The Trickster (トリックスター Torikkusutā) is a combat/utility physical class that is introduced in Fire Emblem Awakening. Glamorous and elusive phantom thieves, Tricksters are one of the promoted forms of the Thief class, wielding Swords or Bows as their primary weapons of choice. They are also capable of utilizing Staves for support purposes.
History in the SeriesEdit
Originally introduced to the series as the alternate promoted form of the Thief class in Awakening, the Trickster class is unique for its ability to fulfil a support role with healing staves while carrying out utility purposes through the picking of locks without keys.
In Fates, Tricksters are known as Adventurers (アドベンチャラー Adobencharā) and are treated as a Nohrian class. Like their unpromoted counterpart, the Outlaw, they wield Bows in favour of Swords as their primary weapons of choice, and are also granted the ability to use Staves.
Tricksters in this title are similar to Thieves, in the sense that their strong point lies in their high Skill. As a result of being able to use Staves, Tricksters have also gained higher Magic and Resistance growths but are slightly weaker and slower than before. Tricksters are still able to dodge and perform critical attacks well, but are not suited for heavy offence like Assassins are. However, they are by no means a bad class, but are more adept at supporting their comrades through their staves or by being decoys. The two skills Tricksters can learn are Lucky Seven and Acrobat.
Lucky Seven adds +20 to Avoid and Accuracy for seven turns, after which the effect will be disabled for the duration of the battle. It allows Tricksters to avoid attacks even further with their superior Speed stat, severely reducing the hit rates of enemy units. The duration of the effect is often ignored as most chapters at the time will only take up to six turns at most. Acrobat, on the other hand, allows Tricksters to move through passable terrain without any restriction to Movement, which allows them to retreat into mountains or forests while keeping at a safe distance from the enemy, and when combined with Movement +1 and Pass, allows Tricksters to escape their assailants much easier.
Adventurers are advised to avoid direct combat due to bows preventing them from retaliating against adjacent enemies, unless they are wielding bows with a 1-2 range. In most cases, their extremely high Evasion will allow them to remain safe from slower enemies, but any physical attack that manages to reach an Adventurer is likely to leave a prominent scar. With that in mind, their Resistance is among the highest from any class in the game, making them ideal for fighting magic-wielding enemies.
Much like in Awakening, their Magic is slightly superior to their Strength, making them well-suited for using the magical Shining Bow (which conveniently possesses a 1-2 range) or supporting through Staves. However, their prowess with any other bows in general should not be underestimated, as their maximum rank in Bows is A, and their Speed is second only to Swordmasters and Falcon Knights, allowing them to double attack easily and often.
Adventurers can be arguably considered a less well-rounded, more offensive version of Maids and Butlers, and are often compared with them. Maids and Butlers have higher Strength, Skill, Luck and Defense than Adventurers with just as much HP. Their S Rank in staves also puts them above Adventurers in terms of healing, and their access to Shuriken allows them to attack any enemies at a 1-2 range. However, both classes have the same Magic, and Adventurers' access to bows, despite limiting their range, makes them far more deadly than the generally feeble Shuriken. The matter of distance can also be solved by providing them with a suitable bow or by assigning the Point Blank skill to them.
The Adventurer's main use is as an extension of the Thief class; pillaging chests, disarming traps, and generally supporting their allies rather than being in the forefront of combat. However, their indisputably high Speed, coupled with the Lucky 7 skill, serves to turn the otherwise defenseless rogues into sneaky and evasive fighters who are able to rain down attacks on enemies unable to hit them, on top of also being able to heal their allies or hinder their enemies with superb Magic.
Regardless on which incarnation is mentioned, Tricksters and Adventurers are designed to look cunning and wear much more formal and cleaner clothing compared to that of Thieves. Said clothing is still kept light due to their nature in stealing and robbery of nobles and royalty, so that when initiatiing a heist they can reduce the noise they make. What is most notable about these crooks is that they now wear a large hat, a fancy cape/giant ribbon, a brown leather belt and small bits of jewellry or gold so that they can pass off as middle class citizens or merchants whenever they are swindling or preforming other criminal actions that involve lying, hence the name 'Trickster'.
|FE13|| Lucky 7|
|Learnt at Level 5.|
Learnt at Level 15.
|FE14|| Lucky 7|
|Learnt at Level 5 and above.|
Learnt at Level 15 and above.
|Base Class||Promotion Method||Promoted Class(es)|
|FE13||Thief||Use a Master Seal on a Level 10+ Thief.||Trickster|
|FE14||Outlaw||Use a Master Seal on a Level 10+ Outlaw.||Adventurer|
- Anna - A traveling merchant with a fixation for attaining wealth and profit.
- Gangrel - The cruel and deceptive "Mad King" of Plegia.
- Leif (DLC)
- Possible Promotion for: Gaius
- Shura - A kind-hearted thief from Kouga who dreams of restoring his home country.
- Funke - A foreign burglar who steals from wealthy homes.
- Candace - A renowned explorer known throughout Nohr.
- Possible promotion for: Niles, Nina and Anna.