@Chase
So I was looking at Kotaku and this is a thing. http://feheroes.wiki/Tier_List
I got Camilla kinda late but she's proving to be beastly already. Those brave axe double hits really help make sure that her activated ability comes out during matches. I hear that if she outspeeds enough with DB, she can hit 4 times, further helping that out.
I also upgraded Shareena to 3* and now she's in the same level grind team as Camilla.
I got Azama much later than Clarine, so I still don't have Pain for him yet. As of yet, I prefer to blunt counter attacks with Clarine's -5 atk fear.
Atm I'm trying to grind my side units because that variety and utility is what's gonna get me through the late game. And hopefully I've ground my main guys enough to get the top tier goodies from the grand hero thing that starts friday.
The units that are shaping up to be my high level staples:
4* Kagero: Her super high resistance and speed coupled with high attack is great on its own. Add poison dagger to the mix and she really is an infantry and mage crusher. Oh, and her dagger breaker means she doubles her poison dagger attack against other ninjas.
4* Bartre: His stat growths have been great and his fury/brash assault combo of skills isn't too bad. Smite also does a good job of expediting units into the fray, especially knight type units.
4* Cecilia: mounted green mage with an advantage over gray, neutral enemies
5* Tiki: Her attack, def, and resistance are really high naturally. Then add on armored blow +6 Def when attacking and you have a wrecker, who heals adjacent allies by up to 7 hp after attacking. Plus her Growing Flame ability hits in a big area before she attacks, pretty much ensuring whatever is the target dies. Growing flame leaves the non-direct target units at 1 hp though. But hey, easy pickings and exp for whoever else you choose to mop up after. she really out-tanks and decimates knights with her magic based breath attack.
4* Frederick: my first summon, he's got great defense and comes with high attack and a hammer. He just has absolute ass for resistance. As long as it isn't magic, he'll take a hit and smash 'em right back. Can warp next to any ally in trouble, and boosts ally def at the start of a turn, he helps make other units quite a bit less fragile.
3* Shareena: nice and tanky for those times I'm not using a healer, her rally attack has been a godsend in helping other units dispatch foes that would have otherwise come back with a hard hitting counter.
3* Clarine: aside from what I said above, she can give all allies a speed boost after healing, which can tip the scales for my kagero against other speedy characters for a double attack.
Hopefuls:
3* Shanna- Killer Lance with Chilling wind/iceberg and Desperation (a much better version skill version of a brave weapon) looks like it's gonna go great together. Plus, she slows nearby enemies at the start of a turn, so that's really gonna help set up dual attacks on people.
3* Eliwood- Has axebreaker, which is nice but gets extra protection from ranged attacks with holy vestments/ sacred cowl. His stats are middling atm, but if he gets his final weapon, he's gonna pack a punch while boosting his own resistance.
3* Azama
Let-downs.
4* Caeda- she started off good but her stat growths are looking terrible right now. She doesn't really have the power or def to make any good use out of her armorslayer. A nice option to countering magic wielders and fliers with axes, but that's about it.
4* Roy- he reduces def like a ninja after battle, but is better suited to taking down mages with his resistance than initiating tank take-downs. He gets weapons triangle adept, which is a double edged sword. Color wheel has a huge impact in this game and he just absolutely can't hurt anyone with a blue weapon.
5* Serra- While she can heal the most right off the bat with 10 hp, and 10 more with imbue, her absorb attack is pitifully weak and is her only way to heal herself and keep herself going, unlike the other healers I have.