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I am The Divine Dragon!
~ Alear

Alear is a character from the video game series Fire Emblem. Alear debuts in Fire Emblem Engage.

Fanon Wiki Ideas So Far[]

Battle Royales[]

Battle Record[]

WARNING: The following tab will reveal the numbers of wins and losses for the following character. Read at your own risk.

Battle Record

  • Wins: 0
  • Losses: 1
  • Draws: 0

Possible Opponents[]

History[]

Alear is a Divine Dragon from the land of Elyos in Fire Emblem: Engage. They fought in a terrible war 1000 years ago where they helped defeat The Fell Dragon Sombron. However, they would sustain major wounds that almost lead to their death and would be placed in The Somniel to heal while their mother, Queen Lumera transferred her lifeforce to heal Alear. Alear would eventually reawaken, but with no memory aside from their name. During their first battle post rest, they be nearly overwhelmed by monsters when they would hear a voice from Marth urging them to remember him so that he could help as an Emblem. Alear would journey with Queen Lumera to Lythos Castle, where they would be attacked by assassins, which lead to the loss of multiple Emblem Rings and the death of Queen Lumera. Determined to fulfill the final request of their mother, they would journey throughout the land of Elyos to gather all 12 Emblem Rings and defeat Sombron, ensuring peace for Elyos once again.

Weapons/Equipment[]

Libération:

-A sword that only a Divine Dragon can wield. Defeating a foe fills the Engage meter by one extra bar.

-A sword with relatively low might, mainly used to finish off weaker foes to speed up Engages

Willie Glanz:

-A powerful sword that can only be wielded by The Divine Dragons.

-Can attack in close range or at long range.

Dragon's Fist:

-Powerful close combat weapon that causes the user to attack twice when they initiate combat. Deals damage based on magic.

Vulnerary: Heals 15 HP

Antitoxin: Heals 15 HP and cures poison

Elixir: Heals 30 HP

Pure Water: Grants 7 additional resistance, bonus shrinks by 1/round as battle continues

Magic/Tomes[]

Bolganone:

-Powerful Fire Magic tome

Thoron:

- Long range devastating lightning magic tome

Excalibur:

-Powerful Wind Magic tome. Effective against flying

Elsurge:

-Advanced short range tome that always hits

Nova:

-Mighty tome that allows the user to attack twice when initiating combat

Emblem Rings/Bracelets[]

When Alear is synced/engaged with an emblem, emblems grant Alear the following bonuses/skills/weapons

Ring of the Hero King: Marth, Emblem of Beginnings[]

'Weapons (when engaged)'

- Rapier: A light sword that is effective against cavalry and armor

- Mercurius: A sword with high might that doubles XP gained during combat

- Falchion: A sword with high might. Effective against dragons.

Skills:

- Divine Speed: Makes an additional attack at half damage

- Perceptive+: Grants Avoid+30 during combat. Increases with speed

- Break Defenses: If Alear "breaks" (i.e weapon triangle advantage/disarms) a foe, make an additional attack at half damage

- Sword Agility 5: If Alear uses a sword, grants +30 avoid at the cost of -10 crit

- Unyielding: If Alear is at low HP at start of turn, heals them

- Avoid+30

Engage Attack (Lodestar Rush): Makes 9 attacks on foe in rapid succession

Bonus Stats:

Str +3 Dex+4 Spd+4

Ring of the Caring Princess: Celica, Emblem of Echoes[]

Weapons (when engaged):

- Seraphim: A tome that does additional damage to Corrupted (monsters, undead, etc.)

- Recover: Heal staff

- Ragnarok: Powerful fire tome

Skills:

- Echo: Attack with magic at 50% damage, then attack again at 50% damage.

- Holy Stance+: If attacked by a Corrupted, reflects 50% of damage taken.

- Magic+5: Increases magic stat

- Resonance: Expends 1 HP during combat to increase damage with tomes

- Favorite Food: Eating leftovers will max out the engage meter.

- Tome Precision 5: Increases avoid and hit rate by 15 when using a tome

Engage Attack (Warp Ragnarok): Alear teleports then unleashes a massive fireball on foe

Bonus Stats:

Str +3 Mag +5 Res +4

Ring of the Holy Knight: Sigurd, Emblem of the Holy War[]

Weapons (when engaged):

Ridersbane: A lance specifically made to kill cavalry

Brave Lance: When Alear attacks with this lance, they attack twice

Tyrfing: A sword with high might. Grants additional resistance to magic

Skills:

Gallop: Increases Alear's move speed significantly

Canter: Alear may move after attacking

Lance Power 5: While using lance, grant additional strength at the cost of avoid

Momentum: Deals additional damage the farther Alear moved to attack

Headlong Rush: Makes Alear immune to spells that freeze them in place

Hit+30

Engage Attack (Override): A powerful attack that strikes all foes in a line

Bonus Stats:

Bld+3 Dex+4 Def+4

Ring of the Sage Lord: Leif, Emblem of Genealogy[]

Weapons (when engaged):

- Killer Axe: A large axe that often yields critical hits

- Master Lance: A heavy lance with high might. Alear attacks twice. Can strike at close or far range.

- Light Brand: A magical sword that can strike up close and at range. Grants Luck+10

Skills:

- Adaptable: If foe attacks, Alear automatically swaps to a weapon that is better for the situation

- Build+5: Allows Alear to use heavier weapons more effectively

- Arms Shield: Alear takes less damage with weapon triangle advantage

- Vantage: When Alear is at low HP, they may counterattack foe before foe can attack.

- Knife Precision 5: Grants hit/avoid+15 when using daggers

Engage Attack (Quadruple Hit): Attacks foe with Light Brand, Killer Axe, Master Lance, and Master Bow

Bonus Stats:

HP+7 Def+3 Bld+5

Ring of the Young Lion: Roy, Emblem of Binding[]

Weapons (when engaged):

- Lancereaver: Sword that breaks lance users, but user breaks to axes.

- Wyrmslayer: A sword of average might. Effective against dragons

- Binding Blade: A powerful sword that grants Alear +5 Def/Res. Can strike at close or far range.

Skills:

Rise Above: Temporary buff to Alear = 6 levels

Advance: If Alear moves and is close to reaching attack range on enemy, Alear moves into range and attack

Hold Out+++: Unit survives lethal blows at 1 HP

Str+6

Sword Power 5: Grants Atk+10 when using a sword at the cost of -10 Avoid

Engage Attack (Blazing Lion): Makes a large attack in front of Alear, damage anyone in front of them and causing the surrounding area to be set ablaze.

Bonus Stats:

HP+10 Str+6 Res+3

Ring of the Lady of the Plains: Lyn, Emblem of Blazing[]

Weapons (when engaged):

- Killer Bow: Bow that lands critical hits more often

- Mani Katti: A light sword that more often lands critical hits. Effective vs Cavalry/Armored

- Mulagir: A mighty bow that increases speed by 5. Effective against Dragon/Flying

Skills:

Alacrity++: If Alear is faster than their opponent, they make another attack before their opponent can counter attack

Speedtaker: When Alear kills an opponent, they gain a boost to their speed

Call Doubles: Alear creates 4 copies of themselves that participate in their attacks. These copies have 1 HP

Bow Focus 5: Grants Hit+30 when using a bow at the cost of -10 dodge

Speed+5

Engage Attack (Astra Storm): Shoots Five homing arrows at long range

Bonus Stats:

Dex+4 Spd+5 Res+3

Ring of the Azure Twins: Erika/Ephraim, Emblem of the Sacred[]

Weapon (when engaged):

Rapier: A light sword with low might. Effective against Cavalry and Armored

Windsword: A magical sword that can strike at close or far range. Effective vs flying foes

Sieglinde: Sword of high might. Effective against Corrupted

Skills:

Day and Night/Night and Day: Switch between Erika and Ephraim

Lunar Brace+: When synced with Erika, Alear deals additional damage =50% of opponents Def

Solar Brace+: When synced with Ephraim, Alear heals 50% of damage dealt

Eclipse Brace+: Combines Lunar/Solar Brace when engaged

Gentility+: When synced with Erika, Alear reduces the damage they take slightly

Bravery+: When synced with Ephraim: Alear deals slightly more damage

Blue Skies+: Combines Gentility/Bravery when engaged

Lance Agility 5: Grants Alear Avoid+30 when using a lance at the cost of Crit-10

Dodge+30

Engage Attack (Twin Strike): Alear makes an attack with Ephraim for high damage. Effective vs Corrrupted

Bonus Stats:

Mag+3 Dex+4 Luck+10

Ring of the Radiant Hero: Ike, Emblem of Radiance[]

Weapons (when engaged):

Hammer: An axe with high might. Effective vs. Armored

Urvan: An axe with high might. Grants Alear +3 Res during combat

Ragnell: A sword with high might. May strike at close or far range. Grants Alear +5 Def during combat

Skills:

Demolish: Instantly destroys any obstacle in Alear's way

Resolve+: When Alear's HP drops below 75%, grants Def/Res +7.

Wrath: Alear gains +% to crit equal to the damage they have taken. (Max 30%)

Reposition: Alear moves an ally behind them

Def+5

Axe Power 5: When Alear uses an axe, grants Atk+10 at the cost of -10 Avoid

Laguz Friend: Alear's avoid is set to 0, but reduces all incoming damage by 60%

Engage Attack (Great Aether): Alear can't attack for 1 turn, but gains +5 Def/Res. Then next turn, Alear makes a huge attack in a 2 space radius area, healing 30% of damage dealt to each enemy attacked

Bonus Stats:

HP+7 Str+4 Def+5

Ring of the Dawn Maiden: Micaiah, Emblem of Dawn[]

Weapons(when engaged):

-Shine: A low might tome that illuminates the surrounding area for a time

-Nosferatu: A tome of average might that heals Alear for half the damage dealt

-Thani: High might light tome. Effective against Cavalry and Armored

Skills:

Cleric++: Allows Alear to equip very powerful staves even if their current class doesn't use staves

Augment: Gives Alear additional range when using staves.

Healing Light: When Alear heals an ally with a staff, heals Alear for half the HP they healed the ally

Staff Mastery 5: Grants Hit+30 when using a staff, and heals an additional 15 hp when healing an ally with a staff.

Silence Ward: Alear becomes immune to effects that prevents magic

Res+5

Engage Attack (Great Sacrifice): Drops Alear to 30% HP to heal all allies to full HP

Bonus Stats:

Mag+4 Res+5 Luck+6

Ring of the Princess Exalt: Lucina, Emblem of Awakening[]

Weapons(when engaged):

Noble Rapier: A light, low might sword. Effective against Cavalry and Armored foes

Parthia: A strong bow that grants Alear Res+5 and double XP during combat

Parallel Falchion: A sacred, high might sword. Effective against dragons

Skills:

Bonded Shield: Gives Alear a 90% to completely nullify an enemies first attack against an ally

Dual Strike: Alear can participate in an ally's attack against an enemy

Dual Assist+: If Alear is able to chain attack, they will do so when allies attack foes they could reach by moving. Trigger %=70.

Dual Support: Grants a bonus to Avoid that increases with Alear's support level with adjacent allies. (Max +90)

Bow Agility 5: Grants Avo+30 at a cost of Crit-10 when using a bow.

Dex+5

'Engage Attack (All for One)': Alear makes a sword attack against an adjacent foe. All allies within 2 spaces chain attack, and these attacks are guaranteed to hit

Bonus Stats:

Dex+5 Spd+4 Luck+6

Ring of the Crux of Fate: Corrin, Emblem of Fates[]

Weapons(when engaged):

Dual Katana: A sword that reverses the weapon triangle, so Alear will break lance users, but get broken by axes when using this weapon

Wakizashi: A sword that can only be thrown

Yato: A mighty sword that grants Alear bonuses to Avoid and Dodge

Skills:

Quality Time+: Alear heals all units a small amount in a small area at regular intervals if they don't attack

Dragon Vein: Alear can manipulate their surrounding for any of these effects:

Vein of Succor: Summons healing areas in front of Alear

Vein of Fog: Creates fog around Alear to increase Avoid

Vein of Fire: Lights the surrounding area on fire

Vein of Stone: Creates pillars of stone to increase Def/Res+5

Vein of Water: Floods the surrounding area to decrease avoid

Vein of Vines: Grants units in area immunity to break

Vein of Ice: Creates a wall of ice.

----

Pair Up: Grants Alear immunity to chain attacks

Draconic Hex: Inflicts -4 to all stats on an enemy

Dreadful Aura: If Alear initiates combat, prevents the attacked foe and all enemies adjacent to them from moving for a small time

Sword Focus 5: When Alear uses a sword, grants Hit+30 at the cost of Dodge-10

HP+15

Engage Attack (Torrential Roar): Alear attacks any foe in a short range in front of them, flooding that area and applying Dreadful Aura and Draconic Hex on all affected enemies

Bonus Stats:

HP+15 Mag+4 Res+3

Ring of the Instructor: Byleth, Emblem of the Academy[]

Weapons (when engaged):

-Amyr: A mighty axe that causes all enemies hit to be forced backwards. Though Alear cannot attack first or make followup attacks. Effective vs Dragons

-Vajra-Mushti: If Alear initiates combat, attacks twice. Damage dealt is based on Def or Res (whichever is lower)

-Sword of the Creator: A sword of average might. Damage increases with magic. Can attack at close or long range. Effective vs Dragons

Skills:

Divine Pulse:+ If Alear misses an attack, they can use this ability to automatically change it to a hit. Trigger= 50%. Increases with Luck

Instruct: Alear raises all stats of nearby allies

Mentorship: Alear earns 1.5X XP in combat. Bonus is given to adjacent allies.

Lost&Found: If Alear finishes a turn near an ally, has a slight chance to raise support.

Arts Focus 5: Grants Alear Hit+30 at the cost of Dodge-10 when using Arts

Luck+12

Engage Attack (Goddess Dance): Refreshes the actions of 4 adjacent allies and raises their stats.

Bonus Stats

Mag+3 Spd+3 Luck+12

Bracelet of the Three Houses: Edelgard/Claude/Dimitri, Emblem of Rivals[]

Weapons (when engaged):

-Amyr: A mighty axe that causes all enemies hit to be forced backwards. Though Alear cannot attack first or make followup attacks. Effective vs Dragons

-Areadbhar: A mighty lance. If Alear initiates combat w/ Areadbhar, grants 50% extra might during combat.

-Failnaught: A bow of high might. If Alear initiates combat w/ Failnaught, grants Avoid+20 during combat. Effective vs flying and dragon foes

Skills:

Friendly Rivalry: Dimitri, Edelgard, and Claude switch places as the synced emblem on a regular basis

Lineage: Boosts XP gain by 1.5X

Assembly Gambit: Alear attacks a nearby foe, then moves away a short distance after combat. Foe moves to where Alear was before they moved back.

Flame Gambit: Sets the surrounding area around foe on fire after use

Poison Gambit: Attack inflicts the poison status on foe and all foes nearby

Shield Gambit: Automatically decreases the next ranged attack's damage to 0.

Weapon Sync+: If Alear initiates combat with the same kind of weapon as the synced emblem, grants Atk+7. Grants Atk+7 regardless when engaged.

Bow Guard 5: If foe attacks with a bow, decreases damage done to Alear by a small amount

Str/Dex+5

Combat Arts: When engaged, Alear gains the following combat arts.

Raging Storm (Spends 3 engage bars): Alear may attack again after combat

Atrocity (Spends 1 engage bar): Alear makes an attack with Areadbhar at double might.

Fallen Star (Spends 1 engage bar): Alear avoids foes next attacks during combat for a short time.

Engage Attack (Houses Unite): Alear makes an attack with Amyr, Areadbhar, and Failnaught at half might.

Bonus Stats:

Str+5 Dex+4 Def+3

Bracelet of the Ancestor: Tiki, Emblem of Dragons[]

Weapons (when engaged):

Eternal Claw: An attack with high critical rate

Tail Smash: An attack that knocks Alear's enemy backwards, but enemy always attacks first when Alear uses this weapon.

Fog Breath: An attack that ignores half the foes Def and creates fog, but enemy always attacks first when Alear uses this weapon.

Skills:

Draconic Form: Turns Alear into a dragon. Grants them +10HP and +5 to all other stats.

Starsphere: Grants Alear enhanced stat growth when leveling up.

Lifesphere++: If Alear waits without attacking or using item, removes all negative statuses and heals 40HP

Geosphere+: Grants Def/Res+5 to unit and adjacent allies.

Special Guard 5: If Alear's enemy is equipped with a special weapon, reduces damage taken by Alear.

HP/Luck+10

Engage Attack (Draconic Blessing): Grants an ally an additional life.

Bonus Stats:

HP+10 Def+4 Luck+10

Bracelet of the Brash General: Hector, Emblem of Strength[]

Weapons (when engaged):

Wolf Beil: An axe of average might. Effective against Cavalry and Armored foes

Runesword: A magical sword that can strike close or at range. Restore HP equal to 50% of damage dealt.

Armads: A mighty axe charged with lightning. Grants Alear Def+5. Effective vs Dragons


Skills:

Impenetrable: If foe initiates combat, increases Def/Res by 30% during combat

Adaptability+: If foe initates combat, Alear gains Def/Res+3 depending on physical or magical weapons

Piercing Glare: Alear consumes 20% of their health to intimidate their foe so they are unable to enter the nearby area

Heavy Attack: When making a physical attack, if an equipped weapon's Wt exceeds Alear's Bld, adds excess Wt as damage. (Max +5)

Quick Riposte+: If Alear's HP is 60% or more and foe initiates combat, Alear will always follow up (if weapon allows).

Axe Guard: If foe uses an axe, Alear takes slightly less damage in combat

Str/Def+5

Engage Attack (Storm's Eye): Grants Alear immunity to break. Foe cannot follow up. Alear follows up. Lasts 1 turn.

Bonus Stats:

Str+4 Def+5 Build+3

Bracelet of the Strategist: Soren, Emblem of Acumen[]

Weapons (when engaged):

Bolting: A long range lightning tome.

Reflect: A magical staff. Allies within 2 spaces of Alear gain "deals 50% of magic damage taken back to foe" for 1 turn.

Rexcalibur: A powerful wind tome. Effective vs Flying

Skills:

Assign Decoy: Alear selects an ally as a decoy. That ally is more likely to be attacked.

Flare: When attacking with tomes, inflicts Res-20% on foe, and Alear recovers 50% of damage dealt.

Anima Focus: When using tomes, Alear inflicts Def-3 with fire, Hit-20 with thunder, or Mov-2 with wind magic for 1 turn.

Keen Insight+: When Alear deals Effective damage, deal a small amount of additional damage.

Block Recovery: When using a tome, Alear's attacks have a chance to prevent a broken foe to recover, ensuring they keep the broken status.

Magic Guard 5: If foe uses a magical attack against Alear, Alear takes slightly less damage.

Mag/Res+5

Engage Attack (Cataclysm): A magical AOE attack of fire, lightning, and wind. Wind is effective vs Flying

Bonus Stats:

Mag+4 Dex+3 Res+5

Bracelet of the Doting Sister: Camilla, Emblem of Revelation[]

Weapons (when engaged):

Bolt Axe: An axe that attacks at range or up close. Damage dealt is based on magic.

Lightning: A lightning tome that allows Alear to attack twice when initiating combat

Camilla's Axe: A mighty axe that grants Alear Res+10 during combat. Deals additional damage = foe's Def-Res

Skills:

Dragon Vein: Alear can manipulate their surrounding for any of these effects:

Vein of Succor: Summons healing areas in front of Alear

Vein of Fog: Creates fog around Alear to increase Avoid

Vein of Fire: Lights the surrounding area on fire

Vein of Stone: Creates pillars of stone to increase Def/Res+5

Vein of Water: Floods the surrounding area to decrease avoid

Vein of Vines: Grants units in area immunity to break

Vein of Ice: Creates a wall of ice.

----

Soar: Grants Alear a small amount of additional movement speed. Can cross terrain as if Alear was a flying unit.

Detoxify: Cures poison at regular intervals

Decisive Strike+: If Alear lands a critical hit, automatically inflicts a small amount of damage afterwards

Groundswell: After Alear acts or waits in flames, miasma, or similar terrain effect, they clear the effect and recover 10 HP

Lance Guard 5: If enemy uses a lance, Alear takes less damage from that enemy

Spd/Res+5

Engage Attack (Dark Inferno): Sets the surrounding area on fire, instantly damaging any caught in the flames and restricting their movement

Bonus Stats:

HP+7 Spd+7 Res+7

Bracelet of the Shepherd Exalt: Chrom/Robin, Emblem of Bonds[]

'Weapons (when Engaged)'

Levin Sword: A magic sword that can attack up close or at range.

Thoron: A long range lightning tome

Falchion: A powerful sword. Effective vs Dragons

Skills:

Surprise Attack: If Alear initiates combat from terrain that grants Avoid (such as Avoid tiles, Forts, or trees) foe cannot counter attack.

Other Half: If Alear initiates combat, Robin participates in the attack. If engaged, gain Mag+10

Rally Spectrum+: Buff all stats of nearby allies

Charm: If Alear's attack triggers a chain attack, that chain attack is more likely to connect

Sword Guard 5: If foe wields a sword, Alear takes reduced damage by a small amount in combat

Spd/Dex+5

Engage Attack (Giga Levin Sword): Robin powers up Alear's sword with lightning. Damage dealt is physical and is calculated with foe's Res.

Bonus Stats:

Str+3 Dex+5 Spd+4

Bracelet of the Lonely Heir: Veronica, Emblem of Heroes[]

'Weapons (when engaged)'

Hildskjaf: A powerful staff. If Alear initiates combat, foe cannot counterattack.

Recover+: AOE Heal staff

Elivagar: A powerful tome. Nullifies basic stat bonuses on target for 1 turn after combat.

Skills:

Reprisal+: If Alear's HP is not full, adds 50% of lost HP to Atk.

Contract: Grants nearby ally an additional attack. Ally cannot move.

Level Boost: When Alear defeats a foe of a higher level, grants Lvl+1 until the end of battle. (Max +3)

SP Conversion: Grants +20 SP for each defeated foe. Triggers even without a ring or bracelet equipped.

Knife Guard: If foe uses daggers, Alear takes less damage during combat.

Mag/Dex+5

Book of Worlds: If Alear waits without attacking, gains the following effects.

Book 1: Seal: If Alear initiates combat, they freeze their opponent after combat

Book 2: Fire: If Alear initiates combat, they light the area around their opponent on fire

Book 3: Death If Alear initiates combat, they automatically deal a small amount of damage after combat

Book 4: Dream: If Alear initiates combat, they restore HP=damage dealt to themselves

Book 5: Science: If Alear initiates combat, they restore HP=damage dealt to themselves and nearby allies.

These effects stack, so if Alear were to wait 2 turns, they get Seal and Fire. Three turns, Seal, Fire, and Death, etc.

Engage Attack (Summon Hero): Alear summons a unit to assist them in combat. Alear is more likely to summon a more powerful unit like an Emblem

Bonus Stats:

Mag+5 Res+4 Luck+6

Feats/Abilities[]

Defeated Sombron twice, once after he was powered up by the power of all 12 emblem rings

Defeated The Divine Dragon Monarch Lumera after she became corrupted

Defeated Rafal after he was powered up by all 7 emblem bracelets

Defeated a past version of themselves whilst simultaneously dodging avalanches

Cleared all 18 Emblem Trials and an additional trial to gain The Pact Ring

Can dodge lightning based magic

Bested The Four Hounds

Traveled to an alternative dimension and defeated all the royals when they were corrupted

Became an Emblem

Faults[]

Even with access to powerful magic spells, they aren't very adept at it

They're headstrong nature has led them into multiple traps and lost them The Emblem Rings multiple times

They also are far too trusting for their own good, leading them to be betrayed on multiple occasions

Lack of self preservation has led to multiple of their demises.

Notes[]

All benefits seen in the Emblem Rings section are at Bond Level 20 and any bonuses to dragon units have already been factored in

Gallery[]

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