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    Character Guide by thatfeguy

    Version: 1.11 | Updated: 06/10/10 | Printable Version | Search Guide | Bookmark Guide

    Copyright 2010 Jeffrey Russell
    popslurpbam@hotmail.com
    
    
    Version History
    
    4/23/2010 (v 1.0) - completed and sent in to GFAQs
    
    4/28/2010 (v 1.01) - Neoseeker can now use this guide.
    
    5/7/2010 (v 1.02) - SuperCheats can now use this guide.
    
    6/10/2010 (v 1.1) - first major update. After hearing some suggestions, I
    finally broke down and made a section of character scores. I still don't think
    that's a good way to judge characters, but I decided it would be nice to have
    the duality of in-depth quality assessments and quick, generalized overviews so
    the reader can choose which they care to read.
    
    6/10/2010 again (v 1.11) - Made a fix in some character's scores to adjust for
    finding items - it's based on skill, not luck like I thought it was. Thanks to
    Zakaerys for pointing that out.
    
    
    
    1.Intro [1NT]
    2.Terminology [T3RM]
    3.CEXP vs. BEXP [3XP] 
    4.Data Transfer [D4T4]
    5.The characters [CH4R]
    6. Opinions and Ratings [B1AS]
    7.Supports & Affinities [4FF]
    8.The SS Weapons [ZOMG55]
    9.Hypothetical Questions 'n' Answers [QW3ST]
    10.Outro and Contact Info [0UT]
    
    7979797979797979797979797979797979797979797979797979797979797979797979797979797
    
    While it's not completely drenched in them, please bear in mind that this guide
    does contain spoilers. These are mostly limited to character names, but even
    knowing if a character is alive/recruitable could be considered a spoiler.
    So yeah.
    
    
    
    Intro [1NT]
    
    Hello and welcome to my character FAQ for Fire Emblem: Radiant Dawn!
    Before we get started, let me get something straight.
    
    You will not completely agree with this FAQ. (probably)
    
    I mean, let's face it. When it comes down to it, this is a random game.
    Just because I say Rhys has awful defense doesn't magically prohibit you from
    getting a Rhys who gains +def every level until he caps it. Just because I say
    Sanaki has high luck doesn't mean that you won't get a file where she never
    ever gains a point in it. And as a natural correlation, just because I say that
    a character is good or bad doesn't mean you will feel the same way.
    	
    On a similar note, there are many ways of playing the game. How I play is
    likely different from how you play. The fact that Sothe is an EXP hog doesn't
    bother me, but you might hate him forever for it; the fact that Fiona has
    poor earlygame performance is a significant problem to me, but might not be
    to you. I will do what I can to try to point out character's pros and cons
    in an objective manner, but if you think I'm bashing a character for something
    they don't deserve or praising them for something that's not true, then I
    understand, and am willing to listen to your opinion if you care enough to
    e-mail me.
    
    Now then, let me make something else clear; any character can be useful
    in some way or another if you put the effort into them. Whether or not it's
    worth the effort is up to you. Some are only useful for a certain arc of the
    game, some require a ton of training, some have a poor endgame, some have a
    combination of the above. But what I guess I want to say here is even if I have
    nothing good to say about a character, if you want to use them, use them. Some
    might make the game harder than it really needs to be, but there's little
    point in making the game easier if you are going to enjoy it less. Of course,
    if you want to use an entire team of characters that I or others deem bad, then
    you might want to reconsider, but when it comes down to it, you should use who
    you want to use.
    
    So, with all that said, let's move on to the guide!
    
    Terminology [T3RM]
    
    There are a lot of terms to be familiar with in Fire Emblem.
    
    FE:RD – Fire Emblem: Radiant Dawn
    
    FE:PoR – Fire Emblem: Path of Radiance
    
    GM – Greil Mercenary/ies. The group of characters with Ike.
    
    DB – Dawn Brigade. The group of characters with Micaiah.
    
    CRK – Crimean Royal Knight. Consists of Goeffrey, Kieran, Makalov, Astrid,
    Danved, Marcia, and Calill.
    
    LEA – Laguz Emancipation Army (or is it Alliance? I forget). Consists of
    Tormod, Muarim, and Vika.
    
    Stats...
    
    HP: Hit Points. Enemy attacks will lower this value. When this value hits
    0, the character will retreat or die, depending on their plot relevance. In
    either case, they will become unusable for the rest of the game, and any items
    or skills they had are gone forever (most of the time, anyway...). Can be
    increased by 7 points with a Seraph Robe.
    
    Strength (Str): Determines how much damage physical attacks do. Also note
    that if a character's strength is lower than their weapon's weight, they will
    lose speed equal to the difference between the two. So if Nolan has 12 strength
    and is wielding a weapon with 15 wt, he will lose 15-12 = 3 speed. Can be 
    increased by 2 points with an Energy Drop.
    
    Magic (Mag): Determines how much damage magical attacks do. Also decides
    how much HP Imbue can recover for str-based units. Can be increased by 2 points
    with a Spirit Dust.
    
    Skill (Skl): Increases accuracy. Many skills also have activation rates
    based on skill (no, really?) Also increases the odds of scoring critical hits.
    Can be increased by 2 points with a Secret Book.
    
    Speed (Spd): Increases evasion. Also, having 4 or more speed than your
    opponent will allow you to attack twice in one round, and vice versa (bear in
    mind this is after the speed deduction mentioned in the strength description).
    Note that some skill activation rates are based on speed. Can be increased by
    2 points with a Speedwing.
    
    Luck: Has slight impact on accuracy and evasion. Also determines crit
    evasion. Impacts a few skills as well. Can be increased by 2 points with an
    Ashera Icon. Note that Luck does NOT impact how often a character criticals
    enemies.
    
    Defense (Def): Determines how much damage you take from physical attacks.
    Can be increased by 2 points with a Dracoshield.
    
    Resistance (Res): Determines how much damage you take from magic attacks,
    as well as the odds of being hit by a status effect. Can be increased by 2
    points with a Talisman.
    
    Constitution (Con): Affects shoving. Pretty irrelevant. Can be increased
    by 2 points with a Statue Frag.
    
    Move: The amount of squares a unit can move per turn. Can be increased by
    2 points with Boots or by using the Celerity skill.
    
    Other terms...
    
    RNG: Random Number Generator. Determines, like, freaking everything.
    
    RNG blessed: When a character gets more of a stat than it seems like they
    ought to. If Leonardo caps defense by level 20 before promoting, he's RNG
    blessed.
    
    RNG screwed: When a character gets less of a stat than it seems like they
    ought to. If Edward gets to level 20 without ever gaining HP, he's RNG screwed.
    
    Hit: Accuracy. How likely you are to connect with an attack.
    May also refer to the accuracy bonus a weapon gives. Increased by skill and
    luck.
    
    Display hit: The percentage the game shows you of how likely you are to
    hit with an attack.
    
    True hit: How likely you actually are to hit. In general, if the display
    hit is above 50, then the true hit is higher than the display hit, and if the
    display hit is below 50, then the true hit is less than the display hit. 
    
    Avoid (Avo): A character's ability to evade attacks. Increased by speed
    and luck.
    
    Crit: Can refer either to critical hits, which do three times as much
    damage as a normal hit, or can refer to a character's likelihood to score a
    critical hit.
    
    Dodge: Critical evasion. Decreases the enemy's chance of scoring critical
    hits. Increased by luck.
    
    Weight (Wt): How heavy a weapon is. A high weight weapon may slow down
    the character using it if they have low strength. Can also refer to a unit's
    weight, which affects rescuing and shoving.
    
    Rescue: A command that allows one unit to take another off of the field.
    Doing this will reduce the rescuer's speed and skill by half. A unit can only
    rescue other units that they have 2 or more weight than who they are rescuing
    (So a character with 10 wt can rescue a character with 8 wt or less, but not 9
    wt or more).
    
    Shove: A skill all non-mounted units possess. Allows a unit to shove
    another character one space, be they ally or enemy. The target must have at
    most 2 more weight than the shover's Con.
    
    Canto: A skill all mounted units and flyers have. Allows the character to
    use their remaining move points after performing an action.
    
    Prf weapon/tome: A weapon that can be used only by one character, such as
    Thani. These can be used regardless of weapon level.
    
    Seige Tome: A tome that has 3-10 range, such as Bolting.
    
    Weapon Triangle: An element only present in Easy and Normal mode, the
    weapon triangle slightly influences damage and accuracy. Swords beat Axes beat
    Lances beat swords, Lightning>Fire>Wind>Lightning, Dark>Anima>Light>Dark. Bows,
    Daggers, Staves, and Laguz weapons do not fit into weapon triangles.
    
    Weapon Triangle Advantage (WTA): The accuracy bonus (+10) and power bonus
    (+1) given to a person who's weapon type beats their opponent's. For example,
    a sword-wielding myrmidon would have the WTA against an axe-wielding fighter.
    
    Weapon Triangle Disadvantage (WTD): The accuracy loss (-10) and power loss
    (-1) suffered by a person who's weapon type loses against their opponent's.
    For example, a sword-wielding myrmidon would have the WTD against a lance-
    wielding pegasus knight.
    
    Biorhythm: A naturally occurring fluctuation in a character's accuracy,
    evasion, skill activation rate, and ability to find hidden treasure. Having
    Best biorhythm increases these by 10, High increases them by 5, Low decreases
    them by 5, and Worst decreases them by 10. Normal gives no change. Note that
    there are several biorhythm types, some of which cannot reach Best and Worst.
    
    -edit: The effect on finding hidden treasure is actually double that...+20 at
    best, +10 at good, -10 at bad, -20 at worst.
    
    
    Growth: The odds a character will gain a stat when they level up. For
    example, Haar has a 30% HP growth, so every time he levels up he has a 30%
    chance of gaining one hit point.
    
    Cap: The highest a character's stat can go. This is primarily dependent on
    class and gender. For example, Meg as a Marshall has a defense cap of 35, so
    once she reaches that she cannot continue to gain stats in defense when she
    levels up.
    
    Tier: All Beorc classes can be described as 1st tier, 2nd tier, or 3rd
    tier. 1st tier classes are the weakest, 3rd tier are the strongest. Reaching
    level 21 or using a Master Seal after level 10 will promote a character from
    tier 1 to tier 2: reaching level 21 again or using a Master Crown after level
    10 will promote a character from tier 2 to tier 3. The level cap is 20, tier 3.
    
    Mastery Skills: Powerful skills that often are the rough equivalent of an
    I WIN button. Beorc learn these automatically at third tier. Laguz must use a
    Satori sign at or after level 30 to learn theirs.
    
    Beorc: Humans. Progress through three tiers of classes and use weapons
    they created.
    
    Laguz: Shapeshifters. Can reach up to level 40 but do not ever promote.
    Can use a Satori Sign after level 30 to learn Mastery skills. When they are
    transformed, their stats are doubled and they can attack; untransformed they
    can only counterattack. Their transformation is dictated by a gauge; every turn
    they spend untransformed, the gauge increases, and every turn they spend
    transformed (and every time they fight) the gauge decreases. Note that some 
    tems can increase the gauge, and being attacked (but not counterattacking) will
    increase the gauge if the laguz is untransformed. When the gauge hits 30, the
    laguz can transform; they can untransform at any time.
    
    Laguz Royals: Extrapowerful laguz that have a skill called Formshift which
    allows them to be transformed at all times without any penalty. Nailah, Naesala
    Tibarn, and Caineghis are all laguz royals; Giffca is also effectively a royal,
    since he has comparable stats and joins with a laguz gem. Kurthnaga is also a
    royal, though he does not get Formshift until the end of 4-E-3.
    
    
    
    CEXP vs. BEXP [3XP]
    
    Characters level a bit differently if they level up with CEXP (combat
    experience) or BEXP (bonus experience).
    
    CEXP levels work almost exactly like they did in every other Fire Emblem.
    When a character levels up with CEXP each of their individual stats has a
    certain percent chance of going up. In Radiant Dawn you are guaranteed to get
    at least one stat every time you level up; the only way to gain no stats at a
    level up is if they have all capped already. So you essentially can gain 1 to 8
    stats per level.
    
    BEXP levelups guarantee that you will gain 3 stats per level. EXACTLY 3...
    no more, no less (unless there are fewer than 3 stats left to gain). This makes
    it very useful for helping to compensate for character's weak stats.
    
    Say, for example, that Nolan is level 20/15. He has capped magic, skill,
    speed, and resistance. Now, he's only got four stats left to gain (HP, strength
    luck, and defense). I could continue leveling him normally and hope he gets
    good stat gains...or I could level him with BEXP and ensure that he gets 3 of
    the 4 stats he has left!
    
    In general, you should wait until the character has capped 3 stats before
    using BEXP, but in some cases you may want to start earlier or wait longer.
    
    (random extra note: I may refer every now and then to SEXP, which besides
    looking funny is short for Staff Experience, the experience gained from using
    staves. This is the same as CEXP. Exp gained from Chanting or Sacrifice is also
    CEXP.)
    
    Data Transfer [D4T4]
    
    If you played through Path of Radiance and have a file saved on your
    Gamecube memory card (note that the game save must be Clear Data), you will
    have the option of transferring the data over to Radiant Dawn. This has a few
    advantages. Note, however, that there is a major glitch in the system; if you
    have ANY Easy Mode data on your memory card, then attempting to perform the
    data transfer will cause Radiant Dawn to crash. So if you want to make a data
    transfer, play through Path of Radiance on Normal or Hard and make sure there
    are no Easy Mode files on that card. Most of the RD disks out now should be
    fixed, but just in case they aren't...
    
    Anyway, you get some nice bonuses for the Data Transfer. Any coins you had
    at the end of Path of Radiance will be put in the Greil Mercenaries' convoy in
    Radiant Dawn. Characters that got an A support with each other will now have a
    Bond support in Radiant Dawn. Characters who had at least a C weapon level in a
    weapon type in Path of Radiance will get a boost to their weapon experience in
    Radiant Dawn (But only in weapon types that they start off with in Radiant
    Dawn; for example, even if Brom gets S lances in Path of Radiance, he doesn't
    start off being able to use lances in Radiant Dawn so no bonus will occur for
    his lance weapon exp).
    
    The most significant bonus, and most relevant to this FAQ, is the stat
    boosts. Characters who capped a stat in Path of Radiance AND reached max level
    will get stat boosts in Radiant Dawn. If they capped HP, they will get +5 to
    their base in Radiant Dawn; all other capped stats get +2 points. Note that
    they will not break stat caps.
    
    So for an example, let's use Gatrie. Let's say I got him to cap HP,
    strength, and defense in Path of Radiance and got him to level 20 general. When
    I transfer data, his base strength will be 27 (instead of his normal base of
    25), his base defense will be 26 (instead of his normal base of 24) and his
    base HP will be 45 (instead of his normal base of 44 – he only got 1 point
    because his HP cap at his initial tier is 45). 
    
    There are two noteworthy exceptions: Calill and Sothe. Calill gets her own
    bonuses plus bonuses to whatever Largo capped in Path of Radiance, since he is
    not a playable character in Radiant Dawn. So if he capped HP, she will get the
    +5 points to it. However, the bonuses do not stack: if Calill and Largo both
    capped skill in Path of Radiance, RD Calill still only gets +2 points to it in
    Radiant Dawn.
    
    The other exception is Sothe. If Sothe hit level 20 thief in Path of
    Radiance, his stats will transfer over exactly as they are. So if he had 20
    luck as a level 20 thief in Path of Radiance, he will have 20 luck as a level 1
    Rogue in Radiant Dawn. WARNING: his stats will transfer directly even if they
    are worse than his Radiant Dawn bases! Transfer Sothe at your own risk!...but
    also bear in mind that, while it will take some effort, you can really improve
    RD Sothe's stats, especially defense, by pumping Sothe up in Path of Radiance.
    
    
    The characters [CH4R]
    
    
    Micaiah
    Level 1 Light Mage
    Dark affinity
    
    Base stats
    15 HP
    2 Str
    7 Mag
    8 Skl
    7 Spd
    10 Luck
    2 Def
    4 Res
    5 Con
    5 Wt
    
    Growths
    40% HP
    15% Str
    80% Mag
    40% Skl
    35% Spd
    80% Luck
    20% Def
    90% Res
    
    Starts with D Light, gains C Staves at 2nd tier.
    
    Innate Skills: Sacrifice (allows Micaiah to restore another unit's HP, but she
    loses that amount. Restores status effects of the target. Micaiah cannot kill
    herself with this, so if she doesn't have enough HP to fully heal, then she
    will just heal as much as she can and her HP will fall to 1. This cannot be
    removed from Micaiah but takes no capacity).
    
    How to recruit: Joins automatically at the beginning of the game.
    
    
    Micaiah is one of the main lords of Fire Emblem: Radiant Dawn, and as such
    if she dies you get a game over. Which is a shame, because her durability
    sucks – poor HP and defense coupled with lackluster evasion, although between
    her immense luck and her auto-A Sothe support (which gives +15 avo) she can
    dodge occasionally. Still, a lot of enemies are killing her in one hit, and the
    ones that aren't may have a shot at double-turning her thanks to her low speed.
    Basically, the moral here is don't let her get attacked, ever. Well, by
    physical attackers, anyway...her resistance is incredible (highest beorc res
    growth in the game), so mages pose no threat to her.
    
    Micaiah gets a tome called Thani (two, actually; one in 1-2 from a chest
    and one in 1-E from a base convo with Fiona) that is very useful for her.
    Besides being pretty powerful in it's own right, it also does extra damage to
    enemy horse-mounted units and armored units. Since these tend to be among the
    more difficult enemies to deal with, this gives Micaiah an offensive edge (and
    of course she's got a great magic stat on top of that). Sadly, she's pretty
    much never going to double-turn enemies, but she can really weaken them for
    other units to sneak in some kills.
    
    Once Micaiah promotes to tier 2 at the end of 1-E (she, Sothe, and Ike are
    the only characters with storyline promotions, by the way), she gains the
    ability to use staves. This means now she can heal without consuming her own HP
    which is quite nice. The fact that she can instantly use Physic is great too,
    so she can heal without having to worry about getting annihilated when an enemy
    makes eye contact with her. 
    
    Sadly, her promotion to third tier is extremely late – right before
    Endgame, actually. She doesn't offer much for combat here, but the fact that
    she can use staves is still nice and some of the enemies won't attack her at
    all, so her durability is a bit less of a problem...maybe...
    
    Basically, you need to be very careful with her, but her powerful attacks
    (moreso in part 1) and her ability to heal (moreso after part 1) are pretty
    nice. She's also one out of two characters that offers an attack boosting
    support (the other is Leonardo: Tormod does too, but his availability gets in
    the way) to the DB, so that can be helpful as well. Just keep an eye on the
    enemies movement ranges and she should be fine.
    
    --
    
    Edward
    Level 4 Myrmidon
    Light affinity
    
    Base stats
    19 HP
    7 Str
    0 Mag
    11 Skl
    12 Spd
    8 Luck
    5 Def
    0 Res
    7 Con
    7 Wt
    
    Growths
    85% HP
    60% Str
    5% Mag
    65% Skl
    60% Spd
    50% Luck
    35% Def
    20% Res
    
    Starts with D Swords
    
    Innate Skills: Wrath (increases critical rating by 50 when HP falls under 30%)
    
    How to recruit: Joins automatically at the beginning of the game.
    
    
    Ah, Edward, one of the more controversial characters of Radiant Dawn.
    
    First of all, let's have a look at those stats. His bases aren't anything
    special, but 7 str is nice for a level 4 myrmidon and 11 skl/12 spd is cool,
    too. And his growths are quite good as well – excellent offense with 60% or
    more in str/skl/spd and 50% luck is nice. He also has one of the highest HP
    growths in the game, tied for best HP growth among beorc. His defense could be
    better but it's still okay, and his res and magic suck, but overall those
    growths are pretty sweet.
    
    However, Edward does have a few problems. The Dawn Brigade in general
    suffers from a lack of durability, and Edward has some of the most significant
    durability issues early on. While his evasion is good in theory, it's not doing
    a lot for him at first on account of how accurate enemies (or rather, their
    weapons) are in the early parts of the game. Since Edward is a frontliner,
    unlike the other flimsier characters like Micaiah, Leonardo, etc. (who don't
    generally need to worry about being attacked), this means his durability is an
    issue for him all the time. Of course, he's good for finishing off pre-weakened
    enemies, and since he joins alongside two units pretty much designed to
    pre-weaken enemies, that works out okay for him...but still, he suffers from
    being one of the flimsier characters at first. He's also one of the weaker
    characters as far as damage output is concerned, but if he's doubling (which he
    should be doing fairly regularly on easy and normal modes) then his offense
    should still be sufficient.
    
    And for all my complaining about his general mediocrity at first, he does
    grow pretty well. He's one of the best Endgame Trueblades, which is a good
    class to begin with, although he requires a lot more effort to catch up in
    levels than the others (except maybe Lucia) do. He also gets a unique weapon
    in 3-6 called Caladbolg, which is quite powerful and gives him an 8 point luck
    boost.
    
    His affinity isn't very good under normal circumstances; however, he and
    Nolan are a fairly popular support pairing. Earth really helps boost Edward's
    survival rate, and Nolan could stand some extra hit and defense, and their
    affinities provide that for each other. That's not to say that Edward is the
    only DB character who wants Earth, or that Nolan is the only one who wants
    Light, but they do work pretty well together. Wrath can also help out his
    offense, but considering that involves getting him below 30% HP (i.e. in OHKO
    range), it's fairly dangerous.
    
    Ultimately, Edward's biggest problems are his earlygame, which is rather
    mediocre, and the fact that there are two other Trueblades (Mia and Zihark) who
    have about as good a lategame but are much easier to train/more useful early
    on. He'll do pretty well with some levels – again, those growths are nothing to
    laugh at, and BEXP will help his lagging defenses – and he certainly doesn't
    have as bad an earlygame as some others, but he does need some work before he
    will really shine.
    
    --
    
    Leonardo
    Level 4 Archer
    Water Affinity
    
    Base stats
    17 HP
    8 Str
    0 Mag
    12 Skl
    10 Spd
    6 Luck
    5 Def
    4 Res
    7 Con
    7 Wt
    
    Growths
    60% HP
    40% Str
    15% Mag
    75% Skl
    35% Spd
    65% Luck
    35% Def
    55% Res
    
    Starts with D Bows
    
    Innate Skills: Cancel (when the character hits an enemy, the enemy may not be
    able to counterattack)
    
    How to recruit: Joins automatically after a few turns in 1-P.
    
    
    Leonardo is one of those awkward units who has some nice things going for
    him, but also has his stats working against him.
    
    First of all, he's an archer/sniper/marksman. Marksmen are an excellent
    endgame class thanks to their great stat caps and the oh-so-broken Double Bow.
    However, Leonardo has to worry about the fact that he can only attack from 2
    spaces away, at least until he reaches second tier and can use crossbows. This
    is good in a way – Leonardo's poorish durability is offset by his ability to
    consistently attack from afar – but also bad because it tends to stunt his
    experience gain (since he can't really do anything on enemy phase) and being a
    low-leveled Dawn Brigadier, he needs all the EXP he can get.
    
    A major problem is his growths. They aren't just glaringly awful, but they
    certainly aren't good.  His HP is good and his def is surprisingly decent
    (still lowish, though), but his strength and speed are both mediocre. Since
    he's a purely offense-oriented class, this is a big problem for him. He has
    great skill, though, so at least he's pretty accurate, and high res means he at
    least doesn't have to worry much about counters from magic users. His high luck
    doesn't do much for him, really, since his lowish speed ultimately prevents his
    evasion from really getting anywhere.
    
    Leo does have a very good affinity, at least. He has one of two Dawn
    Brigade attack boosting affinities, which is nice (and the other is Micaiah,
    who automatically has an A support with Sothe, something you might be reluctant
    to break up) and it boosts defense as well, which is also something most DB
    people could use. 
    
    Leonardo's chipping damage is somewhat helpful for the Dawn Brigade. After
    all, there aren't too many characters, especially early on, who will be one-
    rounding enemies, and Leonardo can damage them without fear of a counterattack
    most of the time. However, this isn't necessarily useful for very long and
    Ilyana and Micaiah typically outdo him at weakening enemies.
    
    In part 3, things (might) change drastically in Leonardo's favor. In 3-6,
    he gets a unique weapon called Lughnasadh, which is quite powerful and gives
    him +5 speed. FIVE POINTS OF SPEED. Which means he might actually start
    doubling things, especially the rather slow tigers of 3-6. And since it's a
    very powerful weapon for that point in the game, it helps offset his laggy
    strength, too! Unfortunately, this can't make up for all of his problems, and
    odds are he's still just adding chipping damage (although that's more valuable
    in part 3, where Micaiah's playing healbot and Ilyana's gone).
    
    That said, if you can promote Leonardo by 3-6, he has another thing going
    for him. Give him a crossbow (or Lughnasadh) and the skill Beastfoe, and he's
    severely wounding if not outright one-shotting every enemy on the map. Of
    course, this requires actually getting him promoted, and Nolan can use the same
    strategy, but it can be helpful. He can also help in killing the hawks of 3-13,
    although there are plenty of other ways to deal with them.
    
    ...oh yeah, and what the hell were they thinking, giving an archer a skill
    that might negate enemy counters? It's completely useless for him. Oh well,
    might as well just jack it and stick it on someone else.
    
    Leonardo has his uses, but when it comes down to it he's much harder to
    train than the other marksmen (and statistically inferior, to boot) and doesn't
    contribute a whole lot to his team. The only thing I'd say really works in his
    favor is the Lughnasadh, but even that doesn't really save him unless you've
    been really working at pumping him with EXP. He can be helpful, but his worth
    is rather limited and I can't really recommend him as a long-term
    character...although it might be worth getting him at least to third tier at
    some point, just to see his outfit.
    
    –
    
    Nolan
    Level 9 Fighter
    Earth Affinity
    
    Base stats
    
    29 HP
    12 Str
    0 Mag
    11 Skl
    10 Spd
    7 Luck
    9 Def
    3 Res
    13 Con
    13 Wt
    
    Growths
    60% HP
    45% Str
    20% Mag
    70% Skl
    60% Spd
    60% Luck
    35% Def
    40% Res
    
    Starts with C Axes
    
    Innate Skills: Nihil (prevents enemy combat-related skills from activating)
    
    How to recruit: Joins automatically at the beginning of 1-1.
    
    
    Meet Nolan, the balanced Fighter.
    
    His growths are good. Good HP, luck, speed, and res, plus excellent skill.
    His defense growth is a bit low, but still decent (and with 9 base defense, his
    durability is overall pretty respectable), and his strength is about average.
    His growths are also pretty different than what you would expect from this
    class, but that's OK. Fighter/Warrior/Reaver is an excellent endgame class, and
    Nolan has an easy time capping a lot of things so if you ever have any problem
    with his strength (or HP or defense), they are pretty easily fixed with Bonus
    Experience. He tends to cap magic, resistance, and skill (and has a good shot
    at speed) fairly early in second tier, so that's a good time to get to work
    with the bonus experience if you're willing to spare some.
    
    His bases are also pretty decent, and coupled with a relatively high level
    for when he joins, make him one of the best characters you have for a while and
    at least decent forever. 12 strength is nice, and 29 HP/9 def is much better
    than anything we've seen so far. His speed could be better, but he shouldn't be
    getting doubled, at least. One of his bigger problems is that, while 12
    strength gives him good damage output, it's not enough for him to wield his
    initial weapon (a 15 wt steel axe) without losing attack speed, so he's
    actually slower than he looks at first. Once you get him a few points of
    strength or an iron axe, though, that goes away.
    
    Nolan also gives out the highly sought after Earth affinity. As I brought
    up earlier, he and Edward are a popular pairing, although most frontliners
    could do well with his Earth. Nolan himself does pretty well with any support
    partner. Double Earth is another popular support pairing (that is, NolanxZihark
    or NolanxVolug...or NolanxFiona...) since it gives an incredible evasion boost.
    
    In 3-6, Nolan gets a special weapon called Tarvos. Besides being extra
    powerful and accurate, it also gives him +4 defense, which is pretty great
    (especially with the hard-hitting enemies in that chapter). You also get a
    Brave Axe at this time, although he has to compete with Jill for that. And, as
    I mentioned with Leonardo, Nolan is able to use crossbows+Beastfoe here, which
    allows him to do astronomical damage, although he will probably be doing fairly
    well for himself without it...in fact, if you go with that strategy you will
    probably want to stick him behind the front line, since otherwise he may be
    flooded by enemies.
    
    As far as long term use is concerned, Nolan suffers from the same issue
    that plagues a lot of the Dawn Brigade – he's likely to be underleveled when
    the teams all join up. However, since you don't have to be quite so careful
    with him early on thanks to his actually decent durability, coupled with his
    good damage output, he shouldn't have too much trouble with leveling. If you're
    using him, he will always be one of your better units up until part 4 (unless
    he gets RNG screwed, obviously) and even in part 4 does pretty well. If you can
    get him the levels, he's also an excellent endgame character. He's still got
    some solid competition for the ultimate axe, but he's one of the best 
    candidates for it.
    
    As a final note, Nolan's innate Nihil isn't worth much until endgame, but
    there it's a pretty helpful skill to have. If you aren't planning on using him,
    don't forget to remove Nihil from him and give it to one of your Endgame
    characters – it's quite nice in a few endgame boss battles.
    	
    –
    
    Laura
    Level 1 Priest[ess]
    Wind Affinity
    
    Base stats
    16 HP
    3 Str
    8 Mag
    3 Skl
    5 Spd
    8 Luck
    2 Def
    10 Res
    5 Con
    5 Wt
    
    Growths
    45% HP
    20% Str
    70% Mag
    70% Skl
    70% Spd
    50% Luck
    20% Def
    35% Res
    
    Starts with D Staves, gains E Light at 2nd tier
    
    No innate skills
    
    How to recruit: Joins automatically at the beginning of 1-2.
    
    	
    Laura is the first true healer you get, and is invaluable in the fragile
    Dawn Brigade. And frankly, thats all I really need to say about her. Laura has
    whatever inherent value you place on healing – if you like healers, Laura's
    good, if you prefer items, Laura's extraneous. Being a healer fan, I find Laura
    invaluable, but given the immense boost healing items got in this game, you
    might be able to get by without her.
    
    That said, let's have a look at what happens if she's actively trained
    instead of just healing as needed.
    
    She starts at the paltry level of 1, and can only gain EXP with staves,
    which basically means she's getting generally getting 11 or 12 EXP per turn,
    which means she won't be leveling very fast. Even if you stop and heal every
    time Leonardo gets a splinter, she's gonna have a hard time reaching second
    tier by the end of part 1. She's extremely frail at first (about equal
    durability to Micaiah, but her base speed is terrible so she's getting doubled
    a lot more), but once her immense speed growth kicks in she will at least be
    double-turn free and eventually might start getting some nice evasion between
    that and her good luck.
    
    If her leveling issues are proving to be a problem, you could use a Master
    Seal on her. Given how slowly she levels, it might be more beneficial to
    promote her a few levels early and thus forego some stat gains that it would
    be to wait even longer for her to get her promotion bonuses and be able to
    attack. There are other people who want a Seal, of course, but Laura might
    benefit from one.
    
    At second tier, she gains light magic, but she's stuck at E rank. The next
    most powerful tome, Ellight, is C rank, so Laura has to power through for a bit
    using the weak Light tome. Thankfully her magic is great (although her tier 2
    cap could be better), so she should still be doing good damage. Whether or not
    she's doubling is a tougher call...while her speed growth is still great, she
    suffers from low caps at every tier, and her 23 speed cap at tier 2 may be
    enough to prevent her from doubling a lot of things. She should still be able
    to double slower units, though, and most of those are low resistance enemies
    (like tigers) so that kinda works out...but even that's only once she's gained
    several levels into tier 2, not right as she promotes...
    
    Sadly, in part 4 her leveling issues really come to haunt her if they
    haven't already. Even if you've managed to promote her to Saint, her stats are
    still going to be somewhat subpar thanks to her bad Bishop caps, and will have
    little time to grow. Saint also has some of the most notoriously horrible stat
    caps in the game, making her virtually useless for Endgame (well, not “useless”
    since she can still heal just fine, but so can Mickey, who is forced, and you
    really don't need more than one in Endgame.)
    
    So, having panned Laura's combat, I will say that if you powerlevel her,
    she can be pretty useful for a while...but it takes a while to do so, longer
    than any other character (on the DB at least) and she's pretty much condemned
    to be one of the lesser endgame units. So we're back to my original statement:
    Laura is the first true healer you get, and is invaluable in the Dawn Brigade,
    and thus the worth you put on her should be more or less equal to the worth you
    put on healers in general.
    
    –
    
    Sothe
    Level 1 Rogue
    Wind Affinity
    
    Base stats
    35 HP
    18 Str
    4 Mag
    20 Skl
    20 Spd
    15 Luck
    14 Def
    9 Res
    8 Con
    8 Wt
    
    Growths
    30% HP
    60% Str
    20% Mag
    80% Skl
    45% Spd
    65% Luck
    20% Def
    30% Res
    
    Starts with B Daggers
    
    Innate Skills: Guard (may take damage instead of support partner when partner
    is attacked. Activation rate is based on support level. Only works when the
    supporting characters are on adjacent squares)
    
    How to recruit: Joins automatically after a few turns in 1-2.
    
    
    Sothe is one of the classic cases of “starts godly, ends meh”. Unlike most
    characters of that type in previous FE games, however, Sothe's problems are his
    late promotion and his terrible caps – his growths are actually fairly nice.
    His offense is pretty great, with excellent base str/skl/spd and great str/skl
    growths (his speed growth isn't as good, but it's still good enough for him to
    double pretty much whatever he wants, at least for a while...). His durability
    is less impressive; while he has pretty good evasion with goodish speed and
    great luck, his HP and def growths are awful. Thankfully, he has high bases in
    both stats, so he' still pretty hard to kill for a while.
    
    However, while his growths/bases work out pretty well for him, his caps do
    not. He has great skill and speed caps, but his strength caps are quite low.
    Since this is statistically his main selling point, that really hurts him.
    Furthermore, Sothe is one of the three characters that has storyline-based
    promotions (he promotes automatically after 4-P) so he's stuck with at best 22
    strength until then, and afterwards can only reach 28. So between his poor
    strength cap, his poor HP/def growths and caps, and the fact that he uses the
    weakest physical weapon type, Sothe is going to really struggle to be worth
    much in the late/endgame. You are also forced to bring him into the Tower,
    although you don't have to deploy him.
    
    ...But enough complaining! While Sothe isn't anything special later on, in
    the early parts of the game he is the best character you've got. Being so
    overleveled (and having great bases for that level, too), he's pretty much
    ripping everything apart. He might not be consistently one-rounding everything
    ...but in a way that's kind of good, because if you prefer it, you can just
    have him weaken enemies with bronze weapons or something so that other
    characters can take the kills (and if you do want him one-rounding, you can
    just switch him back to a higher quality weapon). He's also quite difficult to
    kill, having reasonably reliable evasion and pretty great concrete durability
    as well. Even in the latter chapters of part 1, when you get other high-level
    people, Sothe still stands out as pretty good. He isn't quite as reliable in
    part 3, when your other units should be getting close to caught up, but he's
    still worthwhile to have around.
    
    Also, being a thief, Sothe has an easier time finding hidden items and
    opening chests, and can steal some nice things from enemies, so that's another
    bonus. He also has an automatic A support with Micaiah, which works reasonably
    well for both.
    
    You'll probably want to drop him towards the latter parts of the game,
    although he can still contribute some in endgame if you can pull his levels up
    in 4-3 after he promotes. But whether or not you care about what he can do
    there, he's definitely worth using in the earlier parts of the game, either as
    a weakener/meatshield or as an actual combatant.
    	
    –
    
    Ilyana
    Level 12 Thunder Mage
    Light Affinity
    
    Base stats
    22 HP
    6 Str
    12 Mag
    12 Skl
    13 Spd
    6 Luck
    3 Def
    9 Wt
    
    Growths
    55% HP
    45% Str
    50% Mag
    60% Skl
    30% Spd
    40% Luck
    30% Def
    50% Res
    
    Starts with C Thunder, gains E Wind and E Fire at 2nd tier, gains E staves at
    3rd tier
    
    Innate skills: Shade (decreases chance that enemies will attack her instead of
    another character)
    
    How to recruit: Joins automatically at the beginning of 1-3. Leaves after 1-E
    and joins the Greil Mercenaries automatically in 3-2.
    
    
    Ilyana is put in a unique situation as far as FE goes. Despite not being a
    lord character, she manages to have the single greatest availability in the
    game – she can be deployed in more chapters than anyone else. This is because
    she starts off fairly early with the DB, and then switches over automatically
    to the Greil Mercenaries in 3-2. Since she keeps her stats/skills/itmes/etc,
    this allows you to ferry over some items from the DB to the GM team. 
    
    Statistically, Ilyana is one of the more durable mages. While her base
    defense of 3 isn't impressing anyone (especially at level 12), her growth of
    30% is pretty decent, and her HP base and growth are both good as well. She
    does suffer from the lowest tier 3 HP cap in the game (tied with Laura and
    Sanaki at 45), which is a shame, but at least she's reaching it with ease I
    guess. Shade also helps her durability to some extent, since it makes enemies
    less inclined to target her, although you shouldn't rely on it too much to keep
    her alive. On the other hand, her offense is lacking. She's stuck with the
    worst anima magic type, Thunder, until she hits second tier, and if you want to
    switch her to something else after you need to pull her out of E rank. Her
    magic growth is good, and her base is fine, her skill is overall pretty great,
    but her speed is awful. 13 base is nice, and she will be doubling some early
    on, but 30% growth is rather pitiful. And even if you get blesssed or BEXP her
    or something, she gets hit hardest by the poor Sage/Archsage speed caps (her
    tier 3 speed cap is 30, tied for worst of any beorc).
    
    Incidentally, while Thunder is the worst anima magic type, its worth
    noting that Ilyana is the only character who can SS it, making her the sole
    user of Rexbolt. Since there is a chapter in endgame that consists entirely of
    enemies that are weak to thunder, that is something worth noting, although she
    has below average performance for the other parts of Endgame. Then again, she
    can at least be a secondary healer, although she can only reach A in staves
    which means she misses out on Fortify.
    
    Ilyana switching to the Greil Mercenaries is a bit of a mixed blessing for
    her. While it allows her access to the GM experience pool, it also means she
    requires active training on two different teams.  It also kind of messes with
    her supports, but since you can break and rebuild supports in this game that's
    kind of a lesser issue, and it's not like her Light affinity is in high demand
    anyway (especially with the mercs, where Titania and Gatrie also have Light).
    
    Ilyana's strongest points are the early DB chapters (where her high speed
    base allows her to double before her growths and caps drag it down) and 4-E-3
    (where thunder pays off), and she's still a decent weakener throughout part 1.
    Otherwise, the only noteworthy things about her are ferrying items to Ike & co.
    and a see-through skirt at tier 3. Well, that and a 45% strength growth which
    ensures that she's pretty much never losing speed from any non-siege tome, but
    given how much the strength of casters in general has been jacked up, her
    strength lead doesn't mean as much as it used to.
    
    –
    
    Aran
    Level 7 Soldier
    Thunder Affinity
    
    Base stats
    24 HP
    10 Str
    0 Mag
    12 Skl
    10 Spd
    6 Luck
    11 Def
    2 Res
    11 Con
    15 Wt
    
    Growths
    50% HP
    75% Str
    10% Mag
    75% Skl
    35% Spd
    35% Luck
    70% Def
    25% Res
    
    Starts with D Lances
    
    No innate skills
    
    How to recruit: Talk to him with Laura in 1-3 (he's an enemy unit who spawns
    after a turn or two; on Easy he'll pop up right where all of your characters
    start, otherwise he'll be on the west side)
    
    
    Random fact: Aran is tied for best beorc strength growth (with Rolf) AND
    best beorc defense growth (with Renning).
    
    So as you might guess, Aran is a hardcore physical unit. He has massive
    strength, skill, and defense, and should cap them at second and third tiers
    pretty quickly. Sadly, his other stats aren't so impressive. His HP is fine,
    but his speed, luck, and res are low. The low speed and luck combined mean his
    evasion is bad, although with such high defense that's not too huge a problem,
    and his low res means you probably won't want to pit him against casters, and
    the low speed prevents him from doubling much, which really inhibits his
    offense.
    
    Fortunately, Aran can mostly fix his speed issues (and luck and res, for
    that matter) with BEXP. Since he should cap str/skl/def quite quickly, this
    leaves BEXP to push his other stats up pretty far. Unfortunately, Aran really
    does want BEXP to ever do anything besides tank physical attacks...but then
    again, he's pretty damn good at tanking physical attacks (and on a team that
    struggles with that, too) so even without the BEXP he's got some nice use. I
    do recommend that you try and bump up his speed a bit by part 3, though, where
    otherwise some enemies may start double-turning him (myrmidons in part 1 may
    also be doubling him, but they aren't doing overwhelming damage anyway).
    
    In keeping with the whole tank theme, Aran also has a Thunder affinity,
    which gives a raw durability boost (+def and avo), which makes him pretty good
    for just about any other character. He himself would probably prefer raw
    defense as well, since his evasion is pretty bad even with the help of Earth,
    although boosting att/hit would help too.
    
    Basically, Aran is the tank. High def, goodish (though surprisingly
    unspectacular) HP. His high strength means he hits hard, but his low speed
    means he won't double much. Many complain that he has low hit early on, but
    that shouldn't be an issue for too long with his skill growth. So basically
    he's high defense, average offense. Definitely worth using for the DB chapters,
    and if you can fix his speed then he can continue to serve you up until
    endgame. He does miss out on the magical 34 speed cap, but 33 is still enough
    to double a good chunk of the enemies.
    
    –
    
    Meg
    Level 3 Armor Sword
    Heaven Affinity
    
    Base stats:
    21 HP
    10 Str
    1 Mag
    7 Skl
    8 Spd
    8 Luck
    10 Def
    5 Res
    6 Con
    12 Wt
    
    Growths
    60% HP
    35% Str
    15% Mag
    40% Skl
    65% Spd
    75% Luck
    35% Def
    50% Res
    
    Starts with C Swords, gains E lances at 2nd tier, gains D Axes at 3rd tier.
    
    Innate Skills: Fortune (negates enemy criticals)
    
    How to recruit: View base conversation “In Town” in chapter 1-4.
    
    
    Let's look at stats. She's got good HP, lackluster strength (10 at level
    3 is nice, but 35% growth not so much), above average magic for great justice,
    mediocre but sufficient skill, unreasonably high speed and luck, decent
    defense (again, 10 base at level 3 is good, and 35% is a decent def growth as
    opposed to a lowish strength growth) and great resistance.
    
    Level 3 in 1-4 isn't just mind-numbingly awful, but it's pretty low and in
    particular her 8 base speed really hurts her – even with her high growth it
    will be a while before she's doubling, so until then her offense is kinda low,
    and at first she may even be getting doubled by faster enemies, which she
    doesn't quite have the base durability to handle. If you can train Meg up a
    bit, though, she does become a pretty respectable tank. While she doesn't quite
    have Aran's raw physical durability, she's stomping him in evasion and res. On
    the other hand, BEXP doesn't solve her offense issues as readily as it does
    with him – the way her growths and caps are, it may be a while before she caps
    enough stats to really make good use of BEXP, and you may just want to go ahead
    with it once she caps luck and speed at tier 2 (which shouldn't be any trouble
    for her – the luck maybe, but definitely not the speed). In any case, it's
    gonna be a while before you can do much about her low strength, and if you want
    her using a stronger weapon than swords you'll have to either pull her out of
    E lances in 2nd tier or wait until 3rd tier.
    
    Meg's biggest problem, ironically, is probably her speed. While her growth
    is excellent, her caps are not. She has the usual 20 speed cap at 1st tier, so
    she may get to doubling in the latter chapters of part 1 if you get her a lot
    of levels, but then her tier 2 cap is 22, which is just atrocious. This means
    that it's stuck at 22 until she hits tier 3, which probably isn't happening
    until somewhere in part 4, and then she has to get to work pulling her speed
    back up again, only for it to cap at 32, which is semipassable but still below
    the Endgame ideal. So between this and her sword spec and her lowish strength
    growth, her offense is basically going to be below average forever.
    
    Meg's Heaven affinity is...not worth a whole lot, really, although I guess
    it might help out Nolan or Jill who tend to struggle with hit early on. Aran
    might benefit from it as well, or maybe Ilyana...but I think that they all
    still have other better support partners. Her innate is pretty redundant on her
    (since she has excellent luck and as such shouldn't be getting critted anyway)
    and it's high capacity cost means other people probably don't care about it
    either, so I would recommend removing it and either selling it or ferrying it
    via Ilyana to the mercs (who, in turn, will probably just sell it anyway).
    
    Meg is raw survivability. She needs some training, more than the other
    more durable brigadiers will need, but she does end up with good defense/avoid/
    resistance. However, her lackluster strength and painfully low tier 2 speed cap
    greatly inhibit her offense.
    
    –
    
    Volug
    Level 15 Wolf
    Earth Affinity
    
    Base stats (untransformed -> Halfshifted, which he is automatically throughout
    all of part 1)
    49 HP
    11 -> 16 Str
    2 -> 3 Mag
    12 -> 18 Skl
    13 -> 19 Spd
    13 Luck
    9 -> 13 Def
    5 -> 7 Res
    11 -> 20 Con
    18 -> 30 Wt
    
    Growths
    95% HP
    25% Str
    15% Mag
    35% Skl
    40% Spd
    90% Luck
    15% Def
    10% Res
    
    Starts with A Strike
    
    Innate skills: Howl (may stun an enemy for one turn after they use a ranged
    attack), Wildheart (allows a laguz to shift at any time, but only increases
    their stats by half instead of doubling them).
    
    How to recruit: View the base conversation “Nailah” in 1-5, or start the
    chapter and he will join automatically.
    
    
    Volug is the first laguz character that you get, and the game forces him
    into a rather unique position. While most laguz have to deal with a gauge,
    Volug does not – however, instead of being transformed some of the time and
    getting doubled stats, he is transformed all of the time (in part 1) and his
    stats are only increased by 50%. However, once part 3 comes around, he has the
    option of staying untransformed and waiting for his normal gauge to fill,
    allowing him to take advantage of the normal stat doubling that comes with
    transformation.
    
    Statistically, Volug has good speed and WHAT THE CRAP HP and Luck. On the
    other hand, his defense and resistance are pretty bad, and his strength growth
    is lowish as well. That said, his bases are generally pretty good for this
    point in the game, and he's consistently doing lots of damage if not ORKOing on
    account of his actually quite high 16 base str (with his A strike level, this
    equates to 25 attack power and he's doubling basically everything). He also
    gains additional attack power simply by increasing his weapon level, which is
    sort of nice since he's doubling a lot and shouldn't have too much trouble
    reaching S strike (plus this means his primary method of increasing attack
    power doesn't necessarily require him to kill things, which means you can have
    him weaken an enemy to increase his strike and have another character take the
    kill for EXP). He also can move much farther than other characters, making him
    a very effective frontliner.
    
    Volug's earth affinity is much sought out in the DB, although it's
    somewhat offset by his aforementioned high move, which can make it a little
    difficult for other characters to gain support points with him and/or be in
    support range if you want to have him plowing ahead. His innate skill Howl is
    pretty pointless (stunning doesn't actually keep the enemy from attacking, just
    moving), and honestly I'd just sell it. Wildheart is what allows him to
    halfshift, and since he must be perpetually halfshifted in part 1, Wildheart
    cannot be removed until then. Whether or not you care to keep it on Volug after
    that is up to you, but if you can get some Olivi Grass you're probably better
    off then there's not much reason to Halfshift anymore.
    
    While his defense and resistance are rather poor, he's still got a decent
    base (9, which is 13 hafshifted) and his massive HP and good evasion (and also
    his affinity) really offset his poor def/res. You still might want to watch out
    for fire based attacks, which he is weak to, but even then he shouldn't be in
    too much danger (not any more than most other brigadiers at any rate). His
    inability to use/counter ranged attacks is frustrating, but something all laguz
    share. Though he will ultimately be outclassed by the Royals, Volug is still
    worth using, at the very least throughout part 1. 
    
    --
    
    Tauroneo
    Level 14 Lance General
    Thunder Affinity
    
    Base stats
    38 HP
    24 Str
    12 Mag
    22 Skl
    20 Spd
    18 Luck
    21 Def
    15 Res
    11 Con
    21 Wt
    
    Growths
    55% HP
    40% Str
    5% Mag
    65% Skl
    50% Spd
    20% Luck
    45% Def
    50% Res
    
    Starts with S Lances and A Axes, gains D Swords at 3rd tier.
    
    Innate skills: Resolve (increases skill and speed by 50% when HP is under half)
    
    How to recruit: Joins automatically at the beginning of 1-6. Note that he is
    not available for 1-7, 1-8, 1-E, or 3-6, and then is required again in 3-12 and
    3-13, although you are still able to access his equipment/skills/etc during the
    chapters in between even though he cannot be deployed.
    
    
    Tauroneo is the first character to suffer from really bizarre availability
    as indicated above. He's around for one chapter (or two, if you prefer, since
    1-6 is comprised of two parts) where he is stupidly overleveled at level 14
    tier 2. Then he isn't usable again until 3-12 and 3-13, where he's mandatory.
    In these chapters his performance is a bit less special, although he can still
    be pretty good. Then part 4 rolls around and he's forced to go with Tibarn's
    team for 4-2 and 4-5, and then there's Endgame.
    
    Statistically, Tauroneo is kind of an oddball general (then again, they
    all are). His skill and res are both great, and he has good speed too (though
    like all generals it's inhibited by his poor caps). His def and HP are both
    fine, but neither is particularly good. He has decent strength (meh growth but
    good base), a surprisingly high magic base (nice for Imbue, even if his growth
    is only 5%) and his luck growth is terrible. He has enough luck that he should
    not be getting critted by much, but it's low enough to hurt his evasion.
    
    ...blargh, that last paragraph had too many parentheses but I can't think
    of a good way to reformat it. Oh well. Anyway, Resolve is a nice skill but not
    as good as it was in PoR since it no longer boosts strength. Tauroneo might not
    be all that great a candidate for it, really, since he's fairly durable, but
    you might consider giving it to someone else or having Ilyana ferry it to the
    GMs. Thunder is a nice affinity, but Tauroneo's wonky availability and poor
    endgame class makes it difficult for him to get a support partner.
    
    Obviously Tauroneo is a godsend in 1-6, although many people (including
    myself) just use him as a meatshield since he's basically invulnerable. You can
    have him fight too, and doing so makes that chapter much easier, although if
    you're trying to level a lowbie brigadier then you may still need the EXP.
    Either way, in 3-12 and 3-13 he's still a pretty decent wall (though his base
    def is low for his level, it's still enough that he's not in too much danger).
    Once part 4 comes he can still be decent, but here he is probably getting
    overshadowed by other units – he's still a worthwhile tank, just not as
    noteworthy as he was before. And finally, he's got a pretty below average
    endgame, being one of the worst endgame classes, although if you can powerlevel
    him in 4-5 he might do alright. Then again, you could just powerlevel someone
    else, so...yeah. Definitely worthwhile in his early chapters, but once endgame
    rolls around I recommend you focus on someone else.
    
    –
    
    Zihark
    Level 3 Swordmaster
    Earth Affinity
    
    Base stats
    30 HP
    17 Str
    6 Mag
    22 Skl
    23 Spd
    11 Luck
    13 Def
    11 Res
    11 Con
    11 Wt
    
    Growths
    55% HP
    35% Str
    10% Mag
    75% Skl
    70% Spd
    40% Luck
    25% Def
    35% Res
    
    Starts with A Swords
    
    Innate skills: Adept (may grant an extra attack or two per round, like a Brave
    weapon)
    
    How to recruit: Joins automatically at the beginning of 1-6
    
    
    Well, Zihark is another of those high-level types that like to join in
    mid/late part 1. His bases are pretty reasonable for his level, although his
    luck and perhaps his HP are a little low, while his Res and perhaps his Def are
    a little better than you would expect. He also has a decent magic base I
    suppose, if anyone cares.
    
    His growths, however, aren't exactly astounding. They aren't horrible or
    anything, just sort of...unspecial, I guess. He does have excellent speed and
    skill as per Swordmaster standard (the best of them all, actually, although
    they all have a lot), and his resistance is fairly good. His HP is also
    respectable, and his luck growth is okay but won't make up for his subpar base
    for a while. Sadly, his strength and defense growths are both below average, so
    he can start to lag in those respects.
    
    Having said that about his growths, he does do fairly well with BEXP. He
    tends to cap skl/spd quite fast and caps res without much trouble either, so if
    you wait for those (with or without res, really) then you can use BEXP to pull
    his HP, luck, strength, and perhaps defense up. The strength boost is nice at
    any time, although by the time you can really use BEXP he should have enough
    evasion that his defense doesn't matter too much anymore.
    
    From a practical standpoint, Zihark is just another case of a high level
    character who joins early. He's actually semi-tanky (hardly the ultimate wall,
    but 13 def and 30 HP works well enough in part 1, and he actually has some
    decent evasion) and has great damage output, but both start to fall behind a
    bit as he levels. If you get him a support his evasion should more than make up
    for his declining defense, and while his strength will start to lag without
    BEXP his high crit and Adept can help make up for that.
    
    Incidentally, Zihark is an example of when the developers gave a character
    a skill that actually makes sense for them. Adept activates based on speed, and
    Zihark is very fast, so that means he's got a decent chance of  getting an
    extra hit (or two!) per turn. His Earth affinity, as I alluded to before, also
    really helps his durability. He still might struggle to survive in part 3,
    where the enemies are extra-unreasonably accurate and powerful, but otherwise
    he should function as quite the dodge tank with pretty much any support
    partner. 
    
    Zihark starts out strong, but his stats can start to fall behind a bit as
    the game progresses. However, between his good Endgame class and affinity,
    at least respectable stats, and ready BEXP use, he makes for a useful unit
    throughout the entire game.
    
    NOTICE: Zihark can switch sides from the DB to the mercs in chapters 3-6,
    3-7, or 3-E! Have him and Lethe/Mordecai talk and he will switch sides. If you
    transferred an A support between him and Ilyana or Brom, they can also get him
    to switch sides in 3-7 or 3-E. 
    
    –
    
    Jill
    Level 14 Dracoknight
    Thunder Affinity
    
    Base stats
    24 HP
    11 Str
    1 Mag
    12 Skl
    15 Spd
    14 Luck
    13 Def
    3 Res
    7 Con
    36 Wt
    
    Growths
    50% HP
    45% Str
    15% mag
    45% Skl
    65% Spd
    60% Luck
    35% Def
    45% Res
    
    Starts with B Axes, gains D Lances upon promotion
    
    No innate skills
    
    How to recruit: Joins automatically at the beginning of 1-6. Is not available
    for 1-8.
    
    
    Jill is yet another of those characters who's stats are sort of inverted
    from their class. Thankfully, they're fairly good all around, with decent to
    good...well, everything, except her speed and luck which push into the “great”
    category. She's also the only female Dragonlord, which is one of the best
    endgame classes.
    
    Jill's bases aren't so hot, though. Her spd/luck/def are all good, but her
    HP and strength are quite poor. The HP isn't too huge a problem, but 11 base
    strength means she's getting weighed down significantly by a steel axe (4
    points, meaning her speed with a steel axe is actually 11), so she has doubling
    issues. You can forge her an axe, though, and that will go a long way towards
    solving her offense issues early on, and once she promotes she should have
    enough speed and strength to have overall good offense. Her defense is always
    at least decent, and her evasion and resistance pick up pretty fast too, so her
    durability generally shouldn't be a problem except very early on and maybe in
    3-6 (where it's a problem for pretty much everyone anyway). Jill's Thunder
    affinity boosts her durability even further, making her a reasonably effective
    tank with reasonably effective offense.
    
    As indicated above, Jill's endgame can be pretty superb. She can have a
    bit of difficulty getting to the higher levels, but it shouldn't be too hard.
    She generally doesn't get a whole lot out of BEXP until third tier, but she
    should cap mag/spd/luck/res with little difficulty mid-tire 3, so then you can
    power up her HP/str/skl/def.
    
    Jill's a pretty useful character in general. Being the only flier
    available for the DB (besides Vika for late part 1, who has transformation
    issues) is quite a plus, as is specializing in axes. Her hit can be problematic
    at first, but her skill is generally good enough that it shouldn't be a huge
    issue. She does have a somewhat shaky start, at least offensively, but she's
    one of those units who just gets better and better without really ever getting
    held back by anything.
    
    Oh yeah. While I don't typically bring transfer data into the equation, I
    do feel I should point out that Jill is one of the better transfer data
    candidates. She doesn't have too much trouble capping strength and speed in
    PoR, and getting +2 to those in RD is quite helpful to her (skl/def/HP would
    benefit her a lot too, of course).
    
    NOTICE: Jill can switch sides from the DB to the mercs in 3-7 or 3-E! Have
    Haar speak to her to get her to switch sides. You can also talk to her with
    Lethe or Mist if they have a transferred A support.
    
    –
    
    Fiona
    Level 9 Lance Knight
    Earth Affinity
    
    Base stats
    25 HP
    8 Str
    6 Mag
    8 Skl
    10 Spd
    7 Luck
    8 Def
    6 Res
    7 Con
    31 Wt
    
    Growths
    45% HP
    40% Str
    15% Mag
    40% Skl
    60% Spd
    55% Luck
    55% Def
    50% Res
    
    Starts with C Lances, gains C Bows at 3rd tier
    
    Innate skills: Savior (allows unit to rescue others without skl/spd loss),
    Imbue (regains HP equal to magic stat at the beginning of every turn).
    
    How to recruit: Joins automatically at the beginning of 1-7. Cannot be deployed
    in 1-8.
    
    
    Fiona is the last of the DB lowbies, and their first and only horse-
    mounted unit. She has the much-coveted Earth affinity, some nifty skills, and
    really rocks her defense-oriented growths. She's also one of two paladins that
    reaches the glorious and highly erotic 34 speed cap (and caps it easily to
    boot).
    
    On the other hand, her bases just...suck. Hard.
    
    Okay, so her HP and def are decent, her res is good, and her magic base
    rocks (and actually matters to her since she has innate Imbue). Her HP and def
    aren't as good as some, but they work for a level 9. On the other hand, her
    strength, skill, and speed are terrible. She has rather pitiful damage output
    early on and can't double (and may be even getting doubled by faster enemies),
    and even has accuracy troubles. A forge can at least give her some hit and
    power, but even then she's not doing much, and while her defense is reasonable
    for her level, she's still taking too much damage to tank well. In other words,
    early on she just doesn't have anything going for her.
    
    Once her growths kick in, she does at least start getting some fairly good
    durability. High speed and luck gives good evasion, and her defense and res are
    quite good as well. Her HP growth is kind of low, but it's not really that big
    a problem. Her relatively high magic also makes Imbue continue being pretty
    useful to her, and Savior lets her rescue someone in trouble without putting
    her back on the receiving end of double turns. Her offense doesn't really get
    anywhere, though, at least not until late second tier or even somewhere in
    third, depending on how quickly you can level her – 40% str/skl is about
    average, and about average isn't enough to pull her out of her terrible bases
    in them. You can at least use some BEXP to pull one or both up, though; she
    should have no trouble capping spd/def/res in mid-second tier.
    
    Her Earth affinity is nice and can further increase her evasion beyond her
    good luck and speed growths (not to mention it's an affinity most people want).
    Her innate skills I've already covered, but I want to take a moment to say that
    even if you don't use her at all, you should at least consider taking her Imbue
    and Savior and giving them to other characters. Being a horse rider actually
    tends to hurt her more than it helps...many of her chapters have movement
    penalties to mounted units and/or brush or swamps or other things that impede
    her movement. She does always get the benefits of Canto, though.
    
    Fiona has some pretty enormous struggles in her early game, and it's gonna
    be a while before she can really overcome her atrocious base stats (or at the
    very least, her atrocious base offense). Given that the Dawn Brigade is already
    suffering from thinly spread EXP and generally underpowered units, it's pretty
    painful to add Fiona to that mix, especially when her poor offense makes it
    difficult for her to gain kills and thus gain EXP. But if you manage to level
    her, she can serve as a good Wishblade candidate for Endgame.
    
    –
    
    Tormod
    Level 5 Fire Sage
    Fire Affinity
    
    Base stats
    34 HP
    13 Str
    17 Mag
    16 Skl
    20 Spd
    14 Luck
    12 Def
    14 Res
    7 Con
    7 Wt
    
    Growths
    50% HP
    55% Str
    40% Mag
    45% Skl
    55% Spd
    25% Luck
    35% Def
    45% Res
    
    Starts with A Fire, B Thunder, C Wind, gains E Staves at 3rd tier.
    
    Innate skills: Celerity (increases move by 2)
    
    How to recruit: Talk to him with Sothe in 1-7. After part 1 he leaves and
    doesn't reappear until 4-4 where he joins automatically.
    
    
    Tormod, like the other two members of the LEA (Muarim and Vka) has some of
    the most splendidly awkward availability in the game. He starts off in part 1
    somewhat overleveled and pretty good in general, then vanishes until part 4
    where he rejoins woefully underleveled to the point where he's a borderline
    liability. As such, he's sort of difficult to discuss beyond “he's good at
    first and he lolsucks later”. But I'll try anyway.
    
    He has some pretty bizarre growths. He has great HP, strength, and defense
    for a caster, and he's one of the faster ones as well. He's not just a speed
    demon, but...well, he's actually fairly close, having the best speed caps of
    the magic-users and an SS tome that boosts his speed enough to double most
    everything. His skill is also decent, and his resistance is a bit low for a
    caster but still more than enough to get by. His magic, however, is kind of
    low, and his luck is poor as well.
    
    He can use BEXP pretty well – at least, in theory. He might get a few good
    levels from it in second tier, since he should cap HP, strength, and speed. At
    third tier, he caps HP, strength, speed, and defense quickly, allowing you to
    boost his magic, resistance, and skill (probably not so much with his luck,
    though). Sadly, his extremely limited availability hinders his ability to use
    BEXP, so even that isn't helping him too much unless you can shoot him to the
    low teen levels of tier 3, which isn't happening anytime soon. Maybe with
    Paragon and, like, every kill in 4-4 or something, but...yeah.
    
    He does have that early bit going in his favor, though. Having a somewhat
    durable caster who can double (less so on HM, maybe) and specs in the best
    anima magic type is pretty great for the Dawn Brigade. Celerity is pretty great
    too, although you should really remove it form him in part 1 so someone else
    can have it unless you're just dead set on training him for endgame (and
    probably even then – I mean, otherwise you're missing out on upward of 12
    chapters of having Celerity just so Tormod can keep it innate). His Fire
    affinity is nice and helps offset his low magic, but he's going to have trouble
    finding a support partner. At least Vika and Muarim are there for him, though.
    
    Honestly, he's only worth using in part 1. If you can train him in part 4
    then that's great, but it takes a lot of EXP in a very short time and makes one
    of the hardest part 4 chapters even harder. Still, if you can pull it off, he
    can be a respectable endgame sage between his speed and Rexflame.
    
    –
    
    Muarim
    Level 19 Tiger
    Thunder Affinity
    
    Base stats
    58 HP
    18 -> 36 Str
    3  -> 6 Mag
    14 -> 28 Skl
    11 -> 22 Spd
    12 Luck
    15 -> 30 Def
    9  -> 18 Res
    14 -> 24 Con
    23 -> 44 Wt
    
    Growths
    60% HP
    55% Str
    5% mag
    45% Skl
    20% Spd
    55% Luck
    35% Def
    30% Res
    
    Starts with A Strike
    
    No innate skills
    
    How to recruit: Talk to Tormod in 1-7. Leaves after part 1 and doesn't reappear
    until 4-4, where he joins automatically.
    
    
    Muarim has some pretty lovely base stats to go with being your first
    laguz that actually functions like a laguz with the transformation gauge and
    doubling stats and all. 36 base strength is higher than most people's tier 3
    caps, and 58 HP/28 skl/22 spd/30 def/18 res is awesome too. His luck is really
    the only base he has that isn't just amazing, but with durability like that he
    doesn't really need to worry about luck.
    
    As a happy corollary, he's also the only LEA member that has much hope of
    being useful in 4-4 without extreme powerleveling in part 1. While Muarim won't
    be doubling anything, he's still packing quite a punch with the hit he gets and
    tanking fairly well, although he's still got to deal with the typical laguz
    issues like transformation and no 2-range.
    
    His growth aren't quite as spectacular, although they're still all right.
    His HP, luck, and defense are good and his strength is awesome. His res growth
    is also quite high for a tiger, although the fact that he only needs 1 point in
    it to cap renders it a bit moot. His speed is quite poor, though, both in terms
    of growth and cap, and that pretty much screws him out of having a good endgame
    which in turn means there's not much reason to put any effort into leveling him
    in part 4. Which really is a shame, because he'd be the easiest to do it with.
    
    Like Tormod, Muarim has an affinity that works fairly well for him and
    might benefit someone else, too. Also like Tormod, he has trouble finding a
    support partner and is pretty much destined to support Tormod or Vika. He has
    no innate skills, so no surprises there.
    
    Basically, use Muarim in part 1 and maybe some in part 4 (at least until
    his gauge runs out). After that, he's really not worth it for Endgame,
    especially with the Royals and practically-Royals running around, so go ahead
    and bring someone else with you into the Tower.
    
    –
    
    Vika
    Level 13 Raven
    Wind affinity
    
    Base stats
    38 HP
    9 -> 18 Str
    5 -> 10 Mag
    13 -> 26 Skl
    15 -> 30 Spd
    14 Luck
    7 -> 14 Def
    7 -> 14 Res
    6 -> 15 Con
    5 -> 14 Wt
    
    Growths
    60% HP
    25% Str
    50% Mag
    60% Skl
    60% Spd
    65% Luck
    15% Def
    65% Res
    
    Starts with A Strike
    
    Innate skills: Shriek (may reduce enemy luck to 0 after they use a ranged
    attack)
    
    How to recruit: Talk to Tormod in 1-7. Leaves after part 1 and doesn't reappear
    until 4-4, where she joins automatically.
    
    
    What were they thinking? I want to know.
    
    Vika has some pretty awesome growths, as you can see. It'd be nice if they
    dunked one a bit (like that absurdly high magic that she can't even use for
    anything besides Imbue) and put it into strength, but whatever. She ties for
    the highest growth total in the game, the other two being Micaiah and Sanaki.
    And she's a laguz.
    
    Seriously, what.
    
    So she's superfast, and she's superaccurate, and she's superdodgy, and
    she's superrezzy. Her HP isn't actually all that great by laguz standards, but
    it's enough to offset her low defense (her comically high evasion helps, too).
    So her only really weak point is her strength. And even then, that (and her
    defense and HP, for that matter) can be bumped up with BEXP fairly soon.
    
    Unfortunately, Vika is hit harder than Tormod and Muarim by the
    availability issue. She's the only member of the LEA who isn't just stomping
    the hell out of everything in part 1 – still good, just not quite one-rounding
    a lot of enemies and less durable – and while she's a comparatively low level,
    she's still not getting much EXP. Conversely, when she rejoins in 4-4, she's
    pretty much a laughingstock. Her avoid is still actually okay, and she's still
    doubling almost everything thanks to her excellent speed base, but her damage
    output and concrete durability are no longer passable. If you manage to get her
    to S strike in part 1 (highly unlikely) then maybe she'll fare better, but even
    so she's terrible at worst and unspecial at best.
    
    If you can train her, she does at least fare better than Muarim. As you
    have already seen, her growths are fantastic if not particularly well-
    distributed, and if you can get her to level 30 or so she should be ready for
    some BEXP action. The problem, then, is getting her to level 30 by the time
    4-4 ends, which is going to be quite a trick between her general weakness and
    the stunted laguz Exp gain. Also, like Muarim and many others, she gets kind of
    screwed by the presence of Laguz Royals who are outperforming her in endgame
    even if she does get trained.
    
    ...I'd have the usual affinity/skills paragraph here, but there's really
    not much worth mentioning about either. Shriek is bad and should be sold, Wind
    is bad and she's got really limited support options anyway. Wheeee. Actually, I
    guess by mentioning that her stuff in this regard isn't worth mentioning, I
    mentioned it. </paradox>
    
    So...she's got some potential, but suffers from the usual laguz issues.
    She's still pretty useful in part 1, but by 4-4 she is gonna need some serious
    help to get out of the hole she's fallen into.
    
    –
    
    Nailah
    Level 33 Wolf Queen
    Wind Affinity
    
    Base stats
    66 HP
    17 -> 34 Str
    5 -> 10 Mag
    23 -> 46 Skl
    19 -> 38 Spd
    35 Luck
    16 -> 32 Def
    13 -> 26 Res
    9 -> 19 Con
    16 -> 39 Wt
    
    Growths
    60% HP
    30% Str
    15% Mag
    20% Skl
    20% Speed
    45% Luck
    30% Def
    30% Res
    
    Starts with SS Strike
    
    Innate skills: Formshift (allows laguz to be permanently in laguz form without
    stat loss), Glare (may prevent an enemy from performing any action but
    increases their defense and resistance; activated by command), Savage (mastery
    skill: triples strength and halves enemy's Skill, i.e. OHKO), Guard (may take
    damage for a character this unit has a support with)
    
    How to recruit: Joins automatically in 1-8. Leaves after part 1 and
    automatically rejoins in 4-1.
    
    
    ...What do you want me to say? Nailah is a complete goddess in 1-8 and 1-E
    and an overall goddess in part 4, and nothing less than a goddess at any point.
    Her growths are terrible and nobody cares because her bases are so stupendously
    high that she could never ever gain any stats and she'd still be completely
    ruining life for your enemies. She might not be seeing a support with her wind
    and poor availability, and she doesn't need one. It might be worth supporting
    someone with her just for the sake of Guard, but even then it's basically just
    a matter of finding someone who wants her protection and less her actually
    needing anything.
    
    One thing worth noting, though, is that she will leave if Rafiel falls.
    So don't let his HP drop to 0 or you lose out on her. I'm pretty sure she (and
    Rafiel, for that matter) will still rejoin in 1-E if he falls in 1-8, but
    otherwise you're out of luck. 
    
    Otherwise...um...I really don't have much else to say besides WHOAMG
    Nailah. Try not to completely abuse her in part 1 lest she leave your DB
    underleveled, but in part 4 don't be afraid to have her let loose on some poor,
    unsuspecting enemies.
    
    –
    
    Rafiel
    Level 12 Heron
    Heaven Affinity
    
    Base stats
    31 HP
    1 -> 2 Str
    6 -> 12 Mag
    1 -> 2 Skl
    6 -> 12 Spd
    31 Luck
    3 -> 6 Def
    13 -> 26 Res
    8 -> 14 Con
    5 -> 9 Wt
    
    Growths
    60% HP
    0% Str
    40% Mag
    10% Skl
    20% Spd
    60% Luck
    10% Def
    50% Res
    
    No weapon levels
    
    Innate skills: Blessing (heals surrounding characters equal to user's magic
    stat), Galdrar (allows Heron to use chants)
    
    How to recruit: Joins automatically in 1-8. Leaves after part 1 and
    automatically rejoins in 4-1.
    
    
    Rafiel is the first Heron you meet, and ironically manages to exist in the
    least amount of chapters. Being a chanter, his worth is pretty much completely
    tied to how much value you place on chanting. 
    
    There are five chants: Vigor, which fulfills the bard/dancer role by
    allowing units to act again after they've used their turn, Bliss, which raises
    an ally's biorhythm to the max, Sorrow, which lowers an enemy's biorhythm to
    it's lowest point (and involves actually putting the superfrail heron right up
    next to an enemy), Valor, which raises an ally laguz' transformation gauge to
    full, and Recover, which is a full heal and status recovery. Valor is learned
    automatically, Bliss is learned at level 15 (I believe Sorrow is also, but some
    say it's level 20 and either way it's pretty useless), Valor at 30, and Recover
    at 40.
    
    Rafiel stands out from his siblings by being able to chant four people at
    a time – at any time. Transformed or not, he is able to affect all units around
    him, meaning if you can position characters in a diamond formation and put him
    in the middle, that's four characters that can move again (or get max bio or
    whatever). This tends to be impractical to do, but even so he can chant two or
    three no matter how their positioned around him, just as long as they are right
    next to him (as opposed to Leanne, who has to have units positioned on opposite
    sides of her, or Reyson who can only chant one character while untransformed).
    
    Conversely, Rafiel has the most limited movement of the three. He has 5
    move, which is low to begin with, gains no move upon transforming, and cannot
    fly or Canto. He is also unable to climb ledges while transformed, which...can
    be sort of irritating, actually, since two of the maps he's in have several
    ledges.
    
    His Heaven affinity is alright for Endgame, if you can find a support
    partner for him (probably Nailah, although she doesn't really need it). He's
    the best Heron for an ultra-speedy Endgame win, although in casual play Reyson
    is generally performing better. Statistically, Rafiel and Leanne have extremely
    similar growths, and all three Herons have poor growths overall, but since they
    don't really need stats to do their job that's kind of a moot point (it is
    worth noting that Rafiel and Leanne are the only characters with a 0% growth
    that aren't already level 20/20/20. Not like they do anything at all with
    Strength anyway).
    
    So Rafiel is a Heron, and as such has whatever inherent worth you place on
    Heron-ness. Since he and his siblings are mutually exclusive, and only ever
    cross paths in Endgame (where you must choose only one), he doesn't really have
    to worry about competing with the others and can just be your Heron for the
    chapters he's around.
    
    –
    
    The Black Knight
    Level 20 Black Knight (no, really)
    Dark Affinity
    
    Base stats
    70 HP
    38 Str
    18 Mag
    40 Skl
    30 Spd
    20 Luck
    35 Def
    25 Res
    13 Con
    25 Wt
    
    Growths (n/a; they're all 0 and he's max level anyway so they don't matter)
    
    Starts with SS Swords and S Lances
    
    Innate skills: Nihil (prevents enemy combat skills from activating), Imbue
    (restores HP equal to magic stat at the beginning of every turn; as I recall he
    doesn't have this on Easy mode), Eclipse (Quintuples strength and negates enemy
    defense, i.e. enemy goes splat)
    
    How to recruit: Joins automatically in 1-9, where no other characters besides
    Micaiah are available. Can be deployed in 1-E. Leaves afterwards, but reappears
    in 3-6 after a few turns pass, then leaves permanently.
    
    
    He's invincible, unless you're playing Easy Mode in which case he can die,
    but only if you're actually trying to get him killed by letting enemies with
    poison weapons bonk him for a while. He's killing every single thing he faces,
    often in one hit, always in two, and he doubles everything. He also has 1-2
    range and Eclipse. He's basically the resident god to pair up with your
    ultimate goddess, Nailah.
    
    Of course, he's only around for three chapters, and then he goes away. But
    for those three chapters he's dominating. Use him somewhat sparingly, but know
    that if you get in trouble, he's there to bail you out [for three chapters].
    
    –
    
    Elincia
    Level 1 Queen
    Heaven Affinity
    
    Base stats
    36 HP
    19 Str
    17 Mag
    21 Skl
    22 Spd
    29 Luck
    18 Def
    24 Res
    6 Con
    23 Wt
    
    Growths
    45% HP
    65% Str
    40% Mag
    50% Skl
    70% Spd
    60% Luck
    20% Def
    35% Res
    
    Starts with B Swords and A Staves
    
    Innate skills: Renewal (regain 10% HP per turn), Stun (Mastery skill; 3x damage
    and prevents enemy from moving for one turn). Also gains Mercy (Lethal blows
    reduce enemies to 1 HP instead) after part 2, but it still takes 10 capacity.
    
    How to recruit: Joins automatically at the beginning of 2-P and is usable
    again in 2-E. Cannot be used again until 4-2 (although you can access her
    skills/items in 3-E).
    
    
    Elincia is essentially the main character of part 2, though she isn't
    actually around for 3 out of 5 chapters in it. She is already at 3rd tier, and
    in part 2 will be gaining rather pitiful CEXP to go along with that (after all,
    she's fighting tier 1 and low lever tier 2 enemies). She still gains normal EXP
    from staves, though, so she might gain a level or two or even three, depending
    on how you handle 2-E. She's still high level when she rejoins in 4-2, which is
    pretty cool.
    
    One thing that she does suffer from is bad bases. It's not as noticeable
    as some others because of her high level, but her base stats are more
    comparable to, say, a mid tier 2 character. Fortunately, she has very high
    offense-oriented growths to help offset that, and her prf sword Amiti helps out
    with her defenses (it gives +3 def/res).
    
    Speaking of Amiti, Elincia has Amiti. She can't use it in 2-P, but every
    chapter she's in after that she's got it, unless she's an NPC. Anyway, Amiti
    has been significantly improved since it's PoR days; it still has the Brave
    effect (single attacks are now double, double attacks are now quadruple), and
    still gives the aforementioned durability boost, and it's still unbreakable,
    but now it also has high attack power to go with all that! It's pretty great,
    and gives Elincia some excellent offense.
    
    ...Hey, I've totally glossed over her healing abilities. As in PoR,
    Elincia is a staff 'n' sword user. Unlike in PoR, her magic is actually pretty
    low. However, she's still a sufficient healer, and she can hit S staves to use
    Fortify in the Endgame if you like. Not as potent a healer as the others, but
    she has great movement and a high enough base that Physic works well enough for
    her, so there's still not much trouble on that front.
    
    You do need to be wary of crossbows, as they are quite effectively one-hit
    killing her. This is a sad but true flier issue (well, non-wyvern flier), so
    just keep an eye out for enemies that might use crossbows and keep Elincia out
    of their range. Her Heaven affinity doesn't mean a whole lot, especially
    coupled with her late availability which means she has trouble finding a
    support partner, although I suppose she and Lucia could make a pretty nice
    team. Renewal is helpful, and of course Stun is great. Mercy is quite
    detrimental to Elincia's own performance, but it can be nice for helping some
    low leveled character train (Elincia knocks an enemy to one HP, then lowbie
    goes in for the kill).
    
    Elincia is a pretty significant powerhouse, even if only because she gets
    the awesomeness of Amiti, and she can heal on top of it. Her durability is kind
    of shaky (although she does have some nice evasion), and she would really like
    some levels to pull herself out of her poor offensive bases, but once she does
    (and she can do that through staves, which is nice) she is a force to be
    reckoned with.
    
    –
    
    Marcia
    Level 5 Falcon Knight
    Fire Affinity
    
    Base stats
    34 HP
    16 Str
    6 Mag
    17 Skl
    20 Spd
    12 Luck
    16 Def
    15 Res
    7 Con
    23 Wt
    
    Growths
    70% HP
    30% Str
    20% Mag
    40% Skl
    65% Spd
    50% Luck
    35% Def
    35% Res
    
    Starts with C Swords and B Lances
    
    No innate skills
    
    How to recruit: Joins automatically at the beginning of 2-P. Is available for
    2-3, then automatically rejoins Team Elincia in 2-E. Is available for 3-9, then
    joins the mercs in 3-11.
    
    
    Marcia is a pretty typical Pegasus Knight (or Falcon Knight, rather).
    Besides her abnormally high HP, she has high speed, decent def/res, a good luck
    growth (slightly low base, though), and decent skill and poor strength. She
    also has one of the hgher magic stats for Imbue (but Tanith and Sigrun have
    more.)
    
    Being one of the CRKs, Marcia also has fairly poor availability. She's
    also one of the lower leveled characters in that group, which hurts her a bit
    further. On the other hand, she's their only flier which is beneficial in 2-3
    and 3-9 (and 2-E, where she shows up earlier than the others). While she is
    decent enough on that team, though, she's going to have a hard time catching up
    to the GMs when the two teams merge in 3-11. If trained, she's generally a bit
    better than Tanith or Sigrun, but she's still not getting anywhere with her
    strength until you can start BEXPing it up in third tier (somewhere in the 10-
    15 level range).
    
    Otherwise, she does have good overall durability and only really needs to
    fear crossbows, which admittedly will devestate her. Her Fire affinity is very
    helpful to her to boost her offense up a bit, if you can find her a partner.
    And despite her shortcomings, she can at the very least serve you well as a
    flier, although by 3-11 she still has to compete with the likes of the hawks
    and Haar.
    
    She's not the most durable character ever, but she does have a nice
    combination of evasion/def/res/HP and will make a good Wishblade user. Try to
    pull her strength up and she should work pretty well for you.
    
    –
    
    Nealuchi
    Level 22 Raven
    Fire Affinity
    
    Base stats
    53 HP
    10 -> 20 Str
    4 -> 8 Mag
    9 -> 18 Skl
    18 -> 36 Spd
    24 Luck
    10 -> 20 Def
    10 -> 20 Res
    16 -> 25 Con
    15 -> 23 Wt
    
    Growths
    55% HP
    35% Str
    10% Mag
    40% Skl
    40% Spd
    80% Luck
    40% Def
    25% Res
    
    Starts with A Strike
    
    Innate skills: Wrath (+50 crit when HP falls below 30%)
    
    How to recruit: Joins automatically at the start of 2-P. Is available in 2-2
    and 2-E, then leaves and doesn't rejoin until the end of 3-E (in time for you
    to place him on a team).
    
    
    Well, ol' Neal has some nice HP and defense, great luck and speed, and
    decent enough skill. His resistance is good, and his skill is too. Decent all-
    around character, although he could stand some more strength.
    
    Like Vika, however, Nealuchi suffers from having just outright awkward
    availability. He has 3 part 2 chapters where he performs pretty well, and then
    he leaves until part 4, where he's...well, not as hopelessly underleveled as
    Tormod & co, but still pretty unimpressive. He doesn't have the absurdly high
    growths of Vika, but they're still fair by laguz standards and he still should
    be capping at least four stats if not more.
    
    Neal also has Wrath, which combined with the ability to deliberately nerf
    his own durability by unshifting can really improve his offense. Of course, it
    still needs to be used carefully, but with monster avoid like Neal's, it can
    work out okay (or not). His fire affinity also helps boost his mediocre attack
    power. Sadly, he is still going to have a lot of trouble reaching SS (or even
    just plain S) strike, which keeps his attack down some. And, like all of those
    who have oddball availability, Neal may have trouble finding someone who is
    willing to put up with his unreliable support.
    
    He's definitely worthwhile in part 2 (and he can even survive lower
    quality crossbows!) but unless you have a lot of EXP to put into him and/or a
    lot of opportunities to build up his strike, he probably won't be helping out
    all that much in part 4.
    
    -
    
    Leanne
    Level 5 Heron
    Water Affinity
    
    Base stats
    25 HP
    0 -> 0 Str
    3 -> 6 Mag
    1 -> 2 Skl
    6 -> 12 Spd
    27 Luck
    2 -> 4 Def
    11 -> 22 Res
    5 -> 11 Con
    2 -> 6 Wt
    
    Growths
    60% HP
    0% Str
    40% Mag
    10% Skl
    20% Spd
    80% Luck
    10% Def
    40% Res
    
    No weapon levels
    
    Innate skills: Blessing (recover HP of adjacent units equal to user's magic),
    Galdrar (can use chants).
    
    How to recruit: Joins automatically at the beginning of 2-P. Is available for
    2-2 and 2-E, then leaves. Rejoins in 3-11 after you get near the first set of
    barricades. Is unusable for 3-E.
    
    
    Leanne is the second Heron you get. Like Rafiel and Reyson, her usefulness
    is largely dictated on how much you like the idea of characters getting extra
    turns per player phase. She's never in direct comptetition with her siblings,
    except in Endgame, so as I said with Rafiel, she's your Heron for the chapters
    she's in and if you like Herons then that's great and if you don't then that's
    too bad for her.
    
    As for Leanne's personal traits...she can fly and has canto, but only 5
    move untransformed and 6 transformed, so she still doesn't have a lot of
    mobility. She is always able to chant two people, but they must be on opposite
    sides of her (North/South or East/West) for it to work; if they're East/North,
    for example, she can only chant one of them. This applies transformed or not,
    so she can never chant all four people around her like her brothers can.
    
    Her Water affinity is a lovely thing to have, though she will have trouble
    finding a partner thanks to such strange availability. She also has the lowest
    starting level, which means it will take much longer for her to learn the non-
    Vigor chants, and you will notice that her durability is extra horrible, so
    keep her away from...well, everything.
    
    Yet another case of "What is there to say?" She's a Heron. If you like
    that quality in your units, then use her. Even consider using her if you don't
    like dancer/bard types. She has the weakest endgame (since she can't chant 4
    people like her brothers) but if you want to use her there she should still do
    fine, and she's a nice asset whenever you have her.
    
    -
    
    Haar
    Level 11 Dragonmaster
    Wind Affinity
    
    Base stats
    46 HP
    23 Str
    2 Mag
    24 Skl
    20 Spd
    13 Luck
    23 Def
    7 Res
    12 Con
    42 Wt
    
    Growths 
    30% HP
    70% Str
    5% Mag
    70% Skl
    30% Spd
    45% Luck
    65% Def
    20% Res
    
    Starts with A Axes and A Lances
    
    Innate skills: Cancel (when the user connects with a hit, the enemy may not get
    to counterattack)
    
    How to recruit: Talk to him with Marcia in 2-P. He is available in 2-E, then
    switches to the GMs in 3-2.
    
    
    Haar is pretty typical Dragonlord fare, except better. Monster strength/
    skill/defense is wonderful, and his low HP growth is offset by a good base.
    On the other hand, his speed, luck, and resistance are all low - he actually
    has a good luck growth, but not quite enough to redeem his low base.
    
    Haar is also the only flier that the GMs have for a long time. He is the
    only one until 3-7, where Janaff and Ulki join, and he's the only beorc flier
    until 3-11, when you get Tanith and Sigrun. The GM maps make pretty good use
    of fliers as well, with lots of ledges and fences and things, so his flying
    comes in very hand, as does his high move.
    
    Haar has some doubling woes, but it kind of depends on how you level him.
    You should get a speedwing in 2-3, which Haar would love, and you can increase
    it with BEXP. If you can keep him higher-leveled (easy to do with his good base
    and the large GM exp pool) he...still might have trouble with doubling, but not
    as much. Of course, he has low caps either way, so the benefits of extra speed
    won't necessarily last. Either way, his evasion is meh but he doesn't need it
    on account of great defense and HP. Magic can pose a problem, although even
    then it's mostly just Thunder; Thunder gets a damage bonus against him, and the
    extra crit might be a problem against his low luck. Keep an eye out for those,
    but bear in mind that Haar can outmaneuver and occasionally OHKO sages.
    
    Cancel doesn't work all that great for Haar. Since it activates based on
    speed, and Haar is generaly lacking speed, you may want to remove it and give
    it to a faster character. Besides, Haar doesn't usually need to worry much
    about not getting attacked with all that def. Wind affinity is bad and Haar's
    mobility makes it difficult for him to find a partner anyway; then again, he
    doesn't really need anything that supports can provide.
    
    Basically, he's the tank what could fly. And he's really damn strong. And
    he has the doubling blues. And he gets a helmet of evil and gory death when he
    promotes. Fear the Haar.
    
    -
    
    Brom
    Level 2 Axe General
    Water Affinity
    
    Base stats
    36 HP
    19 Str
    4 Mag
    17 Skl
    16 Spd
    13 Luck
    21 Def
    9 Res
    11 Con
    21 Wt
    
    Growths
    80% HP
    40% Str
    5% Mag
    40% Skl
    30% Spd
    70% Luck
    60% Def
    25% Res
    
    Starts with C Axes and E swords, gains D Lances at 3rd tier.
    
    Innate skills: Disarm (May make enemy unequip their weapon)
    
    How to recruit: Joins automatically at the beginning of 2-1. Can be used in 2-2
    and 2-E. Joins the GMs in 3-2.
    
    
    Brom: The answer to all your walling needs [in part 2].
    
    So Brom has lots of durability and not a whole lot of things that aren't
    durability. Early on he fares pretty well with high base strength and okay
    speed - enough that he's doubling some of the first tiers you're up against
    (although even that might depend on difficulty) and no matter what he's tanking
    well. His Luck makes him fairly crit-proof, although his poor speed prevents
    his evasion for ever being very good.
    
    In part 2, he does pretty well for himself offensively and defensively.
    Sadly, in parts 3 and 4 his offense really starts to drop. His skill is always
    good enough that he should have sufficient hit even with axes, but his strength
    starts to drop behind a bit and his speed falls out of doubling range with no
    real hope of ever catching up again. By the time BEXP is likely to be pulling
    it up, he has to face his terrible 30 speed cap. What's more, in part 3 he is
    placed in direct competition with the generally superior (and much faster)
    Gatrie, which further lowers the incentive to use Brom.
    
    Disarm is an interesting skill that allows you to make an enemy unequip
    their weapon. This means they can't counter for a while, which is nice, but
    also means you can have Heather (or later Sothe) steal that weapon, so it can
    provide a nice alternative to buying new weapons. It activates based on skill/2
    though, so you should have someone else use it. His Water affinity is pretty
    cool and with his availability he shouldn't have any trouble finding a support
    partner. He has E swords initially for what I can only assume is comic effect;
    I recommend that you just ignore it, but if you want you can have Leanne or
    Nealuchi ferry over Eincia's Slim Sword from 2-P to 2-2, or wait until part 3
    to buy him a bronze.
    
    He's always a pretty good tank (mostly defense wise, although he's got
    enough res and HP that he can handle magic well enough), but that's about all
    he's ever going to be. Use him when you need a wall, but don't rely too much
    on him for killing power.
    
    -
    
    Nephenee
    Level 1 Halberdier
    Wind Affinity
    
    Base stats
    32 HP
    15 Str
    6 Mag
    19 Skl
    20 Spd
    12 Luck
    15 Def
    14 Res
    7 Con
    12 Wt
    
    Growths
    45% HP
    35% Str
    15% Mag
    70% Skl
    65% Spd
    40% Luck
    35% Def
    45% Res
    
    Starts with B Lances
    
    Innate skills: Wrath (increases crit by 50 when HP fals beow 30%)
    
    How to recruit: Joins automatically in 2-1. Is usable in 2-2 and 2-E. Joins the
    GMs in 3-2.
    
    
    Nephenee is one of the more popular FE:RD characters, and also one of the
    evil little cases of a character who is goodish normally but great if she
    gobbles down a lot of BEXP.
    
    Her stats are very extreme. She has high speed, skill, and resistance, but
    shaky strength, defense, and HP. Her luck is pretty average, and her magic is
    somewhat above average so she does okay for Imbue. She typically has enough avo
    that her mediore defense is enough for her to get by, and she's generally
    doubling enough to make up for her meh strength, and as such she can be good.
    
    However, BEXP changes her a lot...if you're willing to spend it. Nephenee
    cap rams skill, speed, and res with ease (about halfway through tier 2), which
    means you can BEXP her strength and defense. She tends to only get one or the
    other, sadly (her HP and luck growths are higher and she won't likely reach
    either cap at second tier), so this only kind of half-solves the problem, but
    if she gains str over def then with all that extra HP/luck the def becomes less
    of an issue. Then at third tier she again caps skl and speed pretty quickly,
    although with her high res cap of 30 she might take a lot longer to reach that.
    BEXP may prove useful again here, although she'll have to cap HP, luck, or res
    before she can consistently start gaining strength or defense.
    
    Another thing about Nephenee is that she improves pretty drastically with
    transfers. She can easily reach skill and speed caps in PoR, which means she
    should cap them even sooner in RD, and you might be able to get her some str
    (or defense, but that's pushing it) which will help out too. I don't really
    like to bring up transfers, but I do think it's worth noting that Neph is one
    of the best candidates for it. An unfortunate counter-issue is Nephenee's first
    weapon, a Steel Greatlance, which pulls her speed down by three (is weighs 18
    but Neph only has 15 base str) so at first she may struggle to double higher
    leveled/faster enemies.
    
    She shouldn't have much trouble finding a support, although Wind isn't in
    particularly high demand. Wrath is a pretty good skill for her since she's one
    of those kinda-but-not-really durable units, although once her defense or avoid
    starts getting good you may want to delegate that to a frailer unit.
    
    Nephenee is perhaps best described as a swordmaster with lances. She's got
    arguably the best endgame out of all the Wishblade users (and is by far the
    easiest of the 34+ speed Wishblade users to train) and she's got a load of
    potential, but you will want to keep an eye on her strength and defense.
    
    -
    
    Heather
    Level 7 Rogue
    Fire Affinity
    
    Base stats
    32 HP
    15 Str
    9 Mag
    21 Skl
    25 Spd
    16 Luck
    10 Def
    14 Res
    7 Con
    7 Wt
    
    Growths
    40% HP
    25% Str
    20% Mag
    50% Skl
    70% Spd
    75% Luck
    30% Def
    40% Res
    
    Starts with C Daggers
    
    Innate skills: Pass (can move through enemy units)
    
    How to recruit: Talk to her with Nephenee or Brom in 2-1. Is usable in 2-2 and
    2-E. Joins the GMs in 3-2.
    
    
    Heather is pretty much the standard thief. She's got lotsa speed and lotsa
    luck and even good resistance and skill, but her attack power is lousy and she
    has poor durability on top of it. BEXP can improve her durability - she easily
    caps skl/spd/res at second tier and spd/luck/res at third, so you shouldn't
    have too much trouble pulling up her HP and maybe defense, but her strength
    basically sucks forever and even if she caps her cap is terrible. She does have
    a fire affinity to boost her offense a bit, and that's nice, but that's about
    it. So, in short, she doubles everything and has great evasion, but she can't
    take much punishment without BEXP and does lame damage pretty much regardless.
    
    BUT WAIT! Heather doesn't need combat, because she can steal things! And
    boy are there a lot of things she has sole claim to. Being the only thief you
    have in part 2 and for the GMs, Heather can get her hands on all sorts of shiny
    things that other can't, or make it easier to get a hold of them. Also, if you
    stick Disarm on someone she can even steal enemy weapons so you don't have to
    spend money on buying them (or as many)! And even if she never goes into combat
    she does provide a Fire affinity for someone - maybe for Nephenee, who could
    give Heather a bit of avo with the otherwise unspecial Wind? She also has Pass
    which lets her go through enemies, all the better for robbery.
    
    ....that's about it, really. Heather won't ever be anything special in
    combat, but she's great for your thieving needs. I wouldn't bother trying to
    train her except maybe to get some extra strength to steal heavier things, but
    definitely bring her along for taking items that aren't strictly hers.
    
    (note: Heather is the only thief that can be sent to 4-4, a map with many
    treasures. You could just use chest keys, but consider sending Heather with the
    Greil Army just in case).
    
    -
    
    Lucia
    Level 14 Swordmaster
    Earth Affinity
    
    Base stats
    38 HP
    18 Str
    10 Mag
    27 Skl
    27 Spd
    19 Luck
    14 Def
    15 Res
    8 Con
    8 Wt
    
    Growths
    50% HP
    25% Str
    20% Mag
    70% Skl
    60% Spd
    30% Luck
    15% Def
    50% Res
    
    Starts with A Swords
    
    Innate skills: Parity (negates all skills and stat bonuses related to tiles,
    supports, etc for character and opponent. Activated by command)
    
    How to recruit: Joins automatically at the beginning of 2-2. Disappears until
    part 4 where she is forced with the Hawk Army (4-2 and 4-5)
    
    
    Lucia is kind of the Swordmaster version of Tauroneo. She's around for one
    early chapter where she's pretty good (albeit not superduperpowered) and then
    she disappears for an unreasonable amount of time, and by the time she shows
    back up she's still fine but not quite as noteworthy.
    
    Statistically, she's got goodish HP (goodish base & growth but low cap)
    and resistance, great skill and speed, above average magic, decent luck (low
    growth, respectable base), and poor strength and terrible defense. Coupled with
    her lowish availability, it can be hard to salvage her poor strength; the crit
    and doubling can make up for it, though, although she won't be as strong as the
    other SMs for a long time if ever. Her garbage defense, however, can be made up
    for between high speed, decent luck, and her avoid-boosting Earth affinity, 
    though she can have trouble finding a partner - Elincia and Tibarn are her best
    choices, and I suppose Pelleas would work in a later playthrough. Parity works
    well in Endgame for her or pretty much anyone, so that's also a plus, and if
    you don't plan on using her you should at least remove that from her to give
    to another unit.
    
    Anyway, Lucia is pretty helpful in 2-2 but after that she's just a filler
    Swordmaster. The others turn out better with less effort (well, on harder
    difficulties Edward might take more), but between Earth and the 4-5 EXP pool,
    Lucia can serve as a respectable replacement. Just make sure to get her some
    BEXP to fix that strength.
    
    -
    
    Lethe
    Level 21 Cat
    Heaven Affinity
    
    Base stats
    51 HP
    9 -> 18 Str
    6 -> 12 Mag
    13 -> 26 Skl
    12 -> 24 Spd
    18 Luck
    9 -> 18 Def
    10 -> 20 Res
    6 -> 11 Con
    11 -> 31 Wt
    
    
    Growths
    85% HP
    35% Str
    5% Mag
    30% Skl
    50% Spd
    45% Luck
    35% Def
    20% Res
    
    Starts with A Strike
    
    No innate skills
    
    How to recruit: Joins automatically at the start of 2-2. Can be used in 2-E.
    Joins the GMs in 3-4 (but can't be used in 3-5).
    
    
    Lethe seems to be going for some odd kind of speedtank or something. Her
    growths aren't just overwhelming, but they're good for a laguz I guess. Her HP
    is great, and she's fairly fast and somewhat lucky. Her res growth is low but
    her base is pretty good, and her skill is much the same way.
    
    Her strength and defense are harder to look at. They're effectively the
    same - same base, same growth. Her strength eventually pulls ahead once she
    caps defense at 14 -> 28. The problem is that 18 base defense is more valuable
    than 18 base strength, especially when you're locked to one weapon that isn't
    very powerful either. So basically, Lethe is fairly fast and fairly sturdy,
    but rather weak.
    
    Lethe has another problem, though - she does fine in part 2, but by the
    time she rejoins in part 3, those stats aren't really all that good. 24 speed
    is still maybe enough to double, but not as reliably, and the things she is
    doubling reliably have enough def that she's doing low damage anyway. She's
    still reasonably tanky, but with her difficulty getting kills (and the presence
    of other tanks that don't have to transform, and the presence of the supertank
    Mordecai, and the stunted laguz EXP gain in general) she is going to have a
    tough time growing and consequently a tough time staying durable. Of course,
    if you do keep her up with everyone else, she'll still be contributing some,
    and if you can raise her strike levels they will help out her offense. She also
    provides a Heaven affinity, although not many GMs will really care.
    
    Still, Lethe is one of those laguz who is meant to be trained, and between
    what a pain they are to train with the aforementioned EXP woes and the fact
    that Royals are just going to be dominating her anyway, it's sort of hard to
    justify. I'd say use her for part 2, but unless you can get her S strike or are
    willing to pump her up with some BEXP, that's the extent of her usefulness.
    
    -
    
    Mordecai
    Level 16 Tiger
    Water Affinity
    
    Base stats
    57 HP
    14 -> 28 Str
    1 -> 2 Mag
    9 -> 18 Skl
    9 -> 18 Spd
    15 Luck
    16 -> 32 Def
    4 -> 8 Res
    18 -> 28 Con
    27 -> 48 Wt
    
    Growths
    90% HP
    35% Str
    10% Mag
    25% Skl
    15% Spd
    80% Luck
    45% Def
    15% Res
    
    Starts with A Strike
    
    Innate skills: Smite (push a unit 2 spaces)
    
    How to recruit: Joins automatically at the start of 2-2. Is available for 2-E.
    Joins the GMs in 3-4, but is unavailable for 3-5.
    
    
    Mordecai is one of the tankiest guys you'll ever see, and he's sitting
    at little ol' level 16. He has great strength and amazing defense and HP. That
    is about all he's got, though...18 spd isn't doubling much and with his paltry
    15% growth he's pretty much never doubling anything, and some faster or later
    enemies will be doubling him. But with 32 base defense and 57 HP it's hard to
    really care. He does have poor res, and should watch out for fire magic, but
    otherwise he's virtually unkillable. His power is nice, although the lack of
    doubling makes his strike even harder to raise so it will start to fall a bit
    later on.
    
    Water affinity further enhances his already insane durability and can give
    a bit more to someone else. The attack power is nice too. Smite works great on
    such a huge guy as well; it's not a skill I find much use for, but I won't deny
    that there are plenty of uses for it.
    
    Not sure what else to say, really. Like Lethe, he's going to be outclassed
    eventually by Royals, but he's a damn fine tank forever (well, until Endgame at
    least) even without much training. He even has some decent offense to go with
    it, even if he won't be ORKOing much. He may get lost in the shuffle of higher
    level/Royal laguz later on, but he's a pretty great tank for parts 2 and 3.
    
    -
    
    Geoffrey
    Level 15 Lance Paladin
    Fire Affinity
    
    Base stats
    37 HP
    24 Str
    8 Mag
    23 Skl
    20 Spd
    19 Luck
    18 Def
    15 Res
    11 Con
    26 Wt
    
    Growths
    60% HP
    50% Str
    10% Mag
    60% Skl
    35% Spd
    30% Luck
    30% Def
    55% Res
    
    Starts with A lances, gains C Bows at 3rd tier
    
    Innate skills: Paragon (doubles EXP gain)
    
    How to recruit: Joins automatically at the beginning of 2-3. Comes to 2-E after
    around 8 turns pass. Available in 3-9, then leaves until 4-5.
    
    
    And yet another character who disappears without warning for a while, it's
    Geoffrey! Captain of a team of people with low availability to begin with!
    
    Geoffrey's stats are kind of subpar. He's got good strength and skill and
    his HP starts a bit low but turns out well, and his resistance is nice. He also
    suffers from lowish speed and kinda laggy defense (and luck, but his base is
    good enough there). So he hits fairly hard, but has trouble doubling and has
    passable but not all that noteworthy durability.
    
    ...In theory. In practice, howewver, Geoffrey is so high-leveled vs the
    enemies he faces in 2-3 and possibly 2-E that he's pretty much crushing
    everything. In 3-9 He might not be one-rounding some of the higher leveled
    enemies, but even then he's doing pretty well all around. Then in 4-5 he comes
    back and it's then that he suffers from his stats.
    
    As with many others, Geoffrey is a classic case of "good affinity, bad
    support partner". With his lack of availability, not many will be all that
    interested in having him as a support partner, but if he can find somebody
    (and is going to endgame) then his fire can provide a nice offense boost. His
    Paragon is great, but not for him - he's already overleveled in part 2, and in
    3-9 you want to take it away from him so that you can use it in his absence.
    
    Basically, he's another short-term character. Great in part 2, pretty good
    in 3-9, and then in part 4 and Endgame he's below average.
    
    -
    
    Kieran
    Level 11 Axe Paladin
    Wind Affinity
    
    Base Stats
    41 HP
    21 Str
    6 Mag
    20 Skl
    20 Spd
    16 Luck
    18 Def
    11 Res
    11 Con
    36 Wt
    
    Growths
    75% HP
    60% Str
    15% Mag
    40% Skl
    30% Spd
    30% Luck
    60% Def
    25% Res
    
    Starts with A Axes, gains C Swords at 3rd tier
    
    Innate skills: Gamble (halves hit but doubles crit)
    
    How to recruit: Joins automatically at the beginning of 2-3. Comes to 2-E after
    around 8 turns pass. Is available for 3-9, then joins the GMs in 3-11.
    
    
    Kieran is overall not too different from Geoffrey, except he's around some
    more. He's still high level for 2-3 and 2-E and is pretty much dominating in
    those chapters, and still does fairly well in 3-9. He can even be somewhat
    useful through parts 3 and 4, though he's ultimately not much for Endgame.
    
    Statwise, he has great HP, strength, and defense. His skill is alright,
    not great but enough to hit reliably, and he has decent magic, though not quite
    enough to make him stand out as an Imbue candidate. He is also pretty slow and
    has low res and below average luck, so he's not much for dodging. In other
    words, he's tanky power paladin.
    
    Wind affinity isn't doing much for him, and none of the other CRKs really
    care so he might have trouble finding a support. Gamble is pretty worthless on
    him, but remove it and consider passing it on to a Swordmaster or Sniper.
    
    He's just another tank. A high mobility tank, and a decently leveled one
    by CRK standards, so he can be useful throughout the game. But between the
    competition he has with so many other paladins and his low speed, you should
    probably pass on him for Endgame.
    
    -
    
    Makalov
    Level 7 Blade Paladin
    Thunder Affinity
    
    Base stats
    37 HP
    18 Str
    5 Mag
    17 Skl
    18 Spd
    20 Luck
    17 Def
    9 Res
    10 Con
    35 Wt
    
    Growths
    55% HP
    40% Str
    15% Mag
    40% Skl
    75% Spd
    45% Luck
    50% Def
    25% Res
    
    Starts with A Swords, gains C Axes at 3rd tier
    
    No innate skills
    
    How to recruit: Joins automatically at the beginning of 2-3. Comes to 2-E after
    around 8 turns pass. Is available for 3-9, then joins the GMs in 3-11
    
    
    I'm sorry, but I have to complain about somthing here: Why, oh god WHY,
    does Makalov have the higest speed growth of the beorc? Combined with a speed
    cap of 33? I mean, really?
    
    So anyway, Makalov is pretty fast. Lowish speed cap hurts, but he's got
    some decent doubling ability if trained (he isn't doubling as reliably at first
    but gets there pretty quickly). He's also pretty durable, with good HP and def,
    and high luck and speed make for good evasion. His resistance is pretty meh but
    overall he's fairy hard to kill. On the other hand, he has rather laggy offense
    with kinda average str/skl. And being one of the lower leveled CRKs, he has a
    problem getting up to speed in levels, and he also suffers from the typical
    mediocre Paladin Endgame, so he isn't necessarily worth actively training or
    giving Paragon. Sword spec hurts him too, further dampening his mediocre damage
    output, although it at least means he should be connecting with hits.
    
    I wish I had more to say, but I really don't. He's kind of generic forever
    being decent but not noteworthy for the CRKs and then underleveled with the GMs
    and then decent but not noteworthy for Endgame. He's an effective all-purpose
    tank, but not much else.
    
    -
    
    Astrid
    Level 2 Bow Paladin
    Wind Affinity
    
    Base stats
    33 HP
    13 Str
    8 Mag
    16 Skl
    15 Spd
    17 Luck
    10 Def
    14 Res
    7 Con
    31 Wt
    
    Growths
    55% HP
    40% Str
    20% Mag
    45% Mag
    40% Spd
    70% Luck
    30% Def
    50% Res
    
    Starts with B Bows, gains C Lances at 3rd tier
    
    Innate skills: Paragon (doubles EXP gain)
    
    How to recruit: Joins automatically at the beginning of 2-3. Comes to 2-E after
    around 8 turns. Is available for 3-9, then joins the GMs in 3-11.
    
    
    Astrid is pretty much a mounted Leonardo, but without Lughnasadh. She does
    have some good HP, although that's offset by a terrible defense base with a
    below average growth. Then again, she's got good res and being a bow user she
    doesn't have to worry too much about counters, so that's not as a big a deal as
    it is for others.
    
    However, she's most similar to Leo in that she's a purely offense oriented
    class/character who has pretty lackluster offense. Her skill is sufficient, but
    her strength is bad and her speed isn't much better. She has a lot of trouble
    doubling and doesn't do much damage either way.
    
    She does have two major advantages going for her, though. One is Paragon,
    which doubles her EXP gain. Now, with her meh growths, that doesn't seem like a
    very big deal, but it does pull her out of her level deficit quickly. It also
    can be combined with Blossom to give Astrid the combination of enhanced stat
    gains AND extra EXP gain, so her stats have a better chance of getting good.
    The other advantage is her class - while most Paladins have rather bland caps,
    Astrid's are pretty respectable and she also gets to use the godly Double Bow.
    
    Sadly, even an ideal Astrid is losing to the other Double Bow candidates,
    given how overpowered the Marksman class is, and she's contributing very little
    to the CRKs with her terrible bases. She can turn out pretty good with either
    Blossom or some tier 3 BEXP, but otherwise you're best off just stealing her
    Paragon for someone else.
    
    -
    
    Danved (OR IS HE?)
    Level 9 Halberdier
    Fire Affinity
    
    Base stats
    39 HP
    17 Str
    8 Mag
    23 Skl
    21 Spd
    18 Luck
    15 Def
    12 Res
    12 Con
    18 Wt
    
    Growths
    75% HP
    40% Str
    20% Mag
    30% Skl
    45% Spd
    60% Luck
    45% Def
    25% Res
    
    Starts with S lances
    
    No innate skills
    
    How to recruit: View the "Calill's Shop" base conversation in 2-3. Comes to 2-E
    after around 8 turns. Is available in 3-9, then joins the GMs in 3-11.
    
    
    Danved is kind of hard to judge. He seems like he's supposed to be the
    in-between Halberdier, more speed oriented than Aran but more strength oriented
    than Nephenee. Unfortunately, his lowish strength and defense bases more or
    less mean he won't get stronger or more durable than Nephenee until very late.
    He does have massive HP, which is a nice bonus, and his speed is enough that
    he can double most of the time in 2-3, 2-E, and possibly 3-9. For some strange
    reason he has the lowest skill growth of all beorc, despite being a high skill
    class, but his high base makes up for it.
    
    He does do pretty well in the CRK chapters. He's got good evasion and he's
    doubling most enemies, so he should be doing lots of damage. Maybe not quite
    conistently ORKOing like Geoffrey and Kieran, but still compotent. When he
    joins up with the GMs, though, he may lag a bit (and in particular has to
    compete with the generally superior and probably much higher level Neph). He
    has a decent enough Endgame, though he falls short of the mysterious and
    charming 34 speed cap.
    
    And like the other CRKs, there's not much more to say. Competent for the
    CRK chapters, okayish after. He does offer a fire affinity for someone, and
    high magic = Imbue fun, but that's about it.
    
    -
    
    Calill
    Level 6 Fire Sage
    Dark Affinity
    
    Base stats
    32 HP
    9 Str
    19 Mag
    18 Skl
    18 Spd
    16 Luck
    11 Def
    17 Res
    7 Con
    7 Wt
    
    Growths
    35% HP
    25% Str
    45% Mag
    60% Skl
    55% Spd
    55% Luck
    15% Def
    50% Res
    
    Starts with A Fire, B Thunder and B Wind. Gains E staves at 3rd tier.
    
    Innate skills: Nihil (negates enemy's combat related skills)
    
    How to recruit: View "Calill" base conversation in 2-E. Is available for 3-9,
    then joins the GMs in 3-11.
    
    
    Calill is one of the better mages for offense. Fire magic packs the most
    punch (besides Dark, exclusive to Pelleas) and while her magic isn't high it's
    still decent and she has good skill and - GASP - good speed! Well, okay, her
    base is actually kind of average, but her growth is good. She also has good
    luck, which makes her one of the only mages to have significant evasion.
    
    Unfortunately, she has completely awful durability. Her HP and defense
    bases are tolerable for a level 6 Sage, but her growths are atrocious, so she's
    going to be relying a lot on her evasion. She does at least have good res, but
    that can only help so much. At least she can attack from afar, so the defense
    deficit doesn't just destroy her, but it does hurt pretty bad.
    
    And like all CRKs, Calill has availability issues. She doesn't even get
    2-3 like the others, although she's around for all of 2-E. She's perhaps the
    best Paragon candidate in 3-9, since you should be taking Geoffrey's away from
    him, although Marcia is pretty stiff competition for it. Even so, she's going
    to be low leveled by the time she reaches the GMs, and she doesn't really do
    much for the CRKs either - having a res targeter is nice, but she can't quite
    double unless she got some levels in 2-E, and you really need to be careful
    that she doesn't get attacked much.
    
    One thing Calill does really have going in her favor, though, is her
    Endgame. She's one of the best Endgame sages - probably THE best, although
    it largely depends on if you can get her some levels. Again, she has a decent
    claim on Paragon, but if she doesn't get it she'll really struggle. The reason
    I bring up her Endgame, though, is that she gets Rexflame. Rexflame boosts spd
    by 3 points, enough for her to surpass the splendidly loveable 34 speed that
    allows her to double some bosses and maybe other enemies that others can't.
    Combined with a decent magic score and evasion, she can perform pretty well
    there. It's just getting her to Endgame that's tough, thanks to her leveling
    problems.
    
    She has a Dark affinity, which is pretty desirable. Nihil doesn't do much
    until Endgame but there it's a nice thing to have, so even if you aren't set
    on using her make sure you strip Nihil from her and give it to an Endgame
    character. She also joins with a Meteor, which can prove handy - just make sure
    to take it away from her in 3-9 so she doesn't waste it in 3-10 as an NPC.
    
    ...Wow. Despite being a CRK, I had a lot to say about her. So anyway, she
    is the training sage - not too hot at first, but if you can pull her levels up
    she can perform pretty well.
    
    -
    
    Ike
    Level 11 Hero
    Earth Affinity
    
    Base stats
    44 HP
    24 Str
    2 Mag
    28 Skl
    23 Spd
    14 Luck
    21 Def
    7 Res
    12 Con
    13 Wt
    
    Growths
    65% HP
    55% Str
    10% Mag
    60% Skl
    35% Spd
    30% Luck
    40% Def
    15% Res
    
    Starts with S Swords, gains A Axes at 3rd tier
    
    No innate skills, but gains Nihil at 3rd tier (Still takes capacity)
    
    How to recruit: Joins automatically at the start of 3-P
    
    
    The leader of the Greil Mercenaries, Ike is also one of the best units in
    the game. He's got some amazing bases, with enough speed to double just about
    everything except maybe swordies consistently and enough def/HP to take a lot
    of abuse and enough strength/skill to pack quite a wallop and hit all the time.
    His luck, resistance, and magic all suck (and will suck forever), so he does
    need to keep an eye out for mages, and Thunder mages in particular since they
    have that pesky little crit bonus, but his speed gives him some at least okay
    evasion and he's physically tanking pretty well.
    
    His growths are actually kind of low, but allocated in a way that works
    well for him. He has good HP, strength, and skill, and respectable defense. His
    speed growth is a little low, though; with his high base he should be doubling
    pretty conistently throughout the game, but it might lag just enough that he
    wants a speedwing or something (you can also BEXP it once he caps str/skl).
    And his luck and res and magic suck.
    
    He also has two prf weapons. The first, Ettard, is a fairly powerful crit
    boosting weapon, great for early on. The second, Ragnell, he gets at the start
    of 3-11 and it's just amazing. Powerful, accurate, 1-2 range, and boosts his
    defense by five. Yum. Actually, it is exactly the same as Alondite (one of the
    SS swords), but locked to Ike and usable much earlier.
    
    Ike's Earth is much loved, of course, and he can take his pick of whoever
    he wants to support. He doesn't really need any bonuses himself. He has no
    innate skills but gets Nihil when he promotes, and should keep a hold of that
    since he's forced to (and excellent in) Endgame, where that skill is quite
    beneficial. Also bear in mind that he has a forced promotion after 3-E.
    
    Ike is just a great unit. Even if he weren't forced, I'd always use him.
    
    -
    
    Mist
    Level 1 Cleric
    Water Affinity
    
    Base stats
    28 HP
    8 Str
    13 Mag
    13 Skl
    15 Spd
    16 Luck
    7 Def
    16 Res
    5 Con
    5 Wt
    
    Growths
    40% HP
    25% Str
    45% Mag
    55% Skl
    50% Spd
    70% Luck
    25% Def
    40% Res
    
    Starts with C Swords and B Staves
    
    Innate sills: Miracle (may halve the damage of an otherwise lethal blow)
    
    How to recruit: Joins automatically at the start of 3-P
    
    
    Man, it's a good thing Mist can heal, because her stats suuuuuuuuck.
    
    Okay, maybe that's not fair, but her bases at least are just gross. She
    has barely existent attack power and concrete durability (her res is good, at
    least), and low skl/spd, and even low magic! Granted, the low durability is to
    be expected from a healer, but those other things are hard to forgive. Her luck
    at least gives a bit of evasion, I guess, but when you're getting doubled by
    almost everything, that's not enough.
    
    Thankfully, her growths are better. Her HP, strength, and defense are bad
    forever, but her magic and res growths are alright and she has good skill and
    speed growths and excellent luck. The speed in particular is nice because it
    means she can escape her getting doubled issues without TOO much trouble, and
    between it and her luck she gets enough avoid to start making up for her low
    defense and HP.
    
    Mist also has Florete, an absurdly overpowered prf sword. It is kind of a
    mini-Ragnell, having great attack power, hit, crit, and 1-2 range. Sadly, even
    with this she has poor offense and it really only serves to make her capable of
    finishing off weakened enemies.
    
    Water Affinity is great (and she's the only GM who has it, although Brom
    and Mordecai join pretty soon and provide it as well), and healing boosts
    support points a lot, so she should have no trouble finding a support partner. 
    Mist herself would love some evasion and maybe defense, so Thunder or Earth or
    possibly Light would benefit her a lot. Miracle is kind of nice (and activates
    based on luck, which Mist has), although it should not be depended on. Mist
    also has one more move than other casters, and gains a horse after promotion,
    so she's got the overall best mobility except for Elincia as far as healers go.
    
    So as I said with Laura, and as I will soon say with Rhys...Mist is a
    healer. Mist is only a healer. And Mist should get whatever credit you give
    for being a healer. She can become an okay combatant with a lot of effort and
    leveling, but at Endgame she's pretty much relegated back to just being another
    staff user.
    
    -
    
    Titania
    Level 16 Axe Paladin
    Light Affinity
    
    Base stats
    36 HP
    25 Str
    10 Mag
    22 Skl
    21 Spd
    19 Luck
    20 Def
    14 Res
    8 Con
    33 Wt
    
    Growths
    60% HP
    60% Str
    15% Mag
    55% Skl
    50% Spd
    40% Luck
    20% Def
    30% Res
    
    Starts with S Axes, gains C Swords at 3rd tier
    
    Innate skills: Counter (may cause enemy to take half the damage they deal)
    
    How to recruit: Joins automatically at the beginning of 3-P.
    
    
    Titania is still a high level Paladin like she was in PoR, but this time
    she has good bases. Her growths are somewhat less special, but even then all
    of her offense oriented ones are high; having 50+% in str/skl/spd is great.
    Her durability is less impressive, although her bases are enough that she
    won't have any particular durability problems for a while.
    
    She does suffer from typical Paladin issues. Her mobility gets screwed in
    a few chapters like 3-4 and 3-7, and she has below average caps, although 33
    spd is at least enough to double a lot of things even if she can't double the
    nastier bosses. But even so, her offense is solid throughout the game, and she
    handles herself pretty well overall.
    
    While her durability starts to lag a little, her Light affinity helps make
    up for it. She shouldn't have too much trouble finding a support partner, as
    long as they can put up with her high move (and tendency to get stuck). Counter
    is pretty pointlesss in my opinion, especially on a character with such high
    offense to begin with, but it might help out when her durability starts to lag.
    
    Titania has a great start and remains at least good up until Endgame (and
    even there she's passable), If you need some extra offense, Titania is a great
    choice.
    
    -
    
    Soren
    Level 5 Wind Sage
    Dark Affinity
    
    Base stats
    28 HP
    9 Str
    23 Mag
    21 Skl
    18 Spd
    11 Luck
    9 Def
    21 Res
    6 Con
    6 Wt
    
    Growths
    40% HP
    25% Str
    80% Mag
    60% Skl
    35% Spd
    35% Luck
    25% Def
    70% Res
    
    Starts with A Wind, B Thunder and B Fire. Gains E Staves at 3rd tier
    
    Innate skills: Adept (may grant an additional attack)
    
    How to recruit: Joins automatically at the beginning of 3-P
    
    
    Soren is here to remind us what a caster's bases SHOULD be. Excuse me
    while I glare intently at Mist.
    
    ...right, so anyway. Soren also suffers from poor def/HP bases and a low
    str base (but he has enough that AS loss won't ever be an issue, so that works)
    and his speed is kind of average, and his luck is low. But on the other hand,
    his resistance, skill, and magic are all excellent. His growths pretty much
    follow this trend as well. Soren can easily cap mag/skl/res by level 10, which
    sets him up for a lot of BEXP use to boost his otherwise laggy spd/luck/HP and
    maybe even his str/def.
    
    Admittedly, Soren is fairly reliant on BEXP; otherwise he will have a lot
    of trouble doubling (even with the BEXP he struggles some thanks to the low 23
    speed cap, so it's not really until promotion where he can double reliably) and
    will have low enough avo and durability that he can't really handle being
    attacked. He also requires a pretty large sum, and wants it soon since he caps
    so early; problem is, you don't necessarily have the EXP he needs, so you will
    need to hold him back for a little while. That said, he can be a good unit if
    he gets the BEXP, it's just the classic case of "does he DESERVE it?"
    
    Dark affinity is pretty good, and he's got 10 support partners from the
    beginning, most of whom wouldn't mind some extra attack and evasion. Adept is
    nice when it activates, but it activates based on speed, and Soren will never
    have enough to get it to activate all that often, so I recommend that you hand
    it over to someone who is faster, like Shinon or Mia. Getting staves at third
    tier is nice (especially with his high magic), but his inability to reach S
    rank with them makes it just a nice bonus instead of something he should be
    actively building up.
    
    Soren's kind of hard to judge. He is either okay but unspecial forever
    without the BEXP, or pretty good with it; either way his Endgame is lacking as
    it is with most Sages (althoug he's still one of the better Sages if you want
    to take one; the only real competition he has is Calill). So again, it's just
    a matter of deciding if you think the BEXP input he wants is worth the damage/
    durability output he gets. 
    
    -
    
    Oscar
    Level 12 Lance Paladin
    Earth Affinity
    
    Base stats
    38 HP
    20 Str
    7 Mag
    22 Skl
    21 Spd
    18 Luck
    17 Def
    13 Res
    11 Con
    36 Wt
    
    Growths
    50% HP
    35% Str
    20% Mag
    65% Skl
    60% Spd
    55% Luck
    30% Def
    20% Res
    
    Starts with A Lances, gains C Bows at 3rd tier
    
    No innate skills
    
    How to recruit: Joins automatically at the beginning of 3-P
    
    
    Oscar is your second choice for a Paladin with the GMs, and he's the more
    speed oriented of the two. He has more accuracy and evasion and doubling
    potential, but less def/res and a lot less strength.
    
    To look at his stats without the comparison to Titania, Oscar has good HP
    and luck with great speed and skill, though his speed is marred by low caps.
    His defense is average, maybe slightly below, and his resistance is about the
    same. His strength is his biggest problem, with a slightly below average base/
    growth.
    
    Oscar does have some BEXP potential, and it can help his strength woes.
    He's a character who is best BEXPed as soon as he caps speed and skill (maybe
    in addition to luck at third tier); he should cap those easily as a Paladin,
    but struggles to cap anything else in time for BEXP to make a difference.
    
    Earth affinity it great and complements his speed-based stat spread well.
    He should have no trouble finding a partner, though his mobility means he may
    not be in range all the time. Speaking of mobility, he suffers from the same
    movement screwage in the chapters that Titania does, though he does always reap
    the benefits of Canto and usually 9 move.
    
    He's one of the easiest Paladins to train, and has a good base level on
    top of it. Doubling semi-reliably (less so on HM, of course) and having decent
    offense and defense is nice, and Earth saves him from total obscurity. His caps
    and lackluster growths inhibit his Endgame performance, but he's decent to good
    for the rest of the game.
    
    -
    
    Boyd
    Level 8 Warrior
    Fire Affinity
    
    Base stats
    45 HP
    22 Str
    1 Mag
    20 Skl
    18 Spd
    13 Luck
    15 Def
    8 Res
    12 Con
    13 Wt
    
    Growths
    80% HP
    65% Str
    5% Mag
    45% Skl
    45% Spd
    40% Luck
    50% Def
    10% Res
    
    Starts with A Axes
    
    No innate skills
    
    How to recruit: Joins automatically at the beginning of 3-P
    
    
    Boyd is a pretty solid Warrior. Massive HP and great strength, coupled
    with good defense and surprisingly decent speed and skill? Yes, please. His
    luck is less impressive but not quite so low as you might expect, and his res
    and magic are garbage.
    
    His bases aren't actually all that great, except for his HP (which is
    excellent) and his strength. Actually, his skill is pretty good too. His speed
    is low enough that he doesn't double much, and his defense base isn't notable.
    The speed is definitely the main issue; between it and his luck he won't be
    dodging often, and the lack of doubling hampers his offense. His growths are
    generaly good enough to make up for it, but you will have to put up with an
    average performance until then.
    
    Boyd does benefit from BEXP, but only at third tier; he might get a level
    or two out of it at second if he manages to cap HP/Str/Skl, and that might in
    turn get him him a speed or two, but it's only towards mid tier 3 that he is
    reliably capping things (he should get HP/str/def without much trouble). After
    that, he can easily get the extra speed he needs to hit 34 for maximum damage
    output. Boyd's fire affinity just raises his damage even more, making for a
    pretty powerful character.
    
    He doesn't stand out at first (except for bringing a Killer Axe), but he
    can become quite the powerhouse, and he's one of the best Endgame classes to
    boot. I think of him as an inverted Titania - weaker starts, but better ending.
    
    -
    
    Rolf
    Level 1 Sniper
    Wind Affinity
    
    Base Stats
    32 HP
    17 Str
    3 Mag
    20 Skl
    19 Spd
    13 Luck
    13 Def
    9 Res
    6 Con
    7 Wt
    
    Growths
    85% HP
    75% Str
    10% Mag
    45% Skl
    45% Spd
    35% Luck
    35% Def
    20% Res
    
    Starts with B Bows
    
    No innate skills
    
    How to recruit: Joins automatically at the beginning of 3-P.
    
    
    So, um, you know...WOW. I think Rolf stole Boyd's growths. Despite the
    fact that Boyd is a Warrior, Rolf is winning in the Warrior's key stats, str
    and HP; in fact, Rolf ties for best str and HP growths of all the beorc! That's
    really something.
    
    He has pretty solid bases for his level, but he's still at a very low
    level comparatively. His strength, skill, and speed are all fine, but he won't
    be doubling for a while and he's doing less damage that just about everyone
    except Mist. Thankfully, his growths in offense are either solid (skl/spd) or
    WHAT THE HELL IS THIS (str), so he can eventually become a powerhouse.
    
    Wind isn't doing much (especially for Rolf himself), so he might have a
    little trouble finding someone who wants to support him. Pairing him with a
    backliner is probably your best bet. He does suffer from the typical archer
    issues - namely, lack of enemy phase action notably decreases EXP gain, which
    is particularly problematic given his low level. And he does have one other
    issue; the presence of Shinon, who is completely outclassing him for a long
    time.
    
    If you can train him, he does have an excellent Endgame (high str+34 spd+
    Double Bow+???=profit) but the problem lies in the actual getting him trained
    part. 
    
    As a final note, I should mention that Rolf does benefit noticeably from
    transfers. If he can get strength and speed, it will go a long way in boosting
    his offense, making him a lot better a lot sooner.
    
    -
    
    Shinon
    Level 13 Sniper
    Thunder Affinity
    
    Base stats
    43 HP
    21 Str
    7 Mag
    28 Skl
    24 Spd
    15 Luck
    20 Def
    14 Res
    10 Con
    11 Wt
    
    Growths
    50% HP
    40% Str
    15% Mag
    70% Skl
    65% Spd
    30% Luck
    45% Def
    20% Res
    
    Starts with S Bows
    
    Innate skills: Provoke (makes enemies more likely to attack this character)
    
    How to recruit: Joins automatically at the beginning of 3-P
    
    
    The final Marksman, and will you just look at those lovely bases! Enough
    speed to double most enemies, reasonable strength and massive skill, and that
    HP/def/res is amazing for a unit who doesn't even fight on the front lines.
    Shinon is not only fairly powerful, but can serve as a tank! Of course, since
    he can't counter without crossbows, you don't necessarily WANT him to tank, but
    it's nice to have the option.
    
    His growths continue this trend. He has excellent skill and speed, good
    def/HP/str, but low luck. His res growth is also pretty low, but his base
    keeps it reasonable for most of the game. He does come to have a slight str
    deficit towards his later levels, though that can be negated with some BEXP.
    
    Thunder affinity further increases his already high durability, and is
    something a lot of GMs could use, so no problems there. Provoke is awkward on
    an archer but Shinon tanks well enough that it works; I would still suggest
    moving it to another high durability unit, but it can stay put and still work.
    
    Shinon is just good. He starts strong and ends strong and stays strong in
    the middle. He suffers from the usual archer drawbacks, but much less so than
    Leo and Rolf thanks to his high starting level. Definitely worth considering
    for all your Double Bow needs.
    
    -
    
    Gatrie
    Level 10 Lance General
    Light Affinity
    
    Base stats
    44 HP
    25 Str
    5 Mag
    18 Skl
    20 Spd
    15 Luck
    24 Def
    11 Res
    13 Con
    23 Wt
    
    Growths
    50% HP
    60% Str
    5% Mag
    45% Skl
    60% Spd
    30% Luck
    60% Def
    35% Res
    
    Starts with A Lances and B Axes, gains D Swords at 3rd tier
    
    No innate skills
    
    How to recruit: Joins automaticaly at the beginning of 3-P
    
    
    And now, Gatrie! He's a general who manages to have high spd, str, and
    def. If that doesn't spell "broken" then I don't know what does, besides
    b-r-o-k-e-n. He even has respectable resistance (certainly not as much as Meg
    or even Tauroneo, but it's sufficient) and skill. His HP growth is actually
    the lowest of the Marshalls, though it's still good overall (he starts 1 point
    away from capping at tier 2, for starters). He does have low luck and magic,
    but he still won't be getting critted overmuch and magic is magic.
    
    That's not to say Gatrie doesn't have his problems. He suffers the usual
    crapy mobility of the armored unit, and while his speed growth is unreasonably
    high for his class, his speed caps still hold him back. He can double some
    enemies initially, and should start doubling consistently for a bit, and then
    stop when he caps, and then start again, and then stop again, and arglebargle
    blahblahblah. What I'm trying to say is he can double a lot (and with high str
    he's got great damage output) but you'll want to promote him pretty quickly.
    He's one of the best candidates for the Master Crown you get in 3-3, but if
    you would prefer to get him all of his levels for that extra def/skl/luck/res
    then go ahead and use BEXP instead. Or just wait for it to happen naturally,
    but don't expect as much doubling out of him.
    
    He does well with BEXP since he should easily cap HP/str/spd at second
    tier and str/spd/def at second, so you can pull up his HP/res/skl. Light gives
    a bonus to his already great defense, and lets him share some durability with
    another character. As with all GMs, he should have no problems finding a unit
    who wants to support him.
    
    Gatrie has some excellent growths and a superior performance in both
    offense and defense. He may (or may not, depending on how you play it) have
    doubling issues for a while, and he WILL have doubling issues in Endgame where
    his class starts to screw him over, but for most of the game he is a powerful
    offensive force and he always makes for a great wall.
    
    -
    
    Rhys
    Level 3 Bishop
    Fire Affinity
    
    Base stats
    27 HP
    8 Str
    23 Mag
    16 Skl
    14 Spd
    21 Luck
    7 Def
    24 Res
    9 Con
    9 Wt
    
    Growths
    40% HP
    25% Str
    65% Mag
    35% Skl
    35% Spd
    60% Luck
    20% Def
    75% Res
    
    Starts with C Light and A Staves
    
    No innate skills
    
    How to recruit: Joins automatically at the beginning of 3-P
    
    
    Wow. I almost feel bad for whinging about Mist's bases now.
    
    As in PoR, Rhys is an extremely polar character - and why not, he is a
    healer after all...he has poor HP and defense, great magic and resistance and
    luck, and kinda average skill. He also has terrible speed; he's getting doubled
    by almost everything at first, but to be fair Mist is also. The thing is, Mist
    at least had a decent speed growth, while Rhys has a below average one, so he's
    in danger of getting doubled...well, for a long time.
    
    Of course, durability doesn't matter to healers, right? Well, not ideally,
    but there are some instances where you might need to put a healer in danger to
    save someone else, and Rhys really can't do that. On the other hand, his high
    magic means he is healing more than Mist and also has better Physic range;
    whetheror not Mist's horse she eventually gets can offset that is up to you.
    Then again, either way you have to actually have Physics...
    
    Rhys can conceivably make good use of BEXP, but it's generally a waste.
    His biggest problem stats are def (which is his lowest growth so BEXP isn't
    reliably giving him def until he caps five other things) and spd (which he
    has terrible caps in anyway so BEXP is only marginally helpful). High magic
    helps for offense, although Light magic is weak and his magic cap (particularly
    his tier 2 cap of 25) are lacking. Fire affinity can help offset this, though,
    and plenty fGMs wouldn't mind some extra power, plus healing gets lotsa support
    points.
    
    So I'm going to repeat myself again and say Rhys is a good healer and
    a less than stellar combatant. I personally prefer Mist, but there's no real
    rhyme or reason to that preference; at the end of the day they're both healers,
    each with an advantage over the other (Mist has speed, Rhys has magic), and
    using one or even both is beneficial as long as you aren't careless with how
    you place them. Give Rhys a try, and if you're pleased with his performance
    ten he will make a fine healer for your team, but I recommend that you drop
    him once you get to Endgame.
    
    -
    
    Mia
    Level 7 Swordmaster
    Fire Affinity
    
    Base stats
    34 HP
    17 Str
    5 Mag
    26 Skl
    28 Spd
    18 Luck
    13 Def
    8 Res
    7 Con
    7 Wt
    
    Growths
    70% HP
    45% Str
    15% Mag
    60% Skl
    65% Spd
    35% Luck
    40% Def
    25% Res
    
    Starts with A Swords
    
    Innate skills: Vantage (character gets first strike even on enemy phase)
    
    How to recruit: Joins automatically at the beginning of 3-P
    
    
    Mia is the fourth swordmaster you come across, and she's got the stats of
    the traditional male swordmaster and the breasts of a traditional FE female.
    
    ...but anyway, her bases are pretty good. Good HP and luck and WHAAAAAAAAT
    skl/spd. Her def and strength are a bit low, but she still manages okay with
    almost reliable evasion and incessant doubling. Her growths work quite well for
    her also, with goodish str/def and great skl/spd/HP. Her luck and res lag, but
    not too horribly and she has a high luck base anyway.
    
    BEXP serves Mia quite well, too. She should cap HP, skl and spd with ease
    at second tier, and at third she has a great shot at capping FIVE stats (HP/
    str/skl/spd/def) about midway through, so BEXP will easily fix her luck and res
    and even her magic deficit if you care enough to feed it to her. Honestly,
    she's performing great even without it, but since I MUST! CAP! EVERYTHING! I
    decided to point it out anyway.
    
    Fire Affinity is great for Mia and can boost her into having more offense
    than even Edward, plus other GMs are pyromaniacs who would like a fire affinity
    for a friend. Vantage isn't near as good as it was in PoR - it now activates
    based on speed instead of activating every time - but Mia is still the best
    candidate for it so might as well leave it with her and watch her occasionally
    critblick an enemy on enemy phase before they even get to attack her.
    
    Mia has some great offense, and coupled with high speed and good luck has
    great evasion as well - it's not quite reliable enough to make up for her low
    def base and cap, although if you support her with an avo booster then she
    won't have to worry about getting hit hardly at all. She lags a little at first
    (though not as much as some others) and turns out quite well. I definitely
    recommend her.
    
    -
    
    Ranulf
    Level 26 Cat
    Wind Affinity
    
    Base stats
    55 HP
    14 -> 28 Str
    6 -> 12 Mag
    16 -> 32 Skl
    15 -> 30 Spd
    23 Luck
    13 -> 36 Def
    10 -> 20 Res
    9 -> 14 Con
    14 -> 34 Wt
    
    Growths
    70% HP
    30% Str
    15% Mag
    40% Skl
    35% Spd
    55% Luck
    15% Def
    10% Res
    
    Starts with A Strike
    
    No innate skills
    
    How to recruit: Joins automatically at the beginning of 3-4. Is unusable in 3-5
    
    
    Ranulf has got some nice bases. His HP, strength, and defense are all nice
    and his skill and speed are excellent. His res and luck are also pretty good.
    He should be doubling everything and doing respectable damage per hit, and
    with the constant doubling he shouldn't have much trouble further improving his
    attack via strike level.
    
    His growths are less impressive...his skill is fine but his speed is kinda
    average and his strength is slightly low, and his def/res are bad. His only
    good growths are HP and luck. That said, his bases are high enough that he
    still might pull off capping some things, and even if he doesn't he will still
    have sufficient durability with good evasion and he should be doubling forever,
    and his strike level can mitigate any strength problems he might have. In other
    words, his growths are bad but ultimately not all that relevant.
    
    Wind affinity is wind. He shouldn't have trouble finding a partner, it's
    just that most people don't care about his affinity. Being a cat laguz hurts
    since they have a particularly nasty transformation gauge, but Ranulf himself
    has good enough stats that he can make do, especially if you let him have some
    Olivi Grass. He gets as much out of BEXP levels as he does normal ones (maybe
    more, even) so don't be afraid to level him that way, just try not to let his
    strike level suffer for it.
    
    He's a good character, you just need to put up with his status as a cat
    laguz. He can be a long term character if you want to put in the effort; 
    otherwise, I recommend you at least put him to some use in part 3.
    
    -
    
    Kyza
    Level 18 Tiger
    Light Affinity
    
    Base stats
    55 HP
    10 -> 20 Str
    3 -> 6 Mag
    10 -> 20 Skl
    11 -> 22 Spd
    14 Luck
    10 -> 20 Def
    5 -> 10 Res
    12 -> 22 Con
    21 -> 42 Wt
    
    Growths
    85% HP
    40% Str
    5% Mag
    45% Skl
    35% Spd
    50% Luck
    40% Def
    15% Res
    
    Starts with A Strike
    
    Innate skills: Quickclaw (may deal damage to an enemy who attacks from afar)
    
    How to recruit: Joins automatically at the beginning of 3-4. Is unusable in 3-5
    
    
    Kyza is a lowbie laguz, which means he requires active training to be
    useful. This in itself is pretty damning, given how much harder it is to train
    laguz than Beorc, but let's have a look and see how it works out.
    
    His bases are bad. He's fairly durable, with high HP and good def, but
    he's only tanking when he's transformed. He also has surprisingly...well, awful
    offense. He has 30 attack power (20 str + 10 weapon) which is definitely not
    good (for reference, a base level Rolf with a steel bow has 27 mt) and can only
    fight transformed AND only has one range outside of the unreliable Quickclaw.
    His speed base is decent for a Tiger of his level but not enough for him to
    double much of anything.
    
    He does have somewhat decent growths, at least. Nice skill, def, luck, and
    decent str coupled with High HP makes for some nice physical durability and
    at least decent offense. His speed, however...well, the growth is fine but
    between his semi-low base and his poor cap, his doubling woes are many. Oh yeah
    and his res is also there. It's lowish.
    
    So Kyza is mostly a tank, and he's got the Light to back it up, and
    Quickclaw to help his offense (?), but his doubling issues and poor strength
    base screw him out of having much offense at any time. He can have a midgame
    arc of usefulness, but he's never anything special and he's perhaps the worst
    Endgame class of them all, so he's pulled back down again into obscurity.
    
    -
    
    Lyre
    Level 17 Cat
    Thunder Affinity
    
    Base stats
    47 HP
    7 -> 14 Str
    6 -> 12 Mag
    11 -> 22 Skl
    11 -> 22 Spd
    16 Luck
    7 -> 14 Def
    8 -> 16 Res
    6 -> 11 Con
    11 -> 31 Wt
    
    Growths
    50% HP
    35% Str
    10% Mag
    65% Skl
    70% Spd
    50% Luck
    20% Def
    30% Res
    
    Starts with A Strike
    
    No innate skills
    
    How to recruit: Joins automatically at the beginning of 3-4. Is unusable in 3-5
    
    
    Wow, I feel really guilty about bashing for Kyza's bases now. I'm sorry,
    but Lyre's bases are just appalling. Horrible strength, below average defense.
    Decent HP and luck, decent spd and skl for her level (but not enough base speed
    to double most things), and she does have some okay res. But seriously, a unit
    in a combat oriented class should not have the same attack power as Mist even
    though they join after. That's just not okay.
    
    Her growths, thankfully, are a bit better. She has excellent speed and
    skill growths, especially by laguz standards. Her luck is good, her HP is below
    average by laguz standards but still high overall, and she's got some good res.
    Her strength and defense are just bad forever, though; her strength growth is
    passable but not enough to pull her out of such an awful base, and her def
    growth is just low.
    
    As bad as her defense is, she does have the benefit of a survivability-
    boosting Thunder affinity, which also shouldn't make finding a partner too
    difficult. And it's not like her evasion is particularly lacking, so the def
    isn't honestly THAT big a deal, it's just her horrible strength.
    
    She can work with an Energy Drop and maybe some BEXP levels. She does
    easily cap spd/skl so after that you can get to work on fixing her str. She
    still suffers from th standard cat issues, though, and even with the extra
    speed form initial BEXP level and the Drop, she's nothing special, and like so
    many laguz before her, she's largely outclassed for Endgame. As with Kyza, she
    may see an arc where she's actually useful, but overall she has little benefit.
    
    -
    
    Reyson
    Level 15 Heron
    Fire Affinity
    
    Base Stats
    40 HP
    3 -> 6 Str
    5 -> 10 Mag
    5 -> 10 Skl
    11 -> 22 Spd
    31 Luck
    6 -> 12 Def
    17 -> 34 Res
    8 -> 14 Con
    5 -> 9 Wt
    
    Growths
    65% HP
    5% Str (OMG)
    30% Mag
    20% Skl
    20% Spd
    60% Luck
    20% Def
    20% Res
    
    No weapon levels
    
    Innate skills: Blessing (restores HP equal to magic to adjacent allies),
    Galdrar (user can chant)
    
    How to recruit: Joins automatically at the beginning of 3-5. Cannot be used
    in 3-11.
    
    
    The last of the Herons, and widely considered to be the best. Reyson has
    the highest join level, and consequently the best bases, and consequently has
    a small chance of not getting decimated by any enemy that decides to attack him
    (although most still are).
    
    Reyson has the best mobility of the Herons. He can fly/canto like Leanne,
    but has one more move untransformed and 2 more transformed. Untransformed he
    can only chant one character at a time, but transformed he has the ability to
    chant everyone around him. As such, while transformed he is very definitely the
    best of the herons (same chanting but much more mobility than Rafiel and better
    than Leanne in both).
    
    Reyson is the best Heron for endgame in casual play, since he has the best
    transformed performance and can just eat a stone or gem or something. Rafiel
    does outperform him for low turn counts, though, since he doesn't NEED to
    transform to uberchant. I prefer Reyson, but that's mostly just because I don't
    like Rafiel as a character. Either one (and Leanne too, but less so) should
    serve you just fine for Endgame.
    
    Reyson is a Heron, a Heron is Reyson. If you like Herons, use Reyson when
    he's around; if you don't, then feel free to skip out. I do definitely
    recommend him and his siblings, though, if you can't decide.
    
    -
    
    Janaff
    Level 29 Hawk
    Thunder Affinity
    
    Base stats
    57 HP
    16 -> 32 Str
    2 -> 4 Mag
    19 -> 38 Skl
    17 -> 34 Spd
    30 Luck
    12 -> 24 Def
    8 -> 16 Res
    6 -> 16 Con
    7 -> 16 Wt
    
    Growths
    55% HP
    40% Str
    15% Mag
    45% Skl
    25% Spd
    50% Luck
    35% Def
    10% Res
    
    Starts with A Strike
    
    Innate Skills: Insight (+20 hit and +5 vision in fog of war maps)
    
    How to recruit: Talk to him or Ulki in 3-7 with Ike or Reyson.
    
    
    As in PoR, Uncle Janny joins alongside his partner Ulki. Of the two,
    Janaff has the clear-cut offense lead.
    
    I mean, just look at those bases. 32 strength, 38 skill, 34 speed? He has
    the spiritually cleansing 34 speed stat RIGHT OFF THE BAT?! And his growths in
    them are also decent. Well, okay, his speed growth is actually low, but his
    base is so high he'll never ever have doubling issues and if you really care
    about capping it then you can BEXP it. His defense is also solid and should
    either cap or fall just short of it (at 32). He even has monster luck and an
    accuracy boosting skill that's locked to him, so he's...yeah. Missing like one
    out of every ten thousand hits or something. His Thunder affinity boost up his
    not insubstantial evasion and defense, although he joins late enough that he
    may struggle to find a partner. Between Ulki, the peggies, and the part 4 units
    he shouldn't have TOO much trouble, at least.
    
    It's pretty hard to go wrong with Janaff. There's really not even much to
    say...he suffers from the ol' "1 range, transform gauge" problem, but even the
    latter point is less of an issue for Hawks. He's even not being outclassed that
    badly in Endgame. Definitely worth using; whether you ditch him for a Royal or
    not, he is quite useful in part 3 and can remain pretty good forever.
    
    -
    
    Ulki
    Level 28 Hawk
    Water affinity
    
    Base stats
    59 HP
    14 -> 28 Str
    3 -> 6 Mag
    17 -> 34 Skl
    18 -> 36 Spd
    25 Luck
    11 -> 22 Def
    10 -> 20 Res
    10 -> 20 Con
    11 -> 20 Wt
    
    Growths
    65% HP
    25% Str
    30% Mag
    25% Skl
    40% Spd
    35% Luck
    30% Def
    25% Res
    
    Starts with A Strike
    
    Innate skills: Vigilance (raises evasion and crit evasion by 20)
    
    How to recruit: Talk to him or Janaff in 3-7 with Ike or Reyson.
    
    
    So now let's take some time to ponder the subtle nuances of Ulki's base
    stats. His HP, speed, and skill are great, and...well, all of his other stats
    are good, except for his actual magic which is w/e.
    
    His growths are not so hot, though. His only good growths are HP, speed,
    and defense, although his skill and luck bases are high enough that his poor
    growths don't really ever pull them down, and his resistance is also enough to
    not have any real worries against casters. His strength does start to falter,
    but he can at least use some BEXP to fix that.
    
    Water affinity is desirable, though like Janaff he will have a bit more
    trouble than most at finding a support partner (he should still be able to at
    least be working on one by Endgame, though). Vigilance boosts his evasion to
    ridiculous levels, and makes him effectively uncritable by anything.
    
    He ultimately is the more durable but less powerful version of Janaff
    (the durability comes from Vigilance moreso than actual stats). Both are solid
    choices, and like Janaff Ulki can serve you well up to and even within the
    final chapters.
    
    -
    
    Sigrun
    Level 19 Falcon Knight
    Water Affinity
    
    Base stats
    34 HP
    18 Str
    13 Mag
    22 Skl
    24 Spd
    28 Luck
    20 Def
    22 Res
    7 Con
    23 Wt
    
    Growths
    40% HP
    45% Str
    10% Mag
    70% Skl
    25% Spd
    70% luck
    10% Def
    50% Res
    
    Starts with S Lances and A Swords
    
    No innate skills
    
    How to recruit: Joins automatically in the beginning of 3-11
    
    
    Um...those are some mighty polarized growths, missy. Eh, we'll get to them
    later, let's start with bases. Sigrun has decent durability between her def,
    res, luck, and speed (her HP base kinda sucks though), and she has an insane
    base magic. Her spd is okay, but not enough for her to double reliably, and her
    strength is pitiful.
    
    Her growths do go a way in fixing that strength - it will be a while
    before it gets good, but it will at least get passable. Her skill and luck
    growths are excellent, and her res is pretty high too. Her HP continues to lag,
    and...um...uh...okay, whoever decided to give a pegasus knight a 25% speed
    growth needs to be checked for having a brain tumor or somthing. Considering
    she already is only borderline doubling, this is a pretty huge problem for her.
    She can maybe pull it up with BEXP, but not for a long time and even then it
    may be too little too late. Her defense growth is also crap, but her base is
    good enough that her stat will never be too awful, and Water affinity helps
    there, although she has trouble finding a partner since she joins a bit late.
    At least she has Tanith or Sanaki as emergency supports, I guess.
    
    So she's a peggy with decent durability and a crapton of luck and skill,
    but her offense is basically doomed to failure. It's not as bad as some, but
    overall I can't recommend her for Endgame. Her flying can make her useful,
    especially in the desert of 4-3, and her high luck makes her a good item finder
    (agian, mostly useful in 4-3). She just isn't all that great a combatant. 
    
    -
    
    Tanith
    Level 16 Falcon Knight
    Earth Affinity
    
    Base stats
    35 HP
    20 Str
    10 Mag
    21 Skl
    23 Spd
    22 Luck
    19 Def
    20 Res
    8 Con
    24 Wt
    
    Growths
    35% HP
    55% Str
    15% Mag
    75% Skl
    40% Spd
    35% Luck
    40% Def
    30% Res
    
    Starts with A Swords and A Lances
    
    No innate skills
    
    How to recruit: Joins automatically at the beginning of 3-11
    
    
    The final Falcon Knight, as well as the final character to join in part 3,
    Tanith is the power peggy. Like Sigrun, her bases are largely unimpressive; not
    enough speed to reliably double, goodish durability but low HP, and lowish str.
    
    Buuuuut, Tanith does have a good growth spread! Her strength growth is
    great, and she should cap it without much trouble at third tier. Her skill is
    even better than Sigrun's, and she's got good defense and decent res. Her luck
    growth is nothing special, but her base ensures her luck will always be good.
    Her HP is meh forever. And finally, her speed is semidecent - it will still be
    several levels before she can double reliably, but she has a bit more than one
    hope in hell of pulling it off.
    
    Earth affinity is lovely for inreasing her evasion, and serves as a nice
    complement to her respectable durability (and helps offset her poor HP). Of
    course she has all the benefits and drawbacks of being a non-dragony flier, so
    enjoy the mobility and flee the crossbows.
    
    All of the peggies are hard to train, but Tanith winds up with some solid
    offense and durability. She's the easiest of the 3 to fix with BEXP, in the
    event that you need to buff up her speed (it's easier to increase her speed
    than Sigrun's speed or Marcia's strength), and Earth affinity is great. While
    I personally tend to favor the Hawks and Dragonlords over peggies, I have to
    say that Tanith can make for a pretty respectable flier.
    
    -
    
    Sanaki
    Level 1 Empress
    Light Affinity
    
    Base stats
    28 HP
    2 Str
    33 Mag
    22 Skl
    23 Spd
    32 Luck
    10 Def
    28 Res
    4 Con
    4 Wt
    
    Growths
    70% HP
    40% Str
    60% Mag
    60% Skl
    35% Spd
    55% Luck
    30% Def
    50% Res
    
    Starts with S Fire, A Wind, A Thunder, and A Light
    
    Innate skills: Flare (Mastery skill: negates enemy res and heals user)
    
    How to recruit: Joins automatically at the beginning of 4-P
    
    
    Sanaki has some extremely polar bases. Her magic, luck, and resistance are
    all great, her skill and speed aren't so much, and her HP, def and str are
    horrible. She's not quite getting OHKOed by most if any enemies, but between
    her slightly low speed and her extremely low str, she might actually be getting
    doubled. She can only wield very basic tomes without AS loss; even Cymbeline,
    her prf tome, drops her AS by 3 at first.
    
    Her growths are actually pretty good, at least. High HP, magic, skill,
    luck and res, and her strength growth is pretty good also. Her speed and def
    still lag, though her def growth is still decent by caster standards. Problem
    is, her bases are so bad (particularly in HP/def/str/spd) that it will be a
    long time before she makes up for her low bases, and in the case of def/HP she
    really won't EVER make up for them - she has the lowest caps in them. Her str
    can get to where she can use higher level tomes without worrying about AS loss,
    but even that takes a while and she might not get enough str/spd to double with
    Rexflame, and consequently won't have enough to double much of anything except
    dragons in Endgame.
    
    Flare is a decent but relatively weak Mastery, although between Sanaki's
    magic and prf tome she should be OHKOing pretty consistently with it when it
    activates. Light affinity...really isn't saving her shoddy durability, and
    there aren't many who care about it as Endgame approaches, but there are still
    some people who might be willing to support with her. And as I have referenced
    a few times already, she does have a powerful prf tome called Cymbeline that
    happens to weigh not very much, so that can be helpful. She ideally will switch
    to Rexflame for Endgame, but she might not have the AS for it, so in that case
    either Cymbeline or a seige tome should work.
    
    Sanaki is very powerful, but that's about it. Her speed prevents her from
    doubling until endgame and even there she has to have above average strength
    and speed to double with Rexflame, and her durability is akin to pre-torn
    tissue paper. You are required to bring her to Endgame, so it might be worth
    trying to get her levels up a bit, but she really isn't very reliable.
    
    NOTE: Sanaki gets an item at the end of 4-E-4 that boosts her defense by
    ten, which helps her survive a hit from the final boss but not much else. If
    only they'd given it to her from the start...
    
    -
    
    Skrimir
    Level 25 Lion
    Fire Affinity
    
    Base stats
    66 HP
    19 -> 38 Str
    3 -> 6 Mag
    14 -> 28 Skl
    13 -> 26 Spd
    24 Luck
    16 -> 32 Def
    9 -> 18 Res
    16 -> 26 Con
    26 -> 46 Wt
    
    Growths
    90% HP
    35% Str
    5% Mag
    35% Skl
    25% Spd
    20% Luck
    50% Def
    5% Res
    
    Starts with S Strike
    
    Inate skills: Provoke (makes enemies more likely to attack this character),
    Resolve (when HP falls below half, skl/spd rise by half)
    
    How to recruit: Joins automatically at the beginning of 4-P
    
    
    Skrimir is about what you'd expect from a fellow with his personality.
    Incredible strength and HP with good defense and...actually, his other stats
    are at least decent too. His speed is a little shaky I suppose but he's still
    doubling fairly often and may even be OHKOing the faster enemies.
    
    His growths basically continue this. His def goes from good to excellent,
    as do his HP and strength. His skill is good too. His speed, luck, and res
    really lag, though. He might manage enough speed to hit his cap for great
    doubling fun in Endgame, but it won't happen for a long time and with the ol'
    stunted laguz EXP gain it will be hard to pull off. He is always extremely
    strong, though, especially if he pulls off SS strike.
    
    Fire Affinity is nice (though pretty much unnecessary) for his attack
    power, and lets him rub off his mightly mighty might on someone else. Provoke
    is great for him since he can tank, and Resolve makes his speed and skill
    shoot waaaay up (for great doubling fun even if he doesn't cap!), and since
    he's a laguz he can take advantage of it by taking hits untransformed.
    
    He is ultimately overshadowed by Giffca and Cain, but Skrimir himself is
    still quite a warrior. Not quite a royal, but he's on his way there.
    
    -
    
    Naesala
    Level 27 Raven King
    Dark Affinity
    
    Base stats
    60 HP
    17 -> 34 Str
    7 -> 14 Mag
    20 -> 40 Skl
    21 -> 42 Spd
    20 Luck
    13 -> 26 Def
    14 -> 28 Res
    11 -> 21 Con
    12 -> 20 Wt
    
    Growths
    40% HP
    45% Str
    15% Mag
    30% Skl
    45% Spd
    55% Luck
    15% Def
    35% Res
    
    Starts with S Strike
    
    Innate skills: Formshift (can be permanently in laguz form without stat loss),
    Vantage (may attack first even on enemy phase), Maelstrom (may do damage after
    being attacked indirectly), Tear (Mastery skill: triples strength and halves
    enemies' speed for a turn)
    
    How to recruit: Joins automatically at the beginning of 4-P
    
    
    The second Royal you come across, Naesala is the lowest leveled and has
    S strike instead of SS like the others. He still has great bases across the
    board and bribed one of the developers into giving him a Mastery skill even
    though he's not actually a high enough level to have it. He's pretty strong -
    not like Skrimir level strong, but pretty strong - and reasonably durable, and
    absurdly fast. HIs luck base is actually a bit low, but his growth is enough
    that even that shouldn't suffer too much.
    
    Speaking of growths, he has low HP but above average strength and speed
    along with good luck and res. His skill growth is also okay, and he's very
    close to capping anyway. His defense is quite low, though, but between his
    evasion and his decent base, it's not really a problem.
    
    His skillset is great; all speed based skills, and he has loads of that,
    so prepare for a whole lot of Tear. Dark affinity also suits him quite well,
    although he has the typical part 4 partner panic.
    
    In short, Naesala is overpowered. Slightly less so than the other Royals,
    actually, but overpowered nonetheless.
    
    -
    
    Tibarn
    Level 31 Hawk King
    Heaven Affinity
    
    Base stats
    68 HP
    18 -> 36 Str
    2 -> 4 Mag
    24 -> 48 Skl
    20 -> 40 Spd
    29 Luck
    16 -> 32 Def
    10 -> 20 Res
    14 -> 28 Con
    16 -> 28 Wt
    
    Growths
    75% HP
    40% Str
    5% Mag
    10% Skl
    20% Spd
    40% Luck
    40% Def
    20% Res
    
    Starts with SS Strike
    
    Innate skills: Formshift (can be permanently transformed without stat loss),
    Pavise (may take no damage from an attack), Savior (can rescue other units
    without spd/skl loss), Tear (Mastery skill: Triples strength and halves enemy
    speed for a turn)
    
    How to recruit: Joins automatically at the beginning of 4-2
    
    
    Yet another case where all I really need to say is "Laguz Royal", but we
    can look a little deeper I suppose. Tibarn has high HP, strength, speed, luck,
    and defense, with decent res and spectacular skill. His growths are nothing
    special, but still serve to further accent his strength, HP and defense. He
    still needs to keep an eye out for crossbows, but even up against some of those
    he can handle himself.
    
    Heaven affinity is an okay one for Endgame, but Tibarn doesn't exaclty
    need any more hit, and he doesn't really need anything else either. He has
    trouble finding a support, but it's okay if he doesn't. His skillset further
    emphasizes his durability, and Pavise even activates based on skill, meaning
    Tibarn just won't take damage from roughly half of the attacks he faces.
    
    So, um..."Laguz Royal".
    
    -
    
    Pelleas
    Level 12 Dark Sage
    Water Affinity
    
    Base stats
    33 HP
    13 Str
    24 Mag
    20 Skl
    21 Spd
    14 Luck
    14 Def
    19 Res
    9 Con
    9 Wt
    
    Growths
    35% HP
    25% Str
    55% Mag
    45% Skl
    60% Spd
    40% Luck
    30% Def
    45% Res
    
    Starts with A Thunder and S Dark, gains B Staves at 3rd tier
    
    Innate skills: Miracle (may halve the damage of an otherwise lethal blow)
    
    How to recruit: Must be playing a game loaded from RD Clear Data. Choose to
    "Refuse His Command" in 3-12 and he will automatically join shortly into 4-2.
    
    
    Pelleas is the final Sage to join, and he is a unique one. He is one of
    only two dark magic users in the game, and the other is only available for the
    very final battle. He is also the only Archsage who can reach S staves to use
    Fortify. His base stats are decent, though not overly special for his level
    (although that str/def is nice).
    
    The problem, then, is his level. Level 12 isn't particularly good when
    most of your team is promoted. 21 Speed isn't doubling anything (hell, his tier
    2 speed cap of 24 is doubling very little), and 24 Magic isn't enough to pack
    a significant punch. And while he has good durability for his level, it's still
    insignificant.
    
    So he's pretty much a nonfactor as long as he's tier 2. But how does he
    grow? He's got good magic and skill coupled with a great speed growth and good
    res. His defense growth is also good for a caster. His luck is okay, although
    his lowish base (and rare 25 cap) prevent it from ever really being good. And
    his HP growsh it pretty garbagetastic.
    
    Unfortunately, while he may grow well enough, his speed cap of 31 screws
    his offense pretty hard in Endgame, and the low accuracy of Dark (and Thunder)
    may wind up being a problem as well, although he's got two easy supports who
    have Heaven (and Elincia wouldn't mind Water) so that isn't a huge issue, just
    a moderatly average issue. Miracle isn't really that good for him given his
    poor luck base, but if no one else wants it he might as well keep it and it
    might activate when you need it to.
    
    Pelleas just doesn't have a lot going for him. He starts out below average
    and ends up below average, and there's just no time in between for him to
    shine...He's your ticket to Balberith, and he can Fortify for Endgame, but
    beyond that he's pretty bland.
    
    -
    
    Stefan
    Level 8 Trueblade
    Heaven Affinity
    
    Base stats
    53 HP
    27 Str
    7 Mag
    37 Skl
    36 Spd
    20 Luck
    21 Def
    16 Res
    13 Con
    13 Wt
    
    Growths
    55% HP
    50% Str
    20% Mag
    60% Skl
    60% Spd
    15% Luck
    40% Def
    50% Res
    
    Starts with SS Swords
    
    Innate skills: Astra (Mastery skill: Attack five times)
    
    How to recruit: In 4-3, place Micaiah (or Lethe or Mordecai with transfer data)
    on the space one to the left and eleven up from the bottom right square.
    
    
    Stefan is your filler Trueblade. His base stats are pretty good overall,
    with the exception of sorta low res and luck (and magic I suppose). His growths
    are actually pretty good for a super high level character, with good...well,
    everything except for a crappy luck growth. He isn't likely to be as good as
    another Trueblade who you've been training, but he's a fine substitute. Though
    you recruit him in 4-3, he's not really usable until Endgame due to the nature
    of 4-3 and it's movement screwing tendencies (i.e he joins so late it doesn't
    matter), but in Endgame he's performing admirably. His Heaven support is okay
    but it's hard to partner him with anyone.
    
    Otherwise, not much to say. If you need a Trueblade (or an extra one) then
    Stefan will do well, but if you don't then there's not much point to him. Make
    sure that you get the Vague Katti, though, whether you recruit him or not.
    
    -
    
    Oliver
    Level 8 Saint
    Fire Affinity
    
    Base stats
    48 HP
    22 Str
    31 Mag
    22 Skl
    20 Spd
    28 Luck
    18 Def
    32 Res
    12 Con
    12 Wt
    
    Growths
    65% HP
    55% Str
    35% Mag
    35% Skl
    45% Spd
    30% Luck
    30% Def
    20% Res
    
    Starts with S Light and A Staves
    
    Innate skills: Corona (Mastery skill: negates enemy res and halves their skill)
    
    How to recruit: Place Rafiel in his movement range in 4-4 and he will talk to
    Rafiel and join.
    
    
    Back from the dead (or something), it's Oliver! He's the last Saint you
    get, and his stats are kind of unimpressive. His HP and strength are immense,
    his magic is averagish, his luck and res are high, his def is low and his
    skill and speed are awful. He's doubling pretty much never (except dragons, and
    he even struggles a bit against those without some levels) and he's kinda frail
    and his attack power isn't all that great to begin with. He can use Fortify if
    you pull his staff level up once, and that's pretty much his entire worth for
    Endgame.
    
    He's a fun novelty character, and he does join with some awesome stuff
    that makes it worth the hassle of dragging Rafiel up to the front lines, but
    he's a poor combatant. It might be worth taking him to Endgame just to see his
    boss conversations and supports, though, if you really don't mind him taking
    another healer's spot.
    
    -
    
    Bastian
    Level 10 Wind Archsage
    Wind Affinity
    
    Base stats
    45 HP
    21 Str
    35 Mag
    27 Skl
    24 Spd
    21 Luck
    20 Def
    32 Res
    10 Con
    10 Wt
    
    Growths
    25% HP
    20% Str
    30% Mag
    70% Skl
    40% Spd
    40% Luck
    25% Def
    50% Res
    
    Starts with SS Wind, S Fire, A Thunder, and B Staves
    
    Innate skills: Corrosion (may damage the durability of an enemy's equipped
    weapon), Flare (Mastery skill: Ignores res and heals the user)
    
    How to recruit: Joins automaticaly at the beginning of 4-5
    
    
    And here we have a stock Archsage. Bastian is pretty average across the
    board. I mean, really, I can't think of anything that makes him stand out
    except for his high level and his bad speed, which makes him a pretty bad
    Endgame choice, and of course Endgame is the majority of his existance. His
    main selling point is that he has Anima mastery and is available in a map where
    every single enemy except the boss is weak to one of the anima magic types, so
    he has pretty reasonable offense there. He's worth using in 4-5, but beyond
    that it's basically the same case as OLiver: the only incentive to use him is
    because you like him.
    
    -
    
    Volke
    Level 13 Assassin
    Wind Affinity
    
    Base stats
    52 HP
    30 Str
    5 Mag
    36 Skl
    35 Spd
    19 Luck
    26 Def
    22 Res
    11 Con
    11 Wt
    
    Growths
    50% HP
    50% Str
    5% Mag
    60% Skl
    65% Spd
    20% Luck
    45% Def
    15% Res
    
    Starts with SS Knives
    
    Innate skills: Stilness (enemies will not attack unless this character is the
    only person in their attack range), Lethality (may instakill)
    
    How to recruit: Talk to him with Elincia or Bastian in 4-5 and pay him 3000
    gold (he actually pays you back more than that afterwards ayway)
    
    
    Volke is the only Assassin in the game, and put simply he's Sothe+. He has
    good strength, excellent skl/spd, and high HP. His defense isn't quite godly,
    but it's still pretty high for a speedster. Even his res is good, although his
    growth is terrible.
    
    Stillness is kind of a hit/miss - one the one hand, being borderline
    invulnerable on enemy phase is nice, but he's semi durable anyway and it
    prevents him from being able to actuallt fight during that time since nothing
    is attacking him. He's going to have a lot of trouble supporting, but, uh...
    well, REAL assassins fight alone! He also gets an immense critical boost and
    Lethality to add to his offense, and since he's already doubling everything
    (except Auras without Nasir) and has decent strength to boot, his offense is
    pretty nice
    
    Sadly, he suffers from one major drawback: Knives. The main reason is that
    knives are weak weapons and Baselard isn't all that exceptional, and knives
    also lack the versatility of other weapon types so he can't switch to a Brave
    or anti-Dragon or something. Also, the fact that you are required to take Sothe
    makes Volke a little redundant: there is little question that Volke is a better
    combatant, but he isn'tnecessarily superior enough to replace another character
    just to be a replacement Baselard user.
    
    Having said that, Volke is a fun unit to use (...IMO) and while the whole
    Sothe issue can screw with him, if you don't mind bringing Volke along he does
    pretty well for himself in Endgame. He also functions well in 4-5, either as a
    Stillness wall or an attacker,
    
    And as you may have gathered from the above point, even if you don't plan
    to use him, recruit him. A free Peshkatz is nice, and he also gives Ike 20000G
    before Endgame, so...there you go.
    
    -
    
    Kurthnaga
    Level 20 Dragon Prince
    Water Affinity
    
    Base stats
    55 HP
    15 -> 30 Str
    7 -> 14 Mag
    8 -> 16 Skl
    10 -> 20 Spd
    21 Luck
    15 -> 30 Def
    15 -> 30 Res
    7 -> 17 Con
    12 -> 42 Wt
    
    Growths
    95% HP
    45% Str
    15% Mag
    20% Skl
    35% Spd
    60% Luck
    25% Def
    40% Res
    
    Starts with A Strike
    
    Innate skills: Night Tide (increases def and res of adjacent units by 5)
    
    How to recruit: Joins automatically before Endgame
    
    
    Kurthnaga is the lowest leveled of the Laguz Royals and also the only one
    who actually has to go out and EARN his Formshift (you get it after 4-E-3). He
    is also the only laguz to lose move when he transforms. Statistically he is
    pretty durable, although his bases aren't overly noteworthy in any particular
    aspect (except for his speed, which is low enough that he's getting doubled by
    everything except maybe low-end Generals).
    
    His growths are fairly well-spread. He has immense HP, good luck and res
    (less so def, but it's enough that he can be pretty tanky), and decent speed.
    He does take a while to get to doubling, though, and...even then that will
    stop after 4-E-3. That is a good training chapter for him, though, if you want
    to; the enemies (including the boss) will not target him OR counterattack.
    
    Water affinity boosts his durability further if he can support anyone. He
    also has Night Tide, a skill that boosts the durability of all characters that
    are next to him. He starts out with A strike which really inhibits his offense
    (his base strength is okay but not enough to offset it) so his attack is never
    all that great.
    
    Basically, he can be a decent wall, and he can get pretty powerful, but
    he requires a lot of training in a very short time and by the time his stats
    get anywhere you're at point where walling doesn't help anyway. Since he's
    forced into the tower, you might give him any BEXP you have to spare to help
    him get his stats up a bit, and he can help out by boosting the durability of
    other people, but as a fighter he isn't noteworthy.
    
    -
    
    Ena
    Level 22 Red Dragon
    Earth Affinity
    
    Base stats
    59 HP
    10 -> 20 Str
    15 -> 30 Mag
    13 -> 26 Skl
    11 -> 22 Spd
    18 Luck
    13 -> 26 Def
    17 -> 34 Res
    6 -> 18 Con
    11 -> 44 Wt
    
    Growths
    50% HP
    20% Str
    50% Mag
    40% Skl
    40% Spd
    35% Luck
    15% Def
    50% Res
    
    Starts with A Strike
    
    Innate skills: Boon (recover negative status of adjacent allies at the start of
    player phase), Renewal (recover 10% HP per turn), Miracle (may halve the damage
    of an otherwise lethal blow), Blood Tide (boosts skill and speed of adjacent
    allies by 5)
    
    How to recruit: Joins automatically before Endgame.
    
    
    Ena's usefulness is entirely contingent on her skills. As you may have
    noticed, her bases are pretty bad (getting doubled, passable but unspecial
    durability, terrible strength) and her growths aren't coming close to making
    up for it, and even in the event she gets RNG blesssed her horrific speed cap
    prevents her from doubling at all and she isn't particularly powerful to boot.
    She can still serve as an alright tank (and with godly magic that can easily
    hit it's cap of 40, she's really rocks Imbue) but her offense is just bad.
    
    Buuut, Ena can increase the offense of other characters, and that's
    important. She is making people do +5 or 10 damage to enemies, which is of
    particular worth against the boss of 4-E-3 (who won't attack her, along with
    all of the enemies there) and the Auras. So even though she has terrible
    offense, she makes the offense of others better, especially people who are
    doubling (perhaps with the help of her grandfather?)
    
    That's about it, though. Boon can be handy, and Earth is a great affinity
    (but she's gonna have a hell of a time finding a support, and even then the
    support is purely for the other character), but she's really all about the
    Blood Tide.
    
    -
    
    Caineghis
    Level 36 Lion King
    Earth Affinity
    
    Base stats
    76 HP
    22 -> 44 Str
    4 -> 8 Mag
    23 -> 46 Skl
    17 -> 34 Spd
    30 Luck
    22 -> 44 Def
    10 -> 20 Res
    17 -> 27 Con
    27 -> 47 Wt
    
    Growths
    50% HP
    40% Str
    10% Mag
    40% Skl (n/a, it's already capped)
    20% Spd
    40% Luck
    30% Def
    10% Res
    
    Starts with SS Strike
    
    Innate skills: Formshift (allows laguz to be transformed permanently without
    stat loss), Fortune (negates criticals), Roar (Mastery skill, triples str)
    
    How to recruit: Joins automatically before Endgame
    
    
    The final laguz Royal, at least technically, Caineghis has some amazing
    str, skl, and def, with a nice helping of 30 luck. He even has the fabulously
    resplendent 34 speed, so he can double the big bads. His growths aren't good,
    but it doesn't matter with bases like that. The only thing even sort of
    holding him back is his res, and even that's not bad enough to offset his high
    evasion and HP.
    
    Earth affinity is great, but like Ena Cain will have trouble finding a
    partner at this late date. Fortune is pointless on him (And most people by now,
    really, although some low luck people like Stefan might like it), but he does
    get instaMastery, so good for him.
    
    He's another laguz royal, and will spend all of Endgame reminding you why
    he is the Lion King.
    
    -
    
    Giffca
    Level 36 Lion
    Dark Affinity
    
    Base stats
    73 HP
    21 -> 42 Str
    4 -> 8 Mag
    22 -> 44 Skl
    18 -> 36 Spd
    28 Luck
    20 -> 40 Def
    11 -> 22 Res
    17 -> 27 Con
    27 -> 47 Wt
    
    Growths
    40% HP
    35% Str
    10% Mag
    35% Skl
    50% Spd
    25% Luck
    30% Def
    15% Res
    
    Starts with SS Strike
    
    Innate skills: Nullify (negates bonus damage from enemy weapons), Roar (Mastery
    skill, triples strength)
    
    
    Giffca is basically Caineghis, only slightly worse in everything except
    for Res and Spd where he has slight wins. And no Formshift. Actually, he has
    a decent chance at reaching 40 speed so he may be doubling the Auras without
    Nasir's help, which is pretty cool.
    
    ...um, I don't know what else to say. Dark is nice, but supporting is
    unlikely thanks to late join time, Nullify is pretty worthless for him and I
    would honestly just sell it. His lack of Formshift is frustrating, but he does
    join with a Laguz Gem and you can have a second from the desert, so he can use
    one to negate his transformation issues.
    
    That's it. He has Royal stats and is only missing out on Formshift. Worth
    checking into, I would say.
    
    -
    
    Renning
    Level 16 Blade Gold Knight
    Earth Affinity
    
    Base stats
    56 HP
    31 Str
    18 Mag
    32 Skl
    29 Spd
    24 Luck
    27 Def
    23 Res
    11 Con
    37 Wt
    
    Growths
    40% HP
    60% Str
    10% Mag
    50% Skl
    40% Spd
    10% Luck
    70% Def
    20% Res
    
    Starts with SS Swords, A Axes
    
    Innate skills: Sol (Mastery Skill, triples damage and heals user)
    
    How to recruit: View base conversation "Renning" before entering the Tower
    
    
    This Endgame Paladin is another late joining character who I just
    don't have a whole lot to say about. He has reasonable durability and str/skl,
    but not enough speed to double much. He also has the worst luck growth in the
    game, but his base is decentish so it's not a huge deal. Earth affinity could
    be nice but he has a hard time finding a support, he's a class that's generally
    not well-suited to Endgame, and...well, that's about it. He can do okay, and if
    you want an Endgame Paladin but didn't train one or they got RNG screwed, he's
    a reasonable enough replacement.
    
    -
    
    Gareth
    Level 31 Red Dragon
    Thunder Affinity
    
    Base stats
    82 HP
    22 -> 44 Str
    5 -> 10 Mag
    10 -> 20 Skl
    7 -> 14 Spd
    20 Luck
    21 -> 42 Def
    9 -> 18 Res
    18 -> 44 Con
    26 -> 84 Wt
    
    Growths
    90% HP
    40% Str
    5% Mag
    30% Skl
    10% Spd
    65% Luck
    30% Def
    25% Res
    
    Starts with S Strike
    
    Innate skills: Blood Tide (increases str and skl of adjacent allies by 5)
    
    How to recruit: Don't kill him in 4-E-3 and he'll join at the start of 4-E-4
    
    
    While they have significant stat differences, Gareth ultimately is the
    same as Ena; use him for Blood Tide, and not for combat. He's very powerful,
    true, although S strike holds him back a little. He's also quite sturdy - well,
    wait, no he's not, because by the time he joins everything except some of the
    final boss' attacks are targeting Res, which he doesn't have much of, and he's
    also getting doubled by everything. At least he has immense HP.
    
    But really, Blood Tide is his purpose in life. Deploy him in 4-E-5 to help
    the other characters deal more damage, but don't try and have him fight. I
    suppose he could pack a decentish punch against the Auras himself, but he's
    better off just utilizing his skill.
    
    -
    
    Nasir
    Level 34 White Dragon
    Light Affinity
    
    Base stats
    74 HP
    7 -> 14 Str
    24 -> 48 Mag
    13 -> 26 Skl
    8 -> 16 Spd
    19 Luck
    12 -> 24 Def
    21 -> 42 Res
    11 -> 35 Con
    18 -> 75 Wt
    
    Growths
    70% HP
    15% Str
    45% Mag
    35% Skl
    20% Spd
    45% Luck
    15% Def
    40% Res
    
    Starts with S Strike
    
    Innate skills: Boon (recovers negative status of adjacent allies at the start
    of player phase), Nihil (negates enemy combat related skills), White Pool
    (Increases spd and mag of adjacent allies by 5)
    
    How to recruit: Don't kill him in 4-E-3 and he'll join at the start of 4-E-4
    
    
    And it's yet another dragon who's usefulness is based entirely around
    their skill set! Nasir does have awesome Magic (and actually bases his attacks
    off of it, unlike a certain granddaughter of his) but the enemies that are
    running around by this point in Endgame all have high res so he's not actually
    doing all that much damage. And, like Gareth, his speed is horrible and he's
    getting doubled by everything, although it's less of an issue for him since he
    has great res and almost all of the attacks against him are targeting that.
    
    White Pool is extremely useful in the final battle, and is the sole reason
    why I keep mentioning that 34 speed cap that's so gratifying in the bedroom as
    opposed to 39. He lets a whole lot of characters double the Auras, and as such
    allows a lot of characters to deal double damage to the Auras, and that's a
    huge deal. Nihil is also helpful against Auras, although you'll want to give it
    to someone who is actually attacking them.
    
    Definitely bring him along to 4-E-5 to make use of his skill, just don't
    expect him to make any direct contributions in the battle.
    
    -
    
    Lehran
    Level 20 Chancellor
    Light Affinity
    
    Base stats
    50 HP
    11 Str
    40 Mag
    40 Skl
    40 Spd
    40 Luck
    23 Def
    40 Res
    9 Con
    9 Wt
    
    Growths rates: n/a (they're all 0 but he's not gaining any levels anyway)
    
    Starts with SS Light, SS Dark, and SS Staves
    
    Innate skills: Corona (Mastery Skill: negates enemy res and halves their skill)
    Mantle (negates criticals and enemy combat skills, heal HP equal to luck at the
    start of every turn)
    
    How to recruit: l
                    V
    Lehran has relatively complicated requirements. First, you must be playing
    a file loaded from Clear Data. Having done that, play up to 1-E and make sure
    you deploy the Black Knight in that chapter (I don't think he has to actually
    do anything, he just has to be there). Then, in 3-7 have Ike and the Black
    Knight get into a battle (try to get Ike to have 27 or more speed so he isn't
    getting doubled, and have the BK attack from afar so he can't Eclipse). Make
    sure that neither character is defeated. Having done these things, you will
    witness Ike's memory scene after defeating the Black Knight in 4-E-2, Micaiah
    and Yune will keep Lehran alive in 4-E-4, and he will join on the first turn
    of 4-E-5.
    
    Lehran comes with the Ashera Staff, but sadly does not have any weapons.
    You can pass him a blessed Light or Dark tome, though, and once has has a good
    weapon he can really start ripping the final boss apart. 40 mag/skl/spd is
    beautiful offense, and Mantle prevents the Auras from countering him, too! He's
    for all points and purposes invincible as well. So really the only issue is
    getting him a weapon (since that means a Light user or Pelleas is giving theirs
    up), but he's performing so much better than anyone else with them anyway. But
    even if you don't arm him, he can just spam Ashera Staff or something. He's a
    pain to recruit, but if you do you might as well make use of his demigodhood.
    
    -
    
    
    OPinions and Ratings [B1AS]
    
    
    Okay, so in previous editions of my guide I did not post scores/ratings for the
    characters. In general, I don't think that giving a character some numeric
    value out of some other numeric value is a fair or necessarily accurate way of
    judging them (not to mention it varies on playstyle and stuff like that).
    However, several people have said to me that I ought to have character ratings
    and that it might be nice to give an opinion of my own, so this section wound
    up being born.
    
    So I'm going to stick a great big disclaimer here and say that these are my
    OPINIONS. Opinions based on facts, but opinions nonetheless. If there's a part
    you don't agree with, as I mentioned at the start of the guide, this will
    probably be it.
    
    Anyway, having said that, let's get on with this. I will give a few different
    scores. Typically, characters will get initial scores (how good are they from
    the start?), midgame scores (how good are they in the middle?) and late/
    endgame scores (how good do they turn out?), and give a brief justification for
    each.
    
    (please note that this part of the guide is very much a work in progress, and
    I'm pretty open about changing some of these scores if you can give me a reason
    why I should)
    
    
    Micaiah
    
    Earlygame (part 1): 7/10
    
    She's laughably frail and doesn't double much, but she's also OHKOing some of
    the nastier enemies, including several bosses, that other characters (even some
    of your higher level ones) struggle with. Auto-A support with Sothe is also
    nice, giving her enough avo that she might be able to survive an attack if you
    get careless with her placement and she's near Sothe.
    
    Midgame (parts 3 and 4): 8/10
    
    There aren't as many armor/generals and knight/paladins for her to Thanibomb,
    but she might double some tigers. More importantly she can now use staves, and
    since you'll be taking tons of punishment in part 3, that's a big deal. Part 4
    has more pallies for her to face, but they come in such big swarms that she
    probably won't be getting many kills, plus they're not near as difficult as
    they used to be. 4-3 doesn't give her any movement penalty, though, so that's
    another plus.
    
    Endgame (4-E): 5/10
    
    She goes into Endgame as a level 1 third tier, which means she's way behind and
    once again isn't doubling anything (except dragons) and the gennies have enough
    Res and HP that she's not one-shotting them with Thani anymore. Her only real
    uses are healing (still nice but not as much as it was in part 3) and using
    Purge. Of course, she can still fight and she does fine, but she's still going
    to be one of your weaker Endgame units.
    
    --
    
    Edward
    
    Earlygame (part 1): 6/10
    
    Okay, this is kind of dependant on difficulty (mostly HM versus NM). Edward is
    invaluable early on since he and Nolan are your only frontliners, but as you
    start getting more he becomes a bit more average. With levels, he can continue
    to serve as a respetable fighter, although he's more of a clean-sweeper than
    a frontline fighter for the middle of part 1 until he can get a +def or avo
    support and some more str.
    
    Midgame (part 3): 6/10
    
    I've always found swordies unreliable in part 3, since they are evaison based
    and the enemies have pretty high accuracy. HOwever, Edward should have some
    pretty good offense by this point, and his Light affinity gives him a certain
    edge (if he's supporting an Earth he might have enough durability that you do
    not need to worry too much, so maybe a 7/10 in that case).
    
    Lategame (part 4 and Endgame): 9/10
    
    Edward's growths pay off! He gets great offense, good durability, and good to
    great evasion depending on supports. Can be a valuable asset in the ripping up
    of Endgame.
    
    --
    
    Leonardo
    
    Earlygame (part 1): 5/10
    
    Potshots are nice, but that's all Leonardo has going for him. Well, he also
    provides a rare + att affinity (+def is nice too). Pretty average, though.
    
    Midgame (part 3): 6/10
    
    Lughnasadh is a damn fine weapon, but even it may not save Leo from his
    lackluster spd/str. He still has worth as a backliner, though, and if he's
    second tier he can use crossbows + beastfoe if you want him to.
    
    Lategame (part 4 and Endgame): 6/10
    
    Being in a great class is nice, but he has trouble reaching his caps even at
    max level. If he does, he'll be much better (upwards of 10/10, really) but if
    he doesn't he's pretty average still. Lughnasadh still helps, but overall he's
    rather generic.
    
    --
    
    Nolan
    
    Earlygame (part 1): 8/10
    
    He's got the best combination of offense and defense of the early joiners 
    (barring Sothe, obviously) and stays pretty strong and durable throughout part
    1. He won't be doubling for a while (his speed base is meh and Steels weigh him
    down), but he hits pretty hard with the hit he gets and can frontline well.
    Earth affinity is also very desireable and he's the first to offer it.
    
    Midgame (part 3): 8/10
    
    He's still one of your more durable units and is the only Earth affinity
    likely to have an A support by 3-6 (although the others can, it's just harder).
    Tarvos gives him even more defense. Meanwhile, he should be doubling Tigers and
    may have enough power to ORKO them, and is faring pretty well against cats too.
    And he can use crossbows + Beastfoe if you so choose. He's still not perfect
    (after all, ORKOing in part 3 has it's own dangers) but he does pretty well.
    
    Lategame: (part 4 and Endgame): 10/10
    
    Great class, no major leveling issues, and easy BEXPability make for a great
    lategame. Nolan does have a bit of a str deficit by now (by Warrior standards,
    anyway) but as I said, he caps skl/spd/luck/res/mag pretty fast so it's not
    really a problem with BEXP to help out. And he can still use Tarvos if it's not
    broken yet, or switch to Urvan for Endgame. Great choice, especially if his
    support partner is going to Endgame too.
    
    --
    
    Laura
    
    Earlygame (part 1): 9/10
    
    She's even easier to kill than Micaiah, but she's your only real healer and the
    DB needs heals.
    
    Midgame (part 3): 7/10
    
    Micaiah is outperforming her here, but having two healers is pretty nice anyway
    and Laura should still be doing just fine for herself as long as you don't let
    her get attacked. She might even be decent for attacking from behind the front
    lines in the event you got her promoted.
    
    Lategame (part 4 and Endgame): 2/10
    
    Too many other healers. Too much trouble getting levels and weapon ranks. Awful
    endgame class. She's worthwhile in part 4 proper since you will probably want
    to spread out your healers, but even then each team has a healer already locked
    to them and you probably won't need more than one, plus Laura will likely be
    much lower level than the others.
    
    --
    
    Sothe
    
    Earlygame (part 1): 10/10
    
    He's virtually unkillable with high def and actual evasion (especially near
    Micaiah) and has great offense as well - whatever he doesn't kill, he's at
    least weakening enough for someone else to. Plus he can steal and has access to
    1-2 range forges. All around amazing.
    
    Midgame (part 3, 4-P): 7/10
    
    He's still good, but he's steadily declining. His poor defense and HP growths
    start dragging down his survivability a bit, and his str cap and the weakness
    of knives start hurting his offense (although 1-2 range forges are still nice,
    but since these chapters have lotsa laguz that's not so important).
    
    Lategame (4-3 and Endgame): 2/10
    
    His caps suck, knives fail in Endgame, he has a bad mastery, and he promotes
    late. Baselard is a subpar SS weapon. Free passage to Endgame and the ability
    to reliably find items in 4-3 save him from failing completely, but he's not
    so useful anymore.
    
    --
    
    Ilyana
    
    Earlygame (part 1): 6/10
    
    As another potshotter, she's better than Leo but worse than Micaiah. Not much
    else of note to say about her here.
    
    Midgame (part 3): 4/10
    
    Switching to the GMs helps her gain levels, but she really needs them. She's
    still doing okay chipping damage but the GMs don't care near as much as the DB
    did, and she also has to compete with Soren. She's still passable, but she's
    also still not really noteworthy.
    
    Lategame (part 4 and Endgame): 4/10
    
    Her speed starts ruining her here, and her other stats don't really make up for
    it. She can still do okay in Endgame, and obviously she gets some extra credit
    for Rexbolt vs. dragons, but yet again she's really just nothing special.
    
    --
    
    Aran
    
    Earlygame (part 1): 8/10
    
    He's a great tank, and can hit pretty hard as well. He isn't doubling and mages
    eat him for breakfast, but he's a great wall on a team that needs one.
    
    Midgame (part 3): 7/10
    
    Still a great wall, although now he needs to worry more about getting doubled
    (cats). Otherwise he's pretty much the same.
    
    Lategame (part 4 and Endgame): 6/10
    
    Walling isn't really anything special anymore, but he's still good at it and by
    now he might be doubling if you gave him enough BEXP. He's okay but not quite
    good for Endgame, though BEXP boosts his potential pretty far.
    
    --
    
    Meg
    
    Earlygame (part 1): 3/10
    
    She's got average durability and terrible offense. She might start getting okay
    later on, but it won't be until towards the end of part 1.
    
    Midgame (part 3): 6/10
    
    She can be pretty useful here, really. Her offense still isn't very good, but
    her overall durability is nice (respectable def/res/HP/avo combo). Still, her
    offense lags between mediocre skl/str and swords (she can use lances when she
    promotes, but she would need to pull herself out of E rank...)
    
    Lategame (part 4 and Endgame): 4/10
    
    Her speed is too unrelaible thanks to her caps, and her str and sword spec
    isn't helping. She does still have good overall durability though. She can make
    a respectable Endgame wall, but that's about the extent of her usefulness here.
    
    --
    
    Volug
    
    Earlygame (part 1): 9/10
    
    I could see him having a 10/10 really, but I docked a point for no 2-range.
    Otherwise he's pretty great, either for killing or weakening (although he can't
    switch between them quite the way Sothe can since he's locked to a constant
    weapon). Excellent move and Earth affinity are big plusses.
    
    Midgame (part 3): 8/10
    
    Gains transformation issues but also the ability to fullshift. I haven't tried
    the Resolve+EarthxEarth+Beastfoe+Unshifted strategy, so that might affect the
    landscape. Still worthwhile with S strike, but will start lagging with A.
    
    Lategame (part 4 and Endgame): 7/10
    
    I'm honestly not sure about this one, but I can see him doing fairly well. He
    has good speed and by SS strike should have good attack power as well, plus
    loads of avoid from Earth. He's outclassed by some other laguz and obviously
    the Royals, but he still does fine.
    
    --
    
    Tauroneo
    
    Earlygame (1-6): 10/10
    
    Completely broken from one chapter. Next!
    
    Midgame (3-12 and 3-13): 7/10
    
    Still pretty durable, might be doubling slower enemies and gets pretty beastly
    if you left him with Resolve (definitely understandable if you didn't, though,
    since he's not available much).
    
    Lategame (part 4 and Endgame): 4/10
    
    Walling is less important now, and his speed caps start screwing him out of
    double turns, and his strength growth isn't quite enough to make up for it.
    Still an okay character, but he's definitely starting to falter here.
    
    --
    
    Zihark
    
    Earlygame (part 1): 8/10
    
    Not quite as good as Sothe, but Zihark can still tear up the battlefield. He
    won't be reaping the benefits of a support just yet, but he can get one going.
    Nice all-purpose character.
    
    Midgame (part 3, DB): 6/10
    
    Mostly due to 3-6 and 3-13 being sucky TB chapters. Zihark still does fine but
    you need to really keep an eye on him and not let him get swarmed. Supports go
    a ways in offsetting this, but still.
    
    Midgame (part 3, GMs): 6/10
    
    He fares better if he switches sides, since this gets him more EXP gain and
    he doesn't have to deal with 3-13. On the other hand, he's also underleveled
    by GM standards so he's not particularly noteworthy. Basically, switching sides
    makes him better himself but worse relative to those around him, so it kinda
    depends what you're looking for there.
    
    Lategame (part 4 and Endgame): 9/10
    
    Great Endgame class. His stats aren't quite as good as Mia or Edward's, but he
    has Earth to offset that (of course, that only applies if his partner goes to
    Endgame with him). All in all a good choice.
    
    --
    
    Jill
    
    Earlygame (part 1): 6/10
    
    I'd actually give Jill a 5/10 as far as combat is concerned, but she also has
    flying/canto utility, and I couldn't decide if she should get an extra point or
    two for that. Regardless, her base durability is fine but her base offense
    sucks and won't really improve during part 1. So...
    
    Midgame (part 3 DB): 8/10
    
    Flying/canto is particularly useful in these maps. By now Jill should be pretty
    sturdy overall (her evasion and HP should be getting reasonable and her def
    already was), and her offense should have improved, too. She won't likely be
    one-rounding wihtout a Brave Axe, but she can move around and pick off targets
    and fly to safety and fun stuff like that.
    
    Midgame (part 3 GMs): 7/10
    
    Flying/canto isn't as valuable in these chapters (well, it's as valuable but
    there are many other characters who can do it) and she'll be underleveled among
    the GMs (particularly in relation to other fliers). She's still good, but needs
    work here.
    
    Lategame (part 4 and Endgame): 10/10
    
    Female Dragonlord is an excellent Endgame class, and Jill's growth spread helps
    her reach her important caps. Even if she is lagging a bit in str or def, BEXP
    can fix them no problem since she should have no trouble capping mag/spd/luck/
    res.
    
    --
    
    Fiona
    
    Earlygame (part 1): 0/10
    
    Yes, I gave someone a zero. It applies. Fiona is worthless at first, doing
    insignificant damage with bad hit and unable to double (and getting doubled by
    faster enemies) and with meh concrete durability on top of it. Even with a
    forge to boost her offense she's pretty bad and not really adding anything to
    the team.
    
    Midgame (part 3): 4/10
    
    If you can get her promoted, she does okay in part 3. She's still bad offense
    wise, but her evasion and concrete durability should be enough that she can be
    an okay wall and Imbue helps her survivability a bit as well, plus if she's
    supporting that will boost her avo even more. Still nothing special, but she's
    not dragging you down anymore.
    
    Lategame (part 4 and Endgame): 6/10
    
    She can be pretty good in Endgame, but it's going to require a lot of leveling
    to get her there. She is prety hard to kill at this point, but her offense is
    still only decent (she's probably doubling the big bosses, though).
    
    --
    
    Tormod
    
    Earlygame (part 1): 8/10
    
    He's not quite on the same level as Sothe or Volug, but he does pretty well for
    himself. Targeting res and doubling fairly consistently is a big plus, and fire
    spec helps too. Celerity is also very nice, although he shouldn't be keeping it
    (he can find some use for it in 1-7 and 1-8 at least).
    
    Midgame (4-4): 2/10
    
    His only saving grace here is Meteor, and even that you might be saving for
    Sanaki later anyway.
    
    Lategame (Endgame): 3/10
    
    In the highly unlikely event he gets trained, he can perform okay. His magic
    deficit hurts but he's semisturdy and has some good doubling potential.
    Basically, he's a 1/10 if you didn't get him up to speed in 4-4 and a 5/10 if
    you managed to, so I gave him a 3/10.
    
    --
    
    Muarim
    
    Earlygame (part 1): 9/10
    
    Pretty much unstoppable. Only things holding him back are transformation and...
    well, that's about it, actually.
    
    Midgame (4-4): 5/10
    
    Not near as bad as the other LEA members, but he's still not doing much besides
    dealing one nasty hit per turn, and he's still got transformation to worry
    about (but then again you have laguz stones and stuff now).
    
    Lategame (Endgame): 1/10
    
    Sadly, there is no salvaging Muarim. Tiger caps are terrible for Endgame and he
    doesn't have time to level or get a support going or something to counter that,
    and even if he did he wouldn't be doing much.
    
    --
    
    Vika
    
    Earlygame (part 1): 6/10
    
    Flying is nice and she's got pretty good stats, but she also has transformation
    to worry about and she's not quite as powerful as Tormod and Muarim. Still good
    in her own right, though.
    
    Midgame (4-4): 1/10
    
    She has evasion, but that's about it and it's not reliable enough to save her
    atrocious concrete durability. She can double, but she still won't be doing
    significant damage. Pretty much deadweight.
    
    Lategame (Endgame): 4/10
    
    She can be pretty good, more like a 6 or 7, but like Tormod it means she has to
    get a lot of training in a little time, so she isn't likely to have caught up
    enough to be worthwhile.
    
    --
    
    Nailah
    
    Anygame: 10/10.
    
    Unkillable ORKO machine. Woo!
    
    --
    
    Rafiel (not sure how to judge herons, so just bear with me here)
    
    Earlygame (part 1): 9/10
    
    The DB would really like a Heron, and getting double action with the BK and
    Nailah is kind of awesome.
    
    Midgame (part 4): 8/10
    
    You have to be more careful with him since reinforcements spawn all over the
    place, but chanting is still nice.
    
    Lategame (Endgame): 10/10
    
    Chanting all around without the need for a gem!
    
    --
    
    BK
    
    Whenever he's available: 10/10 for Nailah's reasons + 1-2 range.
    
    --
    
    Elincia
    
    Earlygame (part 2): 7/10
    
    Okay, this is hard to rate because she's pretty mediocre in 2-P but a raging
    vengeance demon in 2-E, so 7/10 is kind of a guesstimate. Either way, healing
    and Amiti is a nice combo.
    
    Midgame (part 4): 7/10
    
    She takes some time to pick up (she has trouble doubling at first, unless she
    got lotsa levels in part 2) and she's always on the fragile side of things, but
    she gets some serious offense once she starts quadding with Amiti.
    
    Lategame (Endgame): 8/10
    
    See above, only with less concern of her laggy start and more emphasis on S
    staves for Fortify. She can also Triangle attack with the Seraphs.
    
    --
    
    Marcia
    
    Earlygame (part 2): 7/10
    
    Her stats are kind of average, but flying is helpful, particularly in 2-E, and
    she can take out the Horseslayer guy in 2-3 before he gets to attack a pally.
    
    Midgame (part 3): 6/10
    
    More of the same, but she's surrounded by tougher enemies and better allies
    and it's hard for her to catch up. Paragon can help, though, and she has a good
    shot at getting one in 3-9.
    
    Lategame (part 4): 6/10
    
    Good Endgame class and offense boosting affinity work well for her, plus she
    and the other Seraphs (Elincia too) have Triangle attacks. She can be hurting
    for str, but as I mentioned fire helps offset that.
    
    --
    
    Nealuchi
    
    Earlygame (part 2): 8/10
    
    Wrath works excellently for him and he's fairly durable. It's sorta tough to
    juggle his transformation gauge in 2-P but it's not so bad in the other maps.
    
    Midgame (part 4): 3/10
    
    Wrath is less helpful and his stats are rather lacking. He can still double a
    lot and he's not quite bad, but he doesn't have much to offer.
    
    Lategame (Endgame): 4/10
    
    If he gets the training he does fine, but it takes a lot and he's not anything
    special. Tear is a great mastery, but that's about all he's got.
    
    --
    
    Leanne
    
    Earlygame (part 2): 9/10
    
    A flying chanter is pretty nice against 2-2's hills and 2-E's ledges. It might
    be hard to get her chanting two people, but it's still a nice extra bonus.
    
    Midgame (3-11, part 4): 9/10
    
    She has to worry about range a bit more here, but on the other hand she gets
    to fly over barricades and has no movement penalty in the desert.
    
    Lategame (Endgame): 8/10
    
    She's still useful as a heron, but she's not doing as well as her brothers who
    can chant 4 at once (and Reyson's outmaneuvering her as well).
    
    --
    
    Haar
    
    Earlygame (part 2): 10/10
    
    He's doubling a good portion of enemies and is basically invulnerable. And of
    course he also has the benefits of flying/canto in 2-E, and is the only one who
    doesn't take extra damage from crossbows.
    
    Midgame (part 3): 9/10
    
    His doubling woes are more significant here, but his maneuverability is still
    a huge plus, especially in such maps as 3-3. He's also still basically
    unkillable, although you do want to keep an eye on mages. He might make an
    occasional OHKO, which is always fun.
    
    Lategame (part 4 and Endgame) 8/10
    
    More like 6 or 7 for Endgame proper, but he's still doing great in part 4,
    especially if you send him to the desert where mobility is needed.
    
    --
    
    Brom
    
    Earlygame (part 2): 7/10
    
    His offense is fairly good here, and he's very durable. He doesn't double many
    promoted enemies, but most are halbs so he has the WTA which helps a bit.
    
    Midgame (part 3): 5/10
    
    Still a great wall, but his offense plummets. He can't double anything anymore
    and his speed just gets more problematic over time. His strength and skill also
    start lagging a little as time passes.
    
    Lategame (part 4 and Endgame): 3/10
    
    He's just too slow to be effective anymore, and his cap of 30 ensures that even
    if he's blessed he's hardly doubling anything. His durability is still fine but
    not really enough to save him in Endgame.
    
    --
    
    Nephenee
    
    Earlygame (part 2): 6/10
    
    She's fine, but she does have her share of problems. Her evasion isn't good
    enough to offset her mediocre durability, and her speed is good but her weapon
    is heavy enough that she may struggle to double enemies anyway (on the other
    hand, it does give her a lot of power).
    
    Midgame (part 3): 7/10
    
    Here she starts to shine. She's got moderate leveling issues when she joins the
    GMs unless you stuffed her full of BEXP in 2-E, but it's not too hard on her,
    and she cap rams stats quite quickly so BEXP will pull up her str or def. Even
    without it she's performing admirably, although she won't be ORKOing much
    until she can get her str up a bit.
    
    Lategame (part 4 and Endgame): 9/10
    
    Basically a swordmaster only with lances and more durability but wit less
    crit. Good all around stats and she caps most of them (and can cap the others
    with little trouble with BEXP), and the Wishblade is a great weapon.
    
    --
    
    Heather
    
    Thievery: 9/10
    
    She has a lot of items that only she can get. Everything stealable in parts 2
    and the GMs chapters are only stealable by her.
    
    Combat: 2/10
    
    She doubles everything and dodges fairly well, but her attack power is awful,
    as is her concrete durability. Not recommended for fighting.
    
    --
    
    Lucia
    
    Earlygame (2-2): 9/10
    
    She's a bit flimsy even now, but she's ORKOing most enemies with her silver
    sword and dodging very very well. High crit, too.
    
    Midgame (part 4): 3/10
    
    She's passable, but extremely crit reliant and her evasion isn't good enough to
    offset her defenses anymore.
    
    Lategame (Endgame): 7/10
    
    She's not quite on the same level as the other TBs (or rather, she takes more
    effort and needs more BEXP) but she can still perform admirably if you put
    some effort into her. She does desperately need some str, though, but BEXP.
    
    --
    
    Lethe
    
    Earlygame (part 2): 6/10
    
    She's basically a more durable Nephenee with a transformation gauge. Well, that
    and she's doubling most enemies, though she's not particularly strong.
    
    Midgame (part 3): 3/10
    
    She's still got okay durability but not enough to save her attack power. Or the
    fact that she still has to deal with a transformation gauge. And with the slow
    exp gain of laguz, she's not getting anywhere anytime soon.
    
    Lategame (part 4 and Endgame): 3/10
    
    She gets Rend, which is great, but that's about all that's changed. She's still
    not very strong and is limited to 1 range and has to deal with a gauge.
    
    --
    
    Mordecai
    
    Earlygame (part 2): 8/10
    
    He's pretty strong and incredibly sturdy. Basically Brom+, but with a gauge.
    
    Midgame (part 3): 6/10
    
    Walling isn't as big a deal with the GMs, but it's still nice and besides that
    Mordy can still pack a punch with his hits although he's doubling just about
    nothing. 
    
    Lategame (part 4 and Endgame): 3/10
    
    Walling is even less important and Mordy's one hit is less significant, plus
    Tigers are terrible in the Endgame. He's still okay in part 4 proper, but even
    that partially depends on which team he goes with.
    
    --
    
    Geoffrey
    
    Earlygame (2-3, latter 2-E): 9/10
    
    Mows through everything, but his def and HP bases are low enough that if he
    mow through too much he might get killed. That will still take a lot, though.
    Meanwhile, he's ORKOing if not OHKOing every nonpromoted enemy and most tier
    2 enemies as well.
    
    Midgame (3-9): 8/10
    
    Still the best you've got and still holding his own pretty well, but the bad
    guys have gotten a bigger boost in stats than he has. In particular he seems to
    have a little more trouble doubling here. Still great overall, though.
    
    Lategame (4-5, Endgame): 3/10
    
    How the mighty have fallen. Geoffrey's bases really start holding him back here
    and his growths are hardly enough to save him. Paragon helps, but only a little
    bit, and his caps are mediocre as well.
    
    --
    
    Kieran
    
    Earlygame (2-3, latter 2-E): 9/10
    
    Harder to kill than Geoffrey but has a little more trouble doubling. Great
    hardcore physical unit.
    
    Midgame (part 3): 6/10
    
    He's still good, particularly in 3-9, but when he joins the GMs he's a bit
    behind. Not hit as hard as the other CRKs, but he gets kind of lost in the
    shuffle.
    
    Lategame (part 4 and Endgame): 4/10
    
    He can do fine, but his caps screw him out of really being endgame worthy and
    part 4 really likes to screw over pally movement. Still a worthwhile tanker
    power type, but there are better.
    
    --
    
    Makalov
    
    Earlygame (2-3, latter 2-E): 5/10
    
    He does okay, but he's easily losing to Geoff and Kieran. He's pretty weak and
    not doubling as consistently as you might hope, but he's fairly hard to kill.
    
    Midgame (part 3): 4/10
    
    Starting to fall behind, starting to get screwed by his caps. His low offense
    is also becoming more noticeable here.
    
    Lategame (part 4 and Endgame): 4/10
    
    He's an acceptable paladin, but still kind of a generically durable but weak
    character. He does at least have frequent doubling on his side, though he can't
    quite double the big bosses.
    
    --
    
    Astrid
    
    Earlygame (2-3, latter 2-E): 2/10
    
    She's potshotting, except her team doesn't really care. Her offense is terrible
    and her durability isn't so hot either (but being a ranged attacker that's not
    so bad).
    
    Midgame (part 3): 3/10
    
    She can start gaining more EXP here and thus take fuller advantage of Paragon,
    plus she gets access to Blossom if you want her to use it. However, she's still
    performing pretty poorly. Potshotting does mean a bit more in 3-9 than it did
    in part 2, though.
    
    Lategame (part 4 and Endgame): 7/10
    
    Astrid's Endgame is along the lines of a 4/10 without Blossom or BEXP, but if
    she reaches the full potential of her surprisingly good caps, she can really be
    pretty powerful, especially with the highly broken Double Bow.
    
    --
    
    Danved
    
    Earlygame (2-3, latter 2-E): 7/10
    
    He's doing pretty good for himself, but he's also a footsoldier surrounded by
    mounted people (i.e. he has move issues in 2-3 and 2-E). Killer lance is a plus
    although Marcia might want it more.
    
    Midgame (part 3): 5/10
    
    He's not anything special here. His bases start holding him back, and his
    growths aren't fixing his stats quickly enough.
    
    Lategame (part 4 and Endgame): 5/10
    
    More of the same. He's a decent all around character by now, but he doesn't
    have any real strong point except for evasion. He can double fairly reliably,
    too, although like Aran he can't quite reach 34 speed thanks to his cap.
    
    --
    
    Calill
    
    Earlygame (2-E): 5/10
    
    She can attack from ledges, but she's not doubling much and typically 3HKOs.
    She's also very flimsy, although thanks to ledges that's not a problem. Meteor
    is also nice if you feel like using it here.
    
    Midgame (part 3): 4/10
    
    She's a good Paragon choice and her speed shoots up pretty fast, but she's not
    doubling at first and her power isn't particularly good for a while either. 
    She's basically your standard caster for now.
    
    Lategame (part 4 and Endgame): 7/10
    
    She actually is good here. She should be doubling consistently by now and fire
    spec gives her overall good offense, plus she has prety good evasion by now,
    too (and even more avo/att from her affinity). She still has horrific defenses,
    but that's her only real problem anymore. Keep Nihil on her and let her bless
    Rexflame and she'll even be a significant Endgame force.
    
    --
    
    Ike
    
    Earlygame (3-P to 3-5): 9/10
    
    He's got ridiculous levels of offense and he's pretty sturdy to boot. His only
    issues are lack of good 2-range and the occasional mage (they seem fairly
    prominent in these chapters, though, at least moreso than later on). Great all
    around.
    
    Midgame (3-7 to 3-E): 10/10
    
    Still godly, but now the mages are rarer and less dangerous and in 3-11 Ike
    gets Ragnell, and frankly once he gets that he's unstoppable. Oh, and it's got
    1-2 range so that problem went away, too. His speed might start lagging a bit
    but he should still be doubling just about everything.
    
    Lategame (part 4 and Endgame): 10/10
    
    Great endgame stats, Ragnell, and now he has axes so he can use the Hammer
    against a ertain archenemy of his. Aether helps offset what damage intake he
    faces and he gets Nihil as well for Endgame (too bad it still takes capacity).
    His only problem, again, is somewhat laggy speed, but BEXP should fix that
    right up.
    
    --
    
    Mist
    
    Earlygame (3-P to 3-5): 6/10
    
    Healers aren't as big a deal to the GMs as they are to the DB, but are still a
    valuable asset. HOwever, Mist still needs to really be careful and she's
    contributing slightly more than nothing offensively. Her magic isn't all that
    special either, but she should still be healing enough with a Mend if not a
    basic Heal.
    
    Midgame (3-7 to 3-E): 6/10
    
    Her durability problems should be less significant by now, but healing is also
    getting less valuable as your characters get more powerful and your enemies
    don't really. Not much has changed.
    
    Lategame (part 4 and Endgame): 5/10
    
    Healing is great in 4-4 (she's forced onto Ike's team) where you have to put up
    with the newly returning and hugely underleveled Tormod, Muarim, and Vika, but
    it's still not as big a deal as it used to be and there's too much competition
    for it. Her 3rd tier pony gives her a mobile edge on the others, but by Endgame
    non-Micaiah healers are kind of redundant anyway, and she hardly has enough
    combat ability to make up for it.
    
    --
    
    Titania
    
    Earlygame (3-P to 3-5): 9/10
    
    She's slightly frail (by GM standards and for her level) but has some of the
    best offense on the team between high str, good speed, and axes. Mobility is
    another nice bonus, although 3-4 screws her pretty hard since she can't climb.
    
    Midgame (3-7 to 3-E): 9/10
    
    She's still doing well, may be promoted and has a support. Movement is still
    nice and one map still screws her up pretty badly (3-7). She should still have
    more than sufficient offense, and Light helps fix her durability.
    
    Lategame (part 4 and Endgame): 6/10
    
    Part 4 is not very kind to pallies, and Titania doesn't quite reach ideal caps
    for Endgame. However, she still performs pretty admirably and will be doubling
    just about all nonboss enemies. Her durability is a little shaky by now, but
    her offense still makes up for it.
    
    --
    
    Soren
    
    Earlygame (3-P to 3-5): 5/10
    
    He's doing some respectable damage, but doubling hardly at all and he's quite
    the squishy wizard. Good at weakening enemies so your other characters can get
    easier kills.
    
    Midgame (3-7 to 3-E): 7/10
    
    Okay, this is assuming that he's doubling, which is also assuming that he's
    either been BEXPed or that he's been crowned (or both) or has gotten lucky or
    something. But still, he can have some pretty sweet if not kinda unreliable
    offense. Either way, he's still having evasion issues and needs to not get
    attacked.
    
    Lategame (part 4 and Endgame): 6/10
    
    Archsages aren't so great for Endgame, but Soren has a good shot at capping
    everything important (mag/skl and speed will come with extra leveling or BEXP)
    and 32 speed isn't so bad, really. He's not quite as good as Calill, but he
    has much more opportunity to level up.
    
    --
    
    Oscar
    
    Earlygame (3-P to 3-5): 7/10
    
    He's Titania only not quite as good. Still reasonably hard to kill, and he can
    double somewhat reliably, especially on normal or easy. Movement is mostly a
    plus although it does screw with him a bit sometimes. Earth affinity is nice
    although he won't be getting the full benefits of it just yet.
    
    Midgame (3-7 to 3-E): 8/10
    
    More of the same, really. He's got the benefit of Earth now, but that's about
    all that's new. 3-7 hates him.
    
    Lategame (part 4 and Endgame): 6/10
    
    His affinity can still carry him through the anti-pally part 4, but he doesn't
    have a noteworthy performance. Not bad, but there are better.
    
    --
    
    Boyd
    
    Earlygame (3-P to 3-5): 5/10
    
    He's fine, but he's not quite what I would call good. Failing to double, doing
    good damage per hit, and about in the middle as far as durabilty goes (he has
    high HP and decent def but his evasion is pretty low and he needs to be on the
    front lines more than your other squishier characters).
    
    Midgame (3-7 to 3-E): 7/10
    
    He should be doubling some now, his def and HP growths should be getting him
    durable, and his strength is moving up, too. Fire affinity helps his offense
    even further.
    
    Lategame (part 4 and Endgame): 10/10
    
    One of the best endgame classes, easily caps str and should pull off spd as
    well (might want some BEXP for that, though) and Fire is a great affinity for
    Endgame too. He's up there with the best now.
    
    --
    
    Rolf
    
    Earlygame (3-P to 3-5): 2/10
    
    Negligible chipping damage, and that's about it.
    
    Midgame (3-7 to 3-E): 5/10
    
    He should be getting some good offense about now, but still kinda shaky. At the
    very least he can weaken off enemies your other characters failed to kill, but
    he should be getting some ORKOs himself.
    
    Lategame (part 4 and Endgame): 10/10
    
    If he can make it to mid/late tier 3, he'll be a real force to be reckoned with
    as a Double Bow Marksman, and even though he's a hard class to get EXP for he
    should be able to pull of those stats.
    
    --
    
    Shinon
    
    Earlygame (3-P to 3-5): 8/10
    
    He can't counter (without the unreliable crossbows) much, but he's doubling
    evertying and doing respectable damage, plus he has high crit. He's also hard
    to kill, being one of the tankier characters despite his status as a backliner.
    
    Midgame (3-7 to 3-E): 8/10
    
    More of the same. Doubling, fairly strong, he can even get some BEXP at tier 2
    to pump his strength up a bit more. And he's still tanky, so he's great all
    around!
    
    Lategame (part 4 and Endgame): 10/10
    
    More of the same. Great offense, great durability. The only difference is in
    Endgame he gets the Double Bow, so now he can counterattack (and do obscenely
    high damage besides). HIs strength may not quite hit it's cap without BEXP, or
    it will with BEXP. Marksman is just a wonderful Endgame class.
    
    --
    
    Gatrie
    
    Earlygame (3-P to 3-5): 9/10
    
    He might actually be doubling some, and he's damned hard to kill and strong
    besides. Great all around.
    
    Midgame (3-7 to 3-E): 8/10
    
    His speed cap might screw with him here, but it shouldn't be for too long if
    you give him BEXP or a crown. Otherwise, he's still an all around good unit.
    
    Lategame (part 4 and Endgame): 5/10
    
    He's still pretty good for part 4, although he can have some movement issues
    depending on which team he's sent with. Endgame sucks for generals.
    
    --
    
    Mia
    
    Earlygame (3-P to 3-5): 7/10
    
    She's doubling reliably and has high hit and respectable if not particularly
    astounding str, but she's also the most fragile frontliner you have and doesn't
    quite have reliable evasion yet. Useful, but be careful.
    
    Midgame (3-7 to 3-E): 9/10
    
    Forges, fire affinity and her strength growth help ensure her offense is pretty
    sweet now, and if she gets a +Def or +avo support her durability shouldn't be
    much of a problem anymore either. And again, doubling doubling doubling.
    
    Lategame (part 4 and Endgame): 9/10
    
    A trueblade who caps str and has a +att affinity? Yay. Low str cap and swords
    kinda hurts, but with crit/astra/fire, she's pretty good at killing stuff.
    
    
    --
    
    Rhys
    
    Earlygame (3-P to 3-5): 7/10
    
    Mist + mag, at least for now. Decent chipping damage if you care, and he's good
    for heals. The GMs aren't just desperate for healers, but he's still nice to
    have around.
    
    Midgame (3-7 to 3-E): 5/10
    
    He cap rams magic and his def and spd aren't mvoing up fast enough to keep him
    from getting ORHOed, and meanwhile other healers (particularly Ilyana and Soren
    who may be promoting around now, possibly Calill as well) are starting to crop
    up, making him less valuable.
    
    Lategame (part 4 and Endgame): 3/10
    
    He's got enough of a level lead over Laura that I felt giving him +1 over her
    was justified, and some part 4 maps like 4-4 are pretty tough and so an extra
    healer is nice, but there are so many and his combat is so awful that he isn't
    getting much credit for it. Meanwhile, bad growths and a terrible Endgame class
    (and Micaiah being forced to Endgame) pretty much ensure he'll be worthless
    for that part.
    
    --
    
    Ranulf
    
    Midgame (3-4 to 3-E): 8/10
    
    He's pretty good all around, his only real problem being the dreaded gauge,
    which hits cats particularly hard. Otherwise, he should be up to the offensive
    and defensive standards set by everyone else.
    
    Lategame (part 4 and Endgame): 6/10
    
    He's still okay in general, but his gauge still screws with him and cats in
    general have a hit-or-miss endgame. Rend is awesome, though, and regardless
    he fares reasonably well in part 4 proper.
    
    --
    
    Kyza
    
    Midgame (3-4 to 3-E): 2/10
    
    He can tank somewhat, but that's about it. He's pretty weak and has trouble
    doubling and dodging, and fire mages can be a threat as well.
    
    Lategame (part 4 and Endgame): 2/10
    
    Tigers fail Endgame and he's not really anything special for the rest of part
    4 either. He can soak hits for a team, but that's all he's really doing and
    that's not aexactly a rare ability.
    
    --
    
    Lyre
    
    Midgame (3-4 to 3-E): 1/10
    
    Terrible damage ouput, low durability for a laguz. She gets to doubling, but
    her strength is so bad it doesn't actually help that much. She can get bearable
    with an Energy drop, but that's about the only way to save her.
    
    Lategame (part 4 and Endgame): 3/10
    
    She caps rams some things to help pull up her str a bit, and Rend is nice, but
    she's still got cat issues and is largely overshadowed by the royals and high-
    end nonRoyals.
    
    --
    
    Reyson
    
    Midgame (parts 3 and 4): 10/10
    
    He can only chant one person untransformed, but he can actually keep up with
    your other units, and then he transforms and gets superchanting and even better
    mobility. Plus he can instabliss, which is...not important, but yeah.
    
    Lategame (Endgame): 9/10
    
    Small maps mean his mobility isn't quite so important, and he needs to gobble
    a Gem or a stone to superchant while Rafiel doesn't. He's still invaluable,
    though, but Rafiel has a slight edge and herons are weird to rank anyway.
    
    --
    
    Janaff
    
    Midgame (3-7 to 3-E): 9/10
    
    Transformation and 1 range are all that holds him back, but he's really good
    at decimating things. He doesn't grow too well, but does he really need to?
    
    Lategame (part 4 and Endgame): 9/10
    
    Hawks do pretty well for Endgame and Unle Janny's still got the speed to double
    whatever the hell he wants and is doing great damage besides. He's not quite a
    Royal, but he's still a great unit.
    
    --
    
    Ulki
    
    Midgame (3-7 to 3-E): 8/10
    
    Also a very good hawk, he doesn't quite have Janaff's offense but he has the
    benefits of extra evasion and is effectively uncrittable even by high crit
    classes like swordies.
    
    Lategame (part 4 and Endgame): 9/10
    
    More of the same, high evasion and good if not quite spectacular offense. Plus,
    now he has the benefits of Tear and probably a support as well (Water affinity,
    yum). DOn't forget tear is based on speed, which Ulki has loads of.
    
    --
    
    Sigrun
    
    Midgame (3-11 and 3-E): 3/10
    
    She's got flier utility, but that's about it. She's very close to promotion so
    she can Stun, but otherwise she's got poor str and decent but unreliable speed
    so her overall offense is poor. Her durability at least is fine.
    
    Lategame (part 4 and Endgame): 4/10
    
    More of the same, but flying is particularly helpful in 4-3.
    She's still not so great at the actual fighting part, though. She gets Triangle
    attack for Endgame, too.
    
    --
    
    Tanith
    
    Midgame (3-11 and 3-E): 3/10
    
    See Sigrun, basically. Okay durability, but not very strong and her speed isn't
    quite reliable. She packs a little more punch than Sigrun, but is farther from
    promotion (sans Crown) so she on't be Stunning as quickly.
    
    Lategame (part 4 and Endgame): 6/10
    
    She can get pretty good for Endgame, although it's gonna be tense seeing if her
    speed can make it to 34 or not. Otherwise she's got pretty good str, Wishblade
    is a great weapon, and she can Triangle Attack.
    
    --
    
    Sanaki
    
    Midgame (part 4): 3/10
    
    She does loads of damage per hit, but doesn't double and is getting ORKOed by
    far too many enemies. Gets a bonus point no movement penalty in 4-3.
    
    Lategame (Endgame): 3/10
    
    Okay, she CAN be upwards of like an 8/10, but the likelihood of her reaching
    the str/spd necessary to double with rexflame is pretty low and that would
    still take a lot of painful training. Otherwise, she's more likely to just sit
    back and drop meteors on people, which is handy but not a very big deal.
    
    --
    
    Skrimir
    
    Midgame (part 4): 9/10
    
    Slight doubling issues (and I mean very slight), but HUGE power and great
    durability, too. He gets docked a bit for being sleep fodder and 1 range, but
    his gauge isn't as big a problem as it is with many other laguz.
    
    Lategame (Endgame): 7/10
    
    More of the same, but his low res can be a legitimate problem in the latter
    parts of Endgame and he can have doubling issues. He's still good, but it's
    tougher for him to deal with his low stats than for others.
    
    --
    
    Naesala
    
    Midgame (part 4): 10/10
    
    His only problems are 1 range and S strike, but he's strong enough that the
    latter isn't really an issue. Well, crossbows can be an issue too, I guess, but
    he's got such sick avoid that he might really be dodging them.
    
    Lategame (Endgame): 10/10
    
    I could maybe see 9/10 if he fails to reach SS strike, but he's doubling all
    enemies and Tearing everything up and Formshift just adds to it.
    
    --
    
    Tibarn
    
    All of his player controlled existence: 10/10
    
    He's durable, he's very strong, he's doubling everything, he's got Tear, he
    doesn't take any damage half the time thanks to Pavise, he's got ten freaking
    move, and he's just really, really broken.
    
    --
    
    Pelleas
    
    Midgame (part 4): 2/10
    
    He's got okay chipping damage, but nobody really cares. He has accuracy issues
    form Dark, too, and his only other option is Thunder. Being underleveled isn't
    helping, either.
    
    Lategame (Endgame): 3/10
    
    He gets bonus points for being the only Balberith user (It's not great, but
    it's still basically exclusive to him) and being the only Archsage who can
    reach S staves. Otherwise his speed cap and Dark magic combine to screw him
    over and the EXP load he needs to even get that far isn't helping.
    
    --
    
    Stefan
    
    Lategame (Endgame, 4-3 he's not around enough to matter): 7/10
    
    He's a bit behind, but he's got respectable stats and is a good Endgame class.
    He doesn't really get supports, but he does okay anyway and he might get C or B
    with a leftover or other late joining character.
    
    --
    
    Oliver
    
    Lategame (Endgame, 4-4 he's not around enough to matter): 1/10
    
    Slow, poor offense, bad class, healing is redundant. Might give someone a boost
    with his fire affinity, but that's about it.
    
    --
    
    Bastian
    
    Midgame (4-5): 6/10
    
    He's not particularly good, but he's high level and has anima mastery against
    a ton of laguz, and he can be a backup healer, so all in all he's got some nice
    things going for him. Worth deploying, at the very least.
    
    Lategame (Endgame): 4/10
    
    Aaaaand then anima mastery doesn't matter and he's getting outclassed by other
    Archsages which isn't a noteworthy endgame class to begin with and his speed
    isn't enough to double much. He can help a little, but not a lot.
    
    --
    
    Volke
    
    Midgame (4-5): 7/10
    
    He can double everything and has huge crit, plus an innate skill that makes
    enemies not attack him unless he's their only choice (so he's not likely to get
    himself killed). Crit or mastery reliance is kind of annoying, but he activates
    one or the other frequently and is just a nice unit to have around.
    
    Lategame (Endgame): 6/10
    
    He's similar to a TB, but with more crit and less power. He also has to deal
    with the Baselard, which is a not particularly good SS weapon, and the lack of
    a support (nobody cares about Wind, so he's going to have trouble finding one
    even within Endgame). He still does fine, but he's not quite the killing
    machine I'd like him to be.
    
    --
    
    Kurthnaga
    
    Endgame: 4/10
    
    He's sturdy...but only eventually. He gives durability...but no one really
    cares. He's powerful, but not for a long time. He's doubling just about never.
    All out mediocrity.
    
    --
    
    Ena
    
    Endgame: 6/10
    
    She has horrible combat, but she also has a helpful innate skill that only Red
    Dragons can use. +5 str is quite nice for allies and really helps against the
    big bosses.
    
    --
    
    Caineghis
    
    Endgame: 10/10
    
    The last laguz Royal, Caineghis is another invincible ORKOing machine. As such,
    he's another 10/10.
    
    --
    
    Giffca
    
    Endgame: 10/10
    
    His only issue is the lack of formshift, otherwise he's basically another Cain.
    But since he comes with a laguz gem...well, disaster averted, then! Well, he
    still has to spend his first turn using the Gem, but it's a small price to pay
    for such a good unit.
    
    --
    
    Renning
    
    Endgame: 4/10
    
    He's pretty generic. Not too different from Makalov, but a bit stronger at the
    cost of a bit of evasion and support issues. Earth affinity helps, but too late
    to help a lot.
    
    --
    
    Nasir
    
    Endgame: 7/10
    
    His entire use is for White Pool in the final battle, but White Pool is a huge
    help, so this seemed like a fair score. Otherwise his combat is unspectacular,
    with him taking and dealing little damage thanks to his magical nature.
    
    --
    
    Gareth
    
    Endgame: 5/10
    
    Red Tide is helpful, but only for the one fight and Spirits really rip him up.
    He does at least have huge power, but he really shouldn't be fighting.
    
    --
    
    Lehran
    
    4-E-5: 10/10
    
    He's invincible and has loads of offense. He's like a laguz Royal, except the
    game considers him a beorc. All he needs is a weapon...
    
    
    
    (please note that this part of the guide is very much a work in progress, and
    I'm pretty open about changing some of these scores if you can give me a reason
    why I should)
    
    
    --
    
    Supports & Affinities [4FF]
    
    Like some previous Fire Emblems, this game has a support system that
    allows two characters to receive stat boosts when they are within 3 spaces of
    each other. In this particular Fire Emblem, any set of characters can support
    each other. Characters must gain a certain amount of support points with each
    other, which are gained by standing near each other, shoving (sometimes),
    rescuing, and healing each other, or just by being deployed in the same map.
    After they gain enough points, you can create/upgrade a support between them in
    the base menu. There are three levels: C, B, and A, A being the best. As the
    support level increases, so do the bonuses.
    
    The bonuses characters get is dictated by the affinities of the characters
    supporting each other. Each affinity gives a certain amount of points to hit,
    avoid, attack, or defense (note that attack boosts both physical and magical
    damage output, and defense decreases physical and magical damage intake).
    
    The boosts are as follows (note that the game rounds up)
    
    Wind: +2.5 hit/avo.
    Water: +0.5 att/def
    Light: +2.5 hit and +0.5 def
    Dark: +2.5 avo and +0.5 att
    Fire: + 2.5 hit and +0.5 att
    Thunder: +2.5 avo and +0.5 def
    Heaven: +9 hit
    Earth: +7.5 avo
    
    So let's say I have Ike and Mist support each other. Ike has an Earth
    affinity and Mist has Water, so when I start their support they will have +7.5
    avo from Ike's Earth and +0.5 att/def from Mist's Water. This rounds up to +8
    avo and +1 att/def. Remember, these boosts only activate if Ike and Mist are
    within 3 spaces of each other.
    	
    So after a while they gain enough support points and I level their support
    up to B. Now they get another +7.5 avo and 0.5 at/def. They now have a total of
    15 avo and 1 att/def. Then I level it up to A and they get yet another 7.5 avo
    and 0.5 att/def, giving them a total of 22.5 avo and 1.5 att/def, which rounds
    up to 23 avo and 2 att/def!
    
    In general, Earth and Water are considered to be the best affinities.
    Fire, Dark, and Thunder are also pretty useful. Heaven isn't a very big deal,
    although it does have situational uses, Light is also pretty situational but
    there are a few characters who would like hit/def, and wind...is pretty
    worthless in general, really, but better wind than no support at all.
    
    Anyway, supports are a nice little boost for characters and some get quite
    a lot of benefit from this system. For example, the EarthxEarth pairing results
    in two characters getting an extra 45 evasion! The support system is hardly
    necessary, but it's worth experimenting with at least.
    
    There are also supports called Bonds. These are built-in supports that
    give boosts of five or ten critical and crit evade, but the two characters must
    be adjacent to each other. You can see which characters have bonds in their
    info menus. Note that if you transferred an A support with two characters from
    Path of Radiance, that will become a Bond support in Radiant Dawn.
    
    
    The SS Weapons [ZOMG55]
    
    There are several SS weapons in this game, at least one for every weapon
    type. Laguz weapons increase in power when they gain weapon levels, so they
    essentially get SS weapons by getting SS weapon levels. Beorc, however, have to
    find theirs, so here's how to get them. I will also mention what characters are
    able to use said SS weapon just for the hell of it. While most characters can
    only SS one weapon type, there are a few – Ike, Micaiah, and the Saints (Laura,
    Rhys, and Oliver) that can SS multiple weapon types.
    
    
    Vague Katti: An SS sword. Stefan comes with it. Have Micaiah step on the
    space 1 left and 11 up from the bottom right square to recruit him. I believe
    that if you place any other character there (besides Mordecai or Lethe in a
    transfer run) that you will get the sword but Stefan won't join.
    
    Alondite: An SS sword. The boss of 4-E-2 drops it.
    
    Characters that can reach SS swords: Edward, Meg, Zihark, Elincia, Lucia,
    Makalov, Ike, Mist, Mia, Stefan, Renning.
    
    
    Wishblade: The SS lance. The sub-boss of 4-E-2 drops it. Aran, Tauroneo,
    Fiona, Marcia, Nephenee, Geoffrey, Danved, Oscar, Gatrie, Sigrun, and Tanith
    can use this.
    
    
    Urvan: The SS Axe. Caineghis gives this to Ike in a base conversation
    before Endgame. Nolan, Jill, Haar, Brom, Kieran, Ike, Titania, and Boyd can
    use Urvan.
    
    
    Double Bow: The SS Bow. An enemy sniper in 4-E-1 drops this. Leonardo,
    Astrid, Shinon, and Rolf can use this.
    
    
    Baselard: The SS dagger. Like the Vague Katti, this is found in the desert
    chapter, 4-3. It is 9 spaces left and 10 spaces up from the bottom-right
    square. Sothe, Heather, and Volke can use this.
    
    
    Rexaura: The SS light tome. Dropped by the boss of 4-E-1. Micaiah, Laura,
    Rhys, Oliver, and Lehran can use this.
    
    	
    Rexbolt: The SS thunder tome. Muston gives this to you in a base convo in
    4-P. Ilyana is the sole wielder of Rexbolt.
    
    
    Rexcalibur: The SS wind tome. Aimee gives this to you in a base convo in
    4-1. Soren and Bastian can use this.
    
    	
    RexFlame: The SS fire tome. Jorge and Daniel give this to you in a base
    conversation in 4-2. Tormod, Calill, and Sanaki can use this.
    
    
    Balberith: The SS dark tome. Dropped by the boss of 4-5. Pelleas and
    Lehran can use this.
    
    
    Matrona: An SS staff. Found in the only chest in 4-E-1.
    
    Ashera Staff: An SS staff. Lehran comes with it.
    
    Characters that can reach SS staves: Micaiah, Laura, Rhys, Oliver, Lehran.
    
    
    Hypothetical Questions 'n' Answers [QW3ST]
    
    Q: What is Boss Abuse?
    
    A: Boss Abuse is repeatedly attacking an enemy boss who has some means of
    healing itself with a character that cannot kill it. For example, say Fiona is
    barely able to damage the boss of 1-7. That particular boss is on a throne and
    recovers some HP every turn. So Fiona can just keep bashing away at him, wait
    for him to heal up, then attack again, then wait for him to heal, then attack
    again, etc. This allows you to gain large amounts of experience for characters.
    Sometimes, if the boss is particularly powerful or the character boss abusing
    is particularly fragile, it may be helpful/necessary to break the boss' weapon
    first by having a more durable character absorb the hits. Boss abuse can make
    any character pretty godly for most of the game, but is pretty boring and may
    take a while. In general, this guide assumes that no boss abuse is used, since
    by doing this all characters effectively wind up the same (i.e. invincible
    killing machines) for most of the game.
    
    Q: What is Staff Abuse?
    
    A: Staff abuse can refer to a few different things. It can refer to
    attacking priests/bishops who are equipped with staves that recover their HP,
    in a tactic similar to boss abuse. It can also refer to when you deliberately
    have your characters take damage for the sole purpose of leveling a staff user.
    Both methods are another way to gain “free” EXP. Again, this guide generally
    assumes that no staff abuse is used.
    
    Q: What is Battle Save Abuse?
    
    A: On easy and normal difficulties, the battle save option allows you to
    save in the middle of a battle. This can be exploited to manipulate the RNG,
    usually to make characters gain more stats than they ordinarily would (for
    example, to ensure that Mist gains strength and defense when she levels). Yet
    again, this guide is written on the assumption that no BSA is used.
    
    Q: What are stat averages?
    
    A: Stat averages are the estimated stats a character should have at any
    level. Basically, to find a character's average for a stat, multiply their
    growth times the amount of levels they have gained, and add it to their base
    (adjust for caps and promotion gains as well if necessary). For example,
    Sothe's average speed at level 13 Rogue is 25.4 (20 + 0.45*12). While these are
    a good tool to find how a character should theoretically turn out, the random
    nature of the game (and the existence of things like BEXP) make having a
    perfectly average character rather unlikely.
    
    Q: Why didn't you account for transfer data with [character]?
    
    A: It's possible that I forgot, but most of the time it's because either
    that character isn't likely to get transfers in the first place of the
    transfers aren't particularly significant. Of course, there's also the
    possibility that the reader is playing RD before PoR, which many people have
    done, and as such probably have no access to transfers. While I will mention
    them if I feel they really do mean something (like a str/spd transfer for Jill)
    in general I don't think they're really all that important. A nice boost,
    though, and helpful for hardcore OCD gamers like me who MUST! CAP! EVERYTHING!
    
    Q: Whats a tier list?
    
    A: A ranking of all of the characters based on some set of criteria. Tier
    lists are typically oriented around beating the game as quickly (or rather, in
    as low a turn count) as possible, and have varying ideas about how/when/if
    resources should be allocated. 
    
    Q: What's PEMN?
    	
    A: It means “Personal Experience Means Nothing”. What that means is that
    just because your character got such-and such stats does not mean that happens
    most of the time. This guide is assuming that characters stats are more or less
    consistent with their growths, and also accounting for bases and caps (I also
    try to account for BEXP when applicable, since that can boost stats beyond what
    they might ordinarily reach).
    
    Q: What is it about having a speed cap of 34 or more that is such a big deal?
    
    A: I actually don't think it's a HUGE deal, but the difference between 33
    and 34 speed is more noticeable than the difference between any other set of
    numbers for endgame. You see, the boss of 4-E-3 has 30 speed, meaning people
    with 34 speed or more can double him. The Auras of 4-E-5 have 35 speed, meaning
    characters with 34 or more speed can double them with the help of Nasir's White
    Pool. Basically it means there are nine fairly durable enemies that a character
    with 34 speed could double but a character with less could not. 
    
    Q: So if it's possible for characters to have such a variation in stats, isn't
    a character guide kind of worthless?
    
    A: Not necessarily. There are a lot of things that determine how good a
    character is beyond their random growths. It's important to know what their
    bases are, what their caps are, the good and bad of how their class/bases/etc
    function among their teams, how they relate to other characters, innate skills
    ...and, of course, its helpful to know how characters generally turn out, even
    if they're hardly guaranteed to end up that way.
    
    Q: Which characters promote automatically in the story?
    
    A: Micaiah automatically promotes to tier two after 1-E and to tier 3 at
    the beginning of Endgame. Sothe automatically promotes to tier 3 after 4-P. Ike
    automatically promotes to tier 3 after 3-E. All other characters promote upon
    using a Master Seal/Master Crown after reaching level 10, or by hitting level
    21, except Mist who has her own special promotion item called a Holy Crown
    (although she can still promote by leveling).
    
    Q: A character died/retreated. Are they gone forever?
    
    A: Almost definitely. As far as I know, Rafiel is the only character who
    will ever come back if his HP falls to 0. Otherwise, they're gone for good.
    
    
    Outro and Contact Info [0UT]
    
    So that's it. I hope this guide proved useful in some way to you, and
    thank you for reading through it. If you have any questions, feel free to
    e-mail me at popslurpbam@hotmail.com. I'll try to respond within a day or two,
    but don't hold me to that.
    
    As for thanks, I'd be remiss if I did not give a huge, enormous shout-out
    to serenesforest.net, which is where I got most of the raw character data
    (stats, growths, caps, skill activation rates, a whole plethora of things).
    Know that much of what is presented here was found there and is mostly just me
    trying to explain how this data affects each individual unit's performance. If
    you ever have any questions about FE, Serenes Forest is pretty much the place
    to look. I'd also like to thank the people of the SF and GFAQs boards, who's
    various debates helped me get a better understanding of some of the [dis]
    advantages of the various characters that I otherwise would have overlooked.
    
    This FAQ belongs to me, “me” referring to a user known as “thatfeguy”,
    and has been written for the purpose of being hosted on www.gamefaqs.com. Any
    potential updates will be set to this site. Other sites currently allowed to
    use this guide are www.neoseeker.com and supercheats.com.
    
    This guide is written for the video game “Fire Emblem: Radiant Dawn” for
    the Wii, a game owned by Nintendo and Intelligent Studios, which I am not
    affiliated with (beyond the fact that I play their games, I guess).
    
    And...well...that's it! Good day, all.