Dies Emblem [Complete.]

They are unlocked i believe in chapter 6 or so.

And you need to buy them.
For every level below cap they cost more so you are incentivized to train your units anyways

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yeah listen to resident cheesevil here

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I genuinely don’t remember what the hell I looked like in Dies or what the heck I did precisely.

Oh well.

I should really try Dies again sometime but… ehhhhhhhh

Do I really wanna waste a rare long weekend for me on this?

… don’t answer that question.

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Dies is unironically a once in a lifetime experience I cant recommend it enough

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playing dies for the first time is like nearly passing out from choking

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I know nothing about 99% of the people got casted here, so I feel kinda sorry that my first impression of most people gonna be something like a unit with high Def and zero Mov on a map where enemies ignore Def.

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just let the vantage unit murder all the ignore def enemies, simple as

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ComputerHead is unironically a top tier unit

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Computer head is a magikarp

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The more I think about it, the more busted the mirror ring looks. I think it might eclipse the Reliable Pin in terms of how much it breaks the game?

Things I want to test:

  • If a unit of lv. 21+ mirror rings into an unpromoted class, does their level drop down to 20? If not, what happens when they gain a level? Can this let Alguien snowball by getting multiple levels with her nutty growths?

  • Do units that mirror ring into a monster class become trauma-immune? Do they lose the ability to equip armor? Is there a convenient Wight or Deathgoyle available after you get the mirror ring so that units can preserve their weapon ranks? The Baelista in ch. 11 is an option for units who want to use bows, but not all units want to be bowlocked.

  • Are kitsune/wolfsouls inherently trauma-immune? If so, they seem like good classes to put your carries in (especially Ultimiter, who’s mainly held back by his non-immunity to trauma), as the stone bonuses should easily make up for a lack of armor access and should make their offenses even more overkill. EDIT: It seems like this is the case, although I haven’t tested it.

  • The mirror ring forbids normal promotion, but does it also block plot promotions (Parr), item promotions (Ysor, Retina, Epicer), and Rivian’s transformations? If it doesn’t, this seems immensely exploitable, as Dies Emblem uses the difference between class bases for its promotion bonuses. Going from, say, zombie or wolfsoul to Parr’s tier 3 promotion could grant an obscene stat bump.

  • Mirror ring class changes don’t affect your stats, or so I’ve been told. Do mirror ring class changes affect your MOV?

  • The mirror ring’s existence bumps Alanzo up from meme-tier to potentially as game-warping as Camdar. Copy the Mogall in ch. 11 to get trauma-immunity and light access, then give Alanzo tomes, including Bolting. His SKL will still be 0, so give him the reliable pin as well. He can now obliterate anything in Bolting range with his 1,000 MAG without suffering trauma, and will rapidly accumulate levels and thus bulk. If his MOV remains 0, he can still use the warp pendant to move around. This assumes, of course, that Alanzo’s magic cap of 1,000 is from personal caps and not the vending machine class. If it is from his vending machine class, it’s probably not worth it to give the reliable pin to him instead of your mounted Granz+ user. EDIT: Scratch all of this, the cap is indeed tied to the vending machine class.

  • EDIT: This is a bad idea, because reclassing Alanzo means that you’re effectively locking yourself out of the vending machine gacha . Can Alanzo ease the stress of Retina’s join map by copying the halberdier from the arena? Even with 0 SKL, his 30 STR will probably OHKO anything he hits (and can help break through the head guard boss). If copying the arena halberdier works, Cres might also benefit from copying a halberdier so that he can use some of the staves that Eric doesn’t have room for. Probably not worth doing before Cres’s DoN gaiden, though.

  • Is there an easy setup to get Alguien attacked by Raymond IV to copy Raymond IV’s mounted gun(!!!)+sword class? Mounted units can’t pilot the Soulhawk, so it might be harder to get Alguien to lv. 20 in Raymond’s class than in veteran, but A. her SKL base is 30, so she doesn’t actually need a level to contribute as a gun unit, and B. there are other ways (medkits, IIRC?) to gain flat amounts of exp; piloting a vehicle is just the easiest. Alanzo’s shield might be necessary in order for Alguien to survive an attack from Raymond?

  • Can I tame God by forcefully giving them a Mirror Ring, then attacking them with a monster, then using Ramm’s Hunt+Tame commands? This is unlikely, as that map is probably Kill Boss, and if it is Kill Boss, Ramm won’t have an action to tame them with after capturing them. It being possible would be really funny, though.

  • What happens if I use the above method on an enemy forum member?

  • Does Camdar’s personal class have stat caps of 1? If so, can it be used to reduce ATHATH’s stats, allowing him to use Gaijin Cheese to raise his SPD up to the 30 needed for his secret (in a new class, of course)? EDIT: His class’s caps are 1, but his class bases are not 1.

  • If a unit copies a mage or a sage , will they learn the map-wide buffing skill that those classes have? Reverscard might be a good candidate for becoming one of those, as magic has some utility tomes and most of Reverscard’s offense comes from the underdog vest instead of their STR .

EDIT: I forgot that monster cores existed. I’ve edited some of these bullet points to reflect that.

EDIT2: I have performed some codediving.
EDIT3: Realized that reclassing Alanzo will screw you over long-term.

EDIT4: Apparently, monster cores don’t work on the mirror ring.

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Uh-huh, I realized that too about Alanzo…

Unfortunately I realized this a little too late…

(Cries at the prospect of redoing the desert items chapter again).

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hey so i beat dies and got every ending.
dies is a weird beast to talk about and i feel silly to earnestly talk about it. but it’s a sandbox that hits very specific things in my brain that make it enthralling to come back and engage with.

its very much my kind of game and one that, to my own surprise, let me better figure out where and why my tastes lie where they do. so i dont regret playing, i had fun lol.
this is not a game for alotta people but i think the fact its finished is impressive and i believe everyone who signed up should at least get far enough to see themselves slandered.

but besides that, with dies knowledge under my belt here’s like. the most comprehensive attempt at tiering everyone in dies. largely done in terms of overall genuine use and capability for the sake of the bit.

Tierlist Explanation
The No-Shits

Vyland is the undisputed toptier, for the low-low price of giving a D rank gun and some money. You get a unit that scales hard, has no trauma, doubles and kills everything. Vyland’s only real risk is a lack of bulk but you can dodgetank most things hard enough that vyland just goes fast. Then her unique weapon allows her get kills frankly nobody else can realistically get. You put in very little and she becomes the best.

Lesk comes fairly comparable to Eric, gets a great promo that grants good bulk, and benefits well from arena investment to let him level harder. His growths can casually scale out and let him get really strong without any cheese. Plus he can chug more potions mid-map for even more mandates of heaven and more growth boosts, just to level harder.

Krim’s Krim. Krim does everything you’d want for much of the game, though I think with time Krim becomes less someone you NEED to rely on. But c’mon this unit fucks up everyone from the getgo and rarely stops.

Ramm. Oh Ramm. Ramm’s a menace, not for combat, but there’s so many incredibly powerful monsters in Dies that being able to tame some gets you far. Especially when Ramm can reliably kill most at base, being able to get bulky, powerful units with anti-trauma is something hard to deny being just the best shit ever. (Seriously, capture that monster on Cres’s chapter, you know the one.)

Ultra gets people extra turns, powerful summons (who can dance!), great combat, good stats. He’s so many things that even if he never sees combat himself. You at least get another dancer with a whole mechanic for even more turns. Utter menace, he is.

Ysor might be the first odd pick up this high. But his benefit for investing lets him do amazing things, and even if you don’t go all in, he can do innate merciful combats and occasionally galeforce. He does a ton only he can early on, and he rewards you massively for keeping him on hand.

Then, KD. KD is flexible, letting your units do more damage to bosses. Effectively being able to attack far more times than he should. While also getting the benefit of people’s skills, meaning you can let him be there to help make combats reliable, get extra chip, anything, really. All on a unit who also simply just does great damage.
Plus, with guard stance, even at worst, KD becomes a backpack for any amazing gunner on the team to eat more hits, extend out more, and let units like Vyland or Rye really threaten everyone they come across.

Camdar meanwhile just does things nobody else can do in the time he can. There’s so many maps with clearcut threats at far range that he simply teleports to and can remove easily.

The Refreshers

yasako’s the best even if her’s give trauma. she’s your earliest one and she does a ton. even if pregnate of heaven was really fucked up.

bobby has summons and a rescue/refresh, take command has good synergies for risk takers and his ability to provoke enemies from a distance lets you dismantle problematic formations. he’s endlessly useful, if held back by often not needing some of what he supplies.

[REDACTED] is funny, tons of refreshing lets you get some crazy shit, and alpha strike lets her do multiple refreshes if you aren’t gonna just use them for warps/rescues each time.

lowres is lowres, he’s awesome like as you’d expect. bit more limited but he can refresh a few times, and one-per-map can do a fe4 dance.

emmett’s subway ability is fine, but being able to conditionally dance for units as long as any other refresher is fielded gives him some wonderful utility

you cant go wrong with literally any of them because they’re all letting your big guys do more. which you want anyhow.

Distinct Squad

It may be tRUe, that Ru’s good, but lategame punishes the hard wilspec. But otherwise, you get someone close to Ysor who comes out the gates hitting hard, surviving well, and puts in the work from day one until the game ends. Great unit would train again.

Parr’s simple, he comes in and does work. Ransom gets you some wonderful allies who are all immune to trauma. But beyond that, his simplicity in just having good numbers makes him special and especially standout, here.

Rye’s got it all, the best weapon type, an amazing starting kit, amazing bulk due to only taking one damage a hit. Pseudo-anti-trauma in the form of rice-shower, you can always be certain that Rye can pull a certain number of enemies without risk and likely kill them without trouble.

Zappy sucks early on, but he can outpace exp gain somewhat early on, and dedication gets you someone with a unique promo that gives even a decently-grown Zappy become a menace mercying everyone with a training sword. His bulk’s also shockingly not bad. Keep 'em early for being a gunner, keep 'em late for being the slickest 8 mov swordie in the world.

Morris sucks at combat but who cares lmao. Infinite turnwheels every turn is astoundingly good, only held back by it being only within that turn (so not correcting turn-spanning mistakes), and not really being all that needed most of the time. Absolut shoe-in for any map with a vehicle to drive in, though.

Eric gets to be the only staffer, functionally, and he has so many useful personal tools. Alongside his genuinely great bulk, good class, man does alot well, and Lose lets him solve any bosskill map in an instant.

Ditto’s is Xane, you get why this is good.

Loog’s one of the first fliers, and while he wants some early levels to better brave lance, he otherwise comes in. Gets you great, powerful gear/armor, and lategame gets to be one of many who pivot super well into pasting foes with the dusting lance.

Alice, Sherlorca and Olivia are oddly really similar, both just kill things, don’t care about trauma (or in lorca’s case, too far in to worry about it now) or your bulk, and eat hits for days.

Nereid can get galeforce, which is pretty cool, her weapon’s great, and she absolutely can brutalize enemies on her own. She’s a great ally to the squad through and through.

Shrimperor has the undisputed best provoke in the game, and also gets to zero out enemy luck on top of that. Degen or efficient, you get someone who can and will just pull insanely hard, and with how rough later formations can be. That has a grossly huge amount of moment-to-moment use with how far you pull.

Sigma is a two-pronged situation. Training him for his innate mercy sword is good, and being specc’d into WIL gives him many of the same benefits/risks as Ru does, though he’s not as good about it. Though, it also means more people are liable to be able to gain paragon off him, which really lets you soar.

PKlucky is sort of a diet Lesk/Eric, being captured on death’s nice, and taking reduced damage is never bad. Especially with a map effectively made to feed kills to 'em, so they slot in very cozily and never really stop once you invest.

Gold’s Gold. Either you train her for someone who effectively gets anti-trauma post promo, or keep her in the base class and slap underdog on. Then watch as she ohko’s most everything forever. Killing isn’t special, but she does it early and better than most for very little.

Telos gets to be a training project right before a long-drawn out map good for training units. So he comes in, gets to be really good, and his stipulation is really easy to work around what with great growths, decent bases, a good promo, and skills that let him act multiple times a turn.

Cadbury gives people galeforce and has galeforce. Of course they’re gonna be good.

Now, from here on out, things get vaguer for my own sanity, and as units generally become less notable in key things they do that wouldn’t just be super obvious. Still, it’s dies, don’t let some dickhead online tell you you cant train yourself cause you’re bad. Even if it’s objectively true.

The Semi-Notables

Renoud can tank, even if it eats HP slowly, and even if not. His iffy start keeps him from being higher up, even if his potential is astoundingly good, and the looming risk of losing mov makes me scared every time he levels ):

CH comes in early on when actual training projects are fairly lax, the PRF’s great and accurate, too. This unit just comes in at a time when all hands must be on deck, and one given focus early lightens the load on so many earlygame maps, it’s not even funny. Great unit.

Epicer’s fun, slowly scaling swordie with fun potential to be a pretty nutty est if you let her chill.

Bloble’s great, you can bring him most of the game and never see him wear out his welcome. Though he does slowly but surely wane in usefulness and bulk with time, he’s great to come in and do work.

Camdle gets everyone +1 to offensives, buffs Rivian, and has huge movement, humble, but incredibly helpful

Citrus sucks ass for a while, but frankly, eventually he hits a stride that can make you forget the torment from before enough that he balances out. Plus, idea guy is just such a funny skill to make you trip up calcs on.

Amatsum just kills shit incredibly hard, and occasionally can EP with the best of them.

Spheal’s spheal, his combat’s good for a while with bombs/guns, and he uses them better than anyone else. Though his accuracy slowly wanes and taking up two deploy slots can be a high sell for a while (even if he’s technically net neutral overall on space taken) Still, with two free-rides he comes back from being neutral and always means you get to bring another unit onto the field.

Generic Gamers

Maru’s late, but vantage with some of the more potent knives, especially the special ones, means you have someone who puts in work humbly and incredibly effectively.

Zane captures well for a while, but eventually wanes off in usefulness, even if tomes let Zane still contribute here and there.

Omnifox isn’t great, but if trained or given favoritism can at least put in the work and make solid use of things that you may otherwise be too worried to give Telos. A good Omnifox does some great things, though, especially with stuff like Painbringer to be the ultimate debuffing menace.

Alanzo can stall, and that allows some amazing cheese with barrier, but often you don’t need it. But still, this opens up tons of strats that may otherwise not work, and being deployed on map allows you to farm some stuff you otherwise couldn’t

Riv/Lumi both have an awkward midpoint and a great endpoint where they come back into amazing relevancy.

Darr’s simply here as an aggregate for all summons. You can get some bad ones, or a really good one like Gannondorf, Darr himself’s nothing to write home about.

Athath can trade some huge as hell bits of loot to others, and it’s worthwhile to fiddle a few things, but I think with time you realize much of the switcheroo’d loot isn’t all that great to spend a deploy on.

Then there’s the kirbys, Trybel just has a great position to try to train and gets the most worthwhile bang for buck in trying. 3x innate brave and boosted levelups can get you far, and even if not, you lose very little to giving 'em a shot.

I didn’t think Slater would be this high when I first played, but if you know you know.

Green does one job, but one job really well. Forcing you gormless freaks to trade, and honestly, unlocking Slater’s power is good enough. But beyond that, unmitigated trading really helps with letting people move those speed-boosting wings and other types of loot around. And at worst, you get a hard-hitting Dusting Lance user to nuke people with.

Most unmentioned here do pretty good to great combat utility but don’t bring TOO much else to the fray, though Head Guard does help with some bosskills, and has some pretty damn good stats.

The Job Brigade

Everyone here largely does something. But it’s not enough to push them over. You can make a case for many of them, if I’d mostly argue that you’d be better off slotting in some of the above instead.

Still, notable mentions do exist here. Bpat for example gives way to a few incredibly helpful kills to be pulled off, and his applicability to do so whenever gives you the flexibility for when you just need One More Mercy, or giving someone bow weakness, or to eat more damage for a kill.

To lategame guys who, while good, really just exist to debuff, or simply just get shunted off because tools they need to work are simply better elsewhere. Though, people like Lonk are nice for any maps where you’re really going to sac a ton of people.

Still, you could train them, your outcome just won’t likely be as good, even if I find stuff like Ignis combat to be hype, to a huge Retina hell-slash chain. Or most majorly, just watching doob hit everyone with thoron and dying from the reflected damage lmao.

The Pits

Many of these units could be good, but often just get slated with a lack of real use beyond maybe a map or two due to any mix of bad stats, bad circumstances, or just actually no real reason to use.

Like Doc, poor, poor Doc. Funny user but just has the most middling combination of stats possible that I think not a single person will ever deploy 'em.

Though occasionally you do get people like Markex, who puts in some stellar use on a single map, same with tweetybird. It feels great to find use for some of these units, and while all of them decidedly can do some great stuff with effort. Most of that effort is similar to the same you’d get from generally using many of the above.

No matter your run, you’ll probably pick a favorite or two down from here.

The Void, where no hope lies.

This is really just gonna be dishonorable mentions, and to make it clear that I do think some of the units here are actually worse to deploy than Alex. Who I still think’s horrible to pick, but at least can synergize with shameless units and be a good combat unit on his own merit.

Beyond that, many of them are just out and out terrible. Tezuka makes every map wildly harder, INeedAName is just that bad, HVP cannot be saved.

Tun will never make it, sadly, angels do not win here, and no amount of talking about cum will save Gero or their soul.

Aolornn’s one I wish I could use, because a sheer-invisible unit is really funny, but the unit is just too bad. I can’t do it, even for the bit.

Quoroc’s likely the third worst here, no matter the effort you put in, no matter the difficulty. This unit is almost inconsolably bad and every other monster unit besides the literal chicken can do more, and better. There’s little here to get much use-wise from, and largely I’d actually be pleasantly surprised to see them used.

Now, Jason and Broker may be the actual two worst, in my mind. Though it’s hard to say which is worse than the other.

Jason, is much like Quoroc, frail with a bad start that takes tons of digging to get out of. Someone whose stats make even having innate anti-trauma un-compelling due to just being far too weak to use it well. With a unique weapon that requires using other bad units to function. All while having a chance to perma-die any turn, becoming a living liability, even with how good Shameless is on others.

Broker, meanwhile, while decently strong, bars other benefits from getting, is frail, and whose only skill requires more or less not using Bobby’s summons to their real potential all for a polearm user that doesn’t even do all that much.
Plus are you really gonna field Richard Nixon, what’s wrong with you?

The Gotoh Gamers

Now, here’s the rest, all units whose one big thing is that their endgame moments are huge contributors. But much like using Athos to solo the final maps of fe7, it’s not reasonable to quantify them as part of anything but a unique, personal tier.

Mag is the primo user of the MENSA Badge, her PRF lets do massive damage at 1-2, with a skill that makes her an amazing dodgetank and revenge-killer who doesnt have to worry about anything.

Doot drops mind on all foes by 30, so you crit and hit like a motherfucker, and dodge way, way easier. Doot smoothes things out wildly.

Now, Krow, is only here for a unique set of utility you can probably figure out at endgame, being someone who can come in. From base-level, and decimate many of the threatening enemies as if it were nothing.And do that twice a turn, too. 10/10, best accidental gotoh ever.

Levin buffs everyone, has tomes whilst mounted, Levin is just that damn good.
Nikki’s simpler, but the advice on deploy is welcomed greatly, and a latestage swordie with money to spend who can slap some brutal debuffs on your enemies can never go wrong.

And last of all, is Nicee. Nicee gets you some funny skill combinations right before the very end, and is absolutely worth using a charger on to maximize how many potent, right before endgame tools you can get your hands on.

and if anyone’s bored enough to ask more/contend some of these i might answer or i might not idk. i’m probably gonna go stare at paint dry for a week now.

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Did the Cres gaiden get changed? How are you taming big boy when you can’t bring Ramm ? Or are you referring to Cres’s join map?

Honestly surprised that Moris isn’t SS, having turnwheels drastically changes the game and they feel like an auto-deploy in any map you can deploy them in.

I’m surprised that Spheal and ReversCard aren’t higher just for being free deploys (even post-Spheal nerf, once you get the Free Ride scroll).

Your explanation for me is in the wrong section of the tier list explanations (compared to the chart). IMO, ATHATH uniquely enables other units to do degenerate things, like giving tamed monsters new gear, giving Zappy a Wrongdite (unless being able to trade it off of Bobby’s summons was patched out?), giving Epicer the Spear for her Master Knight promotion, and being the easiest/fastest way to get the brave sword + canto+ ring combo onto Camdar. Is Spensir’s gifting enough to get Camdar that gear in preps once he joins? I haven’t run the math on it recently. I also haven’t seen Green yet, so maybe they join early enough to make me redundant?

I’m surprised Alguien didn’t get a higher tier placement just for being a really really good gun unit if mirror ring’d into dragoon. She has 30 DEX at base and can get enough money from selling her starting sword to afford pretty much any guns and/or ammo she wants.

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i think kit shpuld be above everyone else for beint the goat

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Deathgoyles and (later on) Dracodragons do more than enough, those are the things I was referring to by Cres’s chapter.

As said with Moris, most maps you don’t need em and frankly I often find I’d have a smoother time without Moris and instead just having another problem solver.

And yeah, Athath does activate degen stuff but largely I find the stuff you allow units to do generally isn’t actually that much of a game-changer or useful 9/10 times. Most monsters you want are kitted out desirably as is. Wrongdite I liked less-and-less each run 'cause often when I’d want the added range, a gun let zappy do more. and Cam is just really easy to arm up well enough. Even if you can’t get the canto ring on Cam on join, that map doesn’t much necessitate it for what Cam really brings value-wise there. Where he should enough by the next, if nothing else.
You open up new things but they’re often just comparable to playing it straight in effectivity, yknow?

Alg’s so low because sure you can ring her, but I’d rather have a gunner who can actually eat hits, or at least scale into that. Cause getting kills isn’t that hard, so you need some other types of sells. Which ends up meaning I value most gunners over Alg, who didn’t also need mirror ring and funds that’d better help elsewhere more.

growls like a wild cougar
don’t you ever FUCKING question my tiering again doot im gonna drop you down a tier.

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how would you drop me down from my one role in the game, im curious

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Turn you into a pickle

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Fair enough.

Oh, also, why is Spensir so low? Isn’t he an antitrauma unit with cracked stats at base (and a tangible benefit to feeding him levels)? Is he just overshadowed by the deathgoyles?

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His stats in execution felt like an awkward median where even in the 0% run I did (where I really thought he’d shine), his bases often leave me wanting more out of him and missing stuff often enough that his anti-trauma was nice, but not enough to justify him over a higher tier schmuck. The extra money’s theoretically nice but the base amount able to be given’s already enough.

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Missed the Cres Gaiden… dang it.

Maybe in the future if I ever replay Dies…

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