assumed we’d be getting her after this chapter… But then she died.

I think that’s funny, at least.

Anyway, as the Order moves on we get to watch a B plot unfold with Veronica and Ylgr stuck in a jail cell together.

It’s kind of fun seeing Ylgr’s more immature personality bounce off of Veronica’s cold, gruff isolationist sentimentality.

But that’s quickly broken off when Helbindi comes to save the two by getting them out. He plays it off as just doing it because, but those of us with context clues know he sees Ylgr as a surrogate for his own sister who was just recently slaughtered by Surtr.

Long story short, Surtr isn’t a great dude.

We get even more evidence of that in the very next scene when Surtr actually shows up after Helbindi sends the girls off on their own.

And then he dies. So that’s 2/3 down.

As Veronica and Ylgr keep running through the maze of a temple, they eventually run into Laevatein, who’s pretty upfront with the fact that she knows how shitty her father is but also doesn’t want him to kill her.

So.

Yeah. Shout out to daddy issues? I guess.

But then, completely out of the blue, Bruno finally makes an appearance around the same time that the Order converges:

It was pointed out to me that this is actually the first time Bruno has shown up on-screen this entire Book, so it’s a bit of a deus ex machina to save Veronica.

Especially considering he has maybe… Two lines? For the entire chapter.

But hey, he’s here. That’s just kinda cool by itself.

With all of her rivals gathered in one place, Laevatein fights and then prepares to do the same blood ritual her sister did upon losing as a last-ditch effort.

But Fjorm stops her, letting her know that Laegjarn’s last wish was that she be safe and protected.

It’s actually a scene that’s very reminiscent of the end of Fates in the Birthright and Conquest paths, ironically enough.

Laevatein decides to live on and escape, that way she can take over her father’s empire once he’s defeated so she can make a much more peaceful regime.

I like the idea of her becoming the ruler a lot, but I’m a bit disappointed that they don’t play with it too much here. This is actually about the last time we see Laevatein for now, so outside of a reference to her at the end it’s sort of the end of her arc.

But hey, at least she didn’t die.

Oh yeah, also. We get official confirmation that Xander is fine after Veronica was taken away.

It’s a bit silly that they break away for a moment to let us know about this, but I do really appreciate the closure it provides.

The scene makes for a good bit of lightheartedness before jumping straight into the final battle.

Fjorm has a great moment of calling him out on his shit:

Then the duel begins.

It’s actually a relatively hard fight even on the easy difficulty, so I’ll give IS some credit for making a nice final boss.

But once he’s defeated, he is officially killed by those he’s scorned.

From there we enter an epilogue that wraps everything up in a… Kind of sloppy bow.

As I mentioned, it’s implied that Laevatein takes over Múspell, but we never actually see her again.

Veronica and Bruno just disappear off on their own to do whatever it is they’re doing, probably setting up the story of Book III.

Hríd and Ylgr are set to go back to Nifl, rebuild and have the older brother take over as King in the memory of Gunnthrá and their mother.

However, Fjorm decides to stay with the Order. Apparently, it’s only just now revealed that taking part in the Rite of Frost will lead to her dying, so as she says:

She’ll be staying with you until her inevitable death, apparently.

Which again is somewhat morbid to think about… Until you conflate it with video game mechanics and realize the fact that she’s on your team at all means she’ll live forever.

So.

Yeah. Good emotional punch without too much follow-through.

And that’s all for Book II. After probably close to a year’s worth of development, this arc in Fire Emblem Heroes history is finally over.

As I stated a number of times during the early chapters, I really enjoyed watching a sort of small mobile game take on an overarching tale with interesting plotting and characters… Even when it got kind of goofy.

At the end I can pretty confidently say that it was worth following. So, I’m looking forward to seeing where the team goes with Book III!


That’s really about all I have to say about the end of the story and these new heroes.

I tried something a bit different with this post, trimming down on the wordiness in the character section and trying to be a little less picture-heavy in the story section. I think together those changes might make these posts a bit easier to put together and a little shorter, with more opportunities to use my own voice on them.

So let me know what you think about this style in the comments, when you’re also telling me about your thoughts on the new heroes and all those other calls to action I like throwing in.

I know nobody ever does them but hey. I like to leave open the opportunity.

Temporal Contiguity

I’m trying something totally radical today. Instead of writing this post after my trip to the gym, I’m writing it while currently at the gym!

Using the treadmill, to be specific.

About 10 minutes into my run and I’m already beginning to suspect this whole split mindset is a mistake. But overall I’m very interested in killing two birds with one stone, because once I get home from the gym I’ll have to study for this quiz I’m dreading.

Somehow we’re only a week into the semester and have already covered two whole chapters in this class. No idea how the quiz is going to go because it’s uncharted territory and this is the class where I don’t feel totally confident in my notes, so…

Yeah.

Should be fun.

That’s another story, though.

This blog post isn’t necessarily meant to be about me writing it at the gym. That would probably be weird.

Instead I figured I would try to write something positive about school considering yesterday’s post was so negative.

During my Learning and Memory class this morning I learned about something really cool which put words to a thing I’ve always thought about:


Temporal Contiguity

Occurs when two stimuli are experienced close together in time and, as a result an association may be formed.


I think this just about explains itself honestly.

I’ve talked about this same subject probably countless times before, particularly concerning my nostalgia for certain games being intrinsically linked to different locations.

Playing Pokémon Sapphire and the first run of Shovel Knight on 3DS while in Florida with my grandparents.

Playing through Pokémon Firered while in New York many, many years ago for my cousin’s Bat Mitzvah.

Playing Fire Emblem Fates (Birthright specifically) while in New York for a journalism conference.

Playing Pokémon White 2 in a Target near the Del Amo Mall by my house.

I could go on and on with this list frankly, and at least 80 percent of the examples are clearly Pokémon inspired — in case you ever needed a good reason why the series is my favorite of all time.

But I think you get the point.

Before you think I’m a total loser though, just know it isn’t all video game examples running through my head. Even if those are the most prevalent.

For instance, I remember finishing Wilson Rawls’ “Where the Red Fern Grows” while riding our family exercise bike when it was still in my parent’s room.

Followed soon after by bawling uncontrollably all over our family exercise bike when I finished the book.

Screw you Rawls. I’m still not over that.

This writing on the treadmill thing actually kind of sucks so I think I’m going to cut things off here. Try not to kill myself on exercise machines and give myself some closure to focus wholeheartedly on stressing myself out over a quiz later.

Just figured it would be worth sharing this cool new term I learned today that gave me the words to describe a phenomenon I’ve noticed quite often.

Have you found any sort of terms or words like that recently?

Or, if not, what sort of temporal contiguities have you experienced that really stuck with you?

Let me know down in the comments!

The Hero-King Reigns

The Hero-King Reigns

The original Hero-King, legend of Archanea, first champion of the Falchion.

There are many ways to describe Marth. He’s a vastly popular character, essentially the face of the entire Fire Emblem series.

Hell, Marth being included in Smash Bros. Melee (alongside Roy of course) is a major reason why the Fire Emblem series started to see releases in the United States. Without Marth, none of my love for this series — which has filled countless blog posts — could have existed.

I mained this man during the Smash Bros. Brawl days. He was only replaced in Sm4sh by Lucina, who is his echo fighter with slightly faster movements.

Sacred Stones may be my favorite Fire Emblem game, with Ephraim and Eirika taking high billing as lords in my head. But Marth.

He’s truly a legend.

So thank goodness Intelligent Systems finally got their heads out of their asses and made a really good Marth alt. Let’s check him out!


MarthHero-King

Skill Set:

  • Exalted Falchion (Might = 16 / Range = 1)
    • Effective against dragon foes. Grants Speed +3. Grants bonus to Attack, Speed, Defense and Resistance during combat = current bonus on each of unit’s stats. Calculates each stat bonus independently.
  • Fire Emblem (Cooldown = 2)
    • Boosts damage dealt by 30 percent of unit’s Speed. Grants Attack, Speed, Defense and Resistance +4 to unit and all allies for one turn after combat (bonus granted to allies even if unit’s Health reaches 0).
  • Attack/Speed Bond (A Skill)
    • If unit is adjacent to an ally, grants Attack and Speed +5 during combat.
  • Binding Shield (B Skill)
    • In combat against a dragon foe, unit makes a guaranteed follow-up attack and foe cannot counterattack or make a follow-up attack.
  • Infantry Flash (C Skill)
    • Infantry allies within two spaces gain: If unit’s Speed > foe’s Speed, grants Special Attack cooldown charge +1 per unit’s attack (only highest value applied, does not stack).

Based on his skills, Marth is clearly meant to be a dragon slayer that grows stronger when supported by his allies.

Danny Sexbang would be proud.

Not only is his weapon effective against the Manakete menace, but no counter or follow-up attacks are possible thanks to that Binding Shield. It essentially gives his weapon the extra utility of being a firesweep sword when fighting dragons.

His Special Attack also has some great utility, between a large and frequent attack buff based on his Speed stat (which presumably should be high based on the +3 his weapon grants and the C Skill) and a buff to himself and his allies.

Honestly the only thing I don’t totally understand about Marth here is his weapon’s main, new effect. The wording seems confusing to me, so from my best guess it seems like all of his stat buffs are doubled during combat. Could be totally wrong about that though, so don’t hold me to it until I actually see the skill in action.

Besides that bit of confusion, however, I like Marth here. It’s certainly a better alternate form than his groom outfit. Even if it’s just another sword infantry unit to clog up the pipes.

Also he is literally carrying THE Fire Emblem into battle. That’s just dope as shit.

I’m not totally sure if he’s worth summoning compared to all of the new Brave units that are still cycling through the game (of which I still only have 2/4). Though I suppose part of that intrigue also depends on what other characters are part of the event!

This special Legendary Hero banner also includes the chance to summon:

Honestly, Green and Blue are immediately negligible for me in this Legendary Hero Banner. I have all six of those heroes, and while getting another Valentines Hector would be good to pass Distant Counter off with, otherwise none of the others excite me too much.

The Red and Colorless pools, however, are pretty fire.

I already have Female Grima, but outside of her I’m missing the other five.

Obviously Marth is Marth, I already discussed why I’d like him. Reinhardt is one of the best units in the game as a sword-wielding cavalier. Lene would help me fill my catalog. Spring Kagero is just a great unit who’s hilariously out-of-place in a playboy outfit. Finally, Faye is one of my favorite Echoes units, and I haven’t had her since she dropped near the beginning of the game.

So frankly any of those five are in my wheelhouse, and I’m starting with about 100 orbs to burn (though I don’t want to burn all of it considering my investment into the Brave banner).

Luckily I don’t have to burn a lot of orbs thanks to my free summon.

img_0842

Yeah Kagero. That spring breeze is what makes you difficult to be concealed.

I loved how hilarious this Kagero was when she first came out, and I’m glad to have her finally since I only got Spring Alfonse when that banner was around.

Plus she’s +Attack, -Health. Which may as well be the perfect stat spread.

Who can complain?

Now normally I would count my blessings and move on to bigger and better things… But I let my greed get the best of me a little.

Hoping to get one of the three units I don’t have in the red pool, I kept summoning. Now I’m down to 40 orbs at 9 percent. So I basically can’t stop summoning now even if I wanted to, meaning all the orbs I get from here on out are funneling into getting SOMETHING.

Twas hubris killed the beast.

Luckily there are a lot of orbs offered by the battle map.


img_0844

There’s a few interesting things about the Legendary Hero Battle Map this time around. First, obviously, is the fact that Marth isn’t the only one in the spotlight.

Female Grima has also reappeared to challenge players.

If I’m not mistaken, her Legendary Hero Battle was the first, which means we should presumably see more coming back soon.

Though the completed difficulty levels stay cleared, Intelligent Systems appears to have added a brand new surprise for all of us:

img_0843

Abyssal difficulty is a new challenge above even Infernal difficulty. Which, to me, is kind of hilarious. Because I cannot even beat Infernal half the time.

Perhaps some YouTuber out there will figure out the solution and I can copy that.

Given that I have not unlocked Abyssal difficulty for Marth (or Robin for that matter), all I have is the Infernal map to show off.

img_0847

 

I like that Marth approaches his battle as more of a training exercise than a serious skirmish. Most of the Legendary Heroes take that perspective, and it makes a lot of sense considering their status as main characters and actual heroes of legend.

Except. You know. Grima.

Who is undoubtedly a villain.

But that’s another story I’ve already discussed.

I actually find Marth’s fight rather difficult, so I don’t have much to say as far as tips, tricks or cool details go. So I’m just going to cut myself off now before I get to rambling for forever.


So I was originally just going to end this off with the usual bs fanfare.

Then I let myself be consumed by addiction once more and tried summoning on Marth’s banner again.

The gods of gotcha were unusually kind and gave me this boy on my first summon back:

img_0848

He’s no Marth, but he is my excuse to separate from the banner before I literally bleed myself dry. For that I am grateful.

Even if I now have to restock my orb pile once again.

I thought about changing this whole post to reflect summoning two five stars, but it was all set up before I got this guy so I think it’ll add to the story if I “post-writing” this part.

That said, back to the usual bs fanfare.

What do you think of the Hero-King himself, finally gracing out world of Heroes? Are there any heroes on his Legendary banner you’d like to summon?

Let me know in the comments down below!

Dancing right into Version 2.8.0

Dancing right into Version 2.8.0

Today we got a brand new bunch of dancin’ fools in Fire Emblem Heroes on top of the ramifications of the latest version update that came yesterday.

That’s a lot of ground to cover, so I’m not going to waste your time with a flashy intro.

Let’s just see who’s new and what they can do!


XanderDancing Knight

Skill Set:

  • Dusk Uchiwa (Might = 12 / Range = 2)
    • Effective against cavalry foes. Disables unit’s and foe’s skills that change attack priority. After combat, if unit attacked, inflicts Defense and Resistance -7 on target and foes within two spaces of target through their next actions.
  • Dance (Range = 1)
    • Grants another action to target ally (cannot target an ally with Sing or Dance).
  • Close Counter (A Skill)
    • Unit can counterattack regardless of foe’s range.
  • Quick Riposte (B Skill)
    • If unit’s Health ≥ 70 percent and foe initiates combat, unit makes a guaranteed follow-up attack.
  • Odd Defense Wave (C Skill)
    • At start of odd-numbered turns, grants Defense +6 to unit and adjacent allies for one turn (bonus granted to unit even if no allies are adjacent).

Analysis:

If I’m just being honest, the most important thing about this Performing Arts Xander is his dance.

Like. I don’t know how Intelligent Systems did it. But they created literal perfection.

Outside of that dance animation, however, he still seems to be one of the most worthwhile heroes on this banner to summon. Like every hero here, his weapon disables priority-changing skills on top of being effective against a specific kind of unit.

Plus he comes with three passive skills, again like every unit here. I don’t know why IS decided to make these dancers so stacked, but I’m not complaining.

Xander is obviously built to be an interesting defensive dancing dagger user. His close combat lets him hit from one space away, where his Wave and Quick Riposte can help him survive an attack and hit back twice.

If his stat line is any good, he’ll be an interesting character to throw onto a team.

Mainly because of that dance, though.


ElinciaEstival Princess

Skill Set:

  • Cloud Maiougi (Might = 12 / Range = 2)
    • Effective against dragon foes. Disables unit’s and foe’s skills that change attack priority. After combat, if unit attacked, inflicts Defense and Resistance -7 on target and foes within two spaces of target through their next actions.
  • Dance (Range = 1)
    • Grants another action to target ally (cannot target an ally with Sing or Dance).
  • Attack/Speed Push (A Skill)
    • At start of combat, if unit’s Health = 100 percent, grants Attack and Speed +5, but if unit attacked, deals one damage to unit after combat.
  • Rockslide Dance (B Skill)
    • If Sing or Dance is used, grants Speed +3 and Defense +4 to target.
  • Drive Resistance (C Skill)
    • Grants Resistance +3 to allies within two spaces during combat.

Analysis:

Elincia holds the distinction of being the very first colored dagger unit in Fire Emblem Heroes. Hurray! Congratulations on your accomplishments girl, you’re doing the Radiant games proud.

Now I already have a pretty strong tie to Elincia as a unit in FEH because she’s such a powerful staple on my flying team. One that I happened to summon when I was in the hospital.

Unlike Xander, her skills are a little more spread around and don’t fit one play style in particular. But they leave her more readily available to fill a variety of niches.

She can be a solid blue dragon killer with that dagger of hers and the Attack/Speed Push. Probably combined with a healing skill.

Or she can be focused purely on buffing dances through that double stat improving Rockslide, improved further by her ability to grant Resistance buffs to nearby allies during combat.

There’s just a lot of potential with her, and I’d be excited to summon Elincia as well.


RyomaDancing Samurai

Skill Set:

  • Sky Maiougi (Might = 12 / Range = 2)
    • Effective against armored foes. Disables unit’s and foe’s skills that change attack priority. After combat, if unit attacked, inflicts Defense and Resistance -7 on target and foes within two spaces of target through their next actions.
  • Dance (Range = 1)
    • Grants another action to target ally (cannot target an ally with Sing or Dance).
  • Triangle Adept (A Skill)
    • If unit has weapon-triangle advantage, boosts Attack by 20 percent. If unit has weapon-triangle disadvantage, reduces Attack by 20 percent.
  • Chill Defense (B Skill)
    • At start of turn, inflicts Defense -7 on foe on the enemy team with the highest Defense through its next action.
  • Spur Speed/Resistance (C Skill)
    • Grants Speed and Resistance +3 to adjacent allies during combat.

Analysis:

Ohh, so sorry Ryoma. If only you were one reveal ahead, you could have been our first colored dagger unit.

Luckily we have a consolation prize in the form of a very special niche for you to fill as a red armor killer.

Yeah, oddly enough this unarmored lobster seems built to kill powerful red armor units like the Black Knight or Zelgius. He has color priority on a ranged weapon that’s boosted by Triangle Adept and effective against armor units specifically. Plus, he inflicts a hell of a defense debuff at the beginning of each turn.

Now I can’t promise Ryoma will be defensive enough himself to tank a counterattack should his effort to kill fail, but still. Thanks to canceling out abilities like Vantage he may actually have a chance to be a super solid tech choice on teams that are weak to red armored boys.


MicaiahSummer’s Dawn

Skill Set:

  • Dawn Suzu (Might = 14 / Range = 2)
    • Effective against armored and cavalry foes. Disables unit’s and foe’s skills that change attack priority.
  • Dance (Range = 1)
    • Grants another action to target ally (cannot target an ally with Sing or Dance).
  • Attack/Resistance Bond (A Skill)
    • If unit is adjacent to an ally, grants Attack and Resistance +5 during combat.
  • Fireflood Dance (B Skill)
    • If Sing or Dance is used, grants Attack +3 and Resistance +4 to target.
  • Resistance Ploy (C Skill)
    • At start of turn, inflicts Resistance -5 on foes in cardinal directions with Resistance > unit’s Resistance through their next actions.

Analysis:

Color me impressed, every single unit on this banner is actually friggen useful. Micaiah here because she carries a legendary weapon with double ranged type effectiveness that cancels out abilities like Vantage while also lowering an opponent’s resistance and boosting her own Attack and Resistance during battle.

Yeah that’s front loaded I know, but it’s really solid on paper.

Of course the Fireflood Dance is a bit more situational as it seems better fitting for a purely supportive dancer, but hey. Maybe she’ll be a great offensive and defensive dancer.

Seriously I don’t have too much to say here because she’s just a good unit. I do wish she had a red dagger just to round out a banner full of each other colored dagger… But beggars can’t be choosers, I suppose.


I don’t think I can state enough how great every unit on this banner is. Seriously, if you didn’t waste too many orbs on the last Summer/Awakening/Legendary banners like I didn’t, you can have a good time stacking your roster with dancers that can fit on a variety of teams.

Personally I think Elincia and Ryoma are my favorites just based on skills alone. But I’d frankly be happy to get any of them.

In fact, for that reason I’m spending a whole bunch of my ~170 orbs on this sucker. Though probably not enough to go below 100 orbs considering all of the summoning banners coming up soon…

img_0717

But with my recent lucky streaks, I should have a good time here, right?

Actually, interestingly enough I have been rather lucky. Just… Not in the way that I’d like to be.

I’m admittedly not entirely sure where these three came from. Micaiah was sort of funny just from the novelty of her alternate skin being in this new banner, but the other two were just. Eh.

I didn’t have a five-star Shigure before, so he’s got some catalog novelty, but Sonya is unfortunately just merging fodder.

So yeah, three five-stars in about 70 orbs. Can’t necessarily complain since my friend Jonathan didn’t get anything tonight… But boy do I want to complain about only getting duplicates.

At least there’s a whole month to score some silly dancers! Plus, the story mode we got to accompany this Paralogue is as interesting in lore as it is useful for orbs.


img_0686

This slideshow requires JavaScript.

Unlike most Paralogues in Fire Emblem Heroes, I would argue the ‘Festival in Hoshido’ Paralogue is much cooler for the story it presents than the pretty art style.

Though that, of course, is just as pretty as ever.

We start off, as you can see, with some exposition by the great Lobster himself regarding the history of the Hoshidan festival. He’s introducing the festivities to Princess Elincia, who has been invited to partake alongside Micaiah. Also Xander. But he’s just right across the gorge so it’s a little bit less of an interesting invitation.

The stakes are raised very quickly when Loki shows up to remind the two that they’ve been put into a contract by Veronica. As they distract the Order of Heroes, who have come to protect the festivities:

Loki goes off to investigate whatever it is she has come to Hoshido seeking. Something that I’ll get into in a minute.

Already this plot is more engaging than the fifth session of Anna tries to sneak peeks at naked Heroes to raise money.

Even if Sharena doesn’t seem to be taking it too seriously.

img_0698

As the Order makes their way around, they then come across Xander giving some similar exposition to Micaiah.

While Loki arriving to put a wrench in the festivities was already an interesting point of contention, Xander adds more depth into this particular event by explaining how he’s there in more of a peaceful mission following the conclusion of Fates.

That’s actually some pretty cool world-building. Especially in a world where heroes from other realms can show up to experience the same activities.

It kind of makes up for the fact that I was upset seeing another Fates-based alternate art banner. Even with the Radiant representation, we just have way too many Awakening/Fates characters getting special treatment at this point.

Anyway, once the Order arrives at the final stage, Loki adds even more intrigue to her arrival at the festival.

Yeah, that’s right. Loki is after Anakos. ANAKOS of all things.

Apparently a fire dragon god isn’t good enough for the Múspell army. Now to be completely honest, I wasn’t a huge fan of this ultimate dragonic antagonist in Fates. Especially following Grima in Awakening, he was just sort of forgettable and weird.

But if they incorporate him into the plot of the mobile gotcha game somehow, I’m all in IS. You’ll have us good.

I agree completely.

But am also very invested in exactly where this sideplot is headed.


Normally I would just conclude my pieces here with a quick question about who you’re most interested in summoning off the banner and what you think about the suddenly interesting developments in the Paralogue story.

But this time I have a little more to jump on.

Version 2.8.0 dropped yesterday, and while it may not have added enough to warrant a full post yesterday I still wanted to dedicate some time to it. Because you know. I like cataloging this stuff.

img_0718

A lot of what was implemented here are minor adjustments to pre-existing modes. Adjustments that don’t really do a lot for me specifically.

First and foremost is a new tier being added to the Arena. Once players hit tier 20, now they can go further and become a Great Summoner. Anyone who does gets an aesthetic crown mark on top of Feh’s head on the home screen.

I’ve never made it to tier 20. So… Yeah. Doesn’t mean too much for me.

Intelligent Systems also added in the ability to have multiple skill sets for each unit. That way you could have a build if your Reinhardt is on a cavalry only team versus if your Reinhardt is on his own. For example.

There’s also some more options in the allies menu to sort different combinations of favorite characters together. But that’s another functionality I never used in the first place so… Yeah. Again.

Probably the only thing that was added which I could actually see myself using is the Order of Heroes weapon refines.

img_0719

Perhaps these three could actually be useful now! Which would be very beneficial to new players especially.

With those changes out-of-the-way, everything else is summed up as minor additions. Very cleanly summed up by this succinct list:

img_0720

Gaining extra rewards during Grand Conquests is probably the best thing just in this section alone, though I am very interested to see what it will be like to play tap battles at triple speed.

Also I would be interested in having my orbs hit quadruple digits. But that’s a different story.

That’s about all I have to say for Fire Emblem Heroes for the day.

Since I was already on track for this earlier, let me know what you think about those questions I asked in the comments! Based on the events calendar, it’ll be a couple of weeks before one of these shows up again. Considering I’m pretty sure I’m the only one who enjoys them, hopefully you all enjoy the hiatus.

Legendary Lucina Lights the Way

Legendary Lucina Lights the Way

There’s nothing quite as good at getting me back in the easy writing mood as a Fire Emblem Heroes update. Particularly when there are new units involved.

Not sure how excited I am to similarly embark on the journey of writing about the fuller version update that’s coming in a couple of days. But hopefully this will be a nice palate cleanser to get me into the swing of things again.

That’s especially the case with a smaller introduction, like Legendary Heroes. Only one character to run down. One new map. A bunch of subsidiaries to discuss.

Nothing too crazy. So let’s just jump into it, shall we?

My daily writing will once again awaken thanks to good old Legendary Lucina here.


LucinaGlorious Archer

Skill Set:

  • Thögn (Might = 14 / Range = 2)
    • Effective against flying foes. Grants Speed +3. If unit initiates combat and a foe uses sword, lance, axe or dragonstone, grants Attack, Speed, Defense and Resistance +4 during combat.
  • Future Vision (Range = 1)
    • Unit and target ally swap spaces. Grants another action to unit (only once per turn).
  • Swift Sparrow (A Skill)
    • If unit initiates combat, grants Attack and Speed +4 during combat.
  • Wings of Mercy (B Skill)
    • If an ally’s Health ≤ 50 percent, unit can move to a space adjacent to that ally.
  • Distant Guard (C Skill)
    • Allies within two spaces gain: “If foe uses a bow, dagger, magic or staff, grants Defense and Resistance +4 during combat.”

Overall, Lucina is built to be a forward, attack-focused unit.

Her weapon makes her faster and boosts all of her stats when she’s attacking a unit that uses physical weapons. Theoretically units that can’t attack back, even if distant counter weapons are a frequent thing.

Add onto that the Swift Sparrow boost and Lucina can gain a whopping eight Attack and 11 Speed when attacking an enemy unit. Which is pretty crazy, all things considered. Especially considering she’s our second non-colorless archer and hits ever-present red units even harder.

There’s also a pretty sweet combination going on between Wings of Mercy and Future Vision — her exclusive Movement Assist skill.

Have a unit dying up on the front lines? Let Lucina teleport over to them, swap them into a safer position and then gain an extra move through the instantaneous Galeforce to kill whoever’s a problem. It’s actually a pretty sweet concept.

Her C Skill is the only one that doesn’t shine quite as brightly as the rest, in my opinion. It specifically requires her to be put on a team of full ranged units, but even then only grants them +4 to the defensive stats. Not exactly super stellar, but could be good if building her surrounding squad specifically.

While I can’t say anything to her stats, Lucina is a pretty great unit based on her skills alone. She fills an interesting attack-oriented niche that not many other archers could properly take on, and Wind Blessing teams are stronger because of it.

But of course Lucina isn’t the only hero on this Legendary Banner. Players can also go for:

The red pool is full of units I don’t have, including that slippery samurai that managed to drain my orbs a few months back. So I’m pretty interested in that whole swatch of heroes.

The same can mostly be said for blue, which has the rather powerful-sounding Legendary Lucina and original Azura, a unit I’ve never been able to summon before. Ishtar is probably the only exception to my interest there, since I already summoned her using the banner she arrived on. She’s powerful, but not a unit I use enough to necessarily want multiple copies.

Green, again, is relatively full of units I don’t have. Though I’m not sure they’re units I want outside of filling my Hero Catalog. Christmas Lissa is the only one I have, and while I loved her around Christmas time she was unfortunately outclassed by my Valentine Hector. Lyn and Lilina are absent from my ranks, but neither are units I can necessarily see myself using a lot.

So I’d be up to summoning them, but I’m not actively looking for them.

Colorless is really the only quarter of this banner that I’m avoiding completely. Female Grima and Brave Lyn are both played out in the Legendary Banner scene, and I also already have a Kinshi Hinoka. It’s the only place where I have everything I could think to ask for.

As a whole, the Legendary Banner for Lucina is full of units I don’t have, and as a result it’s much more enticing than many of them have been in the past. Since summoning Sumia so quickly on the recent Awakening banner I’ve been saving my orbs, and started off today with about 180.

Ready to spend my heart out, I threw out plenty of orbs while playing Minecraft with my crew at 1 a.m. this morning.

Turns out that was a pretty viable strategy:

Two brand new, useful units. The Lady of the Lake and the Lady of the Wind, together at last.

Honestly I can’t find any reason to complain.

Gunnthrá was my only Wind Blessing Legendary Hero up until now, so it’s nice to have some diversity in that pool. Plus it’s never bad to have another dancing unit, and as soon as they add a fourth Azura into the game I’ll be able to create an Azura Emblem team.

It took me about 80 orbs to sniff out these two, so I’m not sure how many more orbs I’ll spend right now. Maybe as I collect some more orbs I’ll throw out a couple at Lucina, but I’m somewhat inclined to let my luck stand where it is and save up for later.

Luckily there’s a perfect opportunity to score some more orbs with the Legendary Battle map.


img_0607

Another day, another nine orbs.

While maps that call in reinforcements are always annoying, I’m not expecting this one to give me too much trouble. After all, I managed to score everything I could off of the Ryoma and Hector maps when they made their way through the wringer.

Lucia’s way less aggressive than both of them were.

See? She just wants to do a training demonstration. That’s all.

No big deal at all.


Alright so I know that last portion about the battle map was a little short. I just don’t have too much to say about it. It’s a long, tough fight with some rewards at the end.

I wanted to share about it for the sake of record keeping, but staying up so late last night playing games kept me from doing this post for the early morning like I usually do. So I’m also rushing myself just a bit to get it out there at all.

That said, I can’t really think of a better way to wrap this up than to simply wrap it.

So what do you think of this new Legendary Lucina? Is she as powerful as she sounds? Will you be spending your orbs for her?

Let me know, and let me know who else you want to see take on the coveted mantle of Legendary Hero in the future.

In the meantime, I’m going to go prepare for a business meeting I’ve got in the near future.

 

Sketchy Summer, had me a Blast

Sketchy Summer, had me a Blast

Out of all the bizarre banner names we’ve gotten throughout the history of Fire Emblem Heroes, ‘Sketchy Summer’ is probably the funniest to me. Even more than the strange ‘Farfetched Heroes’ banner we got a while back with Lute and Mia.

Mostly because it brings Alyson to mind. Dad and I always like to joke with her that musicians are sketchy individuals whenever she brings us stories from the RUHS band room.

Speaking of, shout out to Intelligent Systems for giving me the opportunity to bring up Aly in a video game-themed post. Because as I’m sure you all know…

She lives it when I do that.

But hey that’s enough personal stuff. We’ve got a brand new set of summer heroes gracing the beaches of… Fire Emblem worlds. All of them? I guess.

Whatever, let’s show them off!


img_0360

LindeSummer Rays

Skill Set:

  • Starfish (Might = 12 / Range = 2)
    • If unit’s Health ≤ 75 percent and unit initiates combat, unit can make a follow-up attack before for can counterattack. After combat, if unit attacked, inflicts Defense and resistance -7 on target and foes within two spaces of target through their next actions.
  • Ardent Sacrifice (Range = 1)
    • Restores 10 Health to target ally. Unit loses 10 Health but cannot go below one.
  • Brazen Attack/Resistance (A Skill)
    • At start of combat, if unit’s Health ≤ 80 percent, grants Attack and Resistance +7 during combat.
  • Cancel Affinity (B Skill)
    • Neutralizes weapon-triangle advantage granted by unit’s skills. If unit has weapon-triangle disadvantage, reverses weapon-triangle advantage granted by foe’s skills.

Analysis:

Starting off this new banner is probably the most bizarrely constructed unit here. Linde, the rather well-loved character from the original Fire Emblem who wielded the original Aura magic…

Is now a dagger-holding cavalier.

I’m still having some trouble wrapping my head around the idea that Linde of all characters is our first cavalier dagger user, but I suppose I can’t complain about her necessarily. She’s actually really well constructed for her role based on her inherent skills.

Ardent Sacrifice isn’t necessarily the most useful assist skill, but if she has a lower health stat it will help bring her into a range where she can activate both her weapon’s immediate follow-up skill and the attack boost from her A skill. While Cancel Affinity seems a bit randomly thrown in for a colorless unit, the rest makes for a very solid core.

She’d actually be a very useful summon if she weren’t stuck with a much less adequate unit in the colorless pool on this banner. But we’ll get to that.


TikiBeachside Scion

Skill Set:

  • Summer’s Breath (Might = 16 / Range = 1)
    • Effective against dragon foes. Grants Defense +3. If foe initiates combat, grants Special Attack cooldown charge +1 per attack during combat (only highest value applied, does not stack). If foe’s Range = two, calculates damage using the lower of foe’s Defense or Resistance.
  • Moonbow (Cooldown = 2)
    • Treats foe’s Defense or Resistance as if reduced by 30 percent during combat.
  • Attack/Defense Bond (A Skill)
    • If unit is adjacent to an ally, grants Attack and Defense +5 during combat.
  • Hit and Run (B Skill)
    • If unit initiates combat, unit moves one space away after combat.
  • Dragon Valor (C Skill)
    • While unit lives, all dragonstone allies on team gain 2x SP (only highest value applied, does not stack).

Analysis:

Summer Young Tiki is an absolutely wild unit. Full stop.

I’m not even sure I have to elaborate too much about why, just look at her weapon. It has four different and useful effects all together inherently. Granted the ranged defensive stat shift only works if you replace her A skill with Distant Counter, much like with Myrrh, but it does balance beautifully with her Moonbow Special Attack.

Hit and Run is also great on a flying unit, as I’ve found through my Cordelia, and the Valor skill has vague utility for training. It’s just not something I’m very keen to keep.

I won’t even wait for the end of this unit analysis to say that Tiki is the best unit here and the one I’m super invested in summoning. Regular young Tiki was my first five-star summon ever and I’m very excited to get this one too.

Soon I will be able to combine her with Myrrh and female Grima to create an Earth-blessed flying dragon loli army.

Prepare yourself, Fire Emblem world.


TakumiPrince at Play

Skill Set:

  • Fishie Bow (Might = 12 / Range = 2)
    • Effective against flying foes. If unit’s Health ≤ 75 percent and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
  • Glimmer (Cooldown = 2)
    • Boosts damage dealt by 50 percent.
  • Fury (A Skill)
    • Grants Attack, Speed, Defense and Resistance +3. After combat, deals six damage to unit.
  • Odd Resistance Wave (C Skill)
    • At start of odd-numbered turns, grants Resistance +6 to unit and adjacent allies for one turn (bonus granted to unit even if no allies are adjacent).

Analysis:

As I alluded to earlier, Takumi seems like the most underwhelming unit on this new summer banner. It’s not by any fault of its own, he actually has a pretty solid base skill set, it’s just so generically ‘good’ that it doesn’t really stand out like the others.

Basically, he hits hard using his Fury/Glimmer combo, strikes twice when beat up like Linde and boosts his team’s resistance every other turn.

It would probably be better if Takumi had some more interplay between his bow’s skill and the other passive skills he carries, and while that can be rectified via skill inheritance, who knows if it’s worth investing that much into him as of yet.

Oh, and did I mention he’s out third Kinshi Knight unit. Apparently every Hoshidan noble is going to get one at this rate, and it’s sort of lost its luster.

Until we get Kinshi healer Sakura of course. I’ll pay plenty of money to bring her into my army.


CamillaTropical Beauty

Skill Set:

  • Juicy Wave (Might = 12 / Range = 2)
    • If unit’s Health ≤ 75 percent and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
  • Draconic Aura (Cooldown = 3)
    • Boosts Attack by 30 percent.
  • Death Blow (A Skill)
    • If unit initiates combat, grants Attack +6  during combat.
  • Flier Formation (B Skill)
    • Unit can move to a space adjacent to a flying ally within two spaces.
  • Hone Fliers (C Skill)
    • At start of turn, grants Attack and Speed +6 to adjacent flying allies for one turn.

Analysis:

Alright folks, joke’s over. We finally did it. We got a summer Camilla. I hope you’re all happy.

All things being equal, Camilla makes for a decent Flier Emblem team member between her Hone Fliers and Flier Formation skills. In fact, she feels very similar to Elincia due to her inherent Death Blow as well.

Unfortunately, her ranged weapon is far less useful than Elincia’s is. It has the same effect as Takumi and Linde’s do, except with no extra bonuses attached. Again it’s decent, just somewhat lackluster without the synergy that Linde ruined everyone else with.

Honestly the best part about summer Camilla is the fact that there are now four Camilla in the game. Now we can have a full team of Camilla, all giving each other flying bonuses and all carrying a range of colorful weapons.

I know my friend Mitchell is up for building that, so I’m looking forward to seeing it.


I already said this during the Tiki section of this little look at our new characters, but she undoubtedly stands out as the unit I want to summon most. Linde is a close second, if for no other reason than the bizarre nature of her existence.

Plus she could help me make a cool secondary Horse Emblem team. But that’s a different story.

Two other subjects regarding this banner as a whole primarily come to mind.

First, I think it’s a little disappointing that a new game was once again stuck sharing the spotlight with a game that has already been featured in the summer banners. Just like Sacred Stones had to share the love with Awakening units, the original Fire Emblem units have to share a space with Fates units here.

I don’t care quite as much about this game as I did with Sacred Stones, so I’m not as angry as before. But still, it’s not a great practice IS.

Let games other than the newest titles have some love once in a while.

The second thing is some sort of red unit fatigue I’m feeling. On the one hand, I’m staring at the large array of red units in my army wondering how I’m supposed to use them all when there are so many good ones. Though on the other hand, I’m now desperate to summon both Tana and Tiki on these summer banners before they pass.

Hopefully I’ll get one of the two of them before everything disappears.

Since the new summer banner just started, however, I’m trying my luck on that today. So how have I done so far?

well… That requires a bit of story time. See I started the night with about 80 orbs. My first summon circle was a full set of five units that got me basically nothing.

However, that session put me over unit storage capacity, so I had to exchange a few units into Hero Feathers. With those feathers, I finally hit the threshold where I could finish this merging project:

img_0325

Ain’t she the best?

Now I have two +10 merged units, and I’m well on my way to getting a couple more.

After that first batch I kept trying and managed to pull a five-star unit on a red stone almost right away at 3.25 percent chance!

However. It wasn’t Tiki.

img_0326

It was Gray.

Now I’m not necessarily mad about getting him, as he’s one of the few Echoes units I’ve been missing. Though I really wish I could’ve gotten Tiki on that easy 3.25 percent investment.

With Gray resetting me so quick I decided to try to shift my attention toward Tana again. After all she’s gone in two weeks while Tiki is here for a whole month.

Somehow I also managed to get a red five-star unit within my first few summons there that wasn’t Tana.

img_0327

It was Celica. Evil Celica at that.

Apparently I’m just an Echoes guy today, ladies and germs.

Somewhat baffled by my ability to pull two five-stars that I didn’t want within about 40-50 orbs, I decided to just cool off from there. I went into doing the story missions so I could stock up on some orbs once again before going back into the fray.

That being said, I guess that means it’s story time. But this time about the actual in-game story and not my personal story about dealings prior to the story.

I’m sure you know what I mean, I’ll quit rambling on.


 

 

This slideshow requires JavaScript.

I think it’s worth taking a moment up top here today to acknowledge that the summer-themed maps have always had my favorite aesthetic to them. In my original summer banner posts from last year I remember complimenting small things like how pretty the water is, and that still hasn’t changed.

It’s pretty high praise considering things like the Halloween and Christmas banners have also had fantastic map artwork accompanying them.

Something extra special about the summer maps in this Paralogue specifically is the fact that even the generic enemies get in on the fun. Some of them are wearing accessories and they all use weapons that previous summer units like Adult Tiki wielded.

It’s a super nice touch and I appreciate it.

With that said I’m sure you’re wondering what kind of amazing story accompanies this kind of great artwork.

Well… It’s about on-par with what we’ve gotten the last three times.

Though this one does start with what is arguably the most relatable line I’ve ever read in a video game.

Useless Failure Meme

Me too Anna. Me too.

As it turns out the sound recording of waves crashing at the beach is not selling like the Order expected, so they once again need a brand new way to try to make some money to stay afloat.

 

img_0339

I’m getting a very strong ‘famous last words’ vibe from that sentiment.

Ah who am I kidding, all of this is just an excuse to get our heroes in the same room as heroes in swimsuits, right? So let’s see what they’re up to.

Camilla and Linde are hanging out together by the pier, discussing the merits of wearing such skimpy outfits compared to their usual skimpy outfits.

 

They attempt to set Linde up as a character who constantly bemoans her current choice in an outfit, claiming that it’ll hurt her ability to fight more than it’ll help her.

But like… The joke isn’t all that funny. So I won’t stick on it too long.

Instead let’s look at Takumi and Tiki being best friends because it’s literally god damn adorable.

 

Just being all best friends, hanging out at the water together. It’s wholesome and great and I love it.

But what I love best is this.

img_0346

Normally I’d be upset that we’re using this naming convention for someone other than Marth… But I can’t be upset. It’s too sweet.

Before my heart just explodes out of my chest, the game thankfully moves us into the final stage. The dialogue build-up is about what you’d expect.

 

 

Except god dammit Tiki and Takumi are still being way too adorable and it just. It hurts okay?

This is the kind of thing that I didn’t know I needed? And now I’ll ever think about is how sweet Takumi is with Tiki because they both deserve nice things and.

I’m going to be a minute here.

Okay here I am, sorry about that.

When you win Linde makes another remark about her dress before moving you back to the Order of Heroes’ base. From there the group begins to compare drawings.

 

 

 

Obviously it doesn’t go very well.

But then Anna apparently reveals that you, the player, were also drawing pictures of the swimsuit heroes.

Though if the FBI happens to be reading this, I swear it’s not true. I was not drawing the little girl that’s a dragon in her bathing suit.

No matter how much these two try to convince you I was with compliments about my abilities.

 

Highly appreciated, but definitely not the time.


Alright well, I suppose that brings an end to my coverage of the Fire Emblem Heroes summer schtick for 2018. Once again it has been a pretty wild ride, and I’m definitely feeling the same sentiment right now as I was a year ago.

Boy it’s late while I’m writing this. Also why don’t I go to the beach more often?

That’s a mystery I’m not sure I’ll ever be able to truly answer.

Now before I go to bed for real this time, I wanted to update you all on one more thing. See, after finishing this post earlier, I’ve decided to rewrite the ending. Because I was laying in bed finishing the Paralogue missions for more orbs and decided to try my hand at the banners once again.

This time I managed to get a real bite.

img_0361

Helllooooooo Tiki. Welcome aboard the hype train!

I’m seriously glad I managed to get the unit I really wanted out of this banner so soon. Because of that I can go back to focusing exclusively on getting Tiki for a while before coming back to maybe get Linde later.

With that happy news to leave off on, I suppose it’s only right for me to ask. What do you think of this new banner? How has your summoning luck been lately?

I’m sure not great because apparently I’m a God who steals every bit of luck right now… But I’m sure I’ll get my karmic retribution for that eventually.