Tag: Orbs

Fire Emblem Heroes goes full beast mode

Fire Emblem Heroes goes full beast mode

I’ve said before that the Radiant games are an unfortunate blank spot in my experience with Fire Emblem. When I found out beast units were finally on their way and that they would be from this particular universe, I was a little hesitant about whether I’d want them over some potential other options like Kaden or Yarne.

But then we saw what these beasts were packing, and my first reaction was:

Why are there so many different kinds of animal units out of this one Fire Emblem continent? Hawks, swans, ravens AND wolves seem a bit over the top.

Then my second reaction was:

Oh man, there’s some potential here.


TibarnLord of the Air

  • Hawk King Claw (Might = 14, Range = 1)
    • Grants Attack +3. If foe’s Health = 100 percent and unit initiates combat, unit makes a guaranteed follow-up attack.
    • At start of turn, if unit is adjacent to only beast or dragon allies, or if unit is not adjacent to any ally, unit transforms (otherwise they revert). If unit transforms, they can move one extra space and grants Attack +2 (that turn only, does not stack).
      • Will furthermore be referred to as ‘Beast transformation effect.’
  • Draconic Aura (Cooldown = 3)
    • Boosts damage by 30 percent of unit’s Attack.
  • Sturdy Impact (A Skill)
    • If unit initiates combat, grants Attack +6 and Defense +10 during combat and foe cannot make a follow-up attack.
  • 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.
  • Even Attack Wave (C Skill)
    • At start of even-numbered turns, grants Attack +6 to unit and adjacent allies for one turn (bonus granted to unit even if no allies are adjacent).

LeanneForest’s Song

  • Heron Wing (Might = 14, Range = 1)
    • Grants Speed +3. At start of turn, restores 7 Health to allies within two spaces of unit. Beast transformation effect applies.
  • Sing (Range = 1)
    • Grants another action to target ally.
  • Mirror Stance (A Skill)
    • If foe initiates combat, grants Attack and Resistance +4 during combat.
  • Flier Formation (B Skill)
    • Unit can move to a space adjacent to a flying ally within two spaces.
  • Hone Beasts (C Skill)
    • At start of turn, grants Attack and Speed +6 to adjacent beast allies for one turn.

ReysonWhite Prince

  • Heron Wing (Might = 14, Range = 1)
    • Grants Speed +3. At start of turn, restores 7 Health to allies within two spaces of unit. Beast transformation effect applies.
  • Sing (Range = 1)
    • Grants another action to target ally.
  • Steady Posture (A Skill)
    • If foe initiates combat, grants Speed and Defense +4 during combat.
  • Fortify Beasts (C Skill)
    • At start of turn, grants Defense and Resistance +6 to adjacent beast allies for one turn.

NailahUnflinching Eye

  • Wolf Queen Fang (Might = 14, Range = 1)
    • Accelerates Special Attack trigger (cooldown -1). During combat, boosts unit’s Attack and Speed by the number of allies within two spaces x2 (max of +6 to each stat). Beast transformation effect applies, and unit deals +10 damage when Special Attack triggers.
  • Moonbow (Cooldown = 2)
    • Treats foe’s Defense and Resistance as if reduced by 30 percent during combat.
  • Distant Counter (A Skill)
    • Unit can counterattack regardless of foe’s range.
  • Null C-Disrupt (B Skill)
    • Neutralizes status effects and disables skills that prevent counterattacks during combat.
  • Glare (C Skill)
    • After combat, if unit attacked, inflicts status on target and foes within one space of target restricting movement to one space through their next actions.

So fun fact, writing out the skills for these units took nearly 500 words. Beasts take up a lot of god damn text, apparently.

That said, I would say all that text was very worth it for how broken some of these units look. Namely Tibarn and Nailah.

The two swans are interesting in that we’re leading with singing units for our introduction to beasts, as well as the fact that they have the exact same weapon in two different colors — which I think is a first?

But Tibarn hits like a truck with all of his attack, and that new Attack/Defense buff from Sturdy Impact is a crazy power creep.

Then Nailah basically always triggers Moonbow from any distance while neutering the opponent’s skills and movement range. It’s crazy to me that we finally have a non-Hector unit with Distant Counter and she appears just as broken.

So yeah. I’m definitely focusing more on red and blue stones in this banner.

… It’s just too bad all of the holiday banners sapped my orb supply.

Luckily the new run of Forging Bonds is giving out one free summon ticket for each character.

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Sure that’s a downgrade from the seven we’ve gotten out of daily rewards in the past, but we’ve got a whole new chapter in Book III to help bolster that orb supply.


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This new story chapter starts by setting the scene for what I imagine we’ll see for a while:

King Gustav tells his son to avoid Hel at all costs, as she is literally death and no matter how strong one becomes they cannot help but succumb to death.

He talks about how he had prior experience fighting Hel years ago, which left him with his battle scar.

… I’ll admit, I didn’t see the scar until he brought it up, but now that I know the lines on his face aren’t just wrinkles and crow’s nests, I understand the danger.

After the brief introduction, business goes about as usual. Anna leads the Order of Heroes into battle and there’s a good four matches without any serious exposition.

The most interesting bit of dialogue we get is from Reyson:

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What’s interesting about this is Princess Veronica is the one who forges contracts with units, but apparently it’s the Askran ancestor who does so for Hel.

Maybe that’s just interesting to me?

When the next map begins, King Gustav’s advice goes right out the window as it turns out Hel is there. Her daughter, Eir, provides a bit of foreshadowing.

Feh Plot Meme
Didn’t think I’d forget about this dumb meme, did you?

Once the battle commences, Hel is surprisingly easy to kill (on the lower difficulties where she has an Iron Axe, anyway). But for story reasons her defeat turns out to be a subterfuge.

She reappears and brings context to the name of the chapter by cursing Alfonse to die in nine days. Why she couldn’t just take him right away with her scythe as she does in the opening cinematic is beyond me…

But it does open up this philosophy dialogue:

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So you know. Sometimes we have to be poetic rather than sensible.

Let’s just hope the next bit of story comes within nine days so the prince doesn’t die.


Keen viewers out there will know that a few days ago I promised this would be coming out yesterday. That’s because I can’t read dates, apparently!

The banner is out now however, so here we are. That means you should expect a second post about my time at Alyson’s mini band banquet later tonight.

Until then, let me know what you think about the brand new beast units in Fire Emblem Heroes, and which beasts you want to see come out next!

Also, just for curiosity sake, let me know what you think about how inefficient Hel was with that ‘nine day curse’ thing. Like she is literally death get a little more realistic, lady.

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.

The Legendary grey waves of fate wash in

The Legendary grey waves of fate wash in

Legendary Hero time?

Legendary Hero time.


AzuraVallite Songstress

  • Prayer Wheel (Might = 14, Range = 2)
    • Grants Speed +3. If Sing or Dance is used, grants bonus to target’s Attack, Speed, Defense and Resistance = The highest bonus on the target for one turn.
  • Grey Waves (Range = 1)
    • Grants another action to target ally, and if target is an infantry or flying ally, target can move one extra space (that turn only, does not stack).
  • Blue Duel Flying (A Skill)
    • Grants Health +5. If unit is five-star and level 40 and its stats total < 170, treats unit’s stats as 170 in modes like the Arena.
  • Aerobatics (B Skill)
    • Unit can move to a space adjacent to any infantry, armored or cavalry ally within two spaces.
  • Attack Tactic (C Skill)
    • At start of turn, grants Attack +6 to allies within two spaces for one turn. Granted only if number of that ally’s movement type ≤ 2.

At this point I would have expected Intelligent Systems to start pumping out a few Mythic Heroes with the beginning of Book III, but I suppose there’s still a few slots available for legendaries that we needed to fill.

So to help us round out this era of special characters, we have yet another alternate version of Azura. This time based off of her mother, Arete.

While her design alone is a nice reference, she actually stands out even more as a powerful unit to summon. Kind of a power crept version of last year’s New Year’s Azura as a flying dancer, though with a magical tome rather than an axe.

See Legendary Azura’s gimmick, if you hadn’t picked it up already, is that she gives an exceptional amount of buffs through her song after warping to basically any ally easier based on her Aerobatics skill. When she sings for that ally, they gain wide-ranging skill buffs (likely replicated from her Attack Tactic skill) and an extra movement space.

That’s just good. There really isn’t anything else I can say about it.

Honestly if I hadn’t already needlessly wasted a ton of orbs on the Christmas units, I would probably be much more invested in trying to summon Azura here. Especially considering the other units in her banner.

Because also in this Legendary Hero banner are:

There are a healthy mix of units I don’t have and powerful units I wouldn’t mind having more of in this banner. Marth, Camilla, Nino, Helbindi and Takumi are all missing from my catalog, and I really wouldn’t mind summoning any considering the ones I do have like Hector, Veronica and Tiki are worth having multiple copies of.

So… All things being equal, I don’t have a lot of bad things to say about this banner overall.

If it weren’t for too many other banners happening at the same time (looking at you, New Year’s 2018 banner coming soon), I would spent more time heaving orbs at it.

But hey, at least there’s always Legendary Battle Maps to supply some extra orbs! So maybe I’ll be able to summon her before she disappears.


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Alright so I’m going to level with you, I don’t have much of anything to say about the battle map other than “hey free orbs.” I know this entire post feels a bit sparse… And that’s because it kind of is.

Really everything with this Legendary Hero is so good that it’s kind of bland to talk about since I can’t summon too much on the banner. Plus I was hoping to get to it last night until I fell asleep and stayed asleep until very late today because of that sickness I’m still rocking.

So I just wanted to get this out of the way, that way I can focus more on the end-of-year posts coming out the next two days.

Hope you all can forgive me for half-assing this one as a result ❤


And there we have it, another new Legendary Hero!

Always exciting to talk about, especially with that in-depth analysis of the battle map, am I right?

If you had any luck summoning on Azura’s banner, let me know. Also, tell me who you want to see as Legendary Heroes down the line! I know I for one lean away from Fates considering how oversaturated it is in representation so far, though it would be nice to see a Legendary (or even Mythical) Xander to balance out Ryoma’s inclusion earlier.

Guess we’ll just have to see if that happens sometime soon.

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!

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.

Fire Emblem Heroes’ treat: Legendary Eirika

Fire Emblem Heroes’ treat: Legendary Eirika

Looks like Intelligent Systems decided to give us a treat this Halloween with a brand new Legendary Hero from my favorite game in the entire Fire Emblem franchise.

While the Brave Redux banner with Loki, Kliff and Owain has been around for a few days now, I haven’t gotten anything particularly special out of it. In fact the only five-star hero it gave me was a Gray — and while I can appreciate the thematic consistency, he’s no Kliff.

After summoning him, something deep down inside me said, “Jason. Save your orbs. It feels like we might be gearing up for a Sacred Stones banner sometime soon.”

So I did start to save my orbs.

We didn’t get a full Sacred Stones banner, but the game’s chief heroine has now arrived in a brand new light to justify my frugality.

But was she worth saving myself for? Well, only one way to find out.

Even though obviously the answer is yes.



Editor’s Note: On the last banner I tried to use shrunken photos to improve my media space consumption, but they were a little too small and came out blurry.

So I’m trying a medium size this time and hopefully it will look better. Again, sorry for the growing pains!



EirikaGraceful Resolve

  • Storm Sieglinde (Might = 16, Range = 1)
    • Grants Attack +3. If the numbers of foes within two spaces (excluding target) ≥ the number of allies within two spaces (excluding unit), grants Defense and Resistance +3 and Special Attack cooldown charge +1 per unit’s attack during combat (only highest value applied, does not stack).
  • Moonbow (Cooldown = 2)
    • Treats foe’s Defense and Resistance as if reduced by 30 percent during combat.
  • Attack/Speed Solo (A Skill)
    • If unit is not adjacent to an ally, grants Attack and Speed +6 during combat.
  • Lunar Brace (B Skill)
    • Slows Special Attack trigger (cooldown count +1). Deals damage = 50 percent of foe’s Defense when Special Attack triggers.
  • Odd Defense Wave (C Skill)
    • At start of odd-numbered turns, grants Defense +6 to unit and adjacent allies for one turn (bonus granted to unit even if no allies are adjacent).

Legendary Eirika has an interesting synergy with her brother’s Legendary Hero variant. A synergy in that, while both are cavalry units (as per their ultimate forms in Sacred Stones), both also thrive when staying way the hell away from each other.

That Solo skill and her weapon’s effect makes her a unit whose primary purpose is to charge into battle on her own, slaying enemies with an accelerated Moonbow trigger that has extra boosted damage on account of the Lunar Brace.

Send her in on turns where she gets a defensive boost thanks to her C skill and Eirika reads like a force to be reckoned with on paper. Personally I even kind of prefer her Brace’s focus on improving damage output over Legendary Ephraim’s Solar Brace improving his vampirism.

Arguably the only real problem harming Eirika’s viability is the fact that sword-wielding cavalier is a field that’s very saturated all things being equal. Eldigan, Sigurd, variant Reinhardt, Brave Roy, Exalt Chrom…

And those are just the ones I own.

Personally I think Legendary Eirika would have been more impactful if they utilized the mage cavalier variant here instead of in her Anamnesis alt from the start of this year. Or honestly anything that could have helped her stand out a bit better.

Though that said, I fricken love Eirika and will sink all my orbs into summoning her no matter what. Hell her OG form is still my token unit and I’ve invested a lot into her, so Legendary girl will fit right in.

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I’ll probably regret this decision when Neimi drops in the Sacred Stones exclusive banner next week… But that’s a bridge I’ll cross when I get there.

Also available on Legendary Eirika’s banner are:

  • Tana — Noble and Nimble
  • Olivia — Sky-High Dancer
  • Ephraim — Legendary Lord
  • Ninian — Bright-Eyed Bride
  • Sumia — Maid of Flowers
  • Lyn — Lady of the Wind
  • Sanaki — Apostle in White
  • Robin — Fell Reincarnation
  • Robin — Fell Vessel
  • Innes — Regal Strategician
  • Genny — Endearing Ally

My preferences for the supplemental summoning units this time around are rather simple.

In red, Olivia. In blue, Ninian. In green, Sanaki. In colorless, Genny.

Those are the four units I have not summoned before, with all the rest having joined my army already. In that respect the banner overall is a bit disappointing, as red is my major focus — with Tana being a sticking point. As much as I love her.

However, if nothing else I do appreciate the themeing. Having both Tana and Ephraim on Eirika’s banner was a smart choice, and both Grima variants being summonable is cool… Even if female Grima is very overplayed.

Now there is one more problem with this banner thus far…

The fact that I’ve blown through the 60 orbs I had already and pretty much summoned nothing.

Hell probably the only ‘useful’ unit I’ve gotten for myself is an extra Soleil, bringing me up to my 8th merge for her.

Should I do a post on my +10 merge project units at some point? I feel like that could be fun.

But that is also a discussion for another day. Because right now I need some extra orbs for my fix… And I think Eirika might have just what I need.


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I usually don’t have too much to say about these Legendary Battle maps, and this time is no exception. The reinforcements arriving thing is never a fun mechanic, but otherwise this one seems better than some of the others we’ve seen before.

Plus, Lyn and Grima’s Legendary Battle maps return as well and I haven’t beaten the Infernal difficulty on either. So yay, orbs.

Please game just give me some orbs for Halloween.


So I know this probably isn’t the Halloween post you all would have expected out of me. But don’t fret, as I may just have Halloween things to talk about later today?

Who knows.

I certainly don’t because it’s 12:30 a.m. when I’m writing this. I just think it could be fun to do a ‘costumes I see around campus’ kind of post at the end of the day, as I’ll actually have a Halloween to enjoy this year sans Milo Yiannopoulos.

Which, by the way, it’s crazy that it has been a year since that whole debacle. That’s just also a story for another non-FEH post.

Thus I’ll leave you all with this: Why is Sacred Stones the best Fire Emblem game?

Kidding, you can disagree with that if you want. Just go ahead and think about the usual ‘who do you want to summon?’ and ‘who do you want to see next?’ kind of questions and get back to me if you want.

But honestly you should all just go enjoy Halloween. Do it for all the reporters covering nasty things who can’t this year. Because I certainly will.



P.S. — After I finished writing this and set it to publish, I got her with 15 orbs to spare.

Boy am I going to sleep happy tonight! And build a great Sacred Stones-themed team in the near future to boot~

‘The Jonathan Banner’: Shapeshifters and Aching Blood

‘The Jonathan Banner’: Shapeshifters and Aching Blood

Nothing like the smell of a fresh Fire Emblem Heroes banner in the morning.

This Brave Redux banner, essentially a rehash of the Farfetched Units idea from last year, immediately holds a very special place in my heart. Because it is quite literally the definition of a ‘cuck my friend Jonathan’ banner.

For years he has been asking Intelligent Systems to add Kliff into the game. Plus, he and my friend Mitchell always joke about Loki being great for her…

Two large personalities. If you catch my drift.

So between those two being together and Owain, one of the best units from Awakening, joining in… Well let’s just say we had a great time laughing about how many orbs we were going to waste on this one when the trailer dropped.

But of course the trailer is only half the story. Are these three new Brave units worth summoning?


Loki — The Trickster

Skill Set:

  • Thökk (Might = 14, Range = 2)
    • Calculates damage from staff like other weapons. At start of the turn, if foe’s Health ≤ unit’s Health +3 and foe is in cardinal directions and uses a bow, dagger, magic or staff, foe cannot move more than one space through its action.
  • Restore (Range = 1)
    • Restores Health = 50 percent of Attack (minimum 8 Health). Neutralizes ally’s penalties and negative status effects that last through ally’s next action.
  • Earthwater Balm (Cooldown = 1)
    • When healing an ally with a staff, grants Defense and Resistance +6 to all allies for one turn.
  • C Duel Infantry (A Skill)
    • Grants Health +5. If unit is five-star rarity and level 40 and unit’s stats total is 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).
  • 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).

Analysis:

While it’s fun seeing Intelligent Systems add another original-to-Heroes character into our summoning pool, I’d be lying if I said Loki was anything but the least valuable unit on this banner for me personally.

Her special weapon and signature ‘Restore’ Movement Assist are great selling points in conjunction with Odd Attack Wave, as they encourage Loki to stay near her allies to cure their status ailments and boost their power.

However, beyond that she also has that A skill I don’t really understand and… Well… The other two units on this banner are special.

So let me jump into them.


Kliff — Curious Spirit

Skill Set:

  • Sagittae (Might = 14, Range = 2)
    • Grants Defense +3. At start of combat, if foe’s Attack ≥ unit’s Attack +5, grants Attack, Speed, Defense and Resistance +5 during combat.
  • Growing Light (Cooldown = 4)
    • Before combat this unit initiates, foes in a wide area around target take damage equal to (unit’s Attack minus foe’s Defense or Resistance).
  • Fortress Def/Res (A Skill)
    • Grants Defense and Resistance +6. Inflicts Attack -2.
  • 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.
  • Fortify Resistance (C Skill)
    • At start of turn, grants Resistance +4 to adjacent allies for one turn.

Analysis:

It’s been 83 years, but we finally have a brand new Fire Emblem Echoes unit in Heroes. Not on its own banner with, say, Silque… But pickers can’t be choosers.

We can finally finish a full collection of the Ram villagers, and that’s worth Kliff being here.

Even if I’m personally uncomfortable not seeing him as an archer when that was his amazing niche in my playthrough of the game.

At least in Heroes Kliff’s unique weapon gives him a different interesting niche to fill. When coming into battle with a lower attack stat, he gets buffed in all of his stats. Throw on a different Special Attack and one of the extra Fortress Sacred Seals and he might honestly be a force to be reckoned with. Plus his design is sweet and that always helps.

But also replace that C skill. As you’ll see with Owain coming up next, only Loki got a good deal in the C department.


Owain — Chosen One

Skill Set:

  • Missiletainn (Might = 16, Range = 1)
    • Accelerates Special Attack trigger (cooldown -1). Grants Special Attack cooldown charge +1 per foe’s attack during combat (only highest value applied, does not stack, charge granted even if foe’s attack deals 0 damage).
  • Blue Flame (Cooldown = 3)
    • Boosts damage by 10. If unit is adjacent to an ally, boosts damage by 25 instead.
  • Attack/Defense Bond (A Skill)
    • If unit is adjacent to an ally, grants Attack and Defense +5 during combat.
  • Wrath (B Skill)
    • At start of turn, if unit’s Health ≤ 75 percent and unit’s attack triggers Special Attack, grants Special Attack cooldown count -1. Deals +10 damage when Special triggers.
  • Spur Speed/Defense (C Skill)
    • Grants Speed and Defense +3 to adjacent allies during combat.

Analysis:

Even if Kliff is a rare Echoes unit that I’m intrigued in summoning, Owain probably takes the cake as the most interesting build on this banner for me.

Except for the fact that he’s yet another strong sword infantry unit. There are so many of them.

But Owain stands out in that his preferred play style seems to be working alongside other characters. He gains an Attack and Defense boost thanks to that bond, as well as a stronger Special Attack trigger (up to 35 damage thanks to Wrath). I love the idea of playing him closely linked to a supported ally, perhaps with a different C skill. One of the Attack waves perhaps?

Also. Just. He’s Owain.

He’s a goofball and his aching blood shuttering hand over face pose is god damn iconic. He’s pretty much the sole reason I love the very similar Gladeon in Pokémon Sun and Moon.

By all intents and purposes he’s also far better than Odin. So bring me my Owain, Intelligent Systems.


Normally this is the segment where I would post something about my summoning luck.

I would if my luck on this banner thus-far wasn’t nonexistent.

So far I’ve gotten an extra Eirika to merge, then a five-star Gray showed up to ruin a 3.75 percent summoning streak.

I’m a bit peeved at that, almost entirely because Gray is not the Ram villager we’re looking for.

I also wasted a good 60 orbs getting there, so I’m hovering at about 20 or so right now. Probably not going to spend any more for a while, but we’ll see.

Certainly the paralogue story orbs should be encouraging, right?

Perfect segue as always.



Editor’s Note: I’m trying my new smaller photo upload system on this post, so if the images are hard to see just consider this an experiment that I’ll rectify next time Heroes releases a banner.

Like… Next week at this rate.



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Alright I’ll level with you. This is probably the most underwhelming Paralogue we’ve had in a while. Especially considering we just finished doing Halloween business.

It starts with the Order once again remarking that Brave Heroes have arrived.

 

Along with Alfonse, again, making a comment about how strange it is that the people of our world for some reason decided to ask for one of the game’s major villains as a Brave Hero.

Which also is somewhat confusing in that Veronica was a totally novel unit in her Brave banner but Loki isn’t?

Then again the Farfetched Units were not unique either. They were just characters from their games.

So I’m really not sure what the formula is here, Intelligent Systems.

All I know is that Loki’s first arrival is alongside future Grand Hero Battle fodder Aversa from Awakening. And they’re basically the exact same character:

 

Except that Aversa is like Loki blended together with Tharja, and Loki herself has no soul according to Aversa. She says the healer gives off the same aura as Grima which…

Yeah is pretty damning.

Yet, as much as I do like seeing these two play off of each other, they pale in comparison when you throw Owain and Kliff in the same room. I’m just going to show you the main chunk of their exchange, it’s that good.

 

 

Is it weird if I ship these two about an hour after they were introduced into the same universe?

Because I’m definitely up for doing that.

However once the Order of Heroes arrives at the final battle, it’s just kind of standard fair. They all riff on the ideas presented previously, you fight and afterwards they all say they’d be happy to join your team.

Even if apparently they aren’t because all I got was a lousy, stinkin’ Gray.

C’mon Gray, why’d you have to play me like that.


If this post overall sounds a little low-energy, I’d blame the fact that I decided to finish writing it at 2:00 a.m. instead of just waiting for the normal morning hours like I had intended to.

What can I say, the muse came to me.

Speaking of that muse, I know this post goes a good 300 words or so over the self-imposed limit that I mentioned talking to my friend Spencer about… But honestly I feel like these Fire Emblem posts are sort of the exception to that rule.

First, because I’m the only one who reads them.

But also because easily a good 400 or so words are spend just copying the skill descriptions? And those are a necessary evil, less so me giving my thoughts and opinions.

So… Loophole. Yeah.

But anyway, I’m really tired and want to wrap this up. Let me know what you think of the new Brave Heroes in the comments, or somewhere else on the internet!

Personally still hoping that Sacred Stones units are next on the docket… Though less so now that I’ve spent too many orbs just to get Gray.

Screw you, Gray. Never even liked using you in Echoes.

Halloween Horror Heroes

Halloween Horror Heroes

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

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

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

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

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


MyrrhSpooky Monster

Skill Set:

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

Analysis:

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

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

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

Especially since she’s so gosh darn cute:

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MiaMoonlit Witch

Skill Set:

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

Analysis:

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

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

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

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


NilesForbidden Tease

Skill Set:

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

Analysis:

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

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

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


KageroBeverage Ninja

Skill Set:

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

Analysis:

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

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

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

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


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

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

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

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

Let’s do it!


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

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

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

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

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

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

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

It’s just funny, in my opinion.

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

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

Hooray.

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

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

Much laughs ensue. And no real progress was observed.

Amen.


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

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

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

Don’t Sleep on this Legendary Dragon

Don’t Sleep on this Legendary Dragon

Remember that last Fire Emblem post I wrote where I said it seemed like Intelligent Systems was releasing banners at a mile a minute?

Well…

Here’s Legendary Tiki’s banner. Insert confetti hurray noise from Halo’s Grunt Birthday Party here.


TikiLegendary Dragon

Skill Set:

  • Divine Mist (Might = 16, Range = 1)
    • Effective against dragon foes. Unit can counterattack regardless of foe’s range. If foe’s range = 2, calculates damage using the lower of foe’s Defense or Resistance.
  • Moonbow (Cooldown = 2)
    • Treats foe’s Defense/Resistance as if reduced by 30 percent during combat.
  • Fierce Breath (A Skill)
    • If foe initiates combat, grants Attack +4 during combat and Special Attack cooldown charge +1 per attack (only highest value applied, does not stack).
  • 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.
  • With Everyone! (C Skill)
    • At start of turn, if unit is adjacent to an ally, grants Defense/Resistance +5 to unit and adjacent allies for one turn.

I’ll admit, some mix of trying to keep things short after my conversation with Spencer and general exhaustion from these showing up so often will probably result in this post feeling a bit bare-bones compared to most of my FEH posts.

But don’t let that fool you into thinking I’m not interested in Legendary Tiki. By all accounts she’s one of the strongest units released into the game, and she’s a character that I personally love having played both Shadow Dragon and Awakening.

Like. An armored dragon, colored differently than Grima, who hits the foe’s weakest defense stat at any distance with an affinity against dragons… There’s almost no downside. Even if I do think adult Tiki might have made more sense as a Legend to spotlight.

Either way she’s incredible. And I love her.

In terms of other things to say, I noticed that we’re running out of room on the Legendary Hero graphic now that Tiki has been added on:

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There’s a few different ways to take that information.

Perhaps we’re going to not get any more Legendary Heroes once it fills up.

More believably, perhaps after it fills up we’ll get a new graphic that’s just a repeat of this one. Personally, I believe we might see a new graphic emerge as soon as Book III of the story starts, bookmarking these 16 heroes as ‘Book II’ Legends.

Or who knows, maybe once the Legendary Hero listing is full we’ll get a brand new kind of special hero as a ploy to take all our orbs. The sky truly is the limit.

As usual, Tiki isn’t the only thing we have to focus on here today. There are also a number of other heroes stuffed into this Legendary Banner:

Right off the bat, colorless heroes are out of the running for me. The only one on that list I’m missing is Maribelle, and I unfortunately don’t care for her enough to risk getting another female Grima or Jaffar.

The other three colors have two heroes I don’t own that I am interested in summoning, though.

Bride Tharja and Karla for red, Legendary Tiki and Spring Catria for blue, as well as Legendary Hector and Sharena for green.

Though the green heroes much less so, to be fair. So namely red and blue stones are my interests this time around.

With 150 or so orbs to start off, I figured I would be wasting a lot in my search for Tiki. At this point I’ve spent ~50 of them, and even if I haven’t found Tiki the fruits of my labor have been sweet.

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I forgot to screenshot Micaiah’s appearance, so my apologies.

To be completely honest, Micaiah and Ike are a little underwhelming. As nice as it is to have them both as five stars from this banner, they’re my third and fifth duplicate of those units specifically.

Either of the other units on those colors would have been better in terms of getting something new. So let’s just say I’m not mad, but I’m fairly disappointed.

Karla, however, was a very welcome surprise. Even though her boon and buff aren’t great for me, she’s generally considered to be one of the strongest units in the game. Can’t argue with that!

Even if I am more personally interested in Bride Tharja. Don’t know if it’ll be worth risking the other two reds to get her now though, which is a shame.

But hey, Tiki and Catria are still on the table! I’ll just be slowing down on my summoning fervor from here.

Though the orbs that are coming out of Legendary Tiki’s battle map might help with that!


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Solid segue, Jason. Nailed it.

Out of the Legendary Battle maps we’ve gotten so far, this one is probably the map I would describe as being the most “eye-roll” worthy.

Even from the lowest difficulty, so many reinforcements arrive that I immediately knew I would not enjoy taking on the higher levels. The idea brought about more of a resigned sigh if anything.

Especially considering we’re continuing the trend of adding ‘Abyssal’ difficulty maps to these things.

Alongside Tiki we’ve gotten an Abyssal difficulty Legendary Hector map, as well as the return of the Legendary Robin/Grima map once more.

Maybe you’re interested in tackling those higher tier challenges, but I’m probably going to pass. Leave it to the experts like Pheonixmaster1, who has much more time to pour into these things.


Alright, that’s about all I have to say about Legendary Tiki. She’s a great unit that I want to summon, and even if I haven’t summoned her yet I did get a couple other fun five stars to mess around with.

Sorry that this post is coming later in the day once again. I had a Gladeo meeting to run this morning, so I wasn’t able to stay up late and have it out early.

Either way I hope you enjoyed my brief look at the new Legend!

Let me know in the comments, or somewhere on the Internet, who you want to see given Legendary Hero status next.

Also, let me know what your thoughts are on the next “era” of Legendary Heroes, whether we’re just going to recycle the idea for Book III or try something new. I’m pretty interested in thinking that over right now!