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    New Mystery of the Emblem

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  1. Yeah, those are reinforcements. The dashes in that column mean that they continuously appear until you to complete a specific objective.
  2. https://docs.google.com/spreadsheets/d/1gZgsmLXotKzW7f-t55rJXL-6J0N73wvv0MzHWd2znbY/edit?usp=sharing Here's an Imgur Gallery for those who want to a more mobile friendly way of viewing them: https://imgur.com/a/OKu6iXs
  3. It's not really his Luck stat that's his problem. Luck only provides half a point of Crit Avoid for every point of it. You never hear about Kaze being crit, yet he only has base Luck of 4 with a 25% growth. It's his personal that's the real issue. -5 Crit Avoid would require 10 Luck to cancel out, and Arthur only has a base of one. In his join map, for example, he'd only face 1% chance to be critted, but he actually faces a 6% chance thanks to his personal. Promoting him to Berserker makes this even worse as the class has an innate -5 Crit Avoid. But like other users said, there's way to lower the chances. Pairup actually innately increases Crit avoid by 5 without any support levels, and a Bronze Axe provides an additional +10 Crit avoid. So he can avoid low Crit rates if you really want him to.
  4. Not a full run, but this is about the best I could come up with: There's also this Reddit thread that beat the game without Ryoma, but there's no footage: https://www.reddit.com/r/fireemblem/comments/bb9lrn/i_finished_birthright_lunatic_0_growths_without/?ref=share&ref_source=link
  5. The reason people don't talk about is: 1). She doesn't learn Seraphim until she reaches a level 1 Saint. That means having to get through 11 levels having to depend on a 60% accurate spell to hit for her to promote in a timely fashion. 2). There's better reclass options. Falco Knight would not only increase her Movement and Durability, but Banish would also allow her one round most terrors outside of Duma Tower. 3). There's better Pitchfork Candidates. Mae reclassed as a Pegasus would just as good, if not better, than Sonya as one and joins much early. You could also do something else like Archer Valbar for an sniper with extra durablity. 4). Just the general opportunity cost of recruiting her over Deen.
  6. Like with most things in Fates, it's difficult until you realize how to boost your unit's stats to the point where they can defeat entire sections of enemies by themselves. The enemies in the Camilla chapter hit pretty hard, with pretty much no physical enemy hitting for less than 34 Attack, with some Sliver Axe enemies even breaking over 40 Attack. That may sound like it would be a lot for unit to handle, that's actually pretty manageable. Take a base Ryoma for example. With the Raijinto equipped, he only has 36 HP and 15 Defense, meaning that he cant stand even two rounds of combat against most enemies. But then you'd have to consider all the Defense increasing opportunities. Let's list them all out: A Great Knight Pair Up: +4 Def Activating Bushido: +2 Def A Defense and HP Tonic: +2 Def and +5 HP Rally Defense: +4 Def Eating a Defensive meal: +2 Def Reclassing to Master of Arms: +2 Def and +2 HP ------------------ Total: 43 HP and 31 Defense So suddenly, Ryoma goes from being 2 round KO'd all the way to only taking 5 damage from most enemies without even a single level up. And this isn't even including the Dual Gauge, personal supports bonuses, or reclassing to a more bulky class like Great Knight. And this isn't exclusive to Ryoma either. Anyone in your army can easily be improved to the point where they can have the same durability, even less bulky units like Hana or Kaze. So while it is rather difficult if you don't take every advantage that comes your way, if you do so the game be
  7. Valbar detracts from the team in that his offensives aren't good enough to chip down enemies for other units to defeat while also being completely hampered by terrain to point where everyone has to slow down for him to catch up or actively gets in everyone's way. Grieth’s Citadel is a prime example of this. Valbar has to spend a turn just to move desert tiles at the entrance, blocking other 1 movement such as Genny or Celica. Not to mention his durability is not anything particularly special. A promoted Palla, for example, has 10 Defense so that she only takes 2 damage from the Bonewalkers and one rounds them in exchange. Even a base Myrmidon only takes 5 damage, which means they're 5 round KO'd with low hit rates due to floor tiles and potential healing from the blessed sword. And while Greith is threatening, he's not so much of a threat that you need to drag Valbar all the way to where he is to fight him. He even fails to 2 round KO a base Mymidon with a Leather Shield. It's his durability that is the cause for concern, not his offense. Getting one or two levels also isn't going to help a unit's longevity when you're never going to gain the Attack or Speed to hit new benchmarks. Valbar also getting anywhere near promotion is also very dubious. Saber is one of the best units in the route and is given a map almost entirely to himself, yet still struggles to reach promotion before Mila Temple. Even if we assumed that he managed to promote to Baron by Duma Tower, he will not be doing anything productive in there. Not only would he be unable to do any meaningful damage since he'd be unable to double anything, he'd also being taking huge amounts since they're are some enemies that reach upwards of over 30 attack while the Baron base Defense is only 18. And that's not to mention how some of those same enemies double him. As for Nomah taking the Speed ring, it's a largely uncontested item. Enemies in Celica's route are either so slow they fail to break over double digits in Speed or are so quick that most units will be unable to double them even with the Speed Ring, so other mages don't need the Speed ring. To give a example, a promoted Celica with Speed Ring only has 17 AS using Seraphim. That's no way near close enough to double the Mogalls in Duma Tower with their 23 AS. With the Speed Ring and Sagittae, Nomah reaches 28 Attack and 7 AS. If that doesn't seem impressive, that's because it's not. It's not often not enough attack to one round many enemies and it's sometimes not enough Speed to outspeed enemies in Duma Tower. But I would ask of you to look at the stats of the enemies in Duma Tower and realize just how durable they are. You have Fiends with 51 HP and 13 Resistance, Necrodragons with with 53 HP and 14 Resistance, and Mogalls with only 41 HP and 4 Res, but with 23 Speed. These are not one rounding benchmarks any unit is capable of reaching, even with spells that has effectively 21 might. So having a unit that's capable of inflicting a moderate amounts of damage can help to result in other units being suddenly be able to one round these enemies. Even if you have Boey use the Speed Ring instead, you still have him engage in using the Mage Ring for a five range Sagittae chip and then have it be traded it off to another unit. Niche, but it can provide the necessary amount of chip for other units to one round. So while he may be stuck with middling stats, Nomah still contributes by able to deal damage when everyone else struggles to one round. That's more than anything Valbar is capable in Acts 2 and 3. It's getting a bit late here and this post is long enough, so I'll respond to Side Bee's comments tomorrow.
  8. Valbar's durablity is superficial during Act 2 since nothing hits that hard to justify his high defense when he is incapable of doubling. He also fails to do anything meaningful in the desert maps of Act 3 due to his 1 movement in that terrain. Even in the map you cited as a example, you don't need Valbar to mitigate the damage of the enemies. You could instead use Inovke to impede the movement of the Myrmidons since nothing barring Deen one rounds the phantoms, which is enough to inflict enough chip damage to comfortable dispose of them. That's the only map where Valbar's overkill defense can come into play at all, and it's not even guaranteed to be played at all. If the player decides to engage Sonya's map instead, he's a down right liability considering that he could easily be one rounded by the Thunder Witches. Dungeons also don't impact the performance of a unit at all, considering almost every fight in them is optional and is often your entire team against 3 or 4 units. They're only relevant by giving units free experience, which really only matters if a unit is nearing promotion, which Valbar will never be. Nomah, on the other hand, can replicate a promoted Boey's performance for Act 4. This is noteworthy because if one decides to give the Priory Shinres to Mae instead for guaranteed one rounding, Boey will never come close to his promotion due his middling combat. A Speed Ring Sagittae user isn't exactly the best combat unit by that point, but they can still provide chip damage against the more durable units such as Necrodragons or Bonewalkers in Duma Tower that other units struggle to one round. That's a lot more than other units such as Conrad or Valbar provide.
  9. While Boey may be reliant on the Level ups to be able to one round pirates, having the chance to one round is a lot better than being completely incapable of doing so since Celica since she retaliates with her Sword on Enemy Phase. Having better growths also doesn't matter that much considering that Boey is going to be gaining more Experience due to seeing more combat on enemy phase since he deals more damage than Celica. Seraphim also doesn't really do much for Celica for both Act 2 and 3 due to the general lack of Terrors outside of Cantors, which aren't that threatening. And while you claim that Boey has no tools for dealing with Terrors in Act 4, he gains access to Sagittae when he reaches level 12. That spell is only 5 might less than Seraphim against Terrors, while being 9 might stronger than everything else. Combined with the Speed Ring from Alm's route, he can do significant chip damage against all enemies, if not just straight up one round them. Plus, you're overestimating Celica's performance with Seraphim just a tad. Most terrors that aren't one rounded by Dreadfighters she will also have a difficulty one rounding them. The Dracozombies in 4-2 and 4-3 for example, require 36 attack to one round when Celica only has a base of 34 attack with Seraphim after promoting. You also have to consider that Celica performs very poorly in act 3. She only has 1 movement through desert tiles while Boey has 2 movement. That means while Boey can do things like provide chip damage or shove some units, Celica is going to be struggling to much of anything of note in the those maps. Not to mention that her starting position always locked, so she will easily be left behind in a great deal of maps simply because she stuck with 4 Movement. While Boey may not be best unit in the route, His enemy phase in act 2, increased movement in act 3, and being able to deal massive chip damage in Act 4 puts him far above Celica's performance. ________________ As for Valbar being better Nomah, I have yet to find a compelling scenario where Valbar would be preferable to deploy over any unit in the route. At best, he baits the 2-8 boss, but even that can easily be done by any other unit. Nomah, on the hand, can replicate a promoted Boey's performance for Act 4. Being able to chip enemies with Sagittae for no investment in Experience is far better than just being available without doing anything substantial.
  10. From a pure unit standpoint, 8/10. Alm is definitively one of the better units in his route, having decent enough bases to do well in act 1 while also having a completely free promotion that give him access to bows. Having said all of that, however, I do believe there are some issues he has that really prevent him from becoming a top tier unit. For one, he often will not have the speed necessary to double the Cavaliers in Act 1 with the Lighting Sword, which really limits his offense against them, putting him below the performance of mercenary with the same weapon. Another issue is that he is very reliant growths to remain as powerful in Act 3 as he was in the First act. For example, he need 4 procs Speed from base to double all the Cavaliers in 3-5 with the Royal Sword and 5 procs of attack to one round them. Considering that a base Paladin with a Riderbane forge is capable of OHKOing the same enemies without having to rely on level ups, this docks a bit from Alm's favor. The Royal Sword also isn't that great. Double lion may seem good on in him, but that's only until the realization that he doesn't really benefit from it in the remaining maps in Act 3 and how he can obtain both a promotion and Killer Bow from Celica before Act 4 even begins. The sword is also very costly to forge, considering that it costs 1 Gold at every level of upgrade when that could be going to other weapons. However, even if he may be overshadowed at point by other units, he's still a great unit that doesn't require much to become a capable unit. The flaws I mentioned above only really occur if one is concerned about efficient play, so it's pretty easy to see why most people would mark him as top tier.
  11. There's most certainly enough funds to forge a Killer Bow on both sides by the mid part of Act 3. Here's a thread showing just how much money you get throughout the game: https://www.reddit.com/r/fireemblem/comments/bo53nw/the_fe15_money_floor/?st=JW1BJ415&sh=f1a0396f Zewihandlers aren't actually the great of weapon, as are the Rapiers simply because they cost too much. Gold is much better off being used upgrading either the Killer Bow or Ridersbane, or being converted into Sliver marks to fund other forges. For a +2 Zewihander in Act 3, for example, you'd need 85 Silver and 2 Gold for 11 might weapon with 75 Hit. A Rapier is even worse since it costs 130 Silver and 2 Gold just for +2 weapon with 5 might and 95 might. In comparison, you could instead just forge a +3 Silver Sword. Forging it from a Steel Sword only costs 215 sliver for a 10 might weapon with 95 accuracy. Also helps that Roundhouse and Duelist Blow are especially useful that you get relatively soon and add a substantial amount to both Hit and Crit. The extra effective might from the Rapier also isn't that much of a boon since even with a +3 Rapier, 18 might just isn't enough to one round Knights or Gold Knights without a Crit, let alone Barons. Two round KO'ing those enemies is the best a Dreadfighter is going to do, and they can accomplish that with a Silver Sword.
  12. I'd say some some ground rules need to establish first before listing positions. Like what's the rule when it comes to grinding? Are we going to prevent it? If we do, how should dungeon encounters be treated? Or how about Map Spawns? What about Sidequests that mandate back tracking? Should Sonya cost you for picking her over Deen? Etc. You can have good discussion without answering these questions, but there's going to a big disconnect in the discussions. A person who doesn't fight dungeon encounters is probably not going to have a Myrmidon or Sniper for Zofia Gate, for example. As for your actual list: -The Archers should go above the Cavaliers as well as the Cleircs. The Killer Bow is simply too centralizing to ignore during the late game and the utitly clerics provide all game long outweighs the combat Cavaliers provide, even if it is quite good past Act 1. -There's not that much of a gap between any Cavaliers. Once they promote to Paladin, they all become largely the same unit, so no way is Clive in E tier. Same with the archers. -Clair should be lower than the Mages. Flight utility isn't that useful on Alm's route and her durability is very lacking, as well as her Strength without the aid of a Ridersbane. -Kamui > Deen just for the availability. -Catria should be swapped with Palla. Palla's base level means that she's 1 level off being able to promote before the desert maps with a Golden Apple and the Level wells from the Sea Shrine. Having a unimpeded by terrain with quite notable durability allows those maps to go much more smoothly. Catria's better speed growth also won't allow her to double fast enemies on average. -Archer Atlas should be right below Leon as by doing the above he can get to Sniper in a timely fashion and can trade the Killer Bow with Leon. -Sonya should below Conrad. Having decent stats doesn't mean much when you are effectively locked to Excalibur and are locked to 4 movement. -Celica should be swapped with Boey. Giving Boey 1 Attack and 2 Speed from priory wells only puts him 1 attack off from one rounding a lot of bandits in act 2, which can net him a lot of experience. Celica can never say the same she retaliates with her sword at 1 range instead of magic. -Nomah should also be higher than Valbar since he can put in work by using Sagittae in combination with the Speed Ring to help provide large chip damage to enemies.
  13. It's rather diffcult for any unit to one round Act 5 enemies without effective weaponary or crits. The weakest Arcainst in the act, for example, needs over 30 attack in order to be one rounded. And those are just the mages. Every unit will stuggle to reach those kinds of benchmark without some way to deal extra damage, so he's not at that much of a disadvantage compartively to other units. Even if that wasn't a factor, Mycen bases are often better than what most Gold Knights provide. An average 10/10 Gold Knight Mathilda only averages 22 Attack, the same as a base Mycen, and will be unlikely to double most of the high speed enemies. Map spawns aren't considered in a LTC since they use a patch to disable them. Even with them, however, it'd still be worth it to backtracking considering how much a promoted Palla helps for those terrain impeding maps and to let Atlas gain the levels he needs to be get to Sniper in a timely fashion.
  14. He'll leave if you try to go North to Mila's temple, but he'll stay with you if you decide to go down South to Sea Shrine instead. Even if he did leave you, you can just go back and recurit him again so long as you don't complete the desert maps without him recruited.
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