[FE8] Cerulean Crescent (31 chapters) [COMPLETE] (2.0 Update: Release the Birds!)

hey there! really enjoying the hack so far! i did have one question, though - is there a list of some obtainable in each chapter? sometimes certain enemies have unique things that seem impossible to get - in chapter 5, for example, there’s an enemy villager with a cutlass that their weapon ranks are too low to wield as well as a gambler’s folly that is impossible to get since you don’t have a thief at that point, but it seems weird for that enemy to exist when you can’t really interact with it. can anyone enlighten me?

there’s a sidequest in the first interlude about that specific enemy villager you’re talking about

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Is there anything else to the Sun Shooter in chapter 9? His battle quote talks about wanting to haunt an armor that’s not stuck in some ruins, and his unit description mentions Mince by name, but I couldn’t trigger an event with them. I also tried with Chixin and couldn’t find anything with them either. Am I overthinking this and those details were just meant for flavor?

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Where can i get the information of the game’s secrets (ending requirements, hidden quest, character’s endings,…). I finished the first run and now want to play the second run to try getting different endings.

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That detail actually does matter eventually, just many, many chapters after chapter 9.

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I guess I can just say stuff.

spoiler

Ending requirements are super simple:
-Betrayer: recruit Betrayer and ignore Kyrnia in 26x
-Plucker: get plucker’s eye in 3x, die in plucker’s bonus arc
-Two main ones

Thyme and Basil’s ending depend on their level compared to each other.
Gecko has an alt ending depends on if she is under level 15 above 20x and then Ellerie talks to her in the 20x.
Acielle’s ending depends on if she can talk to Qiulan in EA-2.
Caloogo and Xeo’s ending is just if they talked in epilogue.
Iosaf’s ending depends on who killed him in chapter 4.
Vermillion’s ending depends on if he ascended.
Gil’s ending depends on if he was promoted.
I think that’s everything.

There’s no hidden quests.
I guess Vermillion ascension needs him to be above level 17 by ch26 end and Empress and Jo to be alive, that’s kinda a hidden quest.

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Just finished my first playthrough, absolutely loved my time with the game, starting my second playthrough on misery mode now.
I wanted to ask just how much stronger end game units are on misery mode because I noticed my gecko who got heavy favoritism was struggling to double some enemy paladins on the last couple of chapters and I shudder at the thought that I’ll be getting doubled by something that isn’t a swordmaster.
I’m playing on fixed growths btw.

By late game, Misery Mode enemies get massive bonuses.
Here are two of them in chapter 23 as a sample:

Does this even count as spoilers?

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Holly Cow those are some broken stats

Does this even count as spoilers?

You can place them side by side with the units without misery mode bonus to better see the difference.

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Currently on chapter 4 of misery mode, it’s definitely a struggle, but I found a strange interaction that has been really helpful, but idk if it’s intentional.
When a tome breaks and you have a fireball or whatever aoe damage tome in the next slot, that aoe tome will be equipped and you’ll still get the aoe damage even though you didn’t use it. I’ve been using this with Lindross’ guidance to lunge myself across the map, have it break, and then drop the 33% aoe with the early fireball to let everyone else clean up.
My one request, please don’t change this, it’s so cool.

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This is a known exploit in FEGBA’s skill system, as effects that apply after combat will check the unit’s currently equipped weapon at that time instead of the one used in that battle. Fixing it would likely be an involved process, so most hackers retain it as a feature-not-bug. It’s a pretty common LTC trick for hacks with post-combat skill weapons.

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haha I would never make Big Berd playable
unless…?

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dont cry little cerulean crescent fan
rivians got enough gameplay revamps to feed you your entire life

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Was going through the guide tab and noticed the other section, can someone tell me what that’s about?

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Hey is this what you meant

Summary

I had Mince deal the killing blow in the cannon armor upon reappearance and he got two skills out of it, the ghost also left happier too.


2. 3.

Btw I love this hack, backed Ellerie to the hilt and did not regret trampling any foes in her way.

Its also very funny to have an ending that goes and so the chief went to make even more war and trampled everyone.

I got a few questions though

Summary
  1. Did Irinde become the capital of her new empire? I feel that could make it up for all the slaughter the town went through, it certainly was her power base at the end.
  2. In the skinchanger god epilogue it says that they saw Elleries empire die. Was that like way after her death?
  3. What is the name of the guard captain? Is it Lan after her legend?
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Yep. Mince winning.

Answers
  1. The Mainland is much larger than the Crescent, so Ellerie would still set up her base of operations over there. Irinde is more her home town that she ships stuff back to.

  2. Ellerie’s empire doesn’t collapse within her own lifetime. No sequels where a plucky band of rebels overthrow an empire.

  3. I think it’s funnier if the Guard Captain remains.

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That’s just me having a bit of fun. And fourth wall nonsense.

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Finally finished my Misery Mode playthrough, overall a fun challenge, mostly in the early chapters and with a select couple of chapters near the end. Just wanted to detail my thoughts on the chapters and characters through my playthrough.

Chapters
  • Chapter 3 might be the 3rd hardest chapter in the game for reasons that differentiates this chapter from the top 2, Chapters 24 and 25. In those chapters, there’s so many factors and permutations to my strategy I could choose while Chapter 3 is hard because I have access to nothing at all. I have to get to Telos in 2 turns otherwise he’ll die to the pirate and that dog and I have to clear out the left side or else the wyverns will kill the npcs and take my loot. I’m ashamed to admit this, but I had to resort to setting up Gecko Frying Pan crits in order to clear, which took an agonizing amount of time. The best tip I got for you is to buy 2 javelins in chapter 2, one for Ellerie and one for Reiker.
  • Chapter 18 was the one chapter that felt the least different compared to normal mode, in the sense that it’s the easiest chapter in the game. There’s a bunch of promoted enemies in this chapter, but it just feels like all of my units that were weak up until this point are able to get a crapton of experience killing them, partly thanks to Unari’s personal. The ideal chapter to train up someone you feel is falling behind.
  • Chapter 24 is what I spent the whole game preparing for. I used all 5 of my morale modules, my odd device, 3 warps, and an entire wave staff to clear the map and get everything. There are so many things you need to account for: “Does my Krynia have enough def to survive a corner of the map by herself?”, “Does my Gecko have 27 speed with an umbral sword to not get doubled by swordmasters?” “Is my Xeo promoted and tanky enough to prolonged pain through 6 enemies?” and there are so many things that can go wrong. I know that you don’t need to commit every war crime, but if you present to me 33 war crimes to commit, I’m going to commit those 33 war crimes. All I can really say is plan out the Ellerie team you’ll use for this chapter early and spare the plucker’s and at least 3 crit-preventing held items to deal with the executioners. Easily the hardest chapter to fully clear in the game.
  • Chapter 25 isn’t as bad as Chapter 24, but it’s still something you need to plan for in order to visit everything. To add another piece of difficulty to Chapter 24, you also want to make sure your units are taking a pit stop by Ellerie or the Seahawk II to drop off any S-Rank weapons or held items because Oriana’s team will definitely want those to clear the cyclops and dragons from this defend map. If you really don’t want to pick everything up, you don’t have to as they aren’t that game changing, but I want to grab everything the game presents to me. For setup, I recommend Rosetta team top and Cherise bottom right. Bring your fire for logs, I spose.
Characters

Before I go over the characters, I’ll include screenshots of my roster in my misery playthrough as I go through them, I’ll also include some thoughts on a character’s normal mode performance and add screenshots to characters I didn’t end up using in my misery mode playthrough from my first normal mode run. If I don’t have a screenshot, it means I didn’t end up using them or their name is Helisent. I should also note that I play with fixed growths as it lets me see how units will perform on average and let me be more objective with my thoughts on them.

Ellerie: Ellerie is just as good in misery compared to normal mode. Good Strength, Good Skill, Good Luck (especially with the tethys tear), and dogwater speed. In early game misery, she can sometimes fail to pick up one shots with fengyang, so she’ll likely want the fortune cookie in chapter 2 to alleviate that. Prior to her promo, she is an okay user of the plucker’s, but I usually preferred to give it to Gecko or Reiker, so I instead just use Lindros’ guidance lunge to position enemies to ensure that Ellerie is in range to kill something each turn to cash in the 4-way refresh. Make sure you buy her a javelin in Chapter 2 and then a harpoon in Chapter 3x so she can find more kills for the refresh.

Oriana: One of the 2 Jagens of the game and she so happens to be a sword dancer with galeforce (That later gets flying and Canto). In normal mode, she can carry your squad through the entirety of act 1 and about half of act 2 before she starts to slow down and then continue being the best unit in her route split. In misery mode, she slows down at around the end of act 1, but is so important for keeping you alive in those early chapters because she’s the only unit you have with an actual speed stat thanks to her wind sword and the lack of enemy res. If you can spare the funds, getting her another wind sword in 3x will make the rest of act 1 a lot more manageable. Also, one of the units you don’t need to worry about giving an aged wine to as her stats with a magic sword are serviceable for the whole game, but you can invest mana cubes into her as she uses them very well.

Mince: I didn’t end up using Mince long-term in either of my playthroughs, but he’s great in the early game for chipping enemies. SWarp and Canto are cool tools to mess around with and really helps positioning for Ellerie’s refresh, so he’s never useless in the maps you bring him in. Once he gets bowrange +1, I could see him being really good just based on how nuts bows are in this game, but it’s a shame the route split means he isn’t with Ellerie for the swarp positioning.

Lindros: Lindros is the glassiest of glass cannons in this game. His speed is low enough that he’ll be doubled by everything that isn’t an armor knight (in which case they’ll one shot him) and his magic is high enough that he’ll one shot any footlocked with sal or brud. I mention this in my Oriana review, but misery mode gives a ton of levels to enemies, resulting in much higher hp and def stats, but many enemies have a 0 res growth, meaning that magic characters have a much easier time hitting damage thresholds to kill and Lindros consistently able to once you get one of the 2 aforementioned tomes. Lunge and Guidance are the key reasons why I think Lindros is so good. He’s able to constantly have map presence despite being footlocked by diving into an isolated pair of enemies and nuke one of them while simultaneously setting up the other enemy to either get killed by Ellerie or someone holding a flag. The cherry on top is that if you use your last guidance with a fireball in the second slot, you will break the guidance, equip the fireball, and proc the 33% aoe to everyone around the lunged target, allowing you to clean up the rest of a small squad with your remaining units.

Tower: The other Jagen you start with, Tower isn’t quite as powerful as Oriana, but having staves and a delete button in the form of his mansplitter is really useful for act 1. With the increased hp and def of enemies, I dropped him around chapter 8 as a tower that one shots and a tower that doesn’t is night and day. If you choose to continue using him, he has a surprisingly high magic stat, so his status staves have a respectable range and you do get a few good staves in act 1, but I liked using chalice more. Another note, I would recommend you not use the mansplitter he comes with too much, maybe keep about 10 uses for later for your other axe wielders to use when they hit a-rank as you have to wait a while before you can get your second one. The promo gains he gets during the route split are insane, but he’s still too slow to contribute much compared to others in the Oriana team.

Pomelo: Pomelo feels less like a character and more like a very potent summon. He is not killing anything prior to chapter 15 outside of cavs with a halberd when he’s not in his ship and after that he’s praying that the jolting john crits so he can delete a unit 5 tiles away. He is by no means useless, hell he could have 0 in all of his stats and he’ll still function alright with the long range 33% aoes, but he’s just unremarkable in misery mode and I didn’t end up using him. At least he has high move so he can contribute every turn.

Gecko: Gecko has a much harder start compared to normal mode as you need to seriously whittle down enemies to proc her galeforce in chapter 2. Shaky start aside, Gecko might be your most important unit in the game. With above average growths in everything, excluding her def, getting her trained up is vital for breezing through mid game. In both of my playthroughs, I got her to duelist in chapter 5 and dread fighter in chapter 16 and she’ll keep snowballing from there until you start seeing 26 speed cavs and 30 speed champions. Her frying pan helps her from being doubled early on alongside being the first high crit weapon you get, so gecko is able to hit really hard if you’re willing to set up and rely on the crit. Later on, you’ll be wanting to wind swords, light brands, and umbral edges to get easier one rounds, but her frying pan is still useful as her only physical weapon that gives her +4 speed, allowing her to double capped speed and high res targets (I’m literally lying, I completely forgot about the Badou, that weapon is pretty good on her too, shame it can’t crit). Since her luck growth is extremely high at 105%, she’s also the prime candidate for the monster chops you get in chapter 1 as she’ll end up capping her luck anyways even with the -6 hit and she really needs the stats it provides.

Reiker: I love this unit so much. Full Force is so much fun to use and he’s overall a very solid unit. First things first, Reiker is practically begging for every hearty stew in the game due to his low base strength strength of 6 and a 30% growth. With the extra attacks he’ll be getting from his personal, fixing up his strength opens him up to becoming a monster with the seahawk flag and a steel/silver lance midgame and a very strong unit on Oriana’s team in the late game. You could save the strength boosters for vermillion, which is valid, but reiker’s access to the flag and every other utility lance there is gave him the edge imo. Another thing, Reiker gains weapon rank very fast due to his extra attacks, meaning he’ll be able to use the bujie before anyone else, which is a huge considering that low strength.

Raylin: Raylin is the unit that made me realize the difference between normal and misery mode when she was unable to one-round the fighter she starts next to with her rondel dagger while reiker could still take out the sword villager. She was fine enough in normal mode, though I found that she was just on par with Oriana’s combat with magic swords without the added utility of being a dancer. I didn’t end up using her long term in my misery mode playthrough, but she can still be useful parked up around your early game deathballs after an enemy phase or for flying over the water in chapter 3 and supporting through normal flier hit-and-runs. I didn’t end up using swap once as it just isnt good enough compared to swarp and smite.

Yvette: When writing all of these character reviews, I completely forgot Yvette existed. Her personal might just be the worst one in the game because that 70% set accuracy just sucks when you should already be trying to double the enemy. It’s a shame because her prf Crocodile is really good, though the brave effect on top of the low might means that you’ll barely get to use it before it breaks. As much as I praise bow users later on, being bow locked entirely with no other utility is pretty bad. Nail in the coffin, she’s slow as hell, but that’s why her personal is the way it is, I hope you hit all 4 70%s.

Telon: I didn’t use Telon at all because his gameplay relies on tanking and one-shotting enemies on enemy phase and he’s lucky to survive 2 enemies on misery. This results in a pretty slow gameplay style that I just didn’t like, though you might be able to pump him full of bulk stat boosters to make him work like a worse Krynia. His prf Fair Fight is good in his join chapter for weakening that hellspawn of a dog, though.

Chalice: Chalice was the surprise character of my run. I did not really use her at all during my normal mode playthrough, but now that I understood how to properly use status staves, she’s incredible in the early game for long rage invigorates and rescues, thanks to harm’s +10 magic. Her personal matters even more due to the increase in enemy bulk, especially when taking down True Qiulans. Late game, her staff range is vital for fortify in chapter 25 and across the map invigorates in endgame. One of the few good immobile characters in the game.

Iosaf: Iosaf the best, the goat, the god, etc. Really solid unit, I remember using him sparingly in my normal mode playthrough partly because it felt like his fantastic bases was going to mean low exp growth and partly because I wasn’t used to the monster units. In my misery mode run, I used this guy all the time, both of his personals are great for getting one-rounds, his prf rock helps chip and move, and having one of the few promotions that give another weapon type is bows is fantastic for Iosaf as he’s able to use incendiary bows from base to one-round boats and, later on, stumps. The only real downside of Iosaf is that he has low skill, but that can be fixed with eagle roasts since nobody else really wants them besides Francissca. You might want to also use the Chu-ko-nu on him because he starts with a c-rank in chapter 15, so getting him to a b-rank asap so he can use the telescope and the 5 range bows could be really good.

Vermillion: The first chicken in Chicken Emblem and arguably the best of the 3 chickens. Early game, Vermillion’s gameplay is all about identifying what you can one shot and slingshotting him at them to get the kill and get out. You can give him a hearty stew or 2 to expand the number of targets he can kill by a bit, but I didn’t find it necessary and instead just gave him invigorates if there was a bulky target I really wanted gone. Baiting ranged enemies out with feathered fury is occasionally useful, though I didn’t use it that much. Once he gets miracle and flying, you can be a bit more reckless with him and he ends up being really important in chapter 25 for being a solid combat unit that can also open chests. Once he hits ascension, w̶̠̻̣̫̘͎͇͊͋̊h̴̨͈͇̬̠͓̅̓͌̐̃̆̚͜o̷̧̬͍̎ ̷̡̢̟̱͇̀̋e̴͔͑̐͝v̵̱͚̗̜͉̥́̃͋̊͐̍̉ȩ̴̧̲̱̯̘̞̚n̴͚̩̮͈͙̬̈́͗̽̄̀̚͝ ̴̡͉̮̻̜͌͋͆̿̏͝c̸͕̠̰͚̄͒͛a̵̖͂̇r̶̹͍̺͋̍͝e̶̪̋͋̃̿̚̚s̷͓͉͆̍,̸̦͑̇̀ ̴̡̢͙̘͚̱͚̿͛h̷̢͆̇̅̉̏̽ē̸͖͌͝͝ ̵̟̲̳͙̘̋̈́̑̓j̶̢͎͚͖̟̄̋ͅu̴̖̖̦͙͑͒̇̀͒s̸̬͓̖̤͇̝̐̐͂̓̾̃̕ẗ̴̫̲̱̣̖͍́͐̏̌ͅ ̸̨̹̠̦̅͌̏k̸̟̀̅̂́̚ï̶̝̬͖̆̑l̸̢̮͖̻̗̬͊̃̌͌̂l̴̟̭̱͚̯͚͗͂̍̈́͠ṣ̴̦͖̰̮̹͈̽͛̏ ̸̫̤͉̋̍͋̊̏e̴̫͇͍̹̺̋̂̃͝ͅͅv̶̙̩̋̀̿̈́͜ë̵̹͚̫͎̖́̂͗̈́̀̌r̴̓͛́̓̈́̀͜͜ỳ̴̜̭̮͐t̴̡̡̥͎̐h̸̜̓̀̈̾͘ị̷̡̯̫̻͙̓͊͌̎̕ǹ̸͍̟͋g̸̨̛͖͍̻̗̋̽͘ ̶̛̖̱͉̙̮̗͊̄ą̵̣̂̌͝n̵̥͚̽d̵̛̰̬̟̮͎̪̜̾̒̍̕͘ ̷̻͚̝̝̔͊͊̊̍̑̏͜d̵̲͔͙͈͚́̓͝o̵̰͒ȇ̸̻̻ś̶̩͊̇̍̈́̓̈́n̷̞͎̠̅̃̊̅’̶͕̟̻̯̈́̈́̀t̷̤͛̓̓̊͝ ̶̗̣̰͔̌͐̑͌̋̽̈ḍ̸̅i̸̙̳͊͒̇̐e̸̫͙͕̹̻͙̦͌̔̔̅͑̒̚
Very good unit, very good unit, very good chicken

Marlow: Y’know, he’s at least kind of useful in his join chapter. Ignore that he’s next to female Stefan and the best combat unit in the game, at least he can chip and make the enemy that rohesia is about to kill sleepy. Marow might be good, but he’s too slow and too weak for me to consider that he’s a mounted mage with canto.

Rohesia: I should really try using Rohesia in a playthrough. Her base stats are nuts, her personal is nuts, her growths are nuts, her stat caps are nuts because she’s a sword saint. I fell into the pitfall of “strong character gets no exp in starting chapter so never use again” and never looked back at her. I think she could be really good, though she is one of the few swordlocked characters that cant really utilize magic swords.

Krynia: Man, I really thought I was wasting my time training her up in my normal playthrough. Raising Gecko was one thing, she has galeforce, but when I was leveling up Krynia, I wondered how far Tenacious could carry her. Then I played chapter 10 and Krynia gained like 4 levels. Krynia’s combat with Shadowflame is practically unchanged between misery mode and normal mode thanks to Tenacious dealing %max health damage and Shadowflame ignoring defense. Tenacious also makes her a good user of the flag as each attack is getting that %max health damage, so she only ever needs 1 person to help her get the galeforce. Her only glaring issue is her speed which makes her a pain to level prior to level 10, but after that she’ll be able to one shot enemies on player phase and tank hits on enemy phase. Once u get access to a brave lance, there’s practically nothing that she can’t one-round. Extra plus that she has a 35 strength cap, in case she wasn’t one-shotting hard enough.

Francissca: The definition of falling off. Francissca was such a good wyvern in my normal playthrough, one rounding so many things with her prf, but all it took was a few extra points in speed in each chapter and she just struggles to do anything. Regardless, I used her and even with 2 coffees, she couldn’t double some generals. At least she’s good at chipping with her prf, but going from her perfromance in normal mode to not being abel to double a Linecrusher general in chapter 24 at lvl 20 with aged wine is so sad. Another small plus for her is that smite can be useful, especially with canto.

Whipjack: One of the characters I knew was good and just refused to use because I didn’t like him. Corpsedrinker is a crazy prf weapon that’ll let him one-shot enemies alongside his personal body slam, effectively nos-tanking 5 times at 1 range. His speed is quite bad, however, so if you get doubled it might mess up your damage if you don’t crit. Other than that, solid character, wish he had some movement tech, though.

Acielle: On the other hand, this is the character I knew sucked but used anyways because I liked her and I wanted to see her special ending. Acielle, as a unit, just baffles me in regards to her stat distribution. She’s supposed to be the faster mage between herself and Lindros, but she never ends up getting enough speed to double without her personal, so statwise, she’s basically just Lindros with 30% less growth in magic. If there’s one change I would give to her it would be to either give her like 10-15% more magic growth or a prf tome that refreshes her log on use to help her get around and chip better. Due to that low magic, he struggles to kill enemies with her obliterate tome on her joining map and her logmancy is awkward to use without immediate use of Oriana and Ellerie. Since I forced myself to user her, I found some ways throughout the game to make her okay. Since she’s not able to get clean kills on enemies, she ends up being a decent enough cherish bot who can help soften up kills for gecko or seahawk flag Reiker. Once she gets b rank in tomes and after chapter 12, you get access to a free scourge tome from Nerysa which Acielle can use very well. She starts to get really useful in chapter 17 when you’re force deployed Unari who can help her double and one round the promoted heroes and halberdiers on this map. She peaks in usefulness when she hits s-rank light magic and is able to one shot monsters with lingchi in the end game chapters. Still a bad unit, imo, and takes so much investment, but at least there is a tangible payoff for dealing with her.

Qiulan: Qiulan is another character I would try using if I did another misery mode playthrough as her buffs could be really good for hitting stat benchmarks. She also has perfect availability post-route split, so she can get a lot of training in, though I’m hesitant to invest too much in her because of the whole endgame thing. That aside, doesn’t seem bad at all, buffs are cool.

Murky: I’ve felt no desire to use her. Dissect is a strong tool to have and having locktouch is a plus, but i don’t need that extra move when Chalice outranges her in staff range and has a more relevant support personal. I could be super wrong about this as I value movement above all, but I feel weird when it comes to staffbots. Definitely not useless, but doesn’t seem remarkable to me.

John: I made a gargoyle with inspiration and nature’s rush in normal and a mogall with celerity and nature’s rush in misery. Both were bad. I really tried to make the gargoyle work, but he was just lacking in everything, a tiny bit too slow, not enough damage, not enough bulk. He was my worst flier and worst canto user by the end of the game. Not wanting to be burned again, I though about how I’d use john in the short term in my misery mode run and decided I would choose mogall and just use it as a cherish bot. For what he was in chapter 9 and 10, he was pretty helpful, but this role could be filled by any other light magic user. Don’t use your john, I don’t believe in these guys anymore.

Chixin: For being such a hidden character, I feel like Chixin is pretty mediocre. Starting with its strengths, it doesn’t need any weapons like the chicken, which is a big plus, and the 3 attacks it has are all solid. Thunderclap can one shot some enemies and only requires a tiny bit of chip to finish off others, whirlwind isn’t really helpful early, but helps it keep up later in the game, and iron wave is how it’ll be used in his first couple of chapters to hold lines. With its personal and iron wave, it can easily reach 20+ def in his starting chapter. Chixin’s big drawback is that it’s just so slow to start. It needs 2 kills to be a proper 8 move flier, but you still need to use whirlwind to get the canto, which doesn’t do as much damage as you’d like. Since it starts off as a 6 move flier, even getting it that first kill is cumbersome and slows you down just enough that you don’t want to bother. It’s also slow, so doubling is out of the picture and even once it’s ramped up, he just ends up being a high move tank that baits enemies in, which is good for tempo, but not all the remarkable when looking at Chixin itself.

Seahawk II: Uh, idk if I should count this as a character, but I chose physic, ballista, cannon, you can fight me on what you think the best trio is.

Thyme: Pretty good first impressions in her join chapter as her personal just blows up enemy mages, but there aren’t enough mages for her to kill in the game. There’s also not enough mages she can reach because her mobility is footlocked. Her promotion is good as she’s the only traditional sage in the game with access to anima and staves, so she can staff in between finding a mage to kill. She is decently fast, so you can give her a dicer of dan and she’ll quad a bunch of enemies. Also a very funny unit in chapter 12 to beat the boss with.

Basil: What an absolutely miserable unit. I get it, he wants to nostank enemies, but dear lord is he slow and also not that bulky. You better hope that he’s always fighitng one range because if he gets hit by a javelin, he’s not gonna tank the next attack coming at him. His saving grace is that he get mounted movement after his promotion.

Tasel: This guy has to be good, he just has to be. The brews he makes are cool, especially the freeze potion and he’s a canto bow-user. The most important thing about him is that he’s got access to the supply when no one else has that luxury on Oriana’s team, so that utility alone makes him useful to, at the very least, field late game.

Dune: Might be the best character in the game with the worst combat. Double Time is the best personal in the game, tied with Ellerie’s 4-way refresh and Oriana’s galeforce dance. She can just zoom across the map and get any objective she wants while being able to hit an enemy and run a full 8 tiles away with canto. Her prf is amazing for healing her up while also being the only magic lance in the game. Oh and it just gives +5 speed for fun. The flaws? Oh my god look at those stats. She will never one-round an enemy in her life. She struggles to kill enemies with a crit after the route split. There’s an argument to give her every single mana cube in the game so that she can hit things harder with the siphon spear and even then, she still can’t kill anything. I loved and hated using her, 1/10, she’s great.

Nerysa: The first thing you notice about Nerysa is that she has an S-rank in every magic type and in staves. The second thing you’ll notice is that she has 6 magic. The third thing you’ll notice is that she has powerstaff, so you’ll either slot her in over Chalice once u get her and you’ll definitely use her once the route split happens. Everything is out in the open with Nerysa, she needs to be close to people to status stave, she appreciates warp’s infinite range, she appreciates wave’s infinite range, she appreciates the guichen for existing so she can actually get kills. Use her well, she’ll make chapter 24 bearable.

Wisp: Perhaps the best chipper in the game. 15 move, can phase through walls, has a prf with 1-2 range that can’t miss and has built in miracle, it’s perfect. If you want the safest chip in the world, give her a flame sword and never have her take human form again. Her bases and growths are actually really solid, so if you want to use her as an actual assassin, you’ll have a good combat unit with miracle, but I tended to have her use the 15 movement to get objectives, so she ended up not seeing enough combat to gain many levels. Still, very good utility unit for me, maybe an amazing combat unit for you.

Aigo: I used this man as an 8 move weak link in chapter 14. He actually seems pretty good in misery mode with the inflated bulk of enemies, but he’s another slow combat unit, though he can at least use wind swords to boost his speed a little. I have a feeling that he wouldn’t see much combat even if you did deploy him every map because that personal skill is most of his character.

Foxberry: I really want to use Foxberry in another playthrough, she seems like she’d be really strong with her personal and her prf. Being able to pull someone a couple tiles closer 4 times in a map is more useful than it sounds and her personal isn’t hard to set up when you’re already trying to get units near each other for Ellerie’s refresh, so I suspect that she won’t have any problems killing. She’s also another rare unit to be able to double swordmasters due to her promotion being able to break the 30 speed cap and with her 105% growth in speed, it isn’t unreasonable for her to hit it.

John XVI: John XVI requires absolutely no investment to be fieldable endgame. The only thing you need to do with John XVI is to click mutate a couple times and pray you hit one of the crit skills and maybe galeforce if you wanna be cute. She’s a super simple, super bulky, super fun, and she heals to full at the end of turn for no reason at all. Honestly, she could have negative growths and I’ll still field her and mutate into decapitator galeforce.

Joyful Jo: Controversial opinion, I don’t like this chicken. I used him, of course, but his flaws really started to crop up in misery mode as he just isn’t able to kill enough things with flametongue. He only chunks mimics for about half, he can at least blow up ships and logs, but even using his breaths is annoying because after he attacks, he’s a slow 5 move unit who I need to turn back into a chicken where he’s super frail and weak again. In both of my playthrough, Jo never saw the endgame, but he’s at least an aoe chipper with flametongue, so he’s definitely not bad.

Hagendire: Hagendire actually looks really good. Versatile is an extremely cool personal and he’s actually really helpful in the chapter he joins in. When I looked at his stats, I didn’t even know that he had a leadership star (Not very important, but neat). He’s really fast and will hit his 30 speed cap in no time and he’ll end up being able to do a lot of damage with bows, especially if you give him some mana cubes. Unfortunately, they called him a loser nerd bozo in the cutscenes, so I didn’t end up using him and will continue to not use him other than in his joining chapter where he’ll kill 5 chimeras by himself.

Lilac: Lilac is a very interesting character to judge. His combat stats aren’t that great, though his speed stat is surprisingly high, but that doesn’t really matter because he’s a magic character so he’ll always do decent damage. His summon of lilac II is great as a 1-4 range luna coming from a mini wisp is really good along with having swarp. Even his personal is great for giving movement to low move characters or even to globetrotters like Gecko. The main flaw I had with him is that dark magic just kind of sucks with a bunch of good tomes being 1 range and the main draw of dark magic being luna and nosferatu. Luna is bad because enemies already don’t have a res stat and nos is bad for being 1 range. I used him in my normal playthrough and as you’ll see, he didn’t see much combat, but I don’t regret using him at all, he’s just really good at supporting the rest of your team.

Oren: This is a character I expected myself to love and instead I was extremely disappointed. When I read his personals, I was thinking that he’d be so good at being mobile and killing things and while he kind of fits that description, he just falls short of both. His best personal is the one that gives him and extra turn when dropping or rescuing, which is good, but not great. best use of this passive is to pick someone up after they’ve done their action and then drop them further ahead in which case Oren has moved twice his movement and allowed someone else to move farther, but Oren himself hasn’t attacked. If you do end up attacking with Oren, you’ll effectively not get any extra turns from his passive because he’ll need one more turn to drop the person he’s carrying and that dropped character won’t get to use their action for the turn. With a slower team style, he’d probably function fine, but it just felt too awkward using a glorified taxi that was never allowed to do actual combat.

Xeo: Finally, another character that I really love. In my normal playthrough, I didn’t think too much of him, I didn’t even field him outside of his joining chapter until chapter 23. That’s when I read his abilities a little closer and realized that he is an absolutely ridiculous character. Inevitable Fate slowly scales and puts him into invigorate, Futile Struggle lets him set up kills for Ellerie with the 33% burn after hit, and Prolonged Pain lets him nuke someone while also being invincible during enemy phase because it’s a goddamn 1-5 nosferatu. Once I got him in chapter 17 I made sure to get him promoted by chapter 18 for mounted movement and from there you’re just playing the Xeo minigame every chapter. The aim of the game is to find an enemy that can counterattack Xeo after he hits them with an Inevitable Fate to invigorate him and get his health low. This will give him an extra action and have him be free to one shot anyone he wants at 1-5 range with Prolonged Pain and then canto next to Ellerie to get another action and have his empower song up next turn to do the same thing. On enemy phase, you can just throw him wherever you want as long as he isn’t being 2-shot as he’ll just counter with prolonged pain, heal up the damage, and potentially even one-shot on counter like 5 guys. The only broken enemy phaser in the game and mvp of chapter 24. I wish my depression could make me so busted.

Ivadne: Another really cool unit with a cool playstyle, only this one is balanced. Ivadne’s gimmick is that she gets guaranteed crits if she doesn’t move at the start of her turn and comes with a 1-4 prf tome along with Canto. This means that the game plan is to have her where she wants to be the turn prior and do her entire movement through canto, which is something I find really cool. She uses bolting and meteor great and can potentially find one shots with them. There’s a special kind of joy moving around this inevitable force that’ll slowly approach and one-shot you, but Ivadne comes with the flaw of still only having 6 move a turn, so she’ll be left behind while Ellerie’s team covers 16 tiles per turn. Definitely a really good unit, fantastic even in an Iron Man.

Unari: Unari is a solid character, especially for Oriana’s team. Something I’ve barely mentioned are leadership stars and Unari has 2 of them. These typically don’t matter, but they specifically help Iosaf, the only member of Oriana’s team with accuracy issues. That aside, her stats are solid enough to be a good filler unit, her middling speed isn’t an issue because her personal means that adjacent enemies have an effective 0 speed so her and everyone else will always double. Her prf is great for teams that don’t want to use a staffer as the 20 hp is just enough healing to get through normal mode. Misery mode is different as you’ll need a lot more healing to a lot more characters which Unari still definitely helps out with, it just won’t be as clutch as 1 fortify use from chalice will heal the entire screen. Still, great unit, however not anyone’s mvp.

Betrayer: Holy moly, those hard mode bonuses go absolutely crazy. I wish kind of wish I used him because his personal can be really good with the abundance of ballistas that are present in these maps. He’s like an Iosaf for Ellerie’s team that’s a fair bit slower, but much bulkier and requiring a lot less investment. I’d use him more if I knew he wasn’t gonna die off before endgame, though he can be pretty helpful in Chapter 24.

Zububai: Zububai is another low-investment endgame ready unit as she’s just the best filler in the game. S-rank in every weapon except the worst one, dark magic, a personal that gives her 30 effective strength, and another personal to give her an umbral effect against any 1 chosen type per turn. Super flexible, super strong, give her the bows that Yvette will never get to dream of touching.

Caloogo: Kind of a boring character, he does a lot of damage to isolated enemies, he’s a flier, he’s got bows, he’s okay, he’s definitely not using any light tomes.

Empress: The last of the 3 chickens and, hoo boy, this one is really cool. Empress’ gimmick is that she can summon a 4 mov clone that’ll chunk an enemy and give Empress another action at the cost of 4 move. Being a 10 move unit, she can do this twice a turn and travel an effective 18 flying movement each turn while getting of 2 weak attack and her main attack. Do note that giving her the plucker’s won’t give her a third summon, though it will boost her total mobility to 24 tiles, which is still amazing. Add in her ridiculous bases and growths and you’ve got a chicken that consistently has high impact from start to finish of Oriana’s route. Chicken Oifey best Oifey

Sorbet: Sorbet is basically flanderized Tower in terms of gameplay. Surprisingly high magic for great staffing and 99 atk on everything worth one-shotting. Great filler character for Ellerie’s team and is Nerysa’s partner in crime in chapter 24 for keeping everyone alive and buffed.

Maurice: Okay, so Maurice is obviously nuts, but I want to start with a flaw before all of his upsides. In chapter 25, he’s unable to solo neither the bottom left or bottom right sections in misery mode like he can in normal mode. This means he’ll get a little bit less experience moving into end game. That aside, who even cares, he’s a 1-5 range wind sword, flame sword, light brand abusing monster that sets up or even just takes kills for the 3 or so remaining chapters he’s available for. Just make sure you don’t give him too much good shit or things will be a little awkward in a later chapter.

Guard: There’s our Gotoh, Guard is the carry for when you pull up to chapter 26 with no characters because you lost them all to executioners. By the time you get Guard, the game is over, your team is strong enough to steamroll the rest of the game, normal or misery. Get Guard to level 30 and stat boost her to 40 strength and speed, who even cares. Make that big number bigger. Oh yeah, she has 10 move.

Helisent: BONUS GOTOH, BONUS GOTOH. So yeah, an extra dancer in Oriana’s route or your Oriana replacement in Ellerie’s route is the cherry on top of your teams. Rallies and Tides and Advising, oh my. In all seriousness, utilize the tides well, it helps your non sword units double 30 speed swordmasters and champions. I’m also not showing you my Helisent Because everyone has the same one.

TLDR:


Not 100% sure on this list, but this is about where I stand with Misery Mode viability, not ranking the other johns because I didn’t play with them.

Damn, that took a long time to write out, I don’t expect anyone to read all of it, I just really wanted to yap about my experiences with this game. If you’re reading this Rivian, thank you so much for making this, it’s become my favorite fire emblem experience, period, and I’ll likely be playing yet another playthrough the second any new element is added.
Also please buff Acielle, thanks :slight_smile:

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I love reading CC unit breakdowns so this was a joy. (I don’t think this make me a narcissist?)
Most surprised by John XIV being good in misery.

I wish my depression could make me so busted.

Too true, chief.

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