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The Bracelet of the Brash General is an Emblem Bracelet in Fire Emblem Engage.
It can only be obtained by purchasing the Wave 2 pack of the Engage Expansion pass.
Profile[]
The Bracelet of the Brash General houses the spirit of Hector from Fire Emblem: The Blazing Blade.
Fell Xenologue[]
In the alternative version of Elyos, the Bracelet of the Brash General was held by Firene. Like the other nations of Elyos, when Alear died and fearing a power struggle amongst the nations, Firene refused to surrender the Bracelet to Nel and Nil willingly. After succeeding in summoning another Alear from another world, their first destination was Firene who was already set to invade Brodia using the Bracelet's power. A quick conflict in Firene Castle ends with King Alfred and Céline's defeat. The Bracelet is surrendered to Nel who promptly puts Emblem Hector's spirit into slumber.
In-Game Stats[]
Stat Boosts[]
Bond Level | HP | Strength | Magic | Defense | Resistance | Dexterity | Speed | Luck | Build | Move |
---|---|---|---|---|---|---|---|---|---|---|
1 | +1 | +2 | +1 | |||||||
2 | +2 | +2 | +1 | |||||||
4 | +2 | +3 | +1 | |||||||
7 | +2 | +3 | +2 | |||||||
9 | +3 | +3 | +2 | |||||||
13 | +3 | +4 | +2 | |||||||
14 | +4 | +4 | +2 | |||||||
17 | +4 | +4 | +3 | |||||||
18 | +4 | +5 | +3 |
Skills and Weapons[]
Bond Level | Icon | Name | Description | Type | SP | Notes |
---|---|---|---|---|---|---|
1 | Quick Riposte | If unit’s HP is 80% or more and foe initiates combat, unit will always follow up (if weapon allows). | Sync Skill (Can Inherit) | 2000 | ||
1 | Impenetrable | If foe initiates combat, grants Def/Res+30% during combat. | Engage Skill | Dragon: Ddg+50%. Cavalry: Grants immunity to freeze. Armored: Grants Def+50% instead of +30%. Flying: Grants Res+50% instead of +30%. | ||
1 | Storm's Eye | Grants immunity to break. Foe cannot follow up. Unit follows up. Lasts 1 turn. Sword/axe only. | Engage Attack | Dragon: Prevent one critical hit. Backup: Crit+20. Covert: Avo+30. | ||
1 | Storm's Eye+ | Grants immunity to break. Foe cannot follow up. Unit counters before foe’s first attack and follows up. Lasts 1 turn. Sword/axe only. | Engage Attack | Requires adjacent Lyn Dragon: Prevent one critical hit. Backup: Crit+20. Covert: Avo+30. | ||
1 | Wolf Beil | Axe wielded by Emblem Hector. Effective: Cavalry, Armored. | Engage Weapon | |||
2 | Str/Def +1 | Grants Str+1 and Def+1. | Inheritable Skill | 700 | ||
3 | Adaptability | When hit by a foe’s attack, grants Def+2 for a physical attack or Res+2 for a magical attack after combat. Lasts until end of battle, or until activated again. | Sync Skill (Can inherit) | 350 | ||
4 | Axe Guard 1 | If foe is equipped with an axe, unit takes 1 less damage during combat. | Inheritable Skill | 200 | ||
5 | Skill Inheritance | Unit can inherit this Emblem’s skills. | Unlock | |||
6 | Axe Prof. | Proficiency with axes. Required for promotion to certain classes. | Unlock | |||
7 | Str/Def +2 | Grants Str+2 and Def+2. | Inheritable Skill | 1600 | ||
8 | Heavy Attack | When making a physical attack, if an equipped weapon’s Wt exceeds unit’s Bld, adds excess as damage. (Max +5) | Sync Skill (Can inherit) | 3000 | ||
9 | Axe Guard 2 | If foe is equipped with an axe, unit takes 2 less damage during combat. | Inheritable Skill | 400 | ||
10 | Runesword | Magic sword of Emblem Hector. Can strike close or at range. Restore HP equal to 50% of damage dealt. | Engage Weapon | |||
11 | Strong Bond | Unit stays engaged 1 additional turn. | Unlock | |||
12 | Str/Def +3 | Grants Str+3 and Def+3. | Inheritable Skill | 4200 | ||
12 | Piercing Glare | Use when HP is full to consume 20% of max HP and prevent foes from entering the 4 spaces diagonally adjacent to unit for 1 turn. | Sync Skill | |||
13 | Axe Guard 3 | If foe is equipped with an Axe, unit takes 3 less damage during combat. | Inheritable Skill | 600 | ||
14 | Str/Def +4 | Grants Str+4 and Def+4. | Inheritable Skill | 6000 | ||
15 | Armads | Lightning-charged axe wielded by Emblem Hector. Grants Def+5. Effective: Dragon. | Engage Weapon | |||
16 | Quick Riposte+ | If unit’s HP is 60% or more and foe initiates combat, unit will always follow up (if weapon allows). | Sync Skill (Can inherit) | 3000 | ||
17 | Axe Guard 4 | If foe is equipped with an Axe, unit takes 4 less damage during combat. | Inheritable Skill | 800 | ||
18 | Str/Def +5 | Grants Str+5 and Def+5. | Inheritable Skill | 8400 | ||
19 | Adaptability+ | When hit by a foe’s attack, grants Def+3 for a physical attack or Res+3 for a magical attack after combat. Lasts until end of battle, or until activated again. | Inheritable Skill | 700 | ||
19 | Axe Guard 5 | If foe is equipped with an Axe, unit takes 5 less damage during combat. | Inheritable Skill | 1000 | ||
20 | Deep Synergy | Unit's engage meter is shortened one step. | Unlock |
Overall[]
The Bracelet of the Brash General is a purely defense oriented ring, mainly focused on empowering the wielder during the Enemy Phase. The very first set of skills the Bracelet imparts emphasizes this with Quick Riposte allowing a guaranteed Follow-Up Attack so long as the wielder is above a certain HP threshold depending on the skill's level and has a weapon that allows Follow-Ups. This helps defensive oriented classes like the General or Great Knight classes who are seldom going to have any Speed growths to allow follow-up attacks without weapons in consideration. Adaptability gives the wielder either a flat Defense or Resistance boost depending on the damage type taken by the unit in combat. Strength Defense+ gives the wielder a flat Strength/Defense boost, which gets stronger as the user levels up their Bond. Heavy Attack allows the wielder to convert the difference between their weapon's Weight and their Build stat and convert it into additional flat damage so long as the weapon deals Physical Damage. This naturally works well with Axes, the primary weapon of the Ring itself, which tend to have tremendous Weight. Axe Guard reduces damage received from foe's wielding Axes.
When Engaged, the wielder gains 30% Def/Res. If the wielder is a Dragon Unit, they gain 50% Dodge as well. If they are an Armor Unit, they gain 50% Defense instead of 30% while Flying Units gain 50% Resistance. Horseback Units gain immunity to Freeze. Their Engage Attack, Storm's Eye is a purely utility skill as it prevents the foe from performing Follow-Up attacks and guarantee the user gains a follow-up attack. The user is also immune to Break. Dragon units prevent the first Critical Hit they would receive, Backup Units gain +20 to their Critical Hit chance, and Covert units gain +20 Dodge. If the user is adjacent to an ally wielding the Ring of the Lady of the Plains, the user attacks before their foe does. These can only work if the user is wielding an Axe or Sword only. Piercing Glare sacrifices 20% of the user's HP and prevents enemies from moving into spaces that are 4 tiles in the diagonal cardinal directions from the user, funneling enemies into the user.
Wolf Beil is effective against Cavalry and Armored Units. Runesword deals magical damage and can attack up to two range while also healing up to 50% the damage dealt. Armads grants an additional Def+5 damage and deals effective damage to Dragon units.
The bracelet is a perfect match for defensive oriented units like Louis, Jade, and Madeline, becoming extremely hardy tank units. Units that naturally have low Speed growths in general can be turned into strong defensive tanks as well. This is less true on maddening difficulty, however, as the AI will ignore units it cannot harm in favour of chasing other units. Alfred is a good fit in his native Avenir class, with its Golden Lotus potentially halving physical damage.