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Kurthnaga: Difference between revisions

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
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===Analysis===
===Analysis===
{{analysis}}
{{analysis}}
Kurthnaga is one of the last units in the game, and he is forced into your party for the Tower of Guidance at a severe level disadvantage. He seems to be dead weight at first glance, but he is surprisingly easy to train up to snuff. His biggest saving grace is the fact that no enemies in Rebirth part 3 will attack him. Slap Dragonfoe and Paragon on him, kick back, and have a laugh. After he single-handedly clears out Dheginsea and his entire cohort, he will have built up solid bulk due to his great HP and above-average defense and resistance. Combine this with his high strength, solid Strike rank, and innate 1-2 range, and Kurthnaga will be able to pull his weight for the final two battles.
Kurthnaga is the only playable black dragon laguz in the game and is one of the last units to join the group, and he is forced into your party for the Tower of Guidance. Unfortunately, he starts at a severe level disadvantage, with his base stats being below average from what is expected for an endgame exclusive unit. As a dragon laguz, he has low speed, which will make him more likely to get double attacked by enemy units. He starts with a strike rank of A, which is quite high, but not high enough to be reliable throughout the endgame. He may seem to be dead weight at first glance, but he is surprisingly easy to train up to snuff due to his decent growth rates. Unlike other dragon laguz, he gains the ability to fly when shifted, allowing him to pass over obstacles such as gaps; he cannot canto, due to not possessing it as an innate ability.
 
In chapter 4-E-3, none of the enemy dragon units will attack him or Ena, including the boss, Dheginsea (though they are not invulnerable to his AoE shockwave attack). This is the perfect opportunity to start training Kurthnaga to ensure his stats are at their best potential. If given Dragonfoe and Paragon, he will have no problem in wiping out all of the enemy dragons and awarded numerous level ups for his trouble; after successfully clearing out Dheginsea and his entire cohort, he will have built up solid bulk due to his excellent HP and above-average defense and resistance. Coupled with his high strength, solid Strike rank, and innate 1-2 range, Kurthnaga will be able to pull his weight for the final two battles.
 
Kurthnaga has the Night Tide skill, which gives a +5 defense and resistance boost to nearby units. This will help immensely during the final leg of the game, as much of the foes are at their strongest and most dangerous, making the extra durability a must have. Upon the completion of chapter 4-E-3, Kurthnaga will gain the Formshift skill. This means he no longer needs to rely on items to maintain a shifted state, and prevents him from involuntarily unshifting in the heat of battle. The latter is very invaluable in the final two chapters as the enemy spirits have a very high movement range of 20, allowing them to mercilessly massacre anyone at any time.
 
Kurthnaga has a water affinity which gives a boost to attack and defense. He won't have much time to reliably build strong supports with many units due to his late join time. Once he gains Formshift, he (assuming he was sufficiently trained) will have no trouble staying alive due to having built up a strong and reliable resistance against the numerous magic units remaining in the game. With that in mind, to ensure that he hits hard and accurately (especially against Ashera's auras), he can be supported by a unit with a fire or heaven affinity. Otherwise, since he functions best as a support unit, one may find benefit to partnering him with an earth affinity to increase his survivability.


==Personality and character==
==Personality and character==
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