Pact Ring paralogue (Fire Emblem: Engage "Efficiency" playthrough)

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  • Опубліковано 18 жов 2024
  • Hello friends.
    Turns: 3
    This is the final rout map of the game, with the strongest enemies, so our lategame preparation has been leading up to this map. Like for most of my paralogue clears, I have borrowed some strategies from Reploids' clear, and attempted to adjust it because my units have stats.
    I focus turn 1 on clearing out the enemies from the middle of the map, as I lack the actions to do so on the next turn and I need Hortensia, Seadall, Rosado, Amber and Veyle safe here. I spend my remaining actions getting into position for turn 2.
    After the first boss has been defeated, the map immediately moves to player phase of turn 2, spawning aggressive reinforcements all over the map and a new boss with four health bars.
    I try to have Panette in positions to fight as many enemies as possible. As long as she is in Vantage range, she'll be able to OHKO anything on enemy phase this map, excluding enemies with 3-range or Generals. Hortensia takes out the one General in the north of the map, with Freeze keeping the Barbarians in place (it's OK if Freeze misses the General or Martial Master).
    I have surplus resources, so I forge Revanche to +3 to use instead of Killer Axe. Compared to +5 Killer Axe, Revanche has the same might and +5 Hit, but -10 crit. Panette overshoots her crit benchmarks, but there is one Hero that she only had 96 displayed hit with Killer Axe. You might wonder why I forged a weapon for Panette to bump one instance of 96 hit to 100, but didn't buy Kagetsu, Amber or Saphir a tonic to bump their 99 hit to 100. I don't know.
    The south side of the map has the boss, three Generals and three High Priests. The High Priests make fighting with magic difficult, and the Generals make fighting with physical weapons next to impossible. Amber's strong Override comes to our aid again, as it's a lot easier to remove the High Priests with a physical Engage Attack and fight the remaining enemies with magic than the other way around.
    Ivy may seem like an odd choice for Mage Knight, as most of her strength as a unit comes from her unique Lindwurm class. After the levels and statboosters I put into her for C22, she was the closest magical unit I had to reaching the benchmarks I needed here, as someone like Pandreo was only level 3. The Boots goes to her.
    Kagetsu reclasses to Wolf Knight. I have him fighting some Bow Knights, so I don't want a Flying class, and I want the extra movement to weaken a Hero turn 1. Wolf Knight is the Cavalry class with the highest speed, and I have him fight fast, frail enemies like Thieves, Wolf Knights and a Griffin Knight. Mauvier takes care of the Longbow Bow Knight, with his high defense in Great Knight dissuading the other enemies from attacking him. Fensalir debuffs the Bow Knights, but I think Kagetsu is OK without that.
    Veyle with Byleth is often associated with Dragon-type Instruct or Goddess Dance, but she is Sage here for the extra attack range and staff access. I sometimes need Fracture on turn 3 to help Panette get into position; if so, 2 hits of Nova, a hit from Bolganone (Rosado can swap her weapon) and Holy Aura takes down the Halberdier Veyle fights, with Byleth's Divine Pulse boosting her hit.
    The immediate skip to player phase lets Saphir take down the Mage Knights before they can act; one of them has Thoron so is particularly annoying. The Thieves she fights cooperate and let her activate Will to Win as she lures and fights the Griffin Knight.
    Rosado applies Draconic Hex. His and Seadall's position on turn 2 is important to get the enemies to move the way I want them to.
    I have tried to minimise enemy movement RNG this playthrough, but I think the northwest Halberdier has like a 20% chance to move directly south.
    Amber: 11/3/2/7/5 Wolf Knight/Wyvern Knight/Sniper/Wyvern Knight. Dexterity Tonic.
    Hortensia: 19/7 Sleipnir Rider. Boots.
    Saphir: Strength and Dexterity Tonic.
    Kagetsu: 1/3/8/8/9/1 Sniper/Wyvern Knight/Warrior/Wyvern Knight/Wolf Knight. 2 Seraph Robe, 3 Energy Drop, Dracoshield, 2 Talisman, Strength Tonic, HP, Strength, Speed and Defense Tonic.
    Panette: 9/13 Warrior. HP, Strength and Dexterity Tonic.
    Ivy: 17/18/1 Lindwurm/Mage Knight. 3 Spirit Dust, Secret Book, 3 Speedwing, Goddess Icon, Boots, Dexterity and Speed Tonic.
    Rosado: 3/1 Sniper.
    Mauvier: 12/2/1 Griffin Knight/Great Knight. Defense Tonic.
    Merrin: 1/4 Wyvern Knight. Strength Tonic.
    Veyle: 36/1 Sage. Magic, Dexterity and Luck Tonic.
    Food: 1 Spd 3 Res
    Purchase 4 Second Seal, 4 Strength Tonic, 5 Dexterity Tonic, 2 Speed Tonic, 2 Defense Tonic, Luck Tonic, Magic Tonic
    Dogs: Iron 2 Steel 2 Silver
    Wyvern Ride: Elixir, 3 Antitoxin, Vulnerary
    Well output: Swirlance, Adept Book, Novice Book
    Well input: Brave Lance, Fortify, Flashing Fist Art, Swirlance, Swirlance
    Sold 65 uses of Vulnerary, 99 uses of Antitoxin, 41 uses of Elixir, 24 uses of Pure Water, 44 uses of Torch
    Standard arena: 1 Kagetsu, 2 Saphir
    0:00 - Battle Preparations
    0:15 - PP1
    2:51 - PP2
    5:12 - EP2
    8:21 - PP3
    10:03 - EP3

КОМЕНТАРІ • 1

  • @fatefuldawn
    @fatefuldawn 2 місяці тому +1

    Awesome clear! It's great seeing the culmination of everyone's training here. Every character and Emblem has a part to play and their strengths are capitalized on to overcome arduous benchmarks. I enjoy seeing some less often used classes (Royal Knight, Wolf Knight, and Great Knight) utilized to great effect as well. Though RIP Celica, the only Emblem Ring left out for this map...