Bertrand is a towering Werebear frontliner from Bastorias, an armored bestral who wins battles by refusing to die and then smashing entire enemy lines. All of his strikes are unguardable, he heals after attacking (and heals even more at night), and he packs a nasty end-of-battle finisher that turns his current HP into damage. Use him as a low-maintenance anchor who punishes drawn-out fights.

 

How to Recruit Bertrand

During the Bastorias side quest “To Resist or To Yield,” you have three paths:

  • Side with Bertrand → he joins (but Govil becomes unrecruitable).
  • Side with Govil → Govil joins (Bertrand is lost).
  • Stay neutral and start the fight from the middle fort → battle both armies; it’s harder, but you can recruit Bertrand and Govil together if you win.

 

Class Overview: Werebear (Bestral / Armored / Infantry)

Werebears are high-HP, unguardable bruisers that scale with time of day and HP thresholds. Bertrand’s leader kit is exceptional for map play: Barrier Breaker (smash gates/barricades faster) and Nightwalk (bonus overworld mobility at night). In combat he excels at row and even full-squad pressure, backed by sustain that spikes after sunset.

 

Stats and Growth

Bertrand’s statline screams “indestructible bulldozer,” with great sustain and control but weak accuracy/initiative.

  • AP / PP: 2 / 2 – plenty of room to mix actives with key passives.
  • HP: S – huge pool; fuels his end-of-battle finisher and soak.
  • Physical Attack: B – good base damage; skills do the heavy lifting.
  • Physical Defense: C – sturdy enough; compounded by Heavy Guard.
  • Magical Attack / Defense: F / F – magic is his main weakness; cover vs. casters.
  • Accuracy: F – mostly fine since key skills have fixed hit rates; watch Round Swing (75% base).
  • Evasion / Crit: F / E – he wins by soaking, not dodging or critting.
  • Guard Rate: S – blocks a ton, then heals and keeps swinging.
  • Initiative: F – tends to act late; he’s okay grinding long exchanges.
  • Leader Effect: Barrier Breaker + Nightwalk – great for sieges and night ops.
  • Growth Type: Guardian / Precise – bulk plus a touch of reliability as he levels.

 

Skills and Abilities

Actives

  • Bear Crush (1 AP): Unguardable single-target strike; inflicts Stun, clean opener or clutch interrupt.
  • Round Swing (2 AP, Lv10): Unguardable row 3-hit; more damage at higher HP, great when you’re fresh or just healed. (75% base hit rate.)
  • Earthshaker (2 AP, Lv30): Ranged, unguardable, ground-based AoE versus all enemies; more damage at lower HP, Bertrand’s late-game board wipe.

Passives

  • Heavy Guard (1 PP): Pre-emptively block an incoming physical hit, stabilizes frontline trades.
  • Nocturnal Rest (1 PP, Lv15): After attacking, heal 30% HP; healing doubles at night—his identity skill.
  • Life Blow (1 PP, Lv25): End of battle: strike a target for damage = 80% of current HP (unguardable; can’t crit). Wins attrition rounds.

Valor (VP)

  • Bear Crush (VP): Knock back & immobilize enemy units in an area (ineffective vs. garrisoned/flying). Great for map control and picks.

 

Best Equipment and Accessories

Axe: Prioritize flat Phys ATK; a weapon that adds utility (stun/true-strike) is gravy.

Shield: A high-tier greatshield to push his already excellent Guard Rate even higher.

Armor: Consider a Mag-DEF piece for mage-heavy maps (his Mag DEF is poor).

Accessories:

  • Lapis Pendant (+1 PP): Keeps Heavy Guard and Nocturnal Rest online across multiple fights.
  • Carnelian Pendant (+1 AP): Lets you chain Bear Crush → Round Swing early or cash in Earthshaker with a follow-up later.
  • HP or healing modifiers (flex): Synergize with Life Blow and nocturnal sustain.

(Use the best tier you’ve unlocked; names can vary by progress.)

 

Ideal Unit Placement & Team Synergy

Front-row anchor or mid-front in your “slow and steady” squad. He shines with:

Healers/Cleansers (Scarlett, Sharon) to top him up before Round Swing or after Demonic Pact/HP-spend allies.

Anti-mage cover (tanks with Mag-DEF auras or items) to shore up his weakness.

Initiative/Accuracy aides (Gilbert’s buffs, elves with True-Strike tools) to help his team act earlier and ensure row hits matter.

He’s extremely hard to kill on night maps thanks to Nocturnal Rest, lean into evening pushes when possible.

 

Tips and Strategy

Tactic suggestions (priority order):

  1. Bear Crush → Condition: “Enemy preparing an active / Key target present” (secure Stun or pick a priority threat).
  2. Round Swing → Condition: “Row with ≥2 enemies & Self HP ≥ 70%” (maximize the high-HP bonus).
  3. Earthshaker → Condition: “Self HP ≤ 50%” (convert low HP into a massive AoE swing).
  4. Heavy Guard (PP) → Always on vs. physical lines.
  5. Nocturnal Rest (PP) → Always on; its night double-heal lets you chain fights after dark.
  6. Life Blow (PP) → leave enabled to finish attrition battles (remember: damage scales with current HP).

Play notes

Plan around the sun. He’s good by day, better at night, schedule big pushes accordingly.

Chip then cash-out. Start rows with Round Swing, sustain via Nocturnal Rest, and let Life Blow close the book at the end of the engagement.

Mind mages and ground rules. Keep anti-caster cover, and remember Earthshaker is ground-based (doesn’t hit flying units).

 

Final Thoughts

If you like inevitable wins, Bertrand is your bear. He blocks, he heals, he shrugs off chip, then he flattens rows or ends battles with a colossal Life Blow. Give him PP/AP economy and a little anti-magic support, aim him at clustered squads, and let the big bear maul your problems, especially after sunset.

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Featured image is from this YouTube video by NightFore and used under Fair Use.

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