

I mean seriously Dracoknights aren’t even affected by bows in this game in addition to flying, using axes and being durable. Also, Jill has the advantage of being in an OP class in Radiant Dawn. A forge here, some bonus experience there, Jill will need whatever the player can give her. “Jill is the only flying unit in the Dawn Brigade and like her Path of Radiance counterpart, she may need an investment in resources in order to get good. 3-6, Haar can fly into the swamp to kill all the laguz with ea-.oh, he is taking a nap in that one. 3-5, Haar's best friend Reyson joins the fray, and together they can Canto-destroy the entire map, starting us off with a nice 1-turn. Haar can carry one of them while the other makes their way up there the hard way. In 3-3, you basically have to seize several points of the map (though "putting things on fire" sounds cooler), and who is better at that than a flier that can get anywhere on the map in a moment's notice? In 3-4, Ranulf and Ike both need to reach the top of the mountain. In 3-2, he can fly over to the boss in 2 turns and get rid of him with I believe just a Stun or critical proc.

The map layout and objectives for the upcoming chapters all greatly favor Haar. “Haar decides he might as well join up with the Greil Mercenaries in 3-2 after probably killing Ludveck in 2-E in a matter of 1-2 turns, and proceeds to show everyone what consequences a powerful flier at this point of the game has.
