Guide and Walkthrough by Vinz55
Table of Contents
- General Gameplay/ Interface
- Heroes and Country-by-Country Walkthrough
- EU (South Sea)
- EU (Europe)
- Dark Realm
- Final words and Acknowledgements
Hello everyone, and welcome to my guide for Eiyuu * Senki - The World Conquest. Eiyuu Senki is a tactical and visual novel hybrid game for PC and Playstation 3. The game was originally released only in Japan by Tenco. However, in 2016, the PS3 version was localized and brought into the West by Fruitbat Factory. The PC version is an erotic game, but the PS3 version (the one that the West got) is free of erotic elements.
In Eiyuu Senki, you play as a guy (who you name) who tries to conquer the world. The caveat is that this world is populated with historical figures who are all female incarnations of themselves. All of these characters will eventually join you on your conquest. Basically, the game is about going around the world collecting hot chicks who also happen to be important people in history. The silly premise made me think that the game is gonna be a harem simulator with some token gameplay. However, the tactical battles are surprisingly polished and the storytelling is actually very decent.
I have a lot of fun playing the game. However, the game does not have a tutorial at all. Information on the internet is also very lacking besides a couple of Japanese wikis that most Western players cannot read. As a result, I decide to write this guide to help ease people into Eiyuu Senki.
I have played both the English PS3 version and the imported PC version. This guide should be suitable for both versions of the game.
For some reasons, Eiyuu Senki refuses to include any kinds of tutorials. Thankfully, the game is not that hard to operate. This section will provide you with the tutorial that the game never has.
In general, the game can be divided into 2 parts. The visual novel part and the battle part. In a turn, you can go various missions. Most missions are specific to a hero. You will explore that hero's background and develop relationship. This part will feel like a dating sim except that you don't really pick any dialogue choices in Eiyuu Senki. All the girls will fall in love with you regardless. Some missions are not specific to any girls. These are just random slice-of-life kind of events that will earn you large sums of money or items.
Alternatively, you can also spend your action points on invading other countries. At various points in the game, you can declare wars on a selected number of countries. After you become hostile with that country, you can march on their cities. Win the battle will gain you that cities. After you occupy their capitals (you will know which city is the capital), you will now own that countries. Most of the times, occupying a country will make all the heroes of that country join you.
The World Map is what you will see after the first few scenes of the game. It contains a typical world map that you will most likely see before. On this map, you see numerous cities that pop up as icons throughout the world.
On the top left, you will see your turn number. Turn number is just there to help you keep track of how many turns have passed.
On the bottom left, you will see multiple icons. These are simply to adjust how you want your cities' labels to look. The star icon (third from the top) will apply a blinking star to a city icon in which there are mission(s) available to perform.
In the middle at bottom are 5 icons that you will use the most.
The troops icon will take you to a summary of your heroes. This will show you the troop counts of each hero, their stats and their battle techniques. You can restock on all troops by clicking on the button at the bottom. If you click on a hero name, it will take you to a screen where you can replenish that hero's troops (restock) or you can increase the maximum number of that hero's troops (reinforce). Both of these cost gold. This screen will also tell you which hero is active and which one is not. In Eiyuu Senki, a hero can only do one thing in one turn. Heroes who are already used will be blacked out.
The item icon will take you a screen that looks like the troop screen. Except that you will now see their items. There are squares next to a hero's names. These are slots for equipping items. So 2 squares mean that hero can equip 2 items. If you click on the hero's names, it will take you to their item summary. This page will show you what items they are carrying and what do these items do. If you click on an item (or the empty square if the hero has no items), you will be taken to a page with all of the items in your possession. Choosing an item will equip the hero with that item. You do not have to unequip an item before another hero can equip it.
The city icon will take you to a summary of all the cities in the world. You can tell which one each city belong to by the flag next to the city's names. This screen also tells you how much income that city makes and what events are available in that city. Clicking on a city's name will take you to that city's summary page
The mission icon will take you to a summary of all missions available to you at that moment. The screen will also show the requirement for that missions. You can start any missions from this screen. Once you click on a mission, you will be taken to a mission screen (unless it is a battle, which will take you directly to the battle screen). Here you will pick who will be on that mission. Note that mission requires various attribute stats. You have to pick heroes that combine to have enough of the stat requirements.
The system icon will open up a number of system option (quit/save/load etc.)
On the bottom right, you will see 2 bars: Action Points and Funds. Action points show you how many more missions you can take on in that turn. Funds are money that you use to restock and reinforce your troops.
To the right of these bars are the End Turn button. Clicking on this button will end that turn. If you are fighting an enemy, the enemy will now begin its turn. If not, then you simply begin another turn.
On the map itself, you will see icons that represent cities. Clicking on a city icon takes you to that city summary screen. The city summary screen shows you how much that city makes, who it belongs to and what missions are available in that city.
When you get into a battle, you will be taken to the battle interface.
At the bottom, you will see a grid with 3 rows and 9 columns. Your enemies will already line up on the right 3x3 square. You will now line up on the left 3x3 square. Sometimes, the battlefield will have squares with special effects that modify the character's stats who stand on it.
On the right, you will see a list of all available characters to choose from. You can pick up to 6 characters and place them on your 3x3 side of the battlefield. If you're marching on an enemy's city, the list will include every active heroes that you have. In some special quests that also have battles, the list will only include everyone who was chosen to go on that quest.
On the bottom left are 4 icons. Information that let you see a close up of the battlefield and the stats of your enemies. Retry restarts the battle. Retreat makes you yield the battle and lose. Undo will take you back to the mission selection (if you initiate battles) or the previous action point (if you're attacked).
After you choose your combatants, clicking the Battle start button will start the battle. Up top you will see a turn limit number. If you cannot defeat all enemies within that turn limits, you will lose the battle. On each side, you will see a Brave bar. When this bar fills up, you will get a star under it. These Brave stars are needed to perform special actions. Please refer to the Battle section for more discussion on Brave bar and points.
Right under the turn limit number is the Turn order. This will show you the order in which the next 6 characters move.
Once it is one of your heroes' turn. You will get to choose from a menu of options. You can either use that hero's normal attacks or special attacks. Move allows you to move that hero one square in any direction. Moving onto another ally will swap the two heroes' places. Advance will move your entire army one column to the right. This is only possible if there is an empty column to the right of your rightmost hero. Wait will simply pass that hero turn. He/she will move again faster than if he/she has taken an action.
If you place your cursor over any heroes on the Troops screen or Items screen, you will see their summary.
Right under their numbers are a number of Hearts. This will tell you how many personal events that they have. The number of hearts that are filled in are the number of events that you have cleared. So the number of hearts that are still black are the remaining events with that heroine.
Right below it, you have Stats. Next to Stat is the Type of the character. See Type Matchup for a discussion of Type.
Below it are 3 Battle stats. AT is attack and DF is defense. Both should be self-explanatory. SP is speed. This determines how fast your character moves (not taking into account Delay).
Troops is how many troops that hero has.
Max is the maximum number of troops that hero can have.
Expert is the amount of expert stats that hero has. Expert stats are needed to perform most missions.
Below it you have the skills that the hero has learned. Each skill will show you the following information:
A damage modifier: (x1.0 for example) This is how strong the attack is after attack stat is applied.
Wait: How long the hero has to wait before the action is performed. Wait of 0 means the action happens immediately.
Delay: How long the hero has to wait until his next turn after the skill is performed.
Target shows you where you can apply the skill. The white circle is where your hero is.
Area tells you how many people the skill will hit. The red circle is where you initially place the skill. If there is no red circle, it means the attack will always hit the same squares.
Passive is the passive ability of that hero. You will obtain these after you clear a number of that hero's personal missions.
Items are the items that hero is carrying.
Now that we got the interfaces out of the way, let's talk about some tips on how to play the game. Note that these are general tips. If you're looking for battle tips, please check the Battle section.
Tip 1: The number of turns does not matter.
It does not matter if you finish the game in 100 turns or 400 turns. There are not even an achievement for finishing fast. So take your time as you see fit. The only time that you need to have a little bit of urgency is when you're at war with someone. In this case, if you end your turn, the enemy can attack you. They will also gain 1% increase in troop (the game inform you this by saying that so and so is upgrading their equipment).
Tip 2: Only do personal missions if you're not at war.
This tip is related to tip 1. Because of the nuisance of being at war with someone, you should devote your entire resource into defeating a nation after you initiate war. Later on, personal missions take a lot of heroes to complete. Doing so during a war will mean that these heroes cannot help attack or defend. Since turn number is not a problem and you can choose when to start a new war, doing personal missions in peace time is a lot more stress-free.
Tip 3: Best way to manage your money is to end your turn more frequently
Your heroes recover some troops every turn. So say your entire army is devastated after a costly war with someone. If you take up to 10 turns before starting your next war, your army will pretty much heal itself up without you spending a penny. You receive gold from cities every turn too. Of course, the game is easy enough without abusing this feature. But if you're having troubles, don't feel like you have to use all your action points in a turn.
Tip 4: Do every personal missions you can before the next war.
Personal missions advance your relationship with other heroes. This will grant them new equipment slots, new abilities, passive and eventually their ultimate skills.
Tip 5: Be flexible with items
This is not a game where every character needs a set of gears. For one thing, there are not enough items to fill everyone's slots. The heroes that you use a lot should always have their preferred items on. But beyond that be flexible with your items. Give items to a character who you plan to use this turn, then take them off and give it to someone else who will use next turn.
Tip 6: During a war, if given an alternative to the capital, use it
During wars against certain countries, you will get events in which you are given an option to alter the battles in some ways. Sometimes, it is to capture a key heroes. Sometimes, it is a shortcut to the capital. It is almost always advisable to use these methods as they make the war a lot easier. Exceptions are when you want the difficulty bonus items. Please see Miscellaneous section for more details.
Tip 7: You can make the game harder
There is no difficulty settings in Eiyuu Senki. However, if you conquer the more difficult countries before the easier ones, you will sometimes get a "High difficulty" item. Accept these will make the remaining countries stronger. Specifically, it will increase all the remaining countries troop count by 5%. Please see Miscellaneous section for more details on how to obtain these items. In my opinion, the game never gets too hard even if you take all of these items but I have played turn-based game for more than a decade.
Tip 8: The game has 2 endings.
If you want the True Ending. Conquer every possible region in the world before invading Britania. If at least one is not, you will get the Normal Ending. Unless you're chasing trophies on the PS3, it's not worth it to go 2 rounds just to see the Normal Ending since the True Ending includes the Normal Ending.
As stated earlier, Eiyuu Senki's battles are surprisingly polished. However, if you accustomed with turn-based battles, Eiyuu Senki should still be a fairly easy game for you. In this section, I will discuss the details of the tactical battles in Eiyuu Senki
Perhaps one of the most important elements in Eiyuu Senki, and one that is never explained, is the Type Matchup. Each hero and enemy have a type "melee, sword, lance, etc." You can see these by the icons next to their names. Each type is effective against certain other types. A character will deal double damage if his type is effective against the defending type. Below is a table of the Type Matchup:
The rows are the attackers. The columns are the defenders. If the square has an x, it means that the row has type bonus against the column. For example, Melee is effective against Cannon but Cannon is not effective against Melee.
Another way to see Type Matchup is when you hover your cursor over a combatant in battle. The icons of every character who that character is effective against will flash.
Another important mechanic in the game that is poorly explained is Brave. As mentioned briefly in the interface section, Brave are the two bars at the top of the battle interfaces. One brave point is awarded when the bar fills up. You need Brave points to perform Skills. Each skill will have a number on them. That is how many Brave points you need to perform that Skill. If the Skill has no number on it, it does not require any Brave point.
There are three ways to fill up your Brave meter:
Method 1: Every turn (does not matter whose turn), both bar will fill up by about a third.
Method 2: Attacking.
If your attack does not have Type Bonus (i.e. attacking a type that your hero is NOT effective against), you will gain Brave according to your damage
If your attack has Type Bonus (i.e. attacking a type that your hero is effective against), your enemy will gain Brave according to your damage.
Method 3: Skills
Certain skills will charge the Brave Meter or even steal Brave from your enemies. For example, Aristotle's Charge will give you 2 Brave points.
Hate is Eiyuu Senki version of Agro. Essentially, the person with the most Hate on your team will get attacked (if the attacker can reach her). There are two ways to increase Hate:
Accumulated Hate: These increase by 1/5 of damage dealt. These cannot be decreased.
Volatile Hate: These increase by 100% of damage dealt. Some other actions increase this type of Hate as well (Healing, Buffing etc.). But taking damage will decrease this.
Certain items speed up or slow down Hate accumulation.
In Eiyuu Senki, critical hits simply ignore the target's defense.
If a skill hits more than once, each hit has its own chance of critting.
The default critical chance is 10%
Eventually, you'll start meeting and recruiting characters known as Ancient Heroes. These heroes do not have troops and instead have HP. HP for the most part behave like troops number. If it goes to 0, the hero is removed from battles. The upside is that their damage do not decrease with lost HP, unlike troops. The downside is that unlike troops, HP cannot be replenished with Funds. Other than that, Ancient Heroes are not too different from normal Heroes.
These are tips to do well in battles. However, as I said earlier, the game is not super difficult, so do battles the way you enjoy playing the game. Follow these tips if you're having troubles however. If even these tips do not help, check out the Heroes section to see in-depth discussion on which hero is good at what.
Tip 1: Prioritize effective Type Matchup in early game and Skills in late game.
As you can tell, there are 2 ways to set up your team in Eiyuu Senki because you can see what troops the enemies have before selecting your own. You can either choose characters that are effective against the enemies' types or you can prioritize gaining Brave quickly to dish out Skills.
In early game, favorable Type Matchup is the way to go. The first reason is that troop count is lower so you can kill off enemies before they get to use more dangerous skills. The second reason is that there are not that many dangerous skills in early game. Most enemies will not have skills at all so you can deal attribute bonus without repercussions.
A little past mid game however, once your heroes start gaining their hero skills, you should start putting out teams that can take advantage of skills. Enemies start having much higher troop count and better skills. Relying solely on favorable type matchups at this stage is likely to invite retributions. Some hero skills have major range and damage modifier. If you are able to pull these off first, you can cripple the enemies to an extent that they cannot retaliate even if they have a tons of Brave points. Of course, favorable Type Matchup is still important. The idea is that you have to mixi up your strategy.
Tip 2: Keep in mind least a few Heroes with good skills that you like and a few Heroes that are good at generating Brave
Even in early game, there will be times when you cannot take advantage of Type Matchup. This can happen if you're out of heroes of the right type or that you have the right types but the wrong ranges (you have Melee but their Lance people are at the back). Furthermore, towards the end of the game, it will get harder and harder to win with just normal attacks, even with favorable Type Matchup. Therefore, it will come in handy if you have in mind heroes with skills that you like (most likely their Hero Skills) and heroes who are good at generating Brave. Billy the Kid, Hammurabi and Goemon have great Hero Skills. Rasputin and Palamedes are good at generating Brave by getting hit. Magoroku Kanemoto has Super Charge which gives 5 Brave points, albeit after a long wait. Some items help with Brave generation as well.
Tip 3: Don't increase troop counts across the board
Starting out, you'll have the intuition to increase max troops for every heroes equally. This is especially compelling because no heroes in Eiyuu Senki are completely useless in battles. However, you will eventually find some heroes that you like to battle with. Prioritize increase troop counts of these heroes. Eventually, there will be too many heroes to spend money on.
Besides, battles in a war vary in difficulties. There are some battles when you don't need the best (mostly when they attack you). And there are some that require the best 6-heroes team you can muster. As a result, it is better to have a few strong heroes rather than a lot of above average ones.
Tip 4: Don't discount tanky characters.
Most people like being on the offensive. That's fine but do not use exclusively characters with 8 and 7 in Attack. There are those characters with solid Defense and Speed but average Attack (say, 5). These characters are more valuable than you think. For example, in a battle where you cannot get effective damages with any front line units, these characters will do better than the glass cannons. Another scenario is if you're battling an army with a variety of types. There is no way to ensure that only you deal effective damages. At least one or two of their types will also have effective damage against some of your heroes. In this scenario, it is better to go with the tanky characters than rolling the dice with the glass cannons.
Plus, some of the tanky characters have respectable damage as well (Benkei, Alexander etc.). I actually prefer these characters to the extreme glass cannons (Geronimo, Balin etc.)
Tip 5: Don't forget Healing, Buffing and Debuffing
It is easy to obsess over dealing damage and forget to use non-damage-dealing skills. Timely used Healing, Buffing and Debuffing can win battles or at least save you a lot of damage. Healing in particular could be very overpowered if used right. On the other hand, don't feel like you have to Buff or Debuff in every battles, In some battles it might be better to just start throwing punches right away. Characters like Qin Shi Huang or Sun Tzu are ideal for Buffing/Debuffing as they are tanky and speedy and don't deal much damage anyways.
Tip 6: Finish battles within 25 turns give you bonus troops
If you can finish a battle in 25 turns, you get a Great Victory. And instead of 10 bonus troops, you get 20. Note that the 25 turns limit do not increase even if you extend the overall battle limit via items. 10 troops are a lot. 10 battles with 10 more troops bonus are 100 troops. That's around 10,000 in gold later in the game. Of course, do not feel like you have to rush every time just to get this bonus. But this is definitely one of the reasons offensive-oriented teams are better.
Tip 7: Try to finish off enemies
Sometimes, you deal just enough damage that enemies are left with tiny bit of HP. Try to get these guys out before going after the next enemies. Damage calculations in Eiyuu Senki means that even enemies with virtually no troops can deal some very decent damage. Plus, if dead enemies cannot take a turn, thus giving you more time to finish the battle within 25 turns for the extra bonus.
Tip 8: Items
If you face a battle that you keep losing, try to go back and tailor the items of your team to that battle. The extra effort will make a bigger difference than you expect.
Tip 9: Don't bother with Hate
I try to create teams that can take advantage of the Hate system. Theoretically, you can manipulate Hate so that your tanky characters absorb the damage and your glass cannons dish out damage in relative safety. In reality, Eiyuu Senki Hate system is too random to take advantage of consistently. I had some success by abusing Hate-altering items but even these don't work all the time. Carefully choosing combatants and positioning them well are both superior tactics. I would just ignore Hate.
By popular demand, I include this section. This will include specific combos of heroes and items that I consider "trump cards" in battles. Check out the section above if you want more general advice. All of these combos are also discussed in more details in the Heroes section under the specific heroine.
Yoshitsune and Futsumitama (deal over 10k damage to a row)
Achilles and Futsumitama (deal over 15k damage to a single enemy)
Billy the Kid and Laevateinn (critical hit to a big area)
Balin and Pandora's Box (Berserk then Kenuerchyn to deal massive damage to potentially all enemies) (need 7 Brave before Balin's first turn)
Goemon and Vajra+Gandiva (massive critical hit to a single enemy)
Hammurabi and Doujigiri (massive damage to a cross-shaped area)
Anyone with Supercharge and Gullinbursti+Tamatebako (5 Brave to start the battle)
Anyone with Gullinbursti+Pandora's Box (allows a character to attack twice to start the battle)
Montezuma with Ariadne's Thread and Book of the Dead (Altar of Sacrifice gives 10 Brave)
In this section, I will go into details about each and every Hero in Eiyuu Senki. Below is an outline of how I will discuss each Hero:
Skills: Hero skills will be denoted by a (*)
How to obtain:
Items to give:
All the above should be self-explanatory. Please note that general comment is primarily my own opinion. As I said earlier, no heroes in Eiyuu Senki are useless. The game does a good job of allocating stats and skills to every Hero that help them to have at least one strong facet. Instead of using this section as a Bible on who to use and not to use, think of this section as giving you general information to better plan ahead.
Before I discuss the heroes, I will also include details about how to conquer that specific region. Most regions are rather straightforward. Some, however, have certain caveats to take note of. Skip to the Illuminati if you're looking for tips for endgame.
Zipang is your home country, representing Japan in real life. You will get many heroes from Zipang, including the very first few that you start the game with. Because most Zipang heroes will be with you throughout the whole game, you will use them quite a bit. Therefore, it's best to get used to their strengths and weaknesses.
Stats: 8 AT 6 DF 7 SP
Expert Stats: 1 SCI 1 DIP 1 CRA 2 SEA
|Strike||Sword||0||1.0||0||100||2 rows ahead||single||None|
|Tsumugari no tachi||Sword||3||1.5||0||120||2 rows ahead||1 row||None|
|Sonic Boom||Sword||2||1.2||0||120||3 rows ahead||single||None|
|Summon Hero (*)||N/a||1||0||120||Anywhere on your side||single||summon an active Hero to battle|
Passive: Ambition (increase ATK for the 4 allies surrounding you)
How to obtain: You start with the Main Character.
General comment: At 8 AT and 7 SP, your Main Character will be a great damage dealer throughout the game. Not many have the same or better combination of attack and speed. His 6 DF can be troublesome at times. Tsugamari-no-Tachi is a great skill that deal good damage to decent area at the reasonable cost of 3 Brave. Summon Hero is both an overpowered and useless skill. Overpowered because it can pretty much prevent you from losing by adding more and more heroes to the battle. Useless because if you plan well, you won't need it anyways. Abusing Summon Hero also means that you get into the bad habit of taking heavy losses.
Placement: As a Sword character, Main Character should be on the front row so his attack can reach the furthest. He does decently in the middle row as well if there are enough enemies on the front row to hit and/or you worry about his defense. Put him in the center square of your 3x3 will allow his Ambition passive ability to reach the maximum 4 allies. Just don't put him in one of the corners where his passive can only reach 2 allies.
Items to give: Fight the urge to load Main Character up with more offensive tools. Between his 8 AT and Tsugamari-no-Tachi, Main Character will deal enough damage as is. Increasing his AT might have the inadvertent effect of making him the target for the enemies. Instead, give him some defense to make him well-rounded.
Stats: 5 AT 8 DF 7 SP
Expert Stats: 1 SCI 4 DIP 1 CRA
|Magic Missile||Magic||0||1.0||0||150||4 rows ahead||single||None|
|Healing||Support||1||0||100||Anywhere on your side||single||Heal for 25%|
|Refresh||Support||2||0||150||Anywhere on your side||1 row||Remove debuffs|
|Hetsukagami (*)||Support||5||0||300||Anywhere on your side||1 row||Heal for 50% and remove debuffs|
Passive: Love (ally in front receive doubled healing)
How to obtain: You start with Himiko.
General comment: Himiko is your first and only healer for a very long time. See where Egypt is on the map? That is likely the closest place that your next healer will come from. Anyways, Himiko is perfectly set up to be a healer. She has the speed to cast often and the defense to shrug off the odd hits that come her way. Her weak attack and lack of offensive skill also mean that she should focus on allies instead of enemies. Hetsukagami is the one of the best healing skills in the game. However, Hetsukagami is often overkill in anything but the most difficult battles.
Placement: As a healer, Himiko has no business being anywhere but the back row unless you want to use her as bait to generate Brave. There are better heroes for that however. Love is a complicated passive to take advantage of. Himiko needs to be behind the ally that will take the most damage, but that probably means they will attack her instead. There are the odd battles that Love could work well but I wouldn't go out of my way to accommodate it.
Items to give: Himiko does not need any items to function well. Items make less of an impact on her than others. If you really want to give her something, she can always use more speed or less delay.
Stats: 7 AT 6 DF 8 SP
Expert Stats: 2 DIP 3 CRA
|Strike||Sword||0||1.0||0||100||2 rows ahead||single||None|
|Buster||Sword||2||2.0||0||120||2 rows ahead but not more than 1 column away||single||None|
|Slash Zapper||Sword||2||1.0||0||120||1 row ahead but not more than 1 column away||target and square behind target||None|
|Yoshitsune Senbonzakura (*)||Sword||5||0.3 (10 times)||0||120||Skip one row in front. Anywhere on the next row||1 row||None|
Passive: Courage (allies on either sides gain 1 Speed)
How to obtain: Conquer Kyoto.
General comment: Yoshitsune's stats are very balanced. Buster and Slash Zapper are decent skills that provide Yoshitsune with some flexibility. Yoshitsune will be so-so for most of the game, not good at anything but not bad either. She transforms into a killing machine after she gets her Hero skill however. Yoshitsune Senbonzakura is one of the best skills in the game. Normally, the skill only adds up to 3x of normal damage. The secret here is to give Yoshitsune a static damage increase items (for example, Futsumitama). These items add a fixed amount of damage to EACH hit. Since Yoshitsune Senbonzakura hits 10 times, the static applies 10 times. Futsumitama adds 1000 to each hit, meaning that Yoshitsune Senbonzakura will deal at least 10,000 damage to every foe. That's enough to one shot most people in the game. A second trick is to use Yoshitsune Senbonzakura on Types that are not weak to Sword. Do that and watch that Brave meter fills up from the ground back to 10 Points.
Placement: Given that all her skills have maximum range of 2, Yoshitsune should be on the front row. Put her in the middle square if you want to maximize her passive.
Items to give: See general comment. Futsumitama is meant for Yoshitsune. At least until Achilles joins, but we'll get to that later.
Stats: 6 AT 8 DF 5 SP
Expert Stats: 2 CRA 3 SEA
|Spear Attack||Spear||0||1.0||0||100||3 rows ahead||single||None|
|Heavy Smash||Blunt||2||2.5||30||120||1 row ahead but not more than 1 column away||single||None|
|Wild Scratch||Melee||2||0.3 (3 times)||0||90||1 row ahead||1 row||None|
|Thousand Blades Strike (*)||Multiple||5||0.4 (7 times)||0||120||3 squares ahead||a plus sign starting with the target spot||None|
Passive: Steel (ally behind gains 2 Def)
How to obtain: Conquer Kyoto.
General Comment: Benkei is a very unique heroine to say the least. First, she can use up to 3 items. Gilgamesh is the only other heroine with this ability. All other heroes can only use up to 2 items. As a result, Benkei can take advantage of item combos that most cannot. Benkei's skill set is one of the most diverse in the game. Between her non-hero skills, she has access to 3 types of damage. Melee is the only type that Benkei cannot deal attribute bonus to. Heavy Smash in particular will be very useful because there are not many Blunt heroes in the game and most come very late. Thousand Blades Strike deal 7 hits, each with a random type. Usually 2-3 hits will deal attribute bonus and 1 or 2 may crit as well. Therefore, the skill's effective damage modifier is around 4x, which, combined with the large range, make it a very good damage dealer. Benkei can of course pull the same shenanigan with static damage increase items that Yoshitsune can. Yoshitsune's skill hits 3 more times though.
Placement: With her high Defense and passive skill, there is no reason for Benkei to not be on the front row.
Items to give: Any combination you can think of. Benkei's 3 item slots mean that you can make her strong in whatever you want. An example is to make her even more tanky than she already is by loading her with a def boost, a damage reduction and a self-heal.
Stats: 8 AT 3 DF 7 SP
Expert Stats: 3 SCI 1 DIP 1 SEA
|Rifle Shot||Gun||0||1.2||0||100||4 squares ahead||single||None|
|Snipe||Gun||2||1.5||0||120||5 squares ahead||single||Crit rate +30%|
|Armor-piercing Shot||Gun||2||2.5||0||120||3 squares ahead||single||None|
|Demon of Edo (*)||Gun||5||4.0||50||120||1 square ahead||all 5 squares ahead||None|
Passive: Readiness (+2 Attack on the front line)
How to obtain: Conquer Edo.
General comment: Nobunaga is the first Gun heroine you'll get, and one of the best. Her 8 AT, 7 SP and Gun type make her one of the best heroes to deal with enemies' frontline units. Her 3 DF is mitigated by her range, which keeps her out of harm's way. Armor-piercing Shot will deal eye-poping damage to typical front line types like Sword and Blunt, albeit at a reduced range. Snipe has nice range but is a gamble for 2 Brave unless you give Nobunaga more crit chance. Demon of Edo has great damage potential but is hampered by a long Wait and an inflexible range. Nobunaga is adept at playing an assassin role. With the right build, she's capable of dealing burst damage very early in the battle to a single target, neutralizing them as a threat. The only battles in which you should avoid using Nobunaga is when the enemies have Spear type on their front row. Spear is not weak to Gun but Gun is weak to Spear. Plus, Spear type on the front row can reach Nobunaga even if she stays at the back.
Placement: Most of the times, Nobugana should be on the leftmost row to avoid getting hit with her paper defense. Since she can only attack straight ahead, put her on the same line with the enemy that you want her to take care of. Readiness gives Nobugana a tempting 10 AT in total but she will get routed way too fast on the front row. Feel free to put her there of course if the situation somehow protects her.
Items to give: Anything to improve her offensive ability. Give her crit items if you plan to take advantage of Snipe (in battles where enemies' defense is high). Gullinbursti is a good idea too if you want Nobunaga to jump on someone quickly.
Stats: 5 AT 6 DF 8 SP
Expert Stats: 2 SCI 4 SEA
|Throw||Throw||0||1.0||0||120||3 rows ahead||single||None|
|Meteor Strike||Throw||2||2.0||0||150||3 rows ahead||single||None|
|Shooting Star||Throw||2||1.0||0||150||3 rows ahead||target and square behind||None|
|Mapping Heaven and Earth (*)||Support||5||0||200||2 rows ahead||single||Increase wait time by 100|
Passive: Stealth (ally behind gain 20% bonus crit chance)
How to obtain: After unifying Zipang, Tadataka is available for recruiting with a mission.
General comment: Tadataka is easily the most underwhelming heroine from Zipang. At just 5 AT and 6 DF, Tadataka will not hit for much but receive plenty. Her 8 SP is hampered by the fact that all her skills have huge Delay. Within the Throw type, there are 2 sub-categories: Rock and Boomerang (distinguishable by the attack animation). Boomerang has better speed and better damage modifier. Tadataka unfortunately uses Rock. Her only useful tool offensively is Meteor Strike, which deals nice damage to the pesky Melee and Blunt types. Tadataka's hero skill is a bit of a joke. It does adds the most wait time in Eiyuu Senki. However, for 5 Brave and a single target, many other hero skills can outright kill that target. A range of 2 rows ahead is terrible as well. Tadataka will see some actions when you invade North America, but after that, she should be phased out gradually.
Placement: Throw type is meant for the middle row. Tadataka's passive also requires that she's in front of somebody. Her DF will make her a target but there is nothing you can do about it.
Items to give: Given her skill set, there is really no specific item that will work better with Tadataka than other items. Just pick whichever you think she needs the most in the next battle.
Stats: 8 AT 7 DF 3 SP
Expert Stats: 3 SCI 2 CRA
|Magic Missile||Magic||0||1.0||0||120||4 rows ahead||single||None|
|Grand Cross||Magic||2||1.0||30||150||4 rows ahead||cross shape centered on the target||None|
|Energy Flare||Magic||2||2.0||30||150||4 rows ahead||single||None|
|Night Parade (*)||Magic||5||4.0||50||200||1 row ahead||a line starting from target||None|
Passive: Prophecy (ally in front gain 20% bonus crit chance)
How to obtain: After unifying Zipang, Seimei is available for recruiting with a mission.
General comment: Most Magic type heroes in Eiyuu Senki are utility characters, with Support skills to go with Magic attacks. Not Seimei, her entire arsenal are offensive skills. Furthermore, none of her skills have any add-on effect. Seimei's role is definitely to deal damage. Fortunately, with 8 AT and a versatile skill set, Seimei is among the most effective Magic damage dealers in the game. The downside are her atrocious 3 SP and long Wait on her skills. Seimei won't act too often. Night Parade is a middling hero skill. 4x damage modifier is a lot but the Wait of 50 and Delay of 200 literally take Seimei out of the battle for a long time. In the end, Seimei is sort of on her own in battle. If you plan to use a specific strategy or combo, Seimei is a bad choice. However, if you're simply gonna duke it out or have 1 spot left and need a character that won't mess with the team chemistry, Seimei is perfect.
Placement: As with all Magic types, bottom row is a good choice. Seimei's 7 DF allows her to do reasonably well in the middle row as well. Either way will take advantage of Prophecy.
Items to give: Don't bother trying to fix Seimei's SP. The better method to help her act more often is to give her Wait reduction items.
Stats: 6 AT 6 DF 8 SP
Expert Stats: 3 CRA 2 SEA
|Bludgeon||Blunt||0||1.2||0||120||1 row ahead||single||None|
|Dive Impact||Blunt||2||1.5||30||120||2 rows ahead||single||None|
|Attack Up||Support||1||0||120||Anywhere on your 3x3||cross shape centered on the target||Attack +1|
|Supercharge||Support||0||100||200||Yourself||single||Grant 5 Brave|
Passive: Enthusiasm (ally on both sides gain 1 Attack)
How to obtain: Obtained 5 items: Onimaru (Benkei's 3rd event), Doujitsu (event in Melbourne), Suzumaru (event in Havana), Mikazuki Munechika (Benkei's 4th event), Ooten (Do all the silk road missions). Afterwards, Kanemoto can be recruited via an event in Zipang.
General comment: Kanemoto would have been much more useful if she was available earlier in the game. Alas, her numerous requirements mean that the earliest you can get her is a little bit past mid-game when Blunt types already start showing up. Her events give you the very useful Futsumitama. As a combatant, Kanemoto is only so-so. Her stats are more balanced than other Blunt types but 6 AT and 6 DF are underwhelming in both cases. The lack of a hero skill also hamper Kanemoto offensively, especially late in the game. Her usefulness in battle therefore rests with Supercharge. She's one of only 2 characters who can use this skill. Her 8 SP also helps with getting it off sooner. Certain items combination can help Kanemoto pulls off this skill before anyone else moves.
Placement: Her range does not really allow her to be anywhere but the front row even if you put her in your team primarily for Supercharge. Enthusiasm is one of the nicer Passive in the game.
Items to give: Give Kanemoto both Gullinbursti (always move first) and Tamatebako (0 Wait once) will allow her to cast Supercharge before anyone else moves. At least one of these items is advised if you plan to use Supercharge because it will take too long otherwise.
Stats: 7 AT 6 DF 8 SP
Expert Stats: 3 NEG 2 SCI
|Strike||Sword||0||1.0||0||100||2 rows ahead||single||None|
|Cleave||Spear||2||1.0||0||150||2 rows ahead||target and 1 square behind target||None|
|Buster||Sword||2||2.0||0||120||2 rows ahead||single||None|
|Tsubame Gaeshi (*)||Sword||5||3.0||0||50||2 rows ahead||single||100% crit chance + another normal attack|
Passive: Steel (ally behind gain 2 Defense)
How to obtain: After you declare war on the Dark Realm, Kojiro can be recruited via a mission in Zipang.
General comment: Despite being a Zipang character, Kojiro comes very late. Her stats are alright, nothing special for that stage of the game. Kojiro does have access to a Spear type skill to go with her natural Sword type. However, Cleave is not a great skill to use just to take advantage of attribute bonus. With her huge troop count, Kojiro can contribute just fine in any battles. If you want her to shine however, you would need to take advantage of her hero skill. Tsubame Gaeshi is very similar to Goemon's Zantetsuken. Zantetsuken will deal higher damage in most cases. The only scenario I can think of where Tsubame Gaeshi will deal higher damage is if you use items that add fixed damage such as Futsuno Mitama. Since Tsubame Gaeshi deals 2 hits (a 3x crit and a normal attack), the fixed damage will be added twice. Tsubame Gaeshi will still one-shot most people even without item help and is especially useful against high def opponent. Use Kojiro as a substitute for Goemon whenever Goemon is not available.
Placement: Front row makes the most sense. Middle row if whoever you plan to use Tsubame Gaeshi on is within reach.
Items to give: Static damage increase will make the most out of Tsubame Gaeshi. Only use them if Tsubame Gaeshi hasn't been able to one-shot people.
********************************************WARNING: SPOILER. SKIP NEXT HEROINE TO AVOID SPOILER*******************************************************************************************
Stats: 10 AT 10 DF 8 SP
Expert Stats: 5 CRA
Iai Sword (Sword): Crit rate +50%
Tsumugari no Tachi (*) (Sword): x3.5 - Hit a row
Crit Up (Sword): Increase crit rate by 10%
Passive: Bravery (gain 2 Speed when on the front line)
How to obtain: A weakened version of Takeru joins you at the beginning of the game. She'll leave after you unify Zipang. She'll rejoin in her Ancient Hero form after you finish the Normal Ending (i.e after you defeat Mu but before Nyarlathotep shows up).
General comment: Note that I'm commenting on Hero in her Ancient Hero form, since this is when she sees real usage. If Takeru is on the front line, she will have 10 in all stats, which easily give her the best stat distribution in the game. Tsumugari no Tachi will wreck most people, weakness or not. The issue with Takeru is not so much about herself, but about the period that she joins you in. In the battles which Takeru is available for selection, there's always a major boss-tier enemy. To defeat these enemies, you do not need well-rounded heroes, but you need specialized hero who can pull off massive burst damage given the right set up. Heroes like Goemon, Yoshitsune, Achilles and Hammurabi. To put it in gamer term, Takeru is a consistent DPS (the best in Eiyuu Senki), but you need burst DPS in the battles that she can participate. That is not to say that Takeru's useless. Nobody with this kind of stats is useless. She can excel as the clean-up woman in a lot of these battles since her damage does not drop off with lost HP. But it is true that Takeru is not the team's centerpiece that her stats would suggest.
Placement: Front row makes almost too much sense for Takeru.
Items to give: Resist the urge to give Takeru more stats. More stats won't help her do what she does best any better and will not give her any new tool. Instead give her items that boost her recovery outside battles so that Takeru is available more often.
********************************************SPOILER END -- SPOILER END -- SPOILER END -- SPOILER END******************************************************************************************
Stats: 8 AT 8 DF 7 SP
Expert Stats: 5 SEA
Buster (Sword): x2
Bishamonten (*) (Support): Completely heal self - AT and DF + 2
Supercharge (Support): Grant 5 Brave - Wait 100 - Delay 200
Passive: Prestige (enemies in the next row lose 1 Speed)
How to obtain: Complete the events of all Zipang heroines (everyone in this section). Then an event will be available in Zipang to recruit Kenshin.
General comment: Anyone who plays Sengoku Rance will know where Kenshin comes from. It actually explains why Eiyuu Senki's gameplay is similar to Sengoku Rance. Anyways, Kenshin is likely the last heroine to join you in the game, providing that you recruit everyone when they become available. Kenshin's in the game for fan service more than anything. She's fairly underwhelming for the period that she's available. Bishamonten and Supercharge can inspire some weird strategy but in these final battles, 5 Brave is much more needed elsewhere. Kenshin is more useful if you want to tackle Shambhala. You'll need a huge roster for this dungeon and Kenshin's stats virtually guarantee her a spot.
Placement: Her skillset, stats and passive all point towards front row.
Items to give: Kenshin can benefit from items that helps with tanking.
Taika represents China in the real world. It is fairly easy to conquer even if you go for India and Mongol first and take the difficulty bonus items. There will be an event that allows you to isolate Lu Bu, capture her and prevent her from helping for the rest of the invasion.
Stats: 4 AT 8 DF 7 SP
Expert Stats: 1 SCI 4 CRA
|Enchanted Blade||Sword||0||1.0||0||120||3 rows ahead||single||None|
|Attack Down||Support||1||0||120||4 rows ahead||cross shape centered on the target||Attack -1|
|Speed Down||Support||1||0||120||4 rows ahead||cross shape centered on the target||Speed -1|
|Elixir of Immortality (*)||Support||5||0||120||Anywhere on your 3x3||single||Summon a Terracotta warrior|
Note: A Terracotta Warrior has 5 AT 8 DF 5 SP. It is a sword type with all the standard sword skill. It also comes with 10,000 troops.
Passive: Tyranny (all enemies in front lose 1 Defense)
How to obtain: Conquer Taika
General comment: Qin Shi Huang is one of the only 3 Sword types with a range of 3. However, between Huang's 4 AT and the 0.8 modifier, she will not be able to take advantage of that increased range. Huang does much better in battles as a tank and a utility character. The idea is pretty simple. Buckle down, soak up hits and pop those debuffs whenever possible. In early game, this will be very effective. In late game, tanking becomes a lot more problematic. If Huang is to be useful in late game, you have to find a way to utilize Elixir of Immortality. Terracotta Warrior does make a good cannon fodder and Brave bait. As a result, the skill is tailored for battles that you expect to drag on. There should not be too many of those.
Placement: Despite her range, front row is still the best place for Huang. It is not as if she needs to avoid hits, and front row allows her to reach all enemies.
Items to give: Anything that helps with tanking. Don't bother trying to salvage her attack. She's not meant to be a damage dealer.
Stats: 5 AT 7 DF 8 SP
Expert Stats: 4 SCI 2 NEG
|Magic Missile||Magic||0||1.0||0||150||4 rows ahead||single||None|
|Attack Up||Support||1||0||120||Anywhere on your 3x3||cross shape centered on the target||Attack +1|
|Defense Up||Support||1||0||120||Anywhere on your 3x3||cross shape centered on the target||Defense +1|
|Four Roads, Five Paths (*)||Support||5||0||120||Yourself||cross shape centered on the target||Gain different stats|
Passive: Ingenuity (all enemies in front lose 1 Attack)
How to obtain: Conquer Taika
General comment: Sun Tzu is almost the opposite of Qin Shi Huang. If Huang is a debuffer, Tzu is a buffer. Similar to Huang, Tzu' stats do not allow her to be an offensive force. Use Magic Missile if there is nothing else to do but Tzu should really focus on buffing. Don't bring her into battles where you cannot spare 1 Brave here and there. Four Roads, Five Paths is such a conflicting skill. On the one hand, it is one of the best buffing skills in the game. On the other hand, the randomness makes it hard to strategize around this skill. In general, I do not find Tzu particularly useful even in early game. She runs out of things to do very quickly. Buffing also becomes less useful later in the game.
Placement: If you plan to use Tzu's hero skill, she has to be surrounded by as many allies as possible. Otherwise, back row or middle row are both okay.
Items to give: Nothing will really help with what Tzu does best. Defense boosters if you must give her something so she can be a Brave bait as well, but there are better heroes for that.