Hey! New banner, new review, and a rather flabbergasting one in a good way.
So let’s get started!
[Enduring Legacy]
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Everyone’s stats
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New Heroes
Annand
EPITHET | Knight-Defender |
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DESCRIPTION | «Leader of the Four Heavenly Knights of Silesse and Erinys's elder sister. Conceals her longing for Lewyn and fights to her last breath.» |
AKA (Also known as...) |
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ORIGIN GAME | Fire Emblem: Genealogy of the Holy War |
WEAPON TYPE |
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MOVEMENT TYPE |
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INFORMATION PAGES | FANDOM | FE Wiki | FEH info | GamePress page | Gamepedia article |
PREV. RELEASES | This is her debut. |
Bio
Written by @CrystalElemental
Skillset
☆[Unbound Blade+]: Lance users only |
Might = 14
It works if the user starts participating on battles without any adjacent ally to her in the map (regardless of initiator), were that the case, her target foe suffers a reduction of attack and defence -5 during the match, as well as the negation of any field boost to those stats for the duration of the match (basically, a slightly better [Lull Atk/Def 3] but with the condition of a {solo} skill).
This kind of weapon exists since the Pirates banner from 2020, but the sword is brand new and part of the regular pool.
[Moonbow]: Can’t staff users |
44 |
Cooldown = 2
Upon next strike after activation, user ignores 30% of the target foe’s defence by -30%.
The description of this skill is rather generic because Annand’s a flying unit and she’s NOT the first unable to use [Sorcery Blade 3] or receive the boosts from [Inf. Hexblade 3], but it can still be inherited onto a unit that can target RES.
[Sturdy Impact]: Inf./Fly. and non-Staff users only |
4 |
High cost
Upon combat initiation by the user, they’re granted a boost of attack+6 and defence+10 for the duration of the match, and also, foe’s follow-up attack negation (even if the skill on them that allegedly grants “guaranteed follow-up attacks” is active), this effect may be countered with [Null Follow-Up 3] or any skill that disables follow-up attacking.
[Guard Bearing 3]: Sw./Ln./Ax. flying units only |
2
On each enemy/player phase of the unit, the first combat the unit participates will reduce damage taken by ½.
Inheritance recommendations
☆[Unbound Blade+] and [Sturdy Impact]
Yes, if there’s a solid combo, it’s this one, while limited to sword units, you still have plenty of picks from infantry and flying swordies, and it’s easy to get too, all you need is a 4★ Athena for [Sturdy Blow 1], then you’ll be set!
☆[Unbound Blade+]
The only reason to recommend this weapon alone Imo, is that you’d like it on an armored/cavalry swordie, otherwise you’d rather wait for the best inheritance chain.
One skill or the [Sturdy Impact] + [Guard Bearing 3] combo
One of the skills would be sub-optimal, but not an entirely bad idea still, I don’t blame you since they’re rare, [Guard Bearing 3] was a seasonal and Mythic Hero only skill and it’s a great new B-skill for melee fliers using the classic weapon types (sword, lance and axe).
As for why you’d rather not fodder her for her full passives… I feel Summer Ingrid is best for that, since her weapon is personal unlike Annand’s which is inheritable, and the former has much easier to pass up fodder ([Odd Spd Wave 3] which you can get from a 4★ Halloween Rolf).
Stats & Gameplay
Annand is a fast unit with a modest attack value and excellent potential to excel at dual phase thanks to her high speed and moderately good bulk, which allows her to use skills like [Pegasus Flight 3] regularly, although investment will improve the reliability of such an skill since it’s not guaranteed to work anywhere.
She’s primer for player phase close range combat, denying follow-up attacks from most foes.
For stat IVs, you’d like HP only to help her at [Arena], but with the arrival of Lv.4 {duel} skills, you can expect a [R Duel Flying 4] at some point, not only to raise her scoring potential significantly as well as the stats in a minor degree, but also to allow you to pick a better IV set without any repercussions to your scoring. Anyway, a speed asset works great for general use and more or less future proofs her, but she’ll appreciate some team support to keep up, otherwise, attack to help her hit harder is about as fine, or defence to balance her bulk.
Any bane is fine, I’m using a +attack/-speed Annand of my own at no merges and 2 [Dragonflower] boosts and she reaches 44 speed before any boost with just refine to speed and [Life and Death 3], [Guard Bearing 3] helps her stay safe unless battles start to prolongate.


For the comparison, I chose Bridal Sigrun… and ofc we can observe quite the step-up in Annand’s statline, as further backup, she’s a regular pool unit that starts with a great weapon and kit to boot, requiring minimal inheritance.
Unless you’re a big fan of Sigrun as a character, I would recommend against making of this version a project and fodder her instead.
HP |
Def |
Added: 2019-05-21T03:00:00Z
Aesthetics reference
Original art:
Sample quote:
Azelle
EPITHET | Youthful Flame |
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DESCRIPTION | «Half brother to the head of House Velthomer, Arvis. Compares himself to his older brother and suffers from an inferiority complex.» |
AKA (Also known as...) |
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ORIGIN GAME | Fire Emblem: Genealogy of the Holy War |
WEAPON TYPE |
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MOVEMENT TYPE |
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INFORMATION PAGES | FANDOM | FE Wiki | FEH info | GamePress page | Gamepedia article |
PREV. RELEASES | This is his debut. |
Bio
Written by @NickofTime80
Skillset
☆[Sparking Tome]: Pref. |
Might = 14
It grants a base stat boost of [Speed +3] to Azelle.
In addition to that, if he starts a fight with his foe’s HP at ½ of the maximum or more, then the foe gets penalized according to the formulae listed below, with each penalty calculated separately:
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Speed:
([field boost to SPD on foe] × 2) + 6
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Resistance:
([field boost to RES on foe] × 2) + 6
[Rally Up Spd+]: Non-Staff users |
Type: booster |
1 |
High cost
When used, the target ally is granted a field boost of speed+6 for one turn, allied units that are within a 2-square radius of the targetted ally will also get the boost.
It has the same [SP] cost as a {dual rally} skill, making it another optimal choice for [Arena].
☆[R Duel Infantry 4]: Red & Inf. units only |
0 |
High cost
It grants boosts of [HP +5], [Attack +2], [Speed +2], [Defense +2], [Resistance +2], directly boosting the base stats by said amounts so long as it’s equipped.
In addition to that, the unit’s stat total, which is part of the unit’s scoring potential at [Arena] is treated as a higher value if the base value is lower than the new one, depending of who’s using this skill, the boost may vary, as shown below:
- If the unit is a Legendary/Mythic Hero: the boost goes up to 175 if the unit’s total of stats is lower than 180.
- If the unit isn’t a Legendary/Mythic Hero: the boost goes up to 180 if the unit’s total of stats is lower than 185.
Do note that the stat total is counted as far as 1 merge if the unit has any amount of merges, so if the first merge still leaves the stat total value lower than what’s specified above, then the unit gets the stat total boost.
The [Arena] score calculator is available here was used to record this sample animation of how his original BST goes up as merged.
Also, if the unit has a super asset, that stat total is 1 point higher, so let’s think of another unit: if Fallen Julia had an attack asset the total would be 165 and not 164, when merged.
[Spd/Res Ruse 3]: Inf./Cav. only |
1
[Joint Hone Spd]: All |
2 |
High cost
At the start of each turn, if the user is next to an allied unit, they both get a field boost of speed +5, otherwise this skill does nothing.
Inheritance recommendations
☆[R Duel Infantry 4] and [Rally Up Spd+]
It’s arguably the best combo Imo, however, you’re required to fodder a Summer Helbindi who possessed [R Duel Infantry 3], from him, you’d extract the Lv.2 version and [Sandfort Spade+]… ofc, this would be useful only to a sword unit that is a tad lacking in scoring potential and possesses a workable DEF.
Once you got that, you can add [Rally Speed] to your recipient and finally, the two aforementioned skills from Azelle.
If you want to fodder the skill(s) to a red tome/beast/dragonstone/archer unit then by all means you can and there are some nice picks out there such as Adult Tiki, you’re just missing a weapon, it’s an okay one at that too but chances are the previously mentioned ☆[Unbound Blade+] will do better for you.
If you don’t mind foregoing [Sandfort Spade+], overall, adding [Joint Hone Spd] will be possible, the fodder can be given to any infantry red unit and makes the most out of Azelle’s fodder, you just need to give [Hone Spd 3] to your recipient beforehand, one of the sources is 4★ Eirika.
[Rally Up Spd+] and [Joint Hone Spd]
With this combo, not only you have more freedom with your choices (anyone that doesn’t use a staff), it’s also far easier to attain as all you need is [Hone Spd 3], and the former improves the recipient’s scoring, while the latter is a rather rare skill in nature.
One skill
If there’s one skill you should absolutely take with you, it’s ☆[R Duel Infantry 4], otherwise, not much else that’s noteworthy for general use, except for maybe [Rally Up Spd+] as it’s a decent skill on its own and it’s now on the regular pool (the previous holder is Halloween Duo Young Tiki… yes, a seasonal).
Stats & Gameplay
Azelle could be classified as a glass cannon — his offenses are high, and his weapon primes him for that, too, and his bulk is actually decent as well, with the help of his base ☆[R Duel Infantry 4], he’ll turn out to be an okay unit for dual phase combat, he doesn’t have enough durability without proper investment, for prolonged combat sessions.
Sadly, he has no super assets, but he doesn’t even need to worry that much about it since the difference is marginal when he comes with a skill that boosts is stat total anyway, he makes a perfect candidate for [Arena] as he already comes with an almost full pack specifically for this game mode, you’d only need to add a high cost skill like [Aether] and a fully upgraded asset.
Back onto the IVs topic, his weapon will help him gather plenty of speed, foes that have speed/resistance field boosts will suffer important reductions

A unit I figured compares well, is Lysithea, she’s still a powerful addition to your army and a popular character, as well as a capable individual for firing faster specials, but Azelle overall gets more speed in exchange for slightly less attack, his weapon, however, got his back.
HP, Att, Res |
Added: 2020-03-05T03:00:00Z |
Was reviewed
Aesthetics reference
Original art:
Sample quote:
⤨Lex
EPITHET | Young Blade |
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DESCRIPTION | «Second son of Duke Lombard of House Dozel. Joins the army under Sigurd's command along with his friend Azelle.» |
ORIGIN GAME | Fire Emblem: Genealogy of the Holy War |
WEAPON TYPE |
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MOVEMENT TYPE |
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INFORMATION PAGES | FANDOM | FE Wiki | FEH info | GamePress page | Gamepedia article |
PREV. RELEASES | This is his debut. |
Bio
Written by @Souljia_Bitch
Skillset
☆[Goddess Axe]: Pref. |
Might = 11
It confers a +5 boost to Lex’s base defence, however, his speed and resistance will be reduced by 5 points.
In addition to that, he strikes twice per attack, regardless of whether the foe or he initiates the battle.
[Reposition]: Type: movement |
Non-Staff users |
19
Target ally is moved to the opposite adjacent square of the user on which said ally was standing.
[Atk/Def Push 3]: All |
4 |
Available at 4★
Unit gets a boost of attack and defence +5 during battles they enter at full health, but if that’s the case, unit loses 1HP after the match is over.
[Axe Experience 3]: Axe units only |
1 |
Available at 5★
This skill doubles the [Experience] gain for both the user and any axe-wielding units on the team, so long as the user is still on the battlefield.
Due to word count constraints (32k limit per post), Lex’s section had to be cut in-between, fret not, as his section continues right below, on part 2/3!