VS blog: Alear vs Rey (Fire Emblem vs Star Wars)
"Don't let your heredity stop your destiny." - Joel Osteen
Alear, the Divine Dragon.
Rey, the Last Jedi.
At first glance, you wouldn't think that either have traces to villainous origins. You'd be wrong. But the courage to stand up to what was, to make what is, is a trait that both Alear and Rey shared; they made their own destinies and rejected their evil familial ties. Though spawned by evil, they defined themselves as forces for good, and through trial and tribulations, triumphed in the end against their villainous family members. But which destiny defining sword-wielding lady would triumph over the other? That's what I'm here to try and answer, I suppose. Buckle up, we've got a doozy to go through.
Before We Start…
For Alear, the main game of Fire Emblem Engage will be the main thing I'll be pulling from. As for Rey, the 3 sequel movies will be what I take into account for her.
Other things, such as other things that Alear appears in and feats that Rey would be able to pull from will be addressed as well, so do sit tight for that.
Background
Alear
“My mother was everything a Divine Dragon should be. I will honor her last wish and bring peace to Elyos.”
A thousand years ago, within the several nations of the continent of Elyos, a war raged for control of the world. The nations, Firene, Brodia, Elusia, Solm, and Lythos battled against the almighty Fell Dragon Sombron. The child of the Divine Dragon Monarch Lumera, Alear, was pivotal in the defeat and sealing away of the Fell Dragon Sombron. However, from the wounds she sustained in the battle, Alear was plunged into a deep sleep, where she slumbered for a millennia.
When Alear woke, she had lost her memories and hardly remembered anything of her past. On her way to be escorted to her mother to tell the news that she had awoken, Alear and company were attacked by undead monsters known as the Corrupted. Reawakening a small portion of her repressed memory, Alear awakened one of the mystical artifacts that allowed the nations of Elyos to turn the tide against the Fell Dragon all those years ago; an Emblem Ring.
Awakening the ring of the Hero-king, Alear summoned Marth and fended off the Corrupted and saved her company. Eventually Alear arrived and reunited with her mother. It wasn't long until disaster struck yet again, however...
The castle where Lumera resided was attacked, the mysterious intruders aiming to steal several of the other Emblem Rings that were guarded in the castle in order to free the Fell Dragon, whose seal had weakened over the years. In the crossfire, Lumera was mortally wounded, but entrusted the responsibility to stop Sombron and his forces and to gather the rest of the Emblem Rings.
Alear would go on to unite the nations of Elyos against Sombron, and recovered much of her lost memories on her journey, learning that she was in fact, Sombron's child and was originally a Fell Dragon like him. But the love of her adoptive mother Lumera changed her heart and through her intervention, changed her into the Divine Dragon she truly was meant to be. With her army and the Emblem Rings all collected, in a final showdown against the Fell Dragon Alear put an end to Sombron and brought peace to Elyos, being crowned as the new Divine Dragon Monarch in Lumera's stead.
And so on, everyone lived in peace and harmony under the rulership of Alear: The Divine Dragon.
Rey
“People keep telling me they know me. I’m afraid no one does."
A long time ago in a galaxy far far away on the desert planet of Jakku, a young woman named Rey was a simple scavenger, doing her best to survive on the harsh conditions of the planet. Her fate changed from simply living out her days on Jakku to being intertwined in the conflict between the First Order and the Resistance, the two factions that had rose from the remnants of the Galactic Empire and the Rebellion, reigniting the galactic war for control.
Rey would eventually be captured by one of the leaders of the First Order, Kylo Ren. It was there where Rey awakened her latent powers within the Force: setting the stage for her eventual transformation into one of the great warriors of old: a Jedi.
Seeking out the lost Jedi Master known as Luke Skywalker, who had seemingly all but disappeared, Rey learned from him training in the Force, as well as who Kylo Ren was. However, Rey never found out who she was, where she really came from. It was a mystery full of enigmatic possibilities, but it was soon to be answered...
When somehow, Palpatine returned. The Galactic Emperor, who had been defeated all those years ago, made his mysterious reemergence. Kylo Ren seemed to know of this, and revealed the truth to Rey; she was a direct descendant of Palpatine, explaining her latent talent in the Force. While tempted and goaded on by Palpatine to embrace her Sith heritage, Rey, alongside Kylo Ren, who had turned to the light, worked together to destroy Palpatine once and for all, at the cost of Kylo Ren's life. Rey called upon the spirits of all the Jedi before her, destroying the Sith and bringing balance to the Force for a second time, something that her predecessor Anakin Skywalker did for the first time all those years ago.
Many a hero of the former Rebellion died in their fight as members of the Resistance, including Luke, Leia, Han Solo, and a redeemed Kylo Ren. But their sacrifices were not in vain, as the galaxy knew peace again. And their memory lived on through Rey.She went on to not just be Rey; not Rey Palpatine, but Rey who?
Rey Skywalker, the Last Jedi.
Experience & Skill
Alear
Before her untimely big nap, Alear was an incredibly talented and skilled fighter, considered as being the most capable of Sombron's children. She was able to best Sombron not once, but twice, owing to her incredible skill in battle. After awakening from her 1000 year nap, Alear still possessed the skill she had before, and was able to go toe to toe with Lumera in a sparring match, as well as battle against the Emblems on a pretty even level. Considering how skilled most of the Emblems are in combat, it just goes to show how impressive Alear is. She did overestimate her capabilities as a leader at one point, but learned from her mistakes and improved as a warrior and leader.
Rey
For the most part, Rey's pretty dang skilled in a lot of different fields. She survived for years as a scavenger on a desert planet, is a skilled mechanic given how she was able to make repairs on complex machinery like Starships and construct her own lightsaber. She's also an excellent pilot somehow, and was able to capitalize in her burgeoning talent in the Force emerging. She does have a decent bit of training, and has strong instinctual powers from learning different abilities in the Force, evidenced by how she was able to use a Jedi mind trick after learning it from Kylo Ren's mind and after tapping into the Force, was able to overwhelm a distracted Kylo Ren. Before learning lightsaber dueling, Rey was already a skilled combatant in her own right, given how she was able to fight with her quarterstaff and defend herself with it just fine.
Equipment
Alear
Libération
Alear's personal sword. Given as a gift to Alear by Lumera, she is the only being able to wield it given her status as a Divine Dragon.
Wille Ganz
Alear's second personal Sword, taken after she defeated Lumera as a Corrupted. Like with Libération, it can only be wielded by Alear. It has to capacity to strike at both close and long ranges.
Draconic Time Crystal
A special gemstone that Alear can use to reverse the flow of time. In-game, it's used to undo undesirable actions or revive Alear if she dies, and allows you, the player, to rethink your strategy. Depending on the difficulty, it has either unlimited uses or 10 uses...pick whichever, I suppose. This time re-windment does have a few caveats; its dependent on the crystal, meaning if its stolen, Alear cannot use it, and she can't rewind time past the very moment she acquired/acquires it.
The Emblem Rings
Alear possesses the ability to use all twelve Emblem Rings, as well as the alternative seven Emblem Bracelets that function the exact same. Each Ring contains and houses the spirits of heroes from other worlds. I'll get into what all of these can do in the abilities section, so sit tight for that.
Rey
Quarterstaff
Before Rey became a Jedi and was a simple desert wanderer, she wielded a Quarterstaff as her main weapon. It is exactly as it sounds; a big stick that Rey can smack people with. She can throw it like a javelin if needed, spin it fast enough for it to be a defensive weapon, and use it as leverage or use its length to strike at an extended melee range.
Lightsaber
Like with every Jedi, Rey is armed with a lightsaber. Rey's in particular is yellow in color, and functions effectively like every other lightsaber, being able to cut through most things and deflect most types of attacks.
NN-14 Blaster
When needed, Rey can whip out her blaster and shoot opponents at long range. Given to her as a gift from Han Solo, Rey's blaster is powerful enough to one-shot Stormtroopers and damage lightly armored vehicles, as well as blow through walls.
Abilities
Alear
The Emblems
As mentioned before, Alear can use the powers of pretty much every Emblem, so long as she wears their corresponding Emblem Ring. She can only use one at a time, but can switch them out at a moments notice in case of what she needs. You must think I'm pulling your leg on this, but I'll get to each of them...later. Yeah, sorry.
Personal Skills
Alear possesses a couple of passive personal skills, Divinely Inspiring and Divine Spirit that slightly buff her Emblem synergy as well as help her teammates around her by granting them slight boosts to their strength and defensive capabilities.
Inheritable Emblem Skills
Via a special synchronization method, Alear can inherit all sorts of skills from her Emblem friends. These include a multitude of weapon proficiency boosts, strength boosts, speed boosts, and the like. While Alear can inherit every skill, only a few are relevant to her and her fighting style. The list of the inheritable skills that would apply best to Alear is as follows:
- Avoid +30 (Allows Alear is dodge attacks much easily)
- Sword Agility (Allows Alear to dodge attacks more easily when wielding a sword)
- Hit +30 (Allows Alear to hit attacks more frequently and more easily with increased accuracy)
- Build +5 (Allows Alear to use heavier weapons without tanking her attack speed)
- Strength +6 (Makes Alear's attacks hit harder)
- Sword Power (Makes Alear slightly stronger and slightly easier to get hit)
- Speed +5 (Makes Alear much faster as a whole)
- Defense +5 (Makes Alear take less damage from attacks)
- Resistance +5 (Makes Alear more resistant to magical attacks)
- Dexterity +5 (Increases Alear's likelyhood to land an attack)
- HP +15 (Makes Alear tankier)
- Sword Focus 5 (Makes Alear much more likely to land an attack and slightly easier to get hit)
- Luck +12 (Increases Alear's hit rate and avoidance)
- HP/Lck +10 (Makes Alear tankier and increases her hit rate and avoidance)
- Str/Dex +5 (Makes Alear stronger and more accurate with her attacks)
- Bow Guard 5 (If a foe is equipped with a bow, Alear takes less damage from their attack)
- Str/Def +5 (Makes Alear stronger and take less damage)
- Axe Guard 5 (If a foe is equipped with an axe, Alear takes less damage from their attack)
- Mag/Res +5 (Makes Alear's magical prowess stronger and makes her more resistant to magic)
- Magic Guard 5 (If a foe attacks with magic, Alear takes less damage from their attack)
- Spd/Res +5 (Makes Alear faster and more resistant to magic)
- Lance Guard 5 (If a foe is equipped with a lance, Alear takes less damage from their attack)
- Spd/Dex +5 (Makes Alear faster and more accurate with her attacks)
- Sword Guard 5 (If a foe is equipped with a sword, Alear takes less damage from their attack)
- Mag/Dex +5 (Makes Alear's magical prowess stronger and more accurate with her attacks)
- Knife Guard (If a foe is equipped with a knife, Alear takes less damage from their attack)
Rey
The Force
Ah, yes, the Force, that magical-ish telekinesis-type thing that every Jedi, Sith, and somewhere in-between use. Given her heritage from Palpatine, it's no wonder that Rey demonstrates such a high potential in the Force. Beside the aforementioned telekinesis, which is probably what the Force is most recognized for, Rey has demonstrated the ability to use the Force in several different ways, including but not limited to:
- Force Stasis: It can freeze objects such as a lightsaber mid-duel, freeze weapons in place, and even freeze blaster projectiles in place.
- Force Amplification: Rey can use the Force to amplify either her lightsaber swing speed, improve her balance and jumping capabilities for acrobatics during combat, increase her strength, and overall just amplify her physical body.
- Force Healing: Oh boy, that one power that was pulled out of literally nowhere. In any case, yes, Rey can use the Force to heal the wounds of others, though she can't use it to heal herself, as the power draws directly from her own life force.
- Force Sense: Outside of combat, this power simply enhances Rey's awareness and mental fortuity. In combat, this allows Rey a sort of precognition that allows her to predict the attacks of her foes and defend accordingly.
- Jedi Mind Trick: Oh yes, the good ol' mind trick. Doing this mid-combat...isn't really a thing that Rey could normally do, but outside of battle, it works as intended; manipulating the mind of another to forcibly do what Rey wants them to do.
Force Lightning
Despite being a Jedi, Rey can use power from the Dark side, owing to her heritage tracing back to Emperor Palpatine. Force Lightning is exactly as it sounds; Rey can shoot out Force-empowered lightning from her fingertips to great effect, either zapping a foe into submission or death, or zapping something with explosive force. Force lightning isn't really a thing that Rey uses on a normal basis, but she can still use it if she's under great stress and really needs something destructive.
Forms
Alear
Emblem Engage...and all of the Emblems
Finally, we get to Alear and her many, many forms she can take...with her friends, the previously mentioned Emblems. By wearing an Emblem Ring, Alear can "Engage" with the Emblem within, and take on a much more powerful form. When Engaged, Alear can utilize the weapons of the specific Emblem they are Engaged with and gain access to all sorts of different powers. Each Emblem grants three different weapons, a few unique skills, and Engage skills and attacks.
Emblem Marth
Ah, Marth. Fire Emblem's quintessential icon (maybe), and Alear's very first Emblem. Fits a high speed, high avoidance fighting style.
Weapons:
- Rapier: Sword wielded by Emblem Marth. Effective: Cavalry, Armored.
- Mercurius: Sword wielded by Emblem Marth. Doubles user’s earned experience.
- Falchion: Sacred sword wielded by Emblem Marth. Effective: Dragon.
- Perceptive+: If the unit initiates combat, grants Avo+30 during combat. Avo increases with high Spd. [+1 Avoid for every 4 Speed.]
- Break Defenses: If unit’s attack breaks foe, unit makes an extra attack at 50% damage.
- Unyielding++: At start of player phase, if HP is 40% or less, restores 40% of unit’s max HP.
Engage skill and attack:
- Divine Speed (Engage Skill): Unit performs an extra attack at 50% damage in combat. [Dragon] Unit recovers HP equal to damage dealt by extra attack.
- Lodestar Rush (Engage Attack): Use to launch 7 consecutive sword attacks at 30% damage. Adjacent foe only. [Dragon] +2 attacks.
Emblem Celica
Oh Celica, what's not to love about her? Fits a fighting style that relies heavily on magic, while boosting said magic to insane levels.
Weapons:
- Seraphim: Holy tome wielded by Emblem Celica. Effective: Corrupted.
- Recover: A staff imbued with healing magic. Recovers vast amounts of an ally’s HP.
- Ragnarok: Mighty fire tome wielded by Emblem Celica.
- Holy Stance++: If a Corrupted attacks unit, deals 50% of damage taken back to foe.
- Resonance +: When Alear wields a tome, if unit’s HP is 2 or more, unit loses 1 HP at start of combat and deals +3 damage during combat.
- Favorite Food: When unit eats a packed lunch, its engage meter is maxed out.
Engage skill and attack:
- Echo (Engage Skill): Use to attack with magic at 50% damage. Use a second time to launch another 50% attack. [Dragon] Range +1.
- Warp Ragnarok (Engage Attack): Use to warp up to 10 spaces and make a powerful magic attack. [Dragon] Attack range +1.
Emblem Sigurd
Man, poor Sigurd...he deserved a much better end. Fits an insanely high movement and agility based fighting style.
Weapons:
- Ridersbane (Sigurd): Lance wielded by Emblem Sigurd. Effective: Cavalry.
- Brave Lance (Sigurd): Lance wielded by Emblem Sigurd. If user initiates combat, attacks twice.
- Tyrfing: Sword wielded by Emblem Sigurd. Grants Res+5.
- Canter+: Unit can move 3 spaces after acting.
- Momentum+: Grants Atk+1 to first attack during combat for each space unit moved before attacking.
- Headlong Rush: Grants immunity to freeze.
Engage skill and attack:
- Gallop (Engage Skill): Grants Mov+5. [Dragon] Grants another Mov+1.
- Override (Engage Attack): Use to attack and move through a line of adjacent foes. Sword/lance only. [Dragon] +20% damage.
Emblem Leif
Leif is like, so cool. This guy is awesome. Fits a "Jack of all trades" type fighting style.
Weapons:
- Killer Axe (Leif): Axe wielded by Emblem Leif. Easily inflicts fatal wounds.
- Master Lance: Lance wielded by Emblem Leif. If user initiates combat, attacks twice. Can strike close or at range.
- Light Brand: Magical sword wielded by Emblem Leif. Grants Lck+10. Can strike close or at range.
- Arms Shield++: When unit has weapon advantage, unit takes 7 less damage.
- Vantage++: If unit’s HP is 75% or less and foe initiates combat, unit can counter before foe’s first attack.
Engage skill and attack:
- Adaptable (Engage Skill): If foe initiates combat, unit counters with the best weapon available (in terms of range, weapon advantage, effective bonus, etc.). [Dragon] Hit+30 during combat.
- Quadruple Hit (Engage Attack): Use to attack once each with sword, lance, axe, and bow. [Dragon] +20% damage.
Emblem Roy
His name is a blast to say. ROY! Fits a bizarre fighting style with strange powers that catch opponents off guard.
Weapons:
- Lancereaver: Unusual sword wielded by Emblem Roy. Grants advantage vs. lances but disadvantage vs. axes.
- Wyrmslayer (Roy): Sword wielded by Emblem Roy. Effective: Dragon.
- Binding Blade: Famous sword wielded by Emblem Roy. Grants Def/Res+5. Can strike close or at range.
- Hold Out+++: If unit has 2 HP or more at start of combat, unit always survives combat with at least 1 HP.
- Advance: Use to move 1 space toward a foe that is 2 spaces away and attack.
- Unyielding++: At start of player phase, if HP is 40% or less, restores 40% of unit’s max HP.
Engage skill and attack:
- Rise Above (Engage Skill): Grants Lvl+5.[Dragon] Additional Lvl+1
- Blazing Lion (Engage Attack): Use to attack adjacent foe and an area 3 spaces wide. Target area and the 2 rows beyond it are set on fire. Sword only. [Dragon] Expands attack area.
Emblem Lyn
Lyn's so awesome...she's a certified girlboss, lol. Fits a fighting style that prioritizes incredibly high speed attacks at incredibly long range.
Weapons:
- Killer Bow (Lyn): Bow wielded by Emblem Lyn. Easily inflicts fatal wounds. Effective: Flying.
- Mani Katti: Divine sword wielded by Emblem Lyn. Effective: Cavalry, Armored.
- Mulagir: Mighty bow wielded by Emblem Lyn. Grants Spd+5. Effective: Flying, Dragon.
- Alacrity++: If unit initiates combat with a Spd advantage of 5 or more, unit’s follow-up (if possible) occurs before foe can counterattack.
- Speedtaker: Grants a stacking Spd+2 each time unit initiates combat and defeats a foe. Bonus lasts for the rest of the battle. (Max +10).
Engage skill and attack:
- Call Doubles (Engage Skill): Creates four illusory doubles that can make chain attacks with unit. [Dragon] +1 double created.
- Astra Storm (Engage Attack): Use to launch 5 bow attacks at 30% damage, up to range 10. [Dragon] Range +5.
Emblem Eirika
Its Eirika! And...Ephraim's here too. He...doesn't really talk though, he just does fighting stuff. Fits him really well, actually. Fits a dual strategy fighting style.
Weapons:
- Rapier (Eirika): Sword wielded by Emblem Eirika. Effective: Cavalry, Armored.
- Wind Sword: Magical sword wielded by Emblem Eirika. Can strike close or at range. Effective: Flying.
- Sieglinde: Paired sword wielded by Emblem Eirika. Effective: Corrupted.
- Night and Day: Use to switch Emblems and swap between Lunar Brace/Gentility and Solar Brace/Bravery for all allies.
- Lunar Brace+: If unit initiates combat with a physical attack, deals extra damage=30% of foe’s Def.
- Solar Brace+: If unit initiates combat, unit recovers HP=50% of damage dealt. (Ephraim only).
- Eclipse Brace+: If unit initiates combat, unit deals extra damage=30% of foe’s Def with physical attacks and recovers HP=50% of damage dealt. (Engaged only).
- Gentility+: Unit takes 5 less damage.
- Bravery+: Unit deals +5 damage. (Ephraim only).
- Blue Skies+: Unit takes 5 less damage and deals +5 damage. (Engaged only).
Engage skill and attack:
- Sacred Twins (Engage Skill): While engaged with Eirika, changes Lunar Brace to Eclipse Brace and Gentility to Blue Skies for all allies.
- Twin Strike (Engage Attack): Use to make a sword attack followed by a lance attack from Ephraim on adjacent foe. Effective: Corrupted. [Dragon] +20% damage.
Emblem Ike
Ike is fire Emblem's version of the Gigachad before the Gigachad was a thing. Fits a fighting style that lets you tank extreme amounts of damage...and then hit back hard. REALLY HARD.
Weapons:
- Hammer (Ike): Hammer of Emblem Ike. Smashes foes. Cannot follow up, or strike first if initiating combat. Eff: Armored.
- Urvan: Heirloom axe wielded by Emblem Ike. Grants Res+3.
- Ragnell: Sacred sword wielded by Emblem Ike. Grants Def+5. Can strike close or at range.
- Demolish: Break destructible terrain in a single blow when using Destroy.
- Resolve+: If unit’s HP is 75% or less after combat, grants Def/Res+7 as long as unit’s HP stays below 75%.
- Reposition: Use to move an adjacent ally to the opposite side of unit.
- Wrath: At start of combat, for each HP the unit has lost, grants Crit+1 during combat. (Max +30).
Engage skill and attack:
- Laguz Friend (Engage Skill): Unit takes 50% less damage, but sets unit’s Avo to 0. [Dragon] Extra -10% to damage.
- Great Aether (Engage Attack): Use to grant Def/Res+5, but unit can’t counter for 1 turn. Next turn, attack a 2-space area, heal HP=30% of damage dealt. Sword/axe only. [Dragon] +1 damage per hit taken.
Emblem Micaiah
Oh Micaiah, it's impossible not to love her. Fits a more passive supportive fighting style that specializes in healing allies.
Weapons:
- Shine: Light tome wielded by Emblem Micaiah. Illuminates a 5-space radius (shrinks one space per turn).
- Nosferatu: Light tome wielded by Emblem Micaiah. User recovers HP equal to 50% of damage dealt.
- Thani: Mighty light tome wielded by Emblem Micaiah. Effective: Cavalry, Armored.
- Cleric++: Unit can equip staves up to level A.
- Healing Light: When unit heals an ally with a staff, unit also recovers HP=50% of the amount healed.
- Silence Ward: Grants immunity to silence.
Engage skill and attack:
- Augment (Engage Skill): Grants staff range +5 and area of effect +1. [Dragon] Additional staff range +1.
- Great Sacrifice (Engage Attack): Use to restore full HP to all allies, even those not under the player’s control. After use, unit’s HP=1. [Dragon] Unit’s HP=30% current.
Emblem Lucina
I love Lucina!!! This Marth ain't Marth-in. Fits a fighting style that incentivizes fighting alongside allies and gives buffs to them and yourself.
Weapons:
- Noble Rapier: Sword wielded by Emblem Lucina. Effective: Cavalry, Armored.
- Parthia: Bow wielded by Emblem Lucina. Doubles user’s earned experience. Grants Res+5. Effective: Flying.
- Parallel Falchion: Sacred sword wielded by Emblem Lucina. Effective: Dragon.
- Dual Strike: Unit participates in chain attacks as if it were a backup unit.
- Dual Assist+: If unit is able to chain attack, unit will do so when allies attack foes unit could reach by moving. Trigger %=70. (Max +10).
- Dual Support: Grants a bonus to Avo that increases with unit’s support level with adjacent allies. (Max +90) [+5 Avoid for each support level. None = 1, C = 2, B = 3, A = 4, S = 6.]
Engage skill and attack:
- Bonded Shield (Engage Skill): Use to prevent first attacks on adjacent allies until your next turn. Trigger %=80. [Dragon] +10% to trigger rate.
- All For One (Engage Attack): Use to make a sword attack against an adjacent foe. All allies within 2 spaces chain attack. [Dragon] Ally chain attacks are guaranteed to hit.
Emblem Corrin
Makes me think about what would happen if they went with Male Corrin instead. Fits a fighting style that revolves around manipulating the terrain to benefit the user.
Weapons:
- Dual Katana: Unusual sword wielded by Emblem Corrin. Grants advantage vs. lances but disadvantage vs. axes.
- Wakizashi: Throwing sword wielded by Emblem Corrin. Can only strike at range, not close up.
- Yato: Sacred sword wielded by Emblem Corrin.
- Dragon Vein: Use to add a special effect to certain spaces. [Dragon] Choose any Vein effect. [Backup] Creates stone pillars that increase Def/Res. [Cavalry] Creates water that decreases Avo. [Covert] Creates fog that increases Avo. [Armored] Creates vines that grant immunity to break. [Flying] Creates healing glow that restores HP. [Mystical] Creates flames that inflict damage. [Qi Adept] Creates ice pillars that hinder movement.
- Quality Time+: After unit acts or waits, restores 10 HP to adjacent allies and slightly increases support with them.
- Draconic Hex: If unit initiates combat, inflicts -4 to all of foe’s basic stats after combat. (Penalties shrink by 1 each turn.)
- Pair Up: Prevents damage from foes’ chain attacks against unit.
Engage skill and attack:
- Dreadful Aura (Engage Skill): If unit initiates combat, target foe and all foes within 1 space of it cannot move for 1 turn after combat.
- Torrential Roar (Engage Attack): Use to attack 3 spaces in a line, turning those spaces into water terrain. [Dragon] Range +1.
Emblem Byleth
Makes me think about what would happen if they went with Female Byleth instead. Fits a fighting style that quite literally teaches you mid-combat how to use all sorts of weapons and adapts to fit what you need.
Weapons:
- Blutgang (Backup): Magical sword wielded by Emblem Byleth. Effective: Dragon, Cavalry.
- Areadbhar (Cavalry): Lance wielded by Emblem Byleth. If user initiates combat, grants Mt+50%.
- Failnaught (Covert): Bow wielded by Emblem Byleth. If user initiates combat, grants Avo+20. Effective: Dragon, Flying.
- Aegis Shield (Armor): Shield wielded by Emblem Byleth. Grants Def+6 and Res+3. May halve damage if carried. Trigger %=Dex.
- Lúin (Flying): Lance wielded by Emblem Byleth. Raises damage based on user’s Spd. Effective: Dragon. [+1 damage for every 3 Spd.]
- Thyrsus (Mystical): Staff wielded by Emblem Byleth. Grants magic range +2. May halve damage if carried. [Trigger %=Dex.]
- Rafail Gem (Qi Adept): Relic gem of Emblem Byleth. User is immune to Effective and critical hits. May halve damage if carried. [Trigger %=Dex.]
- Aymr (Dragon): Axe of Emblem Byleth. Smashes foes. Cannot follow up, or strike first if initiating combat. Eff: Dragon.
- Vajra-Mushti: Gauntlets wielded by Emblem Byleth. If user initiates combat, attacks twice. Uses lowest of foe’s Def/Res.
- Sword of the Creator: Sword of Emblem Byleth. Raises damage with user’s Mag. Can strike close or at range. Effective: Dragon [+1 damage for every 3 Mag.]
- Divine Pulse+: May turn a missed attack into a hit. Trigger %=50. Chance increases with high Lck. [+1% for every 1 Luck.] (Inheritable).
- Mentorship: Grants 1.2× EXP modifier to unit and adjacent allies.
- Lost & Found: If unit finishes an action or waits next to an ally, may find an item and increase support with that ally. Trigger %=Lck.
Engage skill and attack:
- Instruct (Engage Skill): Use to grant allies within 2 spaces a stat bonus based on user’s type. Bonus lasts for 1 turn. [Dragon] All seven basic stats (Str, Dex, Spd, Def, Res, Mag, Lck) +3.
- Goddess Dance (Engage Attack): Use to grant another action to all adjacent allies. [Dragon] Grants +3 to all targets’ basic stats for 1 turn.
Emblem Tiki
Tiki is what you call a "goofy goober" so to speak. Fits a fighting style that...uh. I don't really know, if you like dragons, go with Tiki I guess.
Weapons:
- Eternal Claw: Claw attack used by Emblem Tiki. Easily inflicts fatal wounds.
- Tail Smash: Smash attack used by Emblem Tiki. Smashes foes. Cannot follow up, or strike first if initiating combat.
- Fire Breath (Backup, Cavalry, Covert and Qi Adept): A scorching breath attack. Ignores foe’s Def/Res.
- Ice Breath (Armor): Strikes foes in area at half Def. Freezes foes. Cannot follow up, or strike first if initiating combat.
- Flame Breath (Flying): Sets area on fire. Strikes foes at 70% damage and half Def. Cannot follow up, or strike first if initiating combat.
- Dark Breath (Mystical): Magically strikes foes in area at half Res. Cannot follow up, or strike first if initiating combat.
- Fog Breath (Dragon): Strikes foes in area at half Def. Eff: Dragon. Creates fog. Cannot follow up, or strike first if initiating combat.
- Starsphere: Grants unit enhanced stat growth when leveling up. [Adds +15% to final growth rates.]
- Geosphere+: At start of player phase, if there are allies adjacent to unit, grants Def/Res+5 to unit and those allies for 1 turn.
- Lifesphere++: If unit uses Wait without attacking or using items, restores 40 HP and heals status effects.
- Lightsphere: If unit initiates combat, halves chance of receiving critical hit from foe.
Engage skill and attack:
- Draconic Form (Engage Skill): Unit transforms into and fights as a dragon while engaged. Grants +10 to max HP and +5 to Bld and all basic stats.
- Divine Blessing (Engage Attack): Use to grant 1 ally a Revival Stone. [Dragon] Restore 20 HP to ally. If Marth is adjacent, it grants an additional effect: If ally is not synced, fully restore HP. If ally is synced, +3 to engage meter. If ally is engaged, restore engage turns.
Emblem Hector
BECOME STRONG. Hector is big strong. Fits a fighting style that...yeah. BIG MUSCLES.
Weapons:
- Wolf Beil: Axe wielded by Emblem Hector. Effective: Cavalry, Armored.
- Runesword: Magic sword of Emblem Hector. Can strike close or at range. Restore HP equal to 50% of damage dealt.
- Armads: Lightning-charged axe wielded by Emblem Hector. Grants Def+5. Effective: Dragon.
- Quick Riposte+: If unit’s HP is 60% or more and foe initiates combat, unit will always follow up (if weapon allows).
- Adaptability+: When hit by a foe’s attack, grants Def+3 for a physical attack or Res+3 for a magical attack after combat. Lasts until end of battle, or until activated again.
- Heavy Attack: When making a physical attack, if an equipped weapon’s Wt exceeds unit’s Bld, adds excess as damage. (Max +5)
- Piercing Glare: Use when HP is full to consume 20% of max HP and prevent foes from entering the 4 spaces diagonally adjacent to unit for 1 turn.
Engage skill and attack:
- Impenetrable (Engage Skill): If foe initiates combat, grants Def/Res+30% during combat. [Dragon] Ddg+50%.
- Storm’s Eye (Engage Attack): Grants immunity to break. Foe cannot follow up. Unit follows up. Lasts 1 turn. Sword/axe only. [Dragon] Prevent one critical hit. If Lyn is adjacent, it grants an additional effect: Unit counters before foe’s first attack and follows up.
Emblem Soren
Edgelord.mp4. Though, Soren is really smart, something not exactly a lot of edgy clowns can claim to be. Fits a fighting style that capitalizes on an enemies weak points.
Weapons:
- Bolting: Long-range thunder magic wielded by Emblem Soren. Cannot follow up.
- Reflect: Staff of Emblem Soren. Allies within 2 spaces gain “deals 50% of magic damage taken back to foe” for 1 turn.
- Rexcalibur: Powerful wind magic wielded by Emblem Soren. Effective: Flying.
- Assign Decoy: Use to make one chosen ally more likely to be targeted by enemies for 1 turn. Effect is removed after ally is targeted by or otherwise damaged by foes 3 times.
- Anima Focus: When using tomes, unit inflicts Def-3 with fire, Hit-20 with thunder, or Mov-2 with wind magic for 1 turn.
- Keen Insight+: When unit deals Effective damage, deal +7 damage.
- Block Recovery: When attacking a broken foe with a tome, grants a chance the foe will remain broken. Chance increases with high Spd. [Trigger% = (Spd – foe’s Spd) x 5, max 50]
Engage skill and attack:
- Flare (Engage Skill): When attacking with tomes, inflicts Res-20% on foe, and unit recovers 50% of damage dealt. [Dragon] Critical rate is doubled.
- Cataclysm (Engage Attack): Use to attack foes in an area with fire, thunder and wind magic at 40% damage. Wind is effective: Flying. [Dragon] Sets terrain on fire. If Ike is adjacent, the area of attack increases.
Emblem Chrom and Robin
I still think female Robin would've been better...though I get why they didn't go with her. Fits a "surprise attack" fighting style where an opponent is suddenly double-teamed.
Weapons:
- Levin Sword: Magic sword wielded by Emblem Robin. Can hit foes with magic lightning from a distance.
- Thoron Powerful lightning magic wielded by Emblem Robin.
- Falchion: A legendary sword wielded by Emblem Chrom. Effective: Dragon.
- Surprise Attack: If unit initiates combat from terrain that provides an Avo bonus, foe cannot counterattack.
- Rally Spectrum+: Use to grant allies within 2 spaces +3 to all seven basic stats for 1 turn.
- Brute Force: While making a physical attack, critical hits deal increased damage. [Damage increased by one third.]
- Charm: If unit’s attack triggers a chain attack, increases chain attack accuracy to 90%.
Engage skill and attack:
- Other Half (Engage Skill): If unit initiates combat, Robin chain attacks. Grants Mag+10 while engaged. [Dragon] Robin chain attacks 2 times.
- Giga Levin Sword (Engage Attack): Use to attack with a magic sword. Magic attack that uses physical attack power. Swords only. [Dragon] Deals extra damage = half of Str. If Lucina is adjacent, it grants an additional effect: Adjacent allies chain attack.
Emblem Camilla
Camilla can probably can be considered "gooner bait". You people know who you are. Fits a fighting style similar to Corrin's, where the user manipulates the terrain.
Weapons:
- Bolt Axe: Magic axe wielded by Emblem Camilla. Can strike close or at range.
- Lightning: Magic wielded by Emblem Camilla. If user initiates combat, attacks twice.
- Camilla’s Axe: Axe wielded by Emblem Camilla. Grants Res+10 and deals extra damage = foe’s Res-Def.
- Dragon Vein: Use to add a special effect to certain spaces. [Dragon] Choose any Vein effect. [Backup] Creates stone pillars that increase Def/Res. [Cavalry] Creates water that decreases Avo. [Covert] Creates fog that increases Avo. [Armored] Creates vines that grant immunity to break. [Flying] Creates healing glow that restores HP. [Mystical] Creates flames that inflict damage. [Qi Adept] Creates ice pillars that hinder movement.
- Decisive Strike+: If unit initiates combat and lands a critical, deals 10 damage to foe after combat.
- Detoxify: Cures poison at start of turn.
- Groundswell: After unit acts or waits in flames, miasma, or similar terrain effect, unit clears effect and recovers 10 HP.
Engage skill and attack:
- Soar (Engage Skill): Grants Mov+2. Unit can cross terrain as if flying. [Dragon] If unit initiates combat, deals damage to foes within 2 spaces equal to 10% of their max HP after combat.
- Dark Inferno (Engage Attack): Use to deal damage to foes on certain spaces near unit and set those spaces on fire. [Dragon] Increases area of effect. If Corrin is adjacent, the area of attack covers the spaces not covered before.
Emblem Edelgard, Dimitri, and Claude
Three houses? More like, one house, since Edelgard, Dimitri, and Claude all share the same bracelet. Fits a fighting style that favors versatile tactics and unpredictable strategies.
Weapons:
- Aymr: Axe of Emblem Edelgard. Smashes foes. Cannot follow up, or strike first if initiating combat. Eff: Dragon.
- Areadbhar: Lance wielded by Emblem Dimitri. If user initiates combat, grants Mt+50%.
- Failnaught: Bow wielded by Emblem Claude. If user initiates combat, grants Avo+20. Effective: Dragon, Flying.
- Gambit: Effects change based on synced Emblem. Flame Gambit: Use when synced with Edelgard to attack a foe, then set the target foe’s space and nearby spaces on fire. Shield Gambit: Use when synced with Dimitri to negate damage from first attacks of ranged foes targeting unit in next enemy phase. Poison Gambit: Use when synced with Claude to attack a foe, then poison target and all foes adjacent to it after combat.
- Friendly Rivalry: At start of player phase, the Emblem will randomly switch to Edelgard, Dimitri, or Claude.
- Lineage: Increases unit’s earned experience by 20%.
- Weapon Sync+: If unit initiates combat using same weapon type as the synced Emblem, grants Atk+7. If engaged, grants Atk+7 regardless of weapon type.
Engage skill and attack:
- Combat Arts (Engage Skill): Enables use of Edelgard, Dimitri, or Claude’s Combat Art. Spends some remaining engage turns.[Dragon] +10% damage.
- Raging Storm (Edelgard): After combat, take another action. (Spend 3 turns.)
- Atrocity (Dimitri): Attack at double weapon’s Mt. (Spend 1 turn.)
- Fallen Star (Claude): Avoid foe’s attacks during next combat. (Spend 1 turn.)
- Houses Unite (Engage Attack): Use to attack with Aymr, Areadbhar, and Failnaught at 50% damage.[Dragon] +10% damage. If Byleth is adjacent, it grants an additional effect: After combat, take another action.
Emblem Veronica
Oh Veronica...poor girl really needs some friends. Fits a "roulette" type of fighting style, a bit similar to gambling. ...Really ironic since she comes from a Gacha game.
Weapons:
- Hliðskjálf: A staff wielded by Emblem Veronica. If user initiates combat, foe cannot counterattack.
- Fortify+: A staff wielded by Emblem Veronica. Heals HP and status effects for all allies within a 7-space radius.
- Élivágar: Powerful magic wielded by Emblem Veronica. Nullifies basic stat bonuses on target for 1 turn after combat.
Skills:- Reprisal+: If unit’s HP is not full, adds 50% of lost HP to Atk.
- Book of Worlds: Book of Worlds advances 1 stage (to max 5) for each consecutive round that unit uses Wait. Reverts to base stage if unit triggers the effect.
[Book I: Seal] If unit initiates combat, freezes foe after combat.
[Book II: Flame] If unit initiates combat, freezes foe and sets foe’s space on fire after combat.
[Book III: Death] If unit initiates combat, deals 10 damage, freezes foe, and sets foe’s space on fire after combat.
[Book IV: Dream] If unit initiates combat, restores HP equal to damage dealt during combat, then deals 10 damage, freezes foe, and sets foe’s space on fire after combat.
[Book V: Science] If unit initiates combat, restores HP to self and adjacent allies equal to damage dealt during combat, then deals 10 damage, freezes foe, and sets foe’s space on fire after combat.
- Level Boost: When unit defeats a foe of a higher level, grants Lvl+1 until the end of battle. (Max +3)
- SP Conversion: Grants +20 SP for each defeated foe. Triggers even without a ring or bracelet equipped.
Engage skill and attack:
- Contract (Engage Skill): Use to grant another action to an adjacent ally who has already acted. (Ally cannot move.) [Dragon] Grants Str/Mag/Def/Res+2 to ally during action.
- Summon Hero (Engage Attack): Use to summon a random unit. [Dragon] Summons a powerful unit. [Removes 3-stars from pool. The 3-star rate is added to 4-star rate.]
Oh Veronica...poor girl really needs some friends. Fits a "roulette" type of fighting style, a bit similar to gambling. ...Really ironic since she comes from a Gacha game.
Weapons:
- Hliðskjálf: A staff wielded by Emblem Veronica. If user initiates combat, foe cannot counterattack.
- Fortify+: A staff wielded by Emblem Veronica. Heals HP and status effects for all allies within a 7-space radius.
- Élivágar: Powerful magic wielded by Emblem Veronica. Nullifies basic stat bonuses on target for 1 turn after combat.
- Reprisal+: If unit’s HP is not full, adds 50% of lost HP to Atk.
- Book of Worlds: Book of Worlds advances 1 stage (to max 5) for each consecutive round that unit uses Wait. Reverts to base stage if unit triggers the effect. [Book I: Seal] If unit initiates combat, freezes foe after combat. [Book II: Flame] If unit initiates combat, freezes foe and sets foe’s space on fire after combat. [Book III: Death] If unit initiates combat, deals 10 damage, freezes foe, and sets foe’s space on fire after combat. [Book IV: Dream] If unit initiates combat, restores HP equal to damage dealt during combat, then deals 10 damage, freezes foe, and sets foe’s space on fire after combat. [Book V: Science] If unit initiates combat, restores HP to self and adjacent allies equal to damage dealt during combat, then deals 10 damage, freezes foe, and sets foe’s space on fire after combat.
- Level Boost: When unit defeats a foe of a higher level, grants Lvl+1 until the end of battle. (Max +3)
- SP Conversion: Grants +20 SP for each defeated foe. Triggers even without a ring or bracelet equipped.
Engage skill and attack:
- Contract (Engage Skill): Use to grant another action to an adjacent ally who has already acted. (Ally cannot move.) [Dragon] Grants Str/Mag/Def/Res+2 to ally during action.
- Summon Hero (Engage Attack): Use to summon a random unit. [Dragon] Summons a powerful unit. [Removes 3-stars from pool. The 3-star rate is added to 4-star rate.]
Emblem Alear: The Fire Emblem
You would not believe this...well, maybe you would. After dying...for a second time, Alear was revived by the 12 Ring Emblems, being resurrected as Emblem Alear: The Fire Emblem. I am not making this up, this is real. As an Emblem, Alear can do pretty much everything that an Emblem can normally do.
Weapons:
- Lyrátion: Sword of Emblem Alear. If user defeats foe in player phase, fills adjacent allies’ engage meters by 1.
- Dragon’s Fist: Magical attack wielded by Emblem Alear. If user initiates combat, attacks twice. Deals magic damage.
- Oligoludia: Sword wielded by Emblem Alear. Effective: Corrupted.
Skills:- Holy Aura: Unit is Effective: Fell Dragon. Allies within 2 spaces with Effective: Dragon gain Effective: Fell Dragon. [Might multiplier of 2.]
- Bond Forger+: Grants Hit/Avo+30 to unit and allies within 2 spaces that are synced or engaged with an Emblem.
- Holy Shield: Neutralizes Effective against this unit.
- Boon of Elyos: If unit initiates combat, grants bonus to Crit and Ddg equal to 2× the number of allies who have acted this turn.
Engage skill and attack:
- Attuned (Engage Skill): If unit initiates combat and defeats foe, grants engage partner +4 to all seven basic stats while engaged.
[Dragon] Extra +1 to all stats.
[Backup] Extra +2 to Str.
[Cavalry] Extra +2 to Dex.
[Covert] Extra +2 to Spd.
[Armored] Extra +2 to Def.
[Flying] Extra +2 to Res.
[Mystical] Extra +2 to Mag.
[Qi Adept] Extra +2 to Lck.
- Dragon Blast (Engage Attack): Use to make two attacks against an adjacent foe with a sword and powerful magic beam. [Dragon] +20% damage.
- Bond Blast (Engage Attack): This Engage Attack can be used if Emblem Alear is adjacent to her Engage partner. Used to make a sword attack from the unit and engage partner followed by a magic beam attack against an adjacent foe.
[Dragon] +20% damage.
[Backup] +20% of Str to sword.
[Mystical] +20% of Mag to beam.
[Qi Adept] Breaks foe.
You would not believe this...well, maybe you would. After dying...for a second time, Alear was revived by the 12 Ring Emblems, being resurrected as Emblem Alear: The Fire Emblem. I am not making this up, this is real. As an Emblem, Alear can do pretty much everything that an Emblem can normally do.
Weapons:
- Lyrátion: Sword of Emblem Alear. If user defeats foe in player phase, fills adjacent allies’ engage meters by 1.
- Dragon’s Fist: Magical attack wielded by Emblem Alear. If user initiates combat, attacks twice. Deals magic damage.
- Oligoludia: Sword wielded by Emblem Alear. Effective: Corrupted.
- Holy Aura: Unit is Effective: Fell Dragon. Allies within 2 spaces with Effective: Dragon gain Effective: Fell Dragon. [Might multiplier of 2.]
- Bond Forger+: Grants Hit/Avo+30 to unit and allies within 2 spaces that are synced or engaged with an Emblem.
- Holy Shield: Neutralizes Effective against this unit.
- Boon of Elyos: If unit initiates combat, grants bonus to Crit and Ddg equal to 2× the number of allies who have acted this turn.
Engage skill and attack:
- Attuned (Engage Skill): If unit initiates combat and defeats foe, grants engage partner +4 to all seven basic stats while engaged. [Dragon] Extra +1 to all stats. [Backup] Extra +2 to Str. [Cavalry] Extra +2 to Dex. [Covert] Extra +2 to Spd. [Armored] Extra +2 to Def. [Flying] Extra +2 to Res. [Mystical] Extra +2 to Mag. [Qi Adept] Extra +2 to Lck.
- Dragon Blast (Engage Attack): Use to make two attacks against an adjacent foe with a sword and powerful magic beam. [Dragon] +20% damage.
- Bond Blast (Engage Attack): This Engage Attack can be used if Emblem Alear is adjacent to her Engage partner. Used to make a sword attack from the unit and engage partner followed by a magic beam attack against an adjacent foe. [Dragon] +20% damage. [Backup] +20% of Str to sword. [Mystical] +20% of Mag to beam. [Qi Adept] Breaks foe.
Rey
Oneness
Rey can, under extreme conditions, enter the state of "Oneness". Described as a state of Union with the Force, Rey utilized this form and called upon the spirits of all of the Jedi. How exactly does this work? Well...Rey probably can't just use this on a whim. After all, she used it once during dire circumstances and promptly died from overexertion. It does seem to basically just be Rey drawing upon the power of all the Jedi of the past, a extreme feat accessed in extreme times. This grants her a massive power boost yes, but the conditions and circumstances of the form are incredibly specific and dangerous.
Feats
Alear
Overall
- Defeated Sombron twice
- Defeated Corrupted Lumera
- Defeated the Four Hounds
- Defeated and convinced a large amount of her former enemies to join her
- Was deemed worthy to be revived by the Twelve Emblems
- Defeated a past version of herself
- Cheated death twice
- Became the Queen of Lythos
Power
- Defeated all twelve (and seven) Emblems in mock battles
- Mortally wounded Sombron
- Able to one-shot enemy soldiers and Corrupted
- Can destroy large pieces of debris with her sword
Speed
- Has dodged arrows and knives being thrown at her
- Can dodge lightning attacks
- Can dodge meteors
- Can dodge light magic
- Can dodge attacks from the Emblems
Durability
- Survived for over a minute after taking fatal attacks; twice
- Survived being mortally wounded in the chest for over a minute
- Can tank attacks from swords, axes, lances, arrows, magic spells, knives, meteors, etc
- Survived an avalanche
- Can tank attacks from the Emblems
Rey
Overall
- Defeated Kylo Ren and the Praetorian Guard
- Defeated Emperor Palpatine
- Survived alone on a desert planet for years
- Managed to find where Luke Skywalker was hiding
- Crucial in the defeat of the First Order
- Brought peace to the Galaxy
Power
- Strong enough to knock people out in one hit
- Matched Kylo Ren evenly both the Force and Lightsaber duels
- Learned to channel the Force in an effective way with almost no formal training
- Moved several tons of rock with the Force without much effort
- Destroyed a First Order transport vehicle with Force Lightning
Speed
- Used the Force to track the movements of an attack she couldn't see
- Dodged blaster bolts
- Reacted and used the Force fast enough to shield from an explosion
- Can use the Force to run faster
- Was able to react to Force Lightning
Durability
- Deflected blaster bolts
- Survived a blaster bolt hitting her shoulder
- Survived all sorts of physical trauma
- Survived being near large explosions
- Resisted Kylo Ren's mind probe attempts
Scaling
Alear
Sombron
Despite being the big bad of Engage, Alear was able to beat Sombron twice; once when she was still a Fell Dragon, and the second time after becoming an Emblem, while Sombron himself had siphoned the power of the Emblems. At a minimum, Sombron was strong enough to lift Gradlon (An entire country) out of the ocean, and at his highest, threatened to destroy an infinite amount of worlds.
The Emblems
Alear has not only defeated every Emblem, but each Emblem is as strong as their original counterparts. Standouts include:
- Ike defeating Ashera, half of Ashunera, who could flood the world
- Byleth scaling directly to the Progenitor God Sothis, who could also flood the world
- Byleth's sword being able to cut straight through mountains
- Robin, Chrom, and Lucina all defeating Grima, a titanic dragon
- Most of the Emblems have been able to similarly dodge lightning and light magic
Fire Emblem Heroes scaling
This...oh man. I didn't want to talk about this, but I have to. Emblem Veronica comes from Fire Emblem Heroes' world, which has some utterly nutty scaling attached.
Okay, first off, via defeating Veronica, Alear scales above her and should in effect, scale to the deities of Heroes' universe and the Order of Heroes within FEH. There are some baffling things, so sit tight.
- Freyja, ruler of the realm of nightmares, later gains control over the realm of dreams and therefore, all of reality by mixing the two together
- Every character in Heroes can stand in close proximity to Hel with zero adverse effects, who passively kills everything and everyone around her
- The Dream world contains an infinite amount of worlds
- The realm of dreams contains dreams within dreams; each time you wake up from a dream, you simply get transported into another dream, which is considered a higher plane of existence
- Every character can move and function in a world outside of the flow of time...and also ESCAPE from it
- Gullveig, the main inhabitant of the realm outside of the flow of time, can navigate forwards and backwards in time; another character Seiðr's light is considered to function the same way as Gullveig's time, and every character can react to it
- The world tree Yggdrasil connects the Nine realms and everything in-between, including the aforementioned dream realms, nightmare realm, realm outside the flow of time, you get the point. Every character can react to and function normally when entering Yggdrasil.
Rey
Kylo Ren
Kylo Ren is probably the best character to compare Rey directly to, as he's her main rival throughout the Sequel trilogy. While not exactly equal for most of the three films, Rey and Ren were probably around the same level of power at the very end. Ren has a few impressive things under his belt, such as reacting to and freezing a blaster bolt at near point blank range, use the Force in extremely destructive ways such as blowing stuff up, and use the Force to shield himself and someone else. His mental fortitude should be noted to be...both better and worse than Rey, since he DID trick Snoke but was unable to probe into Rey's mind.
The Jedi and the Sith
When Rey taps into her Oneness form, she draws on the power of all of the Jedi. She was also able to deflect Palpatine's Force Lightning back on him and kill him, which would mean she's either equivalent to or exceeds Palpatine. Palpatine's Force Lightning was able to obliterate an entire fleet of Starships, a pretty impressive showing. In terms of the Jedi power that Rey calls upon, the some of the more impressive feats of the Force on the light side include Kanan and Ezra moving asteroids, Yoda moving living mountains, Luke being able to make a Star Destroyer shake, and other Jedi like Obi-Wan and Mace Windu being able to react to point blank Force Lightning. Also Yoda being able to reflect Force Lightning, something that Rey mirrored.
Weaknesses
Alear
Alear's first and foremost weakness is pretty funny. Due to the Weapon Triangle, Alear will struggle slightly more against foes wielding lances. That aside, Alear is a dragon which means attacks or abilities that impact dragons strongly will have a severe adverse effect on her. She's also a mostly close-quarters fighter since she uses a sword, though she can use some Engage skills to circumvent that. She's also afraid of zombies...fair enough, lol.
Rey
Despite her incredible potential in the Force, Rey isn't a fully trained Jedi and wasn't during the entirety of the sequel trilogy. She only defeated Kylo Ren in their duels due to very extreme circumstances and was very nearly powerless against Snoke. And even after training for quite a while, Palpatine overcame her with ease until she accessed her Oneness form. Speaking of that, Oneness straight up killed her after she used it. And like with all other Force users, using the Force too much and for an extended amount of time for a difficult purpose tends to end in disaster and exhausts the user.
Before The Verdict
Multi-continent to Moon level Star Wars?
Is Fire Emblem Heroes considered Canon?
Are we SURE that Fire Emblem Heroes is "Multiversal"?
Verdicts
Stats
No matter which way that you decide to look at it, whether straightforward or by squinting and turning your head sideways, Alear takes the stat trinity. With Fire Emblem Heroes scaling, she blows Rey completely and utterly out of the water, so much so it's almost laughable how much Rey gets stomped into the ground. If we decide to disregard Heroes scaling and look directly at scaling according to the main Fire Emblem Engage game, Alear would still have Rey beat out. In terms of strength, Alear was able to harm and defeat both Sombron and the Emblems, who have displayed insane feats from lifting an entire country out of the water in Sombron's case, and scaling to world-flooding entities in the case of Ike and Byleth. Even if we grant Rey the strength calculation from the multi-continent level scaling, it wouldn't matter, as Alear would be too fast for Rey to do anything if she pulled the Oneness form out. While Rey was able to react to Force Lightning and scales equivalently to other Jedi who've done the same such as Mace Windu and Yoda in her Oneness form, Alear can not only dodged lightning spells, but also dodge light spells. Being able to react to light spells traveling at least somewhere in the ballpark of the speed of light puts Alear's speed in a much higher tier than Rey. And in terms of durability, Force User's are threatened by people literally shooting them with guns. Alear can tank meteors, attacks from the Emblems, survived fatal blows for extended periods of time...yeah, Alear has durability in the bag no matter what. And that's all if you completely disregard Heroes scaling, which should be taken into account as canon. Alear takes the stat trinity in an utter blowout.
Arsenal & Abilities
While the Force is an incredible power, Alear has all the right counters to it with her rather extensive catalogue of Emblems. At a distance, Alear has a massive amount of different both magical and physical attacks she could pull from to deal damage at a range, manipulate the terrain using either Corrin or Camilla, heal herself with specific attacks or passively, take hits from Rey and hit back even harder using Ike, survive effectively indefinitely using Hold Out from Roy and healing by doing damage from Micaiah and Hector, force Rey into being unable to counterattack with Veronica, debuff Rey with various status effects and ailments, the list goes on and on and on. Due to the weapon triangle, if Alear were to pair up with a lance wielding Emblem, Rey would be at a disadvantage via her lightsaber counting as a sword. The overall point is, while Rey has a lot of things she can do with the Force, such as telekinesis which could push Alear back, be used to throw things at her, or even pull her closer, Alear has options she can use to circumvent whatever Rey wants to do. Rey's precognitive abilities wouldn't be able to keep up with Alear's speed to begin with, but would also not be able to contend with the extra attacks that several of Alear's emblem grant passively without Alear's mindful intent, meaning Rey likely wouldn't be able to see those coming. And this isn't even mentioning Alear's time crystal, which, if by some way Rey either got the drop on her or Alear made a mistake of some kind, she could easily rectify it. And even if Rey were to somehow mid-combat, mind-probe or mind-trick Alear into telling her some information or manipulate her into dropping her weapon, Alear's current Emblem would not be effected and would fight back, forcing Rey to either get hit or defend herself, breaking Alear out of the mind probe/trick. Alear simply has too many counters and options she could pull from to stand up to and negate whatever Rey has in store with the Force, meaning she takes both Arsenal and Abilities.
Tertiary Factors
There isn't too much to address here, but a setting with a lot of debris that Rey can use the Force to lift and throw offensively or shield herself from some of Alear's attacks would be a great benefit to her. Of course Alear could just, manipulate the terrain to suit her, but whatever happens to it, Rey's force amplification could allow her to adapt to the changing terrain by boosting her running speed, jumping speed, and the like. Speaking of the Force, it would likely catch Alear off guard when used, but Alear would be able to adapt and react to it via her Emblem abilities. In terms of the skill and experience both display, Alear is more capable in combat given her age of over 1000 years and being just as skilled as she was after her really long nap. However, Rey is probably more skilled in general as a whole, having lived practically her whole life as a scavenger on a desert planet. Her skill as a mechanic and pilot also point towards her being smarter, though this isn't really a knock on Alear given her capability in leading an army. Overall, I'd probably give tertiary factors to Rey, but barely.
Alear
"I know what matters is what I do, not how I was born."
Advantages:
- Infinitely more powerful
- Infinitely more fast
- Infinitely more durable
- Slightly more experienced and skilled in combat
- Much, MUCH more versatile
- Has an extreme amount of counters to Force abilities via Emblem skills
Disadvantages:
- Would probably be caught off guard by the Force
- THE Fire Emblem? Really?
- Pepsi son or Colgate daughter
- Fire Emblem Three Houses is a better game
Rey
"And I...Am all the Jedi."
Advantages:
- Slightly smarter
- Slightly more experienced and skilled in general
- Probably could catch Alear off guard the first time with the Force
- Oneness form could potentially also catch Alear off guard
Disadvantages:
- Infinitely more weaker
- Infinitely more slower
- Infinitely less durable
- Oneness form could backfire severely
- The Force would get hard countered by Alear's Emblem abilities
- The Sequel Trilogy
- Rey who? Rey-d Shadow Legends?
I cannot believe that this is a bigger stomp than my last blog. Alear completely obliterates Rey, no matter what type of argument you can concoct for Rey to win. Alear takes the stat trinity no matter what and even if we do disregard Heroes scaling, she still holds a solid advantage over Rey. A large amount of her Emblem abilities are inheritable, which means at her very peak, Alear wouldn't even need to equip certain Emblems to counter whatever Rey can throw at her with the Force.
You might be wondering, would Rey's Oneness form do anything? ...Probably not. Like with Rey's abilities in the Force, it would likely catch Alear off guard...but even though Oneness does give Rey a massive boost, it's still far from being able to even touch Alear at all. If anything, Rey entering her Oneness form would be a detriment, as it severely taxes Rey, and assuming she survives coming off of it, she'd be swept up in clean fashion by Alear.
Put simply, Alear simply is too strong, fast, and durable for Rey to remotely do a lick of damage to, and Rey's abilities in the Force all get severely outmatched and countered by Alear's Emblem abilities. This isn't a one on one fight, it's a jumping by Alear and her Emblem friends.
This is just in, local Jedi jumped and beat up by a tube of toothpaste.
The winner is Alear.
Final Tally
Alear (3) - Ganyula, Nomeerf, Veteran
Rey (0) - It's Star Warover...
I only came here to see if disadvantages had "sequel trilogy bad"
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