Respect to this channel. You're the Canary in the coalmine for this game and as a newbie to Fire Emblem I've appreciated the display of depth to the game you've laboured for.A really good resource.
I think I agree with basically everything you said. Daggers (while being low Mt) forge really well and that generally offsets the lower STR of the classes that use them and makes them great for enemy phase chip given that the standard ones are 1-2 range. Lance users are harder to break because enemy axes have worse speed/hit on average, and the best classes that use lances (other than Picket) are things like Wyvern/Hero/Wolf Knight, and those have the benefit of a second weapon type you can switch to, so you can keep a Levin/Armorslayer/Hammer in your back pocket. Ridersbane is also a useful tool. Halberdier is a decent class, but no unit promotes to it by default. Generals get such massive Build growths that axes may be better (they don’t get broken anyway). Griffins typically have low build and usable magic, so they benefit more from swords and Levin. I think the main thing swords have going for them is for mixed attackers because of Levin; some stellar engage weapons and attacks that they can rely on; and their typically higher Dex classes meaning they can use Killing Edges really well (since they are a cheap forge, and for some reason it’s better than the Killer Lance and at +5 is only 1 Mt less than a +5 Steel Sword)
Actually Amber can immediately promote to Haliberdier after chapter 8 if you want(No second seals needed). But his low SPD kinda feels like you need to baby him to level 5 so he'll actually pay off.
Engage has no best weapon, all of the weapon types are very situational based on what you want to do and why you need that particular weapon. For Example: Boucheron has the highest build, is very fast, and has the highest dex so he can hit with axes and double with a Tomahawk and can either use a Brave Axe for a quading build or Well Axe for a crit build and will be a super carry the entire game on the right class (I like Axe Griffin Knight Boucheron as it allows him to use any axe he wants and ensures that he can double/quad the entire game with the extra speed from Griffin Knight and if you want him to be insanely busted give him axe power and if you want a balanced version of a carry you just give him Chrom and ignore axe power [Chrom build uses Well Axe since you want to make use of Brute Force to one shot].)
On my current DLC run i use steel dagger team comp with enchanter. It adds +5 might to all steel daggers. I'm also thinking about repeating that run afterwards with lances, bc lances get +5 res/def.
what i never hear about the revanche (well axe) is that its might scales unbelievably hard when you upgrade it. the first three upgrades give +2 might per, and the last two boost its might by 4 each. it’s absolutely bonkers. a revanche +5 has 24 might, compared to its base 10, and that’s along with being super light and having only slightly less crit than a killer axe
Yes revanche is really good especially with pannette, although a little expensive. With the lyn engraving it becomes a very accurate high crit axe that goes so hard
My main issue with axes is their weight. Most units can't effectively use axes since they are significantly weighed down by them and thus lose the potential to double. I think arts are very good since they are a high might brave weapon and combined with lunar brace allows characters to enter the fist to ORKO enemies and quickly recharge engage meters. They're ability to break many enemy weapon types is also very valuable, especially when it comes to setting up kills on enemy wolf knights. What limits them isn't the weapon type itself but the number of units who can effectively use them.
One thing that i would say knocks swords down a peg is how many there are available through engaging. If you ever REALLY need a sword for weapon triangle coverage, almost every emblem has one. Now, break isnt THAT important later game, but having extra weapon triangle coverage is always good for tanking packs or even baiting an enemy to break you. However, a point FOR swords is that a good sword can augment a lot of engage attacks. Marth, sigurd, ike, and roys attacks all benefit from having a strong sword (ie, loadstar rush with a silver greatsword). Nothing definitive, just something to consider. By contrast, knives and fists dont help with any engage attack but are given by no emblem (magic fist is basically just nova) meaning if you ever want one, you have to bring one from the start.
Lances have the best plain weapons, bad special weapons (cavalry, bad magic), and are the best tanks by a good margin in the triangle. Swords have magic 1-2, dragon and armor. Axes have phys 1-2, flyer, cavalry and armor. Specialty weapons matter more on player phase, they can't choose targets on enemy phase. Each weapon type does have an implied order of operations to them. Daggers want to be first to stack poison and have the hit/avo to YOLO. Swords/lances don't mind going second, they're good all rounders. Axes want their supports in position to stack hit before going, and suffer greatly as a result. Axe backups want to be in range to chain attack, but that means wasting their action on a 50-70% attack. If axes could somehow get in position but hold their attacks to happen last, they'd get the best of both worlds.
The more I play, the more I'm conflicted on this topic. Early game, I tend to get the best results from lance users. Louis is the dominant force, and is basically essential for bosses until Brodia bridge. Chloe is the only unit that reliably doubles. Alfred is bad, but can at least take a few hits. But this is mainly just a case of lance users being better rather than the lances themselves. Swords not having 1-2 range is a big downer. In Solm, the name of the game is to keep your units strong and fast enough to double and kill enemies. You've got easy and cheap access to speed+, as well as Lyn and Lucina to speed fix, so you're now looking to fill in the power, and axes are the best way to do this. Around the end of Solm, promoted enemies become the norm, and it becomes really difficult to maintain both the speed and power required to 1 shot enemies by conventional means. You need to start pulling out tricks like support attacks, crit builds, weapon power, bonus damage and brave builds. Crit builds are pretty easy to hit needed damage benchmarks, and even the axe isn't super heavy, although it's a little less accurate than the sword and lance. Obnoxiosly, the Killer Lance is -2Mt, -1Wt, vs. the Killing Edge but the same hit. It's -4Mt -4Wt vs. the Killer axe, but a lot of units can still double with the axe. The Lance is definitely the worst of the 3, but can still get the job done with a little extra refinement. Axes have the widest bonus damage coverage, but the weapons are heavier, and less accurate than their peers without being more powerful. Still, armored units don't tend to dodge, so that's kind of moot. You also start getting Emblems that can fix damage better, such as Roy and Eirika (and to some extent, Ike.) which helps make swords a lot more viable. Engage attacks heavily favor swords. While the Silver Greataxe or Hurricane Axe is the best Ike option, a Silver Blade is still good. The Silver Greatlance is a little better than the Silver Blade for Sigurd, until you get Georgios in chapter 23. And sword is the only option for Marth, Roy and Eirika and Lucina. Lyn is happy with Mulagir, although a radiant bow option is a plus. I really find myself swapping up the dominant weapon by game phase. I am of the opinion that swords are dominant endgame once your damage fix options become strong, enemies become really evasive, and you have potent engage attacks, but they're the worst of the bunch for most of the game. Lance users tend to be defensive, which is really an early game thing. It doesn't help that few units can double with Ridersbane and Brave Lance, and that the Killer Lance and Flame Lance are worse than their peers. The regular line (steel, silver) is fine, although there's a pretty narrow window for units to consistently kill doubling with these compared to axes. The Javelin is also pretty good. I'm not the fan of it that iced coffee is, but it's worth carrying, and I'd say the hit rate makes it generally better than the hand axe. The killer lance is the one I use the most due to the low weight and capability of actually 1 rounding things. But it really stings that this is a weapon you only use if the killer axe is too heavy/unusable and you can't use the killing edge. Daggers are weird. They refine really nicely, getting +2 each refinement until 5 where they get +1, and 1-2 range across the board. The stats on them are pretty wild, but units/classes that use them are lacking in strength which is a downer. They're basically the best weapons. Any class that can use them as their primary weapon should. But class distribution really holds them back.
Honestly it depends on what build your going for. I was able to run a Steel Sword+3 with Sigurd engraving on Swordmaster Lapis and it makes her a really good dodge tank who's one rounding in chapter 10(I'll see how it scales mid game.) I also Like Daggers for units that don't have high enough build like Alear, so they can contribute to a battle without having to solely rely on swords. Ironically enough, Liberation feels like rhe weapon you shouldn't forge at all.. or if you do forge it, I wouldn't go above+1 on it personally.
Ike has great availability which means it's easy to get Axe Power on a bunch of units whereas Sigard is end game only. For me it's Axes all the way. I even did an Enchanter Alear with Killer Axe Weapon Surge and like, 6 warriors with Killer Axes and it was nuts.
Characters that use swords are low build, if you are high dex you want to use axes because it allows you to hit on axes. Axes you want a combination of high dex and high build.
Engaged Ike makes you always get hit, it is terrible on an avoid tank. Ike also wants higher strength users, Merrin has very low strength, the dagger might when you upgrade it helps off set that. Run Lucina on a Wolf Knight, chain attack daggers apply poison stacks, the extra movement increases the range of where it can proc, and the speed of Lucina ring helps with avoid tanking and doubling with silver dagger. Lapis Wolf Knight > Merrin Wolf Knight. Lapis is faster than Merrin and has a better passive for avoid tanking and has better supports than Merrin. The only benefit Merrin has is her unique white wolf design, but Lapis is cuter. Their growths are pretty much identical otherwise, Merrin has more base magic and magic growth for that Levin Sword you rarely use.
@@MasterStacona yeah only for other cavalry which is situational, i did a run with alear wolf knight with lucina and like barely used bonded shield and it was alright
@@zsasha2004 Enchanter will have daggers and 100% bonded shield, Framme and Jean are fist proficient so they can use Flashing Fist on Enchanter, but if you want them to be super carries then you give Framme/Jean Eirika Ring. The speed cap is significantly higher than on Martial Master (I never hit it for base game, but Martial Master is very easy to hit speed cap) making it always quads with Flashing Fists with Eirika Ring = everything dies by the hands of Framme and this is the only way Jean can use fists and not suck (Enchanter has growths for his passive, Martial Master growths suck). Forgot to mention you also Micaiah engrave the silver dagger to be a proper dodge tank, Lapis is better for Wolf Knight because it is very easy to both use and not use her passive for the extra avoid and she has the highest speed in the game as well for the most avoid. The other option is Veyle with Lucina ring, since gets 90% bonded shield chance for being a dragon and has her magic dagger for poison chain attacks. I try to avoid using bonded shield altogether though because it just feels like cheating and just use Lucina for the stats and create a backup unit and since dagger chain attacks apply poison stacks it makes chain attack and daggers better as a result and just turn my Lucina user into a supportive avoid tank.
There is no best physical weapon type. Axes highest might, lowest hit rate. Swords lowest might, highest hit rate. Lances in the middle. Daggers (Silver Daggers) are light weight ranged weapons with forging helps might fix fast units and grants a mild supportive element. Spear and Tomahawk hits decently hard, but mainly for hard hitters hitting once at range most of the time. Silver Great Lance/Sword/Axe is for absolutely blasting an enemy either by one shotting it outright or dealing 90% of its HP (best use case is on a General for safety)... I mean, it is for "displacing" the enemy into another realm of existence, the underworld realm that is... Hero's weapons are good. Well's weapons are good, especially the Well Axe, upgrade it into a high might, killer axe. Flashing Fist if you want to nuke fools with Eirika. Depends what you want to use mate and why you are using it.
Respect to this channel. You're the Canary in the coalmine for this game and as a newbie to Fire Emblem I've appreciated the display of depth to the game you've laboured for.A really good resource.
There's 4 things that are certain in life
Death
Taxes
Chloe in S tier
Coffee's waifu, Timerra, appearing in the video somehow
I think I agree with basically everything you said. Daggers (while being low Mt) forge really well and that generally offsets the lower STR of the classes that use them and makes them great for enemy phase chip given that the standard ones are 1-2 range.
Lance users are harder to break because enemy axes have worse speed/hit on average, and the best classes that use lances (other than Picket) are things like Wyvern/Hero/Wolf Knight, and those have the benefit of a second weapon type you can switch to, so you can keep a Levin/Armorslayer/Hammer in your back pocket. Ridersbane is also a useful tool.
Halberdier is a decent class, but no unit promotes to it by default. Generals get such massive Build growths that axes may be better (they don’t get broken anyway). Griffins typically have low build and usable magic, so they benefit more from swords and Levin.
I think the main thing swords have going for them is for mixed attackers because of Levin; some stellar engage weapons and attacks that they can rely on; and their typically higher Dex classes meaning they can use Killing Edges really well (since they are a cheap forge, and for some reason it’s better than the Killer Lance and at +5 is only 1 Mt less than a +5 Steel Sword)
Actually Amber can immediately promote to Haliberdier after chapter 8 if you want(No second seals needed). But his low SPD kinda feels like you need to baby him to level 5 so he'll actually pay off.
Engage has no best weapon, all of the weapon types are very situational based on what you want to do and why you need that particular weapon.
For Example: Boucheron has the highest build, is very fast, and has the highest dex so he can hit with axes and double with a Tomahawk and can either use a Brave Axe for a quading build or Well Axe for a crit build and will be a super carry the entire game on the right class
(I like Axe Griffin Knight Boucheron as it allows him to use any axe he wants and ensures that he can double/quad the entire game with the extra speed from Griffin Knight and if you want him to be insanely busted give him axe power and if you want a balanced version of a carry you just give him Chrom and ignore axe power [Chrom build uses Well Axe since you want to make use of Brute Force to one shot].)
On my current DLC run i use steel dagger team comp with enchanter. It adds +5 might to all steel daggers. I'm also thinking about repeating that run afterwards with lances, bc lances get +5 res/def.
Another Iced coffee lecture; time to get a piece of paper because this gonna be informative
what i never hear about the revanche (well axe) is that its might scales unbelievably hard when you upgrade it. the first three upgrades give +2 might per, and the last two boost its might by 4 each. it’s absolutely bonkers. a revanche +5 has 24 might, compared to its base 10, and that’s along with being super light and having only slightly less crit than a killer axe
Yes revanche is really good especially with pannette, although a little expensive. With the lyn engraving it becomes a very accurate high crit axe that goes so hard
My main issue with axes is their weight. Most units can't effectively use axes since they are significantly weighed down by them and thus lose the potential to double.
I think arts are very good since they are a high might brave weapon and combined with lunar brace allows characters to enter the fist to ORKO enemies and quickly recharge engage meters. They're ability to break many enemy weapon types is also very valuable, especially when it comes to setting up kills on enemy wolf knights. What limits them isn't the weapon type itself but the number of units who can effectively use them.
One thing that i would say knocks swords down a peg is how many there are available through engaging. If you ever REALLY need a sword for weapon triangle coverage, almost every emblem has one. Now, break isnt THAT important later game, but having extra weapon triangle coverage is always good for tanking packs or even baiting an enemy to break you.
However, a point FOR swords is that a good sword can augment a lot of engage attacks. Marth, sigurd, ike, and roys attacks all benefit from having a strong sword (ie, loadstar rush with a silver greatsword).
Nothing definitive, just something to consider. By contrast, knives and fists dont help with any engage attack but are given by no emblem (magic fist is basically just nova) meaning if you ever want one, you have to bring one from the start.
Byleth does give vajra mushti which I think count as fists too to be fair. You're right tho, terrible emblem access on either of them
Lances have the best plain weapons, bad special weapons (cavalry, bad magic), and are the best tanks by a good margin in the triangle. Swords have magic 1-2, dragon and armor. Axes have phys 1-2, flyer, cavalry and armor. Specialty weapons matter more on player phase, they can't choose targets on enemy phase.
Each weapon type does have an implied order of operations to them. Daggers want to be first to stack poison and have the hit/avo to YOLO. Swords/lances don't mind going second, they're good all rounders. Axes want their supports in position to stack hit before going, and suffer greatly as a result. Axe backups want to be in range to chain attack, but that means wasting their action on a 50-70% attack. If axes could somehow get in position but hold their attacks to happen last, they'd get the best of both worlds.
Well Axe has +2/+4 might forges per level and +crit per level, but does not boost hit rate for forging so you want it on a high dex user for accuracy.
Pov: a bow is watching this video
😄😃🙂🤔😕☹️🥺
lmao
The more I play, the more I'm conflicted on this topic.
Early game, I tend to get the best results from lance users. Louis is the dominant force, and is basically essential for bosses until Brodia bridge. Chloe is the only unit that reliably doubles. Alfred is bad, but can at least take a few hits. But this is mainly just a case of lance users being better rather than the lances themselves. Swords not having 1-2 range is a big downer.
In Solm, the name of the game is to keep your units strong and fast enough to double and kill enemies. You've got easy and cheap access to speed+, as well as Lyn and Lucina to speed fix, so you're now looking to fill in the power, and axes are the best way to do this.
Around the end of Solm, promoted enemies become the norm, and it becomes really difficult to maintain both the speed and power required to 1 shot enemies by conventional means. You need to start pulling out tricks like support attacks, crit builds, weapon power, bonus damage and brave builds. Crit builds are pretty easy to hit needed damage benchmarks, and even the axe isn't super heavy, although it's a little less accurate than the sword and lance. Obnoxiosly, the Killer Lance is -2Mt, -1Wt, vs. the Killing Edge but the same hit. It's -4Mt -4Wt vs. the Killer axe, but a lot of units can still double with the axe. The Lance is definitely the worst of the 3, but can still get the job done with a little extra refinement. Axes have the widest bonus damage coverage, but the weapons are heavier, and less accurate than their peers without being more powerful. Still, armored units don't tend to dodge, so that's kind of moot. You also start getting Emblems that can fix damage better, such as Roy and Eirika (and to some extent, Ike.) which helps make swords a lot more viable.
Engage attacks heavily favor swords. While the Silver Greataxe or Hurricane Axe is the best Ike option, a Silver Blade is still good. The Silver Greatlance is a little better than the Silver Blade for Sigurd, until you get Georgios in chapter 23. And sword is the only option for Marth, Roy and Eirika and Lucina. Lyn is happy with Mulagir, although a radiant bow option is a plus.
I really find myself swapping up the dominant weapon by game phase. I am of the opinion that swords are dominant endgame once your damage fix options become strong, enemies become really evasive, and you have potent engage attacks, but they're the worst of the bunch for most of the game.
Lance users tend to be defensive, which is really an early game thing. It doesn't help that few units can double with Ridersbane and Brave Lance, and that the Killer Lance and Flame Lance are worse than their peers. The regular line (steel, silver) is fine, although there's a pretty narrow window for units to consistently kill doubling with these compared to axes. The Javelin is also pretty good. I'm not the fan of it that iced coffee is, but it's worth carrying, and I'd say the hit rate makes it generally better than the hand axe. The killer lance is the one I use the most due to the low weight and capability of actually 1 rounding things. But it really stings that this is a weapon you only use if the killer axe is too heavy/unusable and you can't use the killing edge.
Daggers are weird. They refine really nicely, getting +2 each refinement until 5 where they get +1, and 1-2 range across the board. The stats on them are pretty wild, but units/classes that use them are lacking in strength which is a downer. They're basically the best weapons. Any class that can use them as their primary weapon should. But class distribution really holds them back.
Honestly it depends on what build your going for. I was able to run a Steel Sword+3 with Sigurd engraving on Swordmaster Lapis and it makes her a really good dodge tank who's one rounding in chapter 10(I'll see how it scales mid game.)
I also Like Daggers for units that don't have high enough build like Alear, so they can contribute to a battle without having to solely rely on swords.
Ironically enough, Liberation feels like rhe weapon you shouldn't forge at all.. or if you do forge it, I wouldn't go above+1 on it personally.
I usually run Folkbanger (Alphonse sword ) or Alear. It’s light and cheap to upgrade.
just got my switch modded 🥰
Imma go for Camilla and Zelestia now
Smash
Ike has great availability which means it's easy to get Axe Power on a bunch of units whereas Sigard is end game only. For me it's Axes all the way. I even did an Enchanter Alear with Killer Axe Weapon Surge and like, 6 warriors with Killer Axes and it was nuts.
Is it just me, or did he completely skip bows?
whatever Chloe uses is the best :)
How so?
@@marcthomas4488 that should be the default conjecture for any ICG video
Wolf Knight is my favorite class in engage. I wish it was backup type, but that would make it too broken. Plus, makes no sense since they’re mounted
Levin sword
Characters that use swords are low build, if you are high dex you want to use axes because it allows you to hit on axes.
Axes you want a combination of high dex and high build.
Clearly its fists because they look the coolest
Engaged Ike makes you always get hit, it is terrible on an avoid tank. Ike also wants higher strength users, Merrin has very low strength, the dagger might when you upgrade it helps off set that.
Run Lucina on a Wolf Knight, chain attack daggers apply poison stacks, the extra movement increases the range of where it can proc, and the speed of Lucina ring helps with avoid tanking and doubling with silver dagger.
Lapis Wolf Knight > Merrin Wolf Knight. Lapis is faster than Merrin and has a better passive for avoid tanking and has better supports than Merrin. The only benefit Merrin has is her unique white wolf design, but Lapis is cuter. Their growths are pretty much identical otherwise, Merrin has more base magic and magic growth for that Levin Sword you rarely use.
Hmm might have to try this, but that 100% bonded shield is too good
@@zsasha2004 Wolf Knights have 100% bonded shield.
@@MasterStacona For cavalry which kinda sucks.
@@MasterStacona yeah only for other cavalry which is situational, i did a run with alear wolf knight with lucina and like barely used bonded shield and it was alright
@@zsasha2004 Enchanter will have daggers and 100% bonded shield, Framme and Jean are fist proficient so they can use Flashing Fist on Enchanter, but if you want them to be super carries then you give Framme/Jean Eirika Ring.
The speed cap is significantly higher than on Martial Master (I never hit it for base game, but Martial Master is very easy to hit speed cap) making it always quads with Flashing Fists with Eirika Ring = everything dies by the hands of Framme and this is the only way Jean can use fists and not suck (Enchanter has growths for his passive, Martial Master growths suck).
Forgot to mention you also Micaiah engrave the silver dagger to be a proper dodge tank, Lapis is better for Wolf Knight because it is very easy to both use and not use her passive for the extra avoid and she has the highest speed in the game as well for the most avoid.
The other option is Veyle with Lucina ring, since gets 90% bonded shield chance for being a dragon and has her magic dagger for poison chain attacks.
I try to avoid using bonded shield altogether though because it just feels like cheating and just use Lucina for the stats and create a backup unit and since dagger chain attacks apply poison stacks it makes chain attack and daggers better as a result and just turn my Lucina user into a supportive avoid tank.
There is no best physical weapon type.
Axes highest might, lowest hit rate.
Swords lowest might, highest hit rate.
Lances in the middle.
Daggers (Silver Daggers) are light weight ranged weapons with forging helps might fix fast units and grants a mild supportive element.
Spear and Tomahawk hits decently hard, but mainly for hard hitters hitting once at range most of the time.
Silver Great Lance/Sword/Axe is for absolutely blasting an enemy either by one shotting it outright or dealing 90% of its HP (best use case is on a General for safety)... I mean, it is for "displacing" the enemy into another realm of existence, the underworld realm that is...
Hero's weapons are good.
Well's weapons are good, especially the Well Axe, upgrade it into a high might, killer axe.
Flashing Fist if you want to nuke fools with Eirika.
Depends what you want to use mate and why you are using it.