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Should You Pull - Brave Redux Edition

Introduction

Good evening and welcome to “Should You Pull?”, a series that analyzes new banners to give summoners an idea of the contents of these banners, how new units and skills relate to gameplay and meta, percentage odds of getting each individual unit, and of course, an idea of whether or not you should use your hard-earned orbs on them.

With this series, we hope to accurately represent the pros and cons of each new banner, as well as offering our own opinions on how worthwhile the banner may be. Everyone has different priorities and different affinities for certain characters or installments of the Fire Emblem franchise however, so our word is not law- we simply aim to give our readers a complete picture of what each part of a new banner entails. With that in mind, let's get started!

The Odds

Percentile Red Blue Colorless
0% 5 5 5
5% 14 13 13
10% 22 19 19
15% 37 36 29
20% 30 28 28
25% 48 45 45
30% 58 54 54
35% 68 64 63
40% 79 74 74
45% 90 85 85
50% 102 97 96
55% 116 109 108
60% 129 122 121
65% 146 138 135
70% 166 156 151
75% 187 176 171
80% 215 203 195
85% 249 236 225
90% 299 284 271
95% 396 365 342
100% 1102 1212 1010

This banner is has three units, a blue (Kliff), red (Owain), and colorless (Loki) unit. Since there are only three units and with none of them sharing a focus, the odds of getting any specific unit is high when compared to other banners with more units or color sharing.

More information on how these numbers are calculated calculated can be found here, in our new probability guide.

Loki, The Trickster

Loki enters the summoning pool in a rather unexpected way, given her place in the story chapters- but here she brings with her some interesting stats and skills. She has the best offensive stats of any infantry healer with an Atk/Spd of 33/35, though her bulk suffers for it with only 16 Defense and 25 Resistance.

Compared with the free Ethlyn

Hp Atk Spd Def Res
+4 +5 +1 -10 +5

Compared with the free Brave Veronica

Hp Atk Spd Def Res
+6 +1 -1 -5 +6

Compared with the 3 star Maria

Hp Atk Spd Def Res
+6 +5 +1 -3 -7

Compared with the 5 star Maribelle

Hp Atk Spd Def Res
+8 -2 +2 +0 -2

As far as her skills are concerned, Loki comes with the prf staff Thokk, which has built in Wrathful Staff as well as a Gravity Ploy on ranged foes with lower HP than her. This weapon is powerful but situational- it’s difficult to rely on with any form of regularity due to the many limitations on it, but when it works then it can be an extremely powerful tool in your favor.

When inheritable skills are considered, Loki has the Earthwater Balm+, a Special which grants Def/Res+6 to all allies for 1 turn. This is an incredibly powerful healer Special with 1 Cooldown, allowing it to be activated often, but of course, it only triggers when she’s healing an ally.  Finally, there is C Duel Infantry and Odd Atk Wave.

The latter of which we’ve seen a few times, but C Duel Infantry is something new, and something that may bring a lot of change to higher tier arena in the coming months. Now with C Duel Infantry, players can bring healers, archers, and daggers into their high level arena teams. This is an incredibly powerful tool in the current arena meta, where healers and daggers can wholeheartedly support an arena bonus unit and archers can utilize Firesweep Bow to negate armor DC and Fighter skills.

Should You Pull?

Here are some reasons to try your luck on colorless orbs:

  • You want an infantry healer with thusfar the best offensive stats
  • You want a healer who has a gravity ploy built into her weapon
  • You want to use or inherit C Duel Infantry to an infantry healer, archer, or dagger unit
  • You want to inherit Odd Atk Wave to another unit
  • She is certain to not demote

Here are a few reasons you may want to stay away from colorless orbs:

  • Statwise, she is only slightly better than her alternatives
  • You may not need a new healer
  • You don't want to utilize colorless units in upper tier arena
  • Her arena score will still be lower than Legendary Tiki and Halloween Myrrh

Kliff, Curious Spirit

Finally joining his companions from Shadows of Valentia is Kliff as a blue tome unit with most of his skills and stats revolving around stat adjustments. With post-CYL trainee BST, Kliff scores as high as gen 1 melee units, making him a solid option for scoring in the Arena modes.

Compared with the free Saias

Hp Atk Spd Def Res
+1 -3 +7 +7 -6

Compared with the 4 star Tailtiu

Hp Atk Spd Def Res
-2 -2 +2 +8 +3

Compared with the 5 star seasonal Bridal Caeda

Hp Atk Spd Def Res
+4 +1 +0 +6 -2

Skillwise, Kliff comes with the legendary Sagittae, an uninheritable tome which grants Defense +3 and an all stats up when his Attack is 5 or more lower than his opponent.  Additionally, he comes with a new skill, Fort. Def/Res 3, which subtracts Atk -2 and grants Def/Res +6.

This skill is a fairly blatant powercreep of the old Fortress Def or Fortress Res skills, but makes the concept of adding defensive stats at the expense of Attack a much more attractive option. Chill Spd is his default B slot, which further causes Kliff to inflict Spd-7 on his lowest Speed opponent. This is one of the more valuable Chill skills, though it isn’t exactly new.

Overall, Kliff is an interesting unit, though not a particularly overpowered one. He can work and do his job well, plus his default tome, skills, and stat spread make him very versatile and forgiving to unorthodox builds- however, he’s not going to be significantly shaking up the meta anytime soon.
 

Should You Pull?

Here are some reasons to try your luck on blue orbs:

  • You want to inherit Fort. Def/Res 3 to another unit
  • You want to unite him with the other Ram villagers
  • You want a blue tome unit with high speed and decent mixed bulk
  • You want a mage who will score well in the arena

Here are a few reasons you may want to stay away from blue orbs:

  • His default kit is somewhat situational- if his Attack doesn’t match the requirement and if his opponent isn’t affected by Chill Spd, then the stat boosts and nerfs don’t apply.
  • He’s a solid unit, but lackluster when compared to the overpowered units around him
  • You already have a blue tome unit you’d rather use

Owain, Chosen One

Despite Odin’s somewhat lackluster performance as a blue mage, Owain enters the game with his Missiletainn, a legendary slaying sword which grants Owain Special cooldown reduction during his foe’s Attack. He joins the fray with a stat spread remarkably similar to Ayra’s, and with a similar playstyle in mind.

Compared with the free Lon'qu

Hp Atk Spd Def Res
-4 +3 -2 +9 +0

Compared with the free Marisa

Hp Atk Spd Def Res
-5 +2 +1 +1 +1

Compared with the 3 star Athena

Hp Atk Spd Def Res
+5 +1 -1 +4 -2

Compared with the 5 star Ayra

Hp Atk Spd Def Res
+0 -1 +0 +0 +1

Owain comes with his legendary blade, as well as his Blue Flame Special, an inheritable Special which gives guaranteed 10 damage- 25 flat damage if Owain is next to an ally. This combines incredibly well with his inherent Wrath in his B slot to add flat damage to his Special

He plays almost identically to Ayra with her own unique Special in that it’s generally for the best to bait an opponent with him before retaliating with a charged Special activation. Luckily for Owain, his prf sword grants him all the cooldown reductions he needs to achieve this, however, it does somewhat limit him to using Missiletainn.

Still, Owain is remarkably powerful in any player’s hands and comes with a very synergistic kit- bait with him next to an ally, get Atk/Def +5 from his Bond A slot, an extra 15 damage to his Special, and watch the sparks fly.

Should you Pull?

You might want to pull red if:

  • You want a very powerful sword unit
  • You want to inherit Atk/Def Bond, Blue Flame, or Wrath to another unit
  • You like Owain’s character or prefer using him to Ayra

Conversely, here are a few reasons to leave red orbs alone:

  • You’ve already invested in Ayra
  • You have another fast sword unit
  • He doesn’t exactly bring anything new to the table, despite his great kit and stats