FEBW Classes Explained!

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Unpromoted Classes

Archer Your basic long-range unit. Archers obviously use Bows and can attack from 2 squares away (2-3 if they have a Longbow) and can only be counter attacked if the target has a Bow or any other long range weapon with equal range. Bows are moderately useful for taking down any airborne target such as a Pegagus Knight, and are well rounded in both might and accuracy.

STRENGTHS: Long-range, bonus damage to any flying unit

WEAKNESSES: Weaker bases and movement than the nomad. In addition, Archer's have low HP, Archer's cannot counter attack if directly attacked I.E. If your Archer Bob has an Iron bow equipped, and is attacked by a Mercenary with an Iron sword. We'll call him Joe Cool. Since Archers can only attack from a distance, they can only COUNTER from a distance as well. This can also mean they are bound to be surrounded if facing multiple direct units.

Bard

The male counterpart to the Dancer. Bards cannot attack. Bards can 'Sing' to another unit which allows that unit to move again.

STRENGTHS: Allows a unit to move twice in the same turn. Can have absolutely insane defenses and dodge since they need not put points into strength and skill.

WEAKNESSES: Bards cannot attack at all. But this isn't really a weakness. Unless ALL of your units are bards/dancers. THEN you have a problem.

Cavalier

More or less a mounted soldier. Cavaliers wield lances and swords, allowing them a be very useful for dominating the weapon triangle, and for having a well-rounded arsenal in areas such as range, accuracy, and might. They have high movement, which is useful for maneuvering around the map faster.

STRENGTHS: High movement, able to use lances and swords allowing them to be effective against sword and axe users respectively, and have above average bases that are nicely rounded in strength, speed, and defense.

WEAKNESSES: Certain weapons will do big damage to Cavaliers because they are mounted. And since you can only have 1 weapon equipped at a time, it's easy to overcome their dual weapon nature.

Cleric

A healer. Key to a army unless you want to buy a lot of Vulneraries. Clerics cannot fight and can only use their Staves to heal or enchance friendly targets, some staves can even cause status effects to enemies tipping the scales in your favor, for a time.

STRENGTHS: Able to heal your units extending their lifespan, able to use staves.

WEAKNESSES: Very weak and if attacked are likely to be killed, cannot attack, low movement. (Keep them on good terrain, like forests.)

Dancer

A female Bard. Identical to Bard only they 'Dance' instead.

STRENGTHS: Identical to Bard

WEAKNESSES: Identical to Bard

Fighter

A beefy melee fighter that use Axes. Axes are inheritaly stronger then all weapons and as such Fighters can dish out damage. Fighters come with a Hand axe when you create them. Hand Axes can be used to attack indirectly, but are heavy and have low accuracy. They even have hammers and halberds, which can put a rather quick end to mounted and armored units. However, since Fighters have a naturally good Constitution, the weight of an axe shouldn't affect them negatively much, unless they are carrying a particularly heavy axe such as the steel axe. It's also worth noting that axes are the cheapest of all types, which is always nice.

STRENGTHS: Uses axes, which are handy for slaying high defense units such as wyverns, or for attacking from a distance.

WEAKNESSES: Low base defense so they take high damage, and pretty much low bases altogether. Axes have a lower accuracy then most weapons, which is deadly when fighting against the weapon triangle.

Knight

A walking wall more or less. With their high defense, Knights are effective at holding choke points. They are commonly used as Meat Shields. They fight with Lances.

STRENGTHS: Insane defense and monstrous con. Strength isn't too bad, either.

WEAKNESSES: All bases are poor besides strength and defense. Weak against armorslaying weapons and still as vulnerable to magic as other units are, only their lower speed base makes them more likely to get double hit by them.

Mage

Offensive magic users. They are like Archers only using magic instead of weapons, and can attack from 1~2 spaces. Mages need tomes to channel their magical energies however. Mages are effective against almost any unit with low Resistance.

STRENGTHS: Quite powerful against low resistance units (Pretty much everyone except for mages, unless the unit pumps stats into resitance), and they can attack enemies both directly and indirectly, making them able to counter nearly anything and attack from a distance like a bow user.

WEAKNESSES: Garbage bases except for resistance, and higher leveled tomes are way too heavy for them.

Mercanary

A sword-user that has very good speed and skill, but slightly below average attack and defense power.

STRENGTHS: The best balanced of primary sword users.

WEAKNESSES: Damage can be minimal against lance users unless strength is pumped up.

Monk

Basically a Mage using Light Magic instead of Anima.

STRENGTHS: High resistance and surprisingly high hit and critical from their light magic. Can counter most attacks and atack from a distance just like a mage.

WEAKNESSES: Weaker than anima and dark magic, and high leveled tomes are even more stupidly heavy than anima magic. Garbage bases.

Myrmidons

A very specialized sword-fighter. Trade defense, constitution, and HP for skill and speed.

STRENGTHS: Great accuracy against just about anything. Ties for single highest speed and skill bases.

WEAKNESSES: Lower HP, Defense, and constitution than the mercenary. Has problems holding certain swords.

Nomad

An Archer with higher bases and movement that rides a horse.

STRENGTHS: Better bases than archers in almost all aspects, and hold superior speed. Best bow user you have.

WEAKNESSES: Same as Archer, and is weak to horseslaying weapons.

Pegagus Knight

Pegagus Knights aren't that powerful and are all women. However they have the farthest Movement of any unit and excell in the ability to save stranded units and bring them to safety. Pegagus Knights also possess a slightly above average base Resistance. Pegasus Knights, due to their flying nature can travel over all terrian at the cost of 1 per movement. When you create a Pegasus Knight character, it will come with a Slim Lance (Increases accuracy) and a Javelin. Javelins are heavier than standard lances but can be used to attack indirectly.

STRENGTHS: High movement with quick movement type. Slightly above average res.

WEAKNESSES: Weak bases, do not gain dodge from terrain, and are outclassed by wyvern riders easily.

Pirate

A faster yet weaker Fighter with the unique ability to walk on water. Pirates also come with a Hand Axe, as well.

STRENGTHS: Higher speed than the fighter, and can also walk on water. Can use axes which are effective against powerful lance using classes and can be used from a distance.

WEAKNESSES: Lower strength and con than the fighter, and bases aren't much better than those of a fighter.

Shaman

Same as a Mage only using the wide variety of dark magic tomes.

STRENGTHS: Same as the mage and the monk in their range advantage. Dark tomes carry a wide variety of effects. (Draining HP, piercing resistance)

WEAKNESSES: Same as Mage, but slower and less accurate due to generally very heavy and fairly inaccurate tomes. Low bases like the other magic users.

Thief

Evil little dastards. They are basically a weaker and less skillful myrmidon in combat but Thieves possess Steal, meaning they can (and will) steal your vuneraries. (Or elxiers, if people are rich/stupid enough to have them) They cannot steal any equipped stuff, though.

STRENGTHS: Able to steal, superior movement for an unmounted unit. The only decent way to actually make money in FEBW.

WEAKNESSES: Very weak bases in most categories, but have high speed.

Troubador

A cleric on a horse, also a female unit. They are favored over Clerics due to their higher movement, and let's face it, they look pretty!

STENGTHS: Same as Cleric, but with higher movement.

WEAKNESSES: Same as Cleric, but are weak against horseslaying weapons.

Wyvern Rider

The undisputed most cheap and overpowered unit in FEBW. They possess high strength, high defense and the same movement as a pegasus knight.

STRENGTHS: Godly bases, high movement, and fast movement type.

WEAKNESSES: None for the most part, but don't have any base resistance like other physical units. Try to use this and the flying weakness to bows to your advantage. Bows work pretty well since wyverns are weak to them, too. Sometimes their high defense can overcome this, though.

Promoted Classes

These are currently unavailable in FEBW, so some information may be changed. A character must be at level 10 or higher to promote, and they need a special item.

Promotion Items:

Knight Crest: Knights & Cavaliers

Orion's Bolt: Archers & Nomads

Elysian Whip: Pegasus Knights & Wyvern Riders

Hero Crest: Myrmidons, Fighters & Mercenaries

Guiding Ring: Mages, Monks, Clerics, Shamans & Troubadours

Ocean Seal: Pirates

Fell Contract: Thieves

Earth Seal: All of the above except Pirates & Thieves

Paladin

Cavaliers are promoted to these. Paladins have 8 Move, but the real cool thing about them is that they can wield THE ENTIRE WEAPON TRIANGLE! That's SWORDS, AXES, AND LANCES!

General

Knights promote into these heavy men. Generals have low speed, but HIGH defense AND they can wield axes and lances. However, in FE8 (Fire Emblem: Sacred Stones) Generals can use Axes, Lances, and Swords.

Sniper

Archers promote into these, but they aren't very different from regular archers...then again snipers can use Rienfleche, the S-level bow.

Nomad Trooper

Nomads promote into these. Nomad Troopers can use swords AND bows, so if they're stuck between 2 enemies they'll still be able to attack.

Falcoknight

Pegasus knights gain swords when they promote to this, plus they have high RES.

Wyvern Lord

The difference between this and the Falcoknight is the RES and DEF caps.

Swordmaster

These guys have +15% critical. That plus a killing edge and maxed skill and luck guarentees a critical nearly every turn.

Warrior

These promoted Fighters get to use bows, too. The high strength makes bow very strong.

Hero

These professional mercenaries can use axes, but they might not have enough CON to do so.

Bishop

Clerics and Monks promote into this. Bishops are awesome against druids-they might be the only thing that can counter Luna. They can also heal.

Sage

The student becomes the master! Sages use anima and can heal. Like any other magician, they have high RES.

Valkyrie

A mounted version of the Sage. Not very impressive.

Druid

Druids are annoying AND powerful. They can use Luna, which negates enemy RES. Kind of a love-hate relationship. Did I mention they can heal?

Berserker

Basically they are the same as Swordmasters, except they use axes...wait...why does it cost 50000 to get a Berserker when it costs 10000 to get a Swordmaster, who is obviously better?!

Assassin

Assassins can't steal, but they can still use lockpicks. They can also kill any unit in one hit with a lucky shot.

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