Tag: Genny

A mid-April snack

A mid-April snack

Intelligent Systems definitely lined up weird banners for 2019, didn’t they?

First we got hot springs units. Now we get picnic units.

The whole idea feels a lot like a springtime gimmick, which is unusual considering we’ve gotten our spring banner this year. But I do like this aesthetic over Playboy bunnies.

So these units can’t be that bad, can they?


FloraSignature Dish

  • Sæhrímnir (Might = 14, Range = 2)
    • Effective against beast foes. Grants Attack +3. At start of combat, if unit’s Resistance > foe’s Resistance, reduces foe’s Attack and Defense by 50 percent of difference between stats during combat (calculated before combat, maximum penalty of -8). 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 by 50 percent of unit’s Resistance.
  • AR-D Attack/Resistance (A Skill)
    • If defending in Aether Raids, grants Attack and Resistance +Number of defensive structures during combat.
      • ≥5 grants +10, 4 grants +7, 3 grants +4, ≤2 grants +1
  • 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.
  • Armor March (C Skill)
    • At start of turn, if unit is adjacent to an armored ally, unit and allies can move one extra space.

LukasBuffet for One

  • Luncheon Lance (Might = 14, Range = 1)
    • If foe initiates combat, grants Attack and Defense +4 during combat.
  • Pivot (Range = 1)
    • Unit moves to opposite side of target ally.
  • AR-O Attack/Defense (A Skill)
    • If attacking in Aether Raids, grants Attack and Defense +Number of foe’s defensive structures during combat.
      • ≤2 grants +10, 3 grants +7, 4 grants +4, ≥5 grants +1
  • Wary Fighter (B Skill)
    • If unit’s Health ≥ 50 percent, unit and foe cannot make a follow-up attack.

GennyDressed with Care

  • Toasty Skewer (Might = 12, Range = 2)
    • If a foe initiates combat against an ally within two spaces of unit, grants Defense and Resistance +3 to that ally during combat.
  • Psychic (Range = 2)
    • Restores Health = 50 percent of Attack (minimum of 8 Health).
  • Fireflood Balm (Cooldown = 1)
    • When healing an ally with a staff, grants Attack and Resistance +6 to all allies for one turn.
  • Wrathful Staff (B Skill)
    • Calculates damage from staff like other weapons.
  • Defense Opening (C Skill)
    • At start of turn, grants Defense +6 to ally with the highest Defense for one turn.

FeliciaOff the Menu

  • Eldhrímnir (Might = 16, Range = 1)
    • Effective against beast foes. Grants Speed +3. At start of combat, if unit’s Resistance > foe’s Resistance, reduces foe’s Attack and Speed by 50 percent of difference between stats during combat (calculated before combat, maximum penalty of -8).
  • Glacies (Cooldown = 4)
    • Boosts damage by 80 percent of unit’s Resistance.
  • Speed/Defense Bond (A Skill)
    • If unit is adjacent to an ally, grants Speed and Defense +5 during combat.
  • Special Fighter (B Skill)
    • At start of combat, if unit’s Health ≥ 50 percent, grants Special Attack cooldown charge +1 to unit and inflicts cooldown charge -1 on foe per attack (highest value applied, does not stack).
  • Close Guard (C Skill)
    • Allies within two spaces gain: “If foe uses sword, lance, axe, dragonstone, or beast damage, grants Defense and Resistance +4 during combat.”

I can’t say they’re bad, but I do have problems here.

Why did we decide to only do half an Echoes banner here? Genny and Lukas are great, especially considering Celica is the only unit we’ve gotten alternates for. But a banner cannot exist without Fates or Awakening units on it apparently.

I do like Flora and Felicia, and their norse mythology-themed weapons (a hog in Valhalla and the utensil to cook it) are cool.

But why couldn’t Flora have been a blue-haired girl from Echoes?

My other problem is the fact that Genny seemingly got shafted. The others are strong, mostly unique armored units (even if the Aether Raids skills make me further consider removing self-written text), but the perfect sheep girl is just another healing cavalier.

They didn’t even have her ride the doe in her artwork, which would have been incredible!

Oh well. I suppose that’s a nitpick.

Genny and Lukas are my top choices, with Flora as a close second. Felicia is good, but faces stiff competition in the “powerful axe armored” category.

Don’t feel bad, Felicia. You get to be the best part of this banner’s Paralogue at least!


Paralogue 33 — A Season for Picnics

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Out of all 33 Paralogues, this picnic banner has to have the most bland premise.

Princess Sharena drags the Order of Heroes out for a picnic. Then constantly yells at them to act like normal, relaxed people until they become subservient to her will.

It’s a trope you’ve seen before, I’m sure.

Where this banner’s story stands out is with the alternate characters.

The first map has Flora feeding Genny delicious sandwiches before warning her to stay away from her sister Felicia’s food. It’s cute — as most things with Genny are.

The second map cuts to Felicia giving a sandwich to Lukas, who loves the taste (as he is so used to war rations like wheat flour).

Future Tempest Trials reward Leo is there, and the most brilliant writing in the series rears its head as he makes fun of Felicia’s cooking.

Hsays he’ll never eat it… Until she brings out tomatoes.

Reluctantly, he proclaims “I guess I have no choice.”

The sandwich he eats as a result is described as having a texture mixing slime and dust. It’s a great moment.

The third map loses that to an extent, but poking fun at Felicia continues. The battle is also shown to be one of those rare times where all five new units are on stage at once.

Luckily, that extended cast does not make the duel any more difficult. When the picnicking units are dispatched, Sharena once again shuts down the teams’ neuroses so they’ll relax and enjoy the sunny day.

The end.


And that’s another new special banner in the books.

Overall I’m really not sure how to feel about this one. Having Echoes units like Genny is wonderful, but when she’s the least impressive on the banner that excitement is quickly deflated.

Luckily that nice dialogue in the Paralogue made up for it, in my opinion.

But hey, that’s just my opinion. Let me know what you think about these alternate characters in the comments!

Legendary Lyn and the Lime-colored Longbow

Legendary Lyn and the Lime-colored Longbow

Everybody here likes alliteration, right?

Time to ring the bell, as once again we have a brand new Legendary Hero to usher in on Fire Emblem Heroes. However like with Grima before her, this legend brings a brand new mechanic to shake up the game.


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  • LynLady of the Wind
    • The very first green-colored bow in the game is Lyn’s Swift Mulagir. It’s effective against both armored and flying units, just like Kinshi Hinoka’s bow, but on top of that it grants her a natural +3 Resistance and +5 Attack/Speed during combat if there are more allies within two spaces than foes. Situational, but a nice boost in said situation. She also comes packed with the ability to Rally Defense and Resistance, the special skill Laws of Sacae that grants +4 to all stats if she’s attacked while surrounded by more allies than foes, Desperation to give her a follow-up attack when battling below 75 percent health and Speed Tactic to grant non-cavalry allies +6 speed at the start of each turn. When going into battle, she grants allies with a Wind blessing +3 Health and +2 Attack.
    • Side note: Legendary Lyn also has a dope attack animation where she zips around on-screen like a swordmaster in the Sacred Stones.

Lyn is… Okay. She’s not exactly special in my mind except for the fact that she’s our first green archer, which is the beginning of what will likely become a growing rainbow of physical ranged weapons. Her gimmick is clearly relying on having allies nearby to buff alongside herself, but as I mentioned above it’s a bit situational for my tastes.

I can see her skillset opening up a wonderful win-more condition, where she suddenly becomes infinitely better after eliminating a foe in the nearby area…

I’m just not sure that’s enough to convince me to spend a ton of orbs on her considering I just got done wasting everything on Hinoka (who I just got yesterday, by the way!)

However, like all other Legendary Hero banners, this one comes with a host of other special heroes to summon off an inherant eight percent chance:

Again, the hero spread outside of Lyn on this banner is… Okay at best. For me at least.

The Performing Arts heroes who return here aren’t the ones I necessarily felt a huge affection for, and I already have Inigo so I don’t need more of him. The halloween heroes are in the same boat, as I’ve had two Jakobs for a long time and have never been desperate for Henry.

On top of that, I already have every available Legendary Hero here outside of Lyn herself.

In this case all of the non-special heroes are actually the stand-outs. Genny is a character I’ve wanted for forever since she’s one of my favorite — if not my absolute favorite — Echoes unit. But in all the banners she’s arrived in previously I’ve never been able to summoned her.

Micaiah could also be fun, as could demonic Celica. Both are heroes I missed out on when they first arrived too.

So that begs the question. Have I summoned anyone yet?

Well…

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Sometimes that free summon really does come in handy.

Henry may not be a character I care too much about, but I’ll certainly never complain about gathering a new special hero variant for my collection. Even if he is one of the more annoying units I’ve heard in-game…

Perhaps I’ll ship him with Christmas Lissa and take myself back to the good old days of Awakening pairings.

As my general ambivalence might suggest, I’m not planning on spending a lot of orbs on this Legendary banner. Particularly after spending so much on Hinoka.

But considering it’s now the month of May and May showers bring May orbs, I might just throw a few at Lyn or Genny. We’ll see.


The Legendary Grima banner introduced something new to the Legendary Hero formula that Lyn upholds: A special event map.

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Check out my Hinoka! 

The Binding/Blazing Blade duo are games I haven’t had the chance to play, so I personally don’t have all that much to say about the actual map itself.

From osmosis, I believe I’ve picked up enough to know that this map is from the prologue mission where Lyn was first introduced… Which is actually the first thing everyone in America was exposed to out of the Fire Emblem lexicon. Not counting Smash Bros. of course.

But don’t hurt me if that isn’t true because it’s a little too early in the morning for me to bother confirming.

All I know is I love getting all the extra orbs.

All of them.


Just a short and sweet one for y’all today. I might have some more soon if the next Grand Conquest is significantly different than the first one, but otherwise Heroes should hopefully be quiet for a while.

I have to focus on finishing the last two weeks of this semester, after all.

In the meantime, what do you think about Legendary Lyn? Are there other heroes you’d like to see introduced with colored bows?

God knows I still need Neimi in my life.

Let me know in the comments down below!

The Fire Emblem Heroes mid-April trilogy: Starter Support, Version 1.6 and the upcoming Tempest Trials (take three)

The Fire Emblem Heroes mid-April trilogy: Starter Support, Version 1.6 and the upcoming Tempest Trials (take three)

As promised, here we go again with the Fire Emblems. Because of all the work I’ve got slated this week between DT orientation and my Gladeo internship, I decided to make this a larger overarching post regarding lots of stuff that’s going on in the game right now. It’ll be easier for me that way, rather than splitting things up into three smaller posts, and I’m sure it’ll probably be easier for anyone who actually pays attention to these notifications on social media.

Speaking of, shoutouts to Kaleb for reminding me to treat my Fire Emblems to a nice dinner, and to Gerry who’s probably going to try summoning as soon as he sees this.

Now without further adieu, let’s get going shall we?



The Starter Support event

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The Starter Support event isn’t a new happenstance in the world of Fire Emblem Heroes. What it entails boils down to a new summoning banner called the Hero Fest, which has an increased chance to summon strong and highly desired heroes, as well as an influx of extra orbs to help summon said powerful heroes.

Though I didn’t pay it much mind before, this time around I have tried my hand at the Hero Fest.

We’re only a few hours in and the banner has already hurt me.

As I mentioned in my previous Fire Emblem Heroes post, I did not partake in the previous Hero Fest. However, the content of this banner was extremely enticing from the moment I opened up the game:

  • IkeYoung Mercenary
    • Hails from the Radiant series, Fire Emblem: Radiant Dawn and Fire Emblem: Path of Radiance
    • A powerful sword-weilding red unit that holds the sword Ragnell, giving him a built in long-distance counter, and abilities to make use of his high attack stat as a means of buffing his power further.
  • JuliaNaga’s Blood
    • Hails from Fire Emblem: Genealogy of the Holy War
    • A green tome unit who wields the Book of Naga, helping her serve as an effective dragon killer alongside the powerful special attack Dragon Fang.
  • NinianOracle of Destiny
    • Hails from Fire Emblem: The Blazing Blade
    • A blue dragon unit who also has the ability to dance for allies, giving them a second movement or attack option during one turn. Also comes packed with Fortify Dragons, allowing her to increase the stats of adjacent dragon characters.
  • GennyEndearing Ally
    • Hails from Fire Emblem: Gaiden and it’s remake Fire Emblem Echoes: Shadows of Valentia
    • A colorless cleric unit who can use the Gravity attack to slow other units to one movement space per turn and who comes with the rare Wrathful Staff, giving her staff attack similar damage calculations to regular weapons.

Seriously, all of these heroes are great! Even if Genny is more of an intrinsic fan-favorite level of great as far as the unofficial hero ranking lists are concerned.

It’s hard to pass up Ike, an intense and widely popular swordsman; Ninian, a blue dragon that has an ever-coveted singing ability; and Genny, hands down my favorite character from Echoes. I can pass on Julia, however. Nino and Summer Elise already fill the niche she would try to take up more than well enough.

The Hero Fest banner increases prospects of summoners pulling these focus heroes by increasing the initial summon rate from 3% to 5%. That may not seem like a lot, but in a game where summons are totally based on the random number generator, that 2% makes a pretty big difference in the end.

In fact, those three desirable heroes with a boosted drop rate is such a great deal that I decided to start blowing my orb surplus already. I know I keep bringing up my surplus like it’s a child I’m frivolously wasting away or something, but as I’ve said before it really is more of an issue to me mentally. The safety associated with having lots of orbs is one of my personal idiosyncrasies when it comes to FE:H.

Unfortunately the used fruits of my labor have not blossomed into any flowers of brilliance based on the first big binge I undertook.

For context, I did my first two summons with all five orbs just to boost the rates of getting the focus Heroes overall, then stopped summoning green heroes as, like I said, Julia is not in my sights this time around.

While having a second Eirika is cool, as is getting my hands on new characters with Mae and Athena… Overall most of what I got was either garbage or skill inheritance fodder.

Feels bad, man.

On the bright side, the other part of the Starter Support event is a log-in bonus of two orbs a day for ten days. Not necessarily consecutive days I might add, but it’s going to be consecutive for me. Add those free orbs to the six-month anniversary free orbs AND the orbs that we’re going to be getting from the next Tempest Trials (to be discussed later), and thinking it over does admittedly make me feel less bad about the desire to funnel orbs into the Hero Fest banner.

Whether you take the positive or the negative approach to looking at summoning, here’s hoping things wind up going well down the line. For me and for everybody else putting their money on the line for the next week!



The Version 1.6 Update

Editor’s Note: A couple of the things technically associated with this update were items that I discussed in my last post about the six-month anniversary of the game – namely the changes to the summoning system. A lot of the reasons for updating the game tied back to the fact that it hit that milestone, after all.

Thus, I’d recommend going back and taking a look at that post for some of the summaries of things that have changed. I’m going to be talking about some new ones of course, but that’s a good place to start.img_5861

In regards to what has been changed in Version 1.6, the biggest thing first and foremost, besides the summoning alterations, is probably the addition of the Arena Assault game mode.

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Arena Assault sits alongside Squad Assault as a challenge requiring players to have plenty of powerful units to show their worth. Although Squad Assault focuses on playing through a series of story mode maps and Arena Assault focuses on playing against teams put together by other players, both follow similar ground rules.

In the Assault games, the aim is to beat a number of challenging fights in a row. For the two Squad Assault maps (as a second was added with the 1.6 update), this entails five story missions. For the Arena Assault game, this entails seven battles against player-built teams.

The catch is that once you beat a round with your team, the units on that team are unusable for the rest of the challenge. Thus players need a large collection of powerful units to truly succeed, as just having one ultra powerful group of units won’t help when they get cycled out of usability.

Beyond featuring different battles, Arena Assault offers quite a few other differences compared to its predecessor. Namely: Special items.

These items are awarded to you for completing runs of the Arena Assault and have a variety of cool effects. One restores all of your unit’s health whenever you need it. One gives each of your units an extra space to move. One allows them to take a second turn in a round. One buffs all of their offensive and defensive stats for a battle. So on and so forth.

According to the chart we were given, when you win three matches against teams with lv. 35+ opponents, you earn one item. Five matches earns you two items. Seven matches earns you three items. Simple as that.

You can only take three of these items with you per-run of the Arena Assault, so collecting and using them sparingly is going to be the name of the game. However, I can see them being very useful in the right circumstances, especially since you get more rewards the further into the challenge you manage to get.

Just like in the regular Arena, the higher your winning streak is, the higher your overall rank will be. Both will allow you to receive goods at the end of a season, each of which which lasts a week at a time.

Your rank at the end of each season earns you both Hero Feathers and a new item called Sacred Coins. While the use of these Sacred Coins has yet to be unveiled, I’m willing to bet there’s going to be a store that will open after the first season ends that will allow players to buy special items for future runs.

On top of that, there are going to be daily missions available for participating in Arena Assault runs:

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Requiring players to get through a certain amount of battles consecutively may seem unfair to some extent… But considering the Arena Assault games cost literally nothing to participate in (unless you decide to use your special items), it’s definitely a nice way to provide some extra goods over a long period of time.


That just about sums up everything in regards to Arena Assault, so let’s move into the second big addition of the Version 1.6 update: The Catalog of Heroes.
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Here’s an addition to the game meant to scratch that “Completionist” itch hiding out in probably just about every gamer out there.

The Catalog of Heroes serves as a database housing the information of every hero in the game based on the amount of heroes you personally have seen or summoned.

Heroes you haven’t had any interaction with whatsoever (not including battling them) are completely unavailable for you to look at. Heroes who you’ve seen through means like story cutscenes are available as silhouettes with names, but not much else.

For heroes you have personally summoned, however, you get a bit more.

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The screen you can access with heroes you’ve summoned give you a couple of things to do. Not only do you get the names and miniature biographies of the character in question, you also get to see their portraits and battle sprites at all times, plus you can hear whatever noises and soundbites those include. The new and cool feature of the Catalog is that it allows you to reread the character’s summoning text and the text you unlock when you bring your five star unit up to lv. 40.

The Catalog of Heroes boils down to being a slightly interactive checklist, letting you keep track of which heroes you have and have not gotten access to during your time playing the game.

On the one hand it’s an arguably negligible addition if you don’t care much about collecting. Rereading the text from one-time only events is cool, but otherwise most of the other things the feature offers were already available if you still have copies of units in your barracks.

On the other hand, if you are a collector, having a comprehensive list of characters in one place is actually super dope. There are little visuals cues included that fans of the Fire Emblem series will appreciate, namely the fact that characters are displayed in order of appearance. Both for games and for characters specifically.

For example, Marth and his merry band in the original game appear before Alm and Celica’s armies in the second Fire Emblem game. Yet there’s also organization within the games, as you can see with Fire Emblem Awakening, in which the order goes from Chrom to Robin to Lissa to Frederick to Sully… So on and so forth.

While I’d say the feature is neat and visually appealing, I’m personally not super concerned with collecting EVERY single character considering the sheer amount of characters and the degree of randomness required to summon them. I appreciate the addition and I’ll probably use it frequently enough, but I wouldn’t call it a game changing addition.

For me personally, at least.


Finally, just like last time a major update rolled around, I’ll handle the smaller-scale updates in more of a lightning round format.img_5862

  • The boosted hero merit cap is pretty dope, since it means each hero has the potential to provide an extra 1,000 hero feathers. Never a bad resource.
  • Having a card to represent the Log-In Bonuses are cool and all, but it’s purely aesthetic. Nothing too weighty here.
  • Toggling units in the Training Tower is something I took note of early and took advantage of very quickly. Seriously, especially when you’re doing things like the monthly ‘Beat level 10 with only x kinds of units’ missions, this is an immensely helpful way to get the best bang for your buck while training.
    • I also figured I would add that there’s a new way to look at your list of teams while building them on the Allies screen, but since I didn’t see it anywhere on the update logs I felt like it seemed to fit alongside this change.
  • I haven’t noticed a strength adjustment in the Training Tower as of yet, but I guess that’s probably useful.
  • Again, a change in experience and skill points in either the Arena, the Training Tower or both isn’t something I’ve noticed, but I’m sure it’s helpful.
  • More aesthetics, this time on the settings screen. Ohh. Ahh.
  • The idea of skipping teams with no members when selecting what team you want to go to battle with is a relatively small change, but it’s a nice quality of life improvement all things considered.
  • I don’t have the Summer Gaius, but I guess maybe he was just too sexy for the game’s good. Who knows.

Now, even with all of that out of the way, I technically haven’t actually hit every single update as of yet. But that’s only because the final piece of this puzzle takes the form of my next overarching topic of conversation:



The Tempest Trials: Reunited at Last

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So obviously this event isn’t active as of the time that I’m writing this. It starts tomorrow, but I’m going to be off working most of the afternoon so I probably won’t have a lot of time to write about it then.

I could stay up really early into the morning to talk about it, of course… But considering that’s what I’m doing right now, I don’t feel like it’ll be the best plan of action for me to do two nights in a row.

Luckily, we preemptively know just about everything that’s going to be different about this cycle of the Trials, so I’ll be able to discuss my thoughts without having to experience it. I’ve already slogged through two previous entries in the series for some background, after all.

In case you want to catch up on my adventures through the trials, you can here for the first and here for the second.

The second version of the Trials made the overall experience much easier by fixing things so that enemy teams would be easier to take down over time, even after your teams start to get worn down.

This version promises to add more value to the Bonus allies while still making it simpler to hit higher goal markers, something I know I’ll be shooting for.

Bonus allies have been a staple of the Trials since the very first event. Essentially, eight units provide an extra score multiplier to your overall run when used on at least one of your teams. Four of those units are considered more valuable and give bigger bonuses than the other four, and those heroes are the focus of a summoning banner that runs throughout the duration of the Trials.

This time around, my diligence during the last Echoes summoning banners has served me well.

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Because I already own a Delthea and a Sonya, I’ll be able to make use of the bonuses they provide without having to blow any orbs on this banner. Considering the Hero Fest is more of an area of interest for me right now, that’s certainly nothing to complain about.

Starting with the Reunited at Last event, Bonus allies are now being given more value. When you use them on a team, not only do they get double experience and skill points, they are also going to get extra stat buffs. +4 to attack, defense, resistance and speed as well as a whopping +10 to health.

Not gunna lie, that’s crazy. 10 extra health alone is nothing to sneeze at, and when you add on the rest of the stat buffs there is plenty of incentive for me to use both Delthea and Sonya to breeze through everyone and everything.

Adding that incentive to using the Bonus heroes is great, especially since the extra score multiplier will make it that much easier to score all the prizes. We already know that Clive, who appeared in the most recent Echoes-themed level set, is going to be the unit prize.

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I’m afraid I won’t be able to predict what the Sacred Seal rewards are going to be, however… That’s one of the unfortunate detriments to doing this preemptively.

Using the Bonus heroes more won’t be the only way Intelligent Systems has increased the chances of getting the rewards this time around. One of the other changes implemented will make the first two attempts at the Trials each day worth triple their overall score. On top of that, they’re adding lower level units to the normal difficulty runs, and although that doesn’t apply to me I do appreciate the attempt to make completing runs easier for new players.

Ties in well with the Starter Support event, after all.

The only other big change to the Trials will be the addition of a continuous auto battle function. Due to the tedious nature of slogging through tons of runs at the event in the past, this change is really valuable to make a casual experience out of grinding. That casual approach might not be the best considering you could lose more easily, but still. I can certainly see myself using it just to rack up points without needing to be too attentive.

That’s about all I’m about to talk about regarding the next Tempest Trials. Like I said before, I won’t be able to predict the Sacred Seals, the special final battle map or how everything is going to tie into the overarching storyline of the Tempest (other than the fact that Alm and Celica will be reunited, obviously) due to the fact that I’m writing this before the event takes place.

If there winds up being something significant I see that I desperately want to mention, maybe I’ll put something out here for it. Otherwise, those details might just become a small mention in a later post.



Alright so let me be honest, I’m a little burnt out right now. I’ve had a couple long days in a row on account of Daily Titan orientation and I probably stayed up a little too late writing this, so I’m going to make my conclusion here nice and simple.

You’ve already read like 3,100 words, so you deserve to be spared of my tyranny.

Out of the three facets I discussed in this post – the Starter Support event, the 1.6 update and the Tempest Trials – which do you think provides the coolest things to the game? Obviously one option technically adds more than the rest, but each do have their own individual focuses and merits as far as helping players and fans, improving the inner and outer workings of the game as a whole and providing more fun challenges in the game.

Let me know in the comments down below, and I’ll see you again probably in the next couple days as I talk a bit less about video games and a bit more about my life outside the digital domain.