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Kliff: 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}}
Kliff is one of the first characters to joins Alm's party, being recruited at the beginning of Act 1. He has solid stats for the most part, except his terrible base Speed of 2 and even lower Skill of 1. However, he does have a very strong 60% Speed growth.
Kliff is one of the first characters to joins Alm's party, being recruited at the beginning of Act 1. He has solid stats for the most part, except his terrible base Speed of 2 and even lower Skill of 1, which are tied with [[Faye]] for the lowest out of the Villagers. However, he does have a very strong 60% Speed growth.


The Mercenary line is an excellent choice for Kliff. His Speed base is instantly fixed at 10, allowing his growths to get to work. With solid training and possibly good luck or favoritism with experience or stat boosters, doubling enemy Dread Fighters is not out of the question for him in the late game. The Soldier line is an interesting choice, giving him bulk and power aplenty. His personal Speed growth will also make him unusually fast for a Baron, turning him into a very powerful combat unit. As a Cavalier, he performs quite well in a vacuum. However, Alm's route is packed full of strong mounted units, making it difficult for him to stand out. As an Archer, Kliff's early supports with Alm and Tobin can patch up the Archer line's poor accuracy. However, his high Speed growth is squandered in the lategame and postgame due to Hunter's Volley giving any bowman a brave combat art. As a Mage, Kliff is a high-investment high-reward unit. His poor base Speed is compounded early on by the heavy weight of magic, meaning he will be doubled by everything under the sun. However, his spell list is only matched by Celica in sheer versatility, and his high Speed growth combined with the Speed Ring can eventually fix his Speed problems. All in all, Kliff is a solid contributor to Alm's cause who can fill a variety of different roles.
The Mercenary line is an excellent choice for Kliff. His Speed base is instantly fixed at 10, allowing his growths to get to work. With solid training and possibly good luck or favoritism with experience or stat boosters, doubling enemy Dread Fighters is not out of the question for him in the late game. The Soldier line is an interesting choice, giving him bulk and power aplenty. His personal Speed growth will also make him unusually fast for a Baron, turning him into a very powerful combat unit. As a Cavalier, he performs quite well in a vacuum. However, Alm's route is packed full of strong mounted units, making it difficult for him to stand out. As an Archer, Kliff's early supports with Alm and Tobin can patch up the Archer line's poor accuracy. However, his high Speed growth is squandered in the lategame and postgame due to Hunter's Volley giving any bowman a brave combat art. As a Mage, Kliff is a high-investment high-reward unit. His poor base Speed is compounded early on by the heavy weight of magic, meaning he will be doubled by everything under the sun. However, his spell list is only matched by Celica in sheer versatility, and his high Speed growth combined with the Speed Ring can eventually fix his Speed problems. All in all, Kliff is a solid contributor to Alm's cause who can fill a variety of different roles.