Sorceress
Sorceresses are an excellent addition to any well-rounded squad. With their relatively large splash range and status effects, they can significantly reduce the offensive effectiveness of the enemy squad in battle. They are great in defensive squads as they will attack on the first round (unlike other mages that will always charge their spell in the first round on defense).
They're the most reliable source of magic damage in the early-game; a good source of AoE damage, and can apply
Stun and
Daze to enemies struck with their attacks.
Stats 
Stats | Base | Growth | Lvl 1 | Lvl 54 | From Tier1 | |||
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Low | Low | ~84 | ~217 | - | |||
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Med | Med | 20 | 91 | - | |||
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None | None | -49 | -49 | -40 | |||
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Low | Low | ~6 | ~31 | - | |||
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Med | Grand | ~32 | ~91 | +10 | |||
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Med | High | ~31 | ~61 | +20 | |||
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Low | Low | ~ | ~1267 | +195 |
While the
Sorceress has a negative internal Armor stat, this is rounded up to 0 in-game.
It's main function is making +Armor artifacts functionally worthless on units like theSorceress, as she will ignore the first +49 Armor before getting any benefit from such artifacts.
It is possible to exceed this withGenbu Shell Fragment and the DLC artifacts in
Spencer's Spectacles and
Tailored Great Helm, though here it's at best 2~4 Armor, which still may as well be 0.
Related Technologies 
Tech: | ||
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Martial Traditions | Gain Class Points 15% faster. | |
Spirit Piercing | Magical attacks pierce 25% of target's magical resistance. | |
Hex Mastery | Boosts the likelihood to apply status effects. | |
Mage Regiments | ![]() ![]() ![]() | |
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Mixed Unit Tactic | Gains ![]() |
Battle Details 
Battle Detials: | ||
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Round 1 | ![]() ![]() ![]() | |
Round 2 | ![]() | |
Extra Attack | ![]() ![]() ![]() | |
Other Detials: | ||
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Sorceresses have the same attack-order regardless of the player phase.
Strategy 
Tactics
Sorceresses are a good source of general damage, but don't function well in all-Sorceress or all-magician teams.
As such: the core tactics of their squads are more reliant on everything else in the squad than the Sorceress herself.
Squads
Sorceresses are a great spice to a lot of squads, but usually function best in small amounts.
They're a good source of offense with their AoE
magic damage, and a good source of defense with their AoE
Stun and
Daze.
![]() Enemy Phase Squad: |
![]() Heavy Infantry Squad: |
![]() Kill Squad:
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As Opponents:
Aggressive Attack is a reliable option that can push a squad's damage output past the point a Sorceress will hang on with a sliver of health.
Especially useful for any squad with AoE attacks,
Stealth Attacks, or
Archery attacks that can target the
Sorceress directly: and potentially knock them out in a single hit.
Sorceresses are broadly the type of unit any Assassin,
Warbow or
Raider squad wants to utilize their unique properties to take out.
Builds 
Traits
Executioner and
Desperation are excellent traits to bolster Siren's offenses, especially as an extra attack doubles their damage output.
Concentration,
Arcane Speed, and
Smite are also good general sources of boosting their damage output.
- And
Unassuming,
Arcane Barrier, and
Arcane Vigor are useful traits to keep the Sorceress alive.
Imposing is also an interesting option: given big magical
AoE attacks are something the Sorceress is unusually durable against; and can serve as a defensive anchor for her squadmates.
Still: Archery attacks also bypass block and cover to strike middle and back-row units; which are still devastating to the Sorceress.
Artifacts
Excalibur and
St. Teresa's Bulwark are solid artifacts for the Sorceress; or rather the Sorceress and the rest of her squad. All 4 offer a good mixture of stats, and always provide a bonus to
Magic.
Cyrene's Regalia is especially useful for any team that needs to deal with
Dark Magi or
Sorceresses, and also offers a fairly substantial Magic bonus to
Sorceress. With this item;
Sorceresses could even run
Imposing to tank the epicenter of those Dark Magic attacks for their team. That said:
Dark Mages capacity to apply the Curse isn't something the Sorceress enjoys.
And Sayunaari War Pike and
Black Belt are more direct bonuses to the Sorceress offenses.
Trueshot Bow is also noteworthy to maximize the Sorceresse's one big hit by striking true (and potentially critically striking).
It's unclear if or to what extent Skill plays a role in landing status effects like
Stun and
Daze; but if it does the Sorceress can apply 2 of them, and a bonus
+15 Skill is something.
A large bonus to Skill also helps the Sorceress operate in
Light Infantry kill-squads when
Ambushing enemy units benefiting from defensive terrain and
Guerilla's bonuses.
Affinity
Dark is the most sought-after affinity for Magicians like the Sorceress; amplifying their
Magic damage output to the highest level.
Dark is the rarest affinity; though Magicians are generally the rarest combat units. Any Medic conscript that shows up as Dark should generally be purchased for a great magician investment.
Water is a solid fallback; were the bonus to
HP and
MAG are appreciated.
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