Jump to content

Gradivus.

Member
  • Posts

    2,500
  • Joined

  • Last visited

Everything posted by Gradivus.

  1. That's weird, which one of the patches are you using? I didn't notice that problem with the v2 patch applied to a 3.01 Translation Patched rom
  2. Chapter 14 is done in 4 turns (106 total), with 1 rescue use. New units: Xane is great for the same reason as in any other run. He's mostly best off transforming into one of my strongest combat units, such as Palla, but he can also serve as a second Malicia and some other units if needed. Tiki was skipped, recruiting her is absolute hell in 0% growths and she offers nothing special because Nagi comes by the time I need Divinestone. Used RP on Palla, Minerva, Belf, Etzel, Robert, Leiden and Jeorge (49 remaining) No sellings or expenditures Money remaining: 4219G. An extremely tough map. Going after the Fortify!Thief requires either putting one of my best units next to the battlefield or sacrifice a unit to critkill the Thief. Needless to say, I chose the sacrifice. RIP Navarre. Tyrfing is essential for the opening, but I also need it later on, so Marth saves two uses of it by using a regular Wyrmslayer to finish off a Dragon. Xane also transformed into Marth because that's his only way to kill the Thief to the left on turn 2 and finish off one of Palla's Dragons on turn 3, since Etzel, Jeorge, Belf and Palla are too far ahead and the Swordmaster trio is too far behind and only has 8 mov compared to Marth's 9. I also made use of the enemy attacking order to distract the right hallway Dragon, this is only possible because he attacks first, or Palla and Belf would be within his range. Belf got Aries and Libra so he faces 1 less crit than Leiden, making the Dragon attack Leiden instead. At the end of turn 3, Marth visits Gotoh, which makes the other units lose the starshards, so Palla can't double on EP3. This meant Palla needed to equip Nerf Palla for the best chance of success: if she crits one of the Dragons, then Jeorge, Palla and Belf can finish off the Dragons reliably on turn 4. If not, then she finishes off the lower Dragon with Dragonpike and Belf has to Jebaited crit the other one. Etzel's 9 Res as a Swordmaster also helped here because it allowed him to survive the two Mages towards the end of the map reliably, just barely thanks to the +3 Res from Aquarius and Virgo on turn 3 and +2 Res from Starsphere on turn 4. Stats: DEAD: Luke, Cecille, Frey, Rody, Linde, Navarre Marth: Boots, 1 Arms Scroll, C swords Palla: Promoted, 4 Seraph Robes, 5 Energy Drops, 1 Secret Book, 1 Speedwing, 1 Goddess Icon, 4 Dracoshields, A lances, D axes + 38 wexp Malicia: Promoted, A staves (Bishop), B staves + 38 wexp (Sage) Etzel: D staves + 42 wexp (Sage / Sorcerer), C staves + 27 wexp (Bishop) Belf: Promoted, 1 Arms Scroll, B lances + 50 wexp Leiden: Promoted Shiida: Promoted, C lances + 43 wexp Gordin: Promoted, B bows + 10 wexp
  3. C3 redo 7/18 turns Same strategy really, except I kept Lena alive so I can recruit Matthis. Barst still got his ridiculous second Def proc. I don't know what's going on with Shiida either, she got 3 str procs and I didn't even rig one. UNIT CLASS LEVEL HP STR MAG SKL SPD LCK DEF RES WEXP Marth Lord 1.70 18 5 0 3 7 7 7 0 D Swd Shiida Peg Knight 4.03 18 7 1 8 15 11 7 6 D Lnc Jagen Paladin xx/2.25 22 7 1 11 8 1 9 6 D Swd B Lnc Barst Fighter 5.47 26 10 0 7 9 5 8 0 D Axe Navarre Myrmidon 3.50 19 5 0 9 11 8 6 0 C Swd C4 7/25 turns Got Merric to recruit Wendell next chapter. Forged a +3 mt, +10 crit wing spear named 5_0. Used CavNav and Peg!Lena to recruit Matthis, the rest remained in their original classes. Shiida facetanked a Cav on turn 2 and Jagen two others, with 5_0 and Silver Lance respectively. Turn 3, Lena recruited Matthis, Jagen blocked the bridge and Navarre + Matthis killed one of Jagen's Cavs (Matthis needed to take a Steel Lance Marth bought on turn 2), Barst the other. Shiida OHKOed the 5th cav. Turn 4, Barst attacked the bridge Knight with Hand Axe and almost killed him on EP. Jagen and Matthis baited the Archers to the left. Turn 5, Shiida killed the Knight, Barst Devil Axe'd the archer down and Jagen and Matthis softened up Matthis' Archer. Lena got sacked to bait the second Horseman, the first one attacked Barst. Navarre used the map save on turn 4 and then tanked the Hunter so he doesn't get too close later on. Barst chipped Bentheon so Shiida can kill him, had Barst missed a Javelin from Jagen or a crit from Shiida would also have been enough. C5 4/29 turns Forged a +4 mt, +7 hit Steel Axe named Silver Axe?. I don't want to rely on 75% chance devil axe hits too often, so this will be useful. Used all of the wolfguard to draw a Cav, the Peg Knight and the Archer to the left. Only Roshea ended up dying. Devil Axe!Barst and Ridersbane!Jagen separately baited two Cavs on turn 1, which Navarre and Matthis killed next turn. Turn 2, Jagen baited the moving Knights into the mountain range to the right of the castle so Marth is safe on turn 3. Matthis attacked a Thief on turn 3 and finished him off with help from Wendell on turn 4. Jagen bought Javelins and a Hand Axe on turn 4 and Shiida crit the boss, using the map save she used on turn 3 to rig the crit. UNIT CLASS LEVEL HP STR MAG SKL SPD LCK DEF RES WEXP Marth Lord 1.70 18 5 0 3 7 7 7 0 D Swd Shiida Peg Knight 6.54 19 8 1 10 17 13 8 6 D Lnc Jagen Dracoknight xx/2.70 20 8 1 11 8 1 11 3 B Lnc E Axe Barst Fighter 7.24 28 10 0 8 10 5 8 0 D Axe Navarre Cavalier 5.73 23 8 0 3 7 9 9 0 C Swd E Lnc Matthis Cavalier 3.60 21 6 0 2 6 0 7 0 E Swd D Lnc Wolf Horseman xx/3.11 22 6 1 6 8 5 6 1 E Swd D Bow Wendell Sage xx/1.06 22 3 4 2 12 1 5 5 B Mgc D Stf
  4. Chapter 13x is done in 2 turns (102 total). New units: Athena is useful during this chapter, but just benchworthy afterwards. Used RP on Marth, Palla and Darros (56 left) No sellings or expenditures Money remaining: 4219G. Combat!Marth is the star of this chapter, making use of his Arms Scroll to use both Levin Sword and Killing Edge. I need Iote's Shield for multiple strategies later on, so Marth has to reach the chest by turn 2. I found that he has to be danced on turn 1 to get there (dancing him on turn 2 requires extreme protection of Feena on turn 1, which makes routing the map on turn 2 pretty much impossible), so he to kill the Myrmidon with a KE crit to survive. Fortunately, the Myrmidons are pretty frail, so Marth only needed 21 Atk, which he has with +4 Str from RP and starshards. Stats: DEAD: Luke, Cecille, Frey, Rody, Linde Marth: Boots, 1 Arms Scroll, C swords Palla: Promoted, 4 Seraph Robes, 5 Energy Drops, 1 Secret Book, 1 Speedwing, 1 Goddess Icon, 4 Dracoshields, A lances, D axes + 34 wexp Malicia: Promoted, A staves (Bishop), B staves + 38 wexp (Sage) Etzel: D staves + 42 wexp (Sage / Sorcerer), C staves + 27 wexp (Bishop) Belf: Promoted, 1 Arms Scroll, B lances + 42 wexp Leiden: Promoted Shiida: Promoted, C lances + 43 wexp Gordin: Promoted, B bows + 10 wexp
  5. Chapter 13 is done in 4 turns (100 total). New units: Belf and Leiden are pretty good. Belf's stats are similar to Darros', but he specializes in lances. His high Str and Skl make him the ideal candidate for some tasks with inaccurate lances such as Javelins and Dragonpikes. Leiden also has good stats all around and 16 Spd as a Dracoknight, avoiding doubling from various enemies and letting him double C14 Ice Dragons as a Swordmaster. Robert is the weakest one in the trio, but much like Leiden, he also hits 22 Spd as a Swordmaster with RP to double C14 Ice Dragons and has 12 Luck, which is a nice bonus against Ice Dragon critrates. Beck was skipped, he costs turns and is basically a slower Robert that can use Silver Bows, which I already have with Jeorge. I'm not even sure if I'd recruit him if he were a Ballistician, he's really far out of the way. Used RP on Palla, Sirius and Darros (59 left) No sellings or expenditures Used Arms Scroll on Belf (lances) Promoted Belf and Leiden Money remaining: 4219G. Belf got an Arms Scroll mainly to use the Gradivus in the lategame, which he's only 15 lance uses away from at the start of this chapter. The Arms Scroll also helps him now because B lances grants +5 hit and allows him to use Silver Lances. Not a particularly hard chapter. Darros proves to be a monster by tanking two 35 Atk Wyverns and OHKOing them back with the Silver Soy. Palla just barely survives all the onslaught she faces, but I could've fixed it with a Vulnerary if she didn't. Robert had to go near an Ice Dragon on turn 1 so he stays further away, preventing him from attacking Feena on turn 2. I used two crits in the opening. Leiden or Minerva needed to crit (43% CoS) because I didn't have room for a 5th flier that would allow me to kill both the Mage and the bandit reliably. Had Leiden crit instead of Minerva, the Bandit would've been killed reliably by Hauteclere!Minerva and Silver Lance!Belf. Sirius' crit wasn't strictly necessary since I could've ORKOed the Dragon with the Tyrfing, but I need it a lot in C14 and the lategame, so the two uses saved are important. Thanks to the Master Sword's critrate and Swordmaster's sky-high Skl, Sirius had a 66% chance to land a crit, making for a total CoS of around 28%. Stats: DEAD: Luke, Cecille, Frey, Rody, Linde Marth: Boots, 1 Arms Scroll, C swords Palla: Promoted, 4 Seraph Robes, 5 Energy Drops, 1 Secret Book, 1 Speedwing, 1 Goddess Icon, 4 Dracoshields, A lances, D axes + 34 wexp Malicia: Promoted, A staves (Bishop), B staves + 38 wexp (Sage) Etzel: D staves + 42 wexp (Sage / Sorcerer), C staves + 27 wexp (Bishop) Belf: Promoted, 1 Arms Scroll, B lances + 38 wexp Leiden: Promoted Shiida: Promoted, C lances + 43 wexp Gordin: Promoted, B bows + 10 wexp
  6. Count me in, I'll let that backlog grow to Mars and back
  7. Chapter 12 is done in 5 turns (96 total), with 1 Rescue. New units: Darros' bases are pretty solid. As a Dracoknight, he has 37 HP and 17 Def, which is way above average, and his Str is good aswell. His Spd is also passable for the rest of the midgame and his Axe rank will be useful. Used RP on Palla, Sirius and Horace (62 left) Forged +3 mt, +5 hit Wyrmslayer named Tyrfing (-4800G) Used 2 Energy Drops, Secret Book, Goddess Icon and Dracoshield on Palla Used Arms Scroll on Marth Obtained Def Bond (Marth-Shiida 3) Money remaining: 4219G. This map is the main reason I forged as much hit on the Sethjav, giving Palla near-guaranteed hits against Fire Dragons and Wyverns and still a solid 81 hit against Bandits. This makes misses a non-issue, which is pretty important because the turn 1 strategy relies on a Hauteclere crit and the fact that the second Wyvern attacks Palla from 2U instead of the other tile available, which together have an 8% chance. The Wyvern movement is needed because only Sirius, Horace and Minerva are far enough ahead to kill Wyverns, so one of them has to be next to a Bridge tile. On turn 2, Sirius was in range of the Levin Sword!Swordmaster and Silver Axe!Darros, so to keep Sirius alive, I used starshards and Barrier to boost him to 16 Res, reducing the Swordmaster's damage to 1x2. Hero!Jake actually came in handy here to tank a Fire Dragon once. Warrior!Wendell could also have done it, but he would've faced 5 crit, so Jake was more reliable. Stats: DEAD: Luke, Cecille, Frey, Rody, Linde Marth: Boots, 1 Arms Scroll, C swords Palla: Promoted, 4 Seraph Robes, 5 Energy Drops, 1 Secret Book, 1 Speedwing, 1 Goddess Icon, 4 Dracoshields, A lances, D axes + 34 wexp Malicia: Promoted, A staves (Bishop), B staves + 38 wexp (Sage) Etzel: D staves + 34 wexp (Sage / Sorcerer), C staves + 19 wexp (Bishop) Shiida: Promoted, C lances + 43 wexp Gordin: Promoted, B bows + 10 wexp
  8. Chapter 11 is done in 6 turns (91 total), with 1 Rescue use. New units: Jake's stats are terrible. His only ability is using Silver Bows as a Sniper, but that's nullified by the fact that any unit reclassed to Sniper has access to Silver Soy and almost all of them have better stats. Used RP on Wendell, Shiida and Palla (65 left) Forged +1 mt Killer Lance named Jebaited (-1800G) Money remaining: 9019G. A pretty challenging chapter. I didn't go for a 5-turn with 2 Rescue because there are better maps to use that Rescue on and it would probably lose out on the Elysian Whip or some other items. Minerva and Shiida used their 17 Spd with RP and Scorpio, respectively, to tank Wyverns and collect items. Wendell took advantage of Sorcerer's extra point of Def to reach 26 HP and 8 Def with RP, which is just enough to avoid being OHKOed by Wyverns. I got all the desert items here. Most of the statboosters are important in the future, and the items that won't be used at least sell for money, so they're also important. After making some calculations for the upcoming chapters, I found that I don't need any extra Dragonpikes or Wyrmslayers, let alone any of the other weapons, so I didn't visit the secret shop, although I wasn't sure about that when doing the preparations, which is why Shiida carried the VIP Card. Minerva also used the Hauteclere to heal instead of a Vulnerary because there's no way I'll use it 20 times for combat purposes, so this saved 180G. Stats: DEAD: Luke, Cecille, Frey, Rody, Linde Marth: Boots Palla: Promoted, 4 Seraph Robes, 3 Energy Drops, 1 Speedwing, 3 Dracoshields, A lances, D axes + 30 wexp Malicia: Promoted, A staves (Bishop), B staves + 36 wexp (Sage) Etzel: D staves + 20 wexp (Sage / Sorcerer), C staves + 5 wexp (Bishop) Shiida: Promoted, C lances + 43 wexp Gordin: Promoted, B bows + 10 wexp
  9. Chapter 10x is done in 1 turn (85 total). New units: Malice is a copy of Navarre, but joins later. Dice has decent Str, but he needs a Master Seal to be viable, which definitely isn't worth it. Horace is pretty similar to Sirius as a Dracoknight, so he'll find some uses. No RPs used (68 left) Sold Firestone and Bullion (L) (+11500G) Forged +16 hit Javelin named Sethjav (-2925G) Money remaining: 10819G. A totally trivial chapter. Used the L button to find out who the real Legion is, as always. Sirius was the most reliable bosskiller, so he did it. I forged the Sethjav here so I don't run into trouble later on due to the 1 forge per chapter limitation. Stats: DEAD: Luke, Cecille, Frey, Rody, Linde Marth: Boots Palla: Promoted, 4 Seraph Robes, 3 Energy Drops, 1 Speedwing, 3 Dracoshields, A lances, D axes + 24 wexp Malicia: Promoted, B staves + 48 wexp Etzel: D staves + 10 wexp (Sage / Sorcerer), D staves + 40 wexp (Bishop) Shiida: Promoted, C lances + 39 wexp Gordin: Promoted, B bows + 10 wexp
  10. Chapter 10 is done in 2 turns (84 total). New units: Merric can use Excalibur, but I already have Etzel and Wendell, who can also survive a hit from C11 dragons (even Wendell needs an RP for it) and use staves, so he's outclassed. Elrean has the same problem, but he can't even use Excalibur. Both are benched. Used RP on Palla (68 left) No sellings or expenditures Promoted Malicia Money remaining: 2244G. A pretty simple map. I used the Thief twice here, to get a Bullion (L) and the Unlock. Unlock pays for itself because without it, the C20 Again requires a Thief use to get. Unlock is also essential to a strategy later on and saves money spent on Door Keys. I fulfilled some side objectives here aswell, such as having Etzel use staves as often as possible (thrice) and obtaining the droppable tomes, which sell for 780G. Stats: DEAD: Luke, Cecille, Frey, Rody, Linde Marth: Boots Palla: Promoted, 4 Seraph Robes, 3 Energy Drops, 1 Speedwing, 3 Dracoshields, A lances, D axes + 22 wexp Malicia: Promoted, B staves + 48 wexp Etzel: D staves + 8 wexp (Sage / Sorcerer), D staves + 38 wexp (Bishop) Shiida: Promoted, C lances + 39 wexp Gordin: Promoted, B bows + 10 wexp
  11. Derped again, at this point you can take bets on how many units I'll forget. Chapter 9 is done in 5 turns (82 total), with 1 Hammerne and 1 Rescue uses. New units: Etzel is a very good unit since he can use Excalibur, avoids OHKOes from various enemies, such as Wyverns in C11, and has a pretty good Mag stat, letting him heal high amounts of damage with staves and allowing for some Levin Sword shenanigans. I will raise his staff rank because him using Physic is important in the midgame and his combat stats actually have some uses in the lategame. Minerva has very good base stats, with RP she avoids doubling from some of the faster enemies, mainly C11 Wyverns, and 32 HP / 16 Def is pretty solid. She also has uncontested access to Hauteclere and can use Dragonpikes. Used RP on Sirius and Linde (69 left) Forged -1 mt, +6 crit Javelin named Nerf Palla (-1875G) Money remaining: 2244G. I had to downforge the Javelin so Palla doesn't ORKO Etzel. The crit is primarily for a later chapter, in this chapter it only helps by making Mage kills a bit more reliable since a crit can compensate for a miss. Shiida's and Wendell's high Spd comes in handy to tank Dracoknights, which have 20 Spd. Wendell also ORKOed Mages reliably with the Silver Soy since he has 18 Spd, doubling even 14 Spd mages. This strategy needed two sacrifices: Linde was RP'd and given Aquarius to not be OHKOed or doubled by Mages. I rigged one Mage to have 13 Spd because she would still be doubled by a 14 Spd one. That makes sure that the Dracoknight attacks her on turn 3, while the Mage attacks Wendell. Baiting the Dracoknight on turn 3 is obviously important because Sirius and Gordin wouldn't be able to approach the castle otherwise. Rody was sacrificed to protect Gordin and Wendell because Wendell faces another Mage on the same EP and Gordin is ORKOed, so I made use of the fact that Gordin would have to be hit twice by the Mage's Bolganone to be killed, whereas Rody is OHKOed, so Rody is an even more attractive target. I got the Thief staff here, which I immediately used to get the Boots since Marth doesn't make it to the village in time otherwise. Needless to say, there's no better recipient for the Boots than Marth because his movement determines the speed of almost every chapter. Thief is also vital to the run since there are a lot of important items in chests, especially remote ones, which can only be gotten with Thief. Stats: DEAD: Luke, Cecille, Frey, Rody, Linde Marth: Boots Palla: Promoted, 4 Seraph Robes, 3 Energy Drops, 1 Speedwing, 3 Dracoshields, A lances, D axes + 20 wexp Malicia: 10.21, B staves + 14 wexp Etzel: D staves + 2 wexp (Sage / Sorcerer), D staves + 32 wexp (Bishop) Shiida: Promoted, C lances + 39 wexp Gordin: Promoted, B bows + 8 wexp
  12. Chapter 8 is done in 2 turns (77 total), with 1 Rescue use. New units: Cain is in the same boat as Navarre, useful during his joining chapter but not afterwards. Jeorge is very good because he is promoted and has high bow rank. With Parthia, he OHKOes all fliers in the game and has a very solid 32 Atk to chip other enemies with. He can also use Silver and Steel Bows if I don't want him to use up my high-end weapons, still dealing above-average damage with them. Roger was killed because he's useless. I also killed Astram, who is recruitable in a later chapter unless, of course, killed before. No RPs used (71 left) Sold Bullion and Firestone (+6500G) Bought Seraph Robe (-2500G) Promoted Shiida Used 2 Seraph Robes on Palla Money remaining: 4119G. The original 2-turn involved killing Jeorge, but in this run, Jeorge is too good to kill off, so I made use of Gordin's promotion to let him fly to Jeorge. I had to use some starshard shenanigans to do this chapter without using RPs. Palla needed Scorpio, Leo, Gemini and Taurus to ORKO Paladins with an Iron Axe, which I wanted her to use to gain axe rank. Shiida needed Scorpio to get a second hit against the General, making the critkill a more reliable, and Gordin and Jeorge needed the Str shards to kill the Sniper for his droppable Silver Bow, so Palla gave Gordin the Str shards and Scorpio so the Scorpio can be convoy-dropped after killing the Sniper and traded to Shiida. In this chapter, I'm using Wendell as a Swordmaster to kill the Leo!Thief and Astram. I'm not sure if I need the Mercurius during the midgame, but this is actually the last chance to obtain it at all because Astram doesn't show up in time in C9 and costs a turn to recruit or kill in C16. Stats: DEAD: Luke, Cecille, Frey Palla: Promoted, 4 Seraph Robes, 3 Energy Drops, 1 Speedwing, 3 Dracoshields, A lances, D axes + 18 wexp Malicia: 8.66, B staves + 4 wexp Shiida: Promoted, C lances + 39 wexp Gordin: Promoted, B bows + 8 wexp
  13. Chapter 7 is done in 4 turns (75 total), with 1 Rescue use. New units: Radd and Caesar are both terrible, Radd is slightly worse yet. Navarre is important in this chapter, but a benchwarmer afterwards since an unpromoted unit with C swords isn't very useful. Feena is a Dancer, so she's essential for the entire playthrough. No RPs used (71 remaining) Sold 70 Steel Sword, 25 Fire, 23 Blizzard, 1 Secret Book (+2619G) Bought Seraph Robe (-2500G) Used Seraph Robe on Palla Money remaining: 119G. A tricky map. There are 6 Thieves with treasure, who are running towards the bridge to escape the map, and 4 aggressive Thieves. The Thief Navarre crits on turn 1 is aggressive, so he has to be killed immediately or Feena dies. I decided to rig a crit for that because it allows Navarre to attack the Master Seal!Thief and at the same time pull a Hunter, which allows me to kill the Master Seal!Thief and the Seraph Robe!Thief on turn 2, as they would force a major detour later. That leaves 5 Thieves, a Hunter and the boss to be dealt with on turns 3 and 4. Palla and combinations of 2 units can kill a generic enemy each, while the boss also takes 2 units to kill (Navarre to use the map save and Sirius to killer crit him), so my team of Palla and 4 units is just strong enough to rout the 7 enemies with a dance from Feena. Shiida also got a Thief kill, hitting level 10 since promoting her helps a lot next chapter. There's also an important side objective on this map: killing the Dragon and visiting the cave to get a Firestone and a Physic, respectively, so Wendell's 18 Spd as a Sniper comes in handy since the Dragon has 34 Atk and 20 Spd. He's also very bulky, so even with strong weapons like Silver Soy and Devil Sword plus the boosts from Taurus and Gemini, I could only 4HKO him, sacrificing Frey so Marth can finish off. Stats: DEAD: Luke, Cecille, Frey Palla: Promoted, 2 Seraph Robes, 3 Energy Drops, 1 Speedwing, 3 Dracoshields, A lances, D axes + 10 wexp Malicia: 8.32, B staves Shiida: 10.39, C lances + 7 wexp Gordin: Promoted, B bows + 8 wexp
  14. Chapter 6x is done in 1 turn (71 total), with 1 rescue use. New units: Wendell is a pretty good unit, having decent magic, staff rank and sky-high speed. Much like in FE11, he'll be used mainly in other promoted classes to make use of his speed. No RPs used (71 remaining) No sellings or expenditures Money remaining: 0G. This chapter is pretty easy. Sirius critkilled Legion, freeing up 5 units to do other things, which allowed me to get a droppable Vulnerary and field Malicia for staff wexp. Stats: DEAD: Luke, Cecille Palla: Promoted, 1 Seraph Robe, 3 Energy Drops, 1 Speedwing, 3 Dracoshields, A lances, D axes + 10 wexp Malicia: 7.61, C staves + 54 wexp Shiida: 9.55, C lances + 3 wexp Gordin: Promoted, B bows + 8 wexp
  15. Chapter 6 is done in 5 turns (70 total), with 1 Hammerne and 1 Rescue use. New units: Frey and Norne have nonzero personal base stats, but they're more or less in the same situation as Barst where there isn't much use for an unpromoted unit with around 20 Atk (even less for Norne). Frey's 11 str will come in handy once. Samto is just bad, his stats are on par with Luke's and C swords doesn't help since he barely 3HKOes knights with Armorslayer and gets OHKOed back. Used RP on Shiida and Sirius (71 left) No sellings or expenditures Money remaining: 0G. Palla trivializes the enemies left of the start with a Steel Axe, leaving only two more to be killed next turn since the chokepoint forces a lot of 1-2 range enemies to attack at 1-range. The RP on Sirius makes the chapter easier in many ways - he ORKOes Mages and Bishops and it gives him 6 luck, ensuring he isn't targeted by enemies due to critrates. This allows Barst to bait the first mage while the other one can only attack Sirius at 2-range, getting ORKOed in return. It's important that none of the Mages Sirius fights in this chapter have 14 Spd since he has to ORKO them. Gordin was promoted to provide some much-needed help. Although his stats are worse than Arran's, being promoted in itself is pretty useful since his Speed is high enough to not be doubled by Mages as a Sniper, letting him chip a Mage for Barst to kill. Otherwise, I would've had to sacrifice a unit and put Draug to the sidelines to use the map save on turn 3, preventing him from killing the Bishop on turn 5 for the droppable Heal staff. The promoted enemies behind the doors are very nasty, so fortunately I only had to fight the Sniper, who was simply critkilled by Palla. The purpose behind Shiida's RP was killing the Knight in the throne room. Without RP, he could ruin the strategy by having 31 Atk to OHKO Taurus!Shiida, or 11 Spd to avoid getting doubled. Combined with two Mages needing 13 Spd (although it's much more likely than 14), Steel Axe accuracy not being perfect and the fact that I don't see the Knight's and the other Mage's stats until turn 3, this would be way too much rigging. Stats: DEAD: Luke, Cecille Palla: Promoted, 1 Seraph Robe, 3 Energy Drops, 1 Speedwing, 3 Dracoshields, A lances, D axes + 8 wexp Malicia: 7.45, C staves + 52 wexp Shiida: 9.05, C lances + 3 wexp Gordin: Promoted, B bows + 8 wexp
  16. I already edited Shiida into the post and posted Malicia in C2, you can read about them there. Julian would be nice since he gets 10k gold in C6 and saves a Thief use in C9, which means getting another 10k gold later, he just obviously takes too long to recruit. Castor also costs turns and has filler combat at best, the killer bow would be more valuable than him but as far as I know it won't be missed anywhere.
  17. Wow, big fail on my part. Edited the post to account for her, she's a really important unit. With Castor, I already forgot to discuss 4 units (him, Shiida, Malicia and Julian), hopefully I won't continue like that lol.
  18. Chapter 5 is done in 7 turns (65 total), with 2 Rescue uses. New units: Barst is a foot unit with mediocre combat. His accuracy is pretty poor, but he's deployed for free here so he'll be useful before hitting the bench. Rickard got killed here, he's a second Thief that can only be recruited with Julian, so he's superfluous no matter what. Shiida is a great unit due to the Wing Spear. On top of being effective against cavalry and armor knights, it also has 10 crit, so she can use it to critkill some Generals in the lategame. It also helps against Knights and Cavaliers in this and the next chapter, letting her gain exp more easily since she needs to promote. No RPs used (73 left) Sold 39 Iron Sword, 34 Steel Sword, 25 Rapier, 32 Iron Lance, 35 Steel Axe, 67 Steel Bow, Bullion (+7399G) Bought 1 Energy Drop and 2 Dracoshields (-7500G) Used Energy Drop and 2 Dracoshields on Palla Money remaining: 0G. Credit to Reploids for the trick used on turn 3, where Draug baits a Cavalier to a specific tile on turn 2, allowing Marth to be rescued into the Snipers' range, leaving it immediately so they don't start attacking. On turn 2, Palla entered the Dracoknights' range to make sure Marth isn't harassed since he would be in range on turn 3. I wanted to save an RP on her, so I simply rigged two of the Dracoknights to roll down on Def, letting her ORKO two and bring the other two down to very few HP. The Bishop can only Physic one of them in the process, leaving the other so low that Catria can finish off, while the other is picked off by Palla. I also had to rig the Cavaliers' stat rolls. The first Cavalier had to roll down on Def or HP, while the second one had to roll down on Def so my units can 2RKO them. I pulled the Snipers on turn 5 to save an RP on Sirius since he barely fails to double the Bishop without it, so Catria had to help, and she can't get close enough to the Bishop if the Snipers are present. Hammerne comes just in time since Rescue is down to 1 use. It's only usable by Malicia in this game, which doesn't hurt since she has to be fielded pretty often to gain exp and wexp anyway. Palla hit D axes, putting her just 23 rounds away from C axes, the main goal of the axe rank training. It also gives her some new options as she can use Steel and Hand Axes now. In the stats, I'm subtracting 60 exp from Shiida because she gained roughly that much unintentional exp from critting enemies that other units would've killed. Stats: DEAD: Luke, Cecille Palla: Promoted, 1 Seraph Robe, 3 Energy Drops, 1 Speedwing, 3 Dracoshields, A lances, D axes Gordin: 10.12, D bows + 36 wexp Malicia: 6.32, C staves + 42 wexp Shiida: 8.52, D lance + 44 wexp
  19. Chapter 4 is completed in 3 turns (58 total), with 2 Rescue uses. New units: Ogma is okay for a few chapters, then becomes useless. Yumina is a copy of Malicia, but she joins later so she's lower on exp and wexp, preventing ideas like promoting her and getting her to A staves. She will still be useful though, as she can use Physic and Barrier at base. Yubello is a mage with negative base Mag, bench. Sirius is very good for the next few chapters, then still remains useful because of his passable Str and good weapon ranks, even though the midgame enemies are quite a test to him without growths. B swords is also pretty good, allowing him to use the potent Master and Brave Swords while having 10 mov, a pretty rare ability. He can also use Mercurius as a Swordmaster if needed. Used RP on Palla (73 left) Sold 136 Iron Sword, 119 Steel Sword, 70 Iron Lance (+2586) Bought 1 Speedwing (-2500) Used the Speedwing on Palla Money remaining: 101G. A version of the standard strategy. Palla's speedwing allowed her to double Hunters reliably and ORKO the boss with a Silver Lance. Much like Valkama, I avoided any child sacrifices and rescued Marth on turn 3 so he can get the Shaver, which will be pretty important. Recruiting Sirius from below means Ogma walls off the remaining Pirate on his own, allowing Sirius to finish off an enemy if Palla missed a Javelin on turn 1. I also killed a Hunter near the start to get his droppable Vulnerary and Gordin hit level 10. Stats: DEAD: Luke, Cecille Palla: Promoted, 1 Seraph Robe, 2 Energy Drops, 1 Speedwing, 1 Dracoshield, A lances, E axes + 12 wexp Gordin: 10.12, D bows + 36 wexp Malicia: 5.32, C staves + 30 wexp
  20. Chapter 3x is done in 6 turns (55 total). New units: Wrys is as good as a physical unit reclassed to Curate. He is close to D staves, but that doesn't really help since you can easily replace that with a promoted unit reclassed to Bishop or Yumina/Malicia. No RPs used (74 left) Bought 1 Seraph Robe, 2 Energy Drops and 1 Dracoshield (-10000G) Promoted Palla, used Seraph Robe, 2 Energy Drops and Dracoshield on her Money remaining: 15G A pretty straightforward map. Palla was promoted and got her first load of statboosters. She started building axe rank here, which is needed for some strategies in the future. Malicia was fielded as a Mage since I needed some chip damage and preferred to use her instead of Linde since she needs exp to promote. Gordin is also pretty close to promotion now. Stats: DEAD: Luke, Cecille Palla: Promoted, 1 Seraph Robe, 2 Energy Drops, 1 Dracoshield, B lance + 42 wexp, E axe + 12 wexp Gordin: 9.86, D bows + 32 wexp Malicia: 4.52, C staves + 30 wexp
  21. Chapter 3 is completed in 6 turns (49 total). New units: Palla is a goddess. She starts out with 16 Speed as a Pegasus Knight, which is spectacular, along with B lances, good Str and Def and level 10, allowing her to promote immediately once this chapter's Master Seal is obtained. She will be a key player in this run, featuring better stats than almost all prepromotes in the game. Linde has 22 Atk with Aura, which is pretty helpful in the earlygame. Bord and Matthis are skipped, Matthis being a slightly better Rody and Bord being a worse Bors that brings a Hammer. Used Rainbow Potion on Arran (74 left) No sellings or expenditures Money remaining: 10015G. This strategy is pretty similar to Valkama's, although I have a bit more leeway to save RP uses since I'm on H3. Thus, I found a strategy that only uses 1 RP. The next couple of chapters will generally be similar to Valkama's clears since the H3/H4 difference doesn't change the general approach to these maps. I'm taking the bridge route. General!Arran has three important tasks here: tanking Dracoknights on turn 2, tanking Cavaliers on turn 4 and contributing to the bosskill. Warren, Ryan and Gordin pull and kill the left one of the right-hand side Dracoknight trios, with Draug chipping one of them on EP1 and finishing off another one on PP2 because Warren and Ryan don't OHKO the Dracoknights with the Silver Soy. These 3 Dracoknights being pulled causes the three non-Master Seal ones in the mountain range to move, so Catria moved as far as possible to the left on turn 1 to make them move down and not towards Palla. When tackling the boss area, I had Catria bait the Master Seal!Dracoknight down on turn 5 to kill him with Gordin afterwards. If you watched Valkama's run, you also saw this strategy there, although the reason it was used here is a bit different. On H4, it was more or less necessary because the Vantage+ mechanic bars Palla from killing the Dracoknight on PP after pulling him on turn 5. Here, the Catria pull was simply to feed Gordin the Dracoknight for exp and improve the bosskill, as it would require an RP on Catria or a crit if Palla baited the Dracoknight. Another difference to the traditional approach is that I didn't kill the ballista with Arran on turn 5, he had to use a Vulnerary instead to survive a hit from the boss. Ballistae typically attack first in this game, so the ballista was distracted by Draug due to his low Lck, making sure frailer units like Linde and Gordin don't get killed by Matthis + the ballista. Stats: DEAD: Luke, Cecille Palla: B lances + 6 wexp Gordin: 9.50, D bows + 24 wexp Malicia: 3.55, C staves + 30 wexp
  22. I already found a way to do C5 without sacrifices. Valk's sacrifice was a H4 thing as Palla had to help out on turn 2, the Mages and Cavs are much harder to deal with there. In my version, Palla mops up the Dracoes a turn earlier so there is no threat to Marth on turn 3.
  23. Chapter 2 is done in 6 turns (43 total). New units: I'll cover Malicia here too since I forgot about her in C1. She comes with C staves as a Cleric, giving her A staves after just 45 staff uses and a promotion. Combined with her early join time, this makes her by far the best candidate for the Fortify staff, which is quite important despite her low Mag. She can also use other useful staves such as Physic and Again very easily. Catria has above-average bases and will be useful for a while, although without growths she's pretty fast to fall off since she isn't worth promoting. The same is true of Warren, although his use is still a bit more short-lived than Catria's, as his main quality is using the Silver Soy to snipe Dracoknights. Cord is a pretty mediocre unit, he is useful in this chapter thanks to his free deployment, but doesn't contribute anything later on. No RPs used, no sellings or expenditures. (75 RPs remaining) Money remaining: 10015G. I will make simplified statboxes again, much like during my FE11 warpless playthrough, and I'll edit one into the C1 post for completion's sake. In this chapter, my units go into many different directions. Arran, now a General to boost his durability to great levels, and Bors just go up the forest to deal with a generic Hunter after Catria recruits Warren, while Cord baits the other generic Hunter to the right so other units can deal with him. The position where Catria waited on turn 1 made sure the Hunters move such that Warren can chip the Thief on turn 2, allowing Draug to kill him next turn. Marth, Luke, Ryan, Malicia and Gordin just move up the right alongside Cord, comfortably reaching the Soldiers on turn 3 to kill them in 2 rounds each, while Arran softens up the third one. The unit placement on turn 2 is very important, as the two Silver Sword!Cavs tend to move towards the centre normally, which means my core team has to deal with two extra Cavs on turns 3 and 4. Thus, I put Cord and Draug as close to them as possible on turn 2, making them move towards the sides. Draug outheals the damage from his Cav with a Vulnerary, while Luke is sacrificed. This isn't strictly necessary and he would survive reliably if I invested a Vulnerary and an RP, but he simply isn't worth those resources. The same goes for Cecille, who went up the left to distract the left-most Dracoknight so he doesn't harass me on turn 5. RP uses are pretty important, so I found it's worth killing off two useless units to save one or two RP uses. Stats: DEAD: Luke, Cecille Gordin: 7.56, D bows + 16 wexp Malicia: 2.70, C staves + 20 wexp
×
×
  • Create New...