Tag: Nifl

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.

2019’s first new heroes

2019’s first new heroes

Oh boy, it’s a brand new year! Everything feels fresh and crisp, absolutely rife with possibilities. I can’t imagine what kind of great blog posts are going to come out of 2019!

What’s that? Fire Emblem Heroes updated?

Welp. If that’s not the most Jason’s Blog way of starting off the new year, I don’t know what is.


HrídResolute Prince

  • Geishun (Might = 14, Range = 1)
    • At the start of the turn, inflicts Attack -7 on foe on the enemy team with the highest Attack through its next action.
  • Swap (Range = 1)
    • Unit and target ally swap spaces.
  • Attack/Defense Bond (A Skill)
    • If unit is adjacent to an ally, grants Attack and Defense +5 during combat.
  • Quick Riposte (B Skill)
    • If unit’s Health ≥ 70 percent and foe initiates combat, unit makes a guaranteed follow-up attack.
  • Hone Attack 4 (C Skill)
    • At the start of the turn, grants Attack +7 to adjacent allies for one turn.

GunnthráYear’s First Dream

  • Hikami (Might = 16, Range = 1)
    • Grants Speed +3. At the start of the turn, inflicts Attack, Speed, Defense and Resistance -4 on the nearest foe within four spaces through their next actions.
  • Glimmer (Cooldown = 2)
    • Boosts damage dealt by 50 percent.
  • Swift Sparrow (A Skill)
    • If unit initiates combat, grants Attack and Speed +4 during combat.
  • Desperation (B Skill)
    • If unit’s Health ≤ 75 percent and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
  • Joint Hone Speed (C Skill)
    • At the start of the turn, if unit is adjacent to an ally, grants Speed +5 to unit and adjacent allies for one turn.

FjormNew Traditions

  • Kabura Ya (Might = 12, Range = 2)
    • Effective against flying foes. At the start of the turn, inflicts Speed -7 on foe on the enemy team with the highest Speed through its next action.
  • Reposition (Range = 1)
    • Target ally moves to opposite side of unit.
  • Attack/Speed Bond (A Skill)
    • If unit is adjacent to an ally, grants Attack and Speed +5 during combat.
  • Attack/Speed Link (B Skill)
    • If a Movement Assist skill is used by unit or targets unit, grants Attack and Speed +6 to both units for one turn.
  • Even Resistance Wave (C Skill)
    • At the start of even-numbered turns, grants Resistance +6 to unit and adjacent allies for one turn (bonus granted to unit even if no allies are adjacent).

LaevateinKumade Warrior

  • Kumade (Might = 12, Range =2)
    • At the start of the turn, inflicts Attack and Speed -5 on foe on the enemy team with the highest Defense through its next action.
  • Rehabilitate (Range = 1)
    • Restores Health = 50 percent of Attack -10 (Minimum of 7). If target’s Health is ≤ 50 percent, the lower the target’s Health, the more Health is restored.
  • Earthfire Balm (Cooldown = 1)
    • When healing an ally with a staff, grants Attack and Defense +6 to all allies for one turn.
  • Wrathful Staff (B Skill)
    • Calculates damage from staff like other weapons.
  • Even Defense Wave (C Skill)
    • At the 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).

With Legendary Azura having literally just happened and the Christmas units still in rotation, I was a little burnt out coming into this New Year’s banner.

Don’t get me wrong, I was happy to see that the Múspell and Nifl units getting more love. Even if they still had to be in Hoshido to make this another pseudo-Fates banner.

But I paid little-to-no attention to what they were actually offering. I wasn’t strongly anticipating any of the units besides Laevatein, as she’s my favorite.

It seemed Intelligent Systems knew that, as they offered me a little New Year’s gift:

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Yee.

Having paid their skills more mind now, I can easily say Laevatein is the weakest of the bunch… But character preference is half the battle.

We’re getting free summon tickets for this banner, so I’ll keep throwing some orbs at it to get some of the Nifl units. Any of them look great honestly.

Luckily, even if I’m ambiguous on the units, there’s plenty happening at the start of 2019 to keep me invested. Not only are there January quests, we also have New Year’s celebration orbs, Aether Raids quests AND a new run of the Tempest Trials.

Plus, of course, there’s the Paralogue.


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The interesting thing about Paralogue 29 is that there really isn’t too much of a story to discuss. Rather, it serves as an outrealm circumstance of sorts.

It stipulates how great things could have been if the Nifl and Múspell siblings teamed up to defeat Surtr instead of slaughtering one another. Because they get along quite well.

Laegjarn and Fjorm have a moment together:

As do Gunnthrá and Laevatein:

And everything ends with the very sweet sentiment of Laegjarn’s wish:

It’s a feel-good moment meant to wrap up the Book II character arcs.

Unfortunately, it would ring out much more sweetly if we didn’t have the knowledge that in our universe they do, in fact, all slaughter one another and end their stories in a more somber note.


Alright I know, it’s silly for me to start the year off with one of these. But what can I say? It’s an easier banner this time around, and that gives me the chance to spend the first day of 2019 relaxing.

… If that weren’t obvious by the fact that I seem to have completely abandoned my desire to put these out early in the morning. *Glances anxiously at the clock*

I’m sure you all don’t mind, though.

Still convinced I’m the only one who enjoys these posts.

But that said I do still enjoy them, even in our new year of 2019! There are still interesting little tidbits that entice me. Like the fact that Laegjarn is more prominent in the Paralogue than Hríd in spite of being a Tempest Trials reward.

So let me know what you think about this first banner of 2019, and what you might be looking forward to seeing later into the year! Lord knows I’ll still be blathering on about this game.

Holly Jolly Heroes

Holly Jolly Heroes

Boy it sure does feel like I was covering the start of Book III just yesterday, doesn’t it? Glad to see Intelligent Systems isn’t slowing down with these new units.

Luckily today we just have a smaller holiday-themed banner, which makes it a quick distraction from my finals. Which, by the way, is why I’m not getting this out earlier. Had my Sensation and Perception exam at 12 p.m.

It was kind of a mess, but that’s a story for another day.

I’d much rather talk about this banner right now, as it involves my favorite Fire Emblem game! Especially since the units fill some interesting niches.


FaeHoliday Dear

  • Glittering Breath (Might = 14, Range = 1)
    • During combat, boosts unit’s Defense and Resistance by the number of allies within two spaces x 2 (max bonus of +6). If foe’s range = 2, calculates damage using the lower of the foe’s Defense or Resistance.
  • Luna (Cooldown = 3)
    • Treats foe’s Defense and Resistance as if reduced by 50 percent during combat.
  • Defense/Resistance Bond (A Skill)
    • If unit is adjacent to an ally, grants Defense and Resistance +5 during combat.
  • Vengeful Fighter (B Skill)
    • If unit’s Health ≥ 50 percent and foe initiates combat, grants Special Attack cooldown charge +1 per unit’s attack, and unit makes a guaranteed follow-up attack (does not stack).
  • Armor March (C Skill)
    • At the start of the turn, if unit is adjacent to an armored ally, unit and adjacent armored allies can move one extra space (this turn only, does not stack).

EphraimSparkling Gallantly

  • Festive Siegmund (Might = 16, Range = 1)
    • Accelerates Special Attack trigger (cooldown count -1). If unit is not adjacent to an ally, grants Attack, Speed, Defense and Resistance +4 during combat.
  • Dragon Fang (Cooldown = 4)
    • Boosts damage by 50 percent of unit’s Attack.
  • Attack/Defense Solo (A Skill)
    • If unit is not adjacent to an ally, grants Attack and Defense +6 during combat.
  • Bold Fighter (B Skill)
    • If unit initiates combat, grants Special Attack cooldown charge +1 per unit’s attack, and unit makes a guaranteed follow-up attack (does not stack).
  • Close Guard (C Skill)
    • Allies within two spaces gain: “If foe uses sword, lance, axe or dragonstone, grants Defense and Resistance +4 during combat.”

EirikaGentle as Snow

  • Joyous Lantern (Might = 12, Range = 2)
    • At start of turn, grants Defense and Resistance +5 to ally with the highest Attack for one turn (excluding this unit).
  • Restore (Range = 1)
    • Restores Health = 50 percent of Attack (min of 8 Health). Neutralizes ally’s penalties and negative status effects that last through ally’s next action.
  • Heavenly Light (Cooldown = 2)
    • When healing an ally with a staff, restores 10 Health to all allies.
  • Dazzling Staff (B Skill)
    • Foe cannot counterattack.
  • Attack Opening (C Skill)
    • At the start of the turn, grants Attack +6 to ally with the highest Attack for one turn (excluding this unit).

If I haven’t made it obvious before, I don’t celebrate Christmas. So it’s not exactly a time where I get super hyped up on holiday spirit. Thus, events in games that I play are usually my major connections to said spirit.

Everyone loves themselves some holiday variants, after all. Last year’s Christmas banner introduced a bunch of skills that changed the game by making armor units truly powerful.

This year… Not so much. But as a forever fan of the Sacred Stones I do love seeing Eirika and Ephraim. Hopefully between their appearance this Christmas, Tana and Ephraim showing up over the summer and Myrrh on Halloween we’re gearing up for new characters soon!

In terms of what the new variants bring to the table, Ephraim retains his solo warrior schtick, though it takes on an interesting light when applied to an armor unit.

Eirika stands out as being our first healing armored unit, and she’s an especially interesting support because of how she buffs your most powerful teammate.

Fae… Isn’t quite as important to me. I haven’t played the game she’s from and we already have male Grima as a green armored dragon.

So obviously two units were on my radar here, and as far as my luck has taken me so far:

I already got my boi! Plus an extra copy of Morgan, who has some nice skills to give away.

I also summoned a duplicate five-star Nanna, which is neat even if she stole Eirika’s thunder.

What makes this holiday banner particularly interesting is that it not last for a month, but we also have access to last year’s banner for the same amount of time!

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Definitely going after Tharja again once I have Eirika.

But wait, that’s not all! Intelligent Systems has tripled the Christmas cheer by also starting the Tempest Trial right away:

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Between Ephraim and my Lissa from last year, I’ve got this in the bag.

All the more orbs for me to use alongside these Paralogue rewards.


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For the most part, this Paralogue offers a standard story with a few moments of humor that stand out decently well.

As usual the Order of Heroes has decided to take part in a yearly festival so they can bolster their supplies. But this time they have true opponents:

Fjorm and her sister Ylgr confirm that the Nifl units have not disappeared into the aether thanks to the start of Book III. I just hope they’ll make an appearance in the main story as well!

The Order first encounters a particularly bossy Fae.

Then they find Ephraim and Cecilia having an interesting conversation remarking on one another’s renown in legends. It’s similar to his conversations with Hector from the Brave banner, except this time he asks if she would be willing to instruct him in the art of magic.

To which she replies:

And totally tears him down. It’s actually kind of hilarious watching Ephraim fall apart when he’s suddenly told that there’s no hope for him learning a new fighting style.

Of course that’s all set dressing, as the Order shows up and hands them a big, steaming L.

When they retread and join the others, your squad easily beats them once more to receive all the big holiday prizes. Though I can’t imagine all of these contest holders are happy with the Order coming in and winning every single one…

But hey, turns out Nifl was fighting against you in the contest. So Ylgr gives you a bit of guilt:

Which leads to Sharena giving them all of the gifts. It’s frankly the least they can do for a nation that was completely ravaged not that long ago.

Once the Nifl princesses leave, there’s an extended portion of the epilogue where Anna finds out that Sharena still believes in this realm’s version of Santa Claus because Alfonse never told her he wasn’t real.

For a subject that might have just been a fun little aside, this gag goes on for way too long in-game.

So I’m not going to offer it near as much screen time. Play the game if you want to see more!


And with that, more virtual holidays have come and gone. This season’s bounty is truly worth the orb splurge in my opinion… Though in just a week or two we’ll be getting the New Year’s banner as well.

So hey, summon with your own discretion.

Let me know what you think of these new holiday units, and who you want to see get a seasonal alt next in the comments below!

Book III opens, death comes out

Book III opens, death comes out

It figures that a week before finals we get not only the release of Super Smash Bros. Ultimate, but also a huge update to Fire Emblem Heroes.

All of this excitement definitely is not helping me stay ready for exams.

But we’re not here for school-related stuff today. No, this is a two-part blog post about the big introduction to Book III! Yesterday I talked about the Feh Channel that Nintendo put out, that way today I could devote all of my time to the beginning of the story.

So knowing this is going to be long enough as is, let’s get into it shall we?

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Chapter 1

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Chapter 1 begins in an… Unexpected place.

Some time has passed since the end of Book II, though the actual period isn’t specified. Our first scene has the Queen of Askr, Alfonse and Sharena’s mother, arriving at the Order of Heroes’ castle with a mission at hand:

After Henriette becomes acquainted with you, the team heads back to Askr proper.

On the way there are aggressive soldiers from the rival nation of Embla — not seen since Book I. The siblings find this strange given how far they are from the nation’s border, but their mother explains what is happening.

Interestingly enough, despite the fact that these enemy units are supposed to be Emblian units previously encountered, there are a whole host of new unit types on the enemy side. Colored bow users, colored dagger users and flying manaketes among them.

Soon enough the Order starts to come across the two generals of Hel’s army:

Upon seeing the two figures on the battlefield, Alfonse and Sharena immediately recognize them. It turns out both figures are intrinsically linked to the characters in an interesting way.

They are the ancestors of the royal siblings and Princess Veronica respectively.

How the characters will deal with their ancestors should be an interesting development throughout the story.

When the Order finally approaches Askr castle they’re intercepted at the gate by Eir, princess of the dead. Once she’s defeated she submits to death by the hand of Alfonse (because I guess the princess of the dead wasn’t dead? Go figure that one out), but he spares her. Instead they take the girl as a prisoner and eventually a wary ally because she supposedly ran away from home and would not be allowed to return.

I say supposedly because… Well… Intelligent Systems blew their load on the surprise before Eir even arrived.

You couldn’t have kept this as a reveal for the future instead of telling us right off the bat?

Ah well. Her character description says she doesn’t quite enjoy her mother’s assault on the living, so at least the character transitioning into a true ally is still available.

But until then we have her as a “tentative” ally.

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I get the feeling most people are going to latch onto the princess fast. Because boy is she packing heat with that base kit of hers.


EirMerciful Death

Skill Set:

  • Lyfjaberg (Might = 14, Range = 2)
    • Grants Resistance +3. At the start of combat, if unit’s Health ≥ 50 percent, grants Attack and Speed +4 during combat, and if unit initiates combat, foe cannot make a 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. If bonus was granted to unit, deals 4 damage to unit.
  • Iceberg (Cooldown = 3)
    • Boosts damage by 50 percent of unit’s Resistance.
  • Swift Sparrow (A Skill)
    • If unit initiates combat, grants Attack and Speed +4 during combat.
  • Mystic Boost (B Skill)
    • Disables foe’s skills that “calculate damage using the lower of foe’s Defense or Resistance” and “calculate damage from staff like other weapons.” Restores 6 Health after combat.
  • Sparkling Boost (C Skill)
    • At start of turn, restores 10 Health to ally that has been dealt the most damage (excluding this unit).

Analysis:

Eir is just good. Her weapon and A Skill give her a ton of Attack and Speed at the cost of a little health each turn, but her B Skill just restores that health while nullifying a ton of different abilities that might give her enemies an edge.

Add onto that the high resistance attack buff of Iceberg and general ally healing and… Yeah, she’s solid.

A hell of a unit to have given us for free.


Chapter 2

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Chapter 2 begins in the grand halls of Askr castle… Of which we see one background panel.

Alfonse and his father, Gustav, vaguely dance around the reason why Alfonse had said he wasn’t allowed back home before just jumping into the meat of story-relevant exposition.

Apparently there’s a single entrance to Hel that had been sealed for over 20 years by the king’s best defenses. However something happened to the gateway that allowed denizens of the dead to emerge once more.

Right away there’s some weird business going on with Gustav being very harsh toward Alfonse while subsequently ignoring Sharena… But later we also get some dialogue with the queen that suggests he’s that archetype of a grizzled old father who wants his son to avoid the same mistakes he made.

But I’ll get to that.

First we have to discuss the shoehorned in appearance of Veronica after battle two.

There’s more vague alluding to the time skip at this point when Loki shows up out of nowhere to ask Veronica for some kind of cooperation in fighting the soldiers of Hel. They also reference Veronica’s brother Bruno, who had deus ex machina’d his way into the end of Book II but is now off on some secret mission again.

Despite Veronica’s hesitation, Loki suggests a partnership between the two nations because dead people just want to kill all living people.

We don’t have a solid idea of Hel’s motivation yet so let’s go with that for now.

My only wish is that we also get a connection to the Nifl/Múspell conflict here instead of just sticking with the Askr/Embla stuff. At the end of Book II Fjorm did join the Order permanently knowing she was dying from the after effects of the Rite of Frost.

Did she die? Or will she and Hríd and everyone be able to help fight the dead?

So far the only reference we’ve gotten to Book II comes at the end of the fifth battle. It centers around the Order of Heroes arriving at the gateway to Hel and seeing thousands of soldiers pouring out to attack a nearby village. They distract the forces long enough for Askr’s full army to arrive and rout the enemy, at which point Gustav scolds his son.

They do bring the moment around into a pretty nice message about what it means to be a king, showing that the harshness is less about being a calloused father and more about trying to groom a proper heir:

But it still seems like a stretch to toss out the entirety of Book II’s scope and consequences by saying it didn’t make everyone in the Order a hero.

You could show some more affection toward your son you know Mr. Grizzled Old Man Archetype. I’m sure that would make things better come the inevitable existential crisis of fighting death and literally seeing his sister get taken into her army.

Since you know, we’ve seen that it’s coming in the opening cutscene.

Just saying.


For now that’s all we’ve got in the Book III story. Everything is obviously a bit rough around the edges as we only have the earliest exposition set out before us.

However, not counting ridiculous things like the developers spoiling Eir’s possible double-cross later, there were a few good surprises just in the first two chapters. Connecting Hel’s generals to the history of the game’s two main nations in particular makes me interested to see more.

But with all that said, this post is extra long considering I had to sum up two chapter’s worth of story. So I’m going to leave everything to all of you here:

What do you think of the Book III story thus far? Where do you think it’s going to go? Where do you want it to go? How should we boycott the game if the Book II characters never show up again?

Let me know your thoughts in the comments down below! I, for one, am looking forward to getting some of that Fire Emblem Heroes fix in again.

A Feh Channel to die for

A Feh Channel to die for

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

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

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

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

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

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

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

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

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

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

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


Hel

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Death Sovereign

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

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


Eir

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Merciful Death

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


Thrasir

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Omnicidal Witch

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

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


Líf

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Lethal Swordsman

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

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


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

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

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

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

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

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


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

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

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

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


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

Cool runnings in Nifl’s past

Cool runnings in Nifl’s past

With the addition of our newest Legendary Hero Hríd, the sole Prince of Nifl, we finally have every Book II character released as a playable unit in Fire Emblem Heroes.

Just in time for Book III to start in December. It’s almost like Intelligent Systems planned this stuff out!

But did they plan out Hríd well?


HrídIcy Blade

  • Gjöll (Might = 16, Range = 1)
    • Grants Attack +3. If a penalty inflicted by a skill like Panic or Threaten, and/or a negative status effect (preventing counterattacks or restricting movement) is active on foe, unit makes a guaranteed follow-up attack and foe cannot.
  • Moonbow (Cooldown = 2)
    • Treats foe’s Defense or Resistance as if reduced by 30 percent during combat.
  • Distant Counter (A Skill)
    • Unit can counterattack regardless of foe’s range.
  • Freezing Seal (B Skill)
    • At the start of a turn, if unit’s Health ≥ 50 percent, inflicts Attack/Speed -6 on foe with the lowest Resistance through its next action.
  • Attack Smoke (C Skill)
    • Inflicts Attack -7 on foes within two spaces of target through their next actions after combat.

From a purely conceptual standpoint, I actually really like the idea behind Hríd’s base skill kit. His B skill weakens the strongest enemy on the opposing team so that he can race in on his horse and slay them with the guaranteed follow-up of his sword.

On top of that he has defensive capabilities thanks to Distant Counter, which balances things out.

Overall it’s a really solid set of capabilities, and if nothing else it’s great to have a new unit with Distant Counter given how rare the ability is.

To be completely honest my only real problem with Hríd is the fact that… Well…

We literally just had a sword cavalier as a Legendary Hero with Eirika.

Come on Intelligent Systems, at least separate out the weapon/move type combinations a little better. Maybe make Hríd a sword armor unit or something, that way we can have a power crept Black Knight as a Legendary Hero.

I don’t know , the quick repetition bugs me. But even so I don’t mind the character himself.

On top of that, his entourage in the special Legendary Hero banner isn’t so bad:

Red and green hold the most interest for me this time around. Hríd, Legendary Ryoma, Summer Innes and Kana are all not in my current arsenal, and thus all worth summoning.

In the other two colors the only character I’m missing is Brave Hector.

I do want Brave Hector, but I’m not sure he’s worth potentially getting another Legendary Lucina or Summer Cordelia.

Also can we hold an intervention for Intelligent Systems to not include female Grima in any more of these banners? I’m pretty sure she’s been in every single one.

There better be some cool story thing that comes out of that eventually.

While I started with about 200 orbs once again, it took me 50 or so to get something of particular interest to me:

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All the animosity I stored toward the Legendary Lobster since his first appearance when he took all my orbs and never showed up has finally been relieved.

I don’t know that I’ll ever be the same still… But he’s +Attack, -Resistance. Which I think is his best build.

So hey I guess I can’t really complain.

I’ve also gotten a second Laevatein at this point, but she’s not very good compared to the one I had already.

I don’t know whether I’ll spend a lot more orbs on this banner unless I get a bunch in the near future. At this point there aren’t enough units left to justify it.

But at least there are Legendary Battle Maps to score some extra orbs, right?

Nailed the transition.


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While most of the Legendary Battle Maps have been cool examples of a stage from the character’s original game, I particularly appreciate what they did for Hríd.

His map appears to be the Rite of Frost chamber from Heroes’ main story, seen back when Kinshi Hinoka first came out, but frozen over more than ever. It’s a nice touch for people who have been sticking with this game for a long time.

As far as the difficulty goes? I mean it’s the same old reinforcement map bs as always. Not very fun in my opinion.

What is more fun to discuss is the Forging Bonds that coincides with Hríd’s addition featuring the four Nifl siblings:

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I haven’t gotten very far into any of the support conversation threads, but what I have seen has been so different than usual that it’s pretty engaging.

The overall theme of the event is a prequel of sorts. The story starts off prior to Surtr’s invasion right around the time when Gunnthrá apparently has a premonition that he will be coming soon.

Group sections seem to focus on the siblings preparing together (a somber twist considering how the story goes) while the individual conversations each have the siblings meeting you in their dreams.

Again I don’t know where they wind up going just yet, but I’m very excited to see!


I’m going to level with you guys, I thought I was going to end this off early tonight and go to bed.

Then I got distracted with some videos online and somehow it turned into 2:00 a.m.

So I’m not going to put a lot of fanfare into this conclusion. Just let me know what you think of Hríd, what you want to see in the future, all that fun stuff.

That said, I’ll see you in the next FEH post where I’ll hopefully be more awake.

Fire and Ice and Everything Nice

Fire and Ice and Everything Nice

After the last Heroes summoning banner left me feeling so burned, I’m glad we finally have a new one that’s pretty cool to make me throw my orbs against the wall again.

Get it? Burned? Cool?

Because it’s the Fire and Ice banner?

Here let me explain the joke, then it’ll definitely be funnier that way.


YlgrFresh Snowfall

  • Sylgr (Might = 14, Range = 2)
    • Grants Speed +3. At start of combat, if unit’s Speed > foe’s Speed, grants Attack and Speed +4 during combat. After combat, if unit attacked, inflicts Defense and Resistance -7 on target and foes within two spaces of target through their next actions.
  • Glimmer (Cooldown = 2)
    • Boosts damage dealt by 50 percent.
  • Sorcery Blade (A Skill)
    • At start of combat, if unit is adjacent to a magic ally, calculates damage using the lower of foe’s Defense or Resistance.
  • 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.
  • Speed Tactic (C Skill)
    • At start of turn, grants Speed +6 to allies within two spaces for one turn. Granted only if number of ally’s movement type on current team ≤ 2.

SurtrRuler of Flame

  • Sinmara (Might = 16, Range = 1)
    • Grants Defense +3. At start of turn, deals 20 damage to foes within two spaces.
  • Bonfire (Cooldown = 3)
    • Boosts damage by 50 percent of unit’s Defense.
  • Steady Stance (A Skill)
    • If foe initiates combat, grants Defense +8 during combat and inflicts Special Attack cooldown charge -1 on foe per attack (only highest value applied, does not stack).
  • Wary Fighter (B Skill)
    • If unit’s Health ≥ 50 percent, unit and foe cannot make a follow-up attack.
  • Surtr’s Menace (C Skill)
    • At start of turn, if unit is within two spaces of a foe, grants Attack, Speed, Defense and Resistance +4 for one turn and inflicts Attack, Speed, Defense and Resistance -4 on foes within two spaces through their next actions.

I think this is the first time in the history of Fire Emblem Heroes that we’ve had only two new characters on a banner. The acuteness is intriguing from a historic perspective, but also because it’s that much easier for me to talk about them both together!

First we have Nilf’s youngest royal sibling, Ylgr. Her natural skill set seems to fit well with her character.

Given the girl’s small stature, this makes sense that she’s focused primarily on speed.

Her unique colored dagger, Chill Speed and Speed Tactic all focus on debuffing an opponent’s speed and incurring buffs when she’s faster. She’ll be a perfect candidate for the Flashing Blade Sacred Seal, that way she’ll gain stat buffs and a Special Cooldown charge.

The only strange thing about Ylgr is her unique A Skill, which lets her hit the opponent’s weaker defense stat if she’s with a mage. Seems somewhat impractical?

Perhaps they want us to run her alongside her sister Gunnthrá, who also works on lowering Speed.

King Surtr has skills equally fitting his stature in that he’s large, imposing and overwhelms his enemies. Everyone within two spaces of the guy takes 20 damage and loses 4 points in each stat EVERY turn. It’s kind of nuts, especially considering he gains +4 to each stat at the same time.

That’s like a natural +8. To Attack, Speed, Defense and Resistance.

Arguably Surtr’s only problem is that he would be far better with Distant Counter so he could hit everyone within two spaces that are debuffed. Plus… There are a ton of Distant Counter green armored units that fill his niche.

However, both units are pretty cool. Worth summoning I’d say!

Though, even if I’ve accumulated a small fortune of ~240 orbs in my silent protest against the Adrift banner, I don’t want to spend them all on these two. I’ll keep everything above 200 at least, just in case something better comes around soon.

I really haven’t pulled anything of note just yet. Mainly some fodder for skills to inherit later.

Thus I keep working on orb accumulation. Luckily there’s a whole bunch of extra orbs in story and special maps this time around!


For the first time in a long time, we have a Xenologue. Essentially a continuation of the main story, but framed as a short bridge between the end of Book II and Book III.

Oh, and by short I mean just one map with a bit of dialogue.

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The scene opens with Surtr waking up following his death by the hands of the Order of Heroes. He receives word from a mysterious new figure that his powers will posthumously taken on by them. Only for him to be told that they are:

Apparently, Hel assumes that one such group unworthy of a greater reward is… Well…

Yeah. Us.

Soon after the reveal of the next Book’s villain, the Order encounters Loki who talks about how she’s after Hel in some capacity. She wants the power on her side, or some such deal.

Plus she allude to Sharena being important in the next Book’s story, which is nice considering Alfonse wound up having the spotlight in Book II.

That’s essentially that, however. I consider this Xenologue a simple ‘come back in December for more’ tidbit that gave us nine extra orbs.

But wait, there’s more!

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Yes we’ve got three separate special maps based on the Book II characters. They don’t have any extra dialogue or anything, just an additional four orbs each.

If I were a suspicious man, I would think Intelligent Systems is fattening us up so we’ll be ready for some big banners coming soon.

But when have I ever ben a suspicious man? Haha.

Ha.


Anyway, that’s all we’ve got for the day! A quick two units, a quick Xenologue.

Simple and clean.

I think I’m going to take the cue and leave things with a sparse conclusion. Let me know what you think of these new units, and what you’re expecting out of the upcoming Book III!

It’s certainly going to be exciting to cover, if you ask me.

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.