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Fire Emblem Awakening: Streetpass Guide


Robertboybobo
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"Strategies against the toughest opponents must surely work on weaker opponents!" is what you are thinking.

This is not true, and it is not optimal.

I. This is not true.

a. What you consider to be the toughest enemies is not the toughest enemies in every situation. For an example in your case, the hardest set of enemies against your team is not the 6x attack strategy. To your team, Assassin Tomebreaker/Bowbreaker/Lucky Seven/Quick Burn/Limit Breaker on a Throne equipped with the Underdog Bow is nigh invincible. But, the average casual StreetPass could rip apart this in seconds.

II. It is not optimal.

a. You try so hard to attempt even just one Lethality that you even sacrifice actual damage and any sort of real aggression. The fact is that you definitely won't have all 10 units still alive by the first Enemy Phase, so chances of activating Lethality averages probably once every other battle. Even a whole team of Lethality may not activate Lethality. So against the average casual player, it does not matter how many Lethality attempts you make (not that they care; they are playing Casual Mode). What will pressure them is seeing their HP in single digits. So against the most common average casual, dealing damage is more optimal.

Massive logical fallacy.

Your first point fails in that it's got in the end dead skills in play. Tomebreaker and Bowbreaker do nothing against Lances and Swords, which the AI -will- switch to and use. Underdog is completely worthless in that it's inactive (L1 Promoted). L7/QB/Limit/Throne is still effective on other things, and if that unit doesn't pull sword, it's trapped. (Cat's game, which might as well mean complete victory)

Second point fails in that anything with "real" aggression is likely only going to get shut down via missing, and these builds all have 60+ ATK (Brave) anyways- it'll punish Casual Players enough simply by having Limit Breaker. Anything with Limit Breaker does.

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So against the average casual player, it does not matter how many Lethality attempts you make (not that they care; they are playing Casual Mode). What will pressure them is seeing their HP in single digits. So against the most common average casual, dealing damage is more optimal.

I think seeing one of your units' HP suddenly falling to zero due to Lethality is much worse than seeing them only becoming somewhat low. In the second case the player could just heal in the next turn.

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