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I currently have a problem for my normal F!Robin run through Awakening. I am debating on getting non healers to max out to level 20 or second/master seal them while they are at level 10. I have several units that are near or past the level 10 threshold and are able to second/master seal. I am pretty sure that I will be second sealing Chrom and Robin at level 10 (if my luck with Anna holds!) or at the very least master sealing Chrom. Is it better to go to level 20 or second sealing/master sealing at level 10? ~TSC
As most of us know, there are at least two second seals available early in the game. In this topic I want to compile a list of the best uses for the early seals. Anyway, I'll start with some of the obvious ones and we can work our way from there. The List 1. Robin to whatever you need. Robin can switch to any class so he/she can fill whatever niche your army needs. 2. Sully to Wyvern Rider. Wyvern Rider gives Sully some much needed strength. Also, discipline helps her get out of E axes quickly and her preexisting lance rank will carry over when she promotes to Wyvern Lord. 2. Panne to Wyvern Rider. Panne is another unit that isn't very good without a seal but amazing with one. Panne is easier to train than Donnel though. 3. Chrom to Cavalier. 4. Donnel to Mercenary/Fighter. Donnel isn't nessesarily the best user of the early seals but he has to have one to be usefull at all so if you plan to use him then give him a seal.
Alright guys, I have an old MMU file that I... got bored with because it's Normal and I'm getting the hang of Hard Mode. However, I am unwilling to overwrite it because it's been blessed with a bunch of perfect levels and lots of nice items, I'm sentimental that way. It's at Chapter 16, no kids except Lucina recruited, which then gave me a fun idea to finish this off. Mug some vegetarian Risen, buy about Grima's weight in Second Seals... RECLASS EVERYONE. And I want suggestions to make this as ridiculous as possible. I don't care how good or bad they'd be at their new jobs. Also no one has touched a second seal prior to this. My only rule is this if anyone makes a list: Up to three people can be in the same class, but they can't all be the same gender. (Ex. If Gaius and Stahl are Myrmidons, Sully can become a Myrmidon, but Gregor cannot.) That means for gender-restricted classes, up to two can be that class. EVERYONE'S FATE (Chosen ones in bold) Chrom: Archer / Cavalier Frederick: Knight / Wyvern Rider Lissa: Troubadour / Pegasus Knight Sully: Myrmidon / Wyvern Rider Virion: Mage / Wyvern Rider Vaike: Thief / Barbarian Stahl: Myrmidon / Archer Miriel: Cleric / Dark Mage Sumia: Knight / Cleric Kellam: Priest / Thief Lon'qu: Wyvern Rider / Thief Ricken: Archer / Cavalier Maribelle: Mage / Pegasus Knight Panne: Wyvern Rider / Thief Gaius: Fighter / Myrmidon Cordelia: Dark Mage / Mercenary Nowi: Mage / Wyvern Rider Gregor: Barbarian / Myrmidon Libra: Mage / Dark Mage Tharja: Archer / Knight Olivia: Pegasus Knight / Myrmidon Cherche: Cleric / Troubadour Henry: Thief / Barbarian Donnel: Fighter / Mercenary Anna: Archer / Mage
[spoiler=Links to specific chapters] Prologue to Chapter 7 Chapter 8 Chapter 9 Chapter 10 to Chapter 11 Chapter 21 in 3 turns with all 4 chests Chapter 22 in 1 turn with Valflame, Gungnir, Helswath, and Balmunk. Chapter 23 in 2 turns. Chapter 24 in 1 (or 2) turn(s) Chapter 25 in 1 turn. Endgame in 1 turn. ____________________________________________________________________________________________________________ No Second Seals. Probably won't use anything from the Wireless menu including Renown and also random things like Anna shops/barracks/event tile items just because I'm lazy. They're probably not that broken though. Other than that, we'll leave all Paralogues, Skills, Weapons, Characters in. Forging and tonics in. Obviously no grinding from DLC and such. I won’t be going that fast since I find it boring in this game (too many bosskills in the latter half, plus I generally dislike LTC with random growths), though I also won’t go that slow (won’t dance/staff/boss/etc abuse). Since the earlygame is very similar across Lunatic runs, here are some general Lunatic tips and detailed strats for a No Avatar run up to Chapter 5. It gets mostly easier after that point. There’s no Second Seals until C8 anyways (if no Renown/Anna shops), so No Avatar is actually a little harder until then. The remainder of the guide (after Chapter 5) will have commentary on No Second Seals (but yes the Avatar is allowed, his main advantage Veteran is counteracted by the level cap). There will be widely applicable general strategies for every chapter for all Lunatic runs. Some of it is written in a walkthrough-like format since I was kind of working on a faq/guide. General strategy and map overview: I’ll give some introductory thoughts and as well as general conceptual tips and advice for the chapter. The idea is you should be able to complete the chapter with this advice after spending a little time thinking of a specific strategy for your team composition. No Avatar strategy: A detailed account of a No Avatar strategy to complete the chapter. Stat benchmarks/Other RNG/misc comments: I’ll comment on any noteworthy stats your characters should be around, other luck based components of the map, and anything else that’s interesting like analysis of character performance. Go ahead and ignore stuff if I start to ramble too much about random things for your liking. [spoiler=Prologue:] General strategy and map overview: This map may be a wakeup call for those who haven’t tried an FE Maniac or Lunatic mode before. The earlygame often requires extensive use of the prepromoted character, Frederick in this case. However, this character typically has lower bases or growths than a trained unit would have, therefore it’s typically beneficial for kills to be given to others when possible. There are exceptions, but Frederick in this game has extremely low personal bases and has little midgame and lategame potential. With Frederick as the only one that fights well here, it’s best to use him to clear the more dangerous enemies such as the Mages. He can oneshot them as well as the Myrms and weaken the Barbs to low hp, perfect for Chrom or Avatar to kill. It is possible to give Frederick the Bronze Sword here to conserve Silver Lance uses, but it’s not necessary and makes it harder to feed certain kills to Chrom/Avatar as well as making the Mages more dangerous. It’s possible to take advantage of Support bonuses for Avatar to face 0 crit against the boss and Avatar can slowly chip him down for exp. Pair with Chrom, stand next to Lissa and Frederick. No Avatar strategy: Frederick kills the middle Myrm. Lissa moves out of range and others stay put. After enemy phase, everyone retreats to the bottom left with Chrom in range of one of the Barbs, Frederick is healed up. Next turn, Lissa heals Chrom (Paired with Frederick she isn’t doubled by the Mage), and Chrom kills the other Barb. Avatar hides in the corner. Next turn, Frederick weakens the Mage with the Bronze Sword, Chrom finishes. Lissa heals everyone up. Frederick with Bronze Sword lures the top group, countering a single Myrm first. Next he kills the Mage with the Silver Lance, and Chrom goes to counter that weakened Myrm on enemy phase while out of range of the other enemies. Lissa heals up, Frederick runs away, Chrom cleans the weakened Barbs. Frederick weakens the boss with the Bronze Sword for Chrom to kill. Stat benchmarks/Other RNG/misc comments: Shouldn’t be any RNG-intensive parts. Everything is overall pretty consistent. Random allocation of Avoid+10 and Gamble is pretty lame, but oh well. Can Pair Frederick with Chrom or Lissa for a marginal boost to Hit and Crit avoid from Luck. Chrom is level 3, almost to 4. [spoiler=Chapter 1:] General strategy and map overview: The enemies rush the starting positions so take an advantageous position on the Fort terrain. Using Swords will work well against the many Fighters. Have someone tank the majority of the chapter on a fort with a Sword. Chrom or Avatar with Frederick Pair Up is usually the better option since they can get tons of exp. Sully and Virion come after most enemies have already charged, but can serve as distractions, especially with Sully’s 7 move. Beware of the Hammer enemy if using Frederick to tank. If he was traded him Avatar’s Bronze Sword and he's on a Fort, the hit rates are low on him, but it does a huge amount of damage. Try to give Virion’s Elixer to Frederick this chapter for a little more flexibility in the opening moves next chapter. It’s not a huge deal however since it is possible to trade in that chapter too. No Avatar strategy: Frederick with Chrom (unequip the Falchion) goes on the north fort. Without any levels yet, he brings the Fighter to 1 hp with the Bronze Sword and weakens the Myrm. 2nd turn, Chrom kills the Myrm. Sully with Virion stands in place to lure a fighter. Next, Chrom wipes out the enemies surrounding him. Sully kites her enemy up to the top right corner. Separate with Virion so he has a player phase to chip if no Dual Strikes happen so they can finish him off in time. Slowly weaken the Archer/Boss with Frederick and give Chrom the kills. Stat benchmarks/Other RNG/misc comments: Chrom can die on turn 2, but it’s rare, around a single digit chance, since all the enemies have to hit and they have 50 hit rates on the Iron Axes and 32 true hit for the Hammer enemy. Only 1 has to miss. Random Avoid+10 and Zeal are lame in principle, but shouldn’t cause any resets typically. Frederick should tank fine if used, just need to dodge the 20% hit for the Hammer. +Def asset Avatar should also tank fine, but might be doubled by Myrms at first (need 8 Spd). Chrom is level 5 and has C Frederick. Sully got 1 kill. [spoiler=Chapter 2:] General strategy and map overview: Just starting and there’s another jump in difficulty. The enemies now use Steel weapons and a huge number will rush all at once on a pretty open field. The key to this chapter is to trade the Elixer over to Frederick, and use the terrain and weapon triangle wisely. Also notice the 4 safe spots on turn 1 to hide people in and the mountain on the left. Leave someone unpaired so Miriel has somewhere to go when she joins. Only +Def Avatar with Frederick or Frederick himself can realistically tank the first part of the chapter. The Barbarians do the most damage, so the safest weapon to equip initially is the Bronze Sword and hopefully Avatar or Fred can dodge a few of them. After that, there are numerous Soldiers, so Tomes or Lances are safer. It may be useful to have the support character unequipped so no Dual Strikes occur so the tank doesn’t kill an enemy too early and allow more enemies to surround and attack that turn. Plan on either hiding everyone else in the bottom left or bottom right while the main tank lures enemies elsewhere and handles most of the enemies in the first wave on Mountain or Forest terrain. It’s possible to pick off weakened units with anyone that can take a hit. The second wave is easy to tank on a fort. Either rush up to the north forts or lure them down to the middle forts. Note that all the top enemies charge after getting in range of one of them. Try to feed other characters kills whenever possible. If doing a no grinding run, begin thinking of characters to train, some to become long term fighters (usually reclassed with early Second Seals), some as Pair Up partners (early Master Seals, and are in classes with good bonuses like Cavelier). Start thinking about Supports, what Pair Up bonuses they give each other and how they work with the character’s stat distribution. Think about synergistic skill combinations. No Avatar strategy: Virion trades Chrom the Elixir and pairs with Stahl. Avatar pairs with Sully. Vaike pairs with Lissa. Stahl and Sully go full left. Lissa goes full left and drops Vaike. Chrom pairs with Frederick and Frederick attacks the left Barb on the mountain with the Bronze Sword. If it dies, great. If not, someone will have to take a hit. Next turn, have everyone in the bottom left finish the Barb if necessary. Frederick goes onto the mountain and heals, equips the Silver Lance. After the enemies are thinned a little bit, switch to Chrom to finish off the weakened enemies. Depends on Chrom’s exact stats when this is safe, but he should be able to nab a few kills and get to level 6-7. Afterwards, rush the top fort with Chrom/Frederick, tank everything. The Barbs and Boss have <20 hit (spoiler: axe enemy hit doesn’t increase much for a long time) and everything does single digits. I fed the bosskill to Sully since I’m going to try and use her for Chrom’s marriage, Lucina’s bases, and as a Pair Up partner. Stat benchmarks/Other RNG/misc comments: This strategy feels slightly more reliable than the often advised, go to the left end of right Myrm’s range -> then forest next turn. Here, Frederick or whoever tanks will face less attacks on the turn when not on favorable terrain, and is on a mountain instead of a forest, so +1 Def, +10 avoid. Plus the terrain penalties mean he’s less surrounded each turn. I didn’t even need any Elixer uses. It should really be very consistent, but you have to judge when it’s safe to have Chrom (or Avatar if using him/her) tank instead of Frederick. It depends on what enemies are left, and what stat ups they get, but near the average or even a little below is sufficient to get a lot of exp. Avatar will need 8 Spd to avoid being doubled by the Myrms. Chrom is level 8, almost to 9 with 98 exp. Sully is level 3. Frederick is level 2, almost 3. [spoiler=Chapter 3:] General strategy and map overview: Go ahead and talk to Kellam with Chrom, Pair Up with him and have him move out of range. You have as much time as you need to set up the initial offense. Both sides in the bottom will only rush someone is in range of an enemy. The idea is to clear one of the sides quickly so everyone can regroup and face the other side as it charges toward you. Because of the Archers, this usually involves either Frederick with the Javelin or Avatar with Magic to initially counterattack and weaken the enemies so others can finish them off the next player phase. Give them the Elixer if needed. The top is easy to clear. Anyone can kill the knights without aggroing anything, though beware their high attack. However, again note that getting in range of anything else will cause the top to all to chase you. Anyways, slowly kite all around the stage to pick off enemies and feed kills to whoever you want. Beware of a Hammer Fighter that starts in the top right. No Avatar strategy: Chrom talks to Kellam, pairs with him, they move out of range and separate. Frederick takes the Javelin and Kellam pair up. Next turn they move left and attack a Soldier (unequip Kellam so no Dual Strikes). Chrom is with Sumia. Sully is with Stahl. Everyone else is unpaired. Next turn, Chrom/Sumia finishes an Archer. Sully/Stahl finishes the Soldier. Frederick finishes the Knight. Others stay out of range. Chrom or Sully can finish the remaining archer. Lissa heals Frederick, who goes right and heals with a Vulnerary. Then feed Chrom and Sully kills as safety allows. Use Miriel/Virion/Vaike chip as necessary. Afterwards, Chrom with Frederick opens the left door and kills the Knight with a Rapier. Frederick with Chrom with Javelin goes to the stairs tile to lure enemies. Kite all the way back around, feeding kills to Chrom and Sully. Boss is easy with Chrom. Stat benchmarks/Other RNG/misc comments: If Chrom is too weak to take an Archer + other hit (not including Knights because they’re slow and easy to kite) Frederick needs to be used slightly more to weaken enemies. However the Archers have 22 att, Myrms around 24. Fighters maybe around 27 with WTD. Level 9 Chrom will usually have 27 hp, 9-10 Def + 5 from Frederick, so it’s a fairly generous benchmark. Other than that, it’s possible to use more Miriel/Virion/Vaike chip to clear the bottom groups if offensive stats aren’t up to par. At this point, if Avatar was used instead of Chrom for the previous chapters, Avatar can really solo this entire map. Or else weaken enemies for Chrom/others. Chrom is level 11. Sully is level 4, very close to 5 and has C Stahl. Both still need some babying. [spoiler=Chapter 4:] General strategy and map overview: The way the map plays out depends on how the AI feels like moving, because it will box you into different situations. The important issue is to not let the Mages be too close to each other because they’ll 2hko everyone. Still it’s sometimes needed to have Frederick take hits and ohko mages with the Silver Lance (use tonics/Pair Up as necessary). Also Lissa or really anyone with Kellam can usually take a single hit if necessary. Kellam with Sumia can take hits if necessary, and can survive a round with the boss with a Def tonic. Sully/Stahl should be able to take 1 hit too and then outrun most enemies. Use these free hits wisely. Other than that, start moving to one side and kite to the other side. It can be tricky but as long as the Mages are dealt with quickly and you watch movement ranges, it should be doable. Remember Knights have only 4 move. Frederick with Kellam has very high defense, so use him to weaken enemies and feed kills to others if they need it. Careful positioning is most relevant if you’re trying to feed kills to other units for the long term. Otherwise, it’s much easier to solo/duo with Frederick or Avatar. No Avatar strategy: If I don’t mention them specifically, they just stay somewhere near Chrom but out of range. I brought Lissa, Kellam, Sully, Stahl, Frederick. The general strat for me is, Chrom with Frederick with Tonics can oneround the Fighters so they go right (but still within 6 spaces of the left Fighter on turn 2). Next turn, Chrom or Frederick kills the left Fighter depending on if Chrom was hit or not. After that, go in whichever direction looks safer. The priority is to kill the Mages in the next 1-2 turns, and the Knights soon after that. Ideally Frederick can kill a mage with the Javelin and either get a Dual Strike to take no damage or Lissa can heal while out of range of the other mage. It’s fine to use Chrom if he doubles or the Silver Lance as well, and Lissa can heal and take a hit from that mage. The Short Axe enemies are not a threat to a leveled Chrom and neither is the boss. Sully can nab weakened enemies or just run around and kite stuff with her 7 move. I gave her the bosskill. Stat benchmarks/Other RNG/misc comments: 15 Spd is a magic number for your units because the enemy Fighters and Mages all have 10 Spd. Doubling lets to quickly kill each enemy wave as they moves downward so you’re ready for the next wave. If Chrom cannot double Fighters without a boost, I would Pair with Sumia instead and use the Frederick/Kellam + Chrom/Sumia combination to kill them. If Fighters have Hp+5 or Chrom is weaker, then Chrom can weaken them for someone else, like Sully in my case. If Chrom cannot take multiple hits from the Fighters and Mages, Frederick needs to ohko the mages. Chrom at this point should have around 11-12 Def on average + 5 from Frederick + 2 from tonics + 1 from weapon triangle. The Fighters shouldn’t be a major threat to him. The Short Axe ones have like 30 disp hit, which is quite low. Even if Chrom has lower defenses or Frederick is needed elsewhere, it shouldn’t be a huge problem, as the majority of the time they’re kiting and had opportunities to heal. On the offensive side, my Chrom had fairly high speed, so I could afford the Frederick Pair up and still double. If Chrom’s speed is not as good, it’s a good idea to try to build C support with either Sumia or Sully instead, then use Str tonics for that extra boost. The chapter is more difficult if no one can one round the Fighters, and it may be necessary to use Frederick much more in that case. It’s not a huge deal since there aren’t too many kills to allocate anyways. The chapter is substantially easier with a strong Avatar since they have access to Tomes which are 1-2 range. In addition they’re probably really overleveled and with high Def. You can use both Avatar and Frederick to tank and weaken enemies and feed kills to whoever you wish. At this point, no one else really has the exp to fight that well. Afterwards the DLC opens up, so it’s now possible to grind if you bought it and want to. Chrom is level 12 with 70 exp. Sully is level 5, almost 6. [spoiler=Paralogue 1:] General strategy and map overview: The key to this map is to clean up the right side relatively quickly so that someone can catch the Thief with the Killer Lance as it’s heading down. If you don’t care about that item, then you can take more time, but it’s fairly lenient to do so you might as well. The other Thief near the bottom won’t move unless a unit gets in the range of the western enemies. With that said, it’s easier if your Sword using units have the +10 Avoid from a C support and a decent sword rank. They can quickly reduce the enemy hit rate to very low numbers, particularly if standing in a forest. Lon’qu can already do this at base level due to his Avoid+10 skill, but requires a +Def Pair Up or Defense tonic to not get ohko’d for better reliability. A general starting strategy is to have a strong unit like Chrom/Avatar with Frederick head upwards to clean up the nearby enemies. The Archer and Thief are pretty dangerous to the others. In the meantime, have some Sword wielder hold off the Barbarians coming from the left. Clean the the starting area, regroup, and head left as the Killer Lance Thief is heading down. Be careful not to aggro a few of the upper enemies with ranged weapons too early by watching movement ranges, and you should be fine. All in all, this is a great map to get tons of levels for your weaker characters. Donnel can be easily leveled by surrounding Archers and having Donnel poke them to death. I tend to use Frederick to drop Donnel next to the upper left Archer that’s already boxed in by the walls. It’s possible, though more risky, to weaken enemies then have Donnel snipe the last hit. No Avatar strategy: Chrom with Frederick attacks and kills the northern Barbarian. Sully with Stahl lures the north Thief with an Iron Lance. Lon’qu with Vaike and Def tonic heads into the forest in the bottom, using the Killing Edge to hopefully clean them up faster. Lissa and Donnel hide next to Sully. Afterwards, the enemies are split, with the dangerous Archers heading upwards near Chrom. He cleans them up in the next few turns, and then heads down to help Lon’qu. Sully finishes the Thief and runs out of range or can help Lon’qu if it looks safe. Lon’qu finishes all the Barbs surrounding him. Quickly heal up and head left. Frederick can rush from just out of range of everything to next to the west Archer, who Chrom kills. Again Sully lures the Thief while Lon’qu lures the Barbarians. After that, have Donnel poke at the upper left Archer while slowly luring enemies and feeding kills to Lon’qu/Sully. In my case, Chrom with no Pair Up weakens enemies just enough. Lon’qu with Vaike and Def Tonic can slowly chip and kill the boss, a 4hko. Stat benchmarks/Other RNG/misc comments: The chapter is much easier if Chrom or someone can double and oneround the Barbarians and Archers, which means having around 16 speed. Chrom or Avatar, if fed kills earlier, with Sumia should really meet this benchmark easily, but will have much lower Defense. A really high level unit won't even need Sumia and can use Sully or Frederick Pair Up instead. The issue isn’t that big if Chrom’s Weapon Rank is high and he has a C support for +10 Avoid, since he will face very low hit rates against the axes and doesn't need to oneround them. The Thieves and Archers are spread out and rare throughout the chapter and aren’t a huge threat as long as the Thieves don't double. Lon’qu faces low hit rates at base against the axes, around 30% which is around 18% true hit. Though unlikely, it is possible for him to die if he gets hit multiple times in a row. Again, that’s pretty unlikely, so it’s acceptable for a strategy here. If he criticals enemies with the Killing Edge, they would have less attacks on him and therefore less chances to hit him. But it’s not a big deal if he doesn’t critical, he just has a slightly higher chance of dying. In most playthroughs you’ll have Avatar, Chrom and Frederick to help out to Lon’qu so he'll have more assistance against his enemies. I also had Lon’qu with Vaike face the boss and he did have a chance of dying from a critical, but it was so low (maybe around 1-2% per round) that it’s fine. Sully just has to 2hko the Thieves which is very easy with an Iron Lance. Using Str Tonics or any Str Pair Up makes it easier. Though she is doubled by them, it’s easy to get enough Def to survive with using a Lance, a +Def Pair up and Tonics. Lon’qu is level 9 with C Vaike. Sully is level 7. Chrom is level 14 [spoiler=Chapter 5:] General strategy and map overview: First off, this chapter is certainly easier if you got the Rescue Staff from Paralogue 1. Pair Miriel with Lissa to get enough Magic and range to Rescue Maribelle + Ricken turn 1. The enemies in this chapter rush the team from 2 fronts, with numerous reinforcements. In addition, the Wyvern Riders will easily bypass whatever formation and chokepoints you set up. Therefore, it’s much easier if the enemies are bottlenecked at the fort above your starting position and your tank takes advantage of the terrain bonuses of that Fort. Remember than any strong Sword user can reduce Axe hit rates to very low, so any unit that gets on the fort should be able to tank most of the chapter. The only really threatening enemy is the mage and there’s only 1 if the initial Dark Mage in the middle is dealt with quickly. The idea is to get onto the fort on turn 2 and there are many ways to do so. One good way to do this is have whoever is going on the fort, usually someone + Frederick to rush as far up as possible and attack or kill the Barb (you have enemy phase and chip as well if necessary). Have Virion or any meatshield who can take a Nosferatu hit (Virion can also counter for a little damage) just behind that person. On enemy phase the Dark Mage will usually attack the bait so the tank can go on the fort, finish the Dark Mage and tank the rest of the chapter. Alternatively, Sumia could fly someone onto the fort, the main issue being the lack of a +Defense from Pair Up. In the meantime, someone needs to hold off the enemies coming from the left. Luckily, you have the rest of your whole team to do so, and they’re usually low accuracy enemies that someone like Lon’qu can dodge. There’s only a single enemy with high hit, the Myrmidon. Don’t be too aggressive and stay near the middle Fort and forests near the start until the enemies stop coming. All the reinforcements will rush you but there’s a group of 3 ground enemies in the top left and a bunch of wyverns + the boss who do not rush you unless you get in range of one of them. After clearing the moving reinforcements, lure a Wyvern, then get back onto the fort until everything is clear. Then clean up. No Avatar strategy: I use the above strategy to get Chrom with Frederick onto the fort. He destroys stuff. Meanwhile, Lon’qu with Vaike in a forest demolishes most of the bottom left with Killing Edge, one rounding most enemies without crits. He got a ton of levels in Paralogue 1 so he can double non-Myrms even with no Spd Pair Up. Once it’s more clear, Sully helps out too and gets some exp. She can Killer Lance the Dark Mages to one-round them. Some Wyverns are lured to the bottom level so Chrom doesn’t take all the exp. Spread kills to Lon'qu and Sully. Chrom got the bosskill. Stat benchmarks/Other RNG/misc comments: Hopefully you have at least 1 strong unit besides Frederick from all the previous kill feeding. Otherwise, Frederick is the one who has to take the fort and it’s quite hard to give other characters many kills. Luckily, any sword user with a decent sword Rank like C rank, and a C support for the 10 avoid can usually suffice. Also they need to have good enough Def/Spd to survive the Myrms. Hopefully the support partner is someone who gives lots of defense like Kellam or Frederick. Remember to use tonics as well. You should really be training Chrom at least, and he only needs a few levels on average to have good enough stats. It does help if this strong unit doubles the Barbs and Wyverns, but is not necessary. My Chrom had Spd a bit above average and Str/Def below average. Luckily those are the stats boosted by Frederick and Tonics. My Chrom completely destroyed this chapter and a much weaker one can probably beat it as well. It's a little risky to use someone like Lon'qu there in the middle because he probably isn't as strong, has much lower Defense, and doesn't support either Frederick or Kellam. A trained Sully or Stahl might work. If Lon’qu doesn’t have many levels and a C support, he could die from the bottom left enemies. In that case I would Pair with Sumia so he can double and for a tiny bit of avoid and Res (not as good long term Pair however since they don’t support). With training and the C Support with someone, he really shouldn’t have any problems. It is slightly riskier if the Dark Mage has Anathema, but the hit rates overall should be really low in general. Again, you have most of your team to deal with these few enemies and a little space to kite and back off, so it shouldn’t be a big problem. With weaker units, it’s probably necessary to turtle a little more than I did. Note that Sully is probably a better filler support for Lon'qu than Vaike since she gives Speed. Lon'qu, if a little Spd screwed like mine, is very borderline on doubling. However, I'm trying to train Sully too so they're separated. Lon'qu barely has enough Speed to double. It’s pretty easy to kill the Dark Mages, who have single digit stats. For my Sully who is currently by far the weakest combat unit of the ones I'm using, the Dark Mage would have to hit with Nosferatu, Sully would have to not crit twice at 30%, and Stahl would have to not Dual Strike twice at about 40%. Overall she kills with 90+% consistency. Chrom and Lon’qu easily kill them and can usually dodge the Nosferatu as well. A potential issue for slightly weaker units is that it’s hard to chip them down, especially those with Anathema/Hex because of an accurate Nosferatu and their decent Hp/Def. Using someone like Sumia’s Pair Up for the Speed to double and the Resistance is useful. Most people can take a hit, including the healers, so could also just try for a Killer crit each turn and heal if it fails. Chrom is level 17 with A Frederick. Lon’qu is level 11. Sully is level 9. Chrom can nearly solo chapters while Lon'qu and Sully are becoming competent. That’s all for No Avatar. Just for reference, I completed the No Avatar run with Swordmaster Gaius (probably Def blessed, but was ridiculous after the start and getting reclassed by the C8 Second Seal), Wyvern Lon’qu (I’m pretty sure anyone reclassed to Wyvern is op and Lon’qu is one of the easiest to train early on. He took the C12 Second Seal), Paladin Sully!Lucina (amazing <3), Tiki (Manakate. :D), and crew who pretty much still steamrolled later on. I stopped taking detailed notes. <_<. Really, any unit that reclasses properly can steamroll after getting a few initial levels, which is quite easy. That's the inspiration for a No Second Seal run instead. Everything afterwards will still have a general tip/advice section, but detailed strategies/misc comments will focus on the No Second Seal run. ____________________________________________________________________________________________ Main difference in Prolouge-C5 for No Second Seal is I used +Def Avatar instead of Chrom early on to phase out Frederick faster. Also didn’t train Lon’qu, but used Chrom and Sully more in place of him. Sully is really good. Chrom is really not good. Avatar is a slowpoke though has high Def. Stats to come. The planned final team is: Chrom, Avatar, Lissa, Sully, Cordelia, Gregor, Libra, Anna, Lucina, Morgan, Kjelle, Sevara, Gerome, Flavia, Basilio. I’m also using filler until everyone, particularly the children, join, so I’ll mention those when appropriate. I also plan to do as much postgame as possible, if any, and might use the Spotpass paralogue characters if I can get them. With all that said, finally here’s Chapter 6 and 7. [spoiler=Chapter 6:] General strategy and map overview: May look intimidating, but most enemies come in distinct waves and there are chokepoints to use. It’s fairly useful to have a few competent units, hopefully not Frederick, by this point to hold various key positions. The most important of these positions is the middle chokepoint. The narrow hallway prevents too many enemies from attacking you at once and bottlenecks a bunch of dangerous Thieves and Mages. Note that a Thief will be in the position you want to block off at the start of Turn 2 so you’ll want another unit to take him out so your tank blocks that middle chokepoint. The Fighters and Dark Mages there have pretty low hit. Thieves have very high hit (particularly since they have Underdog for some reason), but low Str. Whoever tanks the middle probably wants a Sword to dodge Axes and Def support/tonic for the Thieves. Marth can hold off the first few waves coming from the right side, which leaves the rest of the team to the left. Chrom is likely part of the left group to recruit Gaius early. It’s typically better to have multiple units on the left to team up on the Dark Mages. The reason this chokepoint strategy works is Marth will take care of the single Thief on the right side and the all the others are blocked by the middle chokepoint. The door to Emmeryn is safe. There are other ways to position your units beside the one mentioned here. Just take advantage of Marth’s decent combat and finish off each wave on the left quickly so they never become overwhelming. Beware the Cavaliers which may be surprising with their high move and also the last Fighters that arrive since they have Silver Axes. No Second Seal strategy: Chrom with Frederick and Avatar with Lon’qu left. Sully with Stahl and a Def tonic in the middle. The chapter is very straightforward, with Avatar weakening things like the Dark Mages on the left and Chrom getting most of the kills. Sully and Marth slowly grind through the enemies in the middle and right. Panne does some meatshielding in the narrow corridors since she can take a hit, multiple with Kellam and a Defense tonic. That’s mostly used to protect Lissa from getting surrounded. Stat benchmarks/Other RNG/misc comments: The primary benchmarks to note regard Spd. If your units are not doubling, they won’t clear the enemies quickly and can get overrun. This is most important for the left enemies since the middle and right are mostly blockaded. At this point in the game, most trained characters will likely still need some kind of +Spd Pair Up like Lon’qu or Sumia (or Avatar, but he’s usually fighting). Naturally fast characters like Lon’qu or Sully may be able to take better supports like from the Caveliers, which also give Str and Def. There is often a balance in Lunatic between Speed (which determines offense, doubling damage and increasing Dual Strikes) and Defense (Frederick or Kellam Pair Up give huge durability boosts especially at this stage in the game, like +50%) My Avatar is nearly max level unpromoted so I want to use him to weaken stuff. His Mag and Spd are terrible so he Pairs with Lon’qu. Because he’s weakening enemies, I can have Chrom with Frederick, even if he doesn’t double, which allows him to tank the Fighters and Caveliers better. In general, Sumia may be a better Pair Up for Chrom if he heads to the left because of the Spd to double and the Res against the few dangerous Dark Mages. Unless Chrom is very overleveled, he lacks the capability to deal well with the Mages alone so he does need some help. Marth, with no help, dies maybe 40% of the time during the wave with the enemy Caveliers. By that time the enemy numbers have thinned out, so it’s not a huge deal if it happens. The right enemies still have to go through the tank in the middle since there’s no thieves to open the door to Emm. My tank for the middle, Sully, doesn’t have as much avoid as other Sword users like Chrom or Lon’qu. She makes it up by having very nice Def and even okay Resistance. It is somewhat required to be a decently high level, say 10+, and with a good, at least C rank, support like Stahl. In the past I’ve used a trained Lon’qu who can also do well in the middle since he has the avoid to dodge Axes and Dark/Thunder magic well. At this point he likely has a few Def from a C support and Tonics as well so Thieves do pretty low damage. Anathema is a more problematic skill here, since the Fighters/Mages hit very hard if not dodged. It’s just 10 hit, but does manage to influence the reliability percentages somewhat. Sully has less trouble than Lon’qu in that regard since she can take a few more hits. Of course Frederick can pretty easily hold the middle with a decent Pair Up, but all the beautiful exp, etcetc. Same deal with my overleveled Avatar I can’t promote yet. Compared to the no Avatar run, I’m using mainly Chrom, Avatar, Sully instead of Chrom, Frederick, Sully, Lon’qu, Gaius. As a result, everyone is already very strong. Chrom is probably the worst since he’s not fast enough to double without Sumia, but is also super Def screwed, 9 Def at level 13 so he needs Frederick. Avatar is level capped, so Sully ends up doing a lot of fighting. I’m not really keeping track of levels anymore but I’ll note important things like Skills/promotion and have stats later. [spoiler=Chapter 7:] General strategy and map overview: A straightforward map since any Sword user you’ve been training can probably take on most of the map. Just kill Thieves and Archers on player phase and rely on mostly Avoid and counterattacks to clear out the Axe users. There are a lot of Wyverns scattered around the map and they have high Defense. Chrom easily slays them with the Falchion, but other Sword users may want to use the Killing Edge to clean them up at a reasonable speed if they lack the Str. The reason you’ll want to clear them somewhat quickly is 3 Wyverns reinforcements will arrive around turn 5 enemy phase and at the same time the rightmost enemies and the boss charge in a pincer maneuver. By clearing out most of the map beforehand, you eliminate any threat of your healers and other soft units getting trapped. No Second Seal strategy: Chrom with Avatar and Sully with Stahl can easily steamroll the map with Swords, using Forests as convenient. However, I actually use Frederick for a decent amount of combat because I’m trying to marry him off to Lissa so I get Owain’s map for exp if I need it. So basically just exposing Frederick to a few attacks each turn while cleaning up everything else with Chrom and Sully. Cordelia joins but it’s halfway through the chapter and there are too many axes. She doesn’t do much except try to leech kills. It’s very dangerous for her to do so as well. Stat benchmarks/Other RNG/misc comments: Spd to double is again probably the most important benchmark, particularly to kill the Archers quickly. However, since Avoid is pretty reliable on this stage, it’s not as necessary to use Def Pair Ups so +Spd ones can be used, making that benchmark easy to meet. What’s probably more important is having a strong Sword user in general. It changes what could be a very challenging chapter, with numerous Wyverns and a pincer attack, into something quite easy. It’s been a common theme that Weapon triangle + high Weapon rank + C support + Skills give a unit Avoid necessary to dodge Axes which then makes a lot of the early maps much easier. Yes, Frederick can also use Swords, but that’s tons of exp “wasted”. There are numerous other candidates to give those kills to. Avatar is overleveled from Veteran and is dominant so that’s that. Chrom/Sully are similar in having balanced stats. Depending on their levels, they can take Spd Pair Ups like Sumia and Lon’qu/Chrom respectively. Or +Def from Frederick or Kellam. Or balanced stats from the Caveliers. The flexibility makes them good options to train and Chrom gets to easily slay Wyverns as a bonus. Stahl is in the interesting position of not really having a good early Spd Pair up until Panne/Cordelia, fairly late in the arc, and low Spd base/growths. With a little luck he’ll reliably double with Sully support, but another option is go heavy on the Def with a Kellam support, which quickly makes him a nice tank. Lon’qu loves the earlygame axefest. High Spd, Avoid+10, base C rank Sword mean he’s able to quickly become a reliable contributor. He does have low defenses, so some bad luck or Anathema/Hex can hurt his durability. Gaius actually has amazing personal bases, but is held back by Thief. In addition he joins relatively late compared to others, is underleveled, and doesn’t have any Avoid skills. He does have some of the better long-term potential once reclassed or promoted. Still, any of these Sword users are options to invest exp into so that it doesn’t all go to Frederick. It’s somewhat notable that after the Plegia Arc, and heading in Valm, Sword users tend to have a harder time against the increased weapon variety, particularly from the numerous mounts. One way to keep these units useful is to also train in a secondary weapon, easy for the Cavs. Or in a regular run, reclass early to really boost up those stats. Another alternative is to promote and then have them as mostly Pair Up partners later on. Spd is one of the most important stats throughout the game, particularly later on as enemy stats really ramp up, and these units tend to give a lot of Spd in Pair Up. That won’t happen for a while, but it’s fairly important to plan for the future. And we will be seeing a few more enemy Lance/Tome users in the chapters coming up. Quite a lengthy tangent, but it has important considerations to earlygame Lunatic and the implications are very obvious in this Chapter. I’m think I’m saving some Paralogues until I need them to train Sevara/Gerome when I get them. Paralogue 2 is pretty easy to do as it opens though, just need to realize some of the middle Barbs are not aggressive, so Sumia is safe to fly over with someone like Chrom to save Anna and the Village. For Paralogue 3, just need to clear the west enemies quickly to save at least 1 Villager for the Seraph. No need to worry too much about the east enemies until later. I’ve done a few more chapters, but need to write them up. Stuff gets more interesting down the line and we begin the see some early effects of the No Second Seal restriction.