September 13th, 2018, 07:27
Posts: 3,135
Threads: 25
Joined: Feb 2018
Sacred Stones Solo Seth: Monster Mayhem
Chapter 20
-The penultimate chapter of Sacred Stones was very long even when I knew what to do. It took several tries to learn where the enemy reinforcements appeared so they wouldn't surround Seth or kill Eirika. One necessary tactic was giving Eirika lances and Elixirs so she could resupply Seth even while rescued. Javelins were the most valuable weapons, since so many enemies were Gargoyles, Deathgoyles, or eyeballs. Centaurs had high mobility and could pose a threat if they all attacked at once. Cyclops had low movement but had enough HP to make up for it. When dealing with enemies like that, I used a Killing Edge or Silver Sword.
Managing Seth and Eirika's movement was essential. Most of the time, I tried to keep Eirika barely out of enemy range so she could give supplies to Seth when he broke his Javelins or chugged Elixirs. (With only 20 durability, Seth had to replace his Javelins all the time.) Seth would often be double attacked while carrying Eirika. Fortunately, the Paladin class's movement combined with the movement bonus item meant he could sometimes drop her off safely and fight without the Speed and Skill penalty.
Riev charged at Seth and was impaled on a Javelin a turn later. For the dragon boss, I had to use the legendary sword Audhulma for its bonus against monsters.
The final chapter comes immediately after 20 without an opportunity to shop, so hopefully I have enough supplies and Audhulma uses to beat Lyon and Formotiis.
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."
T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.
September 13th, 2018, 17:16
Posts: 3,135
Threads: 25
Joined: Feb 2018
Seth may not be strong enough to handle the final chapter. With the Angelic Robe in the bottom right corner of the first part of the map, his HP reaches 60. Formotiis the Demon King hits for 30 damage with his ranged attack. So I can't survive attacking him on player phase unless I can dodge his high 70s accuracy, and I can't wait for enemy phase because he moves away and Audhulma isn't ranged. He also has Gorgon reinforcements.
It took some luck dodging Gorgon attacks to get through the Lyon part. Seth's high movement meant he could move around the zombie dragons without having to worry about their attacks. He was petrified a few times, but Lyon's monster guards didn't move to take advantage of that.
Oh well. Failed challenge runs can be entertaining too, as my attempted playthrough of Bravely Default with 4 Monks showed me. I'll put this on hold unless there's some creative way to deal with Formotiis that I haven't found.
If I do a Fire Emblem playthrough for Realms Beyond in the future, it'll be something like a normal run of Awakening on Lunatic or maybe low tier characters in one of the other games. With solo runs in other games, you can at least level grind if there's no better tactic available, but in Fire Emblem you have RNG level ups, stat caps, and a low level cap.
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."
T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.
February 3rd, 2019, 20:03
Posts: 3,135
Threads: 25
Joined: Feb 2018
Fire Emblem Awakening Mobility Variant Part 1: Shining Force Edition
Anyone who's followed my Shining Force playthroughs in the Sonic's Ultimate Genesis Collection thread knows that I have a strange fondness for themed teams. For those games, I excluded any unit with a natural movement under 6.
It's time to take this variant to a Fire Emblem game. The following rules will be used:
-Hard/Classic difficulty: Lunatic is the "Buy downloadable content" difficulty, and is unfair to variants. Classic is there to prevent me from sacrificing my units to win. Casual would be closer to Shining Force, but enemies in those games are stronger to account for the lack of permadeath, especially bosses.
-First generation units only: I'll probably play the Paralogues for any children resulting from S rank supports for completion's sake, but 2nd generation units would likely make the game too easy. It's also harder to judge them as units based on their variable parentage and Skills.
-Legal classes: Cavalier, Great Knight, Paladin, Troubadour, Valkyrie, Pegasus Knight, Falcon Knight, Dark Flier, Wyvern Rider, Wyvern Lord, Griffon Rider. Other forced units will be moved out of the way and stripped of their items.
-Since Chrom and Robin are mandatory, I'll make an exception for them. They must be reclassed into a mounted unit as soon as they can use a Second Seal.
-Female Robin, Defense Asset and Luck Flaw
Premonition
-This tutorial was even easier than normal with a lucky Dual Strike with Chrom as the lead. One round of combat sent Validar flying.
Prologue
-This village map took a bit of strategy without Lissa available for healing. The party stayed in a tight formation at the southwest with a Chrom/Robin Pair Up to the north of Lissa and unpaired Frederick to Lissa's east. Chrom helped finish off axe-wielding Barbarians, and Robin switched to the lead position to deal with a Mage when he was injured. Chrom lured the northern Myrmidons into attack range, and Frederick impaled a Mage on his Silver Lance. To deal with Garrick the boss, I had Chrom attack to avoid an enemy critical chance. Robin finished him off with her Bronze Sword.
Chapter 1
-The zombie Risen infested this heavily forested map. Virion the Archer Paired Up with Lissa the Cleric, and both wasted their turns running around the northeast. Sully the Cavalier Paired Up with Frederick the Great Knight and parked on the northern healing fort. This was a good decision because of the Defense boost. Chrom the Lord and Robin the Tactician went to the southern fort and fought the enemies there. When the boss drew near, Sully attacked and got a lucky Dual Strike with Frederick. Chrom and Robin's Support level went to C after the mission ended.
Chapter 2
-Virion gave his Elixirs to Robin before Pairing Up with Vaike the Fighter. This ensured that they would both be irrelevant. (Well, Vaike forgot to bring a weapon in the first place according to the plot. ) Sully Paired Up with her fellow Cavalier Stahl, and Chrom linked with Robin as usual. The party tried to make a decent formation on the southern edge of the map, but there were enough enemies to pose a threat. One Soldier managed to permanently injure Virion. (He couldn't technically be killed due to plot immunity.) Miriel Paired Up with Vaike to avoid using magic, and Vaike managed to survive long enough for my usable characters to clear out the area.
After that carnage, Chrom/Robin and Sully/Stahl spent a few turns healing on the forts south of the bridge. The bridge was 2 tiles wide, making it a perfect choke point for both teams. Sully/Stahl fought the Risen Chief that had a 2 range Hand Axe. The two Cavaliers got a C Support after the battle. Their dialogue made them sound like sparring partners, which was certainly better written than the "accidentally saw each other in the shower" Chrom/Robin Supports.
Chapter 3
-Sumia the Pegasus Knight joined in this snowy fort map, and the best Pair Up choice for her was Frederick. I had never used her much before because I thought she was hard to train. Turns out having Frederick as a boyfriend gave a large boost to the stats she needed, plus a chance of a Silver Lance Dual Strike. She managed to get the first critical of the playthrough too. Chrom/Robin headed west to deal with the enemies on the lowest floor, while Sumia/Frederick and Sully/Stahl took care of the east.
The locked door to the top floor was also a 1 tile wide chokepoint. The party went to the western side of the top floor and started baiting enemies. Chrom nearly died to a stupid decision I made, but one enemy attack missed. One Barbarian had the powerful anti-armor Hammer weapon, but Robin used her Pair Up powers to completely block its attack on Chrom. (Pair Up is overpowered in Awakening. If you're used to the Game Boy Advance, Gamecube, or Wii games, think of Pair Up as a form of Rescuing that gives you stat buffs instead of a Speed penalty. It also provides a random chance to have the Rescued character block all damage or launch extra attacks.)
Raimi the armored Knight boss had a 2 range Javelin. Robin/Chrom stood on the Stairs terrain and started casting Thunder. Sully/Stahl dealt the final blow. The Chrom/Robin Support rank increased to B after this chapter. The free Wireless features unlocked too. I placed the bonus chapters on the map, but decided against using the extra weapons. Shops were also available now, so I stocked up on Vulneraries to make up for the lack of healer units.
Paralogue 1: The Farfort
-Remember those bonus chapters that ended in "X" in Fire Emblem GBA? They're called Paralogues in Awakening. This game has a world map like Sacred Stones, so you can put them off until later if you want to.
The Farfort was a forested map that was partially blocked by walls at various points. These provided chokepoints for my units. Sully/Stahl stayed in the southern gap, while Chrom/Robin blocked the middle one. Sumia/Frederick flew north and attacked units like the Thief. Donnel hid in the corner because he wasn't mounted. (That, and he's hard to level up anyway. Think of him like Arthur from Shining Force 1.)
Sully got a critical hit on one Barbarian. The party moved forward, with Sumia/Frederick staying a little behind the others to stay out of the way of her arrow weakness. Once Sumia/Frederick was in range, Archers started dying in one round of combat. A Thief stole the Killer Lance, and Sully/Stahl wouldn't let him escape alive. The other treasure was the Rescue Staff, which would be useful for a certain mounted healer later in the game.
To avoid any risk of critical hits from a Silver Axe or Short Axe, Chrom/Robin fought Roddick the boss Barbarian. A Dual Strike finished him off. Donnel didn't gain a level in this chapter, so it was back to the farm for him. As for Supports, Sully/Stahl increased to B, and Sumia/Frederick to C. Sumia said "I'm so sick of being the girl whose main contribution is falling on her face!" Japanese game developers seem to think tripping is the highest form of comedy aside from naming characters after food. See also Colette in Tales of Symphonia.
Iron weapons were now available for sale, but I didn't have enough money to stock up on those. This was mostly because Anna appeared and offered a Second Seal for sale. Chances are it'll go to Robin first.
Stats
Chrom level 8 Lord
HP: 27
STR: 11
MAG: 2
SKILL: 12
SPD: 11
LCK: 9
DEF: 12
RES: 2
Robin level 8 Tactician
HP: 23
STR: 8
MAG: 8
SKILL: 8
SPD: 7
LCK: 8
DEF: 12
RES: 5
Frederick level 1 Great Knight (prepromote)
HP: 28
STR: 13
MAG: 2
SKILL: 12
SPD: 10
LCK: 6
DEF: 14
RES: 3
Sully level 7 Cavalier
HP: 25
STR: 10
MAG: 2
SKILL: 11
SPD: 12
LCK: 8
DEF: 10
RES: 3
Stahl level 6 Cavalier
HP: 26
STR: 10
MAG: 1
SKILL: 10
SPD: 8
LCK: 6
DEF: 9
RES: 2
Sumia level 6 Pegasus Knight
HP: 22
STR: 8
MAG: 5
SKILL: 15
SPD: 15
LCK: 12
DEF: 8
RES: 10
Skills
Chrom: Dual Strike+ (+10% Dual Strike chance)
Robin: Veteran (+50% EXP if using Pair Up)
Frederick: Discipline (2X weapon experience), Outdoor Fighter (Hit/Avo + 10% if outside)
Sully: Discipline
Stahl: Discipline
Sumia: Speed +2 (Does exactly what you think)
When you go back to Fire Emblem after playing 2 Shining Force games, you realize how much faster the pace is in the former. Maps seem smaller. Enemies often die in one round of combat here, and they're also weaker because the game is balanced around permadeath.
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."
T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.
February 4th, 2019, 21:24
(This post was last modified: February 4th, 2019, 21:27 by Herman Gigglethorpe.)
Posts: 3,135
Threads: 25
Joined: Feb 2018
Fire Emblem Awakening Mobility Variant Part 2: Time to Tip the Scales
Chapter 4
-This arena didn't have anything in the way of interesting terrain. Fewer units than usual were allowed, but there weren't many eligible characters anyway due to my restrictions. Robin leveled up to 10, and I immediately reclassed her into a Pegasus Knight to fit the rules. Since her Lance proficiency was at E, I had a Bronze Lance in her inventory. Sumia/Frederick took down "Marth" (i.e. Lucina) in 2 rounds.
Chapter 5
-The terrain was more interesting in this chapter. There were cliffs with chokepoints, healing forts, and a plain with some forests at the bottom of the map. Sumia Paired Up with Maribelle the Troubadour temporarily to get her out of the enemies' range. Ricken the Mage wasn't so lucky, and was killed in 2 attacks. Oh well! Who needs a low level pedestrian spellcaster anyway?
Stahl/Sully went north to block the 1 tile wide northern passage near the start. Pair Up was so poorly balanced that Sully blocked 3 attacks for Stahl in a row: an Iron Axe Wyvern Rider, an Iron Sword Myrmidon, and a Flux Dark Mage.
One feature I hate about Awakening is the fact that enemy reinforcements can move and attack on the same turn that they spawn. That's one reason that I don't play on Lunatic. My units were so overpowered that it didn't matter much here, but I still thought it was poor design.
Robin leveled up quickly as a Pegasus Knight thanks to her new mobility and Veteran Skill. Chrom's Falchion killed the Wyvern Rider boss because of its bonus against dragon type enemies.
After the chapter, Sumia/Frederick went to the B rank Support. There was a joke about her picking flowers by mistake instead of weeds. Sumia may be an effective fighter, but she's not a well-written character. Sully/Stahl went to the A rank Support, talking about sparring as usual.
Paralogue 2: The Twin's Turf
-This map was heavily forested and had rivers with 1 tile wide bridges. This meant little to Sumia/Frederick and Robin/Chrom when they flew over with ease. There was also an NPC ally named Anna who was fighting enemies with her sword. Eventually, an Iron Axe Barbarian defeated her, but Frederick/Sumia reached the village and time and received a Physic staff as a reward.
I had earlier switched to Frederick because the map had quite a few Archers to deal with. Switching to Chrom helped with the Archers to the north of the starting position. For a brief time, my units had to retreat west to prevent Maribelle from being killed.
Chrom/Robin fell short of killing Victor the Short Axe Berserker boss when Dual Strike attacks missed. Stahl/Sully finished him off.
Chapter 6
-The party had to defend Emmeryn in her castle. Maribelle stood near her, as did Panne the Taguel (think Laguz) when she appeared. Maribelle opened the treasure chest and found a Skill boosting Secret Book.
One wave of enemies tried to come through a 2 tile wide gap in the walls, so Robin/Chrom and Sully/Stahl blocked that point. Sumia/Frederick stayed near Lucina in the middle of the map. One amusing event occurred when Sully got a critical hit on Gaius the recruitable Thief, killing him in one shot! She received some experience and an Iron Sword when that happened.
The wave of enemies was too much for Lucina, and a Flux wielding Dark Mage knocked her out. Validar appeared as the boss, but the fight was an anticlimax. Robin/Chrom defeated him in one round, and his Elfire spell missed. The Sully/Stahl pairing became an official marriage after this mission, and Sumia/Frederick rose to A rank.
Chapter 7
-Another cliff map meant more uses for my Pegasus Knights. The level was different from Chapter 5 in that it was much more open, and there was a giant void in the southern portion. Sumia/Frederick flew across the gap and fought Wyvern Riders. Switching out to Chrom helped Robin avoid becoming an arrow pincushion in the forested middle portion of the map. Sully/Stahl fought in that area too. Maribelle stayed near the starting position because she was so fragile.
Cordelia the Pegasus Knight appeared too late to make a difference. Vasto the Wyvern Rider boss whiffed his Steel Axe attack while Sumia/Frederick hit him with a Dual Strike. Chrom's Falchion slew the dragon.
Paralogue 3: Peaceful Village
-The gimmick for this map was that there were several NPC Villagers scattered throughout the map that I was supposed to save. Robin may have been a Tactician, but she didn't care much about collateral damage. The map had several rivers that were easily ignored with flight.
Cordelia Paired Up with Maribelle because that was the only available option. They weren't even eligible for a C Support. Cordelia managed to kill an Archer, but a melee unit wounded her, probably a Barbarian.
Robin/Chrom and Sumia/Frederick dealt with the western enemies, especially Pegasus Knights. Sully/Stahl fought the enemies in the northeast near the village.
Stahl blocked the Risen Chief's Silver Lance for Sully, then she responded with a 2 hit knockout.
Sumia and Frederick married after the end of this bonus level.
Fire Emblem Awakening really needed a difficulty between Hard and Lunatic. Hard is like Normal from any other Fire Emblem, if even that. Everything I hear about Lunatic suggests that it requires either grinding DLC or cheesy tactics (i.e. having a high Defense unit with the HP draining Nosferatu spell) to win.
Stats
Chrom level 13 Lord
HP: 31
STR: 14
MAG: 2
SKILL: 15
SPD: 14
LCK: 13
DEF: 16
RES: 4
Robin level 10/12 Pegasus Knight (reclassed)
HP: 32
STR: 16
MAG: 11
SKILL: 17
SPD: 21
LCK: 13
DEF: 17
RES: 11
Frederick level 3 Great Knight (prepromote)
HP: 30
STR: 15
MAG: 2
SKILL: 14
SPD: 11
LCK: 7
DEF: 14
RES: 4
Sully level 13 Cavalier
HP: 30
STR: 13
MAG: 3
SKILL: 15
SPD: 15
LCK: 13
DEF: 12
RES: 5
Stahl level 12 Cavalier
HP: 31
STR: 14
MAG: 1
SKILL: 11
SPD: 10
LCK: 8
DEF: 13
RES: 5
Sumia level 14 Pegasus Knight
HP: 29
STR: 12
MAG: 9
SKILL: 21
SPD: 22
LCK: 16
DEF: 12
RES: 13
Maribelle level 4 Troubadour
HP: 19
STR: 0
MAG: 6
SKILL: 4
SPD: 6
LCK: 6
DEF: 3
RES: 6
Cordelia level 8 Pegasus Knight
HP: 26
STR: 10
MAG: 3
SKILL: 13
SPD: 13
LCK: 9
DEF: 8
RES: 9
Skills
Chrom: Dual Strike +, Charm (Hit + AVo + 5 to friendly units within 3 tiles)
Robin: Veteran, Solidarity (Crit/Ddg + 10 to allies next to her), Speed +2, Relief
Frederick: Discipline, Outdoor Fighter
Sully: Discipline, Outdoor Fighter
Stahl: Discipline, Outdoor Fighter
Sumia: Speed +2, Relief (Restores 20% HP per turn if “no units are within 3 spaces”, still works with Pair Up)
Maribelle: Resistance + 2 (Does what you think)
Cordelia: Speed + 2
EDIT: If the font looks weird, that's because I type some of these posts in Microsoft Word and it doesn't always transition well to Realms Beyond.
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."
T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.
February 5th, 2019, 20:38
(This post was last modified: February 5th, 2019, 20:42 by Herman Gigglethorpe.)
Posts: 3,135
Threads: 25
Joined: Feb 2018
Fire Emblem Awakening Mobility Variant Part 3: Promotion Party
Chapter 8
-The area around Plegia was largely desert, and that was obvious in this map. Desert terrain was awful for Cavaliers, but there was just enough rocky ground in the northeast that Sully/Stahl could still be relevant.
The fliers pushed south, making sure to grab the Master Seal in the southwest and the Second Seal in the southeast. Chrom reclassed into a Cavalier to fulfill the variant requirements.
Chrom's only other reclassing option is Archer, so he has very limited options compared to other units. Those who haven't played Awakening may not know that a Dark Flier is an alternate Pegasus Knight promotion that can use both lances and elemental magic ("Anima" in the GBA games). They also get a great Skill that you might see late in the playthrough.
Nowi fell early to a Steel Lance Cavalier, and Gregor suffered the same fate on turn 3. Neither Manaketes nor Mercenaries were eligible, so it wasn't much of a loss. Chrom apologized to Nowi for his "failure" after the mission was over.
Cordelia/Frederick fought the Dark Magic using boss Chalard. He cast Nosferatu, then Cordelia double attacked for the KO. One oddity that I've encountered in this variant is that there is a gender imbalance in the party, so not everyone can get an S rank Support. So it may appear that Frederick is two-timing Sumia to give Cordelia a chance to level up with Pair Up bonuses.
Chapter 9
-This was another desert map, but the nearby fortress made it more linear than Chapter 8. Cordelia almost died once, so I switched out to Frederick for a bit. Libra was an idiot who charged off towards a large group of enemies. He ended up meeting his gods when a Steel Axe Wyvern Rider flew by. When the group of enemies in the southwest cleared out, Cordelia promoted to Dark Flier at level 10. As for Tharja the Dark Mage, Chrom chose to kill her with his Falchion instead of recruiting her. He got a nice level out of it: HP, STR, SKILL, SPD, LCK.
Chapter 9 handled reinforcements better than the rest of the game. The boss said a line or two about how slow his backup troops were several turns in a advance, which at least gave a hint to the player rather than spawning them out of nowhere. Wyvern Riders spawned near the starting position, and a couple of Soldiers appeared near the boss. Chrom/Robin was sometimes used over Robin/Chrom because of the Archers. Stahl/Sully stayed near the entrance to take out the Wyvern Riders because their movement was abysmal in the desert.
Frederick/Cordelia fought the boss Campari the Knight with a Silver Lance. He gained a level afterwards. Steel weapons became available for sale after the chapter ended.
Paralogue 4: The Twin's Hideout
-There were a lot of walls and somewhat narrow passages here. Sully/Stahl got around this by throwing Javelins at Mages and Archers. The fliers played somewhat more conservatively due to the risk of Elwind or arrows. Chrom/Robin fought Vincent the Berserker. One round resulted in both a Dual Strike and a block from Robin.
I didn't bother opening any of the chests because no keys were available and the variant rules excluded Anna. Anna as an NPC still managed to steal some experience from the party by cutting them up with her sword. She was generous enough to heal Sully with a staff too. She joined the team after the chapter ended even though I didn't talk to her at all. An Anna sold a Master Seal after the fight which I used to turn Robin into a Dark Flier.
Chapter 10
-The map was different from previous chapters. Only the boss needed to be defeated, so I didn't have to kill all the enemies. Several large mountain "ridges" could only be traversed by fliers, while the ground units had to stay in the valleys. No Elwind Mages or Archers existed to cause problems either. This meant a massive advantage for fliers, especially Robin/Chrom. Her Thunder could kill practically everything in 2 hits from a distance. Or one, in the case of a "Time to tip the scales!" critical hit on the boss Mustapha the Berserker. Stahl and Sully fought melee units in a central valley.
Cordelia happened to randomly find Sigurd's Lance in an RNG event, which I might use later on. After this chapter, another Master Seal promoted Sumia into a Dark Flier.
Monsters in the Longfort (Same map as Chapter 3)
-I don't want to fight too many random encounters in this playthrough, but this was an exception because it blocked an Anna with a Master Seal. The enemies were so far below my level that it had less EXP than a regular mission anyway. Chrom/Robin rushed the Archers on the top floor, while Sumia/Frederick fought the "boss". Cordelia/Maribelle and Sully/Stahl barely saved Anna from the Risen. Maribelle was finally good for something because her Pair Up bonus boosted Cordelia's Magic stat. She was casting Fire at the time, and having a ranged attack mitigated her poor Defense.
The Master Seal promoted Stahl to a Paladin after the battle. He needed the promotion more than Sully because his Speed was noticeably lower than hers. Why Paladin over Great Knight? Paladins have better movement and Speed, and don't have to worry about anti-armor weapons like the Hammer.
Stats
Chrom level (13/14?)/6 Cavalier (reclassed from Lord, forgot exact level when he did it)
HP: 47
STR: 20
MAG: 2
SKILL: 20
SPD: 17
LCK: 16
DEF: 19
RES: 5
Robin level 10/16/2 Dark Flier (reclassed from Tactician)
HP: 40
STR: 19
MAG: 18
SKILL: 22
SPD: 27
LCK: 15
DEF: 19
RES: 16
Frederick level 4 Great Knight (prepromote)
HP: 32
STR: 16
MAG: 2
SKILL: 14
SPD: 11
LCK: 7
DEF: 15
RES: 5
Sully level 16 Cavalier
HP: 32
STR: 15
MAG: 3
SKILL: 17
SPD: 16
LCK: 14
DEF: 13
RES: 6
Stahl level 16/1 Paladin
HP: 42
STR: 20
MAG: 2
SKILL: 14
SPD: 14
LCK: 10
DEF: 17
RES: 13
Sumia level 17/1 Dark Flier
HP: 35
STR: 15
MAG: 14
SKILL: 25
SPD: 27
LCK: 18
DEF: 14
RES: 16
Maribelle level 5 Troubadour
HP: 19
STR: 0
MAG: 6
SKILL: 5
SPD: 7
LCK: 6
DEF: 3
RES: 6
Cordelia level 10/3 Dark Flier
HP: 33
STR: 14
MAG: 8
SKILL: 17
SPD: 15
LCK: 10
DEF: 9
RES: 12
Skills
Chrom: Dual Strike +, Charm, Discipline
Robin: Veteran, Solidarity, Speed + 2, Relief
Frederick: Discipline, Outdoor Fighter
Sully: Discipline, Outdoor Fighter
Stahl: Discipline, Outdoor Fighter
Sumia: Speed + 2, Relief
Maribelle: Resistance + 2
Cordelia: Speed + 2, Relief
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."
T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.
February 6th, 2019, 11:10
Posts: 3,135
Threads: 25
Joined: Feb 2018
Fire Emblem Awakening Mobility Variant Part 4: Cherche La Femme
Chapter 11: King Gangrel of Plegia confronted our heroes on a wide forested plain. (This isn't a drinking condition like in Shining Force 2, because there's more map variety even in the weaker Fire Emblem games.) He brought some promoted units like Heroes with him. Many enemies were Mages with "El" tier spells, so my fliers had to watch out. Cordelia didn't get to do much in this fight because of her awful Pair Up options.
Sumia/Frederick was a much more successful pairing that killed Gangrel in one round. The evil king used his magical Levin Sword to deal minor damage, then two Iron Lance thrusts impaled him. Sumia/Frederick also managed to stop a Thief from running off with a Bullion. (Selling Bullions is your main source of income in Awakening.)
Sully and Stahl fought enemies in the middle of the map, as did Chrom/Robin. Olivia the Dancer forced her way into the party during the battle. I had her stay in the northeastern area of the map until an Armorslayer wielding Mercenary killed her on Turn 8.
Chapter 12
-This stage introduced a new antagonist faction, the empire in Valm. These troops were different from Plegians in that they relied much more heavily on the Knight, Archer, and Cavalier families than Mages or Dark Mages. Cherche the Wyvern Rider joined with a Steel Axe and Hammer. She used the latter to kill a couple of Knights, then promoted to a Griffon Rider when she had enough time to do so.
Griffon Riders don't have as much Strength or weapon variety as Wyvern Lords, but I wanted more Speed and a cooler-looking mount. Cherche Paired Up with Cordelia. Neither could increase their Support rank, but it was better than Maribelle sitting there and doing nothing. Maribelle occasionally healed units, but it was becoming obvious that she would be a liability in future battles. Don't expect to see her as an active unit again.
The map had a 2 tile wide opening to the north, with wider spaces surrounding it. Sully and Stahl went west, as did Sumia/Frederick if my memory isn't lying to me. Robin/Chrom guarded the center with a Thunder tome, then fought Dalton the Short Spear Paladin boss on the ship. Sumia/Frederick finished off the first Valm boss.
Master Seals were now guaranteed in shops, so I bought one for Chrom after the chapter to promote him to Paladin.
Chapter 13
-I had to reset once for this stage because Cordelia died. It was clear that Cherche was the stronger partner, so she took the lead on the second attempt. This rocky map had 2 tall hills on each side and a valley in the middle. Sully/Stahl stuck to the central valley and started fighting the various physical enemies. Henry the Dark Mage joined the group, so he had a strange compulsion to give all his items to the Convoy and then die to a Myrmidon on Turn 3.
The fliers had some difficulty dealing with Archers and Snipers. Having Chrom and Frederick in the lead instead of Robin and Sumia helped avoid a critical arrow weakness. Since this was a "Kill the boss" mission, Chrom/Robin rushed towards the Short Axe Warrior Risen Chief instead of clearing out all the enemies. A critical hit on Chrom's second Falchion attack destroyed the zombie.
Paralogue 8: The Dueling Grounds
-Not all the Paralogues are available to this party because only 3 S rank pairings could be done. (4 if I had picked a male Robin. . .) Sully and Stahl's daughter Kjelle had been tricked into accepting a challenge to a duel where the boss brought an army of "seconds".
The castle was full of tight spaces, Archers, Mages, and same-turn reinforcements with no warning. It was almost as if the enemies had prepared for flying units. Sully, Stahl, and Chrom/Robin fought in the central corridor, while Cherche/Cordelia fought Knights and Generals with a Hammer.
Kjelle held out against the Archers in the locked northern room with her healing items. My party didn't talk to her, but kept her alive anyway. Chrom/Robin rushed to fight Cassius the Sorcerer when Kjelle was about to fight him in a suicidal charge. His Waste spell made him a worthy opponent, because it hit twice per attack like a Brave weapon.
Paralogue 12: The Ruins of Time
Chrom and Robin's son Morgan was being attacked by Mages, Wyvern Riders, and the Myrmidon family here. This map was a bit unusual. There were squares of land several tiles wide connected by small narrow bridges that made it difficult for land units to move around. Paralogue 12 was another level where fliers had a huge advantage. Chrom/Robin fought towards the south of Morgan at first. Robin/Chrom flew north and took on the Griffon Rider boss by casting Elwind. Sumia/Frederick flew to the northeast at first, but she had to retreat when she was low on health. Cherche/Cordelia did surprisingly well with a 2 range Hand Axe. Morgan was smart enough not to rush into a group of enemies, so he survived. Not that I'll be using him or Kjelle anyway. . .
Stats
Chrom level (13/14?)/11/4 Paladin (reclassed)
HP: 51
STR: 28
MAG: 3
SKILL: 27
SPD: 22
LCK: 21
DEF: 28
RES: 15
Robin level 10/16/8 Dark Flier (reclassed)
HP: 46
STR: 24
MAG: 21
SKILL: 23
SPD: 31
LCK: 17
DEF: 22
RES: 19
Frederick level 7 Great Knight (prepromote)
HP: 35
STR: 17
MAG: 2
SKILL: 17
SPD: 12
LCK: 8
DEF: 17
RES: 6
Sully level 17/8 Paladin
HP: 47
STR: 21
MAG: 5
SKILL: 26
SPD: 23
LCK: 21
DEF: 19
RES: 14
Stahl level 16/5 Paladin
HP: 46
STR: 23
MAG: 2
SKILL: 15
SPD: 16
LCK: 12
DEF: 20
RES: 13
Sumia level 17/9 Dark Flier
HP: 41
STR: 17
MAG: 16
SKILL: 28
SPD: 33
LCK: 23
DEF: 15
RES: 17
Maribelle level 6 Troubadour
HP: 20
STR: 0
MAG: 6
SKILL: 5
SPD: 7
LCK: 7
DEF: 3
RES: 6
Cordelia level 10/4 Dark Flier
HP: 34
STR: 15
MAG: 9
SKILL: 17
SPD: 15
LCK: 10
DEF: 9
RES: 12
Cherche level 12/6 Griffon Rider
HP: 39
STR: 21
MAG: 1
SKILL: 19
SPD: 19
LCK: 12
DEF: 18
RES: 7
Skills
Chrom: Dual Strike +, Charm, Discipline, Outdoor Fighter
Robin: Veteran, Solidarity, Speed + 2, Relief, Rally Movement (can use up turn to give + 1 movement to allies within 3 tiles)
Frederick: Discipline, Outdoor Fighter, Luna (1/2 enemy DEF/RES when attacking, randomly activates based on SKILL stat)
Sully: Discipline, Outdoor Fighter, Defender (+ 1 to all stats if Paired Up)
Stahl: Discipline, Outdoor Fighter, Defender
Sumia: Speed + 2, Relief, Rally Movement
Maribelle: Resistance + 2
Cordelia: Speed + 2, Relief
Cherche: Strength + 2 (Does what you think), Tantivy (Hit/Avo + 10 if no allies within 3 tiles), Deliverer (+2 movement if Paired Up)
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."
T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.
February 6th, 2019, 16:55
Posts: 3,135
Threads: 25
Joined: Feb 2018
Fire Emblem Awakening Mobility Variant Part 5: Degenerate Strategy
Chapter 14
-On the way to Valm, several enemy ships attacked to the east and west. These were filled with enemies of the Pegasus Knight family, Cavaliers, and Knights, with a few Mages. Cherche/Cordelia went to the southeastern sea and started fighting flying enemies. Chrom/Robin and Sully/Stahl fought on the western bridge near the boss's ship. Frederick and Sumia took on the eastern ship with the Mages. I picked the wrong treasure chest to open and got a Recover staff instead of the Bullion I wanted. Oh well, it's not like I've had many money woes in this playthrough. Sully/Stahl defeated Ignatius the General with a Silver Lance and ended the chapter before Pegasus Knight instant reinforcements could cause more trouble.
Chapter 15
-A beach town was the arena for this chapter. Cavaliers and Knights made up most of the enemy forces, as was characteristic of Valm. Several enemies including the boss were Dark Knights, a mage on horseback. Chrom/Robin defeated Farber in one round. Cherche/Cordelia wasn't such a lucky pairing, and almost died a few times. Cherche's Hammer still managed to save Say'ri the Swordmaster from several Knights.
Chapter 16
-The game decided to have everyone fight it out on a giant tree this time. The terrain wasn't hard to traverse even for grounded units, though there were a few tiles that were only available to flying units. I had to reset a few times because I didn't realize how many enemies had bows. A few Pegasus and Falcon Knights (some as reinforcements) gave Valm's forces some mobility too. Robin/Chrom killed Cervantes the General with some magic (either Elwind or Thunder).
I think I used all my hoarded stat boosting items before starting this chapter, mostly on Cordelia and Cherche to make them catch up to my better units.
Chapter 17
-It took several resets before I resorted to a cheesy strategy. Cherche/Cordelia and Sumia/Frederick were liabilities when there were so many Snipers and magical Valkyries running around the castle. Reinforcements often spawned those as well. So I had Chrom/Robin and Sully/Stahl take on the chapter by themselves. That's the major problem I have with Awakening. Either you're so powerful that the enemies don't have a chance, or the game murders you with reinforcements that can attack on the same turn that they spawn. You shouldn't have major trial and error elements like this in your tactical RPG.
Chapter 18
-There weren't reinforcement woes in this volcano chapters, but my party had to worry about parts of the ground heating up and damaging units for 10 HP each. This applied even to fliers, because I guess Fire Emblem Awakening is the one video game that accounts for convection heat. Many of the enemies were Sages and Griffon Riders, as well as Paladins. Cherche/Cordelia and Sumia/Frederick returned in this chapter and were useful. Sumia/Frederick killed Yen'fay the Swordmaster boss with a Steel Lance too.
Sumia leveled to 15 in her Dark Flier class and acquired Galeforce. Galeforce allows you to get an extra turn if you kill an enemy in Player Phase, but only once so you can't get an infinite chain. Having effectively two actions per Player Phase is still the best Skill a unit can have. Many stat optimizers love pairing their units so their second generation characters (e.g. Morgan) have Galeforce. My 1st generation restriction was meant to prevent this level of silliness, but Awakening is still easy unless you play some kind of variant on Lunatic. (And Lunatic pretty much requires either grinding on DLC maps or building an overpowered Robin early in the game.)
Stats
Chrom level (13/14?)/11/14 Paladin (reclassed)
HP: 61
STR: 35
MAG: 3
SKILL: 33
SPD: 28
LCK: 28
DEF: 33
RES: 18
Robin level 10/16/11 Dark Flier (reclassed)
HP: 48
STR: 27
MAG: 24
SKILL: 24
SPD: 32
LCK: 18
DEF: 23
RES: 20
Frederick level 9 Great Knight (prepromote)
HP: 37
STR: 18
MAG: 2
SKILL: 19
SPD: 12
LCK: 9
DEF: 19
RES: 6
Sully level 17/15 Paladin
HP: 54
STR: 25
MAG: 6
SKILL: 30
SPD: 28
LCK: 25
DEF: 20
RES: 16
Stahl level 16/11 Paladin
HP: 52
STR: 27
MAG: 4
SKILL: 17
SPD: 16
LCK: 17
DEF: 24
RES: 14
Sumia level 17/15 Dark Flier (with a Magic boosting item)
HP: 47
STR: 19
MAG: 19
SKILL: 33
SPD: 38
LCK: 26
DEF: 16
RES: 19
Maribelle level 6 Troubadour (on the bench)
HP: 20
STR: 0
MAG: 6
SKILL: 5
SPD: 7
LCK: 7
DEF: 3
RES: 6
Cordelia level 10/5 Dark Flier
HP: 40
STR: 17
MAG: 11
SKILL: 20
SPD: 18
LCK: 12
DEF: 15
RES: 14
Cherche level 12/10 Griffon Rider (many stat boost items later. . .)
HP: 43
STR: 27
MAG: 1
SKILL: 20
SPD: 22
LCK: 17
DEF: 20
RES: 9
Skills
Chrom: Dual Strike +, Charm, Discipline, Outdoor Fighter, Defender
Robin: Veteran, Solidarity, Speed + 2, Relief, Rally Movement
Frederick: Discipline, Outdoor Fighter, Luna
Sully: Discipline, Outdoor Fighter, Defender, Aegis (Skill% chance of taking half damage from bow, magic, dragonstone attack)
Stahl: Discipline, Outdoor Fighter, Defender
Sumia: Speed + 2, Relief, Rally Movement, Galeforce (get 1 extra turn after first kill in Player Phase)
Maribelle: Resistance + 2
Cordelia: Speed + 2, Relief, Rally Movement
Cherche: Strength + 2 (Does what you think), Tantivy (Hit/Avo + 10 if no allies within 3 tiles), Deliverer (+2 movement if Paired Up)
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."
T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.
February 6th, 2019, 21:02
Posts: 3,135
Threads: 25
Joined: Feb 2018
Fire Emblem Awakening Mobility Variant Part 6: Cosmic Irony
Paralogue 17: Divine Dragon Grounds
-The official goal was only “Rout enemy”. I didn’t have to save Tiki the Manakete at all. Good thing too, or it would have been impossible with the amount of units I had. All the enemies were in the Pegasus Knight and Wyvern Rider families, and several had ranged weapons that could kill Tiki even if my units surrounded her.
Cherche and Cordelia sat this one out because they were too weak to survive the hordes of enemy fliers. Sumia/Frederick did well in this map thanks to Galeforce providing extra kills and mobility. If she couldn’t get to a particular square, she could kill a weakened enemy with Elwind and get some extra movement. Robin/Chrom scored many kills with Elwind too. Sully and Stahl were the weakest of the three pairs, but they finished off the Griffon Lord boss.
Paralogue 9: Verdant Forest
-An otherwise typical sidequest had one of the most memorable moments of this playthrough. The enemies were a diverse group of classes, including Snipers, Berserkers, Heroes, and a Sage. Cynthia the Pegasus Knight was also there. I was wondering who she was at first. Then she flew over to Sumia/Frederick and attacked with her Steel Lance. Cynthia died, and Sumia gained a level as well as a B rank in spell books. Then I checked a wiki and found out Cynthia was Sumia and Frederick's daughter from the future. Neither character knew they were related at the time. You'd expect a moment like this in Oedipus Rex, not a Fire Emblem variant playthrough!
The cause of this family tragedy was Ruger, a Trickster who tricked mercenaries into believing he was Chrom. Ruger looked nothing like Chrom, and Frederick offered to make images of Chrom so people could learn the truth. Sumia/Frederick killed Ruger easily and got a Galeforce activation from him.
Chrom level (13/14?)/11/15 Paladin (reclassed)
HP: 62
STR: 36
MAG: 3
SKILL: 34
SPD: 28
LCK: 29
DEF: 33
RES: 18
Robin level 10/16/15 Dark Flier (reclassed)
HP: 51
STR: 29
MAG: 24
SKILL: 27
SPD: 35
LCK: 19
DEF: 24
RES: 21
Frederick level 10 Great Knight (prepromote)
HP: 38
STR: 18
MAG: 2
SKILL: 19
SPD: 12
LCK: 9
DEF: 20
RES: 6
Sully level 17/19 Paladin
HP: 58
STR: 27
MAG: 7
SKILL: 34
SPD: 31
LCK: 27
DEF: 23
RES: 17
Stahl level 16/12 Paladin
HP: 52
STR: 28
MAG: 4
SKILL: 17
SPD: 17
LCK: 17
DEF: 25
RES: 14
Sumia level 17/19 Dark Flier
HP: 51
STR: 20
MAG: 20
SKILL: 34
SPD: 40
LCK: 27
DEF: 17
RES: 22
Maribelle level 6 Troubadour
HP: 20
STR: 0
MAG: 6
SKILL: 5
SPD: 7
LCK: 7
DEF: 3
RES: 6
Cordelia level 10/5 Dark Flier
HP: 40
STR: 17
MAG: 11
SKILL: 20
SPD: 18
LCK: 12
DEF: 15
RES: 14
Cherche level 12/11 Griffon Rider (more stat boost items down the drain. . .)
HP: 49
STR: 27
MAG: 1
SKILL: 20
SPD: 26
LCK: 17
DEF: 21
RES: 9
Skills
Chrom: Dual Strike +, Charm, Aegis, Outdoor Fighter, Defender
Robin: Veteran, Solidarity, Speed + 2, Relief, Galeforce
Frederick: Discipline, Outdoor Fighter, Luna
Sully: Discipline, Outdoor Fighter, Defender, Aegis
Stahl: Discipline, Outdoor Fighter, Defender
Sumia: Speed + 2, Relief, Rally Movement, Galeforce
Maribelle: Resistance + 2
Cordelia: Speed + 2, Relief, Rally Movement
Cherche: Strength + 2 (Does what you think), Tantivy (Hit/Avo + 10 if no allies within 3 tiles), Deliverer (+2 movement if Paired Up
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."
T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.
February 7th, 2019, 21:10
(This post was last modified: February 7th, 2019, 21:11 by Herman Gigglethorpe.)
Posts: 3,135
Threads: 25
Joined: Feb 2018
Fire Emblem Awakening Mobility Variant Final Part: Speedrun Strategies
Chapter 19
-Wal-Mart, Walhart challenged Chrom's army to a battle on an open field with his legion of mounted units. Galeforce allowed Sumia and Robin to attack 2 enemies, or attack one and then retreat. When Sumia and Sully reached level 20, they reclassed into Falcon Knight and Wyvern Lord respectively. Yes, this means you can abuse reclassing to gain levels indefinitely even when promoted.
Walhart himself took one round in Player Phase and one round in Enemy Phase to defeat with Arcthunder and Thunder once the former tome broke. Chrom blocked one attack for Robin. Walhart had Aegis like a high level Paladin, so he took noticeably less damage from attacks than most bosses.
Chapter 20
-Walhart's last stand was in his castle filled with bosses, at least some of whom were resurrected like Cervantes the mustache General. Walhart didn't wait for the party to approach. He instead charged down to face the Galeforce duo Robin/Chrom. Sully/Stahl defeated him with a Killer Lance in their last great moment of the playthrough.
Chapter 21
-Plegia Castle was filled with enemy Sorcerers that cast Mire, a spell similar to Bolting from earlier Fire Emblems. Fortunately for me, the spell had horrible accuracy, so it missed all the time. The real problems were Assassins with bows and a few enemy wizards with Rexcalibur. At this point in the game, opponents either died instantly or forced me to reset when they pulled out a weapon fliers were weak against. Awakening is not a well-balanced game. To deal with all this, in the later parts of the mission, Chrom took the lead. Algol with his Bolt Axe didn't stand a chance.
Chapter 22
-This sandy level took about 2 rounds with Galeforce. On the first turn, the fliers went north. After that, Robin/Chrom finished off one of the named Grimleal bosses to reach the boss, Aversa the Dark Flier. Arcwind took advantage of Aversa's Wind magic weakness and killed her quickly.
Chapter 23
-I used most of my remaining stat boosters on Robin, including the +2 movement Boots. The "Premonition" at the beginning of the game was the first part of this chapter. Validar was still as weak as before, but this was a trap. The barrier between Chrom/Robin and the rest of their army was destroyed after the Premonition ended.
It took several attempts before I realized that everyone but Robin and Chrom was holding me back, especially with all the bows and spells flying around. Once the game turned into a duo, the rest of the chapters flew by. Basilio and Flavia of Regna Ferox joined, but they gave their items to the Convoy and were defeated by Sorcerers on turns 3 and 4.
Instant reinforcements were common on this map too, so I had no regrets about rushing through.
Validar 2 dealt no damage to Robin/Chrom. After 2 rounds of Enemy Phase, he was left with 1 HP. Robin burned him to death with Arcfire on the next turn.
Chapter 24
-This wide forest map was the last "Rout" mission in the game. At first, Chrom/Robin stood on a Fort and used the Levin Sword. The Levin Sword deals Magic based damage, but I really had Chrom wield it because it would activate Robin Pair Up attacks from 2 range. Once the Levin Sword broke, Robin took the lead and started raining down high level Thunder spells (Thoron?) until the level ended. The zombies included Valkyries, Bow Knights, Paladins, Wyvern Lords, and Great Knights.
Chapter 25
-Aversa challenged the party to one final battle in this mountainous region. It took maybe 3 rounds with Robin/Chrom and their Galeforce combined with Boots. I hadn't realized that a cutscene that I skipped unequipped Chrom's Falchion, so it took me a bit to figure out why he wasn't counterattacking. His weapon had been upgraded to the Exalted Falchion, and one critical hit took out the Dark Flier boss.
Endgame: Grima
-Grima the "fell dragon" appeared as an evil version of Robin. The fight took place on Grima's back and had music familiar to anyone who's played Super Smash Bros. 4. With Galeforce, the final level took only 2 rounds. Chrom/Robin killed the final boss with one critical Exalted Falchion as his first action. I let Robin finish off Grima in the following cutscene. If Chrom had done it, Grima would have returned in 1000 years instead of dying permanently. It's implied that Robin would have died too with my choice, but she just came back anyway, making the theme of self-sacrifice fall flat.
It was fun to play through Awakening, but it's not a good Fire Emblem game. If you try to play normally, you'll be frustrated by the reinforcements that pop up out of nowhere and get to attack on the same turn. Awakening seems to suffer from "Bravely Default Syndrome": Either you overpower the game, or the game does it to you. These balance issues led me to speed through with a Robin/Chrom duo in the final chapters.
If you want to go through the game quickly (or survive at all on Lunatic), there are several ways to make a strong character. Galeforce from the Dark Flier class effectively lets you move twice per turn, and can be passed down to child units. The Nosferatu spell heals you when you deal damage, and Dark Magic users in this game have unusually good defenses.
The Pair Up system provides significant stat buffs, the chance to take 0 damage from random attacks, and a high chance for extra attacks if the Support rank is high enough. Pair Up also lets you switch as a free action to the other partner if one is hurt or unsuited to the current task.
Robin herself qualifies as one of the strongest units in Fire Emblem history. Her Veteran Skill gives her extra experience points if Paired Up, and she has a wide range of Support and reclassing options.
If you're the kind of player who wants to optimize characters for hours, Awakening is the game for you. If you want to play a good tactical RPG, try out the older Fire Emblems or the Shining Force series.
Now it's time to talk about differences between a mobility variant in Fire Emblem vs. Shining Force In Shining Force, you can't rescue or Pair Up units, and almost all damage is done on the player's turns. No legions of enemies charging into your characters and dying to counterattacks here. Turns are also consolidated into a Player Phase in Fire Emblem, so your units can coordinate their movements. Shining Force staggers turns based on an AGI stat, similar to Final Fantasy Tactics. Shining Force centaurs and birdmen tend to be weaker than Fire Emblem fliers and cavalry, and enemies often don't die in one round of combat in Shining Force. (Especially the second game.)
Final Stats
Chrom level (13/14?)/11/20 Paladin (reclassed)
HP: 67
STR: 41
MAG: 3
SKILL: 37
SPD: 29
LCK: 32
DEF: 38
RES: 19
Robin level 10/16/20 Dark Flier (reclassed, with stat boosts)
HP: 54
STR: 30
MAG: 29
SKILL: 34
SPD: 39
LCK: 22
DEF: 28
RES: 24
Frederick level 12 Great Knight (prepromote)
HP: 41
STR: 20
MAG: 2
SKILL: 21
SPD: 13
LCK: 9
DEF: 21
RES: 6
Sully level 17/20/3 Wyvern Lord (reclassed)
HP: 60
STR: 30
MAG: 7
SKILL: 37
SPD: 32
LCK: 29
DEF: 25
RES: 14
Stahl level 16/13 Paladin
HP: 53
STR: 29
MAG: 4
SKILL: 17
SPD: 18
LCK: 18
DEF: 25
RES: 14
Sumia level 17/20/5 Falcon Knight (reclassed)
HP: 54
STR: 24
MAG: 19
SKILL: 41
SPD: 44
LCK: 30
DEF: 18
RES: 25
Maribelle level 6 Troubadour
HP: 20
STR: 0
MAG: 6
SKILL: 5
SPD: 7
LCK: 7
DEF: 3
RES: 6
Cordelia level 10/5 Dark Flier
HP: 40
STR: 17
MAG: 11
SKILL: 20
SPD: 18
LCK: 12
DEF: 15
RES: 14
Cherche level 12/11 Griffon Rider
HP: 49
STR: 27
MAG: 1
SKILL: 20
SPD: 26
LCK: 17
DEF: 21
RES: 9
Skills
Chrom: Dual Strike +, Charm, Aegis, Outdoor Fighter, Defender
Robin: Veteran, Solidarity, Speed + 2, Relief, Galeforce
Frederick: Discipline, Outdoor Fighter, Luna
Sully: Discipline, Outdoor Fighter, Defender, Aegis
Stahl: Discipline, Outdoor Fighter, Defender
Sumia: Speed + 2, Relief, Rally Movement, Galeforce, Rally Speed (use action to give units within 3 spaces +4 Speed)
Maribelle: Resistance + 2
Cordelia: Speed + 2, Relief, Rally Movement
Cherche: Strength + 2, Tantivy, Deliverer
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."
T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.
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