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Found 4 results

  1. Laslow is my favorite Fire Emblem character, and I've been inspired to a solo run of Conquest with him (paired up with his S rank partner my avatar of course), as soon as you recruit him in chapter 12. I have only beaten Conquest normally on normal mode, but I am willing to try hard; I refuse to do lunatic. I will give Laslow every permanent stat-boosting item I can give him, and maybe use tonics in battle if necessary. Here are things I need to consider and could use suggestions on before I begin. What class should Laslow be in? I'm willing to use heart, partner, and friendship seals. What class should my avatar be in? What should my avatar's boon and bane be? At what level should I promote Laslow? I appreciate the help.
  2. Hi, I know a solo run already breaks the game and the way I started it broke the rules: Felicia was lv 1 after chapter 6 since I started the run at the path choice. I know normal difficulty is already shit. But honestly past the few first levels she can do hard as well. So I began chapter 7 with a master ninja pair up speed boon avatar C supporting my bronze sword lv 4 hero Felicia after giving her the herbs and boots from bonus path and the initial goddess icon that anyone can get at this point in the game if they have all 3 routes. I didn't get any stat booster by the 2 easiest random battles I fought (1 for reaching 10 with MU who would have reached it if the stupid boss didn't play BEFORE his subordinate and the other just to get gold and the 1st 3 lv ups on Felicia because well, beginning chapter 7 in a new file Felicia would already be level 4 with ease like mine tend to reach 5 at this point in the game it's not like I gave her 10 level ups from the get go). When I got Hana, Felicia was level 17 hero and reached 18 by the end of the next chapter with Hana pair up for the support "grinding" (then I played 3 random battles with Hana only fighting to get A+ Felicia to go swordmaster before reaching lv 20, she got astra at lv 21 in chapter 12). Then I gave her the witch class. She has also gotten all the chapter 10 stat boosters excet res, spd and lck (she doesn't need them at all). You know, Felicia who starts with shit base stats and needs 8+ level ups to just reach Gunter's gutter base stats. Well, Before getting her out of hero she could already have soloed chapter 13 (which she did as a witch). This while ending full hp. Now level 47 witch (-20 or 21 for real level) she has 10 str with a base of 1, 29 mag, 20 skl, 31 speed, 28 lck, 15 def and 26 res. Her skillset is sol, vantage, astra, teleort (which is useless in solorun so I'll switch with axebreaker or something else) and toxic brew (which could as well not exist since she killed everyone but Xander and Ryoma in one round or hit with E parchment then switching to Mjolnir by the middle of te chapter). I ended up replacing those 2 with axebreaker and strong riposte since it's ennemy-phase oriented. I bet she will shit on the game and I'm sure she would shit on hard mode with the same build even if you don't give her hp and def boosters like I did, same for magic, maybe skill is needed since it's shaky. She just dodges everything or blocks the attack. TL;DR: If I made this topic it was to show people that in th end even a unit with shit base stats and a lackluster and competely absurd class set for one's base stats and growths, ANY unit can just shit on the game with little effort without even needing to be tanky. Many new players just read about RNG avoid being shit and think you can no more dodgetank in this game. But it is all about dodging some attacks, proccing astra to refill the guard stance gauge for free and getting vantage to activate whenever you happen to lose enough hp, some sol proc to be full hp again. Also unlike new players would think (or any player who didn't use the witch class and didn't go see the teleport skill on the internet) teleport can only be used to teleport close to an ALLY UNIT meaning it's useless for like 99% of a solo run, don't bother with witch on any physical unit since you won' be able to use it at all. Now at least my exp gain will be minimal since Jakob and Felicia aren't counted as lv 1 anymore in DLC classes (some random exp bug on these classes maybe, they ae lv 21+ with that level's exp gains unlike in their promoted classes) so I don't recommend using DLC classes on them before level 21 to get enough exp before getting shit on by exp gains. So maybe ennemies will catch up with Felicia before my solo run ends, who knows? still 100 basic ennemies give her 1 level up anyway so she will gain maybe 7 or so levels before the endgame comes? Still enough for her to stomp the game in normal and probably in hard too with a little more care. No need for MU+Ryoma, Felicia can do everything by herself. She doesn't even need forges, just weapon drops and E ranks when you class change. Mine has more stats than my average MU with a few really bland lv ups (like 5x at least she got 1 hp 1 spd, or 1 lck 1 res etc.) that might make up for the stat boosters I gave her if you compare with MU's growths that are far superior to hers. And if Felicia can solo the game, so can Azura and Setsuna, they just need a little more time to start rising in the beginning since they don't have t2 skills, but a dread scroll shoul be enough for them to do the same as my Felicia. They will just need swordmaster from someone else, maybe only A support with MU and S with a samurai since they might not have friendship samurai access. Why no samurai MU? Because +2 skill gives slightly more skill activation rate, and +1 movement is far better than 2 stat points. Sure we can't nosferatank the whole game like before. Instead we can just block 50+% of incoming attacks, abuse vantage easier alongside astra and guard stance, and stomp the game without being in death range for 80% of it (once the lower levels are behind our unit). And this doesn't require anything more than an access to samurai and to a physical or magical +10 avoid class (swordmaster, Witch and nine tails, or master ninja for 5 avoid and 5 dodge) makes it easier between blocks. PSS: in case you didn't catch the point, It is just the proof that IS wanting to make us stop with ressource funnelling into one and only unit is a lie, because they continue giving us stat boosters that can be abused on one unit since they don't set a max of stat boosters per stat per character, one weapon type superior to all of the others, OP units, be they ests or prepromotes, and stat inflation, and with the guard stance auto block and it's link with astra procs, it's just even easier than Awakening to stomp the game for one only unit.
  3. Hi, Today I'm presenting one of the most downvoted characters from FE: Awakening. Virion is a character who shows up in Chapter 1 as an archer with D-bows and an iron bow where most characters still have E in their main weapon (even Sully, Chrom and Avatar start at E everywhere and weapons with very bad damage, and Chrom has the worst personal weapon I've ever seen in FEs with 5 MT until chapter 24 or 25 correct me if I'm wrong). He can ORKO most pegasi and maybe some wyverns if you give him a strength support backpack. His speed is lackluster at first and his base class archer won't help him with it. But what people tend to call a bad class set is actually an excellent class set: Archer can give him some free exp from badly positionned ennemy flyers (no need to double for that and his accuracy is probably the highest in the game), plus it gives him more crit rate from skill and skill+2 and AP +10 hit/avoid. It allows him to get a mounted 8 movement promotion with rally skill and bowbreaker (LULZ) and a foot unit with hit +20 (LOLUSELESS on Virion)and bowfaire (nice support unit skill). He can go Bow knight>Wyvern lord/Griffon Lord (one more avoid skill+sword breaker and immunity to any non-magic effective weapon/ or Deliverer +lance breaker for mobility and knight/paladin/pegasus counterplay in most cases, if he goes for both Wyverns he gets immunity to paladins, pegasi, swordmasters, most GK, etc.). What I prefer and what I did in my current solorun with him is go for level 10 (actually 11 in my playthrough) reclass into mage before chapter 4 and then alternate between Fred and Chrom suport until he doesn't need Fred anymore. Mage gives him +2 mag (which helps a lot for his not so good base magic, 9+2 for me at level 1 I was blessed maybe)and then Focus for crit +10 LULZ like Virion doesn't already have insane crit with any thunder-type tome. Then go for Sage to get the god-tier tomefaire (god tier on him at least) and have decent def/res with good speed (finally) and magic (yes mine got to 31 magic at level 11/18/15 sage) then reclass into dark knight because 8 move and life drain (and maybe slow burn but I don't care he already has 30+ speed at this moment). Doesn't even need any other reclass. Just archer>mage>sage>dark knight is enough he can reroll dark knight until he caps any stat. Mine has around 40 speed and skil around level 7 DK and 35+ magic/strength with 25 like def/res. He has around 35% crit rate with 10 CR weapons and focus.
  4. Hello, Today I've begun a solorun with Kellam. WHY KELLAM? Because Kellam comes quite early in the game, allowing the player to solo most of the game with him. He also has a great class set with good growths in many areas and he can open chests so I don't need another character to do so (plus he is the tankiest possible thief you can have in the game except MU, Spotpass and DLC characters). WHICH DIFFICULTY? WHICH MODE? Normal difficulty because it's my 1st attempt to solorun and it's probably much more difficult on hard mode when you reach the endgame. I've heard that there are many healers healing the boss in the final stage and in hard it could be difficult to kill it if I can't deal more damage than they can heal. No perma-death mode, simply because keeping everyone alive when you only use one unit in combat is very hard even in normal (some characters can't take more than 1 hit and are surrounded by ennemies after the 1st ennemy turn). I also intend on doing post-game content so I prefer recruting every gen 1 character without letting them die. WHY "CLOSE TO"? Because some chapters require to defend NPCs with many paths leading ennemies to them, so I used Frederick to block the paths and kill his way's ennemies (I don't want a ton of turncount either, even if it's not a speedrun). I also used some freshly recruted characters to make some turns not game over for stupid reasons like Lucina too weak to handle 3 ennemies in chapter 6 (seriously her stats as a NPC make me roar). Why IS? Why is she so WEAK?! She has even less def than Anna the merchant has in the chapter 9 map (where you recruit Tharja and Libra) and only a ridiculous 20 in avoid. I think Eirika lv 1 had about the same avoid in FE TSS (so correct me if I'm wrong, a 9 level difference and the same avoid for the same class and no skill like avoid +10 to compensate). The remake of the speed and luck stats seems complete trash to me (especially in early game) but that's another matter and that's not relevant. NOW LET'S RECAP WHAT I'VE DONE SO FAR (chapter 20 or 21 completed yet).
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