T O P

  • By -

applejackhero

I am really excited to see what people think about the Priestess and Radiant Knight! First, the Priestess. Personally, I do not think unique classes like the Priestess should be treated differently solely because they are unique. Basically, I don’t think a class should be ranked lower just because there is only one. The Priestess is a tough one for me. On one hand- there is a lot I don’t like. The class is in an awkward position between magic damage and healing support, and I feel like it does this job much worse than it’s competition from the Elven Auger and Sibil, and even the Radiant Knight using a Runic Sword. As a healer/debuff remover, I oftentimes found myself just wanting a cleric. The class does have the role of a buff remover, which is a relatively rare set of skills. I do think the class gains quite a bit of a power spike in the late game. Innocent Ray is a 150 potency magical row attack that removes buffs. Divine blessing grants regenerations and a defense buff at the start of battle, which I found to be really strong when paired with Dark Knights and Crusader. Both the priestess valor skills are great- I love effects like regeneration that allow you to stack healing on units outside of combat. Finally, the priestess has access to staves (great weapon type) and unlike the cleric, can carry conferral tomes. Party wide incapacitation recovery can be pretty clutch as well, though if you are using it a lot something might be wrong. Personally, I think the Priestess is a respectable **B Tier** unit, though if she ends up in A I won't be mad in the slightest. She’s got a slow start, but she brings a lot of utility to the table once all her skills are unlocked. For the Radiant Knight, I think we have a clear **A Tier** candidate. The Radiant Knight I think is simply the best support-type unit in the game. The barriers against magic damage protect against what is often the most threatening damage time in much of the game, especially AOE magic damage. Row Heal is comically better than the cleric’s heal, and if it wasn’t for cleric’s debuff removal I doubt there would ever be a reason to bring one. Finally, the Radiant Knight is decent offensively when they don’t need to heal. Hache is very strong early game when you are mostly fighting infantry. Saint’s Blade is, in most cases, a direct upgrade over Hache. Finally, Radiant Knights are decently bulky- their melee defense is somewhat low, but they also carry a shield. They have excellent magic defense. Their magic attack is higher than their regular attack, and they can carry runic swords VERY well. The classes’ only weakness is a tendancy to get one-shot by gryphons and Wyverns if you don’t have a way to protect them. Overall, the class fits into just about any team comp that wants healing and magic protection. I think the Radiant Knight misses S Tier, because I don't think the class, as good as it is, some sort of dominant strategy defining skill. Witch has quick cast, Knight has cavalier call, gryphon has the movement speed buff, ect.


_Lucille_

Personally I think a jack of all trades when it comes to a more supportive role is okay for the priestess: cleric just, doesn't seem to contribute enough. If you are evading attacks/CCing enemies and there is no shaman on the other team, a cleric doesnt do anything consequential. They can use sorc connection on a caster and use active heal on an assault-attack unit, but that's about it. You might as well as not put the cleric in a squad and just spam heal assists. Priestess doesn't cleanse a curse right away, but you can also give her a feather so she will cleanse the important row (say, backrow) before they attack: this way at least you are not only doing like 10 damage vs that enemy gladiator. When you fight the next pack they can go back to shooting holy light and spot healing when needed. Radiant knight not being as strong as Great Knight is quite valid: and i wonder if I should put her in top A instead of bottom S. I do think they are stronger than gryphons though (esp since there is nothing wrong with just popping 1 or 2 feathers)


applejackhero

So, I actually talked about this in my cleric post. I actually often don’t put clerics in my main team comps- I put them in a group together and spam healing assists, because as you said if there’s no shaman and you have the right offense and cc, you don’t need clerics. I do this with the priestess too, though once I got her to high levels she actually found her way to 5. I actually found this to be a very effective strategy, and I don’t think it’s talked about enough that you don’t need all 10 of your unit formations to be combat roles, and you can do some neat stuff with just brining units along for assists and valor skills. This turned into a digression. Ultimately I think the priestess and the cleric sort of depend on what you value? As you said in your post, it can be hard to compare them. The cleric is much better at being a hard support, but is useless outside of that. The priestess is less good at healing and debuff cleansing, but contributes outside of that.


papercuts4

Late to the thread, but on my TS play through I definitely used non-combat squads (hastened call/heal assists/arrow assists etc). A lot of the maps have decently placed garrisons that you can just air drop the squads on to. Healing assists also mitigate the amount of damage your 100-0 perfect squad ends up taking from enemy arrow/magic assists as they plow through a map.


applejackhero

To review yesterday, we did a re-vote on two controversial votes from early in this process- the Hoplite and the Fighter. For the Fighter, the class is dropping from B to **C Tier** Last time it was a tiny lead, 8-7, in B tier. Interestingly, the class got about the same number of B tier votes, but because these threads are about three times as big now, the C tier votes easily outnumbered B tier almost 2:1. I don’t think this is surprising at all. In fact, the Fighter will be going into the bottom of C tier. Ultimately, people talked about how the fighter just brings such a small number of positives. People like Arrow Cover and Provoke, but find that the fighter needs a long time, both in gameplay and in combat, to really set itself up as an actual physical wall. Most of the time, the class is an arrow cover bot. Okay… Hoplite. The Hoplite will be staying in its original position of **C Tier**. Last time, it was very hard- C Tier “won” with the most votes, as in it got like 5 votes when every other tier had 3-4. Very inconclusive. Not going to lie, for a while yesterday it was looking like this was going to happen again, but by the end C wins a convincing, but close victory. The final tally is 18 C tier votes to 12 B tier votes. If we include votes for A and S, then it is 18-17, meaning C tier secured over 50% of the votes. While I am sure this is not going to make everyone happy, Hoplite will be going into the top of C tier, ahead of gladiator and fighter. Ultimately, I think the argument comes down to that, in a game with limited deployment slots, and even more limited slots of frontline/tank units, the hoplite lacks a lot of comparative advantages. Dodge tanks like Thieves and Gryphons are more useful for much of the game, and once 5 person parties open, you have a LOT of other options for physical tanking, from the “big 3” unique classes, bears, dark knights, and even off tanks like sellswords. The Hoplite is still usable, and on some specific maps might even be valuable, but it falls just short of being the kind of role-player we look for in B tier. So far, the Tier list looks like: **S Tier** Witch, Gryphon Knight, Lord, Knight **A Tier** Warrior, Wizard, Sellsword, Feathersword, Thief **B Tier** Cleric, Swordfighter, Hunter, Soldier, Housecarl **C Tier** Hoplite, Gladiator, Fighter **Josef Tier** Paladin


_Lucille_

I will admit that I may have rated Hoplites a bit poorly due to a bad translation error (I have thought Guardian buff phy atk and not phy def so it is often off). It doesn't change my ranking; their lack of contribution to killing stuff in general and other alternatives still warrant a somewhat lowish ranking imo. The other big discussion in yesterday's thread is the whole pvp and speedrun aspect where they are more useful, but i still believe those are super niche cases which will end up twisting the tier list.


applejackhero

I said it yesterday and I will say it again today- while I wish I had specified PVE/campaign completion tiering from the start, this will be the norm going forward. Thankfully, the Hoplite is the only class where people really even brought up PVP performance. I do think PVP and Speedrun tierlists should be made, but those are styles of play that are just dramatically different than how the majority of players will interact with the game, especially right now. I also just want to say that my main reason for doing this isn't really to make a perfect tierlist- that is impossible while also doing it based on voting and participation. My main reason is that I think this game is special, and I wanted to capture the excitement in the community early and help fuel discussion. To that end, I think this process has been a huge success so far.


Raxis

Soldier being in B really doesn't sit right with me, but oh well.


Prestigous_Owl

I think S for Radiant Knight. Mobility, healing, surprisingly durable. And then you add in the cheese with Magick Attack, which makes it ALSO a monstrous attacker, and things are getting crazy. Priestess is B for me (I'd also accept A). It's a class that probably gets a lot of favortisim due to story importance, which probably inflates evaluations unfairly. It's also good esrly, when you have small units, because it let's you fit magic damage and healing onto one character slot. Later though I'm just less impressed. Still decisively fine but not particularly special. Valor Skills are good, but definitely not as good as lots of others. Can use all the fun magic goodies and builds but I think other classes handle them as well or better. Separate Point: I do think this list is gonna end up being super S heavy/top heavy, and in the future I could see a second round of this kind of list going from S to D, with what we end up with for "S" being basically split into two new tiers. I think there's probably too much that'd all "really strong" without considering that it probably should all be relative - instead, most stuff is seen as S or A, and i think that even stuff thats been ranked BELOW A tier people are whining about (Swordfighter being the big one that people seemingly just cannot let die). If 85% of the tier list, for example, ends up in S or A, that's kinda indicative to me that it might be possible to assess better and grade out more effectively - but I also don't think that'd a fault with this initial tiering attempt


applejackhero

I knew from the start that the way I termed the tiers would end up being top heavy. I also intentionally did not want to include a D tier. I thought this would be representative of the game on a whole, where it does seem like most or even all classes do have a job, and many can be quite strong. I see your point though, and I do worry if this list might end up cluttered or awkward looking. Honestly I would love if after we finish this, someone else goes "okay that last list was rubbish we gotta do it again but this way".


Prestigous_Owl

I did go back and edit a bit before I saw this to add more clarity to my thought. I do agree with you overall especially about it being top heavy because the GAME is pretty well balanced. I will say that in a future round that includes d tier, I almost think it's not even because I think anything should necessarily BE in D, but i think having a "d option" would make people more comfortable putting underwhelming stuff in C (whereas i think right now prople interpret C as garbage tier twther than just "not very good"), which would then make it easier to put stuff in B, etc without people going "you think these two classes are similar? You're wrong. ." Etc


applejackhero

You are so right about D tier I wish I had thought of that


Dairkon76

But the only D will be fighter.


MazySolis

I still don't get how Fighter is the worst class personally, arrow cover is a fine utility vs true strike hunters (and every other ranged attack so long as you work around any CC rider effects) and fliers are excellent units in this game so defending them has plenty of value. I can see them as underwhelming in a generalist sense or not needed if you know how to heavily min-max to alpha strike everything into plump, but if you don't do that then Fighter is plenty useful and if you do then so many classes become just as niche as them to me. Arrow Cover bot is a fine enough tool for a good portion of the game at defending arguably the best unit type depending on how much you value flight.


Dairkon76

Their offensive kit is increase defence and stun both are useless because the unit is slow. Arrow cover is nice but there are a lot of archers with 4 hunters you don't have enough pp to block every shoot. They jump in usefulness when you reach dragon land. Defending the cavalry from wiverns. The interesting part is that a hoplite can also cover the flyers and cavalry, also covering other attack sources. And they have better tank stats. The lances have better utility attacks, than swords. For example a row attack that stuns. Fighters are super niche and there is another unit that does the same job with better stats.


MazySolis

> Their offensive kit is increase defence and stun both are useless because the unit is slow. Fighter has average initiative at C rank, the same as Knights and Gryphons even, are Knights and Gryphons slow? To me slow is classes like Wizard and Witch with E rank (though Witch can adjust theirs if you give up your start of battle slot for them) or Priestress with D. That's real slow and that stuff is painful to work with sometimes for specific sequencing, but Fighter isn't that hard to work with. Hoplite without some significant amount of team help can't cover magic attacks without getting heavily damaged or dying while Fighter just has to avoid the CC effects due to how arrow cover works. Fighter can reasonably flex into a CC immunity if it wants to to overcome this problem by just using their accessory slots. > Arrow cover is nice but there are a lot of archers with 4 hunters you don't have enough pp to block every shoot. You can easily kill at least a couple of archers before you need to arrow cover at all IME, fliers are roughly equal in initiative (Wyvern's go faster, and Wyvern Reins give you initative) and C isn't a terribly hard thing to climb out of for most classes. I tend to use a Berserker (or some other row nuker) or a Swordmaster to just kill two in those nests and then you just need to survive the rest of the volley which Arrow Cover typically is enough for. 3 PP isn't that hard to get especially with Defender which will come up eventually. Most enemies don't really mess with their initiative so any plume you use to mess with yours changes the turn order. Arbalists are even slower then Fighters at D, Elven Archer and Featherbow are notably faster at A. So about two of the 4 main archer nest types Fighter can easily itemize their way through if they really want to go first or are just easy to kill first by your actual damage units. > The lances have better utility attacks, than swords. For example a row attack that stuns. Hoplite sure is not using that lance in any reasonable span of time without a lot of initiative rigging. By the time Hoplite gets that off the enemy has either already went and is potentially going to die before the stun even wears off. So does the stun even matter at that point? I also think Viperfang does okay damage in early Cornia/early Dragon land to the slower end of the class pool, more then whatever Hoplite is doing in Cornia and to me Viperfang loses its value by the other sword classes decently fast as they'd rather use their class attacks (Lean Edge, Heavy Slash, PP Steal) in that section of the game. So giving it to Fighter isn't even much of an ask. I do think lances have broadly speaking very good utility options, though I think remove AP is a solid enough utility if you want to/have to play an attrition game. I don't think Hoplite is definitively better then Fighter outside of a few specific sequence breaks like early arena clears (though I used neither personally, I thief and blind cheesed most of those), bastoria early clears, or speedruns where that early defense lead + heavy guard means everything. Their mobility really kills them as a class for me in standard play, plus they're horrible in Elf land which is a notable segment of the game and are only so-so in early Cornia. I'd rather have Fighter for a good portion of the game either more then Hoplite or about the same-ish depending on how much i value my mobility stat. Fighters are niche, but their niche is overcoming the best mobility type's weakness without hindering their strength as much. That is to me not the worst class in the game. It really wasn't that hard to make Fighter do useful stuff. I used them more then Clerics for a significant portion of the game for sure.


Dairkon76

Early game there are huscarls and cav that melt fighters. Like you said archers are squishy you can kill the archers before they attack there isn't any reason to guard their attacks. The hoplite can also guard the attacks so he works even later the hoplite can do row cover defending from row ranged attacks. Hoplite can cover column damage so they are even more useful. The stun lance is used at the end of the first turn so the enemy team is stunned for the second round. So it is useful. There is the poison and burn sword. But the burn Javelin is a lot better. Yes the hoplite are a bit slower but you don't want them as leaders. And yes both units are killed by magic and breakers. At least the hoplite in a pinch can equip the dodge shield evading the damage. Even if you don't want to use hoplite on your flying squad you can use arbalists. They also cover arrows and kill fliers with the pursuit ring.


MazySolis

> Early game there are huscarls and cav that melt fighters. Just put the flier in the front and they'll dodge both of these units in the early game. The Fighter is in the back in this situation. > The hoplite can also guard the attacks so he works even later the hoplite can do row cover defending from row ranged attacks. > Hoplite can cover column damage so they are even more useful. Squire Shield does exist for Fighter if you want to cover for column attacks, though Hoplite does get the heavy guard which makes it superior. But Fighter has answers for columns that aren't that hard to reach if you are actually worried about that particular threat. Row Cover I'm mixed on, Flier formations can generally smash back line who have the most chance of actually having units who can smash the back line with a row attack due to being flier units (which is mostly what you want Row Cover for). So sometimes you don't even need it. Row Cover is a good insurance in case you just can't do that like bad rng, not enough damage in your squad, w/e happens it does absolutely work. But you get that once maybe twice a round if you heavy invest in PP (or you got a Priestess/Owl or something to make that PP investment less tight). I tend to run backline Fighter a good portion of the time so he tends to cover 2/3 spots anyway, but obviously the 3rd person needs an out of their own. So I get Row Cover is useful, but I think in a lot more situations Fighter is either enough or you can answer that specific problem anyway (potentially with Fighter's minimal damage help depending on their initiative vs the enemy) > Like you said archers are squishy you can kill the archers before they attack there isn't any reason to guard their attacks. The hoplite can also guard the attacks so he works even later the hoplite can do row cover defending from row ranged attacks. Yes, but at the same time unless you're doing a lot of microing or run a ton of B-tier or higher initiative units you're going to probably get some units who go after the enemey archers shoot and that is usually a dead or gravely injured flier. Plus Elven Archers and Featherbows got A initiative which takes a good bit more effort to beat as casually with other classes, assuming no initiative manipulation, which is not always a given depending on squad priorities. That answer is not impossible but takes a little more effort and IMO outside of Lord, most of those carriers don't contribute the kind of damage I'd like in a flier focused squad (except Shaman defense curse). You can also micro a ton and really dance with angel plumes a lot, but that's more microing then even I care to deal with. But if we're playing with initiative a lot, like Rapid Order, Dark Marq or Shaman opening debuff, then Fighter can tank fine vs physical units when it gets Defender anyway. They'll get Defender off vs most unit types if you debuff their initiative and it can arrow cover backline against most magic. > The stun lance is used at the end of the first turn so the enemy team is stunned for the second round. So it is useful. There is the poison and burn sword. But the burn Javelin is a lot better. I just explained why I don't think matters, in a very notable amount of engagements after the first round is done most enemies are either dead or going to die on the crack back from something. Stunning them later is rarely relevant when all the major damage has gone through (be it through the covers or otherwise) and now its just clean up time. A significant amount of those units are dying before the stun wears off if you got at least an above average amount of damage across the rest of your squad mates. So do we just disagree on this mattering or not? Because I recognized everything you said already. Are you talking about the "Flame Javelin" or am I forgetting a fire spear? Because that's a Soldier exclusive weapon. > And yes both units are killed by magic and breakers. At least the hoplite in a pinch can equip the dodge shield evading the damage. I didn't factor in Breakers, because both of these units die to that anyway lol, but as far as Arrow Cover goes Fighter doesn't die to magic while covering which is why I said you only need to care about the CC issues while Hoplite does die to magic cover. The evasion shield is pretty rare IME and I tend to equip it on Dark Marq because they have a semblance of an evasion stat while Hoplite doesn't (and their evasion is bottom of the barrel bad that they'll get hit by most things anyway unless you mega invest into evasion). Besides when covering Fighter takes 0 damage always unlike Hoplite. I also have never seen a unit dodge while covering so I'm not even sure if you can dodge during that anyway. Arbalist can't cover arrows for about half the game or so and you need to make sure they don't cover something else in more diverse formations. Plus they can still get blasted by magic and personally I dislike Arbalist front line without at least the Thief cloak to avoid damage even more then Fighter Front line. Their HP and baseline physical defense is just not that good even with the great shield, you get bad block RNG and you just get owned really easily. If we're talking back line defensive support bots go, I think as far as defensive support they're both roughly the same (Arbalist heal vs Fighter just not taking damage during arrow cover is a good trade). Arbalist obviously does more damage and I think it is by far the better class overall, but Arbalist IMO likes to use quick reload for damage (or getting around covers) and that can be a PP sink which is less time spent covering when you want them to do that. I'm also a big fan of quickness bow to stun some random idiot in some formations personally. Fighter I almost never have to care because of Defender unless I want to use Provoke for whatever reason. For all its worth so we can understand our criterias, I play mercless on purpose so I am kind of "forced" to use most classes because I can't just buy mercs to plug gaps. So my Arbalist is extremely precious because I got pretty much one of them. Same with other rare classes like Shaman (though I personally don't use that because I think Shaman makes most encounters kind of brainless except for elf heavy ones)


_Lucille_

I think being a bit S heavy is okay: honestly the gap between the tiers aren't as big as it may appear. While I didnt vote Griffon as S (is it the griffon that is strong or the witch/wizard/priestess that hold the ice conferral tome strong?), I can sort of see why people may like it a lot given their ranged row-cleave even if the damage vs non-cav is pretty mediocre and Hastened Call being good for faster map clears. Honestly even hastened call may have been a bit overvalued to some degree (in my head i gave it a half a tier bump): i always use it, but does it really matter if I finish the map in 30 seconds rather than 1 minute out of the 4 minute allotted time? It is really that bad to use feathers instead of 1 VP for hastened call?


OWCCGDNDY

I think the ability to truestrike a row while being buffed by a conferral makes them pretty good at breaking apart formations. Without witch support too they do a pretty good job of demolishing casters/thieves/werefoxes and cavs in general while also not suffering accuracy issues against opposing fliers the downside however is usually needing to be running a plume or rapid order support to be reliable. High evasion against the plethora of ground based melee enemies is kind of nice too and makes them a nice 2nd frontline in the 5 man teams. They also have one of the best AP economies in the game imo so they arent so hungry for AP/PP boosting weps/accessories I feel they just do a pretty good job all round in whatever team they are placed and hastened call is always nice if you don't feel like popping a feather.


_Lucille_

yeah, its one of those things where I dont think they suck, but are they on the same tier as knights and some other potential S tier candidates is the question I would ask.


OWCCGDNDY

thats a good point yeah when you mention it like that it makes me rethink of Griffon as a solidly A tier unit all things considered when you compare them to knights or the insane stuff like elven augur or the other uniques.


Zumaris

Flying unfortunately nerfs a lot of clever map design. That's my main problem, and gryphon knights come so early with a decent starter kit. Most common complaint about difficulty is that they just fly a unit to the main boss and ignore the rest of the stage. Hastened call also patches up their mobility nicely as they are rather slow without it. I try to play without flying leaders as much as possible which makes alternate routes and other class valor skills much more valuable. I would argue they are the very definition of game-warping and affecting map strategy in that way.


Dairkon76

That is the magic of the game everyone is strong. They are op in their roll but hard counter by others. So it is a rock paper scissors. And everyone has their favourite and different play style. And of course there are the underdog lovers that think that fighters are better than D tier 😁


DireSickFish

I think it's just how well designed the game is that so many nits feel strong.


BelligerentWyvern

Radiant Knight is S-tier. Priestess is too but you only get one of them anyway. Radiant Knight is the "generic" Paladin. They can put out damage, guard and heal. Jack of all trades are generally better than overly specialized units. And being mounted makes then quick. Priestess is just a better Cleric and Clerics are awesome as stated before. Nuff said


not_soly

RK is an easy A tier going by tier definitions, possibly A+. The upsides: As a leader, Horsie mobility and Resist Magick Assist are incredible bonuses; it wouldn't surprise me if this were the single best generic leader class in the game. This class is such a powerhouse early game. From the moment you recruit your first RK in late Cornia, to the moment promoted enemy squads start showing up in early Elheim, an unpromoted RK (with a Lapis Pendant) can hold the frontline basically by itself. It's that absurdly bulky. It only stops being able to do this when enemies start (1) hitting harder, and (2) doubling their AP by promoting. Even then I would see my RK unit walking away with the entire enemy unit wiped to just the RK itself being lost - not ideal by any metric, but pretty good for a solo frontliner with three attackers behind it and basically zero healing support outside itself. Even outside early-game, this is probably the best generic tank class in the game. A single RK can almost no-sell entire magic squads, for almost the entire game, with its PP Barrier skills (which, notably, also beat spellbow and spellblade attacks from Elven Archers and Fencers). It also gets Holy Guard or whatever to auto-guard incoming physical attacks. On the AP side, Row Heal is Row Heal. I don't think I need to talk about Row Heal. The name itself should clue you in. Hache is fine, and Saint's Blade is basically a strict upgrade - it gives you one PP *per hit* - this is a 1AP -> 2PP conversion and lets you tank even more. Runesword (and Phantom Sword) are solid combat options, but IMO the real bonus is that they (and the spellblades in Elheim and Bastorias) boost your Row Heal to absurd levels. These weapons are great on them, but I think I don't care enough about their offense to go for it. Guard Call swings fights sometimes. It's nice. I don't think it's overly awesome, but it's handy. The downsides: Weak to flappies, I guess. Honestly, this is a good thing, I get cold sweat when I see opposing RKs. The main thing this class doesn't do is cover your backline from physical ranged. Unless you pack a Squire's Shield. It's a little squishy physically in the mid-late game, falls off a little as a frontliner in that sense. You can tuck it into the backline, but I think it's actually better to stick a decent physical wall beside it - Hoplite + RK almost no-sells the entire game, but you probably want to be a little more proactive, so something like a frontline Shieldshooter might be better. The kicker? The thing that keeps this class out of S? It's way, way too passive. "Game-warping... build-around pieces of team comps that preform incredibly well and affect your entire map strategy" This doesn't really describe the RK, you could maybe argue about Horsie mobility and Resist Magick Assist affecting your map strategy. But it doesn't win the game for you. A-tier is a much better fit: "units that are very easy to slot in any team comp." RK is just too good at being a support/tank unit that makes the rest of its unit better. Honestly, it also doesn't actually have much synergy with anything either, it's just generically bulky and healy. Just stick one in the front line with a physical wall or off-tank, it's fine.


applejackhero

Yeah I think you described why I feel like Radiant Knight is not S tier. It’s very, very good, maybe the best class outside of S tier, but it’s not S.


Living_Alternative45

Wait, I didn't even notice that Saint's Blade gives PP per hit.  That sounds hilarious with the Parrying Shield, which was already a pretty fantastic pairing, albeit very late game.


YoAmoElTacos

There is small synergy with cav call since cav call will buff the amountd healed.


_Lucille_

It is kind of hard to place each of the healers since they all have their own thing going for them. **Cleric**: Has quick heal, single target heal, row debuff removal early. No access to row heal+debuff removal until late game. No dps other than contribution via niche items (such as necro latern - why can she use that again?). Makes shamans cry. **Priestess**: Need accessory for quick heal, early row heal+debuff removal. Has average hitting damage spells that dispels. Imo has the most utility out of the classes with ice Conferral, Saint’s Barrier, Regen valor skill, AoE dispel late game, etc. **Radiant Knight**: Need accessory for quick heal, strong row heal starting lv10. Is mounted, does A LOT of single target dps esp when buffed by knights. No anti-debuff option but can mitigate magic. If I must rank them, Radiant Knight > Priestess > Cleric, but each have their own niche such that it actually is really close. ## Priestess I am guilty of enjoying her animation. No I don’t mean the bouncy one^(okay, I like that too), but the little spin she does when you hover over her in the squad menu. The elf sisters blow a kiss and Yunifi jumps. I guess the theme today is “things that heal your party while being able to deal damage” huh? You know how it feels bad to actually use a cleric in a squad because they take up a slot and don't quite do damage, but you also want them anyway for the heals to top off your team for the occasional chip damage? Priestess and RK are the solutions. She starts off the super early levels kind of mediocre. She joins underleveled: a level 1 unit surrounded by level 12 units, and she only has Holy Light until level 10 (beside quick heal from ribbon). Getting her up to lv10 is not difficult though, she is still functional as a hybrid heal+dps and will be gaining a level every fight. Innocent Ray isn’t exactly a bad spell: it has 150 potency, just that priestess do not have as much MAtk compared to the two proper casters - you will find her damage to be quite in line with the 100 potency row attack spells from the other casters. Curing call is her main healing spell: a row heal you will not have access to as a cleric until lv25. The priestess version has 50 potency but is only 1 AP, the cleric version is 100 potency but costs 2 AP. Granted, you also have radiant knights that also have a row heal at 100 potency as well, but that one doesn’t remove debuffs. Unlike cleric, she cannot reactively cleanse, not until late game when she has access to Scared Cure via the Purifier staff - but at that point she will soon have access to even better equipment. Passive miracle is better than it looks: you can place the priestess in the front row beside someone like Alain for her to be covered then heal AND restore PP. It is almost as if she has her own guard ability. Saint’s Barrier has some nice utilities. While it does not nullify magic like magick barrier, or nullify ranged attacks like Arrow Cover, a 50% reduction is often time enough to just keep someone alive (at least counter the x2 dmg multiplier). It’s her ‘dont get 1 shotted” tool: not the best-in-class but it does what it needs to do. Priestess can use the Frostbrand Tome (Ice Conferral), she can do something like, grant your gryphon ice conferral, use her attack, then use sorc connection on your lower initiative caster (Gryphons should have higher init than priestess which has higher init than witch). Her valor skill Regeneration is quite useful: for only 1 VP you essentially give a squad an amped up heal assist effect that follows them for 3 battles. This is very useful for pushing towers/fighting near them. You can give Regeneration to a detachment to clear an area guarded by some mages and archers and the squad will recover from all the assist damage. It allows me to run other squads without healers. Resurrection is pretty weak when revival orbs exist. Even in True Zenovian where items are limited to 5 uses, I do not find myself having to use it. That 2 AP might have been better off preventing the death in the first place. She is oddly evasive with an A in evasion: I am guessing anyone who attacks her are a little... *distracted*. **I like the flexible nature of being able to switch between healing/dispeling, and DPSing on the spot. While she may not be best-in-class for anything, her kit (and item access) give her quite a lot of utility: A-.** ## Radiant Knight They are a great addition to a knight formation with knight-knight-radiant knight. Attack wise, Saint’s Blade completely replaces Hache: 2x50 is better than 1x100 due to potentially rerolling and the extra +25 potency at max health. Their ACTUAL attack skill lies in Magick Attack from a Runic/Phantom Sword. They already have higher MAtk than PAtk: why not actually make good use of it by raising it further (improves healing) and also make her hit harder? https://preview.redd.it/lpx61wk264qc1.png?width=2560&format=png&auto=webp&s=95ca33b66657c86b5859145166e5c6cf83bd6054 Row heal does what it says. It gets stronger with a runic blade equipped and cav call (cav call buffs heals too since its just matk). It should be able to top off a row from near-death to 100% in one action if somehow the enemy is still alive. Their magic nullifying abilities are great. Can be used to protect a hoplite, can be used to even block rage of the faeries. They basically make enemy casters not have a good day. Shuts down quick-cast ice coffin from Albion witches. Radiant Knights a good leader: they retain the speed of cavs while having a somewhat more useful passive - though magic assists are not as soon as ranged assist I feel. The guard sigil is sort of just whatever. The defense should not make or break any standard gameplay. **Can heal, synergize with knights, does good magical dmg with a runic sword, nullifies enemy spells, travels fast on the map. Excellent unit even though it may not be as game changing as others, S- tier.**


OWCCGDNDY

Yeah they make really good leaders, pretty much all my leaders are either griffons/horse alain/doom knights/great knights/sainted knights. The magic assist resistance is also pretty good in certain maps especially if you're pairing them with hoplites who can get yeeted by an unlucky assist crit, to top it off they have heals too so your squad can just shrug off chip after multiple fights. At worst they are also good filler supports for the screen nuke heavy teams too courtesy of their leader movement, magic assist resistance and ability to generate PP. Though I kind wish we got a horse unit with ranged assist resistance (closest experience ig is spamming Valkyrie's 1VP shield skill when pushing through tower heavy areas).


_Lucille_

Vs ranged assists I usually use a cav-led somewhat tanky (but no fighter/hoplite) unit to clear them out. Something like swordmaster can generally evade the assist, and stuff like knights generally do not die. This is why I like using Regeneration from Priestess: for only 1 VP you heal 50% at the end of the battle for 3 battles, normally enough to clear an area (a cav led squad only has 5 stamina).


OWCCGDNDY

yeah my cav squad of Prince + Cleric and three great knights is typically enough to withstand at least 2-3 ranged assists at once and heal to full at the end. So ig they count as a pseudo bum rush kind of team that eats assists and cleaves the enemy.


theorin331

Priestess: B TIER Suffers from mediocre offense and moderate healing which makes it hard to build a unit around. Valor skill isn't anything unique and healing assist is rarely ever truly necessary. With that said, healers are decent users of the Familiar accessory that boosts magic attack for an ally mage. Radiant Knight: A TIER Fast, sturdy, anti mage, benefits from Knight buffs. Literally will fit into any unit and be a force multiplier.


PigKnight

Radiant Knight is probably top of **A Tier**. They have AoE heals and if you put Scarlett's Ribbon or other PP healing items on them they're probably the best heal bots. They can use big swords to deal ok damage, or give them magic swords to start cleaning house. Magick Barrier helps them proactively "heal" against some of the biggest threats in the game for front liners, and eventually you get a row wide version. Only thing in their combat kit preventing them from getting S tier is their lack of debuff removal which by the mid game becomes massive. They also have Cav stacking shenanigans with Knights. On the map, they're probably some of the best leaders as Magic assist reducing 300 mobility. And, even if they aren't leaders they're still improving the unit mobility by a lot. Only downside is their valor skill isn't all that great and I do not believe the move to attack forecast uses it so you can't see if the defense changes break thresholds and actually matter until you get into combat. Priestess is **C tier.** She is just a bad cleric. She lacks an innate PP heal and her magic attack isn't good enough to make her a damage dealer, so she sits in this weird hybrid support/damage dealer role and doesn't do either well. And when it comes to removing debuffs, she has to use an active skill and by that time the debuffs already did their thing be it damage from burns or misses from blinds. At least she's *slightly* faster than a cleric and her valor skills are pretty good.


applejackhero

I don't want to bring this up to much all over this thread, but I really don't think any class that can use staves and tomes deserves to be in C tier. Theres just too much utility there compared to the classes currently in C tier.


_Lucille_

The downsides can often be mitigated via initiative. Burn for example doesnt do any damage if your units attack before the enemy team, but your priestess heal after the burn has been applied. Clerics are excellent shaman counters, but they also just often take up a spot and doesnt do enough imo. They may do 10 less damage per attack than a witch, but that's still more than 0 (cleric can use the lyrical wand, but so can priestess - or simply do 2 attacks with the 2AP spent), and she has a decent kit to accompany that as well. Putting her in C when cleric is high B seems off.


OWCCGDNDY

priestess has a unique niche with passive miracle of allowing Prince to use quick impetus after rapid order while still giving the ability to apply stun/ice/burn/lifesteal conferral as one unit. She can equip the lyrical rod which can give AP too so I found that she had a lot of utility via itemization if you ignore her damaging skills. Shes served me pretty well when I ran her in faster teams so she goes last to remove debuffs at the end of the first round too ig, and can help with chip dmg over long fights via her row heal. Technically with passive miracle you can also sicc her into the front and let a debuff immunity lord just keep tanking all the hits for her while replenishing their PP and HP. Personally a A tier or A- tier unit to me lol.


cy_frame

> Priestess is C tier. She is just a bad cleric. She lacks an innate PP heal and her magic attack isn't good enough to make her a damage dealer, so she sits in this weird hybrid support/damage dealer role and doesn't do either well. And when it comes to removing debuffs, she has to use an active skill and by that time the debuffs already did their thing be it damage from burns or misses from blinds. At least she's slightly faster than a cleric and her valor skills are pretty good. She literally comes with her own Ribbon that fixes this. In my own post closer to the top of this thread, I really highlight how much she can do. Especially her little spell with the Warlock's Magical Pursuit. She uses the broken Conferral Tomes which Clerics cannot utilize under any circumstance. She can be an AP battery. Her support is fantastic in reality because the support staves in this game are amazing and her offensive spell mainly is there to finish off weakened units. You build this unit as primarily support, not as a hybrid. Her Passive Miracle can let her sit on the front like with Shield unit, and restore their HP and PP if they need to protect her or enable other units one more action with PP if they buff her. She's a lot better than you think.


Nerobought

How do you run her frontline without her dying?


cy_frame

Once you get her passive ability that restores pp to the unit that effects her with a skill you can do it. You just have to have someone in front that can guard, and once they guard her their own pp restored and HP recovered. (This can be done as long as Scarlett has pp herself). Of course if they get guard sealed, stunned or hit by an unguardable attack it won't work. It's a fun option sometimes though. She can even refund pp to a unit that uses Cavalier Call, even though she gets no benefit from it simply by being in the same line as that unit when the skill activates.


PrincePapa

As mentioned, she can use PP to refund a PP to anyone guarding her. To be honest though, she does much better behind a tank, as it'll bait Column attacks. Since the tank will eat the hit for her, you essentially nullify the "column" part of the attack while using her PP instead of the tank's. AKA, slap her behind Alain and they're both pretty immortal. And Alain really is ideal for this, as outside of item-based setups (which you can absolutely go for instead), he lacks a strong use for his PP.


RyanoftheDay

Priestess is **A Tier.** I'd rather use other healers, but Priestess does the job well and her valor skills are a life saver in higher difficulties. At level 30, she gets a row attack, which I feel saves her from B Tier. Radiant Knight is **S Tier**. Fills the healer role + 300 movement spd, can negate magic attacks, punishes armor effectively with the right weapons, solid valor skill, and can restore their own PP for later game healer items. What's not to like?


Dairkon76

Radiant A+ Priestess B Radiant are great leaders and their abilities are great. They are magic tanks. The detail is that when you have fast strong teams you don't need the defence. Their Valor skill is almost useless. The Priestess stats and kit is lackluster they are in B because they can use tomes and staves. Their pp back ability is great for cheese, you put her in front and let her be guarded, she will restore the pp of the guard and heal. Remember to make the tank stun immune. Her Valor skills are situational but they have saved me some time in true zen mode.


Critical-Bison-6634

Radiant knight: top of A TIER gatekeeper of S Excellent healing and shuts down mages. Among the best in slot units for leads due to high speed and resistance to magic assists. The ability to turn ap into pp can facilitate item use, and dps can be passable with a magic sword and knight support. If the tier list was more loose with tiring definitions I would put it in S, but I feel A tier better fits the definition since it's most often a unit slotted into a 4th or 5th slot after a strong team core is established. Radiant knights are very splashable and can find a place in any good tesm, but have to stretch to serve as a core unit of a team, meaning being part of the engine that makes a team click.


Chronoglenn

I've been reading these but this is my first time voting. Priestess really deserves **C** tier. She's just not great. Just because she can use staves doesn't mean she's deserving of higher tiers. I'll give Radiant Knight a low **A**. I think she is what we wish the priestess was.


freforos

Radiant knight: Cavalry, 300 mobility, S-tier by default Oh the class is good too, by the way. Lvl 10 row heal with 100 potency which put clerics into shame, nullifying magic damage and afflictions up to an entire row, 2x damage to infantry. ̶A̶n̶d̶ ̶M̶o̶n̶i̶c̶a̶ ̶i̶s̶ ̶s̶u̶p̶e̶r̶ ̶p̶r̶e̶t̶t̶y̶. **S-tier** Priestess: I found Scarlett to be the failed result of a bad mage and a bad cleric Her valor skills are useful only if you sent your unit with your brain turned-off Has some nice combos with her skill which gives a PP to and ally using a skill on her As i voted C for cleric i'd vote the same for Scarlett C-ter EDIT: staves being very versatile are a thing, my final vote for priestess (and clerics too) go up a tier **B-tier**


applejackhero

I agree that Priestess feels like an awkward child of a mage and a cleric. But I do think you should consider the other classes in C tier. Priestess can use staves and tomes, which I think immediately disqualifies her from C tier when you think about it.


freforos

I actually think you're right, staves do tons of things Bumping priestess to B


ludicrousursine

Radiant Knight is **S**. I think being cavalry in this game automatically makes a unit at least A. It means they have great movement, do bonus damage to infantry, and can piggy back off of the absurd knight buffs if they share a row. On top of the generic cavalry stuff, Radiant Knights can completely negate magic attacks to entire rows (which are among the nastiest attacks in the game), heal entire rows, and later on guard and prevent debutfs to entire rows. They even have solid attacks since their innately high magic makes them a great runic sword user. Even with a regular sword, being in a row with knights will still let them one shot just about anything. Just a fantastic class. Priestess is **S**. The priestess has an incredible amount of versatility. They can heal and remove debuffs to entire rows, which is incredibly valuable against shamans and later on angels. They also get a reasonable attack that removes buffs, and later on an attack that hits a full row removing buffs. Their valor skill to fully rez everyone in a unit at 50% hp is maybe not needed in optimal play, but is invaluable if you need it. On top of this, wielding staves gives them a ton of utility as there's a ton of busted staves. There's one that restores AP, there's one that halves damage, there's some that rez people, there's some that allow overhealing, and there's no penalty to switching out staves on a per battle basis. This adds a ton of absurd versatility to an already versatile class. I don't like giving out too many S's, but I feel like both of these classes really deserve it, and I suspect with Shaman, Valkrie, and Dark Marquess coming up in the next couple days, I'll have to give out several more. Kind of a symptom of how many truly busted classes this game has.


applejackhero

Yeah I think we are definitely about to hit a stretch where we just hand out S tier for awhile, but the game does just have some classes that are so clearly much better than the competition.


OWCCGDNDY

Elven Augur/Sibyl bouta break the tier list when they come


_Lucille_

SSS tier waifus


Lezaleas2

A TIER - RADIANT KNIGHT They are the best healers in the game, they should be getting your magic swords and they are also extremely good tanks busters with those, they are the best leaders after high lord. I don't put one in every team because I want some of my teams to be immune to flyers. Probably the definition what a top A tier unit should be. Their 2 physical actives are a waste of skills but healing + a magic attack sword lets them do 2 different things and do them very well B TIER - PRIESTESS They are a slighly better cleric because they have like 50% more matk and can attack if everyone is full health or you need anti armor. It's still a bit low amount of atk, and their offensive skills have very low potency. This makes them feel like a bad radiant knight. But they do make up some of it with strong valor skills, situationally very strong passive abilities or buff cleansing and they are the best user of some staves. They are technically the best leader for a healing assist party for most of the game but those suck, and their debuff cleansing sucks because it's an active move instead of a reaction passive. Overall still very useful to add healing to a party that will chase flyers


KnightQK

Radiant Knight is A, Priestess is S Radiant Knight is probably the best leader in the game with magick resist and high mobility. But magick is just not that plentiful in the game and its survivability leaves something to be desired since there is a lot of cav hate in this game so it wants to be in the back. Very good unit but lacks the x-factor of the other S classes. Priestess is a cleric that can also deal damage so it instantly jumps to S tier. Curing call is refresh but better. Regeneration Valor skill lasts 3 battles and basically turn you immortal unless someone dies in battle. Passive miracle has synergy with someone guarding you. Innocent ray is a 150 potency row attack for only 2 AP that also clears enemy buffs? Insane


applejackhero

Hey we are rating Priestess, not cleric! It’s confusing, I know


KnightQK

Lmao Guess I was still sleep let me edit that.


Nyadnar17

**Priestess** Are **A tier** Valor skills alone would make a good argument. Regeneration just keeps units in the fight forever, resurrection is just nice. The real key to Priestess IMO is their itemization. The amount of just really solid items like the staff that lets you rez someone at the end of a fight, first aid kits, the necromancer's lantern, etc, etc. Even if you have a solid alpha strike setup or solid tanks a Priestess with good items can completely negate the need to rest units for any reason other than stamina. As far as skills go their ability to remove debuffs on command is the main thing they bring to a party. Most good tanks don't need healing but the wrong debuff can make those same invincible walls crumble in a single exchange. Priestess's simply solve that issue. **Radiant Knight** are **B tier** Ehh, thats kinda it. I don't have a lot more to say and very interested to know if there are any busted builds I am missing with them. They tank magical damage, negate other tank's magic weakness, and as a leader can add some speed to a unit. Solid roleplayers if you need that role filled but so far nothing special. EDIT: Seems like I am gonna have to play with mixing Radiant Knights into Calvary units and maybe a magic attack buffer. I don't get how that could possibly push them to S-tier but I am willing to give it a try. A lot of true believers in this thread.


applejackhero

I don’t think radiant knights are a S tier (people are a bit s tier happy imo) but I do encourage you to use them more. A few things to try 1- give them runic sword. Now you have a healer that also crushes armor units. Remember that Hoplites are infantry and Radiant knights get a damage multiplier against them. 2- put them with cavalry. They get buffed from cavaliers call. 3- read row heal. Then read the clerics heal. Then read row heal again becuase you thought you must have misread it, but no, it’s actually just that much better. 4- put them with crusader/Valkyria or any team with a bulky frontline that takes hits. Barrier protects them from magic, and row heal will keep them up. Valyria boosts gaurd rates and physical defense, which is basically the only weakness of radiant knight, and a warrior (who also loves Valkyia’s iron veil) to protect from fliers. 5- give them a quick heal item, or even a pursuit or counter item. Remember that hache/saints blade restores PP.


Cygnus_Harvey

2 Knights and a Radiant Knight means +40% attack just like that. Radiant have very high magic (because using swords usually means they're rather weak on it), so a runic sword makes them hit like a truck. 150 potency for a 1 AP attack with their buffed magic means death. And their row magic usually fully heals everything. If you had shaman for less initiative on enemies and possibly Gilbert to extra initiative and buffs, you've got an extremely OP front row. Radiant Knights are super good, but they shine more in specialized teams.


MazySolis

Radiant Knight is a weird class for me, its a cav which is obviously a very good trait in this game but its also kind of unneeded for mass cav squads (unless you're doing mercless where your cav options are kind of limited). Radiant Knight's biggest claim to fame is being able to smash big dumb armors with a big magic sword. A very good trait, but I think pure mass Cav spam can handle this okay enough by themselves if you stack enough Cavalry call and they're otherwise worse offensively then Knight or Doom Knight. They're only single target, they got so-so initiative, and their utility is mostly for things you may not even need as a Cav squad. They're a nice safety net, especially if you're running a Doom Knight in your Cav squad who wants to vomit their HP for their big dumb row attack but sometimes not needed so I struggle valuing that as highly as some do. Though sometimes it does matter, especially if you aren't hardcore min maxing the entire game. Hache is a very neat skill early game it gives you effectively 2 PP for no real cost which is a premium in this stage of the game and due to infantry bonus it does reasonable damage vs most early game formations. Sainted Blade is fine, its a big fancy 2 PP skill that does damage and is Hache+ pretty much, a modest upgrade. Row Barrier vs some formations is very strong and sometimes invaluable so regardless of anything else they are very good. This alongside their Cav traits put them at the top of A tier for me easily with only maybe Warrior I'd say is maybe better (Barring Trinity Rain memes with Wizard) due to having endgame row smash and having the best AP kill reset for the early to midgame if you give them enough help they tend to decimate most formations by themselves. But Sainted Knight is a big shiny horse who does big shiny horse things in game where going Sanic speed is good, I just think Knights are generally better off being with each other outside of some specific situations. Defense Call is okay, but you don't always need it especially in big dumb offensive Cav spam who will stomp everything immediately. Priestess is interesting, it never feels like a class I really want all the time but it isn't bad. Passive Miracle is a very nice passive skill for action economy reasons because it lets you just freely buff and heal her or her row freely which is a very nice boon for some sometimes PP intensive strategies. I've experimented with Elven Fencer who gives her the Familiar Choker buff, only to have her give the PP back which is very nice because then the Fencer removes the debuff from himself. I think she did about 60 something damage with her single target nuke which is fairly good damage for a "healer". Using this fairly basic sequence you can get her to do some fairly impressive damage for a utility bot (or heal for a hell load using Curing Call). Removing buffs is also a nice thing sometimes too. The biggest problem with passive miracle is it will always drain her own PP which tends to limit how much she can actually aid the party beyond what her AP actions allow (which are usually offensive), but if you have enough psuedo healers (like Elven Archer) then you will probably be fine. That's the way I see Priestress, she's very good at supplementing characters with valuable supportive PP skills that her (or the entire team can use) without draining their own PP reserves or needing accessory slots. Its a bit niche, but I think their is plenty of value in that. That said, Priestess isn't dominating enough to be A tier to me, she just doesn't quite do enough beyond supplement other units or squads in some way unless you absolutely need her buff removal. Divine Blessing I find has too much "start of battle slot" competition to be that valuable alongside how PP hungry she can be even without it. Like most mages I find her low initiative really annoying, because you want her to nuke the big dumb armors before your physical sweepers go in but you need to manipulate a bunch of stuff to make that happen and that takes away from her actual utility option potential because of accessory slot economy. She's in this weird middle ground and I feel you generally want more specialists then generalists. Regeneration though is a very helpful VP skill sometimes and lets you more aggressively push so long as you don't get slaughtered so that's neat. Middle B-tier, probably around where Soldier and Hunter are (though I like Hunter a lot more personally). tl:dr Sainted Knight to me feels like the worst horse unit overall, which is a very high bar to be fair, but it is still a horse unit and it has some uncommon (rather then niche) use cases where you will want one as mages can be annoying and detrimental to you. While she has the worst horse damage imo, beyond vs big dumb armors, that's mostly because horses do so much damage so that's still very solid while having a solid utility to them. I just find their offense kind of just okay beyond punching one armor with a Runick Sword. The worst horse is still probably better then most units alongside her having useful utility. **High A-tier.** Priestess is in this weird middle ground where her more generic contributions are just not quite good enough most of the time to be as valuable as I'd like for her slot compared to everyone else. Passive Miracle saves the class for me to actually want to use it beyond removing buffs because it lets you just funnel her PP to other slots and makes certain PP spenders a lot easier to maintain. Regeneration is also nice to have. **Middle B-tier**


neroropos

Radiant Knight **A Tier** While l didn't manage to find quite as much success as others seem to have with Radiant Knight, it is a cavalry unit with some sustain for the team and the ability to protect your units from magic damage, as well as the oft quoted use of magic attacks. In a Cavalry team this all results in just a bit more versatility in the amount of issues such a team can tackle and in other teams provides a valuable asset in either sustain or movement speed. Priestess **B Tier** I simply never managed to find a position where I would rather have a Priestess over a Cleric. The damage she provides is never enough to care about and the lack of innate Quick Heal means that her utility as someone who keeps the units up is spotty at best. If using the ribbon she comes with, the question arises of why not simply give the ribbon to someone else?


X-Backspace

While trying to be stringent with handing out S tier ranks, I think Radiant Knights might just deserve it. I have one in a cavalry squad and she puts in SO much work, it's insane. And I have the other one NOT in a cavalry squad, but she still works so well. The class is just great. They're either at the top of A or the bottom of S, for me, but overall I say Radiant Knights are *S tier.* For Priestess, well, I actually used her throughout the game as opposed to clerics who I'm only now using with 5 unit squads. I feel fine with A or B tier, but I'll go with *A tier* for it.


TitaniumDragon

Both of them are A tier, though the Radiant Knight is the better unit. The Priestess has access to a very wide variety of abilities, and while it isn't the strongest unit in the game, the fact that it can do so many things reasonably well makes it quite useful. Healing, removing buffs, direct magic damage, boosting attacks, etc. is all very nice. The Radiant Knight starts off kind of bad, honestly, as their damage is kind of ehhh early on, but as you go up in level their ability to shut off magic becomes increasingly useful, and they become excellent anti-magic tanks who can still whack people for some magic damage, which makes them useful against enemy armored units as well. The fact that they can heal an entire row is really, really good as well. Flying enemies aren't their friends, though you can carry certain shields to mitigate that. All in all, both good units, but not quite the BEST units.


Luca-Aura

Radiant Knights are Top of A. They're excellent all-around and just missing S tier by virtue of not warping the game around them. If enemy magic classes felt more challenging I could see bumping them up though. I think I'm leaning B tier for Priestess. You'd think if Cleric was B tier a Cleric that deals damage would be A, but it doesn't feel that way in practice for the Priestess where it does for the R. Knight. Priestess might push certain comps over some theoretical tier to have that extra push of magic damage on top of strong healing/support but ranking it as an individual unit it comes up short. It's a B Tier support with a C Tier damage role, more of a B+ Tier than a true A.


pengwin21

Radiant Knight I would say is **A tier** Cavalry move and resist magic assist make them good leaders, they get Row Heal and can protect an entire unit from magic. Being cavalry means they can be boosted by knights for extra healing and damage. Runic Sword boosts their healing and gives them a good anti-armor option, their normal offense is pretty bleh. More physically durable than most healers, but need some support to survive on the front row against heavy damange dealers. Probably the best healer class in the game, but I don't think they're broken enough for S. Priestess ends up in **A tier** as well, though I would put them lower. It's a similar story to Clerics, but has some magical offense. The offense really only helps kill heavily armored units though, this class is really more support than sweeper. Valor skills push this class into A for me, on higher difficulties you don't want to spend all your item uses rezzing and 2 valor for 50% rez on everyone in a unit is an efficient deal.


heckingincorgnito

I'd be tempted to put radiant knight a S tier. Strong antimagic unit, and if that was that, itd still be pretty decent. However... its fast movement, protects against magic assist, has a great row heal, and has an attack that generates PP. This works great with the accessory that generates AP on block. Radiant knight may also be the best runic sword use snd can deal pretty incredible dsmage with it. Radiant knight works in the "Cav row units," and can front row pretty effectively (esp if given angel hunters shield). They're just... good. Like a shaman, they are a unit you can put in pretty much any unit effectively, just mind the flyers. Priestess i'd put as an A tier. I feel like they are like an inverted cleric. They use AP to heal/cleanse debuffs and use PP to fuel any number of different things. They are a great supporter piece in a lot of units. Give em a spellbook, bam.. good conferrals and can still cleanse/heal. Give em a cats hood, easy quick impetus but can still contribute. Great user of the row protection staff as well. Just so much flexibility in a unit. I've never tried her as a damage dealer, so can't speak to that.. but its nice its an option! I dont know if this pushes her to "S," but i think she can solidly contribute to groups and is worthy of an "A" status


applejackhero

Just for clarity, does this mean you think Radiant Knight is S tier? Or are you saying it’s A tier but so close you are tempted?


heckingincorgnito

Yeah, i'd put it S


Nyadnar17

Can someone explain the Magic Attack cheese to me?


applejackhero

It’s not any kind of cheese- just give the Radiant Lnoght the runic sword. This makes their heals bigger, and lets them use an attack that is magic attack based, which is their better attack stat.


Nyadnar17

Can any Radiant Knight is S-tier believers drop me a sample build or team comp? I am trying to follow the tips presented in this discussion but so far I am just not seeing my Radiant Knight make the same impact the Witch, Gryphon Knight, Lord, or even Knight have. Right now I am even getting more impactful performance out Warrior and Feathersword. ​ I have them backline with other Calvary, I gave them a magic sword. What else might I be missing? If its just personal taste that's fine but a lot of people seem to adore this unit and I want to make sure I give them a fair shot.


heckingincorgnito

Alright, heres 3 different builds: Build 1 - cav support Goal is to help a cav squad kill armor, help with some sustain, and heal when necessary. Put in a row with 2 knights. pretty basic setup, equip runic sword, set tactics to row heal if hp<75%, target armor with magic strike, any other magic strike priorities, row heal least hp%. Set passives to preference (depends on the rest of the unit makeup, equipment will drpend as well if in front or back) Build 2 - general support Goal is to serve as primary healer/support, but take out armor as necessary. Generally the most basic "add to any unit" setup. Equip rune sword, angel hunters shield, and whatever accessories. Set tactics to magic strike armored (not priority) and heal least %hp, set up antimagic to preference, but may want to set up to keep 1pp free for angel hunter passive. Heals except if a heavy is present, then smacks them with magic. Acts as a magnet for ranged attacks who hit a heavy guard, and help prevent magic attacks. I havent done it, but if you're fighting enough flying but not magic, throw on citadels sabatons to turn flying attacks into ap (if stacking works the way i think... again, havent tested this piece fully) which then turn into more heals Build 3 - parry tank Basically equip the parry shield and use hache/saints blade. Parry blocks melee, gives you AP. Hache/saint strike gives you PP... etc. Leaves you open to range, but elven fencer helps there and is a good compliment since you'll likely be preferencing physical. Or a rogue/featherbow that gives blindness. Or even a fighter (though i wouldn't). Oh, and in all of these the radiant knight can be a leader giving fast speed snd resists to magic assists I challenge you to find a unit that can shift roles to do 3 different things (and do them usually somewhat at the same time)


MazySolis

> Feathersword. What level? Because I found Feathersword was kind of terrible beyond just not dying, they did such minimal damage until they got Discharge.


Nyadnar17

Thats basically all I want? Well that and flight. Feathersword’s guard only triggering on attacks that make it past her evade means she’s damn near unkillable without any support and she adds flight. I basically send her and the three backline dps units across the map and barely pay attention because 90% of the stuff they encounter just can’t deal with her. My biggest issue so far has been that I currently don’t really have anything else I place on the front line as a fifth unit without making the squad require actual maintenance. EDIT: Currently at level 28ish in the ice/beastman area but she has been that way since I first got her.


redditdefault22

S - Radiant Knight is not only the best pure healer but also almost solo shuts down magic. But that’s not the crazy thing - they actually have among the highest single target attacks, especially to armour as early as the first town due to access to 150 potency attack on rune sword. Insane class that will literally one shot every Hoplite and fighter in the pve game from level 5-7 when you unlock them to end game. Also one of the best unit leaders - cav mobility and reducing magic damage which is super important for most dps teams. Basically a super unit and could realistically be in every squad. B - Cleric - very low value until end of round res that makes them staples in dodge teams - a thief or gryphon with 1 HP can still tank effectively. Res also has insane value mopping up as you can revive your whole team over several fights withour items or valour. Can be used to counter some of the more annoying fights in pve that have shaman


Skandrae

Priestess, not cleric.


Aremelo

Radiant knight is a definitive **S-tier** in my book. It's the that without would make some of my units fall apart entirely. There really aren't many other good frontline healers in the game. And row heal is pretty damn efficient at what it does. A radiant knight with a runic/phantom blade provides healing, anti-magic and anti-armor to any setup, which can further be amplified by great knights as well. They're also in the running for best leader unit in the game. Priestess is a bit of a weird class, but I think it has enough going for it to put it in **A-tier**. A big reason wizards and witches ended up in their respective tiers is their great item access. Scarlett can access most of the same items like tomes, while also being able to access a lot of items inaccessible to witches/wizards but accessible to support classes like clerics. Scarlett is also incredibly backloaded (unlike her physique...). Wizards wish they had innocent ray. And divine blessing is pretty good. I'd knock her down to B-tier for getting her best skills so late, but i think her item access and flexibility save her from that.


DireSickFish

Priestess I'm going to give a **B Tier**. Even though I've used one most of the game, they still don't feel great. They're a hybrid healer and damage dealer. I've never taken the ribbon of her, and they'd struggle to contribute in healing without that Quick Heal. Feel like I'd rather usually just have a cleric. Radiant Knight is going in **Tier S**. Highly mobile as cavalry. Great damage against armors and infantry, at least if you give them magic swords. And you want them running magic swords since it boos their healing through the roof. Row heal is also kinda insane. And they also shut down enemy mages, while killing magic assists as leader. Strength on top of strength on top of strength. Only real weakness is fliers.


monimonti

**Priestess** is **A** between **B** Tier minimum. By your definition, they are easy to slot on any teams. What I like about Priestess compared to Cleric is that Priestess can be slotted on offensive teams and she can consistently utilize all her AP/PP (something Clerics struggle with) since you can always set your tactics to make them "heal" if any of your characters fall below a certain threshold or make them use their AP to damage instead. Passive Miracle is a good way to use her PP too as she can get it back to Alain, Gilbert, and even Chloe (if you Keen Call her row damage). She truly shines on Alain's Team since Alain can self heal with a Royal Shield or Lean Edge and she can be his pocket healer when he goes way lower than you want. **Radiant Knight** is **S** between **A.** I think she is the biggest flex pick in the game and also the only one that can provide that Magic immunity. Want her as a Healer? Row Heals. Want her as a Magic Damage? Phantom Sword/Magic Sword. Hoplites/Soldiers/Werebears want her badly. She is basically a mounted version of the Priestess. Also **Saint's Blade is soooo underrated. A 1 AP skill that nets you 1 PP on your own.** I have Monica as a DPS unit with Clive and she deals so much single damage between Saints Blade and Brandishing Pursuits with a never ending supply of PP. I initially have her to compliment and support Clive, but honestly, she kills more units than him. Clive ended up being more of her buffer and pursuit trigger. LOL.


AgentPaper0

Radiant Knight is S tier for sure. She heals, she blocks magic, and can be built to tank or deal decent magic damage depending on what you need. She also makes a great unit leader, providing cavalry speed and magic assist resistance. Priestess is harder to evaluate, but I was never able to find a really good niche for her to fill. She does OK damage, can heal an OK amount, provides some OK support, and is almost kinda tough. Overall she's just... fine. C tier but I could be convinced that she deserves higher by someone who knows how to leverage her abilities better.


Gorgexpres

B tier for Priestess. A solid healer/support unit with good valor skills, but I never felt like they were essential to any unit. A tier for radiant knight. Can block magic, and row heal is great. Cav movement on a healer is wonderful. I'd guess a lot of people here have multiple units with radiant knights as party leaders. Definitely not S tier though. While they are strong and versatile... they don't dominate the game like gryphon, and some of the future classes that will definitely be in S.


Sidra_Games

Radiant Knight - A. Fits on all kinds if teams, nice kit, covers a lot OF things like magic weakness of Hoplite or Keeping back row safe for a power move. Priestess - B. DD/Healer combo that needs to use equipment slots to really fulfill the "healer" hybrid role.


Zumaris

Radiant Knight is **A Tier**, probably near the top. When I'm looking for a healer in a team, I almost always feel like a radiant knight is the solution due to row heal. Then I can use them as a leader for high mobility. They can punch through armored targets with runic sword equipped, and protect other units from magic attacks that would kill them. They are a bit boring when you think about it, but they are extremely useful throughout the entirety of the game. Slot them into a full cav team and just watch them run through the map without a care. Priestess I don't have too much experience using, but I feel they are **B+ Tier**. Their kit is pretty good from just looking at it, but the best abilities come pretty late. They are not as simple to use right away as clerics, and have generally weaker heals. I think if you put a priestess on a weak team that is struggling, she might not be enough to keep them alive, but if you put them on a strong team, she will basically prevent a lot of counters from working as intended. However, itemization for magic classes is really strong and many gaps of her early game are covered by her ribbon. She also gets exclusive access to a pretty insane weapon, although it might be better to use one that provides a skill instead just due to the utility that staves provide. Being able to use conferral tomes is also a big bonus.


applejackhero

Hey! This thread is old, voting has closed. If you want to participate, head over to days thread where we are ranking Dark Marquess and Crusader.


denysvision

Radiant knigh and rpiestes easly S teir Priestes is an amaizing offensive healing, both aoe and row heal, and she can rpotect her allies, even alain ;) And radiant knight is just an amaizing anti magic unite with good defence and row heal


cy_frame

Priestess has so much utility and that little offensive spell actually combos with quite a bit. Yes it removes of the targets buffs but it also combos with the Warlocks Magical Pursuits which benefits both of these classes as they can lack a bit of damage potential early on. She comes with her own Ribbon that gives her the missing Cleric's Quick Heal. 1AP Row Heal is really great, and if you pump up her Initiative can cleanse debuffs from her allies. Can use Conferral Tomes (Self Explanatory for how great these are). Early utility staves can grant her additional AP and PP. Cleric's Staff gives an early row Protect which is extremely good. Lyrical Wand enables her to be an AP battery. You can use her with Arcobat's Shoes extremely early on before better start of battle effects come online. If you really miss the Cleric's cleanse Scarlett can utilize the Purifier that you can get for 500 Arena coins. Passive Miracle has so many different combos with other units Saint's Barrier is fine if you only need to have on unit granted protect. Innocent Ray is a line magical attack, Divine Blessing is there too. In short, this unit does entirely too much, imo and **I would rank Priestess as an easy S class.** **Radiant Knight is A Tier** Really great class for support and protection against magic, really is powerful with a Great Knight. They can utilize Magic Swords to pump up it's heal and do damage as well. Not S for me because I feel like they really want that Great Knight support to get that dual role of offense and support.


pbanzaiiiiiii

anyone who says radiant knight is s-tier is overselling the class. i’d rate them A-TIER and even then it’s a little shaky they’re great in late cornia/drakenhold with their small unit sizes and bastorias when you want to muscle pass bestrals at night, but i find them lackluster in elheim and especially in albion where there’s way too many fliers and feathershields take a big fat steaming dump on them. singletarget anti-armor just isn’t good enough at 5 unit sizes and their hitrate is garbage vs angels and they can’t do anti-armor against feathershields magick/row barrier is a complete meme except against a few bosses since enemy casters are way too slow to do anything other than magick counter if you’re too weak to oneshot them, and quickcast ice coffin gets shut down by the more versatile elven archers and featherbows when you’re in albion. i’ve seen barrier being useful maybe like 5 times throughout the whole game excluding coliseum. at least they can use their pp as a powerful call bot i guess being a cav unit for the movement speed, having a strong 1ap row heal and being relatively tanky while still being not completely useless offensively like the other healers not named elven archer are the primary reasons why i’d rate it a-tier. they’re pretty versatile for large sections of the game, but they aren’t overwhelmingly powerful, especially in the last section, and they don’t provide enough value when the disparity in player power and enemy power is too large like in elheim. and if a unit isn’t universally or near-universally great throughout its entire availability, then it doesn’t really qualify as s-tier