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Paralogue & DLC's LTC Guide (for all difficulties)


MelonGx
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LTC = Low Turn Count

Works for all difficulties.

No handicap.

[Paralogues]

01: 1

KO the boss.

For recruiting Donnel within 1 turn, Dancer!Olivia is required.

DLC item Paragon is optional. It can make the LTC much easier since you just need gambling the Dual Strike once after using it on Donnel.

1) Pair Donnel with anyone.

2) KO an enemy Archer by activating Dual Strike, or use the DLC item Paragon. The DS% is about 25~35% if your units haven't been grinded.

3) Dance Donnel.

4) KO an enemy Thief by activating Dual Strike.

5) After Donnel's Lv.2 succeeded, KO the boss.

P.S. You need additional staffbots to Rescue the Donnel pair into enemy Thief's place, where is far from your starting place, in NORMAL difficulty.

02~05: 1

Enemy Phase tanking.

Some enemy units in Para.02 should be defeated on player phase since they will go straight to NPC Anna and not attacking you.

06: 1

Enemy Phase tanking.

For getting all rewards within 1 turn, Dancer!Olivia and a rallybot is required.

Besides that, Inigo's parents' stats should be grinded (especially Magic).

1) Recruit Inigo with Chrom, then pass him a Master Seal and a Levin Sword.

(You can pass Dread Scroll and forged Fire instead.)

2) Inigo uses Master Seal (or Dread Scroll) to change his class. Hero, Bow Knight and Dread Fighter are all OK.

3) Dance Inigo.

4) Pair anyone with Inigo, rally them, and then send them to an EP-Tanking spot. Be aware of Pavise+ (Aegis+ for forged Fire) and Counterbomb in Lunatic+.

07: 1

KO the boss.

08: 1

Enemy Phase tanking.

You need either some Galeforce-Mire users to KO the enemies indoor, or open the door and Rescue some units to KO them.

09: 1

Enemy Phase tanking.

Don't forget to recruit Cynthia.

10: 1

KO the boss.

Unfortunately, you need 2 turns to recruit Severa.

For recruiting Severa, you just need some Galeforce staffbots to open the door, Rescue some EP-Tanks to clear out the enemies near the door who have Pass and block the door, and Rescue Severa to a safety zone near the enemy villager.

11: 1

Enemy Phase tanking.

You need several Mov.14+ flying units to carry EP-Tanks to the spot.

12: 1

KO the boss.

13: 1

Enemy Phase tanking.

Defeat both red and green armies if you want to collect maximum Bullion(M/L).

You may want a rallybot to boost stats in Lunatic+.

14: 1

KO the boss.

Unfortunately, you need 3 turns to get the Bullion(L) and Goddess Staff.

15: 1

Enemy Phase tanking.

You need several high-mov flying units to carry EP-Tanks to the spot.

16: 1

KO the boss.

Unfortunately, you need 2 turns to open the Bullion(M) chest.

The guide:

1) Send a Mov.14+/Gale-Mire pair to open the left-bottom door.

2) Move 2 high-mov pairs to the left of the right-bottom big corner.

3) On Turn 2, use the Mov.14+/Gale-Mire pair to open the middle door, then send the 2 high-mov pairs to open the left-top door and the Bullion(M) chest.

4) After getting the Bullion(M), KO the boss.

You may need a rallybot to boost the 3 pairs' movement.

17: 1

Send several high-mov Galeforces to rout the enemy in player phase.

18: 1

KO the boss.

For recruiting Gangrel, send 3 Galeforces with Chrom (need Exchange) to talk to him 3 times within one turn.

19: 1

Enemy Phase tanking.

For recruiting Walhart, send Chrom carried by a Mov.14+ flying unit to attack him, then Rescue the pair out of enemy attack range.

A rallybot is probably required for stats, movement and staff-range boosting.

20: 1

KO the boss.

21: 1

Enemy Phase tanking.

22: 1

It can be a EP-tanking game if you put a bunch of SpotPass weak units in your army.

23: 1

Enemy Phase tanking.

Several staffbots and a rallybot are required for sending EP-Tanks to approach the enemies and boosting their stats.

You may want additional Galeforces to clear out the Counterbomb and Aegis+ in Lunatic+.

[DLC]

Champions of Yore 1~3: 1

Enemy Phase tanking.

Don't forget to KO boss and Troubadour in player phase (1 & 3).

The Golden Gaffe: 1

Send 9 Galeforce-Mire users and a staffbot to rout the enemy.

The staffbot should Rescue the farthest Mire user to make it available to shoot anyone.

EXPonentional Growth: 2

At least KO 5 enemies in Turn 1.

If you don't have a Mov.10+ unpaired Shadowgift Dark Flier, use Galeforce staffbots to Rescue Galeforce-Mire users to achieve it.

Infinite Regalia: 1

KO the boss.

Lost Bloodlines 1~3: 1

Enemy Phase tanking.

Don't forget to KO Troubadour in player phase (1 & 3).

Smash Brethren 1~3: 1

Enemy Phase tanking.

Don't forget the skill/item to open the door (1 & 3).

KO the enemies who can attack any NPC in player phase, or Rescue the NPCs out of enemy attack range (2).

Rogues and Redeemers 1~3: 1

Enemy Phase tanking.

You may need rallybots to boost stats.

Death's Embrace: 1

Preperations:

1) Put 3 Vantage+Vengeance units (2 Galeforced Mire users, 1 Sage/Valkyrie) in the spike area.

2) Put 2 Mov.10+ Galeforced staffbots on the easternmost and westernmost.

Operation:

1) Move 2 VV Gale-Mire users to tank enemies in spike area as many as possible. Use their Mire to KO 2 enemy units out of tanking range when moving.

2) Pair the 2 staffbots with any Galeforce unit. Move them via bypass. KO 2 enemies in the way each (including a Longbow Sniper). Rescue a paired EP-Tank(A) and the VV-Sage/Valkyrie when they cannot move anymore.

3) KO the Longbow Sniper at the spike area's left-bottom with either EP-Tank(A) or VV-Sage/Valkyrie (depends on whom is Rescue-d to left-bottom) in player phase. After that, settle both of them to tank the left-bottom and right-bottom enemies.

4) Rescue another paired EP-Tank(B) on VV-Sage/Valkyrie's last move.

5) Move EP-Tank(B) to KO the map bottom's Longbow Sniper in PP, then put it nearby the boss to tank the bottom enemies.

6) Clear out all enemies out of tanking range with rest units (including a Mire Sorceror).

Five-Anna Firefight: 1

Send 3 Flying-Double-Gale to KO enemy flying units on left and right-bottom. Tank the rest enemies (including enemy flying units on right-top).

Be aware of enemy's Tomebreaker.

Roster Rescue: 5

Preperations:

1) Put 5 Gale-Mire users on the left side (4 of them should achieve MT 80 in Lunatic/+, MT 73 in Hard, MT ?? in Normal), 2 high-mov units and 3 Nostanks on the right side.

2) If you're playing Lunatic+, reset the game until NONE of the Risens have Aegis+.

Operations before Turn 5:

1) Leave one Nostank on the right-top area. Move all the rest units as down as possible.

2) Attack and destroy the Risens with Mire. They will be eliminated on Turn 3.

3) On Turn 3, move the right-top Nostank to the center-top to tank enemy reinforces on Turn 3~5 EP.

Operations on Turn 5:

1) 2-hit KO the 4 enemy units on the left-bottom with the 5 Mire users leftside.

2) Put a Nostank on the center-right area to tank enemy reinforces on Turn 5 EP.

3) Pair the 2 high-mov units, move them to the map's center-bottom area.

4) Put the rest Nostank to tank the rest enemies on the right-bottom area.

The Future Past 1: 1

1) Rout all enemies who can hit NPC in player phase. Be aware of their Miracle (at least 1 Miracle needs to be KOed with Mire).

2) Send a high-mov Double-Galeforce pair to the boss. Clear the enemies in the way with other units before moving the pair.

3) Tank the rest enemies.

The Future Past 2: 1

1) Marry and grind both Lissa and Olivia to make NPC Owain and Inigo strong enough to KO 4 approaching Cavaliers in EP.

2) Send 4 Flying-unit/EP-Tank pairs to clear out (a)Great Knights and Snipers outside the left bridge (b)Boss and 2 Great Knights nearby ©Archers (d)Trickster(Pass equipped), then block the left and upper bridge with 3 pairs of them. To hit the Archer, one EP-Tank should be Galeforced Mire user. To block the bridge after KOing a (b) enemy unit, one EP-Tank should have Pass skill.

3) Send a Shadowgift Dark Flier to KO 2 Cavaliers nearby the upper bridge.

4) Send another EP-Tank to tank the enemies on right-bottom area.

You still have 1 unit for free to do anything. But it should have enough strength to tank enemy.

If either Lissa or Olivia hasn't got married, then go to the following alternative method:

1) Collect 3 Shadowgift Dark Fliers. One of them should have Mov.11 and the rest should have Mov.10.

2) Put Mov.11 Shadowgift Dark Flier on the northern-eastern-most of the start.

3) Put the rest Mov.10 Shadowgift Dark Fliers next to the northern-eastern-most of the start.

4) Send the 3 Shadowgift Dark Fliers to KO ALL 6 Cavaliers with Mire. Mov.11's 1st Mire should hit a Cavalier who isn't nearby the bridge.

5) Put a Mov.10 flying unit(Pass equipped) on the middle-top of the start. Pair it with an EP-Tank(Pass equipped). Then send the pair to KO enemy Trickster(Pass equipped) -> Boss -> Archer and block the upper bridge.

6) Send five Mov.10 FLYING TANKS to clear out (a)Great Knights and Snipers outside the left bridge (b)2 Great Knights nearby the boss, then block the left and upper bridge.

7) Send the last EP-Tank to tank the enemies on right-bottom area.

Q: Why should we KO the boss and 2 Great Knights in player phase, since they had been already imprisoned when we blocked the bridge?

A: The boss actually didn't move in Turn 1's EP. The GKs and Paladins seemed to be "randomly" not moving in EP if we KOed them in different pattern. For the guide, defeating those three is a proved successful pattern to make the rest enemies' move in FP2 JP version.

The Future Past 3: 1

KO the boss.

Harvest Scramble: 1

Send a bunch of Galeforces to rout the enemy, except the upper ones who will exactly move in EP when your units are getting in their range.

Be aware of their Miracle.

Summer Scramble: 1

Send 4 units/pairs to tank all the enemies.

Hot-Spring Scramble: 1

Send a bunch of Galeforce flying units to KO all the enemy Swordmasters. Tank the rest enemies.

Due to the amount difference of Swordmasters, Lunatic/+ requires more flying units than Hard, and hard requires more than Normal.

Apotheosis: 1(Wave 0) 5(NM) 6(SR)

There're already some posts talking about it.

For I know, lots of SpotPass Valkyries/DarkFliers and some in-game pairs are required.

Seperate all paired units before SR Wave 4's resetting is also required.

I'll post my own conclusion several weeks later. Here are my own conclusions:

(Edit) NM (beta version)

Preparations:

1 rallybot (Spectrum, Heart, Movement, Magic, Speed) - Staff class is recommended

n Double-Gale in-game A/S-support pairs (forward: LB, Luna, Galeforce, Deliverer, Tomefaire/Lifetaker/All+2)

18-2n following units:

Mov.10 Einherjar Valkyries (LB, Luna, Tomefaire, Galeforce, Lifetaker/All+2)

Mov.10 Einherjar Dark Fliers (Same skillset as Valkyries) - Must be paired with staff user

Mov.8 Einherjar Male Galeforce Sages (LB, Luna, Aggressor, Galeforce, Deliverer)

All equips Forged Celica's Gale & Rescue (& Valframe for increasing staff range if available)

Wave 0

1) Pair all units (including Rallybot with Chrom) and rally, then eliminate all enemies.

2) Move all units to the CENTER and Rescue Rallybot/Chrom.

3) Feel free to choose battling with either Falcon Knights or War Monks. Choosing Falcon Knights can make your damage to Aegis+ enemies a little bit reliable.

Wave 1

1) Rally.

2) Send 2 flying pairs to the LEFT, 2 pairs to the RIGHT to eliminate all enemies.

3) Move or Rescue 6~7 pairs up towards LEFT-TOP, TOP and RIGHT-TOP. Rescuing Rallybot/Chrom is optional.

4) Move the rest 2~3 pairs down towards BOTTOM and UNPAIR them.

Wave 2

1) Eliminate all enemies.

2) Leave 2 pairs on LEFT-TOP, 2 pairs on RIGHT-TOP. Use unpaired units to Rescue the other 2~3 pairs to LEFT-BOTTOM and RIGHT-BOTTOM.

3) Feel free to choose battling with either flying units or riding units. But choosing flying units makes the game much easier due to (1) Celica's Gale's MT tripled on flying units (2) One Superior Jolt equipped unit less than the other choice.

* If you choose flying units, then either Rescue Rallybot/Chrom to LEFT-TOP, or make sure you have a hit-boosted pair on LEFT-TOP.

** If you choose riding units, then you need BOTH Rescuing Rallybot/Chrom and having a hit-boosted pair, and put them on RIGHT-TOP(?) and RIGHT-BOTTOM(?) seperately

Wave 3

1) Regroup seperated units (You can leave up to one pair seperated.)

2) Rally and eliminate all enemies.

3) Rescue Rallybot/Chrom and the pairs on LEFT-TOP and RIGHT-TOP to the BOTTOM as many as possible.

Wave 4

1) If there are some pairs (2 or less, otherwise you will never ORKO all enemies in this turn) haven't been Rescue-d to BOTTOM, then use some pairs at the BOTTOM to KO enemies without rally, and do the Rescue on their 3rd action.

2) Rally and eliminate all enemies.

(Edit) SR (beta version)

Preparations:

1 rallybot (Spectrum, Heart, Movement, Magic, Speed) - Staff class is recommended

n Double-Gale in-game A/S-support pairs (forward: LB, Luna, Galeforce, Deliverer, Tomefaire/Lifetaker/All+2)

18-2n following units:

Mov.10 Einherjar Valkyries (LB, Luna, Tomefaire, Galeforce, Lifetaker/All+2)

Mov.10 Einherjar Dark Fliers (Same skillset as Valkyries) - Must be paired with staff user

Mov.8 Einherjar Male Galeforce Sages except Camus (LB, Luna, Aggressor, Galeforce, Deliverer)

Mov.8 Einherjar Sage Camus (LB, Luna, Aggressor, Galeforce, All+2/Deliverer) - If you want him double Anna, All+2 is required.

All equips Forged Celica's Gale & Rescue (& Valframe for increasing staff range if available)

Rallybot should be selected as the 1st launching unit.

Wave 0

1) Pair all units (including Rallybot with Chrom) and rally, then eliminate all enemies.

2) Move 2-3 pairs to the TOP and Rescue 2 pairs (one should have forward Dark Flier).

3) Move 1 pair to the RIGHT.

4) Move 1 pair to the RIGHT-BOTTOM.

5) Move the rest units to the LEFT-BOTTOM and unpair them.

Wave 1

1) Eliminate all enemies.

2) Rescue the moved pairs to the LEFT-BOTTOM as many as possible.

Wave 2

1) Rally, then eliminate all enemies. ORKO 4 Counter Snipers with Lifetaker equipped units.

2) Move the rest units nearby the CENTER and Rescue moved pairs as many as possible.

Wave 3

1) Rally, then eliminate all enemies.

2) Feel free to seperate the other pairs except Rallybot/Chrom. But it's optional.

Wave 4

1) Regroup all seperated units. Then rally.

2) Leave 4 pairs unused. Move the rest pairs to clear out the CENTER enemies & Berserkers, and Rescue 2 unused pairs to LEFT-TOP & RIGHT-TOP.

(It's highly recommended to use in-game pair to ORKO the Boss Berserker, since it requires at least 2~3 Dual Strikes activation which is difficult to achieve by Einherjars.)

(If you have 2 rallybots, which means you have 8 pairs and 1 single unit in total, then use the single unit to Exchange a moved pair's backward unit to have enough Mag & Spd to achieve the full ORKO.)

3) Use the Rescued 2 pairs to KO 2 enemies each, then Rescue the remaining 2 unused pairs.

4) Clear out the rest 6 enemies with the final 2 pairs.

P.S. Make sure you have switched all Dark Fliers forward on their last action.

Wave 5

1) Rally. But you can't rally all units with 1 rallybot because you'll have the following reposition:

(under construction)

If all units get paired, then:

= = = = = = =

= 1 = 9 = 2 =

= = 3 = 4 = =

= = = C = = =

= = 5 = 6 = =

= 7 = = = 8 =

= = = = = = =

You'll leave 2 of them to be unrallied.

2) Send 1 pair to the LEFT, 1 pair to the RIGHT, 2 pairs to the BOTTOM, the rest for TOP & last hits.

P.S.

1) It requires Spd 75 for 4-hit Anna & Boss Sniper (Sage!Camus/Valkyrie with All+2 and Speed Tonic can do it!), HP Tonic & Def 48 (or Def 51) for enduring Anna's Aether, 86 MT on backward for 4 Dual Strike KO Boss Sniper.

2) You may want to use in-game pairs on LEFT & RIGHT Sorcerers because Einherjars' Dual Strike is too unreliable to ORKO them stably.

3) Do not tank the enemies in EP!

Ref. http://bbs.fireemblem.net/read.php?tid=244581&page=2

Q: Why Einherjars?

A: Einherjars can easily achieve the required movement of this LTC.

They also have acceptable firepower - No risk on KO most of non-Aegis+ enemies. Low risk on KO most of Aegis+ enemies and the rest non-Aegis+ enemies. Low risk on KO Boss Sniper and Anna with Sage!Camus/Valkyrie.

Only defeating Sorcerers and Boss Berserker will be not reliable.

On the other hand, in-game A/S support pairs have high Dual Strike rate to ensure their output enough to KO all targets difficult to defeat by Einherjars. But they lack movement.

Recommended Einherjars:

Mag+4

(Gaiden) Celica: +Mag -Str

(Holy War 2nd) Julia: +Mag -Str

(Blinding Blade) Sophia: +Mag -Def

(Blinding Blade) Lilina: +Mag -Skl

(Sacred Stones) L'Arachel: +Mag -Def

(Radiant Dawn) Sanaki: +Mag -Def

(Radiant Dawn) Micaiah: +Mag -Def

(Other) Ursula: +Mag -Def

(DLC) Micaiah: +Mag -Def

(DLC) Celica: +Mag -Str

Mag+3

(Mystery Emblem) Katarina: +Mag -Lck

(Sacred Stones) Lute: +Mag -HP

(Path of Radiance) Elincia: +Mag -HP

(DLC) Elincia: +Mag -HP

(DLC) Katarina: +Mag -Lck

Male Galeforce

(Holy War 1st) Jamka: +Str -Skl

(Fire Emblem) Jeffar: +Skl -Lck

(Other) Camus: +Spd -Lck

(DLC) Seliph: +Str -Spd

For other people's LTC guides, click LTC tag.

Edited by MelonGx
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Good guide, but:

Seperate all paired units before SR Wave 4's resetting is also required.

This isn't true. You can keep your units paired up as long as the unit who is not the supporter (or is the main unit of the pair up) will be at a preferable wave 4 positon.

I had a lot of trouble with 6 turning this whereas 7 turning was relatively easy. This was because I had to carry out several tests to figure out how Anna positioned my units at the beginning of turn 5--it turns out that it depends on the position of your units in the "switch units" page. This is the most important thing that makes the 6 turn possible, because otherwise the best would be a 7 turn. It's something like this:


15 16 17 18 19

= 1 = 2 =

3 = 4 = 5

8 = 6 C 7 = 9

10 11 12 13 14

C represents Chrom. = represents empty spaces. The first unit you pick in your "switch units" page will be at position 1, and so on. I had some occasions in which 2 went into 18 for whatever reason, so it might not be 100% consistent. But it works. What Anna does is she makes your units go back into these positions. For example, I put Morgan in position 4, and she went back there on turn 5.

Here's some proof of this:

Edited by Chiki
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Oh the video answered my question which is going to be asked.

I haven't realized that I don't need anyone to be put on either of slot 15~19 which required seperation. Slot 1~2 is quite enough for the start to reach the nearest enemy.

(Edit)

The unit starts from slot 1~2 should have Mov.10 to approach the nearest enemy Soldier with a Range 2 weapon. For Slot 15~19, it's Mov.8/9/10/9/10.

BTW, Normal Prologue is theoretically available to be finished in 2 turns.

But it requires 3 Dual Strikes or Critical Hits to be activated in Turn 2: Chrom and Fred vs. Mage in PP, MU and Fred vs. Boss and full-HP Barbarian in EP.

(It has already been discussed in the NM LTC post...)

Edited by MelonGx
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"港女"...sorry, just couldn't help but laugh at that name.

You know the true meaning of it XD? (hint: it's not Japanese but Chinese.)

I think it might be impossible to 1 turn exp growth. I'll check it out later today.

It's a 6 vs 17 game. That's to say the max KO of Turn 1 is 6*2=12.

The enemies don't strike back unless you trap them in a small room. But it is impossible to trap them on their starting area.

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  • 3 weeks later...

Erm, you're making a big mistake. You're not supposed to use Einjerhars. You're supposed to use children, because they have higher stats and they can get married for the Dual Strike bonus. It'll be almost impossible without children.

His lineup is:

Library Lord (large knight, breaking + 2 + flash + full moon + DA)
CardウHikaru su ra (daytime horse, breaking the whole 2 + mobile + plus 1 + moonlight + Thunder, eating shoes)
Card DLC meters mom (daytime horse, breaking + 2 + full + moon + mobile plus a Thunderbolt, eating shoes)
Cards woman from pinching (daytime horse, breaking the whole 2 + mobile + plus 1 + moonlight + Thunder, eating shoes)
Cards raーChibaェHikaru (daytime horse, breaking the whole 2 + mobile + plus 1 + moonlight + Thunder, eating shoes)
Card Yulia (daytime horse, breaking move called + love + called + called + speed called Rainbow, eating shoes)
Natural stay! Cliffs (Black Pegasus, breaking the whole 2 + + + moonlight + Thunder king is eating shoes)
Candy man! Bad Jiaonv (Black Pegasus, breaking + full plus 1 + 2 + mobile + Thunder moonlight, eat shoes)
Library Lord! In two Pegasus (Black Pegasus, breaking 2 + magic + full + moon + Daren Thunder)
Villagers! Armor MM (Black Pegasus, breaking the whole 2 + transport + hand + moon + Thunder)
Pie Pie! Ma (Black Pegasus, plus a breakthrough mobile + transport + hand + moonlight + Thunder)
Men from pinching! Bing Bing (Black Pegasus, breaking the whole 2 + transport + hand + moonlight + Thunder)
Little Green! Proud Jiaonv (Black Pegasus, breaking + full + moon + 2 + save Thunder)
Natural stay (Black Pegasus, breaking 2 + magic + full + moon + Daren Thunder)
Genius (Black Pegasus, breaking + full + 2 + savings + revenge Thunder)
Missy (Black Pegasus, breaking + full + 2 + magic magic Daren called + Thunder)
Huang Mei (Black Pegasus, breaking + 2 + full + speed demons Daren called + Thunder)
Are too! In two swordsmen (Black Knight, breaking + 2 + flash + full moon + Thunder)
Black is too! WS monk (Black Knight, breaking + 2 + flash + full moon + Thunder)
Transsexuals! Playboy (Black Knight, breaking + 2 + flash + magic full of people + Thunder)

I used Google translate on that link. That's funny.

Edited by Chiki
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Erm, you're making a big mistake. You're not supposed to use Einjerhars. You're supposed to use children, because they have higher stats and they can get married for the Dual Strike bonus. It'll be almost impossible without children.

Actually Einherjar Valkyries are pratical enough for all SR Apo units except Boss Sniper, all Sorcerers, Boss Berserker and Anna.

(and maybe Tricksters, Paladins, Soldiers, Sages with bad luck that no DS has been popped within 4 forward attacks)

Children have more output by the high DS rate but they need decent pair-ups, which has less compatibility to every challenger. That's why I don't mention them without necessary.

So does eating Boots on in-game characters. Unlike feeding Boots to Einherjars, feeding Boots to in-game characters consumes Boots and it's not reversible.

P.S. With the Mov.10 rule, the best children for Apo SR LTC is not generated by canon pairs.

Here is a list of Female Galeforce + Luna + Deliverer + DF/Valkyrie:

FeMU

FeMorgan

FeMU!Lucina

MaMU/Gaius/Donnel!Kjelle

MaMU/Frederick!Cynthia <-- Well, Chrom/Henry!Cynthia is acceptable if we can adjust her to #2 on Wave 4.

MaMU/Frederick!Severa

MaMU!Noire <-- This one is highly recommended since you'll have two Mag+8 x GF+Luna+Deliverer+Tomefaire

MaMU!Nah

If Vengeance is proved to be acceptable, then we still have:

Aversa

Virion/Lon'qu!Severa

I don't discuss in-game Gale-boys because they have only Dark Knight to match the Mov.10 rule.

But well, if I consider about that, the available children will be:

MaMorgan

MaMU!Owain

MaMU/Frederick!Inigo

MaMU/Frederick/Virion/Lon'qu!Brady

P.S.2 The post you Google-translated is just the guide made by yourself.

Actually I was referencing #21 - the second response on that page, posted by 天照之火.

The Valkyrie method is created from him. I just performed and tried to make it as specific as possible.

Edited by MelonGx
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Whoops, Einherjar.

All those units you mention are why children are necessary. How else will you kill them?

Supposed that all Einherjar Valkyries are +Mag -Def, and they're paired.

Skillset is LB, TF, Gale, Luna, Lifetaker. All eats HP, Magic, Skill, Speed Tonic.

Then the forward Valkyrie's MT = 42+4+10+10+5+2+11+6=90.

The backward's MT = 42+4+10+10+5+2+11=84.

The formula of enemy unit's Res requirement (except for the HP>80 units) is:

(90-x)/2/(Aegis+)*4+(84-x)/2*2*(DS pops)+RoundUp(x/2)/2/(Aegis+)*(Luna pops)=80.

If no DS and Luna activated, enemy had Aegis+, then x=10.

If no DS and Luna activated, enemy hadn't got Aegis+, then x=50.

If both DS and Luna activated once, enemy had Aegis+, then x=50.

If both DS and Luna activated once, enemy hadn't got Aegis+, then x=66.

If the target is flying unit, MT = MT + 18.

Since all enemy flying units have Aegis+, if nothing activated, then x=28.

If both DS and Luna activated once, then x=69.

If the target is Anna or Boss Berserker (HP 99), the formula will change into:

(90-x)/2/(Aegis+)*4+(84-x)/2*2*(DS pops)+RoundUp(x/2)/2/(Aegis+)*(Luna pops)=99.

Anna's 4-hit threshold is Spd.75, Boss Berserker's is Spd.69.

Spd of paired Einherjars:

Valkyrie/Valkyrie: 72

Valkyrie/Sage: 70

Sage/Valkyrie: 68(DLC Seliph)/71(Jamka/Jeffar)/75(Camus)

----------

For the units who have no Aegis+, only Wave 3 Paladin, Wave 4 Sage, Wave 3/5 Sorcerers and Anna have their Res>50.

So we can ORKO all non-Aegis+ units (except those mentioned above) with no risk.

For the units who have Aegis+, only Wave 3 Paladin*4, Boss Sniper and Boss Berserker have their Res>50.

For Wave 3 Paladin and Wave 4 Sage, they're both having 50<Res<66.

So we can ORKO all Aegis+ units (except those mentioned above) and Wave 3 Paladin + Wave 4 Sage by gambling both Dual Strike and Luna activated once.

(You have 4 chances to gamble it in each battle, with a 61% Luna and 49.75% DS.)

For Wave 3 Paladin*4 who have Aegis+, you need to gamble 1 DS & 2 Luna for ORKO each of them.

But actually you have lots of free units to help the ORKO on Wave 3. So it's not enough to be a large problem.

For Boss Sniper, x=46, but his 4-hit threshold is Spd 75 that is too high to achieve with most units. So the formula will change into:

(90-x)/2/(Aegis+)*2+(84-x)/2*2*(DS pops)+RoundUp(x/2)/2/(Aegis+)*(Luna pops)=80.

Put x=46 into formula:

(90-46)/2/2*2+(84-46)/2*2*(DS pops)+RoundUp(46/2)/2/2*(Luna pops)=80

38(DS pops)+5(Luna pops)=58

We need the following pattern to ORKO him:

2/2 DS + 0~2/2 Luna

That's pretty unreliable.

So send in-game pairs or Sage!Camus/Valkyrie instead.

But actually you have some free units to help the ORKO on Wave 2 and Wave 5. So Boss Sniper is not enough to be a large problem by comparing with Sorcerers, Boss Berserker and Anna.

For Boss Berserker, x=55+3. Put it into formula:

(90-58)/2/2*4+(84-58)/2*2*(DS pops)+RoundUp(55/2)/2/2*(Luna pops)=99

26(DS pops)+7(Luna pops)=67

We need the following pattern to ORKO him:

3~4/4 DS + 0~2/4 Luna

2/4 DS + 3~4/4 Luna

That's pretty unreliable.

So send in-game pairs instead.

For Anna (x=55+3), if send Sage!Camus(MT=94)/Valkyrie to beat her, then:

(94-58)/2*4+(84-58)/2*2*(DS pops)+RoundUp(55/2)/2*(Luna pops)=99

26(DS pops)+14(Luna pops)=27

We need the following pattern to ORKO her:

2~4/4 DS + 0/4 Luna

1/4 DS + 1/4 Luna

0/4 DS + 2~4/4 Luna

That's worth gambling.

But to be noticed that Anna has high Spd and Lck, accuracy becomes a large problem to affect the ORKO stability. And it's not only happened on Einherjars, but also on in-game characters.

Sorcerer is a special case since their Lck 70~99 makes their Hit & Avo extremely high, Nosferatu (+ Luna/Vengeance + Hawkeye + Miracle) increases their dynamic HP. Miracle also prevents your Galeforce being activated from your 4th hit without Dual Strike. All these factors make Einherjar vs Sorcerer unreliable.

----------

Conclusion:

By using Einherjar Valkyrie & Galeboy Sage troop, you can:

1) Defeat all non-Aegis+ except Wave 3 Res.57 Paladin, Wave 4 Res.55 Sage, and Wave 3/5 Sorcerers without any risk.

2) Defeat the Paladin and Sage, and all Aegis+ except principal bosses by gambling activating Dual Strike once, Luna once or twice.

3) Defeat Boss Sniper and Anna with Sage!Camus/Valkyrie, hit boost, each of DS and Luna activation.

You can't:

1) Defeat Sorcerers and Boss Berserker with low risk.

Edited by MelonGx
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If I play Casual, I can manipulate the RNG to avoid the failure of Wave 5's Einherjar vs Sorcerer, which decreases essential in-game pairs to only 1 pair.

Theoretically, it's full Einherjar available by manipulating RNG to make Dual Strike activating 3 times on Boss Berserker.

Edited by MelonGx
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Why manipulate RNG more instead of having children?

RNG manipulation is also a lot harder in FE13, since RNG doesn't reset when you reset the game.

Actually I have a file in harem mode that all girls are single and having A support with MaMU.

In this condition I have to think about feasibilities of using A-support in-game Double-Gales or full Einherjars.

For the RNG, the more other units' actions remain, the more retry we can do.

I think the Wave 5's RNG manipulation won't be harder than Prologue NM's LTC, which requires a 20% DS to be popped 3 times with few other units' actions to manipulate RNG.

Edited by MelonGx
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I don't think movement is a really big deal because my video shows that, with the right rally boosts, you don't really need the extra move. I think reliable RNG is more important in the long run.

Anyway, I haven't tried the normal route, so I'm curious to see if you can rout everyone on every turn.

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Battling with Aegis+ whose Res<50:

Failure = No DS activated = (1-DS%/100)^4*100% = 5.88%

DS% = [(50+50+20+3)/4+0.2]*100% = 50.75%

Battling with Aegis+ whose Res>50:

Failure = No DS activated + DS activated just once = ..... How to calculate it?

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To do that you calculate the probability of each possible outcome and add together the probability of the ones resulting in success. In your case, winning scenarios have either 2, 3 or 4 DSes. Since there are more failure scenarios than winning ones, it's faster to calculate the probability of a failure and subtract from 1. Fail scenarios:

Whiff + Whiff + Whiff + Whiff: 6.25%

DS + Whiff + Whiff + Whiff: 6.25%

Whiff + DS + Whiff + Whiff: 6.25%

Whiff + Whiff + DS + Whiff: 6.25%

Whiff + Whiff + Whiff + DS: 6.25%

Since you have exactly 50% DS rate (the game rounds everything down), this becomes a lot easier to calculate- each of those events has a .5^4 chance to activate, or 6.25%. Multiply that by 5 (the number of events) and you get 31.25%, your probability of failure. Success is therefore 68.75%.

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Thanks. 31.25% is a quite large failure probability.

Then for against the Aegis+s and Res>50 non-Aegis+s (avoiding both 31.25% and 6.25% failure cases), the minimum in-game unit requirement = the largest amount of those enemies in one wave.

SR1: N/A

SR2: 6 Aegis+

SR3: 9 Aegis+ / 4 Res>50 non-Aegis+

SR4: 13 Aegis+ / 1 Res>50 non-Aegis+

SR5: 3 Aegis+ / 7 Res>50 non-Aegis+

SR4's Aegis+s & Res>50 non-Aegis+s' total amount is considered as the largest.

So we need ..... what the heck that it's RoundUp(14/3*2)=10 units!

To have 10 in-game units (4 Double-Gale & 1 Single-Gale, all leading units should have Deliverer/Mov+1) with decent support rank is theoretically OK but incompatible with some pairings. So I'm gonna ignore dealing with 6.25% failure case - which only fails on zero DS activated.

The total amount of Res>50 Aegis+s (Res>69 flying Aegis+s), HP 99s, Spd 70s & Sorcerers as special case:

SR1: N/A

SR2: 1

SR3: 7

SR4: 3 (6 if including Res.50 Aegis+s)

SR5: 10

Then we need RoundUp(10/3*2)=7 in-game units -> 4 pairs.

For NM:

NM1: 2 / 0

NM2: 5 / 0 (FK) 4 / 1 (WM)

NM3: 5 / 0

NM4: 10 / 0 (flying) 14 / 1 (riding)

NM5: 13 / 1

So it's RoundUp(14/3*2)=10 units for minimum failure, or RoundUp(1/3*2)=1 unit -> 1 pair for avoiding 31.25% only.

Edited by MelonGx
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