Fire Emblem: Fortune's WeaveAnna's Notebook
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Early training across four routes: establish six core units and cover weaknesses on other pathsMinor spoilers

Focus on six core units and a few reserves per route. Reserve sword and healing roles, then develop other stats on repeat routes.

Draft · Updated 2026-10-18

Original video: Training guide for all four routes! Build well in Part 1 and crush all three parts! A clear start for newcomers; Bilibili creator Yingming Xinzhao.

Focus on six core units and a few reserves per route. Reserve sword and healing roles, then develop other stats on repeat routes.

Roles for six core units per route

Tactical maps and Clashes deploy different numbers of units. There is no need to train everyone evenly early on. I focus on six core units per route and lightly train two reserves to fill larger battles.

Reserve slots for healing and swords first. Protagonists’ powerful moves cost HP, so white magic must keep up. Many netherfiends appear later, making Cleansing Blade worth preparing. Train one or two sword users per route.

For one playthrough, train each character's strengths first. Dietrich values Dexterity and Speed, and his personal ability stacks Critical, so swords work on the first run without immediately changing to Brigand. On a replay, use Brigand and Warrior for Strength and Defense, then merge. Building one route's strengths before adding the other side is easier to organize than constant detours on the first run. Handle planned character merges after the War Arc. Do not merge in Part 3 and then restart the chapter, wasting resources.

Healing and Charioteers on Cai's route

Keep Cai on the Ornius Rider path. His Blaze Art already supplies damage. Split Tialla and Ultand between black and white magic. Tialla’s personal ability favors offense, and she can still heal at range when needed. Ultand wants to stay beside allies, while Patch Up provides ongoing recovery in Clashes, making close-range healing a good role.

Peter uses bows and can become Charioteer for early growths and Onslaught. Chariots lack Speed growth, so later use Sniper for abilities and Ranger for growths. Driving is fun in Part 1, but reconsider his damage class for the war campaign.

Train Guzran with swords. Start with Shido for Ever Vigilant, then use Ranger for continued growth. His personal ability and Critical also work together.

Recruit characters available early. Majide adds tanking and axes, while Nuzzuo adds swords. Ninae has Dexterity and Resistance advantages. Improve Defense and Resistance across routes, then consider Castle Knight with an elephant later. Give early experience to long-term units. Late arrivals miss many growth opportunities.

Swords and supporting roles on Dietrich's route

Use swords for Dietrich’s first run. On the second, consider Gladiator, Brigand, and Warrior specifically for Strength. Keep Fabio on black magic. He has many powerful spells, so do not underestimate his damage because the protagonist is strong.

Esmeralda has high HP, Strength, and Defense. I use Wing Soldier for flexibility, then Guardian for more balanced stats. Armor is another option for greater physical durability.

Keep Mikaela on axes. Her Dexterity and Speed growths are unremarkable, but her personal ability improves Hit and damage, fitting axes well. After Brigand, choose armor for reactive combat or continue into Warrior for Strength. Yang Jie handles white magic, with ranged healing filling a useful role.

Recruit Io and Kiroc early and make both charioteers. Their Onslaughts cooperate to secure kills: if one charge leaves an enemy alive, the second finishes. Return them to later classes in the war campaign. If you have time, train Jester and Goliath. Use swords to improve the former’s Speed, and Brigand into armor for the latter to add durability. Gaitz is also strong but joins late; train him in the war campaign.

Two Charioteers on Theodora's route

Theodora is like a catapult herself. High HP and Strength suit armor. If you plan to replay, try a chariot first, then focus on desired stats in the second run. For a standard run, maintain her Defense.

Bonaventure uses black magic, heals when needed, and follows Theodora. After Brigand, make Tobias armored, or consider Warrior for a Strength focus. Lilian and Lysander drive chariots together, with two Onslaughts improving reliable kills. In the war campaign, Lilian can learn Sniper abilities before moving to Ranger. Lysander’s high-level ability also builds Speed through kills.

Sofia handles ranged healing. That already gives six regulars. The best extra recruit is Sirocco. He recovers HP every turn and adds a sword user. Playing Theodora second or third makes reaching him by carriage easier.

Train Sirocco with swords here and magic on Leda’s route, then merge. Each route covers one side without replaying the same character’s route twice. Lightly train either Ninae or Nuzzuo, and you have enough demands on your attention.

Extra actions and healing on Leda's route

After Leda’s match against her friend unlocks Dancer, focus on Dance. Buccar uses Brigand and armor. His personal ability reduces damage and also suits slow, reactive combat.

Here, Sirocco uses black magic with white-magic recovery. Olympia deals excellent damage with Blaze available, so treating her as a full-time healer wastes potential. Give Mu plenty of early kills, start with fists, then move to swords and let his personal ability’s growth benefits develop. Catania needs focused Speed training because her abilities depend on Speed differences. A direct sword path fits better than slowly following lances.

This route has plenty of damage roles but lacks healers. Recruit Fianna early, then Sofia once Renown is high enough. Guzran can also assist Mu and the early Catania before her Speed develops.

Healing coverage when splitting the team

With many netherfiends, split groups especially need sword users carrying Cleansing Blade. Leda grants extra actions but cannot accompany every group. Keep a healer with one damage group and have the other operate around Leda for smoother roles.

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