Anonymous

Site News
Warning: This wiki contains spoilers. Read at your own risk!

Social media: If you would like, please join our Discord server, and/or follow us on X (Twitter) or Tumblr!

Jill: Difference between revisions

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
205 bytes removed ,  4 April 2018
Line 161: Line 161:
Jill is a dracoknight and the first and only permanent flier of Micaiah's team. As the only unit on the team with canto, high movement, and flight, she has the most important niche and role on the team despite being tier 1. Unlike pegasus knights, she is not weak to bows nor wind magic, and only vulnerable to thunder magic which is very rare. She has average bases in strength and skill, and good bases in speed, luck, and defense. While she is usable for combat, she is weighed down by most axes. Her accuracy is low due to axes and average skill. She is not as durable as one would expect, due to her low health and resistance bases. She is a unit that immediately improves drastically with a few levels of bonus experience, statboosters, an early promotion, or Path of Radiance transfers, so some combination of these is highly recommended immediately because of her irreplaceable role in her team. Note that an average PoR Jill only caps skill, but is a few points away from capping strength, speed, and defense, so PoR Jill needs a bit of good luck or some bands to hit these caps.
Jill is a dracoknight and the first and only permanent flier of Micaiah's team. As the only unit on the team with canto, high movement, and flight, she has the most important niche and role on the team despite being tier 1. Unlike pegasus knights, she is not weak to bows nor wind magic, and only vulnerable to thunder magic which is very rare. She has average bases in strength and skill, and good bases in speed, luck, and defense. While she is usable for combat, she is weighed down by most axes. Her accuracy is low due to axes and average skill. She is not as durable as one would expect, due to her low health and resistance bases. She is a unit that immediately improves drastically with a few levels of bonus experience, statboosters, an early promotion, or Path of Radiance transfers, so some combination of these is highly recommended immediately because of her irreplaceable role in her team. Note that an average PoR Jill only caps skill, but is a few points away from capping strength, speed, and defense, so PoR Jill needs a bit of good luck or some bands to hit these caps.


Jill has excellent growths in speed and luck, and enough growth in strength, skill, and resistance to keep up. She will easily cap speed and luck in tier 2 and tier 3, giving her plenty of opportunities to patch her weaker growths. After a few levels and promoting to tier 2, she will quickly become the most powerful and important unit on the team, surpassing other strong units like Sothe and Zihark, in addition to her excellent mobility. She is the only unit who has free reign and mobility over ledges and swamps, present in almost every chapter of Micaiah's team in part 1 and 3. In part 3, she is the best user of the Brave Axe; the only other possible user is Nolan who already has the Tarvos. She is also the best recipient of the 3-12 boots due to her class. As she is so important for Micaiah's team, it is not recommended to recruit her to Ike's team in part 3; to note, there is no loss in having Haar recruit Jill in chapter 3-E as she can contribute immediately to Ike's team and is no longer committed to Micaiah's team in part 4. When promoted to tier 2, she can use lances, which can be nice for sword-users but are generally not necessary outside of the occasional Horseslayer use in part 4.
Jill has excellent growths in speed and luck, and enough growths in strength, skill, and resistance. She will easily cap speed and luck in tier 2 and on, giving her plenty of opportunities to patch her weaker growths. After promotion, she will quickly become the most powerful and important unit on the team. She is the only unit who has full mobility over ledges and swamps, terrain present in almost every chapter of Micaiah's team. Jill is the best user of the 3-6 Brave Axe; the only other user is Nolan who has the Tarvos. She is the best recipient of the 3-12 boots due to her class. As she is so important for Micaiah's team, it is not recommended to recruit her to Ike's team in part 3; to note, there is no loss in recruiting Jill in 3-E since she can contribute to Ike's team and is no longer committed to Micaiah's team in part 4. When promoted to tier 2, she can use lances, which can be nice for sword-users but are generally not necessary outside of the occasional Horseslayer use in part 4.


Jill works on any team in part 4 thanks to her amazing class, though she may be underlevelled and wants some BEXP or Paragon. As most units do not perform well on the desert, Jill works best on Micaiah's team, especially due to the abundance of crossbow users. However, she still performs extremely well on Ike's and Tibarn's team, so it is up to the player's discretion to decide if another dracoknight is needed on Micaiah's team or not. Jill is an excellent candidate for endgame thanks to hammer and urvan access, good speed cap, and flight and canto.
Jill works on any team in part 4 thanks to her amazing class, though she may be underlevelled and wants some BEXP or Paragon. As most units do not perform well on the desert, Jill works best on Micaiah's team, especially due to the abundance of crossbow users. However, she still performs extremely well on Ike's and Tibarn's team, so it is up to the player's discretion to decide if another dracoknight is needed on Micaiah's team or not. Jill is an excellent candidate for endgame thanks to hammer and urvan access, good speed cap, and flight and canto.
207

edits