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Author Topic: Fire Emblem 5  (Read 1784 times)

Twilkitri

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Fire Emblem 5
« on: August 27, 2008, 02:38:18 PM »
(moved from the old boards)

Statistics

This is FE. You know all these stats already. But it is compulsory, so!

Base Stats
HP - Hitpoints. Comes in current and maximum varieties. If current hitpoints hits zero or lower the character dies.
Lv - Level, or Class Level or whatever you want to interpret FE levels as. Mostly irrelevant to fighting capability. FE5 uses the 20/20 system (unless you give Lara all her levels which makes her 20/20/20/20, but she still fails regardless).
Mv - Movement. Mostly irrelevant except as a go-first tiebreak.
Str - Strength. More strength = more physical damage.
Mag - Magic. More magic = more magical damage and resistance.
Skl - Skill. More skill = more accuracy
Spd - Speed (Dexterity-type). More speed = more evasion.
Def - Defence. More defence = more damage not taken.
Luk - Luck. More luck = more chance of various things.
Con - Constitution. More constitution = more speed not lost to weapon weight. Does not affect the weight of magic, however.

Rng - Range. Depends on weapon. How far a character can attack. Most normally 1, 2, or 1-2.
CCF - Countercrit Factor. This is an exceedingly wonderful stat that I will explain later.
LEA - Leadership. Leadership stars confer a bonus to hit and evade to every friendly unit on the map.
REM - Re-Move. Not to be confused with standard FE4+ mounted units' Repeated Movement, which is just using the rest of the units' move after certain actions... Re-Move gives characters another turn randomly. Chances depend on how many Re-Move stars they have, 5% for each star.

Derived Stats
Atk - Attack Power. How much damage character would do to a defenceless target with their currently equipped weapon. Currently equipped weapon being highest weapon in inventory as per usual.
Hit - Hit Rate. Accuracy. The chance a character has of hitting an enemy with 0 evade.
Eva - Evasion. The chance a character has of dodging an attack, assuming said attack has a rate of 100% hit.
Crt - Critical Rate. The chance a character has of criticalling a character with 0 critical evade, assuming they hit.
Cev - Critical Evade. The chance a character has of stopping a 100% critical, assuming they were hit.
EDf - Effective Defence. A character's defence against the attack they are under.
AS - Attack Speed. Character dexterity adjusted for weapon weight and constitution. Characters double when they have an attack speed at least 4 higher than the opponent.

Derived Stat Formulae
Support, Terrain, Charisma bonuses are thrown out.
Leadership affects every character on the map, including the one with it, so it is still extant. Leadership effect is 3% for each star.

FE5 Triangle gives 5% accuracy to the one winning the triangle and takes 5% off the one losing it. No power alterations.
Swords > Axes > Lances > Swords. Fire > Wind > Thunder > Fire. Light > (Fire, Thunder, Wind) < Dark.


Atk (physical): Strength + Weapon Might
Atk (magical): Magic + Weapon Might

If weapon is effective against the opponent, Weapon Might is multiplied by 3.


Hit: Skill x 2 + Weapon Accuracy + Luck + Leadership Bonus + Triangle Bonus
Eva: Attack Speed x 2 + Luck + Leadership Bonus


Crt: Skill + Weapon Critical.
Cev: Luck / 2


EDf (physical): Defence
EDf (magical): Magic


AS (physical): Speed - MAX(Weapon Weight - Constitution, 0)
AS (magical): Speed - Weapon Weight


As per usual, inbattle accuracy is attacker's hit rate - opponent's evasion, inbattle damage is attacker's attack power - opponent's effective defence, and so forth.
Criticals double attack power.

Countercrit
This is important.

Normally, effective critical, that is attacker's critical minus defender's critical evade, is capped. At 25. The game lies about it on the prebattle status, however.

This is where countercrit comes into effect.

On repeated attacks... or standard FE doubling if you must call it that, not only is the cap removed, but the effective critical is given a boost by the countercrit factor. A boost where it is multiplied. By an integer. Can you see where this is going.
The highest countercrit factor is 5, which a handful of people have. On the other hand some people have 0.

All in all... some people become quite lethal... except not in a duel here, because the speed average is so high that no-one doubles average except Sety ><.

Should make people who don't like killer weapons happy anyway.


Character Statistics

The majority of the people on my final team were 20/20 so this is where I have taken stats from. Granted I was playing on Elite Mode, but so would anyone sane >_>
Lara is taken as 20/20 Thief/Thieffighter because she's bad enough as it is without making her a dancer instead.

Growth Scrolls are disregarded for obvious reasons. Did not even take them into account for characters that come with them.

Character average stats and the average character averages can be found at:
http://twilkitri.fewiki.net/FE5/fe5stats1.htm


Stats are rounded to closest integer, .5s rounded upwards.
If you disagree with my levels or rounding, you can take your own from FEA5, located at http://fea.fewiki.net/fea.php?game=5


Weaponry

Weaponry listed is all storebought, character-exclusive, or special-case. Special-case weaponry will be discussed after.
Weaponry is listed in order of power where applicable.
*Weaponry is not found in shops and only as initial equipment.
'Best' weaponry is bolded.
Mages don't like that they can't get their better weaponry which is normally gotten through stealing/capturing, but meh.

Swords
Swords are used by:
Dragon Knight (dismounted only), Duke Knight (dismounted only), Forest Knight, General, Great Knight (dismounted only), Mage Knight, Mercenary, Paladin, Pegasus Knight (dismounted only), Prince, Swordmaster, Thieffighter

Slim Sword - Rank E, 3 Might, 100 Hit, 5 Critical, 1 Range, 2 Weight, 30 Uses
Iron Sword - Rank E, 6 Might, 70 Hit, 0 Critical, 1 Range, 6 Weight, 40 Uses
*Short Sword - Rank E, 6 Might, 75 Hit, 0 Critical, 1 Range, 8 Weight, 40 Uses
*Elite Sword - Rank E, 9 Might, 65 Hit, 0 Critical, 1 Range, 9 Weight, 40 Uses
- defence + 5, grants wielder Elite
Steel Sword - Rank D, 9 Might, 65 Hit, 0 Critical, 1 Range, 11 Weight, 30 Uses
Kill Sword - Rank C, 9 Might, 80 Hit, 30 Critical, 1 Range, 7 Weight, 30 Uses
*Fire Sword - Rank B, 9 Might, 70 Hit, 0 Critical, 1-2 Range, 9 Weight, 40 Uses
- magic + 5, range attacks with Fire
*Thunder Sword - Rank B, 9 Might, 70 Hit, 0 Critical, 1-2 Range, 9 Weight, 40 Uses
- skill + 5, range attacks with Thunder
*Wind Sword - Rank B, 9 Might, 70 Hit, 0 Critical, 1-2 Range, 9 Weight, 40 Uses
- speed + 5, range attacks with Wind (not effective against flyers, however)
Mareeta's Sword - Rank *, 11 Might, 70 Hit, 20 Critical, 1 Range, 6 Weight, 60 Uses
- exclusive to Mareeta, auto-continue attack, grants wielder Nihil

Iron Blade - Rank C, 12 Might, 55 Hit, 0 Critical, 1 Range, 15 Weight, 30 Uses
Light Sword - Rank *, 12 Might, 80 Hit, 0 Critical, 1-2 Range, 10 Weight, 60 Uses
- exclusive to Leaf, luck + 10, range attacks with Lightning, can be used to fully heal wielder
Earth Sword - Rank *, 12 Might, 80 Hit, 0 Critical, 1-2 Range, 9 Weight, 60 Uses
- exclusive to Nanna, range attacks with Rezire

*King's Sword - Rank C, 13 Might, 70 Hit, 20 Critical, 1 Range, 10 Weight, 60 Uses
- auto-continue attack, grants wielder Charisma

Silver Sword - Rank B, 14 Might, 75 Hit, 0 Critical, 1 Range, 8 Weight, 20 Uses
*Master Sword - Rank A, 14 Might, 60 Hit, 10 Critical, 1 Range, 15 Weight, 20 Uses
- auto-continue attack

Blagi Sword - Rank *, 15 Might, 70 Hit, 0 Critical, 1 Range, 12 Weight, 80 Uses
- exclusive to Leaf, Nanna, Delmud, and Fergus, effective against heavily armoured units, grants wielder Prayer, nullifies Loputousu Effect

Beowulf's Sword - Rank *, 16 Might, 70 Hit, 30 Critical, 1 Range, 13 Weight, 60 Uses
- exclusive to Delmud and Fergus, grants wielder Ambush and Wrath

Holy Sword - Rank *, 17 Might, 65 Hit, 20 Critical, 1 Range, 11 Weight, 60 Uses
- exclusive to Olwen, magic + 10, auto-continue attack, effective against mounted units, grants wielder Prayer



Elite Sword is given to Carrion.
Fire Sword is initial equipment of Eyvel and Galzus.
King's Sword is initial equipment of Parn.
Master Sword is initial equipment of Amalda, Eyrios, and Galzus.
Short Sword is initial equipment of Machyua.
Thunder Sword is initial equipment of Fred.
Wind Sword is initial equipment of Misha.

Blagi Sword is explicitly given to Leaf, for those who think the amount of people who can use it is too high.

Lances
Lances are used by:
Dragon Knight (mounted only), Duke Knight (mounted only), General, Paladin (male mounted only), Pegasus Knight (mounted only)

Slim Lance - Rank E, 4 Might, 100 Hit, 5 Critical, 1 Range, 6 Weight, 20 Uses
Iron Lance - Rank E, 7 Might, 70 Hit, 0 Critical, 1 Range, 9 Weight, 40 Uses
Steel Lance - Rank D, 10 Might, 65 Hit, 0 Critical, 1 Range, 15 Weight, 30 Uses
Killer Lance - Rank B, 12 Might, 80 Hit, 30 Critical, 1 Range, 10 Weight, 20 Uses
Hero Lance - Rank *, 13 Might, 70 Hit, 10 Critical, 1 Range, 9 Weight, 60 Uses
- exclusive to Fin, luck + 10, auto-continue attack

*Knightkiller - Rank B, 14 Might, 60 Hit, 0 Critical, 1 Range, 13 Weight, 20 Uses
- effective against mounted units
*Master Lance - Rank A, 14 Might, 55 Hit, 0 Critical, 1-2 Range, 16 Weight, 20 Uses
- auto-continue attack

Silver Lance - Rank B, 15 Might, 75 Hit, 0 Critical, 1 Range, 10 Weight, 20 Uses
Dragon Lance - Rank *, 16 Might, 65 Hit, 0 Critical, 1 Range, 12 Weight, 60 Uses
- exclusive to Dean, auto-continue attack, grants wielder Ambush



Knightkiller is initial equipment of Misha.
Master Lance is initial equipment of Conomore.

Axes
Axes are used by:
General, Great Knight (mounted only), Mercenary, Warrior

Hand Axe - Rank D, 6 Might, 45 Hit, 0 Critical, 1-2 Range, 12 Weight, 20 Uses
Iron Axe - Rank E, 9 Might, 65 Hit, 0 Critical, 1 Range, 10 Weight, 30 Uses
Phuj - Rank *, 10 Might, 80 Hit, 30 Critical, 1-2 Range, 9 Weight, 60 Uses
- exclusive to Othin

Hammer - Rank C, 12 Might, 50 Hit, 0 Critical, 1 Range, 18 Weight, 20 Uses
- effective against heavily armoured units
Killer Axe - Rank C, 12 Might, 75 Hit, 30 Critical, 1 Range, 10 Weight, 20 Uses
Steel Axe - Rank D, 13 Might, 55 Hit, 0 Critical, 1 Range, 15 Weight, 25 Uses
*Battleaxe - Rank B, 13 Might, 60 Hit, 10 Critical, 1 Range, 14 Weight, 20 Uses
*Hero Axe - Rank D, 14 Might, 70 Hit, 0 Critical, 1 Range, 12 Weight, 60 Uses
- auto-continue attack

*Poleaxe - Rank C, 15 Might, 60 Hit, 0 Critical, 1 Range, 17 Weight, 20 Uses
- effective against mounted units
*Master Axe - Rank B, 15 Might, 55 Hit, 0 Critical, 1-2 Range, 16 Weight, 20 Uses
- auto-continue attack

Silver Axe - Rank B, 18 Might, 65 Hit, 0 Critical, 1 Range, 12 Weight, 20 Uses


Battleaxe is initial equipment of Dalshien.
Hero Axe is given to Halvan.
Master Axe is initial equipment of Galzus and Xavier.
Poleaxe is initial equipment of Hicks.

Bows
Bows are used by:
Bow Knight, General, Sniper, Warrior

All bows are effective against flying units.

Iron Bow - Rank E, 7 Might, 65 Hit, 0 Critical, 2 Range, 6 Weight, 40 Uses
Steel Bow - Rank D, 10 Might, 60 Hit, 0 Critical, 2 Range, 12 Weight, 30 Uses
Killer Bow - Rank B, 11 Might, 70 Hit, 30 Critical, 2 Range, 9 Weight, 20 Uses
*Hero Bow - Rank B, 14 Might, 95 Hit, 20 Critical, 2 Range, 10 Weight, 60 Uses
- auto-continue attack

Silver Bow - Rank B, 15 Might, 70 Hit, 0 Critical, 2 Range, 9 Weight, 20 Uses


Hero Bow is given to Selphina.

Fire, Thunder, Wind
'Anima' Magic is used by:
Dark Mage, Mage Knight, Sage

Fire - Rank E, 5 Might, 70 Hit, 0 Critical, 1-2 Range, 4 Weight, 20 Uses
Wind - Rank D, 6 Might, 90 Hit, 10 Critical, 1-2 Range, 1 Weight, 20 Uses
- effective against flying units

Thunder - Rank E, 7 Might, 60 Hit, 5 Critical, 1-2 Range, 5 Weight, 30 Uses
*Thunderstorm - Rank A, 10 Might, 70 Hit, 20 Critical, 3-10 Range, 20 Weight, 5 Uses
Elfire - Rank C, 11 Might, 60 Hit, 0 Critical, 1-2 Range, 7 Weight, 20 Uses
Grafcalibur - Rank *, 13 Might, 100 Hit, 40 Critical, 1-2 Range, 3 Weight, 40 Uses
- exclusive to Asvel, effective against flying units

Daim Thunder - Rank *, 15 Might, 70 Hit, 10 Critical, 1-2 Range, 12 Weight, 60 Uses
- exclusive to Olwen, auto-continue attack

*Tron - Rank A, 18 Might, 70 Hit, 20 Critical, 1-2 Range, 9 Weight, 10 Uses
HOLSETY - Rank *, 20 Might, 90 Hit, 30 Critical, 1-2 Range, 6 Weight, 50 Uses
- exclusive to Sety, skill + 20, speed + 20, effective against flying units



Thunderstorm is initial equipment of Eyrios.
Tron is initial equipment of Eyrios.

Light
Light Magic is used by:
High Priest, Sage

Lightning - Rank E, 9 Might, 75 Hit, 20 Critical, 1-2 Range, 6 Weight, 20 Uses
*Rezire - Rank B, 12 Might, 65 Hit, 0 Critical, 1-2 Range, 12 Weight, 60 Uses
- damage dealt heals attacker


Rezire is not legal for any character and only listed for the Earth Sword's ranged-rezire attack.

Dark
Dark Magic is used by:
Dark Mage


Jormungand - Rank C, 14 Might, 70 Hit, 10 Critical, 1-2 Range, 12 Weight, 20 Uses

Staves
Staves are used by:
Dark Mage, High Priest, Paladin (female only), Sage

FE5 status effects do not wear off naturally.
FE5 status staves tend to hit if attacker's magic is higher than defender's magic.
ALL staves have a chance of missing, but this chance is negligible if the user has 10 or more skill.

*Silence - Rank B, Infinite Range, 4 Uses
- inflicts silence
*Sleep - Rank C, Infinite Range, 3 Uses
- inflicts sleep
Thief - Rank *, Infinite Range, 5 Uses
- exclusive to Tina, takes an item off the defender


Sleep Staff is initial equipment of Salem.
Silence Staff is initial equipment of Cyas and Sleuf.

Growth Scrolls

Growth scrolls alter growth rates of people holding them. As said before this will not be taken into account.
Growth scrolls also grant the holder 100% critical evade, however.

Rifis starts with the Hezul scroll.
Dean starts with the Dain scroll.
Sleuf starts with the Blagi scroll.
Karin is given the Sety scroll.

Character Derived Statistics

Physical characters are given the most damaging Silver weapon they can use. Magical characters are given Lightning if possible otherwise Elfire. All characters with mounts are assumed to be mounted, as they take stat drops if they dismount and most of them swap to only being able to use Swords.
Damages are taken against 5 resistance and 12 defence, the average of the opening enemies of the final chapter.
Evasion is taken against 130% hit rate, roughly the average of all the named enemies at the opening of the final chapter.

Physical Damage Average was 20.9.
Magical Damage Average was 24.3.
Attack Speed Average was 17.0. No-one's doubling without a speed boost.

'Best' Weapon Averages

Amalda swapped to Master Sword.
Asvel swapped to Grafcalibur.
Conomore swapped to Master Lance.
Dean swapped to Dragon Lance.
Delmud swapped to Beowulf's Sword.
Eyrios swapped to Tron.
Fergus swapped to Beowulf's Sword.
Fin swapped to Hero Lance.
Galzus swapped to Master Axe.
Halvan swapped to Hero Axe.
Leaf swapped to Blagi Sword.
Mareeta swapped to Mareeta's Sword.
Nanna swapped to Earth Sword.
Olwen swapped to... eh. Daim Thunder.
Othin swapped to... is it worth swapping to the Phuj? Giving up 8 attack for extra range and critical... he can stay with the Silver Axe for the moment, I think.
Parn swapped to King's Sword.
Selphina swapped to Hero Bow.
Sety swapped to everyone's favourite spell.
Xavier swapped to Master Axe.

Table can be found at:
http://twilkitri.fewiki.net/FE5/fe5stats2.htm



Dismounting
Any mounted class can dismount. This removes weaknesses caused by their mounts but also hits their stats. Also, all mounted melee fighters become only able to use Swords after dismounting, regardless of whatever weapon they normally use while mounted (Mounted bowusers still use bows on foot, however).

Dragon Riders and Dragon Knights
Lose: 3 Strength, 2 Skill, 2 Speed, 5 Defence, 3 Movement

Troubadours and Female Paladins
Lose: 1 Strength, 1 Speed, 1 Defence, 3 Movement

Free Knights
Lose: 1 Strength, 1 Defence, 3 Movement

Forest Knights
Lose: 1 Defence, 3 Movement

Mage Knights
Lose: 1 Strength, 1 Skill, 1 Speed, 1 Defence, 3 Movement

Every other mounted class
Lose: 1 Strength, 1 Skill, 2 Speed, 1 Defence, 3 Movement


Skill Information

Pretty much the same skillset as FE4.

Ambush
Character goes first. Always. No waiting-until-half-HP here. Assumedly if both combatants have it they cancel. Alternatively only the defender's one ever activates. It's not likely to ever come up anyway.

Assualt (Duel)
Battle continues for another round. As duels are wont to do already. Technically, this could be considered somewhat useful if you don't allow the opposing character to move, so longrange attacks could get to hit again without any attacks in between. But yeah.
Always triggers if both attack speed and hitpoints are higher than the enemy's. Even if the character can't actually attack the enemy...

Bargain
HALVES PRICES IN SHOPS.

Charisma
Bestows an extra 10 to accuracy and evade to characters within 3 squares. Does not effect the charismatic character themself, and is thus worthless in a duel.

Continue
Triggers a continued attack, the same as a Brave weapon does in EnglishFE. Worthless if the character has a weapon with this capability already, better than a repeated attack for those that don't, especially since repeated attacks are going to be few and far between with the cast's speed average. Unfortunately the activation has been reduced from FE4 and is now equal to the character's attack speed alone.

Dance
Gives one adjacent character another turn. Is overwhelmingly useful, duel-wise. Except it isn't.

Elite
Double experience gained. If you're playing Elite mode it stacks with the global Elite to give characters quadruple experience. In either case it's totally worthless in a duel.

Greatshield
Randomly completely nullifies an attack. Chance is equal to the character's level.

Live
Restores 10-20% HP at the start of the phase. But no-one has it so this is somewhat useless information.

Meteor Sword
Triggers a string of five consecutive attacks. The chance of this occurring is equal the character's skill. Not restricted to swords, so Galzus doesn't have to not use his Master Axe for fear of it not triggering.

Moonlight Sword (Lunar Sword)
If it triggers, the next attack will ignore defence. Chance is equal to the character's skill. Not restricted to swords this time, so Galzus can still trigger it while using an axe.

Nihil (Awareness)
Stops the opponent from triggering the following skills: Ambush, Assault, Continue, Greatshield, Meteor/Moonlight/Solar Sword, Prayer, Wrath). If both characters have have it they cancel each other out. Doesn't stop criticals like FE4 Nihil.

Prayer
Prayer remains as useless as ever. This incarnation, if an attack would kill the character, they will dodge it regardless of the attack's accuracy with a probability of (Luck x 3).

Solar Sword
If it triggers, the next attack will give the HP dealt in damage back to the attacker. The chance of said triggering is equal to the character's skill. Not restricted to swords, so Eyrios doesn't need to worry about not being able to use his magic.

Steal
FE5 Steal is truly the king of FE steal commands. Not the lousy gold-stealing of FE4, items-only stealing of FEGBA, random stealing of TRS1, or unequipped-only stealing of FE9... FE5 steal can steal ANYTHING. As long as the stealer has more con than it weighs and is faster than the victim.
It's just unfortunate that FE5's thieves can't use con-increasing items/scrolls DL-legally...

Wrath
Nothing to do with character HP for this implementation of Wrath. Instead, Wrathful characters will automatically critical if they're the defender in a battle.
Not sure if it triggers for repeated attacks or just the main attack, because nothing seems to want to survive a critical so I can check >_>
And it still works in conjunction with Ambush.


Individual Characters

Lenster Lance Knight, Alva

Lance Knight - Duke Knight

No skills

Skill-less FE character? EVERYONE'S FAVOURITE.

Worried Knight, Amalda

Paladin

Continue

Hooray, Continue! Except her weapon of choice is a Master Sword, which renders it redundant. NEXT.

Wind-Guided Youth, Asvel

Mage - Sage

Continue

Continue works well with Asvel's high speed... except for the whole magic-hitting-speed-without-going-through-constitution thing means its chance of activating isn't as high as it could be. Grafcalibur's 40 Critical would be nice... if normal critical wasn't capped at 25.
If he gets to fight someone much slower than him so his Countercrit comes into play, he's brutal. But apart from that...

Manster Knight, Brighton

Axe Knight - Great Knight

Wrath

Wrath + Axes is nice, I guess. He could always dismount to reduce his movement range, giving him more chance of going second, and more than make up for the loss of power with the critical.

Young Noble of Lenster, Carrion

Cavalier - Paladin

No skills (unless you give him the Elite Sword in which case he gets ELITE! Yeah, no)

He can use his Elite Sword for extra defence also, but it hurts his attack power. Whether that's a winning trade or not... I can't say. Depends on the opponent, I guess.

Alster Knight, Conomore

Paladin

Assault

So Amalda's alternate trades in a redundant skill for a worthless one. Nice going. More powerful than Amalda but slower. The guy is doubled by average, not that this would mean anything against a non-FE character, non-FE characters not having the ability to repeated attack and all. Although some people seem to forget that.

Priest of Red Flames, Cyas

High Priest

Nihil

Alvis' heir is nothing compared to him, really. Now if he could use Falaflame, he might get somewhere... although it would be quite brutal on his already single-digit attack speed.
Nihil could be somewhat useful depending on how lenient one is on what it nullifies.
Cyas could even prefer one of his enemy appearances anyway, where he has 10 leadership instead of the pathetic 3 he gets when he joins your team.
Also, his countercrit is zero, rendering him incapable of criticalling on repeated attacks. Like he'd ever manage to repeated attack anyway...

He does have a 15% chance of getting another turn instantaneously due to Re-move... but it's not helping him.

Former Purple Dragon Mountain Bandit, Dagda

Warrior

Assault

Yeep... the relatively pathetic guy in game is still relatively pathetic here. Go consistency.

Passionate Man, Dalshien

Axe Armour - General

No skills

Just a generic FE general, then. High strength and defence, low resistance and speed.

Hero of Blue Skies, Dean

Dragon Knight

No Skills (naturally)
Ambush (w/Dragon Lance)

Unlike the Master weaponry, Dean's Dragon Lance is more powerful than the Silver-class. That and it giving him automatic consecutive attacks and it giving him Ambush - for all that him being a Dragon Knight means that few and far between can get the drop on him anyway - means he is quite brutal.

Charismatic Knight, Delmud

Forest Knight

Charisma
Ambush (w/Beowulf's Sword)
Wrath (w/Beowulf's Sword)

Delmud's skill selection is pretty meh while not using Beowulf's Sword, but if he does he gets the most lethal skill combination known to man.
And if he ever gets the chance to repeated attack, his countercrit bumps his critical up to 250.

Thracian Dragon Knight, Eda

Dragon Rider - Dragon Knight

No skills

Such a shame, generally better than her brother but he gets an exclusive weapon which puts him far and above her. Having low constitution doesn't really help her out either.

Ambitious Knight, Eyrios

Mage Knight

Prayer
Solar Sword

And so we come to the first of the Mage Knights.
Eyrios actually has higher strength than he does magic, which is not normal for a mage knight. But since he gets access to Tron due to starting with it, this is largely irrelevant... unless you forget that he also has access to a Master Sword that he starts with, and the automatic continuing that Master-class weaponry provides. So he has Tron to attack people with low resistances and Master Sword to attack people with low defences (or lightning absorption), and on top of all that, he has the (worthless) Prayer and (worthful) Solar Sword.
Olwen is still better though.
Eyrios also has zero countercrit... but does he really NEED it?

Fianan Goddess, Eyvel

Swordmaster

Continue (Swordmaster class skill)

Eyvel would really like for people to scale her from where she gets petrified >_>
She gets a Fire Sword for things she has trouble attacking physically, which... isn't that hard, since she does 57% average damage physically >_>
Not that she has a better magic stat to use it with, of course...

What she'd REALLY like is the Ichival >_>

Willful Free Knight, Fergus

Free Knight - Forest Knight

No skills
Ambush (w/Beowulf's Sword)
Wrath (w/Beowulf's Sword)

Fergus is Delmud+, except you get him near the start of the game instead of near the end (as you do Delmud). Can't go wrong with a deal like that.

Legendary Lance Knight, Fin

Lance Knight - Duke Knight

Prayer

Fin is inferior to Kein and Alva statwise, but he makes up for it with his weapon. Not only does the Hero Lance give him 100% chance of Continuing, it also gives him +10 luck, scoring him second place in the quest for highest evasion. He also has the woeful prayer skill to attempt to extend his life with.

Freege Paladin, Fred

Paladin

No skills

Olwen's bodyguard doesn't even begin to approach her in power, making one wonder why she needs one.
He has access to his Thunder sword for those times when poking people physically just don't do, and woeful magic stats to base it off.

Odo Dark Swordfighter, Galzus

Mercenary

Meteor Sword
Moonlight Sword

Galzus is better than Mareeta because he can use a Master Axe. Master Axe + Meteor Sword = 10 brutal hits. For everything else there's Moonlight Sword to cut through defence like butter. For everything else there's his standard attack which is still powerful due to the Master Axe's 100% continue and his own stats.

And 25% chance of another instant turn is always useful.

Faithful Lance Knight, Glade

Duke Knight

No skills

Glade is Selphina's husband. They're both pretty mehish. Glade is notable only because he has leadership which is vastly less important in a duel than ingame.

Peaceful Hero, Halvan

Axefighter - Mercenary

Ambush

FE5's Axefighters are the best axemen in the series. Halvan is no exception to this. Having access to FE5's Hero Axe, along with always getting the first attack (or two attacks, as the Hero Axe makes it), he is a force to be reckoned with.

Parent and Axe Knight, Hicks

Axe Knight - Great Knight

No skills

Running out of things to say about skill-less people...
Hicks is better than Brighton statswise, but Brighton has Wrath.

Wandering Minstrel, Homeros

Bard - Sage

Elite
Continue (Sage class skill)

He would love to be able to use Resire. Too bad for him it's not legal.
Also too bad that being a magic-user cuts into his Continue chances.
Also has incredibly Countercrit, but again, having lower speed due to using magic decreases the chances of that ever being a factor in anything.

Youthful Pegasus Rider, Karin

Pegasus Rider - Pegasus Knight

No skills

As most Pegasus units, her fortes are evasion and resistance, and she's not so hot on the offencive. NEXT.

Lenster Lance Knight, Kein

Lance Knight - Duke Knight

Alva's friend. NEXT.

Lovely Thief, Lara

Thief - Thieffighter - Dancer - Thieffighter

Steal
Dance (Dancer class skill)
Ambush (Thieffighter class skill)

Lara, Lara, Lara.
Lara manages to average 10.5 strength IF GOTTEN TO 20/20/20/20.
As it is and I've only taken her at 20/20 (Thieffighter), she can take home the award for being the only character to do less damage than Eyvel.

Prince of Lenster, Leaf

Lord - Prince

Continue
Prayer (w/Blagi Sword)

Leaf can also swap out to the Light Sword if the situation calls for it, giving him a boost in accuracy and evasion due not only to the weapon's innately higher accuracy and lower weight, but to the +10 Luck it gives him. The Light Sword also uses Lightning as a long-range attack and it can be used to fully heal him.
Given him the Blagi Sword by default because it's more powerful.

Tahra's Blooming Flower, Linoan

Sister - Sage

Continue (Sage class skill)

Linoan is also sad that she can't use Resire. She's pretty much in the same boat as Homeros here except with less defence.

Hurricane Swordfighter, Machyua

Swordfighter - Mercenary

Ambush

That she has just enough constitution to handle a Silver Axe without any speed loss is nice. Ambush is even nicer.

Moon and Star Swordfighter, Mareeta

Swordfighter - Swordmaster

Meteor Sword
Moonlight Sword
Nihil (w/ Mareeta's Sword)

She's worse than her father statwise, but Nihil would let her win a fight against him anyway, possibly. 200% chance of a critical if she manages to get a repeated attack in, but it's probably not even necessary.

Dagda's Admirer, Marty

Brigand - Warrior

No skills.

There is nothing worth saying about this guy.

Selfish Princess, Miranda

Mage - Mage Knight

Wrath

Unlike her Mage Knight brethren, Miranda has little reason to ever want to resort to physical weaponry. 5 Strength does that to you >_> And having access to no overly powerful spells means she pretty much needs to rely on Wrath.

Silesian Pegasus Knight 4, Misha

Pegasus Knight

No skills.

Misha is generally inferior to Karin. What Misha can do, however, is swap out to her Wind Sword, and the speed boost it gives will give her enough speed to double. As if that wasn't enough, she also has reasonable magic to use the sword with. She's probably better off doing than using the standard Silver Lance.
No, I don't know what the 4 is supposed to mean either.

Nodion Princess, Nanna

Troubadour - Paladin

Charisma

The Earth Sword decided to stop failing sometime after FE4 and got itself 60 uses instead of 10, as well as a complete makeover lookswise. Which is good because Nanna is going to be relying on its parasitic healing, and having it break after 10 uses just doesn't cut it.

Blue Mage Knight, Olwen

Mage Knight

No Skills
Prayer (w/ Holy Sword)

Olwen is a bit like Eyrios except instead of having a good physical double-attack and a punishing magic attack, she has a good magical double-attack and a good physical which also happens to be a double-attack.
Daim Thunder for people with low resistances, the Holy Sword for people with low defences (especially if they're mounted). But... who is most likely to have low defences again? Mages. The Holy Sword increases Magic by 10... Magic doubles as Resistance... Olwen has gamebest 28 resistance, the cast average being 9.5 meaning she's just under triple average.

Angry Axefighter, Othin

Axefighter - Mercenary

Wrath (of course)

Othin doesn't get Halvan's Hero Axe, but he does get to use his personal Phuj, the throwing axe of doom. If he's able to repeated attack, he can just use that and rely on the critical it and his countercrit will provide. Otherwise he's probably better off with the Silver Axe I've given him by default. Of course there is always the Phuj there for if he's up against someone with distance attack capabilities.

Dakian Thief, Parn

Thieffighter

Solar Sword
Steal (Thieffighter class skill)
Ambush (Thieffighter class skill)
Charisma (w/ King's Sword)

Parn gets Ambush AND Solar Sword? And on top of that he gets to use the King's Sword with its 100% continue chance. And failing that he can just steal the opponent's weaponry (as long as it's not too heavy). And he also has the coveted 25% Re-Move chance.

Vagabond Mercenary, Ralph

Mercenary

No skills

NEXT.

Shy Thief, Rifis

Thief - Thieffighter

Steal (Thieffighter class skill)
Ambush (Thieffighter class skill)

Apart from being able to steal slightly heavier things than Parn, he's generally inferior.

Lenster Arch Knight, Roberto

Arch Knight - Bow Knight

No skills

NEXT.

Youth of Iss, Ronan

Bowfighter - Sniper

Continue

Ronan is just wierd. He's an archer that averages 12 strength and 20 magic. On the plus side of things he gets the full 20% chance to activate Continue, and he also has a 15% chance of getting another attack instantly due to his re-move stars.

Dark Mage, Salem

Lopt Mage - Dark Mage

No skills

FE's first playable dark mage. And he fails. He's not helped in a duel by the fact that Jormungand's only good point, the poison infliction, only works when it's in the enemy's hands... and no dark magic is purchasable. Also the writers must have been having a bad day when they gave him THAT ending title.

God's Servant, Saphy

Priest - High Priest

No skills

Saphy is notable for one thing (apart from having a personal staff that repairs things): having 30% strength growth when her strength has no effect on anything.

Sad-Fated Girl, Sara

Sister - Sage

Elite
Prayer
Wrath
Continue (Sage class skill)

Sara also has a 25% Re-Move chance. All this adds up to someone that would be quite fearsome except her defence and hp are almost non-existant.

Beautiful Bow Knight, Selphina

Arch Knight - Bow Knight

Assault

Glade's wife. Generally bad except he gives her a Hero Bow so she becomes somewhat passable duel-wise.

Wind Crusader, Sety

Sage

Continue (Sage class skill)

...it's Sety. Does anything else really need to be said >_>
He's got 34 attack speed to a 17 average, so there isn't much he's not doubling, and when he does double, his second attack has 210% critical chance. As if his game-best damage wasn't enough already. He's also the winner of the get-the-most-evade competition, as one would expect.

Unskilled Swordfighter of Hora, Shanam

Swordmaster

Bargain
Continue (Swordmaster class skill)

Not to be confused with Shanan, although he'd like you to.
The fact that this guy is arguably better than Eyvel is one of the great tragedies of our age.

Mercenary of Saban, Shiva

Swordfighter - Swordmaster

Solar Sword
Continue (Swordmaster class skill)

Solar Sword gives him a little longetivity, but nothing really special.

Blagi Priest, Sleuf

Priest - High Priest

No skills

As a high priest, Sleuf is a candidate for least-durable cast member. Not much else to say about him...

Dagda's Loving Daughter, Tanya

Bowfighter - Sniper

No skills

Even without any skills, she's better than Ronan. Unless resistance is incredibly pivotal to the battle. And even then...

Playful Sister, Tina

Priest - High Priest

No skills

Tina's Thief Staff could win her some duels if one doesn't allow fighters more weapons than it has uses. Apart from that she doesn't have a lot going for her. Got 25% Re-Move though.

The Man called Death God, Trewd

Swordfighter - Swordmaster

Nihil

And we are left wondering WHY they call him that. He certainly doesn't have anything outstanding going for him.

Loyal Old General, Xavier

General

Assualt
Greatshield
Wrath

The only player character in the game to get Greatshield, Xavier also has Wrath. Quite useful as being a general he is slow with low movement, so he's a lot more likely to get it off than the others with it, all the while (hopefully) stopping his opponent's attacks dead with Greatshield.