Explore 29 sources separately: 15 contain ranking records, while 14 add training advice or have no usable transcript. Each section states the stage, difficulty, and scope of its evidence.
Draft · Updated 2026-10-19
Match the stage and investment first
Before using a tier list, check how far you are in the game and how many resources you plan to invest. The same letter can represent different difficulties or playstyles.
Some lists focus on Part 3, some factor in Part 1 recruitment costs, some consider merging no more than two routes, and others distinguish low investment from intensive training.
Coverage of the registered material
29 sourcesTotal registered sources
15 sourcesContain rankings, including separate protagonist lists, top tens, and a few ratings across two routes
14 sourcesAdd training advice only, or have no usable transcript
The Chinese-language overall rankings and training advice are below. Material that only describes builds has no tier assigned. For reposts of the same source, Dadao’s preference-based D rating, and the limits of the Part 1 list’s supplementary comments, see the limitations under Aggregation method.
A summary screen of the Japanese ranking in source 1: this version places seven characters in the original S tier, with the title and roster visible together. These are the original tier inputs; the site’s combined tiers are calculated separately using a mapping.
Cai: Retains S despite lower Blaze Art damage in Part 2 on Hard. Mobility and versatility earn the rating, rather than the highest raw damage.
Dietrich: S, and considered the best combat unit. However, Sirocco contributed more in this save.
Sirocco: S. High Avoid and post-combat healing sustain his counterattacks, while spells handle fliers. This reflects his performance during a Hard clear.
Sofia: S. Safe, substantial healing matters more late in Hard, which puts extra value on range.
Orchel: S. Strong Defense, Resistance, and self-healing, but low HP, low Speed, and the inability to ride or fly still limit her.
Troy: S. Sustained anti-air performance is valuable against flying reinforcements late in Hard.
Dadao: The original D includes a personality preference; the stats alone earn a low B or C.
Zarcone: D. High Dexterity and axe accuracy still cannot offset the damage lost to low Strength.
Guzran:, Very helpful in Part 1, but often replaced in Part 2. His stats vary greatly between saves.
Personal abilities also receive separate ratings. Those letters assess the abilities themselves; character tiers remain as listed in the table above.
Dietrich: Highest tier. Exceptional Dexterity, Speed, and critical hits; raise his Strength early.
Leda:, One of the strongest support units in the series. Her Dancer role is exclusive to her route in Parts 1 and 2. In Part 3, another ally can handle regular dancing while she uses her unique songs.
Eshmel: Tailor-made for Part 3’s undead enemies and miasma. One of the game’s top three units.
Cai: Feels like a top-three unit in Part 1. Underworld Boons weaken his area attacks in Part 3, leaving him slightly below the highest tier.
Talimun: Belongs in this tier even if every stat grows badly. Curse debuffs are that useful.
Mu: Among the highest growth rates. Fifth place in this list.
Theodora: Top of Strong. Her starting stats are noticeably poor, and her Blaze Art is less useful in Part 3.
Sofia: Healing range +2 is excellent, but she offers little else. Top of Usable at most.
Ultand: Outclassed by too many mages, with a poor spell list.
Ninae: Lower Strength, Speed, and Dexterity than Seteth at the same stage. Orchel also competes for the mixed-tank role later. Mainly used for healing.
Peter: Only B in Part 3, but extremely useful in Part 1, earning a high A.
Esmeralda: Top of A, but below the “broken” units in S.
Sofia: Heals while keeping herself safe, which matters greatly on higher difficulties.
Supplementary Part 3 ratings at the end: Hong Hua receives roughly A, and Eshmel receives S. These have been moved out of this section’s Part 1 table and placed here. The data remains under this source, but both characters currently have no combined Part 1 tier; the data maintainer still needs to separate these supplementary inputs.
Reasoning recorded, tier unconfirmed: Leda: dancing and team benefits; Dietrich: the strongest pure damage dealer in Part 1; Theodora: tanking and ranged support.
Yang Jie: C. Ranged healing can fill an early gap, but better healers replace him later.
Benditz: C. The chariot class is strong, but his base stats and Resistance hold him back, making it hard to turn the class’s strengths into results.
Tobias: B. High Strength is undermined by low Speed and Dexterity, making follow-ups and hits unreliable. Do not judge him by theoretical kill thresholds alone.
Centurio: B. Defense, Resistance, and damage reduction suit the front line, but your team is usually established by the time he joins. His training window is too short.
Aswan: B. Reliable shooting is held back by poor Resistance and late recruitment. Eventually reclassed to Dancer to stay in the back line.
Io: B. Riding and first-strike potential are good, but he joins late on Cai’s route, while raising horses takes time on other routes. His useful window is limited.
Seteth: B. Balanced stats, but striking first, preventing counters, and boosting damage all depend on chance. Avoid making Classic mode tactics depend on those activations.
Peppe: B. High Speed and access to swords, but low Strength and Magic plus late recruitment make it difficult to turn follow-ups into meaningful damage.
Simon: B. Good base offense and defense, but building Luck through finishing blows and surviving near death are unreliable. Low-HP strategies rate better in Casual mode.
Ultand: B. High total growths without a standout role. Healing range, offensive Speed, and tanking skills all fall short; can ride a horse to finish enemies and provide support.
Sha Lan: B. Can pull allies and adjust positions, but lacks ranged healing, takes more work to use, and joins late. Direct healing is usually simpler.
Noctula: B. Her Avoid skill’s bonus and activation are not reliable enough, and her Resistance is low. Do not stake her survival on dodging while charging into enemies.
Nydine: B. Moving through units and paying lower terrain costs provide mobility, but her own stats are average. Needs a good mount and extra magic training to perform.
Jasmine: B. Hit, damage, and critical bonuses when attacked have potential, but Leda’s route already has an armored unit when she joins early, and she joins late elsewhere.
Ludia: B. Follow-ups can activate Avoid, but she cannot break through slow armored units and struggles to double fast enemies. Her strength applies in a narrow range of matchups.
Nathan: B. High Strength and Dexterity reliably handle fragile targets, but low Speed limits follow-ups. Recruitment is difficult, with few chapters left to use him.
Nezha: B. Good offensive foundations, but the damage boost is random, recruitment materials are troublesome, and many excellent sword users compete for the slot.
Halvin: B. Better as support with a Venin Bow and slowing effects, paired with allies who deal extra damage to enemies with status effects. Stacking accuracy alone pays off too slowly.
Goliath: B. Strong offense, defense, and lockdown, but the inability to ride or fly limits lockdown tactics. Recruitment is also costly outside Dietrich’s route.
Fianna: B. High Magic but few follow-ups. Her healing strengths struggle to outweigh the lack of ranged healing and physical frailty. Riding only improves positioning.
Fabio: B. Powerful long-range spells suit single-hit damage, but he is slow, and the radius of his critical-hit support forces him near enemies.
Buccar: B. A useful early-game tank who protects weaker allies. A chance-based damage boost when attacked limits proactive offense, while low Resistance narrows his late-game role.
Alexandra: A. Recruit early and raise Strength and Speed first. Return to a flying path later and use a magic sword for both dodging and breaking armor.
Lysander: A. Early recruitment, Speed gained from kills, and Avoid when initiating make him worth training. Raise Strength first, then ride a wyvern and become a mounted divine class.
Inyoni: A. Exceptional Strength and durability for an archer, with lower Speed: a natural fit for a chariot. One Specialty License is enough for long-term use.
Kiroc: A. Both Strength and Speed, plus bonus damage against status-afflicted enemies and critical hits, work well with allies who inflict poison. Recruit early; worth training even if his appearance is not to your taste.
Jester: A. Turning high-Speed Avoid into extra damage suits a sword-based dodge build. Falls below S mainly because recruitment takes many quests, and he joins far too late on other routes.
Creek: A. High Speed and Strength, plus strong Attack Speed and Avoid bonuses after taking a hit. Loses points for joining in Part 2 and an easily missed recruitment side quest.
Bonaventure: A. Covers spells, healing, experience gain, and accuracy support for adjacent allies, with reasonably reliable durability. Can be a mainstay mage.
Gaitz: A. Adequate overall stats but no irreplaceable strength. Route-exclusive and easy to miss; training or skipping him are both reasonable choices.
Dadao: A. Extremely high theoretical burst damage, but low Speed and Dexterity. Recruit early and use an archery path to improve accuracy first.
Diego: A. Follow-ups add Hit and Crit, while high Dexterity keeps damage reliable. The main drawback is a late paralogue unlock and short training window.
Dante: A. A relatively fast mage with long-range spells and nearby Hit and Crit support can form a tactical core. Low Defense and expensive recruitment are the drawbacks.
Tialla: A. Damage and Speed trail dedicated mages, but post-combat Avoid reduction and early recruitment support reliable focus fire. Mounted support is recommended.
Ursula: A. Balanced rather than exceptional. Heavy investment in Luck improves her chance-based damage boost. Use multiple routes to raise Strength and Magic and try to allocate divine-class resources to her.
Mikaela: A. Accuracy and Speed are what axe users most need. Her skills improve accuracy and attack, and she joins early, making her worth training and a divine-class slot.
Mu: A. Needs training and reclassing to improve Speed. Many physical paths work with sufficient resources. Joining at the start of Leda’s route makes early investment easy.
Olympia: S. Combines white-magic damage, HP drain, and healing. Sturdier than fragile healers, and healing experience brings the build online early.
Hong Hua: S. Combines Magic, Speed, and magic accuracy. Only becoming trainable in Part 3 is a disadvantage, but freed-up training resources can be concentrated on her.
Guzran: S. Joins early for free, with balanced offense, Speed, and Dexterity. Randomly gains Hit, Avoid, or Crit, and every result is useful.
Peter: S. Extra range keeps him safe; Dexterity and accuracy bonuses keep him reliable. A mount with Canto lets him maintain his firing distance.
Catania: S. Heavy Speed investment improves Avoid, Hit, and damage together. Raise Strength and Speed first, then return to swords or a flying path.
Loretta: S. Full-HP offensive and defensive bonuses suit a dodge tank, but depend more on the situation and healing to stay at full health. Still needs Strength and Speed early.
Ninae: S. Do not build her as an all-round damage dealer. Recruit early and use armored classes to raise Defense, then armored Resistance skills to cover the weakness. Use Castle Knight’s damage reduction and a War Elephant to hold the line.
Lilian: S. Range grants accuracy, then full accuracy grants damage, making her a reliable ranged attacker. Raise Strength first; finishing as a Bow Adept also saves a divine-class slot.
Sirocco: S. Strength, Magic, and Speed allow follow-ups with both swords and spells. Self-healing and area healing make him useful at both low and high investment.
Troy: S. Offers Strength, Magic, Speed, an exclusive ranged anti-air weapon, and white-magic experience. Unfortunately only joins in Part 3; start training him promptly.
Nuzzuo: S. High Strength and Speed plus effective weapons cover matchups; skills further boost effectiveness damage and accuracy. Ready to contribute even with late recruitment.
Talimun: S. The main value is ranged debuffs and a Blaze Art that swaps offense and defense. A mount improves mobility; healing helps maintain support.
Theodora: S. Can tank, attack, and provide ranged suppression, but front-line and back-line duties conflict. Do not leave her to hold the entire line alone.
Cai: S. Mobile area attacks excel at clearing weaker enemies and breaking shields. Raise Magic first, then use an ornius mount. Single-target offense and late-game class transitions are weaknesses.
Orchel: S. Very high Defense and Resistance, but low HP and Speed leave her vulnerable to follow-ups. Raise HP and add damage reduction before returning to healing. Can lead a small group, hold the line, and heal.
Esmeralda: S. Pilum damage and accuracy bonuses combine with armored burst damage. Ranged counters prevent enemies from attacking for free. Raise Defense and Resistance on separate routes before merging.
Bertrand: S. Different Blaze Arts improve accuracy, both defensive stats, or Avoid. Unusually reliable for an axe user and able to double; his exclusive combat art lets him operate away from the protagonist.
Anatolia: S. Magic, Speed, ranged weapons, self-healing, and growth from kills form a complete spell-offense package. Late recruitment is the main limit.
Sofia: S+. Increased healing and range keep her safe. Healing is broadly essential, and few peers can replace her, placing her above ordinary attackers.
Leda: S+. Can attack and dodge early, then shift to group buffs and refreshing allies later. Her irreplaceable support matters more than the late-game drop in damage.
Eshmel: S+. Nullifying nearby enemies’ Underworld Boons is central to Part 3. Also offers area damage through a Blaze Art, synergy with cursed lances, and easy leveling.
Dietrich: SS. High Dexterity and Speed plus Crit that stacks with each combat lead to frequent critical hits. A gem that heals on critical hits sustains him, making him the only unit in this list trusted to charge in freely.
Dietrich: A low-investment sword path. Sacred Gem heals on critical hits; low Strength can still leave him unable to damage high-Defense enemies. A high-investment single-route build raises Strength. Sweeping through enemies with high Critical after multiple rounds of intensive training is not representative of a normal first playthrough.
Eshmel: The spear path saves resources but has low Movement. An armored mounted build uses exclusive movement and HP drain. Flying makes support easier but requires healing.
Fianna: Repeats a B rating; see the same creator’s BV19wHZ6kE6r for the tier. A low-investment mounted healer. A high-investment path improves Speed and uses a Resistance stat floor. Intensive training across multiple routes leads to a sword class with magic weapons. The Defense floor value is an example. Canto on the one-horned mount remains unconfirmed.
Zarcone: No distinctive training payoff. Has enough Dexterity and accuracy but lacks damage. A jack of all trades who needs substantial resources to cover the gaps.
Majide: No distinctive training payoff. Low total growths, Speed, and Dexterity make a physical build difficult. Occasional spell-based control is not enough to justify a main-team role.
Peppe: No distinctive training payoff. Speed and Dexterity growths do not fit the conditions for initiating, and late recruitment on every route makes the training cost hard to recover.
Diego: No distinctive training payoff. Joins too late after a paralogue; low starting Strength struggles to turn high Speed and Dexterity into damage.
Aswan: No distinctive training payoff. Arrives near the end, leaving no time to train. Can fill in as a Dancer if you lack one.
Klapka: No distinctive training payoff. Joins in the final stretch and cannot reclass. Stats are inadequate for a main unit, with little room to develop.
Benditz: B+. Skills tie him to a chariot, but low Strength, Defense, and Resistance plus late recruitment leave only a few combat arts useful.
Yang Jie: B+. Healing skills depend on Luck, but his Luck is average. Class compatibility between axes and white magic is awkward, leaving him primarily a healer.
Gaitz: B+. Route-exclusive and late to join. Can follow Guardian into Sentinel, but the training window limits results.
Seteth: B+. Decent growths, but his skills and low-chance damage boosts lack a standout strength. Average overall.
Tahonia: B+. Joins late and cannot reclass, but starting Strength and Defense provide a temporary brawling attacker. Useful out of the box rather than a long-term training project.
Alexandra: A. Good Speed and flying skills, but Strength, Magic, and transitions into advanced classes are awkward. Needs another route to raise Strength.
Io: A. Mounted growth options are limited, but the combination of armored and cavalry movement skills suits Great Knight. Can initially train in reserve.
Simon: A. Chance-based skills only become respectable with high late-game Luck, so he is effectively skill-less for most of the game. Suits finishing blows and an interim sword path.
Ultand: A. Excellent total growths, but no exceptional spell list, specialization, or offensive growths. Personal sustain still helps in prolonged fights.
Nydine: A. Joins early; moving through units and Resquia combine for highly mobile support. Prioritize mounted Resquia support over direct damage.
Lysander: A. Sufficient Strength, Speed, and Defense, but building kill stacks is troublesome and the skills are ordinary. Not worth starting a second route specifically for him.
Jester: A. Dodge-based offense has potential, but low Strength, late recruitment, and a chain of quests hold him back. Dropped from a considered A+ to A.
Tialla: A. Extra range for support combat arts is distinctive, but sacrificing healing growth for long-range dancing misses her main value. A healer path still suits her.
Bonaventure: A. Most adjacent support depends on chance. Stats and spells are adequate but do not stand out.
Centurio: A. Offense, defense, and Build are ready to use upon joining. Armor or a War Elephant both work; limited room for growth costs points.
Halvin: A. High Dexterity, but low Strength and slow stacking leave his damage behind other archers.
Ludia: A. High Speed and Avoid fail to offset low Strength and total growths. Multiple-route investment pays off less than with other dodge tanks.
Fianna: A. High Magic and sustained healing are not particularly scarce. No ranged healing limits safe positioning. Can serve as a backup healer while the queen chips away from range.
Lilian: A+. Poor Strength and Speed early, but Part 3 accuracy and damage skills are reliable. Train bows on one route and Strength on another, then merge.
Inyoni: A+. High Strength on joining and strong bow combat-art damage bonuses, at the cost of Speed and accuracy. Suits Cai’s chariot path, supplemented with archer accuracy skills.
Sha Lan: A+. Can keep supporting after pulling an ally, freeing spaces for surrounding an enemy. Useful spells and Accelerate support. If Sofia wins the healing slot, Sentinel is another option.
Catania: A+. A purely physical dodge tank can lack Strength. Train Speed and Magic on separate routes, then use a Levin Sword for damage. Split Dancer duties with Loretta.
Loretta: A+. Fixed Avoid at full HP is reliable, but still needs more damage. Have either her or Catania become a Dancer, with the other using a magic sword.
Ursula: A+. Item-pouch support lets multiple allies change gear and restore their condition during battle. Her support may approach S or S+, but the official placement stays A+.
Nezha: A+. Good sword skills, but a brawling path that uses equipment and Avoid can take priority. Depending on growth, reclass to Brigand to raise Strength.
Noctula: A+. Early recruitment favors training on two routes. Post-combat Avoid can stack with brawling skills and Avoid gear into a brawling dodge tank.
Tobias: A+. Focused Strength, Defense, and HP, with no movement skills. Follow armor into a War Elephant and concentrate on taking hits.
Dadao: A+. Bonus damage when unable to double and Strength skills favor offense. Use armor on one route and a chariot on another. Check each Smash-type skill individually for compatibility with his passive.
Goliath: A+. At level 35, reducing adjacent enemies’ movement can block paths and stall bosses. Lacks armored movement and cannot ride, so allies must compensate with Warp.
Buccar: A+. Good armored movement and base growths, but weak passives and chance-based damage boosts. Armor, chariots, and War Elephants all work.
Nuzzuo: A+. Strength, Speed, and Dexterity suit training both bows and swords. Ursula’s equipment swaps help exploit effectiveness bonuses. Low Defense and Resistance prevent a higher rank.
Kiroc: A+. Bonus damage against status-afflicted enemies requires poison or another status first. Buy the Pure Water for recruitment in advance to avoid delaying his arrival.
Creek: A+. Joins late, but starting stats and growths are enough to fill a gap. Choose bows, swords, riding, or Sentinel to match the team’s needs.
Nathan: A+. Favors Strength, Dexterity, and HP, with average Speed. Use a high-Strength path to maximize single-hit damage. Sentinel or heavy cavalry both work.
Hong Hua: A+. Offers a full spell list, Resquia, Warp, and an accuracy passive. Joins late and trails the top mages slightly. Black magic combined with mounted healing is recommended.
Ninae: A+. Two routes can build durability, but staying armored long-term wastes her white-magic list and anti-magic support. Favors armor as a stepping stone to Sentinel.
Dante: A+. Support activation depends on allies’ Charm, so pairing him with high-Charm main units in Part 3 is more effective. Follow black magic and provide critical-hit support.
Peter: S. His unique extra bow range cannot be replicated. A chariot and another route can fix low Strength. A weak Part 1 does not stop him from becoming the Part 3 archer MVP.
Jasmine: S. Armored movement, Hit and Crit when attacked, and counter skills create a highly mobile armored unit. Spears are more reliable than axes; another route can raise Speed and Dexterity.
Mikaela: S. Early recruitment and reliable Hit and attack passives. Two routes can improve Resistance. Armor or a wyvern can tie up reinforcements; swords and bows are also options.
Guzran: S. Joins early with well-rounded Speed, Dexterity, Strength, sword skills, and brawling skills. Random Hit, Avoid, and Crit are all useful. Two routes can maximize Strength and Speed separately.
Bertrand: S. Blaze Arts can improve Hit, Defense, Resistance, and Avoid, while the exclusive combat art is unaffected by Underworld Boons. Normal combat is still limited by chance-based passives and axes.
Orchel: S. High starting Defense and Resistance, and healing others also heals herself. Strong enough at base to leave divine-class resources to others.
Mu: S. Skills and movement boosts support multiple physical paths. One of the most worthwhile balanced units to merge across two routes; use Cai’s route for chariot growths on the side.
Sirocco: S+. Balanced Strength, Magic, and overall stat distribution, with post-combat healing and multiple movement and Avoid skills. Already strong on one route; two routes are a bonus.
Esmeralda: S+. Pilum accuracy and damage, plus high HP, Strength, and Defense. Infantry, Guardian, and flying paths all work. Use multiple routes to fix weaknesses while considering the team’s class distribution.
Troy: S+. An exclusive magic anti-air weapon, brawling Speed and counter skills, and white magic work well together. War Monk or The Godhand are straightforward paths.
Anatolia: S+. High Magic, well-rounded growths, Avoid, healing, and movement. Black magic, white magic, and brawling all work. Can follow Druid into The Avatar.
Olympia: S+. Magic critical hits with Nosferatu, or high-Crit black magic, both sustain her. Heal first on the main route, then switch to black magic; the second route is better used for Speed and Dexterity.
Fabio: S+. Naturally learns several rare high-level black-magic spells. Items can teach them to others, but those items are hard to obtain, raising him from the initially considered S.
Sofia: S+. Ready to use on all four routes. Healing output and range support split advances. The only unit in this list regularly used on all four routes without needing a merge.
Theodora: S+. Strong HP and Defense; ranged stone throwing also handles stationary bosses. If the team already has armor, riding or flying broadens her coverage.
Cai: S+. Clears weak enemies and breaks shields over a large area, with many movement skills and balanced Strength and Magic. Physical mounted, magic mounted, and Armored Knight paths all exist.
Talimun: S+. Long-range debuffs and swapping Strength/Magic with Defense/Resistance are highly valuable against bosses. Can safely use the Blaze Art from the rear rather than fight up close.
Leda: SS. Group buffs, support against netherfiends, and area refreshing are irreplaceable. Strong stats mean she need not take the regular Dancer class; leave it to an ally.
Eshmel: SS. The passive nullifies nearby Underworld Boons, with strong area Blaze Arts and extensive movement and multi-class skills. Mobility and freeing attack positions matter more than staying in a fixed divine class.
Dietrich: SS. High Dexterity, Speed, and stacking Crit paired with a healing gem can sweep maps. A magic sword can cover poor growth temporarily. Strong enough to leave the divine-class slot to someone else.
Tialla: On Cai’s route, replacing the childhood friend early is recommended to free a team slot. No separate tier is assigned here.
Olympia: A high-Crit mage can replace the starting caster. The key is stacking the passive, mount, and spell critical bonuses.
Peter: Extra range is worth keeping. Train him on a chariot alongside Mu; do not rush to Bow Knight just for a higher-tier class name.
Mu: After recruiting him in the mid-to-late game, chariot training can improve physical stats and form a two-chariot team with Peter.
Esmeralda: Recruit midway if Cai’s route needs an armored front-liner to absorb damage.
Guzran: High Strength, high Speed, and easy recruitment make him a priority physical pick on Cai’s route.
Alexandra: The pink pegasus rider lacks physical damage. Use a chariot first to improve stats rather than leveling only through flying classes.
Cai: Can train Magic for Blaze Arts, but this early plan favors developing both Strength and Magic before switching to a wyvern. The later overall list uses a different path.
Dietrich: Avoid grinding too many levels before reclassing unlocks. If growth goes badly, use Brigand and Warrior to raise Strength before returning to swords. Can leave the divine-class slot to others once strong enough.
Fabio: Joins late elsewhere, but starting on this team makes single-route training more suitable. Follow black-magic classes through to Druid.
Esmeralda: Worth splitting work across two routes: Speed and flying on one, Strength and Defense on the other. Adjust the final class around the rest of the team.
Mikaela: Multiple routes can develop her, but three are considered unnecessary. Build armor here, then other stats on a second route. After merging, Castle Knight or a wyvern both work.
Io: His own horse grants mounted bonuses even outside Cai’s route, but the assigned mount cannot be changed. Options include chariot into War Elephant, or light into heavy cavalry.
Ultand: Useful for early healing and sustain in caves. Hand the healing role to Olympia once recruited.
Olympia: Take over Ultand’s healing role first, then switch to black magic once Sofia joins. Raise Speed and Dexterity or durability on a second route; deliberately different training paths create the benefit from merging.
Sofia: Recruit later to take over dedicated healing, freeing Olympia to use black magic.
Gaitz: Joins late. A backup Guardian → Sentinel path is enough; train white magic for emergency healing.
Mu: At least two routes are recommended: swords for Speed and Dexterity on one, armor or chariot for Strength and Defense on the other, then merge.
Theodora: Versatile, with high HP and Defense. Infantry, mounted, and flying paths work. To avoid overlapping with Tobias’s armored role, choose riding or a wyvern.
Tobias: The main armored candidate on the queen’s route. Deal with enemy mages first, then use high Strength, Defense, and HP to take hits.
Sofia: An essential dedicated healer who joins early on the queen’s route, sharing the two types of magic duties with Sirocco.
Lilian: Usable when you need an archer. Good accuracy passives, but Strength and Speed limit performance. The later overall list considers strengthening her across two routes.
Bonaventure: Magic and Speed have potential, but was not trained in this run because Sirocco would supply magic damage. Chance-based adjacent support is not scarce early on.
Lysander: Early Speed stacking from kills can create a dodge tank. Replace him once Loretta or Noctula’s build is ready.
Noctula: Strength, Speed, and Dexterity provide a foundation for brawling. Ideally train physical stats on one route and Magic on another. After merging, use physical attacks on mages and magic gauntlets against armor.
Sirocco: A well-rounded mixed attacker. Use different paths on two routes: Magic on the main route, Speed and Dexterity on the second. Raise Speed first, then Strength as needed.
Loretta: Fixed Avoid at full HP is more reliable than chance-based Avoid. Can go Ranger into Dancer; can also return to Dancer after gaining divine-class skills.
Alexandra: None of the four route examples developed her successfully, mainly due to low Strength. A dodge-tank template alone does not mean the build will come together.
Kiroc: Deliberately saved for Leda’s route to fill the bow slot. Bonus damage against status-afflicted enemies needs team support. Raise Strength in Brigand, then return to Ranger.
Catania: High Speed with low Strength and Magic. Can use swords and a magic sword. Flying is discouraged because it loses terrain Avoid bonuses.
Guzran: After raising Strength on another route, train an archer’s Speed and Dexterity here to improve the merge’s payoff. Weigh this against the current route’s combat experience.
Buccar: Both he and Jasmine have armored movement and bonuses when attacked. Pick one here rather than doubling up on tanks.
Jasmine: Overlaps with Buccar’s team role. Choosing one saves resources.
Dadao: If using a chariot on another route, train heavy armor in reserve here for Defense. Different training goals improve the merge.
Fianna: This route already has Olympia and later Sofia. Avoid investing further when mage and healer slots are full.
Peter: A strong character, but poor growth in this save and Inyoni’s clearly higher joining stats led to a replacement. His character tier did not change.
Tialla: Reclassing to Dancer for range is discouraged. Dancing near the front exposes her to flying reinforcements, and her durability and Speed are insufficient. A high-Avoid candidate is safer.
Majide: The white-magic path needs training and books, with a high early cost. Advanced skills have not all been checked; decide whether to invest based on team needs.
22. First-playthrough training picks across all four routes#
Difficulty: Not specified
Individual assessments and reasoning
Dietrich: Recommended for your first route. Growths and sword offense are easier to use. Unlock cross-route bonuses before tackling the other routes.
Leda: Team-wide support noticeably eases the route. A smoother choice after your first route.
Cai: Not recommended first in this plan. Capturing and raising mounts takes time, and builds develop slowly on a fresh start, placing this route last. This is route-order advice, not a low character tier.
Mikaela: Abandoning her training midway left a late-game damage gap. This example highlights the need for continued resources for early recruits.
Sirocco: Can be the main sword user on Leda’s route, using the Cleansing Blade against enemies with Underworld Boons.
Bonaventure: Assigned a sword path on the queen’s route, using the Cleansing Blade against special enemies.
Guzran: A sword path is recommended on Cai’s route to fill the role of handling enemies with Underworld Boons.
Sofia: Considered the best healer. Range and healing output make her worth fielding immediately even when recruited late: a clear exception to the general rule that earlier training is better.
Fianna: Can share white-magic duties with Olympia on Leda’s route, focusing on the team’s anti-netherfiend spells and healing.
Tialla: Can share early white-magic duties with Ultand on Cai’s route. Prioritize covering the team’s roles.
Dadao: A chariot suits his high-Strength, low-Speed profile. His personal damage boost when neither unit can double works with multi-target combat. Too many chariots leave the team short of other answers.
Guzran: An early sword mainstay who can fly and use a dragon mount. Change mounts to match the stage instead of rushing to replace the character.
Alexandra: Aim for Celestial Trooper with a magic sword. A mid-game Caladrius transition comes with the cost of changing mounts.
Majide: Choose him or Goliath for the high-Strength, low-Speed axe slot. Has a distinct damage boost, but needs accurate weapons to cover Dexterity.
Goliath: Choose him or Majide. Reducing adjacent enemies’ movement pins threats you cannot kill that turn. Accurate weapons are essential.
Peter: Go Hunter into a chariot to benefit from training two mounts, then Bow Knight for mobility. Choose a Strength/Defense mount or a movement-boosting mount as needed.
Nuzzuo: Strength, Speed, and Dexterity are already good, so he can fight without a chariot. Can still use one to improve stats before finishing as Forest Knight or Bow Knight.
Tialla: Follow black magic into Troubadour and Valkyrium for both spells and movement. A mount can add Strength and durability or movement.
Ultand: His single-route spell list does not stand out. Ideally raise physical and magic stats on separate routes. On one route, go through flying Ornius classes into advanced flying and use a Levin Sword for magic damage.
Yang Jie: An early white-magic option on Cai’s route. Choose him or Sofia; further comparative reasoning is missing.
Catania: One of the three dodge-tank candidates. Extra Avoid from personal skills matters more than high Speed alone. Use brawling for Strength and Speed, Ranger for fighting fliers and training Sword, then choose high-Avoid War Monk or a mobile pegasus.
Ludia: Extra Avoid earns her a place among the three. Physical brawling can raise Strength and Speed. Low Magic growth makes copying the other two’s magic paths inadvisable.
Loretta: Fixed Avoid matters more than high Speed alone. Physical brawling and magic paths both work. After divine-class mastery, choose a final class for Avoid or mobility.
Jester: Testing a high-Speed Ranger still failed to lower enemy Hit enough, so he is excluded from this three-unit plan. This is a dodge-tank selection, not a low overall character rating.
Leda: Reclassing to Dancer early can improve Speed growth for a purely Speed-based dodge path, unlike the three sisters’ skill-based Avoid.
Lysander: Can build Avoid through Speed gained from kills, but the approach differs from the three sisters. This plan does not develop a full path.
Noctula: Her personal Avoid bonus is low and activates unreliably, so she was not selected as a dodge tank. Another list recommends a brawling dodge build; both views are retained.
Eshmel: S in the updated P2 list. Assessed for role fit and counter-based combat. Strong in Spear and Authority, but can train other weapons too.
Cai: S in the updated P2 list. Balanced growths with no single standout stat. Suits versatile offense and movement.
Dietrich: S in the updated P2 list. Can clear enemies through enemy-phase counters, but must watch out for magic.
Leda: S in the updated P2 list. Top-class Speed and Dexterity support Avoid and accuracy, but low HP, Defense, and Luck make taking a hit dangerous.
Sirocco: S in the updated P2 list. Strong overall counters and mixed offense, but single-hit damage falls below specialists.
Orchel: S in the updated P2 list. Can withstand enemy phase, but low Speed and Dexterity limit follow-ups and axe accuracy.
Fabio: A in the updated P2 list. Good magic damage and Resistance. Powerful spells have few uses, so conserve them.
Esmeralda: A in the updated P2 list. High HP, Strength, and Defense growth, but low Speed, Dexterity, and Resistance create trade-offs in doubling, accuracy, and facing magic.
Mu: A in the updated P2 list. Strong, balanced physical stats. Resistance and Luck are relative weaknesses.
Bertrand: A in the updated P2 list. Blaze Art bonuses to Hit and Avoid matter in combat, but a low activation chance on his personal follow-up skill and low Resistance limit reliability.
Talimun: A in the updated P2 list. Exceptional Luck and total growths, but spell uses still limit sustained damage across a full map.
Ninae: A in the updated P2 list. Potential in Resistance, Luck, and Strength, but low Speed. Healing output still depends on class modifiers.
Anatolia: A in the updated P2 list. Both Magic and Speed support strong spell follow-ups, but high-level spells have limited uses.
Sofia: A in the updated P2 list. Her fixed healing bonus stacks with class bonuses and is highly valuable. Low HP, Defense, and Speed require safe positioning to avoid being doubled.
Peter: B in the updated P2 list. High Dexterity and Speed secure hits and follow-ups, at the cost of Strength and physical durability.
Ultand: B in the updated P2 list. Good healing, Resistance, and Luck, but early spear classes cannot use white magic. The class path affects when he can actually heal.
Lilian: B in the updated P2 list. Dexterity and Luck secure accuracy and Dodge, but low Strength, Speed, and HP limit damage and survival.
Alexandra: B in the updated P2 list. Strengths in Sword, Spear, and Flying help with reclassing, but low Strength, HP, and Defense limit physical damage and room for error.
Noctula: B in the updated P2 list. Balanced physical stats, but low Resistance and a small Avoid passive make tanking magic head-on unreliable.
Loretta: B in the updated P2 list. Fixed Avoid above half HP is useful, but low HP, Strength, and Defense mean one hit can cause a collapse.
Goliath: B in the updated P2 list. Strength, Defense, and HP suit physical tanking and counters. Low Speed leaves him open to doubles, and magic is a major threat.
Halvin: B in the updated P2 list. High Dexterity provides accuracy, and Speed can secure follow-ups, but Strength and durability are low.
Zarcone: B in the updated P2 list. Axe accuracy and Dexterity are strengths, but low Strength and Speed still make it hard to develop his offensive role.
Kiroc: B in the updated P2 list. High Speed, Dexterity, and HP support bow follow-ups, at the cost of low Resistance and a narrow set of proficiencies.
Nuzzuo: B in the updated P2 list. High Strength and Speed make follow-ups easy, but low Defense and Resistance make pushing forward risky.
Tialla: C in the updated P2 list. Magic, Resistance, and Luck suit healing and resisting magic. Low physical durability requires care during enemy phase after moving close to heal.
Mikaela: C in the updated P2 list. Proficiencies lead into Bow Knight for mobility, but Dexterity, Resistance, and Speed are not reliable enough.
Tobias: C in the updated P2 list. Low Speed and Dexterity create a high risk of being doubled and missing.
Dante: C in the updated P2 list. Black- and white-magic proficiencies ease development, but low Defense makes enemy phase dangerous after healing an adjacent ally.
Ursula: C in the updated P2 list. Good Speed and Dexterity, but low Strength and Magic. Avoid and Hit cannot make up for damage alone.
Sha Lan: C in the updated P2 list. White Magic and Spear proficiencies lead into Sentinel, but low HP, Strength, and Defense do not suit a lasting front-line role.
Hong Hua: C in the updated P2 list. Balanced Magic, Speed, and Dexterity support follow-ups, but limited high-level spell uses restrict endurance.
Troy: C in the updated P2 list. Strength, Magic, and Speed suit switching between brawling and spells, but HP, Defense, and Resistance are not high.
Peppe: C in the updated P2 list. Speed and Luck support Avoid, but low HP and Strength leave both damage and durability lacking.
Jester: C in the updated P2 list. Proficiencies help with sword and bow reclassing, but low Strength limits damage.
Ludia: C in the updated P2 list. High Speed and Accelerate when initiating make follow-ups easy, but Strength, Resistance, and other growths are low.
Centurio: C in the updated P2 list. Both Defense and Dexterity, but only joins in Part 3 after a side quest, limiting the training window.
Leda: Group buffs and high Speed are central. In Part 3, leave Dancer to an ally and switch to bows, using her ability to attack after a Blaze Art.
Bertrand: Self-buffing Blaze Arts improve accuracy and durability. Switching between swords and axes broadens coverage. Chance-based skills are extras, not something to risk a life on in Classic mode.
Orchel: High Defense and Resistance, with self-healing when healing others, allow both tanking and healing. Identity is inferred from the skill context; the original segment does not name the character.
Mu: Explicitly SS on Leda’s route. Joins early with balanced Strength, Speed, Dexterity, and durability. Brawling fits the weapon-based stat passive, and many physical classes work well.
Sirocco: Explicitly SS. Strength, Magic, Speed, and Dexterity let area healing, long-range spells, and magic swords all contribute. Suits black magic plus swords.
Sofia: Range is scarce. Increased healing and range make her ready to use even when recruited late. Healers do not need to chase early growth as aggressively as main attackers.
Catania: A Speed advantage activates Avoid and damage. Good training can keep those strengths active. Prioritize Attack Speed in equipment choices; do not let a heavy sword erase the advantage.
Olympia: An offensive white-magic build survives through high Crit and HP-draining Nosferatu counters. The plan is to take a hit and heal to full, rather than rely purely on dodging.
Goliath: Enemy searching on Dietrich’s route makes recruitment meat easier to find. Reducing adjacent enemies’ movement can still pin melee enemies when terrain offers no natural choke point.
Loretta: Easy to recruit early. Avoid at full HP and above half HP is a practical strength. Training must cover low Strength. Similar role to Catania.
Noctula: Explicitly Average. Strength, Speed, and Dexterity suit a brawling dodge build, but she was not fully trained in the two-route record, limiting the assessment to that experience.
Nathan: Adds combat power in Part 2, with sufficient growths for the job and an armored leaning. Late recruitment and few skills are the main deductions.
Creek: Adds high-Speed, high-Strength combat power in Part 2, but late recruitment and one fewer growth skill limit the assessment. No explicit tier is spoken.
Io: Explicitly Terrible. Mounted mobility still helps, but physical stats and mounted-path growths are inadequate. Investment is not recommended on the routes played.
Peppe: Explicitly Terrible. Joins late on every route, with low Strength and Magic and a passive requiring setup. Speed cannot rescue the damage.
Jester: Terrible? The original segment does not name the character. Identified through three recruitment quests, a Defense bonus on swapping, and low Strength. Identity and tier are inferred from context and given half weight.
Alexandra: Average? Moving her from Terrible to Average was considered, but no final tier was settled. Low Strength and Magic and the conditions on flying skills remain problems.
Ursula: Late recruitment limits growth, but item-pouch support is good, and her Speed suits a Part 3 Dancer. Still worth using, but no separate tier was assigned.