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Takumi
Archer (HS: Spear Fighter)
A+ Support Partners: Jakob (Troubadour), Ryoma (Samurai), Hinata (Samurai)
Personal Skill: Competitive (+3 damage dealt, -1 damage taken, and +10 crit when unit is in the lead and supported by a unit of a higher or equal level)
Pair-Up Stats (C B A S): Skl Spd Str Skl+Def
Growths (With Default Class):
HP: 50% (60)
STR: 35% (50)
MAG: 0% (0)
SKL: 60% (75)
SPD: 40% (55)
LCK: 45% (50)
DEF: 35% (45)
RES: 20% (20)

Oops I started writing Takumi's analysis and then realised that the next unit I'm supposed to write for is actually Oboro... Oh well! I'll just write hers next.

Takumi's growths are actually a little lower than what I remember... 35% strength is surprisingly middling for a royal. Archers have great class growths and his performance is good enough (and his competition bad enough) for it to not really matter, but it surprised me when I was typing them out. Neither his growths or his bases particularly stand out compared to your other units, but Takumi's immediate draw is his 14 might personal weapon, the Fujin Yumi. It might not compare to the 1-2 devastation machines that are the Rajinto and Seigfried, but 14 might on a weapon with 0 drawbacks as early as Chapter 10 will make Takumi's invidual attacks the strongest until Ryoma joins, even if he's only making one of them per turn.

I've said before that Birthright's map design isn't too kind to bow users, but Takumi's recruitment time is extremely beneficial to him. Assuming you don't KO him for laughs like I did, the Fujin Yumi will help out immensely in Chapter 10, bypassing the ninjas high avoid with WTA and dealing enough damage to potentially 1 shot them with the right support partner. In Chapter 11 Takumi will one-shot every enemy he fights thanks to the Fujin Yumi's effective 42 might against flying foes, and in Chapter 13 there are many Wyvern Lords your non-magic attackers will struggle to handle.

Unfortunately once that gauntlet is over Takumi merely becomes okay. His stats aren't as busted as you might expect from other royals, and enemy fliers stop appearing in large numbers until the game's final stretch in which every map becomes a giant open field of strong enemies that are very hostile to units who can only counterattack at 2 range. Still useful enough to perform decently well without EXP investment and worth bringing along if there's room, but he won't be anywhere near as powerful as the Conquest royals. Competitive, while potentially powerful, is somewhat of an inconvenient skill to make use of - if you're attaching a higher level unit to Takumi then you're more than likely depriving yourself of one of your better units, and Archers generally prefer to go unpaired to make better use of dual strikes. The bonus still applies even if Takumi is in attack stance, but dual attacks can be difficult to set up consistently. Unlike Ryoma's Bushido it's not a good idea to dedicate a unit for the sole purpose of gluing themselves to Takumi to keep his personal skill active.

The Fujin Yumi's ability to ignore terrain costs makes Kinshi Knight's flying utility less of an upgrade to Takumi than it is to other Archers, but it does still provide him with an extra point of movement and the ability to cross gaps or mountains. Otherwise Sniper is the better choice for both stats and class skills, as well as the instrinsic boosts to hit and crit it provides. Takumi won't do terribly as a Spear Fighter, but it's arguably a downgrade when it takes away his access to the Fujin Yumi. Rend Heaven and Seal Defense are pretty good skills for him to pick up at least, and dipping into the class tree briefly will let him build lance rank for Kinshi Knight.

Troubadour's class skills aren't awful for Takumi, especially since he likes to stand near other, higher level units that would appreciate the AoE buffs, but the class itself is not good for him at all. Samurai's skills don't syngerise well with Archers 2 range, but Takumi's skill is high enough that he could activate Astra a little more consistently than others. A Takumi that's dipped into Spear Master and Master of Arms could have all 3 of Seal Speed, Defense, and Strength could be the perfect unit for setting up kills for others I guess? A Takumi that S supports Setsuna will gain access to the Ninja class tree and therefore Mechanist, a class that can use bows as well as shurikens.


Pros
Cons

My Thoughts: The only person immune to Corrin's mind controlling powers