Found a bug where Rushia can’t summon at least on her debut chapter
Have not updated to 1.8.1 yet, do if it’s fixed in that then disregard
Found a bug where Rushia can’t summon at least on her debut chapter
Have not updated to 1.8.1 yet, do if it’s fixed in that then disregard
Duly Noted, thank you!
Noted, thank you
Noted, thank you!
Noted. Thank you!
Alright, made it past Endgame and to the first Trial Map.
Ch25 has basically no difficulty after the Kronii fight.
Ch25x went pretty easily by having Amelia and Calliope solo everything. Rat spam was no issue as Amelia’s Glock and Calliope’s Ricky have infinite durability
Ch26 is pretty easy once you get past the initial wave and block the reinforcement spawns. Kronii, Amelia and Asacoco!Zeta (who got the Galeforce manual from Ch23) could quickly clear out several enemies at once, making the map a casual stroll for the most part. Haachama is ridiculously strong normally (and has Foresight to make it very difficult for Kronii to kill her), but is easily trivialized by having Noel enemy phase her to death with the Violance, due to having Tower Shield+. Haato, unlike Haachama, does not have status staff immunity, so she can easily be dealt with by using Entrap to remove her from her Throne, then applying Sleep before having other units kill her. Also, I love the Super Thracia reference LMFAO.
Endgame is easily 2-turned with Warp. I spend Turn 1 setting up the kill, by having Watame use Filla’s Might on Kronii, and having Amelia Combat Stim herself to maximize the damage boost from her personal skill. On Turn 2, I warp in Kronii, Amelia and Watame, and have Kronii wail on the boss until it dies.
Ultimately, the super late-game (post Ch25) boils down to having Kronii do everything, while other units do their best to help. Really, almost any problem you find late-game can be trivialized by some combination of Kronii, high-MAG staff users, and a few support units.
Decided to start another playthrough with the new update. In Ch 7, after killing the north overwatch mage, no enemies seem to spawn. The guide said reinforcements would spawn, but none did.
Tier List time!
Kronii is the absolute peak of combat units in the endgame. 50/50/50 STR/SKL/SPD, a PRF Brave Sword with 120 Hit, +15 Speed, infinite uses and Galeforce on top, and 80 HP, ensuring her decent defenses are more than enough. Oh, and not to mention her 20 leadership stars.
What Kronii is to physical combat, Towa is to staff utility. Coming with high MAG, high Staff rank and Powerstaff, Towa dwarfs over all other staff users in terms of sheer utility. The fact that Sleep and Entrap can be freely purchased only makes her better, as she can reliably neutralize several tough bosses all on her own. Even her 14 CON can come in handy, as she can ferry other units around by using Powerstaff to self-refresh. She can’t attack, and her low SPD does cause her to be doubled, but these are more than acceptable side effects for what she is capable of.
Laplace!Laplus is the peak of magic users. A combination of ridiculously high MAG/DEF/RES and Corona+ means that she can reliably OHKO almost anything that shows up with Nephilim’s Sorrow. Additionally, her class capping at 50 instead of Towa’s 40 allows her to status staff even the most RES-stacked enemies that elude even Towa. Her only issue is the loss of her Anima rank upon promotion.
While Kronii may crush the endgame, Flare dominates literally everything else. Not only are her stats good, she is able to promote twice (even before the Master Proof), first to Sniper for +3 Strength, and then to General via A-support with Noel to obtain the Hand Cannon, a 25 use Ballista with 3-15 range. The Hand Cannon can trivialize almost anything and is only held back by being non-Hammernable. Furthermore, becoming a General allows Flare to use Javelins and Hand Axes, meaning her already good stats are no longer stuck in bowlocked form. Bowrange +1 is also incredibly useful for cheesing several bosses that have strong 1-2 range like Bloom and Gloom. Additionally, she has Resolve in her learnset, jacking her already good stats to absurd heights. Finally, she can use the Master Proof to become a Master Knight, at which point all bets are off. Her stats are ridiculously good across the board, 7 movement with Canto+, and a massive variety of weapons to use.
Noel is an example of an armored unit done right. Her monstrous 80% STR growth will ensure that she will be 2HKO’ing even the bulkiest enemies, which is made all the more better as Brave Lances can be bulk-purchased as soon as Chapter 11. Colossus gives her a good chance to instantly kill the enemy, and the combination of Short Shield and Ready Stance allows her to wall physical attackers; even those that deal effective damage will be struggling to kill her. Once she gets her story promotion into Commander, all hell breaks loose. Tower Shield+ makes her key to trivializing the incredibly dangerous Symphones found across the later maps, and she can even deal with bosses by abusing their inability to damage her from range.
Risu comes out on top of an already oversaturated Dark Mage pool. Unlike other Dark Mages who are usually slow, Risu is actually very fast due to her good offensive growths, that have plenty of time to work due to her early join time, and Swift Stance giving her 4 more SPD on Enemy Phase. While her defensive growths are lower, her bases in those stats are actually very good, and as a result, she’s never really in serious danger even when sent in to fight an entire horde with a Flux. Promoting to Witch also gives her flying mobility and Canto+. However, come Chapter 19, and all hell breaks loose. Nosferatu becomes bulk-buyable at that point, and at the dirt-cheap price of 650/copy with the Silver Card. At that point, even enemy Bow users (who she can soak up with her 85% HP growth) and Draco Zombies struggle to do more than annoy her.
Choco manages to defy the general mediocrity of prepromotes through a rather unorthodox method. While her combat is generally quite decent until the endgame, what makes her truly good has nothing to do with her mobility or damage output. It’s actually the combination of 15 base CON and a decent speed stat, that makes her the best abuser of the early Steal+ scroll. With it, she can easily supply the player with good equipment from the enemy forces. Even beyond Steal+ utility, she still flies and deals effective damage to monsters, and her PRF also is WT neutral.
Zeta proves to be the best in an oversaturated pool of thieves. Assassinate is an excellent skill for fast units by being essentially Desperation but always active, and Zeta makes very good use of it with her colossal 27 base SPD. Her offenses are more than enough for the chapters you have her in, while also having Pass and Infiltrator to get through choke-heavy maps like Chapter 15. Once she comes back in Ch21xA, she has gained a whopping +10 to STR for a 5 level increase, and is a prime candidate for an Asacoco in order to jack her offenses to absurd heights. Her reliability in one-rounding is better than all the other thieves by a wide margin.
Miko is an example of the early healer being good at more than healing. Having Paragon to quickly rack up EXP, Miko can afford to early-promote due to not having any skills learned between Lv10 and Promoted Lv1. Additionally, her combination of Alert Stance+ and Devil’s Whim make her nearly unkillable to normal enemies, as those accurate enough to hit her can still fail due to backfire. As a result, not only will she be your first high-staff rank unit, she will also crush your other magic attackers like Sora and AZKi in combat ability, and is only really held back by ramming her level cap too quickly and needing Redebuts, and even then it’s not as bad of an issue, as her offensive growths are solid, and she will still turn out incredibly well.
I have reached Ch 9 in my yabai playthrough and was following a guide to catch up to where I was earlier. I noticed that the guide did not mention that, after a decent number of turns passed (~14 turns), Lamy would just leave the map if you haven’t talked to her, making her unrecruitable. Did not like getting surprised at losing a recruit.
Edit: context
Thanks for playing! Yea the gotoh was meant as a way to compensate those who may have had a large amount or significant deaths in the playthrough (either way though I think she’s needed regardless)
That should not happen, I will double check that
Forgot about that, sorry! I’ll amend it in!
Kronii is very necessary. Endgame bosses (outside of the Deadlords) suddenly have stats so high that even capped units will be struggling without setting up Resolve or Rally stacks before. This is especially damning for units that cap their stats at 40 across the board, instead of 50. There is only one Master Proof before the post-game, and not everyone can use it. Some, like Mumei, simply do not have a 50-cap option. Notably, even Amelia will begin massively struggling against bosses due to her low caps, and Minute Hand, as strong as it is, is not enough to make her boss-killer viable (she’s better off using her personal skill to make Kronii do more damage).
By the time the postgame hits, units that cap at 40 are grossly outclassed due to trial map enemies frequently just having 40s across the board. On the one hand, making them any stronger will simply make 40-cap units irredeemably bad. On the other hand, they are also cannon fodder for Kronii, and the first trial map can easily be trivialized by giving Kronii the Savior Scroll, having her Rescue Amelia and then solo everything.
Speaking of the first trial map, there appears to be a bug with Laufey’s multiple phases. When Kronii (rescuing Amelia) kills Laufey, for some reason, Kronii’s traveler (Amelia) is simply deleted. You can still see them on the unit list, but attempting to select them will just bring up the tile Kronii was at when Laufey was defeated (once), but no unit will be there. Consequently, if Amelia gets deleted this way, the map can’t be cleared as it is a Seize map. Dropping Amelia fixes the problem, although it’s not a good idea until the area is made safe first. Laufey is also a complete joke, as despite her skillset and equipment, Kronii and the green unit (once recruited) total 35 leadership stars, completely crippling Laufey’s accuracy.
Also, if you beat the trial map, then go back into it, the two new units you got last time will keep their inventories, and the recruitable green unit will leave your party to become green again, and have to be re-recruited.
Noted, thank you!
Another thing about the Laufey fight I forgot to mention.
Did you forget to make Laufey’s 4th phase? Normally, in Super Thracia, the order in which you fight Laufey is Swords → Lances → Axes → Light (as a Master Knight) → Dark → Dragon.
In the first Trial Map, Laufey only has 5 phases, skipping the Light phase entirely.
This is probably a bug, im not sure when but i thinkk after 16x my laplus’s level reset back down from like 32 back to level 1, which is very convieniet for me but probably not intended.
I didnt know how I can miss that. Thank you!
That is not intended at all. What emulator are you using?
There is a good reason why the last chapters start to have less monster enemies lol
But iirc, for most of the monster arc in mid to late game, you should have a plenty of anti-monster methods which will come handy against the many monsters in from chapter 15 to chapter 24x
On another note, I have updated the character guide again, completing entries for Miko, Suisei and Baelz! [FE8] HoloEmblem: The Search for Seiso (42 Chapters) [v.1.8.1] Out Now! - #844 by Ryan3921
She can also become a dancer through Suisei support I think, as well as Nephilim from Irys support
vba-m, should i have used a different one?
mgba works the best
How do skill scrolls work? I’ve tried to use savestates a bit to figure it out - when I use a scroll on someone who already has 5 skills the skill doesn’t seem to show up in their list and I’m not sure if it applies or not. They work perfectly as expected for units with less than 5 though - are they only meant to work for those units? In general is there a way to replace skills?
I suggest you add some space in between stats, class change and skills section in the character guide. It will be easier to view as each section is too close to each other. Just a small nitpick.
Edit: grammatical errors