This page contains Tips and Tricks for Fire Emblem Echoes: Shadows of Valentia. Use these tactics below to gain the edge in battle and lead your army to victory.
Have any important tips that you know about? Share them with us in the comments or hit the EDIT button to add your own!
It may be tempting to set up some of your strongest units has human shields and let the enemy crash into them – but Shadows of Valentia has an answer to this – fatigue. The more you have a unit engage in battle and finish off enemies in dungeons, the more their stamina will drain.
If you aren’t keeping track of their stamina (the happy face near the top left of their character page) you’ll find that they’ll start taking a penalty to their overall HP until you have them eat food.
Unlike in some other Fire Emblem games, it is typically recommended to promote a unit as soon as the option becomes available. Without a tremendous amount of grinding, they will almost certainly not reach the level cap of 20 at their highest tier class (not counting their overclass, which can only be reached via DLC) before the end of the game, even if you promote them as soon as their promotion becomes available at each tier.
Furthermore, the higher a unit levels before they promote, the less they will benefit from the base stats of their promoted class (i.e. a Villager that promotes to Mercenary at 4 speed and a Villager that promotes to Mercenary at 10 speed will both have 10 speed after promotion). If you really want your units to be optimal, however, you can level them up to level 20 before each promotion, which will require significant grinding.
You might want to make an exception for Alm (who can promote after Celica reaches a certain point in act 4) and Celica (who promotes automatically at the end of her path in act 3). As the main characters, they’re likely to see more use than the others, and because unlike most characters in the game, they have excellent growth rates.
- See the Classes page for details on the promotion mechanics.
What you choose to promote villagers can have a large effect on how your game plays out. Most villagers have one or two promotion options that are much more helpful in the long run than the others. Choosingly poorly can make the game much harder than it needs to be, and you can’t change your mind halfway through.
- See the wiki pages for Gray, Tobin, Kliff, Faye, and Atlas for detailed class recommendations.
- If you just want a good setup without thinking too hard about it, then make Gray and Atlas Mercenaries, Tobin an Archer, Kliff a Mage, and Faye a Cleric.
In this game, two points of speed can be the difference between double attacking an enemy and getting double attacked by an enemy. If a unit’s speed is even one point higher than that of the unit that it’s attacking, the attacking unit will be able to attack twice. This is very often the difference between life and death.
Speed is affected by two things. The first is the weight of the item the unit is carrying. Consumables and rings are weightless, but most weapons and shields have some weight. Stronger weapons and shields tend to be heavier. Bear this in mind when choosing a weapon weapon or shield; one that is a little stronger but stops you from double attacking (or worse, lets the enemy double attack you) will not be as helpful to you as a lighter one that allows you to keep your speed above that of the enemy.
The other factor, which only applies to spellcasters, is magic. Each magic spell has a weight, with more powerful spells typically being heavier. As with weapons, attacking with a weaker spell that allows you to double attack will often deal more damage than attacking with a stronger spell that only hits once. Note that you cannot choose which spell you counterattack with.
Mages and Sages will always counterattack with Fire, Clerics and Saints will always counterattack with Nosferatu, and enemy units will usually counterattack with whatever spell is at the top of their list. Units that can use both weapons and magic are a little different; they will attack with their weapon unless the attacker is out of its range. This is very important to consider when your spellcasters are defending and when you are attacking the enemy’s spellcasters.
Mila’s Turnwheel is a new mechanic in the series, and an incredibly useful one. It allows you to, at any point during the player phase, turn back time to anywhere in the battle. Obviously this is useful if you make a mistake, but it can also be used to re-roll the random number generator; if your attack that you really needed to hit, and was really likely to hit, misses, you can use Mila’s Turnwheel to do it over again, and it will probably hit the second time.
This can also be used to forcefully evade enemy attacks. Just be careful not to blow all of the Turnwheel’s limited uses on trying to get an unlikely critical or survive a lethal attack; it might be better to turn back farther and instead rethink the events leading up to that situation. Use the Turnwheel especially conservatively in dungeons, as its uses will not be restored between battles.
Lastly, the Turnwheel cannot save you if Alm or Celica die; if that happens, you will get a game over without getting a chance to use the Turnwheel. Don’t put them in a potentially lethal situation, because you won’t be able to Turnwheel them out of it.
Invoke, a spell available to the units Genny, Silque, and Tatiana, is one of the strongest tools in the game. Each of the three can summon a different type of illusions; Genny summons Soldiers, Silque summons Dread Fighters, and Tatiana summons Pegasus Riders.
Be aware that you will be losing out on some experience, though, as illusions do not gain experience for their invoker when they participate in battle.
Genny’s illusions are weak, but perhaps the most useful; she learns Invoke very early, and the enemy AI loves to target her illusions, and usually cannot destroy them in a single round, making them extremely effective tanks. You can get out of seemingly hopeless situations by dumping illusions on them, and doing so is incredibly helpful in several battles on Celica’s path.
Just be aware that the enemy will still generally prefer to attack Genny herself than her illusions if possible, so beware of ranged attackers or large numbers of melee attackers capable of getting past her wall of illusions (this applies to all summoners, not just Genny).
Silque’s illusions are very powerful, but acquired very late; she probably won’t be able to take advantage of them until the last few battles of Alm’s route. However, those last few battles will be made much easier by her summons.
As Dread Fighters, they are very fast, have high movement, and are very resistant to magic. This means that not only are they great tanks, but they can even eliminate units with low defense. They’ll attack anything in range, but their favorite targets are spellcasters, who they can easily destroy.
Tatiana’s illusions are by far the least useful. They are very frail and will probably not survive a round with an enemy or do any significant damage to them. Their high mobility as Pegasus Knights actually works against them as it encourages them to fly uselessly into the enemy ranks.
This makes them ineffective as tanks, because they will all almost certainly die during their turn. These wouldn’t be such a big problem if Tatiana’s illusions didn’t become available only right before the end of the game (if you even get them at all), at which point they’re just not worth using over Silque’s powerful Dread Fighter illusions. Tatiana has the best healing spells in the game, so she should definitely be using those instead of summoning illusions.
There are only two downsides to using Invoke. The first is that you won’t get any experience from units killed by your illusions (don’t worry about dropped items; they’ll be sent to the convoy). The other is that in cramped situations, illusions can block spaces you will want your units to occupy, which can be annoying or, in rare cases, disastrous. Invoke should be used liberally, but take caution to avoid this happening.