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LordFrigid

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Posts posted by LordFrigid

  1. Summoner Duels S1 was…pretty interesting. I got my point grind out of the way on day 1, taking Caeda: Talys’s Heart to 1k. After that I just played sporadically, trying out new things.

    I gave Ash+Far Save a shot, that was pretty fun. I had a couple opponents that tried to block my team by sticking someone in front of her. That didn’t work out so well for them. I felt a little obligated to have some in-season Legendary presence (Ephraim & Lilina), since my Ash’s only investment is Reposition, but she was still pretty effective.

    I also tried Caeda: Princess of Talys, with a Far Save back line. That was pretty fun, too. The best part was watching an enemy reposition their Legendary Sigurd or Brave Eirika at my team on T1, followed by a long pause as they realized that Feather Sword would slice right through their mitigations. It wasn’t super reliable against higher-investment variations, but it was still funny when it worked. I got deleted by a Hardy Bearing Reginn, though, because I don’t look at skills closely.

    I finished up by building and fine-tuning a high-pressure team captained by Caeda: Sea-Blossom Pair. The final variation ended up being:

    • Caeda, Sea-Blossom Pair (+10/+10; +Atk/Spd): Dolphin-Dive Axe, Reposition, Moonbow, Atk/Spd Catch 4, Flow Guard 3, Panic Smoke 3, Hardy Bearing 3
    • Nott, Moon’s Elegance (+0/+0, Neutral): Hrimfaxi, Reposition, Dragon Fang, Distant Counter, Moon-Twin Wing, Atk/Spd Menace, Spd/Res Form 3
    • Yuri, Ashen Valiant (+0/+0, +Spd/-Def): Honorable Blade, Foul Play, Blazing Thunder, Life and Death 4, Special Spiral 3, Time’s Pulse 3, Quickened Pulse
    • Lysithea, Gifted Students (+0/+0, Neutral): Sweet Yule Log, Reposition, Moonbow, Swift Sparrow 3, A/R Far Trace 3, C Feud 3, Swift Sparrow 2
    • Nils, Bright Bard (+0/+0, +HP/-Def): Frost Breath, Play, No Special, HP/Def 2, Even Pulse Tie 3, Infantry Pulse 3, Spd Tactic 3

    The team forgoes a Save Armor in favor of increased pressure with Pathfinder, making it more difficult for the enemy to get an attacker in safely. Enemy Save Armors can usually be ignored by attacking at the range not covered by the Save skill, though I did run into one issue with an enemy team that was pretty bulky on the 2-range side and had an insane Near Save Sothis. It was effective within the very limited sample of matches I used the team for (3-1 record, with the one loss being to the aforementioned Sothis). I’m still trying to decide whether I like Lysithea more than Trace-less Legendary Sigurd.

    Overall, it’s a pretty fun mode in small doses, but I’m definitely not looking forward to another 1k grind-fest.

  2. 4 hours ago, FlyingKitsune said:

    I was thinking of making an AR-D like this. How's this look? (Also yes I know Faye has bold fighter sadly) (Also I'd put Nott in place of Ephraim if I had one) 

    I’m not sure how effective it would be. It has pretty low starting range, and no refresher to assist with chasing down attacking teams. You’re giving up a lot with that combination.

    For instance, it looks like an attacking team could just place someone below the defense fortress, and threaten the right defense tile. That will draw fire from Faye and Iago without being in danger of the other units. Faye doesn’t even get Triangle Attack because Catria won’t go to the threatened defense tile with canto after rallying her.

    It’s also possible to do a hit-and-run on Faye (test Bolt Trap, then on the next turn, walk up and take her out from 1 range and walk away, ideally with Canto). Lack of a refresher will be especially detrimental for approaches like that, since it becomes much easier to get out of harm’s way.

  3. 7 hours ago, Alexmender said:

    I've been trying to improve my Dark defense after getting Nótt, but I feel this is still lacking something but can't really pinpoint what it is, exactly. So I'd like some help knowing the weaknesses of this AR-D team. 

    It seems like a good setup to me. The biggest weaknesses I see are Isolation, and tanks that can handle Selena + Lyn + Byleth. Duo Lyn can also blitz the map if the team is set up for it. If the attacking team has enough open spaces on the bottom row, there are some baiting options, since they would only need to survive Selena (the map’s structures, and Selena herself, will block anyone else from attacking).

    Isolation seems like it should be relatively common, since Mila exists. I am personally of the opinion that a proper 2-range tank should at least not die to Selena + Lyn + Byleth, but I have no clue how common such tanks actually are in practice. The specific Duo Lyn setup I’m thinking of is not very common. Lots of open space on the bottom row is not common either.

    Ignoring any tweaks related to the above, do you have any thoughts on giving Nott a rally and removing the Inn (which, iirc, is a street lamp on the map in-game)? Some C Passive changes might be needed to prevent excessive rallying, but I think you would be able to cause the following interaction: (1) Eldigan refreshes Lyn, and if there’s an attacking unit in Lyn’s range: (2) Byleth rallies Lyn, (3) Azura refreshes Byleth, (4) Nott rallies from below Selena (if Selena herself isn’t eligible, Byleth is because anything that is in Lyn’s range is now in Byleth’s as well). That adds more pressure to the left corner.

    7 hours ago, Alexmender said:

    Because the image was made with a builder that doesn't consider any kind of bonuses for whatever reason, and it also doesn't consider the stat changing seals.

    Total side note: the fact that stat changes from the A Passives work, but the changes from the seals don’t, completely baffles me. I wonder how they managed to pull that off…

  4. On 6/15/2021 at 2:33 PM, Zhao_Yue said:

    Hey there, I have 2 questions concerning AR-D,

    - What determines AI target selection when there are multiple enemy unties in range with 1 HP? I have a Selena (Sacred Stones) that killed a Reginn instead of a F!Edelgard, who was much closer in distance. Is it because the AI chose Reginn over F!Edelgard because of total damage dealt instead of shorter travel distance?

    - How does the AI determine what dancer goes first if they can both dance the same target? I ran the 'test defenses' option multiple times and had Mirabillis dance before Lene by putting her on the the left most slot when forming the defense team. Yet when a real player attacked, Lene went first.

    Thanks!

    You might find this useful: https://vervefeh.github.io/FEH-AI/textguide.html. I’ve found it to be accurate so far. I wouldn’t bother memorizing it, just pop it open when you need to know something…eventually you’ll probably end up memorizing some of the more commonly applicable rules (like the answer to your second question) anyway.

    As for your specific questions:

    1. This decision would have fallen to the “damage ratio” tiebreak (see section VI.C). From the glossary, “damage ratio” is (((defender start HP) - (defender end HP)) * 3) - ((attacker start HP) - (attacker end HP)). So, your speculation is somewhat correct. It’s not quite “total damage dealt”, but a function of damage dealt and damage taken (which, in this particular case, is effectively damage dealt because she didn’t take any). Travel distance is not a consideration.
    2. This decision usually falls to the “distance from closest enemy” tiebreak, but in cases where those distances are equal, can fall to the “slot order” tiebreak (see section IV.M). I would guess that Lene had a longer path to the closest attacking unit to her. From the glossary, distance is calculated as the shortest path from point A to point B, includes the actual point B space, and factors in movement type/terrain.
  5. 9 hours ago, XRay said:

    I tried to use my double Save tank team too, but my Líf: Undying Duo still took out a ton of HP from my Henriette: Overflowing Love (and that is with THREE Flayns backing her up, along with a Dagr for a little bit of extra stats and scoring, got Crafty Fighter to stop Specials, and it was during the wrong season for defense so the second Nótt is not there), so she was not able to survive Reinhardt.

    That’s…weird. Here’s what I get:

    Spoiler

    Looking at that, I wonder if I’d get more out of Tannenbaton than Caduceus Staff. I guess it’s a bit moot since I don’t actually have anyone with Tannenbaton.

     

    9 hours ago, XRay said:

    I am just at a loss of what to do. I can use my Galeforce team, but I am really rusty with using a player phase team in Aether Raids, and it is going to take some time and effort to clean up my Aether Raids game so I do not play as sloppy as I do in Abyssal and Arena.

    I do not care about defense losses too much since my main objective is to stay in Vault of Heaven rather than ranking for Thrones. Right now, I can stay in the Vault even if I take massive defense losses. However, the ability to take massive losses is only possible if I win consistently on offense (and they do not have to be perfect wins either). My offensive performance has been slipping, and on some weeks it is so bad that I used up all my Ladders and I cannot secure enough offensive wins to stay. I am just not sure how to successfully tackle teams like my defense team, and beat them consistently.

    When you say “teams like my defense team”, does that just mean “maps with Nott and 2-range cavalry”? My personal preference is to initiate on Turn 1, if possible, because I don’t have to worry about how the enemies are going to move if most of them are dead. I usually don’t set foot in a map until I’ve planned through the first enemy phase of AI aggression, so I find that player phase strategies tend to take less effort. I think the only thing that would make me immediately pass on trying to find a player phase solution is a Far Save armor. Odd Recovery healers would give me pause, but I’d still try to see if I could work something out.

    So far, I’ve found that my team built around Elise: Budding Flower to be useful against these maps, taking out any Notts and Odd Recovery units, and isolating or baiting refreshers. That was one of the more niche strategies I mentioned in my first reply.

  6. @XRay

    I threw my teams at it, and the map held up relatively well. I was pleasantly surprised to find that Isolation + 3 open bottom row spaces doesn’t mess it up as badly as I thought it would, since it’s difficult to get rid of enough threats on Turn 2 to not die horribly on the EP.

    By far the best result was with a Savior team, I was running a pretty basic Henriette/Gustav/Flayn for that. I also borrowed my Lyn: Ninja-Friend Duo team from Astra season, which worked well. The other two teams that succeeded are more niche, and I don’t think they’re worth worrying too much about. Overall I think it’s a solid setup.

  7. 4 hours ago, Ice Dragon said:

    EDIT: I am so confused why Mirabilis dances Seiros on subsequent turns, even if there is nothing in range of Sigurd. Is priority based on distance from closest opponent?

    Oh, yes, actually. I forgot about that. The other two checks before it are whether the assist is a positioning assist (which is a tie, since they’re both not; non-positioning assist users win this check), and whether the assister has a weapon (also a tie, since they both do; weaponless units win this check). So I guess there’s not much to be done there.

    4 hours ago, Ice Dragon said:

    @LordFrigid Do you have any opinion on whether or not I should keep Edelgard boxed in? I'm currently leaning towards not boxing her in, which should make the right corner less safe to stuff weaker units into.

    I see that I’m late on this, but yeah, I think it’s helpful. I took another look, and it helps keep the pressure up in cases where the trap can be avoided.

    4 hours ago, Ice Dragon said:

    Also, do you have any feedback on whether the Tactic Room is actually doing anything? I'm considering replacing it with either a Bright Shrine or a Panic Manor.

    I think I felt the Tactics Room once or twice, but on the whole it didn’t seem to be very effective, no. Either of those switches would probably be fine.

  8. @Ice Dragon

    Without another two-range cavalry to increase pressure on the attacking team’s “load-in” row (for lack of a better term), it’s possible to avoid Sigurd’s range on EP 1 entirely if you have three open spaces on the bottom row.

    From what I’ve seen, three open spaces isn’t a very common setup. I do run it myself, though, and I found that the big advantage was that with Sigurd in a more forward position, I was able to force him into attacking with a unit he dealt 5+ damage to. Because of that, Mirabilis was forced to give Seiros the Dance, after which Lif couldn’t actually Rally because Whimsical Dream grants an Atk buff (not sure if that makes it better or worse). Finally, Ophelia’s 3 Mov allowed her to rush out ahead of the rest of her teammates, leaving her completely exposed on the next turn.

    Spoiler

    NiKpr3g.jpg

    The good news is, of the four teams I succeeded with (Dragon Armors, Mareeta + Brave Lucina + Far Save Cecilia, Brunnya + Duo Micaiah, Duo Lyn), only the one with a Far Save armor was able to handle the first turn initiation, when it was allowed to go through. So, teams with two or fewer open spaces on the bottom row should have a much harder time.

    It’s also possible to initiate on Turn 1 with a Duo Lyn team, but the setup is a bit specific, and Edelgard can be a problem (mine got her Fury 4 from a Byleth: Proven Professor, so she also has Ruptured Sky; I suspect non-Ruptured Sky variants can’t KO Edelgard in two hits). I’m not sure if it’s worth fretting over.

    Hope that helps.

  9. 2 hours ago, Alexmender said:

    Then how about putting the Fortress one space to the right and swapping Lyn and Hel's positions? That'd force the opponent to engage on either the right or the left side which would force them to take on at least 3 units at once, if I change Selena's Ruse for Windsweep that'd be enough to kill B!Hector and put a dent on B!Edelgard. 

    I like the changes you’ve made so far, removing the ability to bait just Nowi, and making it harder to hit-and-run Bramimond and escape unscathed were both nice. I wonder...if you have a Triandra, she might be more effective than Hel here, especially since you’ve moved Hel off the front line (I personally find her more annoying there).

    Other than that, maybe a different C Passive on Nowi? Selena doesn’t get anything out of Ground Orders unless she’s hit by a Tactics Room (or is that the idea?).

  10. @Alexmender

    The way it is now, I see no reason not to use the approach Othin mentioned, even if Eldigan resists Isolation. With the Rally on Selena there’s no way the enemy doesn’t have to deal with only Nowi on that first enemy phase of AI aggression. The Ruse helps her a bit, but I’d be surprised if it stops a well-built tank. After that, it’s a matter of responding to the remaining units’ movements.

    Edit: it’s also susceptible to hit-and-run on Bramimond; if no rallies occur, Hel gets Eldigan’s refresh, and I doubt she can do much with it.

  11. 18 hours ago, Stahlwart said:

    Has anyone made a 7th slot dance trap for Anima AR-D? I've got the first part, setting up my 7th unit next to a dancer. But I want to get that unit to start a rally trap and they won't do it - does the enemy have to be in range?

    Yes, there must be an enemy in range for the rally to occur. One thing you can do to help force that is to use a dancer with a warp skill, or Duo Sigurd, and position your units so they have to jump out in front of the 7th slot unit. Note, though, that starting a rally trap like that doesn’t necessarily make the AI aggressive. If the AI doesn’t start the turn in the aggressive state, it will only become aggressive if a unit becomes forced to attack.

    As far as an example, I actually ran into a decent one last season. The map looked like:

    Spoiler

    1j9XXcj.jpg

    You can ignore Caeda, that’s just what I use for my video overlay. It was easier to grab a screenshot of that than type out all the skills. Also, sorry if the sizing is weird, I’ll try to remember to adjust it next time I’m on PC if I need to.

    Example interaction:

    Spoiler

    For this one, the idea is that Peony jumps out in front of Seiros to refresh (given the architecture, and the assumption of a 6-unit attacking team, Peony is more likely to win the “distance from closest enemy” tiebreak than Azura). Veronica over on the right is probably there to help ensure that at least one attacking unit is in Peony’s range after warping.

    So, just playing through a hypothetical action sequence:

    1. Assume, for sake of example, the attacker has a 6-unit team and ends the first turn without moving anyone. The units are named 1, 2, 3, 4, 5, and 6, in order from left to right.
    2. Both Azura and Peony have non-movement assists, and have weapons, so the tiebreak for who gets to refresh Seiros falls to the “distance from closest enemy” rule. Based on some testing I’ve been doing, this rule seems to account for the fact that the defense fortress and stone column are impassable objects, so the closest attacking unit in both cases is unit 2. The distance between unit 2 and Peony is greater than the distance between unit 2 and Azura, so Peony wins the tiebreak and gets to refresh Seiros.
    3. Peony jumps in front of Seiros with Aerobatics and refreshes. Unit 2 is in Peony’s extended threat range. The AI does not become aggressive.
    4. Because Peony threatens unit 2, she is eligible to receive a rally. Unlike in #2, the distance between both Thrasir and Bramimond and the closest attacker (still unit 2, since unit 3 is behind that unbreakable column) is identical. The next tiebreak is slot order. As the attacker, I have no idea what the slot order is, so for simplicity’s sake, let’s assume Bramimond’s slot order number is lower (on the defense team units screen, he is further to the left than Thrasir). Bramimond wins the tiebreak, and gets to rally Peony.
    5. Bramimond moves one space down and rallies Peony. The AI does not become aggressive.
    6. Azura moves two spaces right and refreshes Bramimond.
    7. Bramimond now has his action, and has no eligible rally targets* (even if he did, there’s an AI rule that will cause him to prioritize attacking if he can deal at least five damage to a target in his range in one round of combat), so the AI now becomes aggressive and he attacks...someone...let’s just assume it’s unit 4, who dies a horrible, painful death.

    * There’s a whole new can o’ worms you can get into with defining what is and is not an eligible rally target, but I’m going to leave that closed here.

    So, that’s the basic idea. Sigurd would arguably be more effective than Peony for this application because it’s more likely for an attacking team’s unit to be in his range after he refreshes. On the other hand, Peony’s Aerobatics effectively makes her immune to Tactics Room, so...*shrug*.

    Edit: also linking the AI guide, in case you’re not familiar - https://vervefeh.github.io/FEH-AI/textguide.html

     

  12. I’m waaaay overdue on these replies...

    @Maaka

    EP-ing Freyja by blocking her in was perfect. I was wondering how you’d get around her speed and mitigation, turns out the solution is to just hit really, really hard. Nice job!

    @LoneStar

    Thanks, and nice clear, yourself! I see Freyja has discovered Dark Spikes.

    @Diovani Bressan

    Seteth. That is all.

    Ok, seriously though, very nice opener, taking out both bosses turn 1, with WoM shenanigans allowing Altina & Seteth to keep out of harm’s way afterward. I liked that game of ring-around-the-stone-wall with the Lance flier at the end, with Altina serving as TA-bait. Nice work!

    @Landmaster

    It took me way too long to figure out what “double SS” was. I always approve of WoM shenanigans. I had also never actually seen the Elise’s staff animation...it’s official, we now live in a world where gods can be deleted by small princesses with exploding hearts. Nice job!

    @daisy jane

    Wow, Edelgard was very effective there. Another Freyja discovered Dark Spikes, as well...I was quite surprised that the healer at the end was too weak to deal an 8 to Lysithea. Nice work!

    @SatsumaFSoysoy

    Ooh, EP Celica this time. I was worried when I noticed the Blue Fafnir had Pass, and had a nice laugh when Repel said “nope”. I honestly expected Freyja to go down more easily than she did, since the Axe Armor decided it would be a good idea to mess with her Solo effects. Nice job!

    @Unknown Gamer11

    That’s a nice Raigh you have there. I really liked the use of Peony’s warp-granting power, and of course two Cav effective tomes came in handy as well. Some close matchups, too, between Freyja almost living and Rhajat almost dying. Nice work!

  13. @Maaka

    Fir and the Bartres made short work of that one. Clever, going around the left to avoid Mr. Guard and his “I can’t counterattack you” buddies. Nice job!

    @Diovani Bressan

    I wouldn’t have expected to see Nowi in one of these...Or a 3x two-range team, for that matter. I was also pretty surprised to see Bernadetta survive two hits from Leif. Nice work!

    @Landmaster

    Ooh, WoM shenanigans, I approve. For some reason his clear reminds me of some approaches I did on the post-time skip Gronder battle in actual 3H...funnel across the left bridge and work from there. Nice job!

    On 10/27/2020 at 4:57 PM, Landmaster said:

    Who TF put SS3 on HUBERT????

    Didn’t your Sophia analysis thread have a Spd stack set on it?

    On 10/28/2020 at 11:46 AM, SatsumaFSoysoy said:

    Here’s mine. Not much to see except my Sophia.

    Hm, I see an honorary Caeda too, good enough for me.

    Seriously though, Sophia put in some good work there. Who needs a special activation when you can just OHKO everything that comes close, right? Nice work!

    ~

    Edit: I totally forgot to post my own. That green bow was surprisingly difficult to eliminate.

     

  14. @SatsumaFSoysoy

    I’m not sure what I plan to do with her yet, tbh. Currently she’s only fielded consistently in AA, but I might be interested in using her in AR at some point. It’s hard to say, though, both my seasons’ teams are pretty stable right now. I think I’ll go +Spd just in case. I’m not too concerned about compromising her AA performance, and on the whole I usually lean +Spd, I just wasn’t sure in this case. Thanks for your input!

  15. 2 hours ago, daisy jane said:

    @LordFrigid

    Spd/Def Rein (and take the atk/spd push 4 from Jill, because why waste a tier 4 skill). 
    or Claude's fury 4 and atk/spd rein 

    (i'm also hoping to secure another Fiora for Pegasus Flight then she will have ultimate powers). 

    Both

    I kid, of course. Probably Spd/Def, but it depends a little on what you use her for. Spd/Def Rein is optimal for securing KOs no matter what you’re doing. Atk/Spd Rein is a situational pick that can help her take multiple rounds of combat on an EP set.

    I use her primarily as a mixed phase Galeforcer & tank in AR. I currently run Atk/Spd, but I might switch her over to Spd/Def, since I find that she doesn’t need the Atk penalty most of the time.

  16. Updating Caeda:

    Spoiler

    HhMl1YO.jpg

    I decided that while I could’ve gone either way on the sprite, I liked HAKO’s artwork better (which might just be because I’m used to it after all this time). She has a ridiculously huge closet of skills to choose from, but I decided to go with her Aether Raids set, since it’s what I use most often, even if it isn’t optimal...at all. I’m still debating whether to switch her to Spd/Def Rein, since historically, she hasn’t needed the -4 Atk penalty to survive multiple rounds of combat.

     

  17. @Maaka

    He really rolled that same line three times in a row, impressive. It was neat seeing both Bartres and both Firs together. Nice work!

    @Diovani Bressan

    Wait, is there a setting to turn the back units of Duo/Harmonics off? I didn’t realize that. It was interesting to see another Tiki user. I was wondering whether/hoping that Caeda was there to cut through Nemesis with effective damage, but alas...neat ending formation, though. Nice job!

    ~

    Having recently completed a Golden Deer run, this was pretty neat.

    I couldn’t get Caeda to 2HKO Nemesis with Galeforce+Quickened Pulse. Actually, maybe I could have done something with Reyson and Goad on Tibarn, I forget how close it was. Oh well, I kind of like what I actually did better anyway.

     

  18. @Diovani Bressan

    I was not expecting Est to 2HKO Plumeria with that kit, dang. Celica’s refine continues to impress, even without Double Lion in play. Nice job!

    @Maaka

    That Bartre has one heck of an Atk stat. I also liked the maneuvering with the WoM chain at the end. Nice job!

    @Some Jerk

    I was fully expecting you to throw Titania at the Lance Armor, but I like Eldigan flexing his ridiculous Def much better. Silvia really put in work at the top of the map, I thought it was really funny when you eventually just pulled everyone up to the upper section after cleaning it out. Nice work!

    8 hours ago, Some Jerk said:

    @LordFrigid @Diovani Bressan @Maaka I am losing my mind at how all of your One Turn Clears required an exact lethal on Plumeria. Was her silly Earth Boost seal actually that much of a nuisance?

    This one’s a “yes, but...” for me. I didn’t make any adjustments for Plumeria specifically; after I got Caeda to take out the Lance Flier the numbers on the Plumeria matchup just worked out. As it turns out, there was actually a little bit of wiggle room. By the time I remembered that Brazen seals existed, Azura had already equipped the Drive Atk seal. After the Brazen and the Rein, Caeda didn’t actually need that +3 Atk boost, so Azura could’ve run Chill Res instead to get a -3 Def reduction from Pegasus Flight.

    @SatsumaFSoysoy

    What’s not fair? Celica rushing the LHS, taking out an armor and the boss on the PP, then surviving 2 Abyssal enemies, including one blue TA mage on the EP? idk, that’s probably one of the most fair and balanced things I’ve ever seen.

    Royal Sword/Double Lion craziness is fun and all, but I really liked that Guidance maneuver near the end. I don’t see enough cool Guidance maneuvers these days. Nice job!

    @Landmaster

    *reads blurb* Wait...the problem was that you couldn’t get your units far enough away, and the solution was...to get them far enough away?

    *watches clear* Ah, I see, that’s one crazy WoM chain.

    Although I have to say, my favorite part was easily the way the cavalry Elises were screwing with the Rally enemies at the top of the map just by existing. That was hilarious. Nice work!

    @daisy jane

    I’m not sure what I was expecting when you hit all those duo skills T1, but I definitely didn’t see Norne OHKOing Plumeria coming. Jeez. I thought you might end up finishing the battle before the last two waves of reinforcements even spawned, but Micaiah and Alm had mercy on their opponents. I was a little surprised that Alm took that Brave Sword Cav so well. Nice job!

    ~

    In an unusual twist, Celica was the one who rushed the boss and took control of their starting area this time around.

    Spoiler

     

    Thrasir needed a lot of steady chip to get Plumeria to the point where she would actually go down. Luckily this map has no healers. I guess Corrin’s LHB last month stole them all.

    Spoiler

     

     

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