Tag: Helbindi

Summer returns in Fire Emblem Heroes

Summer returns in Fire Emblem Heroes

Hard to believe it has been two years since I joked about using Fire Emblem Heroes as a surrogate for not going to the beach despite living in Southern California.

Even harder to believe I still don’t go to the beach nearly as often as I should.

But at least Fire Emblem is still here to let me live vicariously through anime jpegs.


Summer Returns


The recent Awakening children banner drained a whole bunch of orbs, so I was hoping this summer banner would be low-key. Something I wouldn’t feel pressured to invest a lot into.

A revival banner with Lute is coming, and my recent foray into Sacred Stones has left me eager to finish my collection of its characters.

Luckily I’m not enamored with the summer units.

Mostly.

Gunnthrá and Helbindi aren’t my favorite original characters from Book II. Plus her ability to disarm Aether Raids traps and his ability to excel in the Arena don’t inspire me to open my wallet.

Laegjarn does stand out thanks to Swift Sparrow 3.

Yet… Despite the Internet fawning over her, I can’t get over how fucked up her idle pose looks. It’s like she has no armpit, and that leaves her with one monstrous arm.

I can’t unsee it.

Thus Laevatein is really the only character I’d say I’m very interested in summoning. She’s my favorite Book II character, has cute artwork and packs a great 1-2 punch against other mages with Mirror Impact.

Seriously Intelligent Systems? +6 Attack, +10 Resistance and no counterattacks?

You can’t just make these characters that broken.

I used the Paralogue orbs to get a few extra shots at her, but I haven’t pulled anything special and I’m not going to rush it.

The banner will be here for 50 days.

Which I’m assuming means we won’t get a second set of summer units this year. Something that’s totally fine by me considering last year’s was disappointingly non-Sacred Stones and I’ll need the orbs later.

Speaking of that Paralogue… Let’s talk about it.


Paralogue 35 — Summer Returns

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Once again we cut away from dramatic story progression to bring you the latest in Anna’s attempts to make money off of some softcore pornography.

Or… Do we?

Anna is feeling self-reflective this year and promises not to do anything that can give her a bad reputation at risk of being fired by the royal family.

Which means the entire Paralogue is going to be focused on trying to avoid money-making schemes, isn’t it?

Yep.

Well to be fair the first two battles completely disregard this plot point and focus on the reunion of the Múspell sisters.

Then the reunion of Ylgr (future Tempest Trials reward) and Helbindi.

They’re both cute interactions. But that doesn’t stop them from being pure filler in an admittedly great dusk luau-themed environment.

Don’t worry, though. We return to the exploits of Anna soon after.

By which I mean Anna buckles under the pressure of trying to repress her desire for cash and falls ill. She passes out on the beach, leading to the Order of Heroes realizing just how integral money is to her character.

To a ridiculous degree.


So that’s Fire Emblem Heroes’ 2019 summer banner. Probably the only one we’re getting this year.

I’m a little lukewarm because of my orb stinginess, but I will absolutely try to building my Laevatein squad.

Let me know what you think of the banner down in the comments! How does it compare to previous summer banners? Do you agree that Laegjarn’s arm looks fucked up?

Seriously, do you? I need to know that I’m not alone here.

Thanks.

The Flame Kingdom’s Generals rise from the ashes

The Flame Kingdom’s Generals rise from the ashes

Boy Intelligent Systems sure has been relentless with all these new character banners lately.

Within the span of two-or-three weeks, we’ve gotten Genealogy units, Fates units and these Múspell units all in a row. Plus the return of the original Performing Arts banner for… Some reason.

Seriously IS I don’t understand why we brought that one back out of nowhere. Would’ve made much more sense alongside the festival units who essentially served the same purpose for this year.

But I digress.

On the bright side, these new units kind of stand on their own. They’re basically in the game because their story arc just ended, so there isn’t any sort of pomp and circumstance adding them in. We just saw the story they go along with, so no paralogues or anything to help flesh them out.

Sucks for anyone looking to nab some extra orbs, but it makes my job here today much easier.

So let’s see what these three generals bring to the table.


HelbindiSavage Scourge

Skill Set:

  • BÝleistr (Might = 16, Range = 1)
    • At the start of odd-numbered turns, grants Attack, Speed, Defense and Resistance +4 to unit and adjacent allies for one turn (bonus granted even if no allies are adjacent).
  • Vengeance (Cooldown = 3)
    • Boosts damage dealt to foe by 50 percent of damage dealt to unit.
  • G Duel Infantry (A Skill)
    • Grants Health +5. If unit is five star and level 40 and unit’s stats total less than 170, treats unit’s stats as 170 in modes like Arena (higher-scoring opponents will appear, stat total calculation excludes any values added by merges and skills).
  • Guard (B Skill)
    • At start of combat, if unit’s Health ≥ 80 percent, inflicts Special Attack cooldown charge -1 on foe per attack (only highest value applied, does not stack).
  • Infantry Pulse (C Skill)
    • At start of turn one, grants Special Attack cooldown count -1 to all infantry allies on team with Health < unit’s Health (stacks with similar skills).

Analysis:

To get to the elephant in the room right away, Helbindi and Laegjarn share the same A Skill, just for different contexts. I’m not huge into the competitive Arena scene, so I can’t tell you what it means for a unit’s stats to be treated as 170 outside of what the skills mention — the fact that higher-scoring opponents appear.

What that means I couldn’t necessarily tell you. You’d have to ask my friend Jonathan about that, because he’s very into the competitive Arena scene. I just love the characters.

That said, a Health buff is a nice compensation for people like me so it doesn’t seem like that A slot is wasted.

As far as Helbindi specifically goes, his weapon is kind of phenomenal, and his other skills that essentially vampire Special Attack cooldown for your team from the enemy team work well together.

But that weapon is what really stands out. We’ve had Odd or Even Wave attacks on a number of units (including Laevatein in this banner), but none of them have buffed every single stat. That’s kind of crazy.

Essentially, Helbindi is a unit that goes berserk every other turn. His stats get cranked up and he’s probably built up enough charge to release his Special Attack by then. I personally would replace Vengeance, but it’s the thought that counts.

He’s a solid green axe infantry unit in a pool that doesn’t have too many standout options.


LaevateinSearing Steel

Skill Set:

  • Laevatein (Might = 16, Range = 1)
    • Grants Attack +3. Adds total bonuses on units to damage dealt.
  • Swap (Range = 1)
    • Unit and target ally swap spaces.
  • Fury (A Skill)
    • Grants Attack, Speed, Defense and Resistance +3. After combat, deals 6 damage to unit.
  • Attack/Defense Link (B Skill)
    • If a Movement Assist skill is used by unit or targets unit, grants Attack and Defense +6 to unit and target ally or unit and targeting ally for one turn.
  • Odd Speed Wave (C Skill)
    • At start of odd-numbered turns, grants Speed +6 to unit and adjacent allies for one turn (bonus granted to unit even if no allies are adjacent.

Analysis:

Laevatein is probably my personal favorite of the three units here. From the very first opening trailer for Book II, when she and Alfonse duked it out in front of Surtr’s castle, I already loved her design. Then (Spoiler Alert) the fact that she was the only surviver by the end of Book II, left to be the next queen of Múspell, almost felt like a justification for that love.

In practice as a unit, she actually strikes me as being very similar to infantry Eirika — which again helps her stand out because Eirika has been my flagship unit in this game since forever.

If you count her weapon and the Link skill buff (though I’m not a huge fan of it generally), Laevatein can boast a 28+ Attack to her base stat every turn. Which is kind of wild, especially since she also gets a bit of a Speed and Defense buff in that perfect circumstance. Also Resistance thanks to Fury, but that’s a smaller deal.

Yet, on top of all that, she also has cumulative damage based on the bonuses she has applied. Her sword is literally a close-combat blade tome.

Which is pretty nuts?

Like I’m sure she’s a glass cannon to compensate that kind of power, and infantry units aren’t as great at abusing this kind of ability as the other three movement types, but it’s still just such a sweet base skill set.

I really like Laevatein, okay? I know everyone’s all over Veronica and all… So let me have this one.


LaegjarnSheathed Steel

Skill Set:

  • Níu (Might = 16, Range = 1)
    • Grants Speed +3. Adds 50 percent of total bonuses on foe to unit’s Attack, Speed, Defense and Resistance during combat.
  • Bonfire (Cooldown = 3)
    • Boosts damage dealt by 50 percent of unit’s Defense.
  • R Duel Flying (A Skill)
    • Grants Health +5. If unit is five star and level 40 and unit’s stats total less than 170, treats unit’s stats as 170 in modes like Arena (higher-scoring opponents will appear, stat total calculation excludes any values added by merges and skills).
  • Chill Attack (B Skill)
    • At start of turn, inflicts Attack -7 on foe on the enemy team with the highest Attack through its next action.
  • Distant Guard (C Skill)
    • Allies within two spaces gain: “If foe uses bow, dagger, magic or staff, grants Defense and Resistance +4 during combat.”

Analysis:

Laevatein’s older, deader sister feels a bit like diet Laevatein when just looking at her weapon specifically, but she adds a bunch of utility as a dedicated flying team unit.

Adding on stat buffs based on an opponent’s buffs is much more situational than a blade tome effect that you yourself control, even if it makes her more effective at tackling powerful enemies. Chill Attack and Bonfire are clearly meant to help with this as well, so it’s clear Laegjarn wants you to use her to kill off whatever Ayra or Zelgius the opponent is packing.

Her Duel Flying skill does the same thing as Helbindi’s skill, so I can’t speak to that much more beyond it being specifically for flying units.

Distant Guard is a nice skill for her as that dedicated flying unit, as it gives her flying allies a defensive buff when encountering bow-wielding units. The only problem is that +4 Defense probably won’t do much against the super effective bow damage, so it’ll wind up being more useful in making magic resistant fliers more resistant to it.

So… Yeah. I like Laegjarn as a character, but in terms of skills I’d almost consider her the most hit-and-miss of the three generals.

Plus I wouldn’t replace my Elincia even if I did get her. So sorry about that.


As I mentioned up top, there is no story section for this post. No extra orbs or anything.

Luckily I still had about 150 orbs stored up because of how easily I got the three girls of the Fates banner (who I’m still training up thanks to the recent event modes taking up my stamina, but that’s another story).

Thus I was able to dedicate everything I had toward summoning these Generals. It’s actually kind of a special banner considering they are original characters to Heroes, so they’re a bit more special than the units from other games — even if they’re fan or personal favorites.

But uhh…

I didn’t have to dedicate a lot of orbs to the task.

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I actually somehow managed to get the unit I really wanted on my first batch of orbs. I could probably stop now if I wanted and be happy about it, in all honesty.

But I won’t. Because I have a problem.

I’ll just be sure to space out my orb use a bit, just in case Intelligent Systems decides to curveball and throw us a Sacred Stones banner next. Or an Echoes banner.

Seriously it’s been forever since we’ve seen those games IS. Just give us something.

Except don’t give them toes when I have no resources to allocate. Thanks!


Well, that’s about all I’ve got for this FEH post. It’s a shorty boy because all we got was the new units, and honestly I can’t really complain about that.

It’s refreshing to have one of these posts where all I need to do is the fun part. Copying out skills and stuff in my little special pattern.

But of course we still need to get to the Call to Action formality.

What do you think of the Múspell Generals? Do you have a favorite, either by skills or by characterization?

Let me know, and let me know who you want to see next as well! Obviously IS is on a roll with giving us these guys, so I’m sure we won’t have to wait to long.

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!


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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.

Seeping with Content: New Genealogy Units and Version 2.9.0

Seeping with Content: New Genealogy Units and Version 2.9.0

Once in a while, Intelligent Systems likes to coincide a new character banner with an update to the game.

This week was one of those weeks where that happened. So I figured instead of stretching this out over a two-day period, I would just put it all together and make one more substantial Friday post.

Normally I like to get this thing out early in the morning by writing something up late the night before… But I’ll blame my friends for keeping me up playing Monster Hunter instead.

Plus I don’t exactly have a huge connection to the new heroes, so I don’t have too much of an interest in any of them. Didn’t help inspire me to write anything in preparation.

That said, even if I’m not super inspired by them, let’s talk a little bit about who these characters are!


QuanLuminous Lancer

Skill Set:

  • Gáe Bolg (Might = 16, Range = 1)
    • In combat against an infantry, armored or cavalry foe, grants Attack and Defense +5 during combat.
  • Rally Speed/Defense (Range = 1)
    • Grants Speed and Defense +6 to target ally for one turn.
  • Draconic Aura (Cooldown = 3)
    • Boosts Attack by 30 percent.
  • Steady Posture (A Skill)
    • If foe initiates combat, grants Speed/Defense +4 during combat.
  • Drive Attack (C Skill)
    • Grants Attack +3 to allies within two spaces during combat.

SilviaTraveling Dancer

Skill Set:

  • Barrier Blade (Might = 14, Range = 1)
    • If foe initiates combat, grants Resistance +7 during combat.
  • Dance (Range = 1)
    • Grants another action to target ally (unless they have Sing or Dance).
  • Mirror Stance (A Skill)
    • If foe initiates combat, grants Attack and Resistance +4 during combat.
  • Deluge Dance (B Skill)
    • If Sing or Dance is used, grants Speed +3 and Resistance +4 to target.

LewynGuiding Breeze

Skill Set:

  • Forseti (Might = 14, Range =2)
    • Grants Speed +3. If unit’s Health ≥ 50 percent and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
  • Glitter (Cooldown = 2)
    • Boosts damage dealt by 50 percent.
  • Swift Sparrow (A Skill)
    • If unit initiates combat, grants Attack and Speed +4 during combat.
  • Special Spiral (B Skill)
    • If Special Attack triggers before or during combat, grants Special Attack cooldown count -2 after combat.
  • Odd Attack Wave (C Skill)
    • At start of odd-numbered turns, grants Attack +6 to unit and adjacent allies for one turn (bonus granted to unit even if no allies are adjacent).

Normally I would do an analysis of each new character after their skill breakdown, but I’m going to skip out on that for a number of reasons. Mostly the fact that I’m already pretty late on this and have a lot more to write, but also because I don’t have too much of a personal connection to Genealogy of the Holy War.

So like. None of these characters mean much to me at a deeper level.

However, there are some benefits to each that I can acknowledge.

  • Thanks to his signature weapon and Steady Posture skill, Quan looks like he’s a pretty great offensive unit against physical attackers. He does a bunch of damage while gaining a big defense buff. Not quite as cool a cavalry unit as Sigurd, but still useful.
  • There’s never anything wrong with more dancers, and Silvia certainly is one of those. She may be a sword-weilding infantry unit like many others are, but her Barrier Blade at least seems like a great weapon to pass around to other units.
  • Lewyn is probably the most interesting and unique unit on the banner thanks to his brand new B skill Special Spiral. Utilizing it essentially means that he’ll be able to activate Glimmer every turn after activating it once, and that’s super cool. Arguably my favorite on the banner, a higher priority if I didn’t have +10 Nino in my army.

Unfortunately, these positives don’t outweigh my overall ambivalence toward this banner. After spending a whole heck of a lot of orbs on the Legendary Marth banner (which didn’t get me Marth) and on the 2018 Brave Heroes banner (which has gotten me all of the Brave Heroes except for Hector), I was in pretty dire straits regarding my stash.

Since then, thanks in part to the September quests and these new story quests, I’m back up around 100 orbs. But I’m planning on going back into storage mode, collecting as many as I can for a rainy day.

I’d hate for them to drop Neimi when I had zero orbs on hand, after all.

So I utilized my free summon:

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Didn’t get a whole hell of a lot, and moved on.

Sorry guys, but you’re just not on my radar at the moment. Hopefully I can summon you all in the regular unit pool one day.

Luckily, I’m much more interested in the story that came with this new banner.


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Chapter 12 begins with the aftermath of the “bombshell” that there might be a traitor hiding amongst the Order of Heroes.

I call it a bombshell only in quotes because I already had a huge rant about what a dumb, lazy storytelling tool it is to try a whodunit-type mystery when there is a canonical character in the main story who shapeshifts to cause mischief.

Like. We all know it’s going to be the shapeshifter. Don’t even try to hide it.

Spoiler alert, they don’t really try to hide it. I actually respect the way they do handle the big reveal, but I’ll get to that. Let’s start at the beginning.

Yes Anna, yes I do.

Of course Fjorm, oblivious to the fact that shapeshifting is a concern when it comes to her family members who both miraculously escaped from being held captive, defends her older brother and younger sister.

If I sound more than a little unimpressed with how things progress here, don’t worry about it. I’m just cynical and jaded.

There are actually some cool things in this chapter.

For example, this confirmation by Prince Hríd that Surtr’s ritual needs two sacrifices.

After you receive that warning, the missions are uneventful for a bit. Up until Helbindi shows up to stand in your way once again… Only to receive some news.

This is actually pretty sad. The only reason he continued to fight was because Surtr’s daughters told him they would convince the king to spare Helbindi’s family.

He can’t say anything after hearing the news. It’s the last time we hear from him for the rest of this chapter. Especially for this game, that’s pretty heavy.

Unfortunately that heartfelt moment is soon followed by a completely stupid, pointless thing.

At the beginning of the fifth battle, Fjorm is woken up by her sister — who everyone essentially predicted was just Loki in disguise since she joined your forces.

She reveals the fact that she was the traitor all along and poisons Fjorm, supposedly showing the source of her harsh cough.

It’s interesting, to say the least…

Except then Fjorm wakes up. Because it was all just a dream.

People like that trope, right?

Frankly it doesn’t upset me that they used the false dream trope so much as it upsets me that the very next cutscene makes the entire dream sequence pointless.

Because after Fjorm wakes up from her nightmare, Alfonse calls her into a war council to tell her about his suspicions that Ylgr is the spy.

Now don’t get me wrong, I respect the fact that Intelligent Systems acknowledged the plot points that led to players theorizing about who the traitor. That’s a much better way to handle this than trying to convince us all the characters had no idea something like this could be possible.

I just still don’t understand why we needed the fake moment with a  dream sequence if there was a much better reveal in real life literally seconds later.

But I digress.

Alfonse also calls out the Ice Prince as being equally guilty of having been shape shifted, and Loki reveals that all his suspicions were correct.

Then the final fight begins.

It isn’t that hard, honestly.

So afterwards Loki decides to hand you a map for a secret entrance to Surtr’s ritual chamber that way you can go infiltrate it and battle him.

Because you know. She has ulterior motives.

We found out that much when she was searching for the legendary dragons of Nohr and Hoshido during the special Festival banner.

So yeah, that’s the story. I pretty much wore my heart on my sleeve while writing this portion, meaning I don’t think I have to say too much more. It had some good stuff, but for the most part the bad stuff was pretty frustrating.

But hey, now that the dumb traitor B story is out-of-the-way, we can finally move on and save a bunch of little girls from being thrown into a fire. Which is arguably the more fun thing happening here.

Until we get that next chapter, however, how about we take a look at the other major FEH update that came out this week.



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Oh Version 2.9.0. Like with the new Genealogy heroes, nothing about you really excited me enough to jump on it right away. It’s a bit of a basic update compared to most of the others, so I felt justified tacking it onto the end of this post.

For instance, one of the biggest parts of the update isn’t actually a thing in the game yet.

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Rally Defense is a new game mode that is essentially the same thing as Rival Domains, except focused solely on defending the territory you own for eight turns rather than trying to take over the opponent’s territory.

I’m not a huge fan of ‘survive’ missions like this, but if there are orbs involved I won’t be too upset.

Next.

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Arguably the most exciting thing about any new update is older heroes gaining weapon refineries. This time around is no exception, in my opinion.

Odin

  • Odin has been at the bottom of the game’s tier list pretty much since his inclusion at Version 1.0.0. He’s a really bad unit. But now his blade tome has an upgrade which grants him +6 Attack and Speed whenever he uses an assist skill like Reposition. I’m… Not sure that makes him too much better, but at least it has some good synergy with itself.

Cherche

  • Cherche probably gets the biggest buff of the three. Her axe is now a Brave Axe, meaning it hits twice, and it comes equipped with Panic Smoke. I don’t know if she has great Resistance to make use of this as a whole, but being able to turn all of an opponent’s buffs into debuffs is great no matter the circumstance.

Celica

  • I’m not completely sure why Celica got a buff here, as it seems like she was already a pretty decent unit in her own right. However, legendary weapons getting legendary refines is kind of the norm, and Ragnarok’s new addition is Brazen Attack/Speed, giving her huge buffs when she dips below a certain range of Health.  I don’t own an OG Celica so I can’t say much about how useful it is, but it’s cool to see her get a great addition.

New refines aren’t the only skill-based change in this update. We also got something brand new known as the Combat Manuals system.

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I feel like the game puts this into somewhat confusing terms, so essentially what you need to know is that excess units in your barracks can be converted into manuals.

By doing so, that unit no longer takes up space that you could use to summon another unit and their skills can be retained for inherited use on a different unit. It’s kind of just a perfect middle ground between overstuffing your box and sending home all the units with good skills without using them.

I haven’t personally gone through and converted all my units yet, but someday soon I will. As soon as I have more time to do so.

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Most of these additional updates don’t mean too much for me either, so I hope you’re fine just seeing the whole laundry list.

I’ve probably kept you all hostage in this post long enough, so I’m just going to wrap things here.


With this veritable marathon of a Fire Emblem Heroes update post finally complete, let me know what you think of everything in the comments!

How do you feel about the new Genealogy heroes?

Do you think the traitor storyline is as stupid as I do?

Are you down with the additions from Version 2.9.0?

God willing this is the last update we see in a while. Because doing this long post while running around doing everything else has been pretty exhausting.

That said, I hope you at least enjoyed it if you made it this far.

Heroes Awakens the Beast within

Heroes Awakens the Beast within

Last night, Feh Channel gave us a decent look at what’s to come in our favorite mobile gotcha game soon enough.

August is going to be full of opportunities to get free orbs for summoning and a collection of skill-based banners from 2017 will be returning for one day rotations — with a free summon each time.

Another version update will be coming soon with upgrades to the weapons of the original three Order of Heroes members. There’s also going to be updates to the Arena and the Grand Conquest game modes.

There’s also going to be a brand new game mode coming soon based on building friendship with new units in exchange for rewards and accessories using RNG-based treasure drops.

All sorts of fancy, nice little things… That I’m not going to talk about right now.

The major updates and new game mode will probably warrant their own posts down the line (shout out to easy post material). So today I’m simply going to focus on one thing:

New heroes coming in from Fire Emblem Awakening.


SumiaMaid of Flowers

Skill Set:

  • Reprisal Lance (Might = 14 / Range = 1)
    • If foe initiates combat, grants Attack +6 during combat.
  • Reposition (Range = 1)
    • Target ally moves to opposite side of unit.
  • Close Defense (A Skill)
    • If foe initiates combat and uses a sword, lance, axe or dragonstone, grants Defense and Resistance +6 during combat.
  • Attack/Defense Link (B Skill)
    • If a movement Assist skill is used by unit or targets unit, grants Attack and Defense +6 to unit and target ally or unit and targeting ally for one turn.

Analysis:

Out of all the characters introduced on this banner, Sumia is probably my favorite as far as their actual original game personalities go. She was an interesting case in that she was clearly implied to be Chrom’s canonical love interest despite the game leaving his romance options open to player interests. I fell pretty hard for her pie-based shenanigans as well though, so I can understand where he’s coming from.

In Heroes she’s also built with an interesting set of skills. Essentially the developers have made her an enemy phase unit who can gain +6 Attack, Defense and Resistance when struck by any close-range weapon. Plus she comes with the best movement Assist skill built-in to be used with that Link, so there’s almost no downsides.

Assuming her stats are decent, anyway.

Honestly I don’t have much more to say. She’s probably my favorite of the four here and the one I’d want to summon. It’s just too bad I have a +9 Cordelia that will presumably continue to overshadow her.


LibraFetching Friar

Skill Set:

  • Wo Gùn (Might = 13 / Range = 1)
    • Deals +10 damage when Special Attack triggers.
  • Noontime (Cooldown = 2)
    • Restores Health = 30 percent of damage dealt.
  • Renewal (B Skill)
    • At the start of every second turn, restores 10 Health.
  • Spur Attack/Resistance (C Skill)
    • Grants Attack and Resistance +3 to adjacent allies during combat.

Analysis:

If Sumia was an interesting case in Fire Emblem Awakening that stuck in my mind, Libra was the opposite. Unless you dig deep into a few specific support conversations (something I only found out about later), he’s essentially one-note. He looks like a girl and that causes a lot of confusion amongst various members.

So yeah, while he also has deep-rooted familial pain and all that jazz, I just never got too interested in the guy. By the time I hit his mission in my original play through, I already had Lissa as a solid War Cleric, and he was clearly outmatched by the other recruitable unit in that mission: Tharja.

Some competition, huh?

This version of Libra stands a little higher as far as my intrigue is concerned, but that’s almost purely for his weapon. Having a Wo Dao for axes is a cool idea. Especially when that axe is also a GUN.

Editor’s Note:

I know it’s not really a gun. That’s called jokes, everyone.

Beyond that, he seems to be built to survive. Healing when he triggers that Special Attack and healing every other turn. Perhaps he’ll be a pretty bulky green infantry unit, which is something we don’t have as far as I’m aware.

Or perhaps he’ll just pull out a gun and win every battle.


MaribelleDire Damsel

Skill Set:

  • Trilemma (Might = 12 / Range = 2)
    • After combat, if unit attacked, inflicts the following status on target and foes within two spaces of target through their next actions: “If unit has weapon-triangle advantage, boosts Attack by 20 percent. If unit has weapon-triangle disadvantage, reduces Attack by 20 percent.”
  • Martyr (Range = 1)
    • Restores Health = damage dealt to unit plus 50 percent of Attack (minimum of seven Health). Restores Health to unit = half damage dealt to unit.
  • Miracle (Cooldown = 5)
    • If unit’s Health > one and foe would reduce unit’s Health to zero, unit survives with one Health.
  • Dazzling Staff (B Skill)
    • Foe cannot counterattack
  • Staff Valor (C Skill)
    • While unit lives, all staff allies on team get 2x Skill Points after combat or after using healing Assist skills (only highest value applied, does not stack).

Analysis:

So… Maribelle is a little strange here.

In her original appearance she was a stuffy noblewoman who ran around the battlefield healing units and trying to get everyone to act more professional.

In this game she… Inflicts Triangle Adept on opponents, can’t be hit back when she strikes, heals herself when she restores Health and sometimes doesn’t die. Also she boosts the amount of Skill Points other healers get.

I’m sorry, what is Maribelle supposed to be exactly? Is she an attacking healer or a healing healer?

What kind of weird staff ability is inflicting Triangle Adept? If anything that’s super counterintuitive, as it gives the opponent an advantage more than it does offer your units an advantage in most situations.

I don’t know, man. Presumably she’ll be okay considering how good of a record cavalier healers have, but I’m just not sure I see the through-line.


OliviaSky-High Dancer

Skill Set:

  • Skuld (Might = 16 / Range = 1)
    • If Sing or Dance is used, grants Attack, Speed, Defense and Resistance +3 to target.
  • Dance (Range = 1)
    • Grants another action to target ally (cannot target another ally with Sing or Dance).
  • Bracing Stance (A Skill)
    • If foe initiates combat, grants Defense and Resistance +4 during combat.
  • Chill Speed (B Skill)
    • At start of turn, inflicts Speed -7 on foe on the enemy team with the highest Speed through its next action.
  • Guidance (C Skill)
    • Infantry and armored allies within two spaces can move to a space adjacent to unit.

Analysis:

Alright here we go. The controversial one.

I’ve made my issue with alternate units in main summoning banners more than apparent in the past. I’m still not a fan, and Olivia is unfortunately not enough of a beloved unit (to me at least) to justify interest.

She’s got a good weapon, much like Performing Arts Azura but with a sword instead of an axe. She also has a decent enough skill set, despite it being a bit more on the defensive than offensive side — something I’m not sure fits well with a flying unit.

I don’t know, maybe I’m just bitter about the whole thing, but I feel like there were a billion other units we could have introduced outside of a third dancing Olivia variant.

Why not Ricken? He was introduced alongside Maribelle in-game, so that would make sense. Or perhaps Miriel or Kellam as fellow original members of the Shepherds alongside Sumia?

Hell I’ll even take Vaike and screw Libra over in the summoning pool. That’s saying something, because nobody likes Vaike!

Maybe if I summon Olivia I’ll sing a different tune. But for now I’m kind of internally boycotting her. Hinoka was my one true alternate art love.


All things being equal, I think I’ve covered all of my thoughts in the analysis sections here.

Sumia is my favorite top summon for this banner, with everyone else kind of middling into obscurity for various reasons.

At least Walmart is coming and he looks pretty wicked.

Also my computer just autocorrected ‘Walhart’ to ‘Walmart’ and I’m sticking with it because that’s hilarious.

I’ve been saving my orbs for a little while following some lucky summoning on the Sketchy Summer banner (shout out to my perfect IV Summer Tiki), so I’m starting out with more than 100. Considering my lack of interest in the banner overall I might just summon a little on this banner and either save up for later or go back to try to get Camilla for the memes.

But that’s a discussion I’ll have with my wallet for later. Because that summoning addiction is something strong, so let’s see what fruits these trees have born.

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It’s going to be this kind of banner then… I see.

Glad to know my luck has finally run out on me.

But hey I got three lance pegasus knights and Chrom so… Maybe that’s a good omen for Sumia?

Probably not, I’m not sure. Either way I won’t be spending too much time on this banner like I said. So we’ll see how that goes.

In the meantime, let’s see what that story is all about, shall we?


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This chapter picks up directly where the last left off — something that I suppose should just be assumed, but I figure is worth mentioning anyway. As a segue if nothing else.

After being demolished by the incredible power of a self-reviving King Surtr (and taking a few vacations at the beach of course) the Order of Heroes is hoping to escape the fires of Múspell.

It comes to their attention that troops are pursuing from all sides except the east. Seems as though a second force is out in that direction also trying to escape.

So naturally the Order elects to follow along under the age-old adage that the enemy of their enemy must be their friend.

Unfortunately they don’t have the foresight of seeing the name of the chapter to know that Múspell’s forces are pursuing the Prince of Ice, Hríd.

After all, it wouldn’t be a complete story if there wasn’t a character everyone assumed was dead coming in to make a significant impact in the story.

He tells the Order that he was contacted by a masked man calling himself Zacharias, who provided him with the information needed to know just how to stop the Rite of Flame and kill Surtr once and for all.

Of course we the audience already knew there was a location where sacrifices are made considering that’s where we last heard Princess Veronica was being sent, but now our protagonists have a location and a heaping helping of hope.

Speaking of, can I just take a moment to reflect on the fact that somehow Múspell is still forming contracts with heroes of the week despite locking up the one character who can do that with the intent to kill her?

Because I’m not over that.

But it’s also a tangent for another day.

From this point the story seems to continue as expected. Sumia arrives first and offers a quippy character quirk to start her map.

Then… Intelligent Systems kind of throws a curveball and unexpectedly interjects more story into the second story map.

Laegjarn and Laevatein reveal that they apparently saved Helbindi’s life after his defeat by your hands when entering Múspell.

However, they also reveal that he’s caught between a rock and a hard place. If he goes back to Surtr and reveals he lost, he’ll be killed. As will his sister. So the flame sisters offer him the chance to join them and win his family’s safety by finally defeating the Order.

So that’s just what he does starting in the next map:

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Which, by the way, proved to me how silly Maribelle’s staff was after she buffed my Tiki and made it easier for her to defeat Helbindi. Just saying.

As the Order continues on, they go to a path that’s supposedly little known by Surtr’s forces called Burnt-Bone Gorge.

With a name as metal as that I can’t imagine how they wouldn’t know about it, but that’s plot convenience for ya.

Especially since, as it turns out, they do actually know about the path and are waiting in ambush.

Defeat the final map and the Order is able to break through and escape once again, leading them to question exactly how they got stuck in this situation in the first place.

Feh Plot Meme

The discussion on there being a traitor with the generic back-and-forth of “there can’t be a traitor” and “there must be a traitor” goes on for a long time because none of the members of the Order are willing to believe their old friend is evil. Again.

So I could go on and show everything… But I won’t. Because it’s kind of ridiculous when you consider all the evidence.

All of the evidence being that Múspell having a gOD DAMN SHAPESHIFTER ON THEIR TEAM.

Yeah that’s right. Why is anyone on the Order questioning whether there’s a mole like this is some Cold War drama.

Obviously someone somewhere is just Loki fucking around with everyone. Everyone’s seen her do it before so it shouldn’t be a surprise.

The way I see it there are four possibilities.

  1. The littlest Nifl princess is Loki, as fan theories have guessed for a while.
  2. Zacharias is Loki, because he told them exactly where to go to get ambushed.
  3. Mr. Big Bad Ice Prince is Loki, sent out to be a distraction.
  4. Or hey, maybe all of them are Loki. Maybe every character is Loki, because that’s the kind of plot convenience you can abuse when you introDUCE A SHAPESHIFTER INTO YOUR GAME GUYS COME ON!

I don’t know why this point annoys me so much. If anything it’s arguably good writing to make people guess who’s actually the real faker.

I just wish they didn’t have that intrigue while also having the main heroes be ignorant morons about it, introducing an entire extra layer of bullshit that’s not needed.

But rant aside, that’s where the story cuts off. Come back next time to see the end of the Rite of Flame, presumably.

Have a good night.


Speaking of have a good night, that’s about all I’ve got to say in regards to this banner and its accompanying story!

As usual I suppose I should end off asking you, the audience, some questions I’ll never have answered.

What do you think of the mole controversy? What wrong arguments do you have against the idea of Loki being responsible for everything in some way, shape or form?

How about the Olivia controversy? Are you tired of repeat units showing up like this outside of seasonal banners? Because I am.

Despite that, who are you hoping to summon on this banner? And who do you want to see added in the future?

All of these questions and more: Ignored. On the next episode.

Of Dragonball Z.

*Cue outro music*



Alright so I know I cued outro music already, but I have to keep you here a little bit longer folks.

See, as I was putting finishing touches on this post, I also happened to complete the main story missions and earn all of the extra orbs.

Using those orbs I attempted to summon again, the first summon following that fivesome I posted earlier.

As it turns out, those pegasi and Chrom actually WERE a good omen, because my first attempt scored me this:

My girl Sumia is here already, apparently.

Which I guess means… I basically don’t have to summon anymore on this banner if I don’t want.

Which, by extension, means I get to save up some orbs. Shout out to the ever-growing stockpile.

Dancing with the Genealogical God and Goddess

Dancing with the Genealogical God and Goddess

This post here is part two of my big two-part Fire Emblem Heroes update from the last week. I’m doing it all post-hoc since I’ve been heavily focused on the end of the school semester, but I didn’t want to leave things on the back burner forever.

If you want to see part one, where I talked about the Version 2.5.0 update, read all about it here.



I’ve had no qualms talking about the fact that I have zero history with many Fire Emblem games in the series’ long history. In a sense that creates a dichotomy with my Heroes posts between new heroes who I adore (See: Kinshi Hinoka) and new heroes who I have no connection with (See: The Thracia 776 heroes).

This post is going to be more of the latter. I don’t have much to say about these characters outside of whatever context I’ve gotten from heroes that joined the fray in the app before them.

However, despite my lack of in-game context, I do have a lot of positive things to say about their skills and my excitement to summon them. So let’s see what we’re working with!


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  • AresBlack Knight
  • Skill Set:
    • Dark Mystletainn (Might = 16 / Range = 1)
      • Accelerates Special trigger (cooldown count -1). If Special triggers before or during combat, grants Special cooldown count -2 after combat.
    • Draconic Aura (Cooldown = 3)
      • Boosts Attack by 30 percent.
    • Brazen Attack/Defense
      • At start of combat, if unit’s HP ≤ 80 percent, grants Atk/Def +7 during combat.
    • Seal Defense/Resistance
      • Inflicts Def/Res -5 on foe through its next action after combat.
  • Analysis:
    • Ares lives up to his name sake, the Greek god of war, quite well. His father’s Mystletainn was already a powerful weapon, but with the new upgrade it allows him to trigger Special attacks that have three-turn cooldowns (like Draconic Aura, for example) in a single blow. That’s kind of a scary amount of power for a unit with such high range as a cavalier, especially one that strikes hard when weakened against enemies he can weaken further. Definitely a powerful unit to grab.
  • LeneYearning Dancer
  • Skill Set:
    • Safeguard (Might = 14 / Range = 1)
      • If foe initiates combat, grants Defense +7 during combat.
    • Dance (Range = 1)
      • Grants another action to target ally.
    • Firestorm Dance
      • If Sing or Dance is used, grants Attack and Speed +3.
    • Sword Valor
      • If unit survives, all sword allies on team get 2x SP.
  • Analysis:
    • In all honestly, Lene is probably the weakest of the three in this banner. Or, perhaps it’s not fair to call her “the weakest” considering dancers are in a league of their own, but she’s the least valuable to pull in my opinion. The defense boost from her weapon is great to have considering a dancer’s frailty, and the multi-faceted boost given by Firestorm Dance is nice… Though arguably Performing Arts Azura had a better boost inherent to her weapon.
  • IshtarThunder Goddess
  • Skill Set:
    • Mjölnir (Might = 14 / Range = 2)
      • Accelerates Special trigger (cooldown count -1). If unit initiates combat, grants Speed +6 during combat.
    • Moonbow (Cooldown = 2)
      • Treats foe’s Defense and Resistance as if reduced by 30 percent during combat.
    • Swift Sparrow
      • If unit initiates combat, grants Attack and Speed +4 during combat.
    • Vantage
      • If unit’s Health ≤ 75 percent and foe initiates combat, unit can counterattack before foe’s first attack.
    • Odd Attack Wave
      • At start of odd-numbered turns, grants Attack +6 to unit and adjacent allies for one turn (bonus granted to unit even if no allies are adjacent).
  • Analysis:
    • Ishtar is, unapologetically, my current video game girl crush. That’s right I said it. But no, it is not just because she has a fairly provocative set of poses drawn up. As the inspiration for Reinhardt and carrier of a tome named after Thor’s hammer, it’s clear the developers wanted to have her live up to those namesakes as much as they did with Ares. She hits hard and gives herself massive boosts to both attack and speed quite often, which makes her a force to really be reckoned with. Plus, she can hit an opponent before they can kill her if she has a little health gone, which may just be a nice saving grace here or there. Long story short: She’s the one that I want (hoo, hoo, hoo).

Alright so I’m trying a new layout for the character analysis here. Let me know what you think, because it’s a bit more labor intensive but I feel like it lays out on a page way nicer.

My more extensive standalone ‘analysis’ section for each character also lays out what I would usually fill this break with, so I can jump straight into my current summoning experiences.

They’re uhh… Not great so far.

In my first set of summons, I did pull a five-star red hero. Unfortunately…

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It was Soleil.

Don’t get me wrong, I still love Soleil. One of my favorite characters from Fire Emblem Fates. In fact, when she first arrived in the game, I blew all of my orbs just to summon her!

But then she got downgraded to summonable at four-star rarity. Since then, I’ve summoned her quite a few times.

Maybe I’ll make her my next merging project once I’m done with Cordelia… And Nino… And Eirika…

Yeah I’m working on a few.

That said, I can’t say I’m particularly excited to have pulled Soleil when there are two red heroes on this banner that are both worth getting — one moreso, but still.

In terms of summoning on this banner as a whole, I am a huge fan of how strong these units look so I’ll continue to spend some orbs. As far as how many, I’m not too sure. At the very least I’m going to try to keep myself above 50 orbs minimum, as the new calendar that came out recently confirms that special heroes are coming out on May 10.

Will we see more brides coming into the game? Who knows. All I know is I’ll try to save some orbs until then.

That said, the story section always nets me some orbs, and the plot is getting exciting overall. Let’s see what they’ve got in store for us this time around:


 

 

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“Hellfire” is a pretty apt name for the series of levels in which the Order of heroes finally leaves the frozen tundras of Nifl to walk into the volcanic landscapes of Surtr’s homeland, Múspell.

Even though for some reason we needed a few chapters as a transition where everyone walked to Nifl, but they just decided to whisk us to this new location through a portal.

But I digress, because I’m not here to discuss the clunky parts of the story.

When they arrive, Fjorm seems to still be feeling the aftereffects of the Rite of Frost (to a currently unknown end), but nobody has a lot of time to reflect on what’s going on.

 

Among the first strike party is a new significant character, Helbindi. He’s a general under Surtr who looks… Interesting, to say the least.

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Yeah. Not sure I even have to say anything about that face of his.

After you defeat him at the entrance to the Kingdom of Flames, he retreats back to his fortress where you find out just a little more about his actually kindhearted nature.

 

 

Oh yes, that’s right. Helbindi isn’t the only new character unveiled in this chapter. We also have Ylgr, the youngest sibling in the Nifl royal family (alongside Fjorm, Gunnthrá and their currently unseen brother Hrid). She’s cute, she’s kind of sassy and she brings out the best in this new villain.

So all-and-all a pretty great character, for just being introduced.

 

 

Gotta love that dysfunctional sister/brother Stockholm relationship we’ve got going on.

From there, the Order makes their way through the typical mission set of fighting our new Genealogy heroes in various configurations. No real plot relevance, just minor original game references to give them characterization.

My only real thought process throughout the three filler battles actually went back to a character we don’t see: Veronica.

Yeah that’s right, the good old princess of the Embla Empire. Obviously she was the one who would have made the portal between Nifl and Múspell, as well as the one who would have gone to get the Genealogy heroes.

But at the end of the last chapter, we found out that Surtr was going to bring her back to his Kingdom to use her as a sacrifice for a ritual of sorts. If so, why would they still be giving her the chance to possibly escape their grasp by going around signing contracts with new characters?

I don’t know, perhaps that’s getting too into the weeds when thinking about what’s going behind the scenes, but I’d like to see them show what she does in the background once in a while.

That said, the lull of thought dies off quickly when the final battle starts with a cutscene featuring our favorite new Stockholm brother/sister pair.

 

 

 

Things actually get fairly deep as Ylgr digs up some past details about Helbindi’s real sister, and how she must be the reason why he can’t bring himself to hurt the young girl.

Like I said before, for a couple of characters who just got thrown into the game, I quite enjoy how much development and intrigue is being put into their interactions.

 

The second battle against Helbindi goes rather smoothly, with a little bit of playful banter between him and Fjorm leading into it.

If you consider sizing one another up ‘playful,’ that is.

Once you win the fight, the fate of Helbindi seems vague:

 

On the one hand, it’s typical for a Fire Emblem death prattle to sound like this. Calling out to a loved one, saying they need more time to live.

But with Helbindi being such a fresh, interesting character, is Intelligent Systems really going to kill him off right away? Or will he slip away to find his sister, for us to find later?

Who knows right now, I suppose. Time will tell and all that.

Now is not the time to mull it over, because the plot quickly moves into a different beat.

 

 

Remember that she said this, it’s actually going to be important in a second.

Introductions go around, and Fjorm begins to cough again, which offers Ylgr an opportunity to show some of her good nature. As well as hint at the fact that she may be some sort of cleric if added into the game.

 

When the plan to move forward comes out, Ylgr asks to come along, but does not seem to get a very positive reception.

 

 

Then everyone agrees to bring the sister along, and chapter 9 ends on a… Sort of quiet note.

However, it’s the underlying details that make this scene as interesting as it is.

See I cut a few panels out that show Ylgr being introduced to almost everyone in the main circle of the Order… Except the player character.

Yet the player character is called out specifically. That, in a sense, has become the basis of a fan theory that my friend Jonathan pointed out to me. It seems as though Ylgr might actually be the shapeshifting trickster Loki in disguise.

After all, she’s shown off the ability to hide as almost anybody quite often before, and it would explain not only the convenience of a little girl escaping the clutches of an evil empire but also the convenience of her knowing that name without being told it.

Feh Plot Meme

Yeah it is, Feh.

I quite like this theory, and I can easily imagine it actually being where this plot is going, so I wanted to bring it up here.

While I’ll be disappointed if things go in such a predictable direction, I am impressed that the fanbase is so cognizant of such minor details that they’re able to extrapolate on them so quickly.

But I suppose we won’t find out whether or not this is the case until the next few chapters hit. With a special set of characters coming soon, however, there’s no guarantee that’ll happen for some time now.

So stay patient, everyone. You know I’ll be here to talk about plot as it’s developing.


That’s all I’ve got today I’m afraid. With this post I have officially caught up with everything going on in the game.

Until May 20 when the special heroes drop. Because you know, no rest for the wicked and all that jazz.

In the meantime, let me know what you thought about this two-parter in the comments. I know it’s really no different from just doing two posts a few days apart when they were first happening, but I like to think there’s something special about putting them under the same umbrella.

While you’re at it, let me know what you think of the new set-up I’m trying for establishing details on the new heroes added in a summoning banner. I think I’ll keep it up for the next few banners just to see if it sticks at least, but I’d love some feedback all the same!