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Found 2 results

  1. Turncounts: Chapter 1: 4 turns Chapter 2: 4 turns Chapter 2x: 8 turns Chapter 3: 5 turns Chapter 4: 11 turns Chapter 5: 18 turns Chapter 6: 7 turns Chapter 7: 7 turns Chapter 8: 4 turns Chapter 9: 3 turns Chapter 10: 12 turns Chapter 11: 6 turns Chapter 12: 6 turns Chapter 12x: 10 turns Chapter 13: 5 turns Chapter 14: 10 turns Chapter 15: 2 turns Chapter 16b: 4 turns Chapter 17b: 3 turns Chapter 18: 6 turns Chapter 19: 1 turn Chapter 20: 15 turns Chapter 21: 5 turns Chapter 21x: 1 turn Chapter 22: 3 turns Chapter 23: 3 turns Chapter 24: 4 turns Final Chapter: 4 turns Total: 171 turns
  2. The entire playlist is located here. Rules: 1. This game will be played on Casual Mode with Classic Mode strategies, so that I can use battle saves to maintain an RN state and record videos. If a unit dies, they can never be used again. 2. Renown is allowed up to and including Dracoshield. 3. No skirmishes, DLCs, Logbook units, bonus box items, wireless content and Anna shops. 4. No sparkling tiles if possible. 5. All maps, including Paralogues, cost turns. Children characters are optional. Funnily enough, Japanese LTCers seem to allow skirmishes with no turn count cost, which is a complete joke. Lunatic+ in Awakening is much harder difficulty mode than Lunatic. Each enemy and boss randomly receives the following skills: Pass, Vantage+, Luna+ and Hawkeye, and after Chapter 2, they may also receive the following skills: Pavise+, Aegis+ and Counter. Here is what each of those skills do: 1. Pass: Allows enemies to move through player units 2. Vantage+: Enemies always go first after being attacked 3. Luna+: Always halves the enemy's defense 4. Hawkeye: Enemies never miss attacks. 5. Pavise+: Always halves damage from swords, lances, axes, beaststones 6. Aegis+: Always halves damage from bows, tomes, dragonstones 7. Counter: Always reflects damage dealt when attacked by an adjacent enemy (so doesn't work from 2-range) This makes this game mode a nightmare to LTC! Avatar: +Mag -Luk Kills at playthrough completion: 1. Lissa: 0 2. Fred: 74 3. Sumia: 1 4. Virion: 1 5. Sully: 1 6. Vaike: 1 7. Stahl: 0 8. Miriel: 1 9. Kellam: 0 10. Lon'qu: 3 11. Ricken: 15 12. Maribelle: 0 13. Panne: 1 14. Gaius: 1 15. Cordelia: 1 16. Gregor: 0 17. Nowi: 1 18. Libra: 2 19. Olivia: 0 20. Cherche: 3 21. Henry: 1 22. Say'ri: 1 23. Basilio: 1 24. Flavia: 1 25. Lucina: 26 26. Morgan: 80 27. Chrom: 2 28: Caitlin: 188 The Prologue is a particularly difficult map to LTC because Robin and Chrom will easily get killed by more than a round of combat, and they have trouble attacking enemy units back due to Vantage+. It is possible to manipulate which skills any enemy receives as long as you keep restarting. This is something I will take advantage of throughout this LTC. LTCing this map is impossible without some requirements: 1. The mages cannot have Vantage+ 2. One of the barbs that attack on Turn 1 EP cannot have Vantage+ so Chrom can kill him 3. The boss cannot have Vantage+. A very nice and easy strat. Frederick goes on the two forts on turns 1 and 2 to weaken and kill a bunch of enemies. The Avatar gets kills where she can, finally killing the boss. The sparkling tile was unfortunately unavoidable in this clear, but I only got a Glass Lance. I will discard it and not use it. Fred can ORKO the fighters after one Str level, but I had to get a dual strike because one of the fighters had HP+5. This strategy is a 1 turn improvement over Gradivus's Lunatic LTC on Serenesforest, in which he gets 6 turns. The trick is to get Fred to have 2 speed procs and C support with Chrom. He can then kill soldiers in one round with the Silver Lance reliably. I'm a little disappointed that my Avatar wasn't able to get the boss kill, but it's too unreliable with her (I would need 2 Dual Attacks in a row from Frederick), so I went for the Frederick kill with one Dual Attack assist from the Avatar. A few requirements for skills for the enemies here: 1. Knight who died on Turn 1 cannot have Aegis+. 2. Archers cannot have Luna+, one of them can't have Pavise+ and the other can't have both Aegis+ and Pavise+. 3. Knight who died on Turn 3 cannot have Aegis+. 4. Boss cannot have Pavise+. I'm officially starting to get burned out with this mode early, since it seems like I'm going to have to redo Chapter 3 and 4 to get my Avatar some extra exp and better levels, but I decided to just have this recorded for you guys since it'll likely take me a while to redo 3 and 4. I need a break. A few requirements here. Lucina can't have Counter, Vantage+, Pavise+ or Aegis+. The 3 enemies on the right side can't have Aegis+. The 3 enemies on the left side can't have Pavise+. The knights can't have Pavise+ or Aegis+. Forges: +2 might to Thunder, +1 might to Orsin's Hatchet Tonics: 1 Str Def Tonic to Fred, 1 Def Tonic to Avatar. Note: This map was recorded in parts due to enemy AI. There may be inconsistencies between parts. This was not the clear I used in my run. I was not able to replicate the RN seeds that I got in my clear in this recording, and I had to settle for this clear in which I used the Tiki's Tear on Ricken and an extra unnecessary Elixir use. Ricken does not need to go on that fort on turn 5. On the flip side, I got slightly worse level ups on my original clear, but the Tiki's Tear and extra Elixir use are more important I believe. This is easily the hardest chapter of the run so far due to the number of enemies; the main source of difficulty is Counter which reflects damage onto me from 1-range. Counter on wyverns isn't a big deal because I can OHKO them with my Wind forge, but it is a big deal when they have Aegis+. In this clear, one wyvern had Counter AND Aegis+, and I had to survive turn 5 enemy phase with very high HP just to handle him. Very few foot units had Counter in this clear, and that is the recipe for success. The boss had the worst possible skills, Aegis+ and Counter, but fortunately the boss likes to attack from 2-range so Counter doesn't matter. I had to rig a crit to kill him. I manipulate the RNG for better levels by using casual modes saves, and do the same for enemy AI. This makes both playing Lunatic+ and recording videos bearable. Another thing that greatly complicates this map is the movement of the enemy AI. On enemy phases 1, 2 and 4 a few enemies have to move in a certain way for this clear to be possible. I got past this by recording the chapter in parts. One thing I discovered is that enemies will spawn with different Lunatic+ depending on your battle RNG and it's not the same as the RNG for the AI. So reinforcements basically are a form of RN burning in Lunatic+. For example, different sequences of attacking can lead to reinforcements spawning with different skills. The ultimate goal of this playthrough is to get sub-80 and beat Gradivus's normal Lunatic LTC. Probably the best strategy of the run so far. It is crucial that you have an extremely blessed Avatar (very high def, str, spd, HP etc.) like I did and a great Frederick too. The most important bit is that few enemies as possible have Counter. The Counter dark mage and thief on Turn 4 gave me a very hard time and I had to do some tricks like unequipping Panne via trading on turn 3, as you'll see. My Ricken got a bad level up (he needs mag) but oh well. I RNG abuse in this map and find the favorable sequence of movements by using Casual Mode battle saves. This just saves me an incredible amount of time by letting me get good level ups, get the crits and misses I need, etc. My Avatar used a Tiki's Tear here to guarantee her survival. A pretty nasty chapter overall. It's essential to get rid of the Wyvern Rider with the Concoction on turn 1 because weakened enemies with Pavise+ will use it to heal, even the boss.
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