Back when I started playing Triangle Strategy, I declared that I wasn’t going to record any of the gameplay—this game was for me, and I wasn’t going to worry about farming it for content. 100+ hours later, despite adhering to this pledge, I’ve probably gotten more posts out of this game than anything else (game, song, or otherwise) on the blog!
As I’ve previously discussed, TS goes to great lengths to make each playable character distinct enough to convince the player to try them all out, since the lack of permadeath means that once you recruit a character, you’ll always* have them available. (*Certain characters may leave your team temporarily depending on your decisions. Terms and conditions apply. See store for details.) However, “distinct” and “useful” are two very different things, and as the miles and battle scars pile up you’ll start to see a meta develop within the game that favors certain characters over others. Some characters are no-brainer selections regardless of the circumstances, some characters are only/most valuable in certain situations, some are best deployed in groups to take advantage of their synergy, and some will be glued to the bench save for the occasional mock battle. (Seriously, I recruited Piccoletta fairly early in my first playthrough, and I’ve yet to use her in a main story battle…and she’s still more useful than Giovanna.)
So which characters should you target to optimize your squad against all comers? Here are the ten Triangle Strategy characters that I’ve squeezed the most value out of in my time with the game.
(Disclaimer: I have yet to recruit four of the available characters to my squad, and while I’m pretty sure Travis and Milo wouldn’t make this list anyway, I think Avlora and potentially Cordelia could force me to update these rankings in the future. But hey, at this point what’s another Triangle Strategy post?)
How To Obtain: Increase your Morality score above 110 and Liberty score above 275.
Why? TS doesn’t have a complex elemental strength/weakness system like Pokémon, but you’ll occasionally run into enemies that fear one type of magic more than others, and they also impact the terrain in different ways (freezing tiles, setting tiles ablaze, chaining attacks through water, etc.) Narve’s biggest strength is his flexibility: Most of the spell-slingers in this game specialize in one or two forms of magic, but Narve can use all of them, including a healing spell that can target multiple allies! Normally being a jack-of-all-trades means that you lack the raw firepower of an elemental specialist, but I found that the base elemental spells (especially Scorch and Icy Breath) were the ones I leaned on for the specialists as well, so Narve was either a) a feasible replacement for said specialist, or b) a great way to double down on a specific type of spell that suited the battlefield (for example, electricity if the field was stormy or featured a lot of traversable water tiles). Narve’s recruitment requirements are laughably low (he was the first freely-recruitable character that I got), so be sure to pick him up quickly, because he’s a solid choice as a primary mage and a great choice as a supplemental one.
How To Obtain: Choose to visit Hyzante in Chapter 3.
Why? Unlike Narve, Corentin is an ice man in the mold of George Gervin and Mr. Freeze, and I would argue he gets more out of this element than anyone else gets out of anything else. Sure, he’s got a hair more firepower than Narve and can choose to dial in on a specific enemy with Frosty Fetters instead of using the wider-but-weaker Icy Breath, but what puts Corentin on this list are the non-offensive capabilities provided by his kit. Icy Wall constructs a barrier that can seal off a narrow passageway or help protect an ailing unit, while Shield Of Ice will not only protect a unit from a single attack, but will also counterattack regardless of what that single attack was (in other words, it’s way better than Frederica’s Flame Shield). With Tactical Points (TP) being perhaps the most precious resource in the game, his ability to instantly gain a TP when beginning his turn on a frozen space can also be helpful, even if it doesn’t get activated much in practice (he’s usually freezing enemy squares with attacks, and his low physical defense and inherent ice resistance means enemies aren’t throwing ice attacks back at him). Visiting the Holy State early in the game is a must, because Corentin will come in very handy as the game rolls along…and going to Aesfrost only gets you Rudolph, i.e. the weakest archer in the game.
How To Recruit: Buy the game!
Why? As the protagonist, using Serenoa is required for every story battle, so it’s a good thing he turns out to be so useful. Serenoa starts out as your typical swordfighter, and he’s outclassed by Roland early on in the game due to his comparatively-limited movement and attack range. However, as the game progressed it seemed that Roland got weaker (his lack of both physical defense and a true ranged attack meant he was usually the first character to fall every battle) while Serenoa got stronger (both his stats and his kit lent themselves to leading the vanguard). Serenoa may not be the guy setting the edge and drawing the battle line (that’s going to be a tankier character like Erador or Flanagan), but you’ll want him walking that line like Johnny Cash to maximize his value: He needs to be close enough to the enemy to use Hawk Dive, Counter Stance, and Sweeping Slash, but close enough to his allies to benefit from Strength In Numbers and use abilities like Shielding Stance and Under Conviction’s Banner. (Thankfully, his physical attack power allows him to both start and finish battles as necessary.) It may not be glamorous work, but Serenoa is a great choice to set the edge, draw the defense’s attention, and give DPS characters like Narve and Corentin the space to do their work.
How To Obtain: Increase your Morality score above 500 and Liberty score above 400.
Why? This one even caught me by surprise, because up until I reached the final fateful decision in my first playthrough, Medina was a clear-cut C-tier character that showed up in story battles only slightly more than Piccoletta. The game’s decision to put strict limits on item availability (not to mention giving you few opportunities to earn enough money to actually buy the items) meant that Medina, whose kit was completely based on the effective use of buffing and healing items, didn’t get much of a chance to shine.
So what changed? Two things:
- Eventually the floodgates opened for weaker healing items, allowing you to properly stock your inventory and spam such items, which weren’t really powerful enough to do anything…
- …except that Medina finally learned the TP Physick ability, which granted a tactical point to any unit she used a healing item on. If she used an item that healed multiple characters, each one (even herself if she was in the item’s area-of-effect!) got a TP.
Suddenly, the vaunted armies of Hyzante were caught in a death spiral: Media would stand amongst TP-hungry units like Frederica and Corentin, use her Double Items ability, and drop healing items on the mages (even if they were at full health!), providing them TPs that allowed them to keep firing at the enemy without ever having to stop and recharge. Even better: If Medina used ranged HP recovery pellets and made sure they were also granting HP and TP to her, she could use Double Items on the next turn too, and the wheel kept turning until it had run over every bad guy on the battlefield. (I almost felt sorry for the final boss…)
Of, and one more thing: With a Single Swift Spice (and 2 TP), she can use her Fast-Acting Medication ability to let another character cut the line and act right after she does. Benedict who?
With her limited offensive and defensive abilities, Medina isn’t here because she can take over a game herself. She’s here because she can break the game just enough to let other characters take over the game for her. So yeah, recruit her, let her build up her powers in mock battles, and then watch the sparks fly.
How To Obtain: Increase your Utility score above 110 and Morality score above 275.
Why? As an individual, Julio can only kinda-sorta stand on his own: His offensive and defensive capabilities are better than Medina’s (actually, he seems to deal more damage than Benedict), but they’re not nearly in the class of true standalone characters like Corentin or Serenoa. So why is Julio ranked higher than both of the characters I just mentioned? It’s because that much like Medina, Julio’s primary role is to power up characters and let them do their thing.
Julio is the equivalent of the Bravebearer job in Bravely Default II, and his job is to make sure that you’ve got enough TP to do your own job (and to a lesser extent, ensuring the enemy doesn’t have enough TP to do theirs). Most of his abilities boil down to the same thing, but each one can be useful depending on the situation:
- Moment of Truth not only hands 1 TP to a unit, but ups their strength and magic attack as well, which is just unfair when you’re giving the TP to Frederica on a sunny day. The cost of the ability starts at 2 TP, but can be eventually lowered to 1 to let you use it on every turn.
- Finish Them! is the least efficient of the abilities (it costs you 3 TP to give 2 TP to someone else), but it’s got the largest range of all the attacks, so you don’t have to be right next to someone to help them out.
- Inheritor just gives all of your TP to someone else, which can turn a useless, recharging unit into a full-TP juggernaut that can rain destruction down on their foes.
Just like with Medina, Julio will do his best work behind the scenes, ensuring your best characters have what they need to turn the tide of battle. If only there were more civil servants like him (and less like, say, Patriatte) in Washington these days…
How To Obtain: Joins your team automatically in Chapter 2.
Why? In my experience, there are 3 things that define the meta of Triangle Strategy: Range, mobility, and TP efficiency. The TL;DR of this section is that Hughette checks all three boxes:
- Her bow allows her to rain arrows down onto her foes from a safe distance, chipping in while tankier heroes hold the line.
- Flugie (yes, that’s the name of her hawk) allows her to quickly and easily stake out the high ground on any map, which will increase both her damage and range. No other archer (and few other units in general) has this much effortless vertical mobility: Trish has to burn a turn and a TP using Leap, and Rudolph and Archibald will need help from characters like Jens or Quahaug.
- Hughette may not have the multi-unit attacks that mages do, but she has some very useful tricks hidden in her quiver. For example, Blinding Arrow lowers the accuracy of its target (perfect for enemy archers trying to snipe your backline), and Shadowstitching Arrow immobilizes its target and locks them in place for a few turns (great for enemy frontliners who lack a ranged attack). These attacks are great for creating space for your teammates, letting them move about freely and helping them gain control of key areas.
In short, calling Hughette the best archer in the game isn’t much of a stretch (only Archibald can really make a viable counterargument). How nice of the developers to let you use her from the start!
How To Obtain: Joins your team automatically in Chapter 1.
Why? Actually, the biggest solid the developers do you is letting you use Geela right from the start. There are plenty of effective healers in the game (we’ve already discussed a few here), but Geela stands above them for one reason: Her unmatched efficiency. Let’s break down the math:
- Cure Wounds only costs 1 TP to use.
- By default, any character not named Decimal gains 1 TP at the start of their turn.
- Therefore, Geela is the Adrian (“All Day”) Peterson of Triangle Strategy, because all day is exactly how long she can cast healing spells.
Now let’s consider the competition:
- Narve, Hossabara, and Cordelia require 2 TP for their base healing spells.
- Giovanna requires 2 TP and a puddle to stand in for use her ability.
- Medina can match Geela’s healing output, but you’d better have plenty of items stocked up, because once those run out, so does her usefulness.
Of course, it’s not all about efficiency…but then again, neither is Geela. If she needs to knuckle down and unleash more power, she’s got Sanctuary and Mend Wounds to do it. She can also remove status conditions using Heal What Ails You, and even channel her inner Link by using Miraculous Light to give someone a fairy in a bottle that will revive them if they fall. She’s not just the best healer in the game, she’s in the conversation for the best healer ever. I mean, could Rabbid Peach heal every turn? Could Mercedes from Fire Emblem: Three Houses hand characters an extra tank of HP and tell them to go wild? Could Mother Teresa raise the speed of her allies at will? I rest my case.
How To Obtain: Increase your Utility score above 750 and Morality score above 1050.
Why? Look, I love Erador as much as the next guy, but he’s got one fatal flaw: Even with Sprint, the man is slow as molasses, and he slows down any push you make because he’s got to be at the front of the line. Flanagan is a combination of Erador and Flugie: His base movement isn’t any better than Erador, but his hawk allows him to scale walls and navigate uneven terrain without a hitch, and Aerial Assault (which is a decent attack option by itself) can double as a mobility booster by letting you move a few extra spaces in a turn.
Having this kind of mobility could be a problem if a unit strays to far from their healers (see: Roland), but Flanagan’s rock-hard physical defense means he can pretty much stake out any position he wants and dare the opponent to move him. Mages will have little trouble doing so, but non-magical troops comprise the bulk of most enemy forces, and they’ll generally have a lot of trouble bringing him down, even with follow-up attack combinations. If there’s an ally healer anywhere in the vicinity, Flanagan ain’t going anywhere (and if he’s got his Iron Stance skill, not even shield bashes will do the trick.
Flanagan’s this high on the list because he’s a safe and effective choice to be the first person into an area (fly him in first, stick Serenoa next to him, bring the mages up behind him, and profit). He’s not quite Erador in terms of drawing fire (Provoke is far better than Shield Bash, so if the battlefield is level Erador can be a better choice for keeping people away from your flimsier units), but for the most part Flanagan will be an automatic selection for your squad.
How To Obtain: Increase your Morality score above 750 and Liberty score above 1050.
Why? As tough as Flanagan is, Ser Maxwell is hands-down the best melee unit in the game. The dude is basically Roland on steroids:
- You want attack power? Maxwell’s spear can strike two units at once by default, or you can focus your power on a single foe using Triple Thrust (the cost of which can be reduced to 1 TP). His offensive prowess rivals that of Serenoa, allowing you to make quick work of anyone is your way.
- You want mobility? Maxwell has decent movement range to start, and then can use Traverse to move a few more squares (ignoring walls and gaps) before launching their attack. His ultimate attack High Jump combines these two steps, effectively turning him into Super Mario (or would Genji be the better comparison, as it makes diving enemy backliners Maxwell’s speciality?).
- You want survivability? His Revive ability automatically gives him a free tank of HP when he falls in battle, allowing Geela to save her powers for lesser units. It also means he can imitate Flanagan for a few turns if necessary, drawing fire away from other units.
- You want range? Lance Hurl allows him to strike from a distance without getting up close and personal with the opponent, which is the one missing piece from Roland’s kit.
Maxwell is a must-pick for your team no matter the situation, and his power makes him worthy of his Dawnspear title. There’s only one character, however, who’s worthy of the title of best Triangle Strategy character, and that’s the Kensa .52 Gal herself.
How To Obtain: Joins your team automatically in Chapter 1.
Why? I struggled to find a suitable nickname for Frederica as she dominated my first TS playthrough…and then she two-shot all three of the supposedly high-powered horsemen in the final battle like she was carrying a certain meta-breaking polka-dotted weapon from Splatoon 2, and a new legend was born.
I’ve already laid out the case for Frederica being the best character here, but the thing that really cements her position is how her presence goes beyond succeeding in the meta and starts defining it, much like how the original Kensa .52 Gal turned Tenta Missiles into the ever-present force that they’ve become in Splatoon. Characters like Julio and Medina are on this list simply because they have incredible synergy with Frederica, giving her the HP and TP necessary to absolutely dominate the battlefield. (And I say this despite the fact that I’ve never bothered to unlock her ultimate attack Sunfall—I just Scorch my way to victory!) Her magical powers are unrivaled, and if you can spam them from the high ground, no army can stand against you.
Now, I will admit that her star hasn’t shone quite as brightly in my second playthrough thus far: We’ve run into more battles with inclement weather, and she has some serious negative synergy with Ezana (what do you mean you’re going to make it rain?!). Still, for the most part she’s been able to power through, play her game, and continue squashing her foes, and that’s more than enough to keep the top spot on this list.
Next question: Is Frederica the best tactical strategy character ever? Send word to Lysithea, Sakura, and Rabbid Luigi: The gauntlet has been thrown down.