Last week we began the Fire Emblem Fates Children’s Guide, a comprehensive list of the kids from the game and how to recruit them. Last time we talked about the kids who appear in all three game paths: Birthright, Conquest, and Revelation. If you’re looking for info on Kana, Shigure, Dwyer, Sophie, or Midori, check out this post. This week, we’re going to talk about the kids from the Birthright version (who also appear in Revelation, of course). There are also guides here on Adventure Rules for the Nohrian children, as well as Nohrian parents, Hoshidan parents, and the parents playable in every version. Before we touch on the kids of Birthright, though, we’re going to talk about seals.
No, not the adorable animals that balance beach balls on their tiny noses. Seals are class-changing items, and there are five main types: Master Seals, Heart Seals, Friendship Seals, Partner Seals, and Offspring Seals. So what do the different types do, and how should can you use them to optimize your child-rearing experience?
Master Seals are the most straightforward items. When a character is level 10 or higher in a base class, you can use a Master Seal to promote the character to an advanced class. Most base classes have two different advanced classes that you can choose from, and each one of those advanced classes have different skills. The skills from advanced classes are pretty much always superior to basic class skills, so using a Master Seal is the easiest way to get some new, powerful skills.
Heart Seals are also pretty straightforward. Every character has a second base class – Heart Seals allow you to access this class. Now since pretty much every base class has two advanced classes, that means that after you’ve used a Master Seal you can use a Heart Seal to change to one of four possible advanced classes. Remember how advanced classes have great skills? Using a Heart Seal to jump around to those advanced classes allows you to put a lot of great skills on one character. Now sometimes these skills may not seem that useful for the character learning them, but remember that each parent passes down one skill to their child. Heart Seals may enable you to teach the parent a skill that would be very useful on his or her child in order to pass it down.
Now Friendship and Partner Seals have the same purpose: changing a character to a class they cannot normally access. With Friendship Seals, you change to the main base class of a character with whom you have an A+ relationship: two same-gender characters who are best friends. Partner Seals change you to the base class of a character with whom you have an S-rank relationship: your spouse. Using these adds a whole new class option to a character, which can be very helpful for passing down multiple skills from the same class, or want to pass down skills from a class that neither parent can become.
Finally, Offspring Seals. These seals are similar to Master Seals, except instead of promoting the character to level 1 of an advanced class, it promotes them to a higher level based on how much progress you’ve made in the game. This allows you to immediately promote children to a level where they will be viable. Because Offspring Seals can only be obtained by recruiting children later in the game, it is better to wait until you’ve made a lot of progress before you start using them.
So how do you best capitalize on these Seals? Well, if you’re super serious about passing down the optimum skills, you’ll want to use the rest of this guide to figure out what class that each child will have. Once you know the class, you can decide what skills best fit that class and use different combinations of Seals to make sure the parents learn whatever you want to pass down. Most of the combinations I’m going to recommend use only Master and Heart Seals. But as you learn the game, you’ll come up with your own preferences and learn how to use Partner and Friendship Seals to pass down skills that otherwise could not be passed.
Alright, at this point I’m going to talk about the eight kids from the kingdom of Hoshido. I’ll list the name, parent, class, and personal skill, then talk about recruitment and my recommendation for how to capitalize on the child’s natural abilities. If you want to find a specific child from Birthright, just use that CTRL + F command to search the kid’s name. If you don’t know the kid’s name, you can search the father instead.
Class: Spear Fighter
Skill: Noble Cause – When the user is the lead unit and supporter doesn’t have full HP, user deals +3 damage and receives -1 damage
Shiro is a prince of Hoshido. You recruit him in the seventh paralogue, where he is in the desert fighting some very dangerous flying enemies. If you manage to rush Ryoma to him and have them have a conversation, Shiro will be yours.
Shiro is one of my personal favorite units when it comes to Hoshidan kids. I love the Spear Fighter class, and the fact that Shiro’s dad gives him very easy access to one of my favorite skills, Astra, this kid can do some awesome stuff. The great thing about Spear Fighters is that they have really balanced stats – they’re pretty fast, pretty strong, and pretty tough. Combine that with their Seal Defense skill (and Seal Speed as a Spear Master) and suddenly you have a character that can do great damage, protect allies, and safely weaken strong opponents for someone else to finish off. As an added bonus, Spear Masters can get an S rank in their weapon, allowing them to use the mighty Waterwheel naginata.
Shiro’s personal skill amplifies his versatility. Because his damage and defense power go up when he is supported by an injured ally, he becomes more effective at whatever role you intend to use him for. So what are some good skills to pass down to this powerhouse, and what class should you make him?
Well as I pointed out earlier, passing down Astra from Ryoma is never a bad idea. However, with the help of a Heart Seal, Shiro can actually learn Astra for himself. Ryoma’s secondary class is a Sky Knight, so changing him to a Falcon Knight gives him the opportunity to pass down the always-useful Warding Blow. This skill reduces magic damage to Shiro by 20 points when attacking, a great skill to have on a class where lack of resistance is probably the one weakness. You could pass down Seal Strength as well, but again, Shiro can learn that himself. The Sky Knight path may very well be the best way to go when it comes to passing something down from Ryoma.
As far as mothers go, Shiro doesn’t necessarily benefit most from one certain skill type. It may help to narrow down what role you want him to succeed at the most. Because of Shiro’s class selection, he is naturally inclined to a Seal strategy, weakening all of the stats of the opponent he battles. Because of this, getting Seal Resistance from Rinkah may be a good compliment for him. Rinkah has other good skills to pass down, though, as she can give Shiro the very useful Counter ability thanks to her Oni Chieftain class. If you plan to use Shiro in a more defensive role, Renewal is a great skill, but since Ryoma can’t marry Sakura (the only female who naturally is a Shrine Maiden), you’ll either have to marry Hana and use a Heart Seal or marry someone who can have an A+ friendship with Sakura and use a Friendship Seal.
As far as what class to make Shiro…Spear Master. ‘Nuff said. Seriously though, Spear Masters have great stats, get the amazing Seal Speed and Lancefaire skills, and can have an S weapon level in naginatas. Swordmaster is a great class as well, but you’d be starting from the ground up trying to get his sword rank to S level. Better to just take advantage of the weapon experience he’s already going to have.
Skill: Optimistic – After choosing Wait, unit gets Speed+4 and Luck+8 for one turn
Kiragi is a prince of Hoshido and the son of Takumi. Ugh, I freakin’ hate Takumi. But Kiragi’s cool! You get Kiragi in paralogue 8, where you are in a thick forest surrounded by a bunch of flying enemies (again). Talk to Kiragi with Takumi to recruit him.
What a quirky personal skill, eh? Kiragi gets a good boost to speed and a huge boost to luck when using the Wait action, which is pretty nice on turns where you aren’t able to make it all the way to attack the enemy. And if an enemy can attack Kiragi, he’ll have a lot more resistance to critical hits and be more likely to double-attack. Of course, it’s almost always better to use your turn to attack and defeat an enemy on your terms, especially with an archer character that gets a ton of bonuses for initiating attacks. Optimistic is a weird skill choice for Kiragi to be sure, but there are worst skills out there.
The way inheritance works in this game is a tad frustrating, because if the child shares the same default class as his/her father, they’ll end up sharing the same secondary class as well. This is the case with Takumi and Kiragi. Any skill Takumi can get, Kiragi can get without his help. That means that unless you just want to pass down a certain skill so that Kiragi doesn’t have to waste his time with a particular class, you have to use a Partner or Friendship seal for Takumi to pass down something special. If you get Takumi to A+ with Ryoma or Hinata, you can always just use a Friendship Seal to scoop up Astra and pass it down. Personally, I’d say to teach Takumi Amaterasu and pass that down so that Kiragi never has to fool with the Kinshi Knight class.
With the inheritance system holding him back somewhat, Kiragi is going to need a good mother to guide him along. As an archer, Kiragi benefits a lot from skills that activate when initiating combat. He’ll already be having Quick Draw and Certain Blow, so why not compliment those? Rinkah’s Oni Chieftain class has the Death Blow to offer, increasing Kiragi’s critical hit rate by 20 when he initiates the battle. Conversely, Salvage Blow from her Blacksmith class allows Kiragi to sometimes receive weapons when he initiates combat and defeats an enemy. Since Snipers have such high skill rates, the Lethality skill from the Master Ninja line would work well, making Kagero a viable mother option. The Sky Knight’s Darting Blow and the Falcon Knight’s Warding Blow are both great options for Kiragi (offensively for the former and defensively for the latter), but because Takumi cannot marry either of the women who are naturally able to be Sky Knights, the only way to get those skills onto Kiragi is through some Friendship Seal finagling.
I definitely recommend the Sniper path for Kiragi over the Kinshi Knight – the latter doesn’t have particularly impressive stats or skills and has never performed well for me in the field. As a sniper, you’ll have to find the balance between attacking to take advantage of his initiating combat skills, and waiting to take advantage of his personal skill. Kiragi will likely not be the most powerful unit in your army, but he’s a neat kid and certainly worth giving a chance.
Skill: Sweet Tooth – After choosing Wait, this unit heals 4 HP by eating hidden treats
Recruiting Asugi is a pain. This little punk is a stealer, taking things that don’t belong to him while his uneasy allies pillage and murder. You have to race Asugi, rushing to and defeating the boss before the little ninja is able to escape the map. Manage that, and Asugi will be yours.
Gaius – er, Asugi – has another one of those odd Wait skills. This one heals HP, though, and even though 4 sounds like very little, it can add up over time. Asugi has low health and so 4 will always be a decent percentage, and hey, if you have to wait anyway, you might as well get some healing out of it. It’ll save you on vulneraries and staff usage, so there’s little room to complain.
Where there’s a lot of room to complain is inheritance. Like with Kiragi above, Asugi has the exact same class selection as his father, meaning that passing down skills from Saizo can save you time, but you won’t be getting anything that Asugi cannot learn for himself. That said, there are some good options here. The Replicate ability from the Mechanist class allows Asugi to clone himself on the battlefield, and getting the ability as Saizo means you won’t have to waste Asugi’s time becoming a Mechanist to get it. Astra from the Swordmaster class can be a strong offensive choice for Asugi. If you’re really determined to get a completely unique class passed down from Saizo, it’s going to take the help of a Friendship or Partner seal. Getting an A+ with Subaki would give you a chance to pass down Warding Blow, I guess, but ninjas don’t really need that ability as they already have decent resistance. Better to use Saizo to pass down a skill from a class that you simply don’t want Asugi to mess with.
Since ninjas function first and foremost as units that chip the opponent down, skills that compliment chip tactics are good on Asugi. Seal skills can be learned from Oboro (Defense, Speed), Mozu (Strength), or Rinkah (Resistance). Of course, with the mighty Lethality on Asugi, you might want to just increase the activation rate of that skill, making the Avatar’s Hoshidan Unity pretty viable. If you plan to use Asugi as a thief rather than a chip-damage unit, marrying Sakura and passing down Renewal can increase his survivability when he is off on his own stealing stuff.
Thanks to his powerful offensive skills, Asugi can be a lot more than just a unit that chips away at stats, functioning more like an assassin from past Fire Emblem titles. Have him move in with his shurikens to take out specific threats, use his stat-lowering abilities to weaken bosses, and send him off on his own to steal from chests. If he gets weak, let him eat a bit of candy and he’ll be right as rain in a turn or two. Asugi is just as great as his predecessor (or descendant? Or reincarnation? I don’t know) in Awakening, so definitely take advantage of his many abilities.
Skill: Playthings – Enemies adjacent to this unit at the start of turn take 5 damage
Question – why did Kaden name his fox daughter after magical seal maidens that shed their skins? It’s just odd to me. Anyway, Selkie may seem like a playful kitsune, but her way of playing isn’t fun for anyone but her. You recruit her in the tenth paralogue by talking to her with her father.
Selkie’s skill is a poison-damage effect that wears enemies down at the beginning of her turn. This makes it a bit unique compared to other poison skills, since I believe all the other ones take effect after combat. It only works on adjacent enemies, though, so enemies would have to come attack her with a melee weapon and then survive. In my experience, that’s a rather rare occasion – most enemies will attack her from a range, and the ones who don’t tend not to live through Selkie’s attacks. Plaything isn’t a particularly good personal skill, but don’t equate that to Selkie herself being bad. The skill doesn’t function well because Selkie’s combat role is not the kind where enemies are left alive.
Kaden has an odd class set to pass down to his daughter, with his secondary class option being the Diviner. Most Diviner skills don’t function well on the kitsune class, which means that just like the last few characters, you’re probably gonna need some Friendship and Partner seal shenanigans to get a unique skill onto Selkie. Friendship Seals could help you grab Astra from Hinata, or Death Blow or Counter from Hayato’s Oni Chieftain class. Counter is particularly viable on Selkie, as her low defense will mean that enemies will often damage her quite a bit in one blow.
Mothers give Selkie a few more options. Vantage could be great on Selkie as it gives her an advantage when her HP is below half – marry Hana for that gem. Of course, if you want to make her more offensive, Astra is hard to go wrong with. If you want to try and capitalize on her poison damage strategy, marry Kagero and scoop up the Poison Strike ability. Passing down Countermagic from Sakura could be pretty great – Selkie has high resistance but her lack of a ranged attack will make her a pretty common target for magical attacks.
Selkie is a pretty good unit whose optimal set-up is hard to nail down due to her eclectic nature. She doesn’t function particularly well as the chip-damage role that her personal skill sets her up for, but she’s great at taking out fast, fragile enemies or for hunting down those pesky mages. The kitsune is a pretty solid class with great skills in its own right, so don’t be too discouraged if you have trouble finding the “best” skills for Selkie. Just send her out and watch her work!
Skill: Calm – After using Wait, unit gains Skill+4 and Resistance+4 for one turn
The very chill son of the goofy Hinata, Hisame is probably a more traditional samurai in the personality sense. Talk to him with his father during paralogue 11 to recruit him.
Hisame has another one of those Wait skills – it’s really too bad that all of them are personal skills. Being able to stack some of them together would be pretty advantageous and make for a good wall character. Not that Hisame should ever be your wall. The stats that increase from Calm are skill and resistance, so he can take a magical hit better (but still not well) and have a slightly higher hit chance and crit chance. The resistance bonus is the best aspect of this skill – just don’t let it convince you that Hisame is designed to endure magical attacks, because that’s not how the samurai class works.
Another character with the same class set as the parent? Yeesh! Luckily, the second class for Hinata and Hisame is the Oni Savage, a class that does not perform well in the field (have you ever thought “Wow, Rinkah is such a strong character”? Let me answer for you. You haven’t thought that.). Why is that lucky? Because you can train up Hinata in it so that Hisame can get the helpful skills without ever changing classes. Death Blow and Counter from the Oni Chieftain are both great, but I think Death Blow is much more fitting for a Swordmaster (the class I absolutely recommend for Hisame). Having +20 Crit when initiating attacks makes him absolutely deadly when he starts a battle, particularly since Swordmasters are crit-happy anyway. Lancebreaker from the Blacksmith class can also be pretty awesome, as it will give Hisame a huge advantage against one of his biggest threats: naginata wielders.
When it comes to mothers, Hisame can certainly benefit from Rinkah as a mother (to pass down Death Blow or Lancebreaker to compliment Hinata). Of course, there are plenty of other options. To further make Hisame a powerhouse when he initiates attacks, marry Setsuna for her Quick Draw skill. The Avatar is particularly viable here, as Hoshidan Unity increases Astra’s activation rate by 10%, making it more likely that Hisame will unleash this very powerful skill.
I fully recommend the Swordmaster class for Hisame. High speed, good strength, two wonderful skills, and an S rank in swords so he can use the very best katanas. He’s got natural access to lots of incredible skills that not only make him better at his role, but protect him against his weak points. I used Hisame in Revelation and he performed incredibly well. If you’re on the fence about him, I highly recommend you give this little guy a chance.
Class: Shrine Maiden
Skill: Haiku – When this unit has an allies in the spaces above and below at start of turn, each one heals 5, 7, 5 HP from top to bottom
Girl of Hoshido/her rod heals the broken ones/her poems bring laughs. When it comes to design, Mitama is one of my favorite characters. She speaks largely in haiku, her healing rod is also a calligraphy brush, and her personality is pretty much my generation in a nutshell. She’s tough to recruit, as she is hidden in a building you have to Visit with Azama – at least three times. Just keep visiting the building with her father until she comes out, and she’ll finally be yours.
That personal skill…I honestly don’t think I ever had it activate when using her. It’s just so odd. I mean, I get that it plays on the whole haiku thing, but how do they even justify that? With Asugi, it makes sense that he eats candy to get healing (at least, it makes sense by video game standards), but how is Mitama healing these people with poetry? I guess it’s silly for me to question that in a game where magical songs let you do the work of two people and dancing increases strength and speed. I don’t know. I guess Haiku can be useful in the right circumstances, and since Mitama is a healer it certainly compliments her role in the party.
This is yet another case of father and child sharing all classes. I recommend that you use Azama to either pass down Countermagic (so that Mitama can learn Renewal for herself and then become an onmyoji) or Rally Magic (so Mitama can be a Rally character without ever having to become an onmyoji). With Friendship seals, you can have Azama be friends with Subaki and then change to the Falcon Knight to scoop up Rally Speed, giving Mitama a whole new stat to rally.
As a support unit, Mitama can benefit from a lot of mothers we haven’t really addressed yet. For example, Hinoka can pass down Rally Speed (for a Rally strategy) or Amaterasu (for giving allies passive healing). Azura’s Voice of Peace ability reduces the damage enemies deal by 2, making it a great supportive aura ability. If you want a more defensive strategy, having Rinkah pass down Counter would pair well with Countermagic. Felicia can pass down Live to Serve, a great skill for healers and one that is hard to get in Birthright. For a more offensive strategy, marry Setsuna and pass down Bowfaire to increase Mitama’s hitting power as a priestess.
So what class do I recommend for Mitama? You’ve probably noticed me referencing both Onmyoji and Priestess in the sections above. It really depends on how you intend to use Mitama. If you want her to be offensive as a spellcaster, Onmyoji is the way to go. Her high magic stat will deal solid damage and she can benefit a lot from Tomefaire. For a support role and for stat-cap purposes, Priestess is the better class. This will be optimal for defensive and healing purposes. It all depends on how you want to use Mitama in your party. Either way, she can be a decent Rally character (better in Revelation when she can access more than three Rally skills). I fully recommend using Mitama just for the fun of her support conversations.
Class: Sky Knight
Skill: Prodigy – At the start of battle, if this unit’s Strength/Magic (whichever is higher) is lower than the enemy’s, damage is +4
There are two characters in Awakening that I would have been perfectly happy to never see again. Cordelia was one of them, and here she is looking a little younger and having a nice little anagram name. You recruit her pretty easily – once you start playing paralogue 13, she joins you automatically.
There’s really no hope for the kids in this path when it comes to skill-passing, because they all have the exact same class selection as their parents. Shiro was the one beacon of hope in this otherwise dim inheritance landscape. You can have Subaki pass down some skills from the Kinshi Knight class so that Caeldori doesn’t have to mess with it. Air Superiority and Amaterasu are both good, so it just depends on whether you intend to use Caeldori for offense or support. You could also make him a Swordmaster and have him pass down Astra (you know, in case you didn’t know my feelings about Astra). Subaki actually has great options for classes from Friendship Seals as Azama, Saizo, and Hinata all offer him something pretty unique. Be buddies with Azama to scoop up skills like Renewal or Countermagic, Saizo for Poison Strike or Locktouch, and Hinata for Death Blow or Counter.
When it comes to mothers, you kind of want to figure out how you want to use Caeldori before you start passing down skills. If you intend for her to be offensive, Oboro is pretty much a must so you can get Lancefaire – it’s basically the only way Caeldori is ever going to do damage. For Rally Support, Sakura can pass down Rally Magic, giving you the ability to make magical characters a lot more powerful. For healing, Live to Serve from Felicia would be a great asset. A chip-damage role could be somewhat viable for a sky knight, so Poison Strike from Kagero or a Seal skill from someone like Oboro or Rinkah could be really great here.
I don’t care for Caeldori any more than I did for Cordelia back in the day, but my personal opinion shouldn’t stop you from giving her a chance. Thanks to her personal skill and her ability to inherit Lancefaire, she is actually more viable offensively than probably any other Sky Knight. High movement coupled with rod usage and Rally skills definitely make her viable as a support unit as well, so you’ll want to pass down skills based on what role you wish to use her in.
Skill: Vendetta – This unit deals +4 damage when initiating combat with an enemy that the unit has battled already on this map
Remember how I said there were two Awakening characters I would be happy to never see again? Hello, number two. I dislike Tharja not only because I disliked her character when I met her in the game, but also because it seems like everyone else on the planet thinks she’s the greatest thing ever! Already this trend seems to be continuing in the Fire Emblem community with Rhajat, so here I am just rolling my eyes and wondering why in the world people think that getting stalked is such a wonderful thing…anyway, you recruit her by kicking her tail, so at least I get to enjoy beating her up before I have to put up with her.
Vendetta is a cool personal skill that would go great on something like a knight, someone who probably won’t finish a fight in one go. As an Onmyoji, however, Rhajat will probably finish any battle she starts. She’s a glass cannon, obliterating trouble before it obliterates her. Any battle she doesn’t finish, you’re going to want someone else to. Vendetta is a great skill and when it activates it is awesome, but you may not find it coming in to play as often as you would think.
Yet again, we have a child who has the exact same class selection as the parent, so what should we pass down? Personally, I think the Basara class (the Diviner’s alternative to the Onmyoji) is pretty worthless. Rend Heaven uses the opponent’s stats to deal extra damage, meaning that often I didn’t actually do any extra damage using it, and Quixotic boosts your opponent as much as it boosts you. Hayato does have the Oni Savage class to work with, meaning that you can pass down stuff like Seal Resistance, Death Blow, and Counter. Seal Resistance theoretically goes well with Rhajat’s personal skill, but because Rhajat is rarely going to leave your enemies alive after one battle it will see little usage.
So let’s talk about mamas. Countermagic or Rally Luck from Sakura or Live to Serve from Felicia pair well with a supportive strategy on Rhajat, but chances are you’re going to want to go offensive. In that case, consider Tomebreaker from Felicia or Lancebreaker from Rinkah’s Blacksmith class to give Rhajat an advantage against certain enemies – the latter is particularly helpful because naginatas have weapon advantage over scrolls. Setsuna’s Quick Draw and Certain Blow can be helpful, the first increasing damage and the second increasing accuracy whenever Rhajat initiates combat.
Rhajat functions best as an Onmyoji, as her good magic stat enables her to use rods and scrolls effectively. If you want to try out the Basara, be my guest. Rend Heaven works best against other magic users, as it uses their stat for Rhajat’s weapon. Most physical enemies have 0 magic, so you won’t get any benefit from attacking them. Quixotic increases hit chance and skill activation rate for both parties, so if you’re gonna use it best to take advantage of it by passing down a powerful offensive skill like Astra or Lethality (marry Hayato to Hana or Kagero, respectively). You want to finish the enemy before their dangerous skills get activated. I definitely recommend the Onmyoji route, though, with skills selected from the options I listed in the paragraphs above.
Holy cow, it’s finally over! That covers all the kids of Hoshido. Next time we’ll finish up by talking about the children of Nohr, exclusive to Conquest/Revelation. I’ll also try my hand at talking about growth rates, stat caps, and other technical stuff that the real Fire Emblem pros worry about when marrying parents and conceiving children. Now all I’ve gotta do is find a Fire Emblem pro!
You may notice there is now a special category on the sidebar for guides for Fire Emblem Fates. All of these children guides, as well as the Casual Stroll post for Fates, will be in this category. If you are interested in seeing more coverage from me about Fates (perhaps guides for best utilizing the adult characters?), let me know in the comments. The more the adventurers want to see, the more I’ll strive to fill that category with good content to help new players through the world of Fire Emblem Fates.