I can't believe you forgot to mention Citrinne's finest hour, which is when she one-rounds the top left door in chapter 15 from the central room as a level 1 Sage using Thyrsus, Elfire, and a magic tonic.
Citrinne is one of my favorite Engage unit. I mostly played with Olwen Bond Ring but she's still useable without it. I also like Celica bond ring with speedtaker inherited to patch her speed. Mage Knight being her better offensive class while sage provides staves. She's one of the better staff user since she wants to avoid enemy range and high magic. #CItrinneismywaifu
Hell yeah, I've been Citrinne-pilled ever since I used her on my maddening run. I rigged a Dire Thunder and went that route. Gave her a +5 Ike engraved Thunder, Canter+, and Divine Pulse+. She ended up being my MVP on most maps and was a free delete button every time she took an action lol I agree with your assessment that her ability to one-round gets shaky as the game goes on. I fixed this by feeding her all of my spirit dusts and always cooking candied fruits, which give +1 Mag (and also +2 Speed for the rest of my army). With those extra boosts, mine was able to stay ahead of the curve and hit one-round thresholds all the way into endgame. There are a few other benefits of the Dire Thunder build that I don't think you touched on. I find that Dire Thunder Citrinne is one of the most reliable units for taking out extremely fast enemies like Swordmasters and Wolf Knights (I needed to give her Divine Pulse+ to fix her shaky hit rates for this though). And being able to double with magic damage from 3 range is also huge for taking out certain enemies with 1-2 range (e.g. Ike and Byleth in their paralogues, etc.) that very few other units in my army could initiate on safely. On my next run I'll try the speed-fixing build. The only issue I have with it is that it's essentially "Ivy minus flying." Which is obviously still a very good thing to be, but since I pretty much always use Ivy, it's kind of redundant and misses out on a few of the perks of the Dire Thunder build I mentioned above. It's nice to have Ivy as my speed-fixed magic carry/bonded shield enemy phaser, while also having Citrinne as a dedicated player phaser that fulfills a different role and opens up some different strategic options.
Citrinne is my favorite character in Engage so I'm very glad this video popped up! Despite being a Lilina-type mage (Big magic stat , low-ish everything else), Citrinne surprisingly has a lot of potential to be a really good unit given proper use of the tools at the player's disposal and is also very versatile in what roles she can take. Which i don't think is the case for most other slow mages in the games? Also, surprised you didn't mention the Mae Thoron and Veronica builds. With the Mae ring and a forged Thoron she has around the same firepower as Dire Thunder while being able to use it in EP, which coupled with Vantage allows her to do some funny shenanigans. Veronica ring and Vantage allow her to that as well but with even more firepower thanks to reprisal, just need to find a way to reliably get her to low hp and she can OHKO most enemies in the game AFAIR, which is pretty absurd. I find the concept of a mage who gets doubled even by Armor Knights but makes up for hew low speed with an absurdly high Magic stat to be pretty funny.
Huh, hadn't considered Veronica actually, sounds like a pretty damn good use of the emblem, not many high might 1-3 range options in engage. I'd probably recommend just feeding citrinne all your seraph robes if you do that for damage and leeway getting past the vantage hp thresholds, while I admittedly haven't tried it in engage, getting one of the three vengeance users in fe16 to low hp by just tactically tanking an appropriate attack was shockingly easy, and it's effectively a stun on an enemy when you do it to. Or you could just repeatedly set her on fire with dragon veins that'd also work I guess.
I effing LOVE Citrinne, she has one of the best unit feels for sure. I was surprised at how Mage Knight and Chaos Style fixes so many of her Speed issues for a large portion of the game. I always give her Alacrity so she can blow up armours and corrupted wyrms.
7:30 "The only caveat here is that if you want her on Levin Sword duty she does lose speed to it, so I like to keep an Elfire in her back pocket." True, that's a pretty useful tech- when you remember to use it haha But yeah, I really enjoyed the incorporation of the spreadsheet in this video, both in the specific tables that were displayed and just generally using it to guide some commentary. Comparing the performance of a rigged bond ring to a max invested weapon felt a bit unfair at first, as I kind of always assumed the appeal of the Dire Thunder build was that it was minimal investment for strong payoff for a solid amount of the game. I'm just guessing on community opinions here though, and that still doesn't change the point that a well invested Citrinne can indeed pull off all the strong contributions you mentioned without a rigged bond ring. Also, thinking about it, the real-life time investment it takes to get the Olwen ring vs the in-game investment it takes to get Mage Knight Citrinne going could be argued to be a valid comparison, which is pretty funny.
Thanks for the analysis (and for actually backing it up with numbers). Imo the biggest issues I have with Citrinne discussions is that people don't really approach it the right way at all. I've seen many people argue (especially on reddit and yt videos) that Citrinne's speed is a huge dealbreaker and her bulk doesn't let her enemy phase well, which I think are really misguided criticisms. Like, why would you criticize a specialist for not performing well at what you want an allrounder for? That's like saying Conquest Kaze is bad because he can't enemy phase physical enemies well. Why would you try to do this in the first place? Her speed in particular is very interesting, because it REALLY highlights my issue with this approach; She mostly targets high def physical enemies that are too difficult to take or kill with other physical units or EP magical units, and all of those will have low speed to begin with. In the midgame, we actually see a pretty interesting phenomenon where most enemies will actually be doubled around 15-20 speed, which she easily reaches without major investment, but the actually fast enemies require much higher speed thresholds nearing the 30s, so not even your faster units will double them unless they're Merrin or Kagetsu. so really all that's lost are the few 20-25-ish speed thieves and snipers that don't really threaten anyone. Additionally, the faster ones tend to be wolf knights, which no mage should be attacking due to their high avo, 1-2 range and high res. So say Citrinne had 30% more spd growth. Would this really change anything? I honestly don't think it would. It would only offset the levin sword weight slightly more, but it really wouldn't change her game plan no matter what role you intend to put her in. In the last third of the game, she actually does face hitrate and speed issues, but as MK, she can inherit speed+5 and still double the key enemies you want to mag target, she can be bonded shielded and routing maps is already seen as inefficient, so like, all her key problems are really minor concerns with concrete and easy fixes. It's also not something other units don't have to deal with, since hitrate issues are universal and other units might want a damage fix over a speed fix instead, so pretty moot points against her imo. What she performs best with is being a mag nuke, and she does this better than anyone, which makes her very valuable imo, with amazing early and midgame and utility/specialized use in the endgame as a boss killer and staffer. She's my favorite unit in the game for that reason, because she's always useful no matter what you do with her and you can do goofy shit, which other units simply wouldn't be able to do.
As a Dire Thunder Citrus enjoyer, I appreciate your video breaking down the flaws of DT instead of just saying "its mid trash use MK instead". The community needs more rational discussion like this, so I appreciste you. Also that Sniper build is funny as hell, im gonna try that the next time I play Engage lol.
I am super late to the party, but I really enjoyed this analysis and wanted to add another Citrinne build I enjoyed. My last Maddening playthrough, I tried High Priest Citrinne with a forged, Ike-Engraved Thoron and the Roy ring. That’s a lot of investment, but Roy isn’t super competitive, and going this way makes her less conparable to Ivy if you plan to user her. My High Priest Citrinne was actually incredible once I fully set her up. I gave her a Seraph Robe, Vantage, and, since I had the DLC, Reprisal +, and honestly, she and Alear could just solo most maps. It was awesome. Once she was hit a few times and taken down to 1-2 HP, she could do 70-80 damage per hit, ORKOing everything that wasn’t a dragon or a boss despite her lack of speed. It was beautiful to see. You could just drop her into a pile of lategame enemies and watch her clean up. And for player phase (since she’s mostly and enemy phase unit), she can use S rank staves to support or even heal herself back up to full health (High Priest class skill) to set up for the next turn with an extra safety blanket. I got started in the franchise with Awakening, and this build made me nostalgic for the era of VVW Nosferatu tanking. It basically functions the same way, though obviously without the healing, but as long as you don’t do anything stupid like charge an ice dragon with her, she doesn’t need it.
Yeah, people whine when energy drops and forging exist! (Found that mitigates her STR issue even as a swordmaster, which works for her SPD and I enjoyed her as a halberdier.....honestly she should have been a Lance fighter from the start, would have made sense as they put her in a class that relys on critical hits....and then give her a personal that effects her critical chance) Plus Gregory is Citrine who can survive hits and hit harder at the cost of dexterity! Frankly wish their were more magic/tome classes in the game (why no dark flier, I will never know) as Citrinne REALLY Suffers this in the eyes of those who feel her only having two promote choices makes her lame (found people who are hating on a character for not having 5-6 different advanced classes to become. Like seriously, people are judging a character quality on if they're a transformer! (Like the many non mage classes Clanne does better in then his main class) Citrinne does well at what she's in, even without Olwen S ring (I rarely roll for bond rings unless I'm doing a bond ring only run), Engage gives you so many tools that I'm still shocked you got people playing "this guy sucks" (but guess that's coming from the crowd that want to subvert the emblem ring system or not have to rely on it too much talking loudly😅) but that's been in the series forever so I need to stop getting annoyed by those annoyances😊
@@paulman34340 As far as Olwen S rank ring yeah that is tedious to be farming for. Some people don’t count bond rings when tiering characters based on a number of factors. It is still good when you do get it of course. Plus in terms of magical roles, she does face competition from Ivy who flies, Pandreo who is faster and has higher build, and Hortensia who also flies. Her only advantage over all of them is availability. Plus she can promote right away and takes less time to train Clanne and Celine as mentioned in his video so using her is certainly not out of the question.
@saggsman Indeed, just my bad luck I came across too many tier list that did mention that damn bond ring as the only thing that makes her good. And yeah overshadowed by awesome is a thing, but that's on the individual. I guess that's me judging cause I tend to love units that suffer this I guess LOL. I blame Engage lower class count (I'm sure if Dark Flier was there she might be able to match Ivy but I guess Ivy and Hortensia are the reason it's not in the game LOL, hope next FE the Royal and their exclusive class count is lowered!)
“How good is big mag” As it turns out, very. Especially in a speed focused class like Mage Knight that just gives you +3 speed for attacking enemies you already should be attacking. I always throw Mag units in Mage Knight because magic is incredibly good in Engage, and speed helps reliably kill. I don’t tend to use the Levin Sword on a MK because it seems a bit redundant when they already have a good tome (though I’m sure it’s nice against hand axes so they don’t take a hit)
Fell in love with Citrinne as soon as I first saw her. I love mages in general, and her look and personality caught my attention really early on. Almost convinced myself I wouldn't be able to use her since you can only field a max of 12-14 units. Gave her a try anyway and she quickly became a star. She spent the majority of the game with Olwen, but I switched her to Byleth or Celica for the last few chapters. Ended up giving my Pact Ring to her. I just adore her.
I ran Citrinne in my first Maddening run which I just completed last night. I found that her speed (Final ch. Spd base at 22) was manageable, and Corrin giving her HP/freeze/hex made her amazing for crowd control and boss sniping. Canter+ and Thoron+ kept her safe usually, but she could tank a physical hit against a stray paladin/sniper etc. She was a unit I would find myself dancing the most
the dancing thing is pretty undervalued imo, because her builds tend to be 1-3 range canter builds, which give you much more flexibility with a dance compared to a 1 range unit. dancing Citrinne with DT or momentum Thoron will cover a lot more ground and be useful against more enemies than dancing a killer axe Panette, for example.
thank you a lot!!! breaking down the use cases really helped me figure out what i want from this deployment slot from the get-go, where im both planning forward from recruitment and am still locked into fixed growths mode, thus leaving me immediately wanting to have an answer for who i'm using longer term out of celine vs citrinne ironically this led me to the conclusion that i just like celine's investiture into offstats better for what i want to fool around with here. however i think my opinion changes radically if i could _just roll for stats_ please intelligent systems i am an adult who has been playing this series for like twenty years and turn based tactics for frighteningly close to twice that i know you want to give softlock protection but if i wanted predictible stat growths i would be playing from a completely different series
I really love Camilla on citrinne. Screw dire thunder lightning let’s you quad after speed taking enough ( or just quad armors in general which just deletes them). Cammila’s axe is also an interesting boon for a magic unit since they can potentially struggle to damage other mages but usually aren’t threatened by them offensively. Cammila’s axe’s massive might allows even a pure mage like citrinne to one round with it after some speed taking or some other form of speed boosting so she can double. Lightning+cammila’s axe is a solid set of engage weapons. She also gets speed from Camilla which lets you use cheaper speed increasing methods to fix her speed. Assuming you aren’t doing dancer with cammila’s so you can have a flying dancer citrinne’ one of the best users of cammila especially in mage knight
If you make Citrinne an (Axe) Mage Knight, she can also take advantage of Hurricane Axe on Dark Inferno to nuke an entire square of fliers on demand. Its pretty nice. She also gets +4 Movement from Soar when Engaged thanks to the Cav bonus, which rivals Sigurd in terms of sheer mobility.
@@UnlimitedMrX it can sometimes be difficult to get enemy fliers in an advantageous position but if you can get them in a checkered pattern then sure absolutely that’s a nice boon. You’d realistically wouldn’t be using a levin sword on a mage knight Camilla citrinne since she needs the chaos style vs non mages and vs mages she’s using Camilla’s axe so no point in not doing axe mage knight if that’s the build you are going for
Now if you want a REALLY high investment Citrinne Swordmaster Levin sword forge Alacrity Speedtaker One of my favorite ways to use Citrinne tbh, I also would occasionally swap speedtaker or alacrity with vantage to increase her survivability, that or just leave Lyn on her which solves her speed problem entirely without the need for skills. Leaving the door open for a hold out and vantage combo
Citrinne is my favorite character in the game, and easily one of my favorite gameplay units. I pretty much always go Mage Knight for her and fix her speed. Of course, I have the DLC, so I just throw Camilla on her for the stats, dragon vein, and additional tome. She’s pretty much always my best and most consistent combat unit besides Alear and maybe Chloe.
Next you could do a look at Boucheron, how good is a giant build stat. In maddening Boucheron can quad with brave axe and one round any unit in the game, including sombron himself. I have a vid of Bouche doing it if your either skeptical or curious about my build set up
I was running Citrinne as bowknight with Lyn in my B team No Somniel run. I went bowknight instead of sniper because I'm not warp skipping so the +10 range isn't that valuable, and bowknight has more speed, higher magic cap, and that +1 movement. The other side of the reasoning was that I didn't want to waste Lyn on a mage unit who can't bow at all just to make them faster, because Astra is a good tool for solving tight positions. This build was OK and stayed relevant for the entire run. She wasn't one-rounding too much stuff in the end game, but being able to oneshot those late game griffin knights was valuable by itself. The bowknight passive also came in handy more often than I imagined. However, most importantly, she looks extremely good in the bowknight threads. So if you're not going super fast but want to put a bow in Citrinne's hand, this build with forges, engravings and passives should definitely carry.
I find Mage Knight Citrinne to still be very useful in a ringless run and often find myself giving her the first boots to play around a Momentum Resonance/Draconic chip build since raw power is a bit more favored than speed in these types of runs. She is my last early game Master Seal unit alongside Alear, Chloe, and Lapis. That being said, she does take a lot of resources to use this build especially in runs where i limit specific resources, so I attribute it more to favoritism (and that the other mages are plain bad), but as if I care. I use Lapis and Kagetsu is banned from my runs, enough said.
Decided to go for the dire thunder approach on my maddening run, Chapter 21 currently and she is still going strong. Since I have 4 potential dual assists at any given time with one being Hero Goldmary, its rare that she misses a oneshot range. Its starting to get more and more shaky as expected, however she saved my ass basically every 10 seconds during the midgame. I very fondly remember that moment when Ike started moving and destroyed the ruin behind me while still being like 12 spaces away, ending the turn would see 8 of my units getting killed, but I managed to get across the map with Byleth and Citrinne took 2 of his health bars with a seadall dance, which ended up being enough to barely get a win at the skin of my teeth. 3 Range reliable boss killing is perfect, to get more mileage out of Alears positioning and if she does end up struggling too much, there is always the staffing Option in the late game. But her contributions to my success so far cannot be overstated
I think Citrinnes biggest problem is that she struggles to compete with the faster magic users of engage. Cloe, Anna and Pandreo especially can do what she does in the midgame with less speed fixing and can still consistently one-round in the endgame.
6:12 let’s not forget Break defenses on foes lol, the levin sword is her best option, but I wonder what she would look like with a Flame lance, or the hurricane axe! Does that even work with break defenses? Idk but it would make her the funniest Ike user Tbf~
Any reason you didn't touch on levin sword-griffin knight-sword power Citrinne? Not sure if the build is popular in the community, but it felt intuitive enough as a speed fix that I ran her on my second maddening playthrough and she was a major carry
These are all very reasonable options for Citrinne, but I would like to recommend one more (slightly less hinged) build: Halberdier Citrinne. Yeah you lose out on some magic and 3 range tomes, but you get so much in exchange. Chain attacks, guaranteed follow-ups, more bulk, and getting to see flame lance be somewhat useful. Slap Celica on her and Ike-engrave the flame lance, and the damage you will deal to late game enemies becomes truly absurd.
Question I'd be interested to see a video on the DLC Emblems and how they stack up to base game Not interested in buying any of the DLC for Engage if i'll be honest, but i wanna know if ones like Hector, Camilla, Soren are Broken, or about as powerful as the rest
Bro Sniper Citrine looks so funny I want to try it Reminds me when I turned Hanneman into a Sniper or as I call it the Magic Hunter Volley Killing Machine. Nothing survived him. Nothing.
I use her quite a bit but i use a different setup i have her as long range magic artillery high priest with soren stacking the mag/dex boost from veronica and the hit/avo from celica shes better at it than Gregory since despite also having a +3 mag stat cap his dex is a -2 and as a high priest she still gets A rank tomes and S rank staves to warp units while she sits comfortably in the back lines
The best thing about her is the reliability, since she most likely want to go mystic, and can one round/close to one round most fast enemies, you are safe with her against a lot of bad terrain shenanigans.
i don't really follow Engage discussions for the most part anymore sheerly out of faded interest, but I do remember seeing a few people I respect as rather knowledgeable saying Citrinne is in the ranking for best character in the game with DLC. The reason for this is because of a particularly busted build: Reprisal+, Vantage, Holdout and Thoron. Inherit Vantage and Hold Out onto her before Leif and Roy get yoinked, forge her an early Thoron, and stick Veronica on her, and Citrinne can nuke the majority of the game with just end-turn spam. I believe you need to feed her some seraph robes to meet the Reprisal+ thresholds later on, but that's hardly an ask, really. The only thing she really ends up needing support with are 4-range corrupted wyrms (though she can player-phase most of them), Emblem attacks because they bypass her Hold Out and Vantage, and the game's like... 3 total Meteor sages. It is an admittedly pretty hefty amount of early-game investment but the payout is her soloing the majority of the game for you
To stress how ridiculous this build is, and how early it comes online, in chapter 9, the literal earliest chapter you can get this build off, assuming a base level 10/1 Sage Citrinne with an HP tonic (or the seraph robe you got from Chapter 5), you can move her into range of the axe flier and axe fighter in the top left to get her hold out and vantage proc'd, and from there she can legitimately solo the entire map, easily. admittedly, she will suffer some mild hitrate issues, particularly on Ivy's retainers, but this can be remedied by engraving the Thoron with Leif's Geneaology engrave, and a skill tonic doesn't hurt.
That's a huuge investiment for just the early game, i've been running this build as well but it only came online after chapter 17 when I finally got reprisal + , if you're trying to actually balance your team's investment you can't really do all of this
Admittedly the Thoron is a bit intense but you can substitute it for an Elthunder early on and still meet the one-shot thresholds. If you want to be stingy with your free starter SP books, you can put Hold Out aside and use Camilla Flame Veins and Edelgard's Flame Gambit to manually lower Citrinne's HP to 1. The only absolutely necessary price point is the admittedly very steep Bond Fragment tax involved in Arena grinding Veronica's bond up to 18 and Leif's up to 5, but again, for a unit that *solos more than half the game* I think that's a relatively low price for entry. Past that early game entry barrier, Veronica Citrinne really takes very little to keep going. Seraph Robes aren't a hotly contested commodity, being on the weaker end of the stat boosters, so giving them to her isn't a huge issue, and if you don't want to forge up that Thoron tome, that difference can be made up with magic meals and tonics until you get the free one off Zephia or buy one later on.
I like Citrinne, due to my bias to Lilina. Specially now that it players have options to help fix or bypass charqcter weaknesses. Doubling is easily fixed, Olwen and Soren's Bond Ring is one, reclassing for a few level-ups is another. Personally though, I just play her like how I did Lilina a One-hit wonder who occassionally heals. Equipped with Nino, Mae or Lilina's Bond Ring for more damage it's very rare I need to double to get the kill.
What do you think of High Priest Citrinne This is what I would have done with her personal skill and Celine's is let it grow so it can have staff procs as well Citrinne's Generosity When this unit uses a healing item, adjacent allies also recover the same amount of HP. High Priest Self Healing Unit can target itself with healing staves She is my Thoron user as well Celine Gentle Flower Recovery items used by allies within 2 spaces heal +50% HP. What do you think Actuallizard
I like citrinne so maybe I'll give a different build a try. Typical i have merrin in mage knight because i think she's cool in it and she always did a lot of work and sometimes sage for uh reasons. Maybe I'll make her a mage knight next time and make merrin a warrior or something (had fun making panette into a wolf knight ike tank one time)
I'm sure you've probably seen this already or someone else has mentioned it but Atano's playthrough makes a good argument for Thoron vantage crit citrinne. Though to be fair i believe it uses Leif/veronica very heavily which is story/DLC dependent.
I’ve been a huge Citrinne appreciator since my first play through where she crit killed Rosado with a Micaiah engraved el surge tome while standing on the pillars in ch 10. She also provides a great showcase for why mage knight kicks so much ass. The only issue I even have with mage knight at this point is that it can’t have S rank tomes based on personal weapon proficiency; the class has matched weapon ranks with Wolf Knight but wolf knight is allowed to reach S daggers… so come on IS stop being a bunch jackasses smh. Citrinne also shows up to confirm the player’s initial suspicions that Clanne is, in fact, ass. W character. Side note: Framme and Chloe also reveal that about Clanne but their base classes make direct confirmation more elusive, sadly.
I just finished a run where I used Citrinne a from the moment I got her to end game. Became one of my favorite units. I used Olwen ring with a refined Thunder with Hector engraving. Same MT as Ike, but more speed. Gave her Canter+ and Reprisal+ then I just used Corrin fire to get her low. She was one rounding all game. I do understand this is very DLC and heavy SP investment tho. You probably hate to hear it, but doesn't Anna just do her job better. Altho Lady Anna is not a classy Lady Citrinne.
While I agree that Dire Thunder falls off lategame, particularly because it's essentially useless on enemy phase, I will say it's a lot better than you think, specifically if you're including the DLC. In the DLC, you can get the Enchanter class, which has the Weapon Surge ability. Weapon Surge on a Tome will give every instance of that tome, ally and enemy, +5 Mt until the effect is overwritten, and that's a huge benefit for Dire Thunder since it hits twice, so it's effectively a permanent +10 damage (and as a side bonus, lategame enemies just aren't running Thunder any more, so there's absolutely zero benefit to them). That's enough to very comfortably one-round a lot of things on your table. This setup also doesn't use either skill slot, which you _could_ use on Magic+ or something, but that's pretty expensive for not a lot of benefit, so I'd prefer Canter or Divine Pulse to ensure she hits. (You can get way more damage if you inherit Reprisal too, but that's so much overkill that it's a complete waste.) Does this make Dire Thunder Citrinne the absolute best use for her? Not really, she's still a complete liability on enemy phase and you have to run an Enchanter on top of it (though it's not hard to find uses for an Enchanter). It's also pretty worthless in very fast play, because you do have to spend the first turn using Weapon Surge. But it does make Dire Thunder scale remarkably well to endgame, and it doesn't require a *ton* of investment into Citrinne either. ...Of course, if you're ignoring DLC, then yeah, it's basically useless endgame.
So you didn't really bring it up, but I find that the primary advantage of her Sage builds is that it doesn't need one of the early game master seals. Mage Knight wants that chapter 7 seal to pick up Chaos Style ASAP but Sage Citrinne does not care about waiting until after chapter 11 to promote at all. So no matter which early game units you want to use, Sage Citrinne can easily be splashed in without taking resources away from anyone. Mage Knight is better if you want to make Citrinne the main character, but if you prefer a different early game mage's stat distribution then it feels like the best of both worlds, where you leave the early game with both a great magical sweeper and a great Thoron/utility sage.
Is there any point into reclassing into an unpromoted class or staying in a base class till max level or is engage strictly early promos and advanced class supremacy?
Early promo is the way to go. The game bases xp gain based on internal level, so even after promotion, you will gain xp at the same rate. Advanced classes have better growth rates, stats, and skills, so you should always promote early if you have available master seals
For Dire Thunder you missed a good option, the best bang for your buck damaging move for non-sword/axe/lance users is Gentility+, +5 damage for 3000 SP instead of +3 with Magic +3, I've used Dire Thunder Ivy and had her ORKOing all game with Gentility+ and a Leif Engraved Thunder which has essentially has 2 less attack than a +Levin Sword using Citrinne with speed skills instead of Gentility, and if you Ike Engrave that's equal (or -1 if you Sigurd Engrave the Levin Sword obvi.) Gentility+ is an oddly underrated skill imo, makes Ike on Merrin Fantastic too.
@@levobertus Momentum only works for the first attack, that's +5 attack on a Sage vs +10 or +6 with Gentility, and that's assuming full movement which may not be possible or optimal depending. For non-Dire Thunder builds Gentility works on EP too and makes your EP better with both damage output and tanking.
I find it interesting Citrinne is used here, and not Anna. Or Lysthia from 3H. Also Citrinnie isn'#t just Dire Thunder. Like you can just Thoron things from 3 range; and give her the Lucina ring and have her chain attack from like 8 range. That's what I did with her. Also I think she's best girl.
Citrinne as a sage doesn't need investment and stay good all the game. I feel fogado and her are the same, good without investment but investment doesn't get them higher. Really special wonderful units, ofc they can't measure up the big three Chloe, Ivy and Kagetsu.
I mean Fogado in his personal class and promote was SCREAMING "give him the radiant bow" you even get one for free in his palace not too soon after getting him. Hell he also screams "give him the Levin Sword too!" As much as I like Etie as a bow knight, I will admit Alcyrst and Fogado have points that make them beat her out, such as Fogado being a fucking magic bow knight with how he can target whatever stat his target has as the lowest in DEF or Resistance, something Etie can't do great in the resistance department and Alcyrst is a better Sniper, especially as his personal Luna if it activates which it has a high chance of as he has a good SPD stat to follow up attack often so more chances to fire it off....usually when you don't need it as it overkills😂. Etie is stronger, but rare to see her follow up attack if she goes Sniper, so she really just the Archer version of Citrinne, in a game with more defense high then resistance high enemies, any high resistance fighters would be fliers which she flourishes in killing
1. Anna starts at level 5 in a physical class, requires Micaiah usage to become a usable unit. Better to use that exp on someone else who can make better use of it. Citrinne, on the other hand, is able to promote immediately and doesn’t need a reclass. 2. Anna has extremely low bases. All of her power is packed into her growths. By the time she reaches level 10 and promotes to mage knight, her stats are identical to Clanne’s, who has good early game combat and can still be a decent unit throughout until he gets replaced by Pandreo (or has continued usage if you like him). Citrinne has very good bases upon join. 3. Citrinne will outdamage Anna and they will double the same amount of enemies for pretty much the entirety of the game, because Anna struggles to double with bolganone. Anna will take a million years to reach Citrinne’s magic stat if they’re both leveled up. 4. In the case that anyone mentions Anna’s personal skill, the proc rate is unreliable, she has a base chance of 3% to proc it, and even if you boost it.
Surprised you didnt mention super citrinne aka where you give citrinne some sort of dmg boosting ring (usually mae for thoron) and vantage + another skill like hold out or divine pulse to enemy phase lategame Its a pretty funny build but i think its more of a meme than anything because you have to get lucky with bond ring gacha again and more importantly if you have dlc veyle does this way better with the only caveat beinf that soren veyle usually doesnt have 3 range. Still an interesting and funny way to build citrinne imo and is very reminiscent of other high mag units like ophelia from past fe games
you actually can’t afford to run anything other than magic+ to reach those one shot thresholds in lategame maps. she needs as much magic as possible. which turns out to be just fine, because funnily enough citrinne’s bulk will on average let her easily drop below 25% for vantage most of the game just from one or two hits. and a hit engrave + alear support should more often than not suffice for hitting even the dodgiest enemies. it’s kind of funny how perfect all the numbers work out - so much so that i discovered how to do it my first, blind maddening playthrough. i only realized just how blatantly easy it is to pull off(beyond getting lucky with a bond ring pull) when i attempted a second, more optimized run with the goal of getting her to vantage tank at least 90% of the game.
If i wanted a speedy magic unit, i would use Pandreo If i wanted a second speedy magic unit, I would use Ivy If i wanted a third speedy magic unit, i would use Chloe If i wanted a fourth speedy magic unit... i would use Anna...
Mage Knight Citrinne definitely seem interesting, but in my maddening run I had Anna do the exact job and she didn't need much speed help to double tons of enemies midgame. Arguably I think Anna does a better job (for higher initial investment) and Citrinne was just fine in Sage for chip damage and staves duty. I do think relying on Olwen bond ring goes from a boon in early midgame to a liability in the late game for sure.
Pandreo also does the same thing pretty easily with him essentially being like a Kagetsu just magic-focused. I gave him a speedwing but that was mostly wasted because he capped speed before too long in mage knight, so chaos style was always putting him over the edge to double anything other than swordmasters and falcon knights and he wasn't weighed down by bolganone, so he was a heavy magic carry together with ivy.
I consider Citrinne builds, aside from Sage Dire Thunder, and Corrin Thoron debuffer, something of a lost cause (Admittedly, I haven't experimented with the Sniper build. I'll acknowledge it may have some utility though.) The first thing to note is that Bolganone has 5 Mt above Elfire and 6 above Excalibur. Citrinne's big advantage is her high magic stat. But to retain that advantage, she must use Bolganone. And to effectively one round, she must be fast enough to double. In addition to low speed, Citrinne also has low build. Ivy, Pandreo, and Lindon all have high build, and can use Bolganone with minimal slowdown. After accounting for weapon weight, here's what average combat stats look like at internal level 30 for these characters, all equipped with Bolganone. Mt Spd Hit Crit Citrinne Sage 47 12 146 10 Citrinne Mage Knight: 44 16 141 10 Ivy Lindwurm: 43 18 131 10 Pandreo Sage: 42 24 153 12 Lindon Sage 39 22 141 11 What happens if we go with Elfire to compensate for the weight? Citrinne Mage Knight 39 20 146 10 Citrinne Sage 42 16 151 10 Overall, Citrinne's offensive combat stats not great. Sage is far too slow with Bolganone. With Elfire, it's still too slow, plus it loses Citrinne's firepower advantage, so what's the point? Mage Knight fares a little better. With Chaos style active, the Bolganone set is a bit better offensively than Ivy. But Ivy has staff access, flying, and can actually tank hits. Mage Knight gets a movement advantage over Pandreo and Lindon, but they both get A rank staffs, Pandreo is drastically faster, and his power isn't far behind Mage Knight Citrinne. Elfire Mage Knight Citrinne is basically equivalent to Sage Lindon, while having Bolganone available to double exceptionally slow targets for more damage. But again, no A rank staffs. Looking at a Dire Thunder build, Citrinne as a sage has +4 Mt. vs. Lindwurm Ivy, while also having staff access. No flying, can't take hits, and -1 movement, but it's a valid tradeoff. The pros and cons are comparable in value. What about Mage Knight Dire Thunder? It's got +1 Mt vs. Ivy. But no flying, can't take a hit, and no staff access. A Corrin debuffer set can get by with just magic power, and 3 range Thoron is very nice with this. The sage option gives access to the Fire Dragon vein, so she's a good candidate for this (although I prefer Corrin on Dragons personally.) Mage Knight Citrinne should be able to function fine offensively in the mid game. But she just doesn't offer much that Ivy and Pandreo don't already. The Sniper build is kind of fun. But I've actually really enjoyed running this on Lindon. Weapon insight gives him +20 crit. Another +10 from the Sniper's ability, and +20 from an Eirika engraving (this comes with the big Caveat of -20 Dodge, meaning you'll need to be extra careful he doesn't get attacked on enemy phase. It also means he cannot safely attack enemies that have 2 range and he isn't guaranteed to finish off in 1 hit.) The Lyn engraving gives him enough speed to double most enemies. He usually has around 60 crit, meaning when doubling, he'll get at least 1 crit about 84% of the time. The hit boost from Eirika's engraving also helps a lot against high avoid enemies like swordmasters, which gives him a 60% chance to 1 round them, even when he can't double. A rare feat. And of course, the Radiant Bow is instant death to fliers. And 20 range Astra Storm is of course very nice. It's a very specialized, situational build. The lack of any enemy phase utility prevents it from being a staple for the army, but I've found it's good at covering specific threats the rest of my army has trouble with.
I personally believe she is a unit that gets overrated a lot, i find that her best contribution is during the early game but she gets quickly outclassed by Ivy and Pandreo. During middle game and onwards she needs a minimum of +7 speed to double a good chunk of enemies, it's true that this is easy to do but ease of use DOESN'T mean low investment IMO. She's not a bad unit at all don't get me wrong, but i feel like she's overhyped and in all honesty she's not a unit i particurlary like to use either, if i wanna use the BEST mages then i look at Ivy or Pandreo, if i feel like using units i find very fun then i look at Celine and Anna, so Citrinne unfortunately gets shafted for me
The plus seven speed isnt a big investment. It's 500 sp for SPD +3 (she comes with this), a meal (that you were probably making anyway) or a tonic which is very cheap, and a heroes ring. The only meaningful resource here is the ring and some bond frags. and if you really don't want to give her the ring she can just use some random 1 SPD bond ring and do fine at +6 speed, especially once she has chaos style. There's no major resource expended here. I also don't think there's any shame in being outshined by 2 top units in the game. The vast majority of the cast is outshined by ivy and pandreo. Later game she needs a ring, wings, or more expensive skills, but that midgame speed is pretty easy to come by.
@@actuallizard i already said that i don't think she's a bad unit, but I still believe she's overrated, personally I think that any investment over +5 is already a substantial amount, i didn't say the speed was hard to come by quite the oppositez i said it was EASY but the fact that's easy doesn't necessarily mean it's low investment in my opinion. If you don't agree then more power to you i guess
Citrinne gets online from chapter 8 and has access to plenty of skills that Ivy and Pandreo will be lacking for a while. When it comes to pre-chapter 10 units she deserves the praise she gets. Early on the invest is cheap and later on when she needs more speed upkeeping you also have more tools at your disposal.
I’ve always been staunchly against early game female mages with unnecessarily high magic and 0 defense since Lilina started the trope and Citrinne is no different especially in engages heavily player phase focused gameplay it’s safe to assume if anything attacks her she’s dead. I think you’d be better off just using her as a staff bot to support your more dual phase capable units
Something about Citrinne just hits all the points I hate about playing engage. Bonded shield makes defense a non-factor, lyn makes speed a non-factor, vantage makes combat a non-factor and it just all ends up feeling super undeserved and annoying.
It just feels like she’s able to do what Leo and Ophelia both do with none of the skill required to assemble it and utilize it properly. That and my memories of 1.0 engage back when SP actually mattered make me end up using Clanne 9 times out of 10
My super Ophelias never run vantage but I bulk her up with a robe and sol or nosferatu (or both) + shuriken breaker for ch 25 and she still gets the job done. I also make it a point to get her relatively early in the play through which means she has more limited options for her inherited skills. Anywho… On a different note, I’m not against using Clanne… but he always comes out so ass for me specifically (also see: Niles syndrome). U make it sound like ur using Clanne in protest, which is kind of a funny take for sure. I’m sure it’s not too much effort to make him useable given all the tools at ur disposal in engage, but his first impression is so rough that I have never brought myself to do so lol
@@danielarenas8760 oh no I used clanne my first run and I learned that he hits benchmarks no other unit in the early game can even dream of doing (doubling and dealing actual damage to every enemy on ch 5 with just 3 levelups, for example) so I started using him Also that’s not really super Ophelia that’s just Ophelia. It’s the same as Leo but with worse bulk; I’m not saying she’d be a bad unit but the term “super Ophelia” typically refers to vantage LnD Ophelia specifically
@@lagspike7763 that makes sense. On both accounts. I like Leo a lot too I just have this tendency to not build him out much from his base class. Despite the lackluster class abilities I’m still a big fan of Fates dark knight. So yeah, he has great synergy with malig knight savage blow to activate his personal, i.e. he works well with Camilla or any other MKs u have. He also has the grows relatively fast thing like Camilla which, outside of picking up skills more quickly, just feels good. All stuff ur already aware of I’m sure. The only time I’ve ever been disappointed by Leo is when he capped speed which made me find out about his -2 speed cap. And that one’s not even his fault lol. Guess IS needed to contain him somehow. Keeping dlc out of the equation here cuz I’m aware of how dark flier can patch up those shortcomings. Leo feels better to use than Xander for me honestly.
I can't believe you forgot to mention Citrinne's finest hour, which is when she one-rounds the top left door in chapter 15 from the central room as a level 1 Sage using Thyrsus, Elfire, and a magic tonic.
Man that door gave me so much trouble thanks for this tip.
Citrinne is one of my favorite Engage unit. I mostly played with Olwen Bond Ring but she's still useable without it. I also like Celica bond ring with speedtaker inherited to patch her speed. Mage Knight being her better offensive class while sage provides staves. She's one of the better staff user since she wants to avoid enemy range and high magic.
#CItrinneismywaifu
Hell yeah, I've been Citrinne-pilled ever since I used her on my maddening run. I rigged a Dire Thunder and went that route. Gave her a +5 Ike engraved Thunder, Canter+, and Divine Pulse+. She ended up being my MVP on most maps and was a free delete button every time she took an action lol
I agree with your assessment that her ability to one-round gets shaky as the game goes on. I fixed this by feeding her all of my spirit dusts and always cooking candied fruits, which give +1 Mag (and also +2 Speed for the rest of my army). With those extra boosts, mine was able to stay ahead of the curve and hit one-round thresholds all the way into endgame.
There are a few other benefits of the Dire Thunder build that I don't think you touched on. I find that Dire Thunder Citrinne is one of the most reliable units for taking out extremely fast enemies like Swordmasters and Wolf Knights (I needed to give her Divine Pulse+ to fix her shaky hit rates for this though). And being able to double with magic damage from 3 range is also huge for taking out certain enemies with 1-2 range (e.g. Ike and Byleth in their paralogues, etc.) that very few other units in my army could initiate on safely.
On my next run I'll try the speed-fixing build. The only issue I have with it is that it's essentially "Ivy minus flying." Which is obviously still a very good thing to be, but since I pretty much always use Ivy, it's kind of redundant and misses out on a few of the perks of the Dire Thunder build I mentioned above. It's nice to have Ivy as my speed-fixed magic carry/bonded shield enemy phaser, while also having Citrinne as a dedicated player phaser that fulfills a different role and opens up some different strategic options.
Citrinne is my favorite character in Engage so I'm very glad this video popped up!
Despite being a Lilina-type mage (Big magic stat , low-ish everything else), Citrinne surprisingly has a lot of potential to be a really good unit given proper use of the tools at the player's disposal and is also very versatile in what roles she can take. Which i don't think is the case for most other slow mages in the games?
Also, surprised you didn't mention the Mae Thoron and Veronica builds. With the Mae ring and a forged Thoron she has around the same firepower as Dire Thunder while being able to use it in EP, which coupled with Vantage allows her to do some funny shenanigans. Veronica ring and Vantage allow her to that as well but with even more firepower thanks to reprisal, just need to find a way to reliably get her to low hp and she can OHKO most enemies in the game AFAIR, which is pretty absurd.
I find the concept of a mage who gets doubled even by Armor Knights but makes up for hew low speed with an absurdly high Magic stat to be pretty funny.
Huh, hadn't considered Veronica actually, sounds like a pretty damn good use of the emblem, not many high might 1-3 range options in engage. I'd probably recommend just feeding citrinne all your seraph robes if you do that for damage and leeway getting past the vantage hp thresholds, while I admittedly haven't tried it in engage, getting one of the three vengeance users in fe16 to low hp by just tactically tanking an appropriate attack was shockingly easy, and it's effectively a stun on an enemy when you do it to. Or you could just repeatedly set her on fire with dragon veins that'd also work I guess.
It’s also super easy to get her to low hp too with the flame dragon vein to safely make her hit vantage or reprisal thresholds.
Lizard this has to be one of your most demented thumbnails
Get you a partner that looks at you the way lizard looks at Citrinne
Rex
I effing LOVE Citrinne, she has one of the best unit feels for sure. I was surprised at how Mage Knight and Chaos Style fixes so many of her Speed issues for a large portion of the game. I always give her Alacrity so she can blow up armours and corrupted wyrms.
14:48 I'm sold. I'm doing Sniper Citrinne next run
7:30 "The only caveat here is that if you want her on Levin Sword duty she does lose speed to it, so I like to keep an Elfire in her back pocket." True, that's a pretty useful tech- when you remember to use it haha
But yeah, I really enjoyed the incorporation of the spreadsheet in this video, both in the specific tables that were displayed and just generally using it to guide some commentary. Comparing the performance of a rigged bond ring to a max invested weapon felt a bit unfair at first, as I kind of always assumed the appeal of the Dire Thunder build was that it was minimal investment for strong payoff for a solid amount of the game. I'm just guessing on community opinions here though, and that still doesn't change the point that a well invested Citrinne can indeed pull off all the strong contributions you mentioned without a rigged bond ring. Also, thinking about it, the real-life time investment it takes to get the Olwen ring vs the in-game investment it takes to get Mage Knight Citrinne going could be argued to be a valid comparison, which is pretty funny.
Thanks for the analysis (and for actually backing it up with numbers).
Imo the biggest issues I have with Citrinne discussions is that people don't really approach it the right way at all. I've seen many people argue (especially on reddit and yt videos) that Citrinne's speed is a huge dealbreaker and her bulk doesn't let her enemy phase well, which I think are really misguided criticisms. Like, why would you criticize a specialist for not performing well at what you want an allrounder for? That's like saying Conquest Kaze is bad because he can't enemy phase physical enemies well. Why would you try to do this in the first place?
Her speed in particular is very interesting, because it REALLY highlights my issue with this approach; She mostly targets high def physical enemies that are too difficult to take or kill with other physical units or EP magical units, and all of those will have low speed to begin with. In the midgame, we actually see a pretty interesting phenomenon where most enemies will actually be doubled around 15-20 speed, which she easily reaches without major investment, but the actually fast enemies require much higher speed thresholds nearing the 30s, so not even your faster units will double them unless they're Merrin or Kagetsu. so really all that's lost are the few 20-25-ish speed thieves and snipers that don't really threaten anyone. Additionally, the faster ones tend to be wolf knights, which no mage should be attacking due to their high avo, 1-2 range and high res. So say Citrinne had 30% more spd growth. Would this really change anything? I honestly don't think it would. It would only offset the levin sword weight slightly more, but it really wouldn't change her game plan no matter what role you intend to put her in.
In the last third of the game, she actually does face hitrate and speed issues, but as MK, she can inherit speed+5 and still double the key enemies you want to mag target, she can be bonded shielded and routing maps is already seen as inefficient, so like, all her key problems are really minor concerns with concrete and easy fixes. It's also not something other units don't have to deal with, since hitrate issues are universal and other units might want a damage fix over a speed fix instead, so pretty moot points against her imo.
What she performs best with is being a mag nuke, and she does this better than anyone, which makes her very valuable imo, with amazing early and midgame and utility/specialized use in the endgame as a boss killer and staffer. She's my favorite unit in the game for that reason, because she's always useful no matter what you do with her and you can do goofy shit, which other units simply wouldn't be able to do.
As a Dire Thunder Citrus enjoyer, I appreciate your video breaking down the flaws of DT instead of just saying "its mid trash use MK instead". The community needs more rational discussion like this, so I appreciste you.
Also that Sniper build is funny as hell, im gonna try that the next time I play Engage lol.
I am super late to the party, but I really enjoyed this analysis and wanted to add another Citrinne build I enjoyed. My last Maddening playthrough, I tried High Priest Citrinne with a forged, Ike-Engraved Thoron and the Roy ring. That’s a lot of investment, but Roy isn’t super competitive, and going this way makes her less conparable to Ivy if you plan to user her.
My High Priest Citrinne was actually incredible once I fully set her up. I gave her a Seraph Robe, Vantage, and, since I had the DLC, Reprisal +, and honestly, she and Alear could just solo most maps. It was awesome.
Once she was hit a few times and taken down to 1-2 HP, she could do 70-80 damage per hit, ORKOing everything that wasn’t a dragon or a boss despite her lack of speed. It was beautiful to see. You could just drop her into a pile of lategame enemies and watch her clean up. And for player phase (since she’s mostly and enemy phase unit), she can use S rank staves to support or even heal herself back up to full health (High Priest class skill) to set up for the next turn with an extra safety blanket.
I got started in the franchise with Awakening, and this build made me nostalgic for the era of VVW Nosferatu tanking. It basically functions the same way, though obviously without the healing, but as long as you don’t do anything stupid like charge an ice dragon with her, she doesn’t need it.
Now we need some love for Lapis. Seriously though, I’ve always found Cittrine underrated but yet outclassed in some cases. I think I’ll give her a try
Yeah, people whine when energy drops and forging exist! (Found that mitigates her STR issue even as a swordmaster, which works for her SPD and I enjoyed her as a halberdier.....honestly she should have been a Lance fighter from the start, would have made sense as they put her in a class that relys on critical hits....and then give her a personal that effects her critical chance)
Plus Gregory is Citrine who can survive hits and hit harder at the cost of dexterity! Frankly wish their were more magic/tome classes in the game (why no dark flier, I will never know) as Citrinne REALLY Suffers this in the eyes of those who feel her only having two promote choices makes her lame (found people who are hating on a character for not having 5-6 different advanced classes to become. Like seriously, people are judging a character quality on if they're a transformer! (Like the many non mage classes Clanne does better in then his main class)
Citrinne does well at what she's in, even without Olwen S ring (I rarely roll for bond rings unless I'm doing a bond ring only run), Engage gives you so many tools that I'm still shocked you got people playing "this guy sucks" (but guess that's coming from the crowd that want to subvert the emblem ring system or not have to rely on it too much talking loudly😅) but that's been in the series forever so I need to stop getting annoyed by those annoyances😊
@@paulman34340 As far as Olwen S rank ring yeah that is tedious to be farming for. Some people don’t count bond rings when tiering characters based on a number of factors. It is still good when you do get it of course.
Plus in terms of magical roles, she does face competition from Ivy who flies, Pandreo who is faster and has higher build, and Hortensia who also flies. Her only advantage over all of them is availability. Plus she can promote right away and takes less time to train Clanne and Celine as mentioned in his video so using her is certainly not out of the question.
@saggsman Indeed, just my bad luck I came across too many tier list that did mention that damn bond ring as the only thing that makes her good.
And yeah overshadowed by awesome is a thing, but that's on the individual. I guess that's me judging cause I tend to love units that suffer this I guess LOL. I blame Engage lower class count (I'm sure if Dark Flier was there she might be able to match Ivy but I guess Ivy and Hortensia are the reason it's not in the game LOL, hope next FE the Royal and their exclusive class count is lowered!)
“How good is big mag”
As it turns out, very. Especially in a speed focused class like Mage Knight that just gives you +3 speed for attacking enemies you already should be attacking.
I always throw Mag units in Mage Knight because magic is incredibly good in Engage, and speed helps reliably kill. I don’t tend to use the Levin Sword on a MK because it seems a bit redundant when they already have a good tome (though I’m sure it’s nice against hand axes so they don’t take a hit)
And Pandreo in MK can get Bolganone early because his build is really high so an instant MK reclass means he only has -1 speed
Fell in love with Citrinne as soon as I first saw her. I love mages in general, and her look and personality caught my attention really early on. Almost convinced myself I wouldn't be able to use her since you can only field a max of 12-14 units. Gave her a try anyway and she quickly became a star. She spent the majority of the game with Olwen, but I switched her to Byleth or Celica for the last few chapters.
Ended up giving my Pact Ring to her. I just adore her.
Citrinne is my favorite! Great analysis!
I ran Citrinne in my first Maddening run which I just completed last night. I found that her speed (Final ch. Spd base at 22) was manageable, and Corrin giving her HP/freeze/hex made her amazing for crowd control and boss sniping. Canter+ and Thoron+ kept her safe usually, but she could tank a physical hit against a stray paladin/sniper etc.
She was a unit I would find myself dancing the most
the dancing thing is pretty undervalued imo, because her builds tend to be 1-3 range canter builds, which give you much more flexibility with a dance compared to a 1 range unit. dancing Citrinne with DT or momentum Thoron will cover a lot more ground and be useful against more enemies than dancing a killer axe Panette, for example.
Great vid as always, love seeing new ways to use Citrinne like sniper
thank you a lot!!! breaking down the use cases really helped me figure out what i want from this deployment slot from the get-go, where im both planning forward from recruitment and am still locked into fixed growths mode, thus leaving me immediately wanting to have an answer for who i'm using longer term out of celine vs citrinne
ironically this led me to the conclusion that i just like celine's investiture into offstats better for what i want to fool around with here.
however i think my opinion changes radically if i could _just roll for stats_ please intelligent systems i am an adult who has been playing this series for like twenty years and turn based tactics for frighteningly close to twice that i know you want to give softlock protection but if i wanted predictible stat growths i would be playing from a completely different series
Oh hell yeah! I'm always down for some Citrinne propaganda!
I really love Camilla on citrinne. Screw dire thunder lightning let’s you quad after speed taking enough ( or just quad armors in general which just deletes them). Cammila’s axe is also an interesting boon for a magic unit since they can potentially struggle to damage other mages but usually aren’t threatened by them offensively. Cammila’s axe’s massive might allows even a pure mage like citrinne to one round with it after some speed taking or some other form of speed boosting so she can double. Lightning+cammila’s axe is a solid set of engage weapons. She also gets speed from Camilla which lets you use cheaper speed increasing methods to fix her speed. Assuming you aren’t doing dancer with cammila’s so you can have a flying dancer citrinne’ one of the best users of cammila especially in mage knight
If you make Citrinne an (Axe) Mage Knight, she can also take advantage of Hurricane Axe on Dark Inferno to nuke an entire square of fliers on demand. Its pretty nice.
She also gets +4 Movement from Soar when Engaged thanks to the Cav bonus, which rivals Sigurd in terms of sheer mobility.
@@UnlimitedMrX it can sometimes be difficult to get enemy fliers in an advantageous position but if you can get them in a checkered pattern then sure absolutely that’s a nice boon. You’d realistically wouldn’t be using a levin sword on a mage knight Camilla citrinne since she needs the chaos style vs non mages and vs mages she’s using Camilla’s axe so no point in not doing axe mage knight if that’s the build you are going for
Now if you want a REALLY high investment Citrinne
Swordmaster
Levin sword forge
Alacrity
Speedtaker
One of my favorite ways to use Citrinne tbh, I also would occasionally swap speedtaker or alacrity with vantage to increase her survivability, that or just leave Lyn on her which solves her speed problem entirely without the need for skills. Leaving the door open for a hold out and vantage combo
Citrinne is my favorite character in the game, and easily one of my favorite gameplay units. I pretty much always go Mage Knight for her and fix her speed. Of course, I have the DLC, so I just throw Camilla on her for the stats, dragon vein, and additional tome. She’s pretty much always my best and most consistent combat unit besides Alear and maybe Chloe.
I loved this. Its rrally nice to see a character that i had tossed to the side myself get more love
Next you could do a look at Boucheron, how good is a giant build stat. In maddening Boucheron can quad with brave axe and one round any unit in the game, including sombron himself. I have a vid of Bouche doing it if your either skeptical or curious about my build set up
Not having sniper Citrinne footage is a sin! Just kidding, you could have just asked me for it
I was running Citrinne as bowknight with Lyn in my B team No Somniel run. I went bowknight instead of sniper because I'm not warp skipping so the +10 range isn't that valuable, and bowknight has more speed, higher magic cap, and that +1 movement. The other side of the reasoning was that I didn't want to waste Lyn on a mage unit who can't bow at all just to make them faster, because Astra is a good tool for solving tight positions. This build was OK and stayed relevant for the entire run. She wasn't one-rounding too much stuff in the end game, but being able to oneshot those late game griffin knights was valuable by itself. The bowknight passive also came in handy more often than I imagined. However, most importantly, she looks extremely good in the bowknight threads. So if you're not going super fast but want to put a bow in Citrinne's hand, this build with forges, engravings and passives should definitely carry.
I find Mage Knight Citrinne to still be very useful in a ringless run and often find myself giving her the first boots to play around a Momentum Resonance/Draconic chip build since raw power is a bit more favored than speed in these types of runs. She is my last early game Master Seal unit alongside Alear, Chloe, and Lapis. That being said, she does take a lot of resources to use this build especially in runs where i limit specific resources, so I attribute it more to favoritism (and that the other mages are plain bad), but as if I care. I use Lapis and Kagetsu is banned from my runs, enough said.
Decided to go for the dire thunder approach on my maddening run, Chapter 21 currently and she is still going strong. Since I have 4 potential dual assists at any given time with one being Hero Goldmary, its rare that she misses a oneshot range. Its starting to get more and more shaky as expected, however she saved my ass basically every 10 seconds during the midgame. I very fondly remember that moment when Ike started moving and destroyed the ruin behind me while still being like 12 spaces away, ending the turn would see 8 of my units getting killed, but I managed to get across the map with Byleth and Citrinne took 2 of his health bars with a seadall dance, which ended up being enough to barely get a win at the skin of my teeth. 3 Range reliable boss killing is perfect, to get more mileage out of Alears positioning and if she does end up struggling too much, there is always the staffing Option in the late game. But her contributions to my success so far cannot be overstated
Never had a Bond Ring that I specifically wanted to pick up, and never have got disappointed with Citrinne.
I think Citrinnes biggest problem is that she struggles to compete with the faster magic users of engage. Cloe, Anna and Pandreo especially can do what she does in the midgame with less speed fixing and can still consistently one-round in the endgame.
6:12 let’s not forget Break defenses on foes lol, the levin sword is her best option, but I wonder what she would look like with a Flame lance, or the hurricane axe! Does that even work with break defenses? Idk but it would make her the funniest Ike user Tbf~
Any reason you didn't touch on levin sword-griffin knight-sword power Citrinne? Not sure if the build is popular in the community, but it felt intuitive enough as a speed fix that I ran her on my second maddening playthrough and she was a major carry
These are all very reasonable options for Citrinne, but I would like to recommend one more (slightly less hinged) build:
Halberdier Citrinne.
Yeah you lose out on some magic and 3 range tomes, but you get so much in exchange. Chain attacks, guaranteed follow-ups, more bulk, and getting to see flame lance be somewhat useful. Slap Celica on her and Ike-engrave the flame lance, and the damage you will deal to late game enemies becomes truly absurd.
Question
I'd be interested to see a video on the DLC Emblems and how they stack up to base game
Not interested in buying any of the DLC for Engage if i'll be honest, but i wanna know if ones like Hector, Camilla, Soren are Broken, or about as powerful as the rest
In my first playthough i saw the stats of the shining bow and made a warrior Citrinne to use it, she oneshoted every flyer
Bro Sniper Citrine looks so funny I want to try it
Reminds me when I turned Hanneman into a Sniper or as I call it the Magic Hunter Volley Killing Machine. Nothing survived him. Nothing.
I use her quite a bit but i use a different setup i have her as long range magic artillery high priest with soren stacking the mag/dex boost from veronica and the hit/avo from celica shes better at it than Gregory since despite also having a +3 mag stat cap his dex is a -2 and as a high priest she still gets A rank tomes and S rank staves to warp units while she sits comfortably in the back lines
I needed a video like this. I've been holding off chapter 11 to get dire thunder for weeks, and my luck has not been great.
The best thing about her is the reliability, since she most likely want to go mystic, and can one round/close to one round most fast enemies, you are safe with her against a lot of bad terrain shenanigans.
I mean her accuracy is still a bit of a problem. It just ensures that it doesn’t become unbearable
i don't really follow Engage discussions for the most part anymore sheerly out of faded interest, but I do remember seeing a few people I respect as rather knowledgeable saying Citrinne is in the ranking for best character in the game with DLC. The reason for this is because of a particularly busted build: Reprisal+, Vantage, Holdout and Thoron. Inherit Vantage and Hold Out onto her before Leif and Roy get yoinked, forge her an early Thoron, and stick Veronica on her, and Citrinne can nuke the majority of the game with just end-turn spam. I believe you need to feed her some seraph robes to meet the Reprisal+ thresholds later on, but that's hardly an ask, really. The only thing she really ends up needing support with are 4-range corrupted wyrms (though she can player-phase most of them), Emblem attacks because they bypass her Hold Out and Vantage, and the game's like... 3 total Meteor sages. It is an admittedly pretty hefty amount of early-game investment but the payout is her soloing the majority of the game for you
To stress how ridiculous this build is, and how early it comes online, in chapter 9, the literal earliest chapter you can get this build off, assuming a base level 10/1 Sage Citrinne with an HP tonic (or the seraph robe you got from Chapter 5), you can move her into range of the axe flier and axe fighter in the top left to get her hold out and vantage proc'd, and from there she can legitimately solo the entire map, easily. admittedly, she will suffer some mild hitrate issues, particularly on Ivy's retainers, but this can be remedied by engraving the Thoron with Leif's Geneaology engrave, and a skill tonic doesn't hurt.
That's a huuge investiment for just the early game, i've been running this build as well but it only came online after chapter 17 when I finally got reprisal + , if you're trying to actually balance your team's investment you can't really do all of this
Admittedly the Thoron is a bit intense but you can substitute it for an Elthunder early on and still meet the one-shot thresholds. If you want to be stingy with your free starter SP books, you can put Hold Out aside and use Camilla Flame Veins and Edelgard's Flame Gambit to manually lower Citrinne's HP to 1. The only absolutely necessary price point is the admittedly very steep Bond Fragment tax involved in Arena grinding Veronica's bond up to 18 and Leif's up to 5, but again, for a unit that *solos more than half the game* I think that's a relatively low price for entry. Past that early game entry barrier, Veronica Citrinne really takes very little to keep going. Seraph Robes aren't a hotly contested commodity, being on the weaker end of the stat boosters, so giving them to her isn't a huge issue, and if you don't want to forge up that Thoron tome, that difference can be made up with magic meals and tonics until you get the free one off Zephia or buy one later on.
I like Citrinne, due to my bias to Lilina. Specially now that it players have options to help fix or bypass charqcter weaknesses. Doubling is easily fixed, Olwen and Soren's Bond Ring is one, reclassing for a few level-ups is another. Personally though, I just play her like how I did Lilina a One-hit wonder who occassionally heals. Equipped with Nino, Mae or Lilina's Bond Ring for more damage it's very rare I need to double to get the kill.
What do you think of High Priest Citrinne
This is what I would have done with her personal skill and Celine's is let it grow so it can have staff procs as well
Citrinne's
Generosity
When this unit uses a healing item, adjacent allies also recover the same amount of HP.
High Priest
Self Healing Unit can target itself with healing staves
She is my Thoron user as well
Celine
Gentle Flower
Recovery items used by allies within 2 spaces heal +50% HP.
What do you think Actuallizard
I like citrinne so maybe I'll give a different build a try. Typical i have merrin in mage knight because i think she's cool in it and she always did a lot of work and sometimes sage for uh reasons. Maybe I'll make her a mage knight next time and make merrin a warrior or something (had fun making panette into a wolf knight ike tank one time)
I'm sure you've probably seen this already or someone else has mentioned it but Atano's playthrough makes a good argument for Thoron vantage crit citrinne. Though to be fair i believe it uses Leif/veronica very heavily which is story/DLC dependent.
I’ve been a huge Citrinne appreciator since my first play through where she crit killed Rosado with a Micaiah engraved el surge tome while standing on the pillars in ch 10. She also provides a great showcase for why mage knight kicks so much ass. The only issue I even have with mage knight at this point is that it can’t have S rank tomes based on personal weapon proficiency; the class has matched weapon ranks with Wolf Knight but wolf knight is allowed to reach S daggers… so come on IS stop being a bunch jackasses smh. Citrinne also shows up to confirm the player’s initial suspicions that Clanne is, in fact, ass. W character.
Side note: Framme and Chloe also reveal that about Clanne but their base classes make direct confirmation more elusive, sadly.
I gave her a forged Elthunder, Tome Accuracy, and Canto.
She's been funny as hell to use as a mobile delete button.
>Hasn't yet watched video
Surely this means Celine stonks rising. Surely.
I just finished a run where I used Citrinne a from the moment I got her to end game. Became one of my favorite units.
I used Olwen ring with a refined Thunder with Hector engraving. Same MT as Ike, but more speed.
Gave her Canter+ and Reprisal+ then I just used Corrin fire to get her low. She was one rounding all game. I do understand this is very DLC and heavy SP investment tho.
You probably hate to hear it, but doesn't Anna just do her job better.
Altho Lady Anna is not a classy Lady Citrinne.
While I agree that Dire Thunder falls off lategame, particularly because it's essentially useless on enemy phase, I will say it's a lot better than you think, specifically if you're including the DLC.
In the DLC, you can get the Enchanter class, which has the Weapon Surge ability. Weapon Surge on a Tome will give every instance of that tome, ally and enemy, +5 Mt until the effect is overwritten, and that's a huge benefit for Dire Thunder since it hits twice, so it's effectively a permanent +10 damage (and as a side bonus, lategame enemies just aren't running Thunder any more, so there's absolutely zero benefit to them). That's enough to very comfortably one-round a lot of things on your table. This setup also doesn't use either skill slot, which you _could_ use on Magic+ or something, but that's pretty expensive for not a lot of benefit, so I'd prefer Canter or Divine Pulse to ensure she hits. (You can get way more damage if you inherit Reprisal too, but that's so much overkill that it's a complete waste.)
Does this make Dire Thunder Citrinne the absolute best use for her? Not really, she's still a complete liability on enemy phase and you have to run an Enchanter on top of it (though it's not hard to find uses for an Enchanter). It's also pretty worthless in very fast play, because you do have to spend the first turn using Weapon Surge. But it does make Dire Thunder scale remarkably well to endgame, and it doesn't require a *ton* of investment into Citrinne either. ...Of course, if you're ignoring DLC, then yeah, it's basically useless endgame.
So you didn't really bring it up, but I find that the primary advantage of her Sage builds is that it doesn't need one of the early game master seals. Mage Knight wants that chapter 7 seal to pick up Chaos Style ASAP but Sage Citrinne does not care about waiting until after chapter 11 to promote at all. So no matter which early game units you want to use, Sage Citrinne can easily be splashed in without taking resources away from anyone. Mage Knight is better if you want to make Citrinne the main character, but if you prefer a different early game mage's stat distribution then it feels like the best of both worlds, where you leave the early game with both a great magical sweeper and a great Thoron/utility sage.
Is there any point into reclassing into an unpromoted class or staying in a base class till max level or is engage strictly early promos and advanced class supremacy?
Early promo is the way to go. The game bases xp gain based on internal level, so even after promotion, you will gain xp at the same rate. Advanced classes have better growth rates, stats, and skills, so you should always promote early if you have available master seals
How does one go about rigging bond rings?
For Dire Thunder you missed a good option, the best bang for your buck damaging move for non-sword/axe/lance users is Gentility+, +5 damage for 3000 SP instead of +3 with Magic +3, I've used Dire Thunder Ivy and had her ORKOing all game with Gentility+ and a Leif Engraved Thunder which has essentially has 2 less attack than a +Levin Sword using Citrinne with speed skills instead of Gentility, and if you Ike Engrave that's equal (or -1 if you Sigurd Engrave the Levin Sword obvi.)
Gentility+ is an oddly underrated skill imo, makes Ike on Merrin Fantastic too.
Momentum is cheaper and similarly strong though, which makes it another great option
@@levobertus Momentum only works for the first attack, that's +5 attack on a Sage vs +10 or +6 with Gentility, and that's assuming full movement which may not be possible or optimal depending.
For non-Dire Thunder builds Gentility works on EP too and makes your EP better with both damage output and tanking.
I find it interesting Citrinne is used here, and not Anna. Or Lysthia from 3H. Also Citrinnie isn'#t just Dire Thunder. Like you can just Thoron things from 3 range; and give her the Lucina ring and have her chain attack from like 8 range. That's what I did with her.
Also I think she's best girl.
my first playthrough i put tiki ring on citrinne and she doubled like a champ
Citrinne as a sage doesn't need investment and stay good all the game.
I feel fogado and her are the same, good without investment but investment doesn't get them higher.
Really special wonderful units, ofc they can't measure up the big three Chloe, Ivy and Kagetsu.
I mean Fogado in his personal class and promote was SCREAMING "give him the radiant bow" you even get one for free in his palace not too soon after getting him. Hell he also screams "give him the Levin Sword too!"
As much as I like Etie as a bow knight, I will admit Alcyrst and Fogado have points that make them beat her out, such as Fogado being a fucking magic bow knight with how he can target whatever stat his target has as the lowest in DEF or Resistance, something Etie can't do great in the resistance department and Alcyrst is a better Sniper, especially as his personal Luna if it activates which it has a high chance of as he has a good SPD stat to follow up attack often so more chances to fire it off....usually when you don't need it as it overkills😂. Etie is stronger, but rare to see her follow up attack if she goes Sniper, so she really just the Archer version of Citrinne, in a game with more defense high then resistance high enemies, any high resistance fighters would be fliers which she flourishes in killing
Omg it’s dingus time let’s go
The citrine problem is that why would I use her over Anna?
1. Anna starts at level 5 in a physical class, requires Micaiah usage to become a usable unit. Better to use that exp on someone else who can make better use of it. Citrinne, on the other hand, is able to promote immediately and doesn’t need a reclass.
2. Anna has extremely low bases. All of her power is packed into her growths. By the time she reaches level 10 and promotes to mage knight, her stats are identical to Clanne’s, who has good early game combat and can still be a decent unit throughout until he gets replaced by Pandreo (or has continued usage if you like him). Citrinne has very good bases upon join.
3. Citrinne will outdamage Anna and they will double the same amount of enemies for pretty much the entirety of the game, because Anna struggles to double with bolganone. Anna will take a million years to reach Citrinne’s magic stat if they’re both leveled up.
4. In the case that anyone mentions Anna’s personal skill, the proc rate is unreliable, she has a base chance of 3% to proc it, and even if you boost it.
Citrinne is a S teir unit when one of your units dies on a maddening run. Sage is so helpful and so plug and play its crazy, Sniper can also work too.
citrinne bump
What is this Hero's Ring item you keep mentioning? Is it some kind of DLC item?
The Fe heroes dlc (which is now free on the eShop) comes with three bond rings, one of which gives +2 speed
She needs an alt and she needs to be a harmonized hero With Dorothea
Surprised you didnt mention super citrinne aka where you give citrinne some sort of dmg boosting ring (usually mae for thoron) and vantage + another skill like hold out or divine pulse to enemy phase lategame
Its a pretty funny build but i think its more of a meme than anything because you have to get lucky with bond ring gacha again and more importantly if you have dlc veyle does this way better with the only caveat beinf that soren veyle usually doesnt have 3 range.
Still an interesting and funny way to build citrinne imo and is very reminiscent of other high mag units like ophelia from past fe games
you actually can’t afford to run anything other than magic+ to reach those one shot thresholds in lategame maps. she needs as much magic as possible. which turns out to be just fine, because funnily enough citrinne’s bulk will on average let her easily drop below 25% for vantage most of the game just from one or two hits. and a hit engrave + alear support should more often than not suffice for hitting even the dodgiest enemies.
it’s kind of funny how perfect all the numbers work out - so much so that i discovered how to do it my first, blind maddening playthrough. i only realized just how blatantly easy it is to pull off(beyond getting lucky with a bond ring pull) when i attempted a second, more optimized run with the goal of getting her to vantage tank at least 90% of the game.
4:38
Speed stat: Did you do it?
Citrinne: Yes...
And you know the rest
If i wanted a speedy magic unit, i would use Pandreo
If i wanted a second speedy magic unit, I would use Ivy
If i wanted a third speedy magic unit, i would use Chloe
If i wanted a fourth speedy magic unit... i would use Anna...
Mage Knight Citrinne definitely seem interesting, but in my maddening run I had Anna do the exact job and she didn't need much speed help to double tons of enemies midgame. Arguably I think Anna does a better job (for higher initial investment) and Citrinne was just fine in Sage for chip damage and staves duty.
I do think relying on Olwen bond ring goes from a boon in early midgame to a liability in the late game for sure.
Pandreo also does the same thing pretty easily with him essentially being like a Kagetsu just magic-focused. I gave him a speedwing but that was mostly wasted because he capped speed before too long in mage knight, so chaos style was always putting him over the edge to double anything other than swordmasters and falcon knights and he wasn't weighed down by bolganone, so he was a heavy magic carry together with ivy.
I consider Citrinne builds, aside from Sage Dire Thunder, and Corrin Thoron debuffer, something of a lost cause (Admittedly, I haven't experimented with the Sniper build. I'll acknowledge it may have some utility though.)
The first thing to note is that Bolganone has 5 Mt above Elfire and 6 above Excalibur. Citrinne's big advantage is her high magic stat. But to retain that advantage, she must use Bolganone. And to effectively one round, she must be fast enough to double.
In addition to low speed, Citrinne also has low build. Ivy, Pandreo, and Lindon all have high build, and can use Bolganone with minimal slowdown.
After accounting for weapon weight, here's what average combat stats look like at internal level 30 for these characters, all equipped with Bolganone.
Mt Spd Hit Crit
Citrinne Sage 47 12 146 10
Citrinne Mage Knight: 44 16 141 10
Ivy Lindwurm: 43 18 131 10
Pandreo Sage: 42 24 153 12
Lindon Sage 39 22 141 11
What happens if we go with Elfire to compensate for the weight?
Citrinne Mage Knight 39 20 146 10
Citrinne Sage 42 16 151 10
Overall, Citrinne's offensive combat stats not great. Sage is far too slow with Bolganone. With Elfire, it's still too slow, plus it loses Citrinne's firepower advantage, so what's the point?
Mage Knight fares a little better. With Chaos style active, the Bolganone set is a bit better offensively than Ivy. But Ivy has staff access, flying, and can actually tank hits.
Mage Knight gets a movement advantage over Pandreo and Lindon, but they both get A rank staffs, Pandreo is drastically faster, and his power isn't far behind Mage Knight Citrinne. Elfire Mage Knight Citrinne is basically equivalent to Sage Lindon, while having Bolganone available to double exceptionally slow targets for more damage. But again, no A rank staffs.
Looking at a Dire Thunder build, Citrinne as a sage has +4 Mt. vs. Lindwurm Ivy, while also having staff access. No flying, can't take hits, and -1 movement, but it's a valid tradeoff. The pros and cons are comparable in value.
What about Mage Knight Dire Thunder? It's got +1 Mt vs. Ivy. But no flying, can't take a hit, and no staff access.
A Corrin debuffer set can get by with just magic power, and 3 range Thoron is very nice with this. The sage option gives access to the Fire Dragon vein, so she's a good candidate for this (although I prefer Corrin on Dragons personally.)
Mage Knight Citrinne should be able to function fine offensively in the mid game. But she just doesn't offer much that Ivy and Pandreo don't already.
The Sniper build is kind of fun. But I've actually really enjoyed running this on Lindon. Weapon insight gives him +20 crit. Another +10 from the Sniper's ability, and +20 from an Eirika engraving (this comes with the big Caveat of -20 Dodge, meaning you'll need to be extra careful he doesn't get attacked on enemy phase. It also means he cannot safely attack enemies that have 2 range and he isn't guaranteed to finish off in 1 hit.)
The Lyn engraving gives him enough speed to double most enemies. He usually has around 60 crit, meaning when doubling, he'll get at least 1 crit about 84% of the time. The hit boost from Eirika's engraving also helps a lot against high avoid enemies like swordmasters, which gives him a 60% chance to 1 round them, even when he can't double. A rare feat.
And of course, the Radiant Bow is instant death to fliers. And 20 range Astra Storm is of course very nice.
It's a very specialized, situational build. The lack of any enemy phase utility prevents it from being a staple for the army, but I've found it's good at covering specific threats the rest of my army has trouble with.
I don't care if Citrine is mid, she's one of like 3 units that isn't dressed like a hideous V-Tuber so I will use her.
You’ll have to show this to Iced Timerra Gaming he doesn’t believe in Citrine
ojou-sama laugh
OHHHHOHOHOHOHOHO
I like that you described it and then did it@@empressnemesis
@@actuallizard to be frank, i simply couldnt resist
I personally believe she is a unit that gets overrated a lot, i find that her best contribution is during the early game but she gets quickly outclassed by Ivy and Pandreo. During middle game and onwards she needs a minimum of +7 speed to double a good chunk of enemies, it's true that this is easy to do but ease of use DOESN'T mean low investment IMO. She's not a bad unit at all don't get me wrong, but i feel like she's overhyped and in all honesty she's not a unit i particurlary like to use either, if i wanna use the BEST mages then i look at Ivy or Pandreo, if i feel like using units i find very fun then i look at Celine and Anna, so Citrinne unfortunately gets shafted for me
The plus seven speed isnt a big investment. It's 500 sp for SPD +3 (she comes with this), a meal (that you were probably making anyway) or a tonic which is very cheap, and a heroes ring. The only meaningful resource here is the ring and some bond frags. and if you really don't want to give her the ring she can just use some random 1 SPD bond ring and do fine at +6 speed, especially once she has chaos style.
There's no major resource expended here.
I also don't think there's any shame in being outshined by 2 top units in the game. The vast majority of the cast is outshined by ivy and pandreo.
Later game she needs a ring, wings, or more expensive skills, but that midgame speed is pretty easy to come by.
@@actuallizard i already said that i don't think she's a bad unit, but I still believe she's overrated, personally I think that any investment over +5 is already a substantial amount, i didn't say the speed was hard to come by quite the oppositez i said it was EASY but the fact that's easy doesn't necessarily mean it's low investment in my opinion. If you don't agree then more power to you i guess
Citrinne gets online from chapter 8 and has access to plenty of skills that Ivy and Pandreo will be lacking for a while. When it comes to pre-chapter 10 units she deserves the praise she gets. Early on the invest is cheap and later on when she needs more speed upkeeping you also have more tools at your disposal.
you can just use Anna for a "fast Citrine".
I’ve always been staunchly against early game female mages with unnecessarily high magic and 0 defense since Lilina started the trope and Citrinne is no different especially in engages heavily player phase focused gameplay it’s safe to assume if anything attacks her she’s dead.
I think you’d be better off just using her as a staff bot to support your more dual phase capable units
But why would you care about something attacking her in a player phase focused game. Like, I don't understand that logic
Something about Citrinne just hits all the points I hate about playing engage. Bonded shield makes defense a non-factor, lyn makes speed a non-factor, vantage makes combat a non-factor and it just all ends up feeling super undeserved and annoying.
It just feels like she’s able to do what Leo and Ophelia both do with none of the skill required to assemble it and utilize it properly.
That and my memories of 1.0 engage back when SP actually mattered make me end up using Clanne 9 times out of 10
My super Ophelias never run vantage but I bulk her up with a robe and sol or nosferatu (or both) + shuriken breaker for ch 25 and she still gets the job done. I also make it a point to get her relatively early in the play through which means she has more limited options for her inherited skills. Anywho…
On a different note, I’m not against using Clanne… but he always comes out so ass for me specifically (also see: Niles syndrome). U make it sound like ur using Clanne in protest, which is kind of a funny take for sure. I’m sure it’s not too much effort to make him useable given all the tools at ur disposal in engage, but his first impression is so rough that I have never brought myself to do so lol
@@danielarenas8760 oh no I used clanne my first run and I learned that he hits benchmarks no other unit in the early game can even dream of doing (doubling and dealing actual damage to every enemy on ch 5 with just 3 levelups, for example) so I started using him
Also that’s not really super Ophelia that’s just Ophelia. It’s the same as Leo but with worse bulk; I’m not saying she’d be a bad unit but the term “super Ophelia” typically refers to vantage LnD Ophelia specifically
@@lagspike7763 that makes sense. On both accounts.
I like Leo a lot too I just have this tendency to not build him out much from his base class. Despite the lackluster class abilities I’m still a big fan of Fates dark knight. So yeah, he has great synergy with malig knight savage blow to activate his personal, i.e. he works well with Camilla or any other MKs u have. He also has the grows relatively fast thing like Camilla which, outside of picking up skills more quickly, just feels good. All stuff ur already aware of I’m sure. The only time I’ve ever been disappointed by Leo is when he capped speed which made me find out about his -2 speed cap. And that one’s not even his fault lol. Guess IS needed to contain him somehow. Keeping dlc out of the equation here cuz I’m aware of how dark flier can patch up those shortcomings.
Leo feels better to use than Xander for me honestly.
@@lagspike7763 ah The fates fanboy. Conquest and its overrated and quite bad maps
She's so overrated nowadays.