Pairing grants considerable stat increases, lets you hide squishy units behind stronger ones, and just breaks the video game in half in general. Unpromoted classes get abilities at L1 and 10, promoted classes at L5 and 15 (fire emblem three houses skills). Master Seals are used to promote units into an innovative class supplied they are at least L10, and are infinitely buyable after Chapter 12. But gamer A can be attacked by the opponent unit on its stage and lose their character, while player B has the chance to strike initially and win combat. Or, at least, escape and heal. fire emblem three houses professor level. See just how much more secure it can be to let enemies assault you when you're not guaranteed to get a kill? Do not hesitate to use promoted systems! Fire Emblem games typically begin you off with a strong system that gains a lot less experience than other systems and has shittier level-ups, and a common reflex is to conceal them in a corner of the map to make certain they'll never ever take valuable experience points.
Why not let them capture a grenade for you? Toss their heads on a blade for you? Dive in front of a train for you? You understand they 'd do anything for you! Take choices while remembering the worst case circumstance. Are you really prepared to take a 45% chance that the unit you wish to train passes away? Perhaps it's a much better concept to let a stronger unit take care of this one (fire emblem three houses gardening).
Close varied units can eliminate squishy characters like mages or particularly archers, long variety characters can wait till an enemy is close to death and complete them off without ever being in danger (fire emblem three houses endings). Opponents that can attack a minimum of one character will constantly move and attack this turn unless they're not able to relocate basic.