Honorable Mentions for the Top 10 Mercenaries list
Hi! I was thinking about doing lists for each class, since I love making lists, so I decided to start with a list about the best mercenaries in the series!
The actual list, alongside the criteria are here. This page showcases the honorable mentions: Units that I strongly considered as contenders or that used to belong to the list.
The bad thing: His very limited availability in just three chapters, in one of them being completely useless because of being an escape map dominated by staves. Given that this is the endgame and the presence of scrolls during the playthrough, his stats and weapon ranks are replicable as well.
It's actually a bit difficult to say anything particularly bad about Ralf. The Travelling Mercenary arrives promoted with -5 HP, -1 Def in comparison to Dagdar, giving him the second highest concrete durability of the team at Chapter 15, while A Swords gives him access to the Master Sword to eliminate any generic oponent, the Fire Sword for 1-2 range, and most importantly: The Sleep Sword. This last bit becomes crucial when it comes down to accomplishing required objectives for the SSS score, like recruiting Misha or Xavier, and even if Ralf isn't the only person that can pull it off, one has to be thankful that he's a candidate that doesn't require any investment.
If I have to say something bad it's that his role is just being a really good physical combat unit against generic enemies, in a context where magic and staves are so dominant.
Unfortunately, low growth rates of 30% Str, 30% Spd, 15% Def, alongside the massive stat increase in the lategame is too much for her. Her stats are too low from Chapter 21 onwards. For example, she needs to be in Lv16 average and receive an Energy Ring to have 65,19% chance to ORKO a 56 HP, 18 Def Dragon Lord with the Killer Axe (32 Atk after WTA), who manages to 2RKO her with his absurd 39 Atk at 36% accuracy; and she'll need the Speedwings if she aims to attack twice to Chapter 22 Heroes with 56 HP, 20 AS, 18 Def, whom she won't be able to kill because she doesn't reach 32 Atk, 24 AS on average with the Killing Edge without massive statbooster investment to aim for a critical hit.
Once promoted, Raven's offensive potential alongside the 1-2 range provide him numerous scenarios where even underleveled in comparison to your other characters he has it easier to stand out. Raven Lv12/1 has 39 HP, 14 Str, 20 Spd, 10 Def on average. In Chapter 20, his 21 Atk, 17 AS with the Hand Axe allows him to double-attack and ORKO every nomad with 9-11 AS in Chapter 20. Raven Lv12/3 has the 15 Str required to face Paul (51 HP, 12 Def) with the Killing Edge (24 Atk, 21 AS) for a 64% ORKO chance. He also reaches the speed required to ORKO Sages with 32 HP, 8 Def with an Iron Blade (24 Atk, 18 AS), which is super important in Genesis, another of the hardest maps in the game. At Lv12/9, Raven ends up being one of the few units capable to reach the 24 Spd required to ORKO Chapter 29 Valkyries with 20 Spd, and, just like Jaffar, gives him the possibility to ORKO Linus with the Brave Sword and Filla's Might.
It's true that using Raven involves dealing with five levels of mediocrity, but this disadvantage lasts from three to five maps. It's true that he can't contribute substantially during those maps, but thanks to his high bases his training isn't really difficult. The enemy positioning helps him with that: He can deal with Pirates in Chapter 17x, Cavaliers in Chapter 19 and Pegasus Knights in Chapter 19x without moving too far.
...and in spite of this, Raven still ends up lagging. Because of the dominating presence that mounted units have in this game and the amount of excellent mounted units in the lategame, Raven's combat ends up being replaceable under an efficient strategy. In any case, his value increases in playthroughs that don't involve Lyn Mode since mounted units aren't that ridiculously dominant when he joins, and especially in 0% growth playthroughs, against all expectations of a growth unit. His base attacking stats are so high that they alone alongside promotion bonuses are enough to carry him until Harken joins, since he's one of the few units with decent combat without preference. Even with the Hand Axe equipped he reaches the required 14 AS to double-attack unpromoted enemies throughout the game. This quality is also present against bosses - for example 17 AS is still enough to double-attack Paul and weaken him considerably with the Killing Edge, even if it's no longer a ORKO.
The actual list, alongside the criteria are here. This page showcases the honorable mentions: Units that I strongly considered as contenders or that used to belong to the list.
Galzus, from Thracia 776

With maxed stats all around, the Dark Swordsman of Od is prepared for every combat task. 54 HP, 20 Str, 20 Spd, 16 Def alongside 20% Critical (40% with Mareeta around, 60% on the second attack, and 100% on the second attack if Mareeta is around), 20% Astra and 20% Luna make sure that no generic enemy remains alive after a round of combat against him. For example, Galzus with Mareeta support and the Armorslayer reaches 25 eff. Atk against Raydrick's 56 HP, 26 Def, which with an activation of Astra on the second attack, or a Critical/Luna on the first attack and a Luna activation on the second will allow Galzus to ORKO him (29,6%). He can also take care of Porcus's 40 HP, 12 Def in one round with a Master Sword (34 Atk) with 76% accuracy.
The bad thing: His very limited availability in just three chapters, in one of them being completely useless because of being an escape map dominated by staves. Given that this is the endgame and the presence of scrolls during the playthrough, his stats and weapon ranks are replicable as well.
Ralf, from Thracia 776

If I have to say something bad it's that his role is just being a really good physical combat unit against generic enemies, in a context where magic and staves are so dominant.
Echidna, from Binding Blade

Just at Chapter 11, the Goddess of the West arrives with 18 speed, the second highest after Rutger's at this point of the game. Thanks to her B Axes, she can wield the Killer Axe without worrying about the Attack Speed loss, since she'll keep attacking twice: With 25 Atk, 16 AS after WTA, Echidna has 62,71% chance to ORKO. Se can also use the Halberd to reach 46 eff Atk - Cavaliers with 37 HP, 9 Def in Chapter 13 succumb against this in one hit, or at least they're brought down to single digit HP. She can use the Wyrmslayer to reach 40 eff Atk, 18 AS after WTD, allowing her to ORKO Dragon Lords with 48 HP, 16 Def in Chapter 14. Basically, acceptable speed and weapon ranks allow her to accomplish tasks without the need of the very contested Knight Crest.
Unfortunately, low growth rates of 30% Str, 30% Spd, 15% Def, alongside the massive stat increase in the lategame is too much for her. Her stats are too low from Chapter 21 onwards. For example, she needs to be in Lv16 average and receive an Energy Ring to have 65,19% chance to ORKO a 56 HP, 18 Def Dragon Lord with the Killer Axe (32 Atk after WTA), who manages to 2RKO her with his absurd 39 Atk at 36% accuracy; and she'll need the Speedwings if she aims to attack twice to Chapter 22 Heroes with 56 HP, 20 AS, 18 Def, whom she won't be able to kill because she doesn't reach 32 Atk, 24 AS on average with the Killing Edge without massive statbooster investment to aim for a critical hit.
Raven, from Blazing Sword
At first sight Raven doesn't seem very promising: A level five Mercenary when your units are on Lv9-10 on average. Unpromoted mercenaries are a mediocre class in the GBA games: Five movement, sword-locked with the inability to counterattack at range? However, the Sublime Mercenary's high offensive stats allow him to fulill roles which other units have troubles with on average. With 10 Str, 15 Spd at base, and 50% Str, 45% growth rates, there are very few enemies that Raven can't double-attack. Most Chapter 18 Mercenaries with 10-12 AS are double-attacked by his starting speed, and Raven can deal with all of them at Lv7-8 on average. Raven ends up being one of the few units that'll consistently reach ORKOs alongside Marcus and a promoted Paladin from Lyn Mode. Pirates in Chapter 17 with 25 HP, 4 Def die in one round against base Raven with a Steel Sword (19 Atk). Cavaliers in Chapter 19 are defeated in one round against Raven Lv7 with Zanbato, or Raven Lv10 with the Killing Edge (both 21 Atk). Because of his high speed, Raven doesn't fear sacriicing some points in trade of more attacking power. For example, Raven Lv12/5 has 28 Atk with the Steel Axe to kill Wyvern Knights in Chapter 26 with 32 HP, 12 Def in two hits, whereas his 22 Spd is more than enough to double attack their 9-10 AS even with the -6 AS penalty.Once promoted, Raven's offensive potential alongside the 1-2 range provide him numerous scenarios where even underleveled in comparison to your other characters he has it easier to stand out. Raven Lv12/1 has 39 HP, 14 Str, 20 Spd, 10 Def on average. In Chapter 20, his 21 Atk, 17 AS with the Hand Axe allows him to double-attack and ORKO every nomad with 9-11 AS in Chapter 20. Raven Lv12/3 has the 15 Str required to face Paul (51 HP, 12 Def) with the Killing Edge (24 Atk, 21 AS) for a 64% ORKO chance. He also reaches the speed required to ORKO Sages with 32 HP, 8 Def with an Iron Blade (24 Atk, 18 AS), which is super important in Genesis, another of the hardest maps in the game. At Lv12/9, Raven ends up being one of the few units capable to reach the 24 Spd required to ORKO Chapter 29 Valkyries with 20 Spd, and, just like Jaffar, gives him the possibility to ORKO Linus with the Brave Sword and Filla's Might.
It's true that using Raven involves dealing with five levels of mediocrity, but this disadvantage lasts from three to five maps. It's true that he can't contribute substantially during those maps, but thanks to his high bases his training isn't really difficult. The enemy positioning helps him with that: He can deal with Pirates in Chapter 17x, Cavaliers in Chapter 19 and Pegasus Knights in Chapter 19x without moving too far.
...and in spite of this, Raven still ends up lagging. Because of the dominating presence that mounted units have in this game and the amount of excellent mounted units in the lategame, Raven's combat ends up being replaceable under an efficient strategy. In any case, his value increases in playthroughs that don't involve Lyn Mode since mounted units aren't that ridiculously dominant when he joins, and especially in 0% growth playthroughs, against all expectations of a growth unit. His base attacking stats are so high that they alone alongside promotion bonuses are enough to carry him until Harken joins, since he's one of the few units with decent combat without preference. Even with the Hand Axe equipped he reaches the required 14 AS to double-attack unpromoted enemies throughout the game. This quality is also present against bosses - for example 17 AS is still enough to double-attack Paul and weaken him considerably with the Killing Edge, even if it's no longer a ORKO.

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