Characters are organized by class type, mostly because there's a bunch of passive skills that everyone in a class shares, and I want to only talk about it once. (For all that, to the extent this game sees any play in the DL anyway, it'll probably be just Alm & Celica.)
Heroes & Princesses
Alm & Celica (and anyone adjoining them) have access to the inventory supply. They are thus the only characters who can easily switch weapons in-game (unlike other FEs, where you can carry multiple weapons, you only can carry one piece of equipment in Echoes). They are also among the few characters who get the most from switching up their weaponry, so hey.
Alm, Lvl 16 Hero
46 HP, 25 Atk, 24 Skl, 21 (20) Spd, 18 Lck, 21 Def, 5 Res, 5 Mov
1.11 PCHP, 1.73 PDurability, 0.91 MDurability, 20 Magic Avoid
Recovery (regen 5 HP/turn) with Royal Sword or Falchion
Royal Sword +2: 16 damage (31% Critical), 104 Hit, 20 AS.
Double Lion (6 HP): 42 damage (31% Critical), 124 Hit (2x hits of 21), +10 Avo vs. counters
Scendscale (16 HP): 30 damage (31% Critical), 104 Hit, Range 1-3
Falchion: 18 damage (21% Critical), 89 Hit, 20 AS, effective against Terrors, can kill Fell Gods
Scendscale (16 HP): 32 damage (21% Critical), 89 Hit, Range 1-3
Sword: 8 damage (21% Critical), 99 Hit, 21 AS
Iron Sword +4: 14 damage (21% Critical), 109 Hit, 21 AS
Bow: 8 damage (21% Critical), 79 Hit, 21 AS
Iron Bow +4: 14 damage (21% Critical), 94 Hit, 19 AS
Curved Shot (1 HP): 15 damage (21% Critical), 124 Hit
Alm's counterattacks, which I'll just spell out, because they're more complicated than anyone else's:
* If Alm is attacked at range 4+, no counter.
* If Alm is attacked at range 3, he will counter if he has an Iron/Steel Bow or most other Bow type equipped. Otherwise nothing.
* If Alm is attacked at range 2, he will counter with his Bow - either the base Bow if he has a Sword equipped, or the Iron Bow / whatever.
* If Alm is attacked at range 1, he will counter with his equipped weapon.
I'm not sure I'd really respect Alm as having the time or inclination to learn Bow skills in-game, especially since Scendscale takes awhile to learn.
Each of Alm's hits on Double Lion has an independent chance to crit, same as normal doubles. (So a 52% chance of at least one crit in a Double Lion string.)
Celica, Lvl 14 Princess
39 HP, 25 Atk, 20 Skl, 20 (19) Spd, 21 Lck, 14 Def, 8 Res, 4 Mov
0.94 PCHP, 0.89 PDurability, 0.86 MDurability, 21 Magic Avoid
Recovery (regen 5 HP/turn) with Beloved Zofia
Beloved Zofia: 14 damage (31% Critical), 90 Hit, 19 AS
Ragnarok Ω (14 HP): 47 damage (31% Critical), 90 Hit, Range 1-2, hits enemy Resistance
Sword: 8 damage (21% Critical), 95 Hit, 20 AS
Iron Sword +4: 14 damage (21% Critical), 105 Hit, 20 AS
Steel Sword +3: 16 damage (21% Critical), 90 Hit, 19 AS
Excalibur (3 HP): 22 damage (41% Critical), 95 Hit, 19 AS (38 dmg avg w/ crits)
Fire (1 HP): 20 damage (21% Critical), 80 Hit, 17 AS
Thunder (2 HP): 21 damage (21% Critical), 70 Hit, 15 AS, 1-3 Range
Seraphim (4 HP): 24 damage (21% Critical), 90 Hit, 16 AS
Ragnarok (10 HP): 37 damage (21% Critical), 95 Hit, 6 AS
Recover (1 HP): Heal an ally
Celica will counter with her sword at range 1, and Fire at range 2.
Ragnarok Ω probably requires explicit grinding to learn, since Celica is at least half a mage, and it takes a lot of sword actions to get. (Go send her to go solo easy enemies at a graveyard and press skip turn a bunch is my suggestion.)
Allowing forging of the Beloved Zofia helps a good deal; -1 Wgt, +4 power, +10 hit, +5 crit. Just 3 gold is a lot, especially after already spending 1 gold to begin with.
Saints
All Saints ignore terrain damage and regenerate 5 HP for all surrounding units. Handy when wading through swamps.
Saints always counter with Nosferatu, which fully drains damage dealt, not the half-drain in some other FEs.
All Saints have a variety of White Magic handy that generally isn't DL-relevant. The only exception is possibly the "Invoke" line that summons illusionary soldiers to help out, but usually costs 12 HP, and almost any opponent who can't kill the Saint after that kind of HP cost is going to lose to just spell beatdown anyway.
Silque, Lvl 14 Saint
35 HP, 18 Atk, 12 Skl, 12 (8) Spd, 21 Lck, 9 Def, 12 Res, 5 Mov
0.84 PCHP, 0.62 PDurability, 0.91 MDurability, 17 Magic Avoid
Recovery (regen 5 HP/turn) with Blessed Ring
Seraphim (4 HP): 17 damage (17% Critical), 90 Hit, 8 AS
Nosferatu (0 HP): 10 damage (17% Critical), 60 Hit, 10 AS
Genny, Lvl 14 Saint
33 HP, 23 Atk, 15 Skl, 13 (9) Spd, 17 Lck, 6 Def, 15 Res, 5 Mov
0.80 PCHP, 0.53 PDurability, 1.00 MDurability, 15 Magic Avoid
Recovery (regen 5 HP/turn) with Blessed Ring
Seraphim (4 HP): 22 damage (16% Critical), 90 Hit, 9 AS
Nosferatu (0 HP): 15 damage (16% Critical), 60 Hit, 11 AS
Tatiana, Lvl 14 Saint
33 HP, 21 Atk, 18 Skl, 15 (11) Spd, 7 Lck, 8 Def, 19 Res, 5 Mov
0.80 PCHP, 0.57 PDurability, 1.27 MDurability, 11 Magic Avoid
Recovery (regen 5 HP/turn) with Blessed Ring
Seraphim (4 HP): 20 damage (13% Critical), 90 Hit, 11 AS
Nosferatu (0 HP): 13 damage (13% Critical), 60 Hit, 13 AS
Sages
All Sages have +10 Hit on their spells (factored in). They're all assumed to equip a Ring for some regen. They counterattack with Fire.
They can all cast DL-irrelevant Recover for healing on allies.
Luthier, Lvl 14 Sage
39 HP, 19 Atk, 25 Skl, 15 (14) Spd, 12 Lck, 10 Def, 8 Res, 4 Mov
0.94 PCHP, 0.73 PDurability, 0.86 MDurability, 14 Magic Avoid
Recovery (regen 5 HP/turn) with Blessed Ring
Excalibur (3 HP): 16 damage (39% Critical), 105 Hit (28.5 dmg avg w/ crits), 14 AS
Fire (1 HP): 14 damage (19% Critical), 90 Hit, 12 AS
Thunder (2 HP): 15 damage (19% Critical), 80 Hit, 10 AS, range 1-3
Sagittae (8 HP): 27 damage (19% Critical), 80 Hit, 4 AS, range 1-3
Boey, Lvl 14 Sage
43 HP, 21 Atk, 19 Skl, 12 (11) Spd, 16 Lck, 14 Def, 7 Res, 4 Mov
1.04 PCHP, 0.99 PDurability, 0.92 MDurability, 14 Magic Avoid
Recovery (regen 5 HP/turn) with Blessed Ring
Excalibur (3 HP): 18 damage (38% Critical), 105 Hit (31.7 dmg avg w/ crits), 11 AS
Fire (1 HP): 16 damage (18% Critical), 90 Hit, 9 AS
Thunder (2 HP): 17 damage (18% Critical), 80 Hit, 7 AS, range 1-3
Sagittae (8 HP): 29 damage (18% Critical), 80 Hit, 1 AS
Nomah, Lvl 14 Sage
33 HP, 14 Atk, 18 Skl, 9 (0) Spd, 2 Lck, 6 Def, 14 Res, 4 Mov
0.80 PCHP, 0.53 PDurability, 0.95 MDurability, 6 Magic Avoid
Recovery (regen 5 HP/turn) with Blessed Ring
Sagittae (8 HP): 22 damage (10% Critical), 80 Hit, 0 AS, range 1-3
Fire (1 HP): 9 damage (10% Critical), 90 Hit, 6 AS
Excalibur (3 HP): 11 damage (30% Critical), 105 Hit, 8 AS
Priestesses
Like Celica, Priestesses counter at range 1 with their Sword (and hit defense), and counter at range 2 with Fire (and hit resistance). They can thus opt between a Ring (when they want regen) and a Sword (when they want to use their physical game, or just want better melee counters.) You may or may not respect Priestesses having time to learn relevant weapon skills on their Iron/Steel Sword if they go that route.
DL-irrelevant, but since all DFs are male and Celica already has a weapon, the Ladyblade is basically made for this class - it's one of the most powerful weapons in-game, with an amazing 20 Mt once forged. (Per Elf request, I've added italicized unforged LB figures, but it's kinda shaky - there's only one of them, and 2-3 Priestesses, and hypothetically Celica or Faye if you're weird too. And if you DO get LB, you probably won't learn all the skills until the postgame. Which, granted, I suppose this topic assumes a bit with the high level.)
Priestesses can all cast DL-irrelevant Recover for healing on allies. Mae has Silence, but it lasts for a single turn, so it never pays off. There's also Entrap on Sonya & Rewarp on Sonya & Delthea, also not relevant.
Delthea, Lvl 14 Priestess
35 HP, 34 Atk, 17 Skl, 28 (24) Spd, 27 Lck, 8 Def, 17 Res, 4 Mov
0.84 PCHP, 0.60 PDurability, 1.18 MDurability, 28 Magic Avoid
Recovery (regen 5 HP/turn) & Miracle (2x Lck chance to survive a killing blow with 1 HP if didn't already have 1 HP) with Prayer Ring (initial equipment)
Seraphim (4 HP): 33 damage (22% Critical), 90 Hit, 24 AS
Fire (1 HP): 29 damage (22% Critical), 80 Hit, 25 AS
Aura (6 HP): 38 damage (22% Critical), 80 Hit, 20 AS
Ragnarok (10 HP): 46 damage (22% Critical), 95 Hit, 14 AS
Sword: 17 damage (22% Critical), 92 Hit, 28 AS
Iron Sword +4: 23 damage (22% Critical), 102 Hit, 28 AS
Wrath Strike (1 HP): 28 damage (22% Critical), 112 Hit
Ladyblade: 29 damage (27% Critical), 87 Hit, 27 AS
Hexblade (3 HP): 45 damage (27% Critical), 97 Hit, hits enemy Resistance
Flamberge (15 HP): 76 damage (27% Critical), 87 Hit (2x hits of 38), hits enemy Resistance
Mae, Lvl 14 Priestess
35 HP, 26 Atk, 12 Skl, 19 (15) Spd, 15 Lck, 9 Def, 11 Res, 4 Mov
0.84 PCHP, 0.62 PDurability, 0.87 MDurability, 17 Magic Avoid
Recovery (regen 5 HP/turn) with Blessed Ring
Seraphim (4 HP): 25 damage (14% Critical), 90 Hit, 15 AS
Fire (1 HP): 21 damage (14% Critical), 80 Hit, 16 AS
Thunder (2 HP): 22 damage (14% Critical), 70 Hit, 14 AS, range 1-3
Aura (6 HP): 30 damage (14% Critical), 80 Hit, 11 AS
Sword: 9 damage (14% Critical), 87 Hit, 19 AS
Iron Sword +4: 15 damage (14% Critical), 97 Hit, 19 AS
Wrath Strike (1 HP): 20 damage (14% Critical), 107 Hit
Ladyblade: 21 damage (19% Critical), 82 Hit, 18 AS
Hexblade (3 HP): 37 damage (19% Critical), 92 Hit, hits enemy Resistance
Flamberge (15 HP): 60 damage (19% Critical), 82 Hit (2x hits of 30), hits enemy Resistance
Sonya, Lvl 14 Priestess
36 HP, 24 Atk, 21 Skl, 21 (20) Spd, 12 Lck, 13 Def, 13 Res, 4 Mov
0.87 PCHP, 0.78 PDurability, 0.99 MDurability, 17 Magic Avoid
Recovery (regen 5 HP/turn) with Blessed Ring
Excalibur (3 HP): 21 damage (37% Critical), 95 Hit (34.7 dmg avg w/ crits), 20 AS
Fire (1 HP): 19 damage (17% Critical), 80 Hit, 18 AS
Thunder (2 HP): 20 damage (17% Critical), 70 Hit, 16 AS, range 1-3
Sword: 7 damage (17% Critical), 96 Hit, 21 AS
Iron Sword +4: 13 damage (17% Critical), 106 Hit, 21 AS
Wrath Strike (1 HP): 18 damage (17% Critical), 116 Hit, 21 AS
Steel Sword +3: 15 damage (17% Critical), 91 Hit, 20 AS
Sunder (2 HP): 19 damage (47% Critical), 101 Hit (36.9 dmg avg w/ crits)
Ladyblade: 19 damage (22% Critical), 91 Hit, 20 AS
Hexblade (3 HP): 35 damage (22% Critical), 101 Hit, hits enemy Resistance
Flamberge (15 HP): 56 damage (22% Critical), 91 Hit (2x hits of 28), 20 AS, hits enemy Resistance
If Sonya equips the Steel Shield (initial equipment), she loses Recovery and all her damage is -1 AS, but she has +4 Def, which causes her PDur to rise to 0.99 PCHP. She has the skill Defensive, which is -1 HP for -5 physical damage sustained during the next enemy turn. (Except.. no regen, so this is not a winning strategy except against called shot type attacks.)
Falcon Knights
All Falcon Knights are flyers and have the Banish ability, which grants +10 damage when fighting Terrors and Great Terrors. (See Appendix, this is not going to ever come up in the DL.)
Per the above skills chart, Steel Lance also has Armorcrush for dealing effective damage to armors. Iron Lance has Hit & Run for crappy damage and + Avo vs. counters and Longarche for a range 2 attack.
Clair, Lvl 14 Falcon Kn.
38 HP, 17 Atk, 18 Skl, 27 (26) Spd, 25 Lck, 13 Def, 9 Res, 8 Mov
0.92 PCHP, 0.83 PDurability, 0.88 MDurability, 26 Magic Avoid
Steel Lance +3: 8 damage (22% Critical), 88 Hit, 26 AS
Tempest Lance (5 HP): 18 damage (22% Critical), 108 Hit
Iron Lance +4: 6 damage (22% Critical), 103 Hit, 27 AS
Palla, Lvl 14 Falcon Kn.
40 HP, 22 Atk, 19 Skl, 17 (16) Spd, 12 Lck, 15 Def, 5 Res, 8 Mov
0.96 PCHP, 0.97 PDurability, 0.79 MDurability, 15 Magic Avoid
Steel Lance +3: 13 damage (16% Critical), 89 Hit, 16 AS
Tempest Lance (5 HP): 23 damage (16% Critical), 109 Hit
Iron Lance +4: 11 damage (16% Critical), 104 Hit, 17 AS
Javelin +2: 11 damage (16% Critical), 84 Hit, 15 AS, range 1-2 (initial equipment)
Catria, Lvl 14 Falcon Kn.
39 HP, 19 Atk, 22 Skl, 25 (24) Spd, 20 Lck, 14 Def, 9 Res, 8 Mov
0.94 PCHP, 0.89 PDurability, 0.89 MDurability, 23 Magic Avoid
Steel Lance +3: 10 damage (21% Critical), 92 Hit, 24 AS
Tempest Lance (5 HP): 20 damage (21% Critical), 112 Hit
Iron Lance +4: 8 damage (21% Critical), 107 Hit, 25 AS
Lance: 2 damage (21% Critical), 97 Hit, 25 AS
Catria can use initial equipment Angel Ring for +20 Luck and Recovery (5 HP regen) at an absolutely tragic cost in damage.
Est, Lvl 14 Falcon Kn.
38 HP, 21 Atk, 17 Skl, 22 (21) Spd, 20 Lck, 16 Def, 13 Res, 8 Mov
0.92 PCHP, 0.98 PDurability, 1.04 MDurability, 21 Magic Avoid
Steel Lance +3: 12 damage (19% Critical), 87 Hit, 21 AS
Tempest Lance (5 HP): 22 damage (19% Critical), 107 Hit
Iron Lance +4: 10 damage (19% Critical), 102 Hit, 22 AS
Javelin +2: 10 damage (19% Critical), 82 Hit, 20 AS, range 1-2 (initial equipment?)
Gold Knights
Not much to say about Gold Knights. They're mounted and have high move. They are the only unisex final class! They have a disproportionately high number of plotty characters!
Per the above skills chart, Steel Lance also has Armorcrush for dealing effective damage to armors. Iron Lance has Hit & Run for crappy damage and + Avo vs. counters and Longarche for a range 2 attack.
Clive, Lvl 14 Gold Knight
47 HP, 23 Atk, 16 Skl, 15 (14) Spd, 12 Lck, 17 Def, 2 Res, 9 Mov
1.13 PCHP, 1.29 PDurability, 0.84 MDurability, 14 Magic Avoid
Steel Lance +3: 14 damage (14% Critical), 86 Hit, 14 AS
Tempest Lance (5 HP): 24 damage (14% Critical), 106 Hit
Iron Lance +4: 12 damage (14% Critical), 101 Hit, 15 AS
Mathilda, Lvl 14 Gold Knight
45 HP, 25 Atk, 24 Skl, 25 (24) Spd, 23 Lck, 18 Def, 11 Res, 9 Mov
1.08 PCHP, 1.32 PDurability, 1.12 MDurability, 24 Magic Avoid
Steel Lance +3: 16 damage (24% Critical), 94 Hit, 24 AS
Tempest Lance (5 HP): 26 damage (24% Critical), 114 Hit
Iron Lance +4: 14 damage (24% Critical), 109 Hit, 25 AS
Conrad, Lvl 14 Gold Knight
47 HP, 22 Atk, 28 Skl, 24 (23) Spd, 15 Lck, 20 Def, 13 Res, 9 Mov
1.13 PCHP, 1.61 PDurability, 1.28 MDurability, 20 Magic Avoid
Steel Lance +3: 13 damage (22% Critical), 98 Hit, 23 AS
Tempest Lance (5 HP): 23 damage (22% Critical), 118 Hit
Iron Lance +4: 11 damage (22% Critical), 113 Hit, 24 AS
Blessed Lance +1: 8 damage (27% Critical), 108 Hit, 24 AS
Conard has Recovery if he opts for the Blessed Lance. (And it has Anti-Terrors as well.)
Zeke, Lvl 14 Gold Knight
47 HP, 25 Atk, 19 Skl, 20 (19) Spd, 8 Lck, 19 Def, 6 Res, 9 Mov
1.13 PCHP, 1.49 PDurability, 0.96 MDurability, 14 Magic Avoid
Steel Lance +3: 16 damage (14% Critical), 89 Hit, 19 AS
Tempest Lance (5 HP): 26 damage (14% Critical), 109 Hit
Iron Lance +4: 14 damage (14% Critical), 104 Hit, 20 AS
Gradivus: 20 damage (14% Critical), 104 Hit, 15 AS, range 1-2, Recovery
Mycen, Lvl 14 Gold Knight
45 HP, 23 Atk, 15 Skl, 13 (12) Spd, 3 Lck, 19 Def, 8 Res, 9 Mov
1.08 PCHP, 1.42 PDurability, 0.99 MDurability, 8 Magic Avoid
Steel Lance +3: 14 damage (9% Critical), 85 Hit, 12 AS
Tempest Lance (5 HP): 24 damage (9% Critical), 105 Hit
Iron Lance +4: 12 damage (9% Critical), 100 Hit, 13 AS
Dread Fighters
Dread Fighters all have +5 Resistance to their listed value and Apotrope, which halves Black Magic damage. What counts as Black Magic is very, very broad - basically any of Arcane/Dark/Light from previous Fire Emblems. Think Awakening Tomebreaker; it won't work on magical weapons like the Lightning/Levin Sword, or weapon skills that hit Resistance like Hexblade (basically all PC-side only), but works on nearly everything else, including magic Dragon beams of doom.
Their listed Res does NOT include DF's +5 Res bonus, but the MDurability figures bake in both the +5 Res & Apotrope. Halve the MDur figure vs. resistance-hitting non-magic (since the +5 Res still applies there).
Many DFs, since they double their opponent, eschew skills unless they are facing extreme tanks. If they do use skills, they have Crosswise Cut for more Hit off Steel (rather than Sunder); and Iron grants Wrath Strike (similar damage to Sunder, but no crit farming) and Windsweep (enemies can't counter).
Saber, Lvl 14 Dread Fighter
44 HP, 19 Atk, 21 Skl, 23 (22) Spd, 14 Lck, 16 Def, 6 Res*, 7 Mov
1.06 PCHP, 1.13 PDurability, 2.10 MDurability, 19 Magic Avoid
Steel Sword +3: 10 damage (18% Critical), 91 Hit, 22 AS
Sunder (2 HP): 14 damage (48% Critical), 101 Hit (27.4 dmg avg w/ crits)
Kamui, Lvl 14 Dread Fighter
43 HP, 20 Atk, 21 Skl, 24 (23) Spd, 9 Lck, 14 Def, 2 Res*, 7 Mov
1.04 PCHP, 0.99 PDurability, 1.77 MDurability, 17 Magic Avoid
Steel Sword +3: 11 damage (15% Critical), 91 Hit, 23 AS
Sunder (2 HP): 15 damage (45% Critical), 101 Hit (28.5 dmg avg w/ crits)
Jesse, Lvl 14 Dread Fighter
41 HP, 19 Atk, 22 Skl, 26 (25) Spd, 23 Lck, 14 Def, 7 Res*, 7 Mov
0.99 PCHP, 0.94 PDurability, 2.14 MDurability, 25 Magic Avoid
Steel Sword +3: 10 damage (23% Critical), 92 Hit, 25 AS
Sunder (2 HP): 14 damage (53% Critical), 102 Hit (28.8 dmg avg w/ crits)
Deen, Lvl 14 Dread Fighter
44 HP, 21 Atk, 25 Skl, 26 Spd, 9 Lck, 16 Def, 4 Res*, 7 Mov
1.06 PCHP, 1.13 PDurability, 1.94 MDurability, 18 Magic Avoid
Brave Sword +2: 11 damage (52% Critical), 100 Hit, 26 AS (22.4 dmg avg w/ crits)
Steel Sword +3: 12 damage (17% Critical), 95 Hit, 25 AS
Sunder (2 HP): 16 damage (47% Critical), 105 Hit (31 dmg avg w/ crits), 25 AS
Bow Knights
Bow Knights are Mounted and have Bowrange +2, which they honestly might as well have put on the weapon itself, since it only matters for Alm / tier 1 Archers. So while Alm only has range 1-3 on an Iron Bow, BKs have 1-5 range, and other bows are adjusted accordingly as well (2-4 becomes 2-6, etc.).
BKs are a little unusual in that Sniper, the previous class, isn't Mounted, so there are some weird situations where you might rather have a Sniper - most notably some terrain is plain impassable for horsies (water, peaks, etc. Comes up for Nuibaba's Citadel and the like.). In the DL, that would be enemies who can hit effective vs. cavalry, but eh, the stat hit is pretty terrible for that.
Note that I went for Iron Bow default rather than Steel due to major accuracy issues, but they potentially want both.
Python, Lvl 14 Bow Knight
45 HP, 21 Atk, 14 Skl, 18 (16) Spd, 8 Lck, 13 Def, 5 Res, 8 Mov
1.08 PCHP, 0.97 PDurability, 0.89 MDurability, 13 Magic Avoid
Iron Bow +4: 10 damage (11% Critical), 84 Hit, 16 AS
Curved Shot (1 HP): 11 damage (11% Critical), 114 Hit
Steel Bow +3: 10 damage (16% Critical), 69 Hit, 15 AS
Heavy Draw (2 HP): 18 damage (16% Critical), 79 Hit
Leon, Lvl 14 Bow Knight
45 HP, 20 Atk, 21 Skl, 13 (11) Spd, 13 Lck, 13 Def, 2 Res, 8 Mov
1.08 PCHP, 0.97 PDurability, 0.80 MDurability, 13 Magic Avoid
Iron Bow +4: 9 damage (17% Critical), 91 Hit, 11 AS
Curved Shot (1 HP): 10 damage (17% Critical), 121 Hit
Steel Bow +3: 9 damage (22% Critical), 76 Hit, 10 AS
Heavy Draw (2 HP): 17 damage (22% Critical), 86 Hit
Barons
Barons all have the Heavy Armor skill, which halves damages from Arrows. Since archers tend to struggle to break Baron defense in the first place, it's not super-useful in-game. They're also all Armored type (a la FE Generals) so get owned by a wide variety of effective weapons against them.
Lukas, Lvl 14 Baron
47 HP, 27 Atk, 16 Skl, 8 (7) Spd, 9 Lck, 25 Def, 3 Res, 4 Mov
1.13 PCHP, 2.76 PDurability, 0.87 MDurability, 9 Magic Avoid
Steel Lance +3: 18 damage (13% Critical), 86 Hit, 7 AS
Tempest Lance (5 HP): 28 damage (13% Critical), 106 Hit
Forsyth, Lvl 14 Baron
46 HP, 28 Atk, 12 Skl, 13 (12) Spd, 12 Lck, 23 Def, 6 Res, 4 Mov
1.11 PCHP, 2.11 PDurability, 0.94 MDurability, 13 Magic Avoid
Steel Lance +3: 19 damage (12% Critical), 82 Hit, 12 AS
Tempest Lance (5 HP): 29 damage (12% Critical), 102 Hit
Valbar, Lvl 14 Baron
49 HP, 28 Atk, 14 Skl, 7 (6) Spd, 6 Lck, 25 Def, 0 Res, 4 Mov
1.18 PCHP, 2.88 PDurability, 0.83 MDurability, 7 Magic Avoid
Steel Lance +3: 19 damage (10% Critical), 84 Hit, 6 AS
Tempest Lance (5 HP): 29 damage (10% Critical), 104 Hit
Villagers
Villagers can promote however they like. As such, in the unlikely event of one of them being nom'd, they should have a specific form attached - e.g. Tobin-Bow Knight. Anyway, at least three of them has semi-canon classes in the form of recommendations in Ram Village: Gray as a Mercenary->DF, Kliff as a Mage->Sage, and Tobin as an Archer->Bow Knight. Faye & Atlas kinda don't have canon options.
I'm gonna be real lazy in this section as a result and not really bother listing all the options, spells, etc. If you're curious, you can try it out in the spreadsheet above to see what the damage results would be, or who has what spells. (I added a bit for Tobin-BK & Kliff-Sage, though.)
For average purposes:
Meta-Gray: 44.2 HP, 22.6 Atk, 15.2 Skl, 14.6 (11.4) Spd, 9.4 Lck, 14.8 Def, 2 Res, 6.4 Mov
Meta-Tobin: 43.2 HP, 20.8 Atk, 19.8 Skl, 14.8 (13.6) Spd, 13.2 Lck, 15.4 Def, 4 Res, 6.4 Mov
Meta-Kliff: 42.6 HP, 20.8 Atk, 18.2 Skl, 22.4 (21.2) Spd, 16.4 Lck, 17.2 Def, 8 Res, 6.4 Mov
Meta-Faye: 39.3 HP, 20.3 Atk, 11.7 Skl, 15 (13) Spd, 16 Lck, 15 Def, 7 Res, 7.3 Mov
Meta-Atlas: 44.8 HP, 29 Atk, 14.6 Skl, 13.4 (10.2) Spd, 11.4 Lck, 14.8 Def, 4 Res, 6.4 Mov
Gray, Lvl 14 Gold Knight
46 HP, 23 Atk, 13 Skl, 16 (15) Spd, 10 Lck, 16 Def, 2 Res, 9 Mov
1.11 PCHP, 1.19 PDurability, 0.83 MDurability, 13 Magic Avoid
Steel Lance +3: 14 damage (12% Critical), 83 Hit, 15 AS
Tempest Lance (5 HP): 24 damage (12% Critical), 103 Hit
Tobin, Lvl 14 Gold Knight
45 HP, 22 Atk, 18 Skl, 15 (14) Spd, 14 Lck, 17 Def, 4 Res, 9 Mov
1.08 PCHP, 1.23 PDurability, 0.86 MDurability, 15 Magic Avoid
Steel Lance +3: 13 damage (16% Critical), 88 Hit, 14 AS
Tempest Lance (5 HP): 23 damage (16% Critical), 108 Hit
Kliff, Lvl 14 Gold Knight
45 HP, 22 Atk, 17 Skl, 23 (22) Spd, 17 Lck, 18 Def, 8 Res, 9 Mov
1.08 PCHP, 1.32 PDurability, 0.99 MDurability, 20 Magic Avoid
Steel Lance +3: 13 damage (17% Critical), 87 Hit, 22 AS
Tempest Lance (5 HP): 23 damage (17% Critical), 107 Hit
Faye, Lvl 14 Gold Knight
45 HP, 23 Atk, 12 Skl, 16 (15) Spd, 16 Lck, 18 Def, 7 Res, 9 Mov
1.08 PCHP, 1.32 PDurability, 0.95 MDurability, 16 Magic Avoid
Steel Lance +3: 14 damage (14% Critical), 82 Hit, 15 AS
Tempest Lance (5 HP): 24 damage (14% Critical), 102 Hit
Atlas, Lvl 14 Gold Knight
46 HP, 29 Atk, 12 Skl, 15 (14) Spd, 12 Lck, 16 Def, 4 Res, 9 Mov
1.11 PCHP, 1.19 PDurability, 0.88 MDurability, 14 Magic Avoid
Steel Lance +3: 20 damage (12% Critical), 82 Hit, 14 AS
Tempest Lance (5 HP): 30 damage (12% Critical), 102 Hit
Gray, Lvl 14 Dread Fighter
42 HP, 20 Atk, 21 Skl, 23 (22) Spd, 10 Lck, 14 Def, 2 Res, 7 Mov
1.01 PCHP, 0.96 PDurability, 1.72 MDurability, 17 Magic Avoid
Steel Sword +3: 11 damage (16% Critical), 91 Hit, 22 AS
Sunder (2 HP): 15 damage (46% Critical), 101 Hit (28.8 dmg avg w/ crits)
Tobin, Lvl 14 Dread Fighter
41 HP, 18 Atk, 25 Skl, 22 (21) Spd, 14 Lck, 14 Def, 4 Res, 7 Mov
0.99 PCHP, 0.94 PDurability, 1.81 MDurability, 18 Magic Avoid
Steel Sword +3: 9 damage (20% Critical), 95 Hit, 21 AS
Sunder (2 HP): 13 damage (50% Critical), 105 Hit (26 dmg avg w/ crits)
Kliff, Lvl 14 Dread Fighter
41 HP, 18 Atk, 23 Skl, 30 (29) Spd, 17 Lck, 16 Def, 8 Res, 7 Mov
0.99 PCHP, 1.06 PDurability, 2.14 MDurability, 24 Magic Avoid
Steel Sword +3: 9 damage (20% Critical), 93 Hit, 29 AS
Sunder (2 HP): 13 damage (50% Critical), 103 Hit (26 dmg avg w/ crits)
Atlas, Lvl 14 Dread Fighter
44 HP, 28 Atk, 21 Skl, 22 (21) Spd, 12 Lck, 14 Def, 4 Res, 7 Mov
1.06 PCHP, 1.01 PDurability, 1.94 MDurability, 17 Magic Avoid
Steel Sword +3: 19 damage (17% Critical), 91 Hit, 21 AS
Sunder (2 HP): 23 damage (47% Critical), 101 Hit (44.6 dmg avg w/ crits)
Gray, Lvl 14 Bow Knight
45 HP, 21 Atk, 16 Skl, 12 (10) Spd, 10 Lck, 13 Def, 2 Res, 8 Mov
1.08 PCHP, 0.97 PDurability, 0.80 MDurability, 11 Magic Avoid
Iron Bow +4: 10 damage (13% Critical), 86 Hit, 10 AS
Curved Shot (1 HP): 11 damage (13% Critical), 116 Hit
Tobin, Lvl 14 Bow Knight
45 HP, 20 Atk, 21 Skl, 13 (11) Spd, 14 Lck, 13 Def, 4 Res, 8 Mov
1.08 PCHP, 0.97 PDurability, 0.86 MDurability, 14 Magic Avoid
Iron Bow +4: 9 damage (18% Critical), 91 Hit, 11 AS
Curved Shot (1 HP): 10 damage (18% Critical), 121 Hit
Steel Bow +3: 9 damage (23% Critical), 76 Hit, 10 AS
Heavy Draw (2 HP): 17 damage (23% Critical), 86 Hit
Kliff, Lvl 14 Bow Knight
44 HP, 20 Atk, 19 Skl, 20 (18) Spd, 17 Lck, 15 Def, 8 Res, 8 Mov
1.06 PCHP, 1.07 PDurability, 0.97 MDurability, 19 Magic Avoid
Iron Bow +4: 9 damage (18% Critical), 89 Hit, 18 AS
Curved Shot (1 HP): 10 damage (18% Critical), 119 Hit
Atlas, Lvl 14 Bow Knight
45 HP, 29 Atk, 15 Skl, 11 (9) Spd, 12 Lck, 13 Def, 4 Res, 8 Mov
1.08 PCHP, 0.97 PDurability, 0.86 MDurability, 12 Magic Avoid
Iron Bow +4: 18 damage (14% Critical), 85 Hit, 9 AS
Curved Shot (1 HP): 19 damage (14% Critical), 115 Hit
Gray, Lvl 14 Baron
47 HP, 28 Atk, 13 Skl, 10 (9) Spd, 8 Lck, 22 Def, 2 Res, 4 Mov
1.13 PCHP, 1.93 PDurability, 0.84 MDurability, 9 Magic Avoid
Steel Lance +3: 19 damage (11% Critical), 83 Hit, 9 AS
Tempest Lance (5 HP): 29 damage (11% Critical), 103 Hit
Tobin, Lvl 14 Baron
46 HP, 27 Atk, 18 Skl, 11 (10) Spd, 12 Lck, 23 Def, 4 Res, 4 Mov
1.11 PCHP, 2.11 PDurability, 0.88 MDurability, 12 Magic Avoid
Steel Lance +3: 18 damage (15% Critical), 88 Hit, 10 AS
Tempest Lance (5 HP): 28 damage (15% Critical), 108 Hit
Kliff, Lvl 14 Baron
45 HP, 27 Atk, 16 Skl, 19 (18) Spd, 15 Lck, 24 Def, 8 Res, 4 Mov
1.08 PCHP, 2.31 PDurability, 0.99 MDurability, 17 Magic Avoid
Steel Lance +3: 18 damage (16% Critical), 86 Hit, 18 AS
Tempest Lance (5 HP): 28 damage (16% Critical), 106 Hit
Atlas, Lvl 14 Baron
47 HP, 31 Atk, 12 Skl, 8 (7) Spd, 10 Lck, 22 Def, 4 Res, 4 Mov
1.13 PCHP, 1.93 PDurability, 0.90 MDurability, 9 Magic Avoid
Steel Lance +3: 22 damage (11% Critical), 82 Hit, 7 AS
Tempest Lance (5 HP): 32 damage (11% Critical), 102 Hit
Gray, Lvl 14 Sage
41 HP, 21 Atk, 13 Skl, 12 (1) Spd, 9 Lck, 9 Def, 2 Res, 4 Mov
0.99 PCHP, 0.74 PDurability, 0.74 MDurability, 11 Magic Avoid
Sagittae (8 HP): 29 damage (11% Critical), 80 Hit, 1 AS
Tobin, Lvl 14 Sage
39 HP, 17 Atk, 17 Skl, 13 (12) Spd, 12 Lck, 10 Def, 4 Res, 4 Mov
0.94 PCHP, 0.73 PDurability, 0.75 MDurability, 13 Magic Avoid
Excalibur (3 HP): 14 damage (35% Critical), 105 Hit
Kliff, Lvl 14 Sage
38 HP, 17 Atk, 16 Skl, 20 (19) Spd, 16 Lck, 13 Def, 8 Res, 4 Mov
0.92 PCHP, 0.83 PDurability, 0.84 MDurability, 18 Magic Avoid
Recovery (regen 5 HP/turn) with Blessed Ring
Excalibur (3 HP): 14 damage (36% Critical), 105 Hit (24.1 dmg avg w/ crits), 19 AS
Fire (1 HP): 12 damage (16% Critical), 90 Hit, 17 AS
Thunder (2 HP): 13 damage (16% Critical), 80 Hit, 15 AS
Aura (6 HP): 21 damage (16% Critical), 90 Hit, 12 AS
Sagittae (8 HP): 25 damage (16% Critical), 80 Hit, 9 AS
Atlas, Lvl 14 Sage
42 HP, 28 Atk, 13 Skl, 11 (0) Spd, 11 Lck, 9 Def, 4 Res, 4 Mov
1.01 PCHP, 0.75 PDurability, 0.80 MDurability, 11 Magic Avoid
Sagittae (8 HP): 36 damage (12% Critical), 80 Hit
Faye, Lvl 14 Priestess
36 HP, 21 Atk, 11 Skl, 16 (12) Spd, 15 Lck, 13 Def, 7 Res, 4 Mov
0.87 PCHP, 0.78 PDurability, 0.77 MDurability, 16 Magic Avoid
Seraphim (4 HP): 20 damage (13% Critical), 90 Hit, 12 AS
Faye, Lvl 14 Falcon Kn.
39 HP, 18 Atk, 12 Skl, 17 (16) Spd, 16 Lck, 15 Def, 7 Res, 8 Mov
0.94 PCHP, 0.95 PDurability, 0.83 MDurability, 17 Magic Avoid
Steel Lance +3: 9 damage (14% Critical), 82 Hit, 16 AS
Tempest Lance (5 HP): 19 damage (14% Critical), 102 Hit
Faye, Lvl 14 Saint
34 HP, 20 Atk, 11 Skl, 12 (8) Spd, 16 Lck, 12 Def, 7 Res, 5 Mov
0.82 PCHP, 0.70 PDurability, 0.72 MDurability, 14 Magic Avoid
Seraphim (4 HP): 19 damage (14% Critical), 90 Hit, 8AS