Fire Emblem: Fortune's WeaveAnna's Notebook
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Cai’s Part 2 team: Guzran leads the offense, with archers, mages, and fliers filling gapsMinor spoilers

Build a roughly thirteen-unit team covering magic, bows, armor, and mobility. Hit, Avoid, and weapons for different jobs make battles more reliable.

Draft · Updated 2026-10-18

Original video: An easy Part 2 clear: Recommended companions, a sample Cai team, and inventory choices | Japanese gaming channel Jagaimo with Games 2nd

Divide the roles in a thirteen-unit roster

This team cleared Part 2 of Cai’s story. Reserve three to four slots for spells and recovery, three to four for archers, one armored tank, and one infantry carry. Fill the rest with cavalry and fliers for mobility. Varied classes give you different answers to different enemies.

Ultand, Tialla, Dante, and Sofia handle magic and healing. Lilian, Ursula, and Halvin use bows against fliers. Esmeralda receives attacks in armor. Having someone who can hold the front makes positioning the back line easier.

Infantry offense and flying mobility

Guzran is easy to use from beginning to end. His Strength is high enough to defeat many enemies in one hit, while Speed, Dexterity, and Luck support Hit, Avoid, and Critical. He can use swords, axes, and gauntlets. Having one Warrior in the party is comfortable.

Alexandra and Catania take flying paths to bypass terrain, with high Speed helping Avoid. Give both Levin Sword for ranged attacks and to target armored enemies’ Resistance. Levin Sword deals magical damage; the weapon itself is not effective against armor.

Put Cai in cavalry and add one more cavalry unit for enough mobility. When terrain or the situation is unfavorable, they can dismount and act as infantry.

Improve Hit and Avoid through positioning and abilities

Guzran’s Hot-Headed randomly improves Hit, Avoid, or Critical. The base bonus is 10, rising to 15 and 20 as it strengthens with level, becoming more noticeable later.

Alexandra’s adjacent bonuses are as follows.

Adjacent alliesHit and Avoid bonus
1+5
3+15

Place several archers around her before facing the boss. The formation itself improves her survival.

Halvin builds Hit through repeated combat, up to +30 for the rest of the battle. Fight a few times to stack Hit, then add Avoid and try giving him more enemy-phase work.

Standing beside the unit receiving attacks lets Ultand heal that ally after combat, avoiding a separate healing action for every small injury. Catania needs at least a 3-point Attack Speed lead to trigger +20 Hit. Ursula can access the item bag in battle, making emergency supplies convenient.

Conditions for alternative characters

Lilian gains Hit when attacking enemies that cannot counter. Bow distance makes that condition easy to meet. Mikaela gains Hit against adjacent enemies, also improving reliability.

Peter’s extended Range is convenient, but his stats grew poorly on this run, so I replaced him. For another damage option, consider Peppe. Against injured enemies, he can attack first and improve Attack and Critical, suiting sword or bow finishing blows.

Loretta gains Avoid at half HP or above and also suits flying.

Bows threaten fliers

More fliers improve mobility, but maps with many Archers demand careful positioning.

Cover weapon roles, then stock recovery items

Watch for Cleansing Blade in Part 1 shops and buy it. Levin Sword is useful for sword users to reach distant targets and fight high-Defense enemies. Give archers Longbow for distance and an anti-cavalry bow, letting one unit handle several target types.

Give everyone Vulnerary and Concoction so they can save themselves when necessary. If you cannot afford shields and accessories for everyone, cover weapon roles first. This team can reach the end of Part 2 through its coverage of different jobs.

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