As someone who has rested every time the stamina hits 0, thank you for this video. I didn't realize how it worked. I no longer have to buy the continent's supply of smoked nuts.
I didn't know this was an option, I probably have it on auto-rest when hitting 0 and just forgot about it. Heck, I sometimes have to use items to bring them up from 0 to stop them from resting when in a tight situation. This is a game-changer for me. Gotta check the options menu.
@@Archetype_Angel wait, there's an auto-rest setting? No wonder I didn't know about this tip. I've been desperately tip-toeing around to keep my units at 2 Stamina as much as possuble because i thought hitting 0 without cover was death. Time to have a deeper look into sone settings. God, I love these tip videos.
@@LochVandral Even if you have 0 stamina, if you are not resting and an enemy attack you, your units will still fight! I sometimes just push my Lord Squad in the middle of the enemies and let them attack me, as long I don't rest I destroy them, Im just unable to move lol
Something I’ve been doing if I feel a little overwhelmed by the number of enemy units in a specific area of the map and a garrison is about to send reinforcements. Hit them with a valor skill like arrow rain or heavy swing and it’ll force them to stop and have their garrison heal the enemy unit on the point instead. It’s been really helpful if the unit trying to take the point is low on stamina and can’t fight the number of units they’re near. You can also do this from very long range with catapults if they’re available.
Oh, that's genius, I should've been doing that for that one fight where the thief yoinks your money and books it towards the garrisoned enemy. My units end up beating the level before getting their money back as a result.
@@trevorweisberg8470 Huh. That's odd, the first time that came up for me in a battle I actually got a tutorial pop-up TELING me to use Lex's Provoke on the thieves that showed up to steal our money. I've been using that tactic just because the game told me to.
@@LochVandral I know you're being sarcastic in order to act superior and all, but the level I'm talking about is the second time it happens, at which point I had forgotten that was an option.
@@trevorweisberg8470 Oh geez. I'm really sorry, I genuinely didn't realize that could have come off as sarcasm, I was genuinely just confused thinking the tutorial popup didn't appear for everybody. I apologize for the way that sounded. Lord knows I'm not superior as gamers go, shit, I'm playing the game on Normal. Sorry again for accidentally sounding condescending, it honestly was not my intent, just confusion on my part. I forget stuff in games a lot myself, especially Valor skills in this game. I guess the only reason this tactic stuck with me personally is that having my shit stolen by NPCs in games has been a pet peeve of mine ever since Final Fantasy 3/6/whatever so it especially annoys me when I get hit by it.
@@LochVandralUh huh. Actually, other than those two instances I'm trying to think of any other place it comes up. Maybe in Elfheim there's more thieves to loot you, I don't know. Either way, I've only really used provoke maybe once or twice so both remembering I can aggro thieves to run towards me as well as the tip mentioned in the video about pulling towered units is helpful. God knows how many times I've rushed a unit in the middle of like two towers and a bunch of mages in the back and just getting riddled with arrows before the fight even starts...
Another quick mention you should bring up in a video like this is yahna’s teleport. It’s only 1 Valor to summon the squad she’s in + 2 Valor teleport and can help you bring a new unit over quickly especially when you are far from a garrison/fort. Or, if you need to get her unit across the map, she’s the gorl.
Yeah, I just used this last night in the "Priestess, Abducted" quest battle with the battering ram. Ran Josef's squad ahead to the battering ram with his crazy fast movement while Alain and other squads were clearing out the lower quarter of the map. Then when I was ready to use the ram, teleported Alain's squad (which had Yahna in it) up to Josef. I imagine flying units can also be abused in the same way.
Same deal with Distant Swap and Rescue. Rescue particularly, since you can stick it on a cav or flier unit, rush them to a position, then call any and all units you want to them.
@@leonelrivera3082It's a maximum of 3 per squad. I have a squad of three sellswords and a cleric who just eviscerate everything not OP already and even with a potential 9 mercenary units I can only get 3 out. That might be per squad though, so I can see a zerg rush strategy where each squad has a sellsword and they all spam summon mercenaries to just flood the area...
@trevorweisberg8470 Yeah that's what I'm not sure. How many per stage you can deploy. I remember hitting the max having only one longsword unit but I swear I used it more than 3 times on that stage
I'm in Bestaria at the moment and I never considered swapping formations around - I couldn't believe the example you were showing off, it was nuts how much damage reduction you managed!!
@@TitaniumLegman tbh thats a turn off for me. my unit wounded, start battle, will likely win the fight yet 2-3 unit dying so i healed them to the max turn out i got worse result, they all (4 unit )will die. doesnt make a sense, healed them and bringing assist unit = worse result the hell
Love this vids. Either they show me something new or reinforce my experimentation and knowledge I have acquired by playing the game myself. Keep em coming
Don't sleep on doing mock battles. Its a great way to iron out tactics and you get good data from fighting your own powerful squads rather then doing missions
archer and mage support squads are even easier to build once you get a bit further in since both get somewhat-frontliner units that contribute to the assist boost. I've currently got a full 5 man assist squad for both only using unique characters which is nice they gave us enough to do this. wish the archer squad had another unique frontliner rather than me having to guard a elven archer, but it is what is I suppose since he doesn't die easily anyhow
Not sure how far you are but I have 4 unique archers with one of them being that front liner style you mentioned. All are a different class except for one but they all share the assist type so it’s still possible to do what you are saying for them too. Healers are the struggle imo. Since you either have to add a cav/flier to the team to help with mobility or keep them super safe since they can’t fight and they have no frontliner variants
A tip i have. Build squads to support eachother. You have a calvarly unit and an anti air unit travel with eachother. The calvary can pull the air units to the anti air units. A amrored unit that backed up by a magic assassin squad is fun as well.
thanks for this. I'm already pretty far into the game and there's definitely some stuff i just did not realized. like the provoke out of towers and the mantlet thing.
When I first started playing this, I would rest at 0 stamina to avoid being destroyed. Then 1 time I didn't trigger a rest in time and noticed the unit could still battle fine. After that, I leave my units alone until backup arrives, then allow them to rest. I've also noticed at times, the moment you set a unit to rest, any nearby enemies will start advancing towards that unit. I haven't messed with the provoke power, but that is an interesting idea of pulling the guards from the watch towers. I'll normally bring in a gank squad setup for tower attacks, with my main unit close enough as a swap option in case someone tries to attack my gank squad. The tower removal squad normally has a leader who can provide assists from the tower after. A nice ability I use is the Witch's teleport skill. I have her in Alain's unit. If any of my troops are in trouble, I'll teleport him over to help out. It's also handy when you're almost out of time on a map and the unit which reaches the boss can barely damage it. Then you teleport over and finish the stage. Speaking of teleport, there's another ability that allows you to swap your location on the map with a distant unit. I haven't used this ability yet, but it could be handy for warping a wounded unit back to base for healing or warping an assist unit to a watch tower after this other unit takes control of the tower. I've been doing a bunch of mock battles to test skill conditions and viewing other videos for opinions when certain skills don't trigger when I think they should. From the sounds of it, condition 2 will usually take priority over condition 1. If you use a priority type condition for slots 1 and 2, the condition 2 priority overrides condition 1. I tested a ranged character for this since they can attack both rows. I setup condition 1 to prioritize back row and then condition 2 to prioritize most HP. I figured the game would sort enemies by who's in the back row first and then sort the back row by most HP. This is not the case though, as the game took condition 2 and attacked an enemy in the front row who had the most HP of the whole unit. When I changed the conditions around, so most HP was condition 1 and prioritize back row was condition 2, then the ranged character attacked the highest HP enemy in the back row. If you plan on using a priority condition and a non-priority condition on the same skill, the priority condition should be in the condition 2 spot. The system is more forgiving if a priority is used in condition 1 and a nonpriority is in condition 2 though since the nonpriority condition only provides the targets that match the condition (such as only targeting anyone with 1AP or more). So if you prioritize backrow before pulling only scouts or pull scouts first and then prioritize back row, the result should be the same target. When using 2 nonpriority conditions, if you setup an attack for example of condition 1 being only scouts and condition 2 being only infantry, then condition 1 would give you a list of all the scouts in the enemy unit and from there, condition 2 would give you any infantry who are also scouts. Oh, I did some testing in regards to making units delay turns. It appears that if 2 rounds go past without an action being triggered, the system activates the End of Battle conditions. I setup a mock battle with all characters not attack except 1 conditioned to attack on 5th turn. The units wouldn't go past 2 rounds before the end of battle skills activated. If I setup the fight so a unit attacked within 2 rounds of another, I could keep the fight going for over 30 actions in the battle log. Also, if you press X on the switch controller while units are fighting, the skill description comes up at the bottom of the screen instead of just the skill name. I'm still surprised that Wild Rush was nerfed to 3 valor points. I came across another skill that is basically a renamed Wild Rush and it's only 2 valor points to use. I guess the devs forgot about that other skill and might end up nerfing it with a new patch down the road.
This was great, there were some things i actually didnt know, that 0 stam tip is going to be a game changer, i usually always retreated a bit rested at 1 because i was afraid of being completely defenseless at 0 stam
I was struggling at the beginning on Expert difficulty because I didn't want to use Josef... decided to add him and it was a night and day difference. This game is not very difficult even on Expert, but roflstomping enemies because your strategy worked out is just immensely satisfying. Vanillaware never misses the mark.
I love the tinkering of units in this to have them use as many abilities as possible to increase their overall DPS and also survivability. There's also just something awe-inspiring and fun about having 2 of your units go into a mock battle, and watch them go at each other for a full minute or so, only having a few survivors left on each side after the dust settles.
amen to the mock battles, i was able to get a tricky gambit to work for the dark elf roslinde. and for several others to get the kinks out of the abilitys and have them work way better.
The mantlet tip is great, though I still find a dedicated support squad to be a hard sell for anything but clerics. Mage and archer support fire tends to fudge the RNs and tactics in unpredictable ways that may turn a victory into a loss, so I've gotten more mileage out of creating a proper serviceable unit that can contribute directly and cherry-pick opportunities to support. Two or three mages or archers seem to do well enough damage-wise, especially if the unit taking support fire has a class that is hard-countered.
The issue is that assist damage scales really poorly. They likely did it to prevent assist spam. But straight up you deal more damage with two separate archer assists that have a single squad member then with 1 squad that has them both in it. The damage is based on both some form of average of the squad stats and the amount of them in the squad. As if that wasn’t bad enough the damage is treated like a normal attack so enemies will often trigger their passives and other abilities from it which is partially why combat results get screwed. The magic assist also performs better in almost all scenarios due to the greater prevalence of high defense enemies. Unless it’s specifically a flier that also isn’t a dragon (because they have shields and block the arrow assist) the magic assist is superior.
Some things worth noting now that I finally got ahold of the game... thanks amazon... Clive,Lex and Hodrick are all left handed, also the Hoplites "Sting" ability doesn't do what it says, which is sad because hoplites aren't all that great as it is. 😕 this makes me want to test more stuff now. Correction it may work actually I was reading it incorrectly also Aubin appears left handed😅
I have my own tip to give regarding Scarlett. I'm not even going bother putting a spoiler warning because anyone who's been following this game will know about this already. Scarlett gets kidnapped at the beginning of the game and when you finally get her back she'll be massively underleveled compared to the rest of your units. Some players may decide to stick her on the bench and never use her again for this reason. Don't. Like all units Scarlett has the potential to become a real powerhouse if you train her properly. I currently have her at level 18 and in her promoted class and she's completely dominating the battlefield. It wouldn't be an exaggeration to say that any squad I assign her to becomes practically invincible because of her abilities. So once you get your priestess back start training her. She'll be a huge help in the coming battles.
I use Josef as a support after he fell off, and with the Runic Blade he can still do lots of Magic Damage to high defense characters. I just take off Pursuit and let him be pure healer/Shielder. Absolutely amazing character, even when he doesn't do tons of damage. Perfect on a Mostly/All Cavalry Unit.
Question about the Assist squad tip, Do mixed units of the same 'Archetype' count? Like, would a wizard and a witch count as 2 units for the assist? What about a wizard and an archer?
Definitely having fun playing around with the game, struggling to find a "rhythm" for building my units up, currently I change the units around every single fight and don't have any dedicated squads...but I'm still early on in the game and only just got to Eucuit to save Scarlett
The "More of the same type in an assist unit increase damage" is pretty interesting I'm wondering: does this works even if they are not the _same_ class, but the same assist type? Like witch + mage in the same unit increase the assist damage as if I had 2 witches/2 mages compared to just 1 witch or 1 mage in different units?
@@TitaniumLegman That's great, thanks a ton for the confirmation: I assumed such but I had some doubts after the video that I made a mistake stacking Witches and Mages together... phew!
Flyers bad vs archers or melee with true strikes. Same with all scout types/evade tanks. Great vs heavy melee. Calvary bad vs griffons and soldiers. Hoplights and fighters bad vs magic and hammers. Great vs archers and most melee. Magic bad vs radiant knight and paladin. Great vs high defense.
"Anyone who knows there stuff will always tell you: Use your Jagens" Bold claim. That is definetly a controversial point in the Fire Emblem Community(then again what isnt?). In this game however, there is legit no downside to using Joseph.
There's next to no reason not to use your Jagen at the least in the early game to power up your team. If you drop them later is another point entirely, of course.
@@TitaniumLegman Depends entirely on which game we are talking about: Jagens like Fe6 marcus or vander that do not oneround every enemy they come across, sure they are helpfull i use them too. People like Fe7 Marcus or Seth that one round enemys for over half the game regardless of weapons, entirely different story. I dont like them taking the XP of the other units and that it makes the game too easy when you use them to solo everything. I get that some people like that, but many others do not. Same thing in pokemon( i know kind of a stretch) Why would i use 6 Pokemon when i can just steamroll the game with a completly overleveled starter? Its just not as much fun to me. Which is why i like how its handled in Unicorn Overlord, you can and should use them(probably even need to sometimes) and have no downside at all. It all comes down to preference, but its definetly not something the FE community agrees upon.
A big tip I wish I knew was that Flying units seem to have a 25% to 30% slow on mobility. This doesn't change by having more flyers on the squad or not. As full group of flyers with 150 mobility is still slower than a foot group that has 141 mobility. It makes flying leaders feel useless as there advantage usually is pointless because every other unit get's their first anyway. With some rare exceptions like non-flight accessible areas. The game doesn't say anything about it. So it feels unintentional. Like they talked about it, but decided not to add it, but it got added anyway somehow. I notice this on my Ochlys unit that had a mobility of 111 and how abysmally slows she move compared to my other ground units. Especially compared to a unit that had 95 mobility. This ulitmately makes flying leaders feel very situational and next to useless. They are only ever going to be beneficial to use 5% of the time or less.
Also while watching your squad fight can help you tweak your squads efficiency.... but we all know what to expect the 100th time we face a squad of huscarl or fighters etc. remember you can auto resolve these menial fights by just pressing the + button on your switch controler *I'd assume it's a similar 'start' type button on xbox and playstation, shout out to other old school gamers xD). You can autoresolve those random battles on the overworld and ones you meet on the battlefield! Story based battles ofc cannot be auto resolved, but if you turned on fast forward in the options menu than it cand be fast forwarded as you press the right trigger.
"Pocket healer" just hits diferent now knowing that i can free up some space on my 3-man squads to boost their damage instead of dedicating a cleric to babysit. Sure, seems like itd be a death sentence to only rely on support healing, but for post fight regen, this helps immensely
Depends on the squad. If it’s a squad that is low health high resistances like hoplites and many of the cav units then a healer in the squad isn’t super needed. Since they will likely survive the battle with some chip at the end and the assist heal with restore them. But if you use things like the gladiator who has super high hp but now defenses it’s the opposite. Without a dedicated healer or even a shaman to debuff enemy attacks they die in one round and the healing assist does nothing😭
Provoke is actually even stronger than you stated. Those thieves used to teach you about provoke? I also learned enemies don't use Valor skills while provoked. There aren't a lot of units that exploit this, but stopping a wild charge or arrow range on your guys can be huge.
As you make progress and get a greater variety of items and classes, it's easier to round out your squads to all be good. But especially early, staying tight and focused helps you hit the ground running.
So, regarding the assist units, the numbers AND the levels are taken into account? So, 1 level 10 archer may deal just as much damage as 4 level 1 archers? What about equipment/weapon loadout? Is the assist damage correlated with the actual damage the character may do in direct combat?
Does better gear allow assist squads to do more? 9 vs 15 is good but then you have a whole squad that will like get destroyed in combat and need to enaure the enemies dont get near them. Edit: you said gear matters, might be worth a shot then, i wonder when i get further if different archer types buff it but i assume they all need the skill
Also, have a rogue in a couple of units, and plunder! Money is tight in this game from start to finish. And when you get plunder 2, use it on blobs of enemies. I have seen 12K from just plundering one blob! I'm still trying to figure out how stores replenish (they do, but I don't know if its timed or what.... Because it seems like some do often, and others not at all) and what makes resource nodes refill (They do, INCLUDING new item spots like divine shards can spawn on area's you cleared already, and again don't know how it works because some places do, some dont.). Timed? Or conditional? Do about 3-4 auxiliary battles, then do some back track globe trotting- You'll see what I mean.
@@Hydrit13 Thanks for that one! That I didnt know. Also, is it possible to screw up your route and miss people? I have a couple ???? slots on my Drakenhold character archives, but I cleared the whole area. Also, I remember seeing Tatiana in a cut scene once, and never saw her again? Where do you get her? Am I missing something here? I just wonder if doing certain main quests cut you off from side quests, because it seems like once you take the main hub, you end up with these little skirmish fights instead of regular battles.
@@noobbear1119 I don't execute or turn any away, but I don't remember fighting Tatiana, or having any option for her. Maybe because I cleared the main quest first? It seems like once you do that, all the battles become these little one base skirmishes with few exceptions......
Honestly, maybe it's because I play on expert, but I found that the sellsword summons almost always get curbstomped by the ennemy, used it five or 6 time already on various ennemies and at best I got them to do 20% of one units health before dissapearing... Maybe it's worth it to buy time but for now it never served me that well.
I noticed something odd and I wanted to confirm that's expected behavior. There's an item you can get early (I forget the name of it) that gives the wearer War Cry. However I noticed it only triggers once in a squad even if more than one character has it equipped. I had Adel and Mordon in a squad together, both with the item equipped, but every fight only Adel would activate it at the start of the fight. If I take it off Adel and go into a battle, Mordon triggers it like normal. I also noticed my soldiers don't spam first aid if they have remaining PP, such as from the lapis necklace, at the end of a fight. Is there some sort of hard cap on how many times a skill can trigger each fight that's shared globally or something?
I believe skills that have the (Limited) tag only one of them activate during the same activation trigger. As an example of this I try not to have any other At start of battle skills in my Sword Fighter units so they can always Truehit something in the face and I don't waste a item/skill slot. In my example could also say Only do the Hastened Strike if there is a Scout or Flying so if I'm fighting units that don't have that I could say War Cry something.
I'm already working on how to challenge myself in this game. It gives you a lot of tactical freedom and I like Griffon Knights for their abilities. The game gives a lot of freedom on how to build your army. Reminds me of Fire Emblem, Ogre Battle, Shining Force or Langrisser, which is definitely the intention. Tip 1: Make a multipurpose unit that can handle a variety of things really well instead of just one thing, battlefields will throw a lot at you. Example: A unit for taking out air, thieves or evasive targets in general. Use an archer, mage and thief classes behind a hoplite, a thief can help deal with some armored targets by being equipped with certain weapons like a Runic Sword. Tip 2: Make a 'Immortal' unit for chokepoints when the enemy is on the warpath. Example: Berserker, Cleric and any two cavalry types with shields. If a cavalry attacks the unit, then simply swap out the berserker for one of the cavalry before initiating the battle. Tip 3: Make use of combat Valors or Valors in general. Valor is thrown at you as you defeat enemies. Example: Wild Rush, will allow you to deal with a whole slew of enemies in a line without getting into combat with them, you can also use it to do some early damage and then immediately start a combat to finish off a particularly bothersome enemy. Heavy Swing, it won't just destroy barricades, it'll also wreck enemies in a given area and pushes them back. If too many enemies are close together, it can give you the opening to send units to their particular targets instead of getting bogged down all at once by targets they aren't meant to be fighting. Dragoon Dive can not only do damage, but it also moves you a fair distance immediately too and adds tactical mobility boost to an otherwise slow unit. Hastened Call, doubles 'any' units mobility including the unit that can use it. If the battlefield is absolutely large, then you're going to want this valor on it and it's quite cheap to use. Tip 4: Garrison is always useful to any unit to prevent stamina loss from fighting, you can garrison a lot of stuff. If you're unit just took out a watch tower and enemies are nearby, garrison them so they don't have to use stamina to fend off attackers. It's a little silly to garrison a cavalry on a watch tower, but it works all the same. Tip 5: Pay attention to mobility! If you have low mobility, guard towers will generally try to hit you with a variety of valor tactics. If you have a high mobility unit, you can generally take out guard towers before they can get their valor moves off and you can take the tower over too. Have at least one unit with 200 mobility in general and use the valor Hastened Call to take towers before anything can stop you. Tip 6: Guard Towers increase assist attack damage overall. Tip 7:You can deploy your units immediately in garrison position or directly on top of an approaching enemy in the form of an ambush. Thieves try to capture your command post or a place you can deploy from to steal some gold, withdraw and wait until they are close enough and then deploy a unit right on top of them in ambush before they can do either. Make sure the unit is capable of dealing with evasion tanks first. A list of challenges I'm going to attempt at some point to maximize my experience in Unicorn Overlord. The Avatar Challenge: 1 Keep Hire only for the whole game, every character you use has to be a story given otherwise. (Challenge Name: It's dangerous to go alone, take me.) Avatar +: Can only use optimize to equip things. (Challenge name: Auto-gear.) Avatar ++: No buying items. (Challenge Name: I might need that elixir later.) Avatar +++: Can't buy equipment, you have to get them all from battle. (Challenge Name: Battlefield Greed.) Avatar Mode Special: Set it to the hardest difficulty mode with any two of the optional challenges above in play. (Challenge Name: Harder than hard.) Avatar Mode Special +: Only able to field three units at any given time in battle, a unit must be withdrawn before a new unit can be summoned. Ally Units that naturally appear in battle are given leeway, you can only have three units 'you' summoned at any given time. (Challenge Name: The Trinity.) Avatar Mode Special ++: Can't use valor commands or items, also can't change Character Actions by conditions or the order in which their Actions are used. (Challenge Name: Tactics, what are those?) Avatar Mode Special +++: Any character in a unit that goes down is considered incapable of taking part in a fight until at least one 'new/fresh' battle has passed (No Sigil Trial to bypass this.) and will be considered benched in a recovery ward somewhere. If character is taken out with a critical or weakness attack, they are considered to be gone and can no longer be fielded. IE: Flying unit gets taken out by an archer, hoplite hit by a breaker, gryphon knight takes out a cavalry and etcetera. (Challenge Name: Just a flesh wound.) Avatar Ultimate: All of the optional challenges above, plus your avatar must be in the field of battle at all times and whatever unit they are in cannot be withdrawn for whatever reason. If the avatar character gets taken out, then you lose the challenge. (Challenge Name: Leading from the front.)
I can I can personally attest that you can indeed get away with a lot using slightly inferior weapons most of my units still only have bronze swords and Spears and their mowing down enemies like a hot knife through butter
Wait, in Fire Emblem, I always thought you're not supposed to use your Jagens because they soak up EXP in the early game that would be better used on low-level units. Is that not the case with Josef? If you put him in a unit with other characters, does he not steal the EXP they would normally get?
Jagens in Fire Emblem are good in the early game for softening up targets so you can give the kill XP to weaker units who need to grow. So remember to use your Jagens appropriately!
Much like thieves, they need a tanky unit to cover for them, and/or a shaman to debuff for them. Toss in something that'll boost their attack, and they'll shred. I like a Hoplite, and Shaman, and a Hunter with the Dancers Bracelet or whatever that let's them buff the swordfighters attack.
@@TitaniumLegmanthank you!!! I’m looking forward to more videos from you, you really dig deep. I was curious do you think a 3x musketeer styled squad of sword fighters with something like hoplite in front or Virginia would serve well? Mainly just to be stylish 😅 In any case keep up the great work and videos. This game really lived up to its hype being different enough and polished.
@@meh_so_what8943 This is how I usually use mine. Dodge/Parry tanking the front with some support and damage in the back ... Until they get slapped by RNG or Truehit lol
expanding og on your not resting at zero... There was a tough place to crack.... and i only had one unit who could hurt them much but they had no stamina... but my cal It's start a fight and then I could use L and R to switch the 0 stamina person in. .Basically, these guys really wanted a rest and I made them fight 5 extra times it was kind of sad. On a side note. I hate enemy shaman lol.
A few tips I've noticed: 1) You can rest pretty much anywhere at any time if you have a 3 valor points available and either an Elven Algur or Elven Sybil. Both of those classes have a field skill called "Quick Call", which instantly ends the wait time of allied units within range. Including rest time. For ALL allied units withim range, including themselves. Even in the middle of enemy territory. 2) Field skills that increase mobility are SUPER useful. A few notable exemples are: a) Gryphon Master: Hastened Call 2: increases the mobility of all alied units withim range by 100% for 30 seconds. (Absuluetly crazy when paired with a cavalry or flying unit's mobility) (1 point) b) Witch: Teleport: Immediatly teleport to an allied unit or facility (2 points) c) Elven Algur: Distant Swap: Swap the position of the user's unit and an allied unit (2 points) d) Elven Sybil: Rescue: Immediatly warp an allied unit to a position near the user's unit (1 point) e) Great Knight: Wild Rush II: Damage all enemy units within the designated range (Also moved the user to the selected point, allowing him to "skip" all the cannon fodder in the way and imediatly enage with a boss while taking a significant chunk of health) (3 points) f) Wyvern Master: Dragoon Dive 2: Damage all enemy units within the designated range (Basically the same as Wild Rush, except with a different AoE damage) (3 points) And... Yup, both Elven classes have both a good mobility skill, and Quick Call. In particular, if you combine the Elevn Sibyl's rescue skill with the Gryphon Master's "Hastened Call" and her naturally good mobility, you get a unit that can quickly get behind the enemy's line and summon whatever ally you want for just 2 points total. And then, when they run out of stamina, they can rest at the same time and quickly recover with "Hastened Call" even if there are enemies nearby.
You mean the pointless three healers + two more. I like two of the clerics for the most part but the clerics/bishops are pointless as real combat units. I do use one one of my later comps but only due did not have a good 5th unit/gear. Still do not understand why they have any armor let alone plate armor, when some tanky classes have almost 0 armor.
I have a whole video about Josef here you should check out. ua-cam.com/video/ldMk3CcUGJY/v-deo.htmlsi=EIbEyk3s2WhysFVg He starts at level 20 compared to everyone else's 1-3, and he starts to fall off in damage as his class is built more for defense and support.
Um, wouldn't that last tip be building wider not taller? Ie your talking about making more squads for support and aggro and stuff, taller is when you have few main units kitted out to the nines.
No, my point is that your focus should be on those few squads that are kitted out for combat. You can have other utility squads for support but your main focus should be that core squad.
@@TitaniumLegman oh ok I see, thanks for the clarification. I've got 4 squads of three, and I don't use mercenaries so all storyline characters and best eq. so far (early game) it's enough. BUT I'm currently trying to decide if I should unlock another squad or get that spendy fourth slot on all my squads. your comments tell me another squad ov mercenarie support characters might be the way. Also the first 3 chars slots is just 20 vs the 4th slot costs 40 and I think I can just afford 1 r/n anyway :/
@@pdraggy no problem, happy to clarify! You will get to a point where you want more units, so it won't hurt to unlock another and get a utility unit online. Plus you can transition it into a full combat squad later once you've got the resources to handle that.
My favorite money making for upgrades is the aux battle with the catapults and plunder 2 you can get 10k plundering the massive groups that are there for catapult targets. Also to level quickly these assist squads the aux battle in the desert can be beat in 8 seconds with a good flier. At a rank it gets me 20 honor and a couple 1000 gold but also 8 of the books that level up
I never liked using Josef or any similars in these kinda games cuz it feels like im cheating, the game already feels very easy without them(I'm playing on tactical)
This game feel impossible.i just level and hope my units kill and feed all the golden apples to mai guy as he is the main damage crew and the others are 5 levels behind or more. Gear system is not very good. Accessories help but find it lack luster. The highest damage weapon is maybe 17 vs the exp blade at 11. I like the game but feels that you must out level the enemies or crumple.
Yes, it definitely can. I used it several times today to turn around or at least survive a battle (it won't always change it, in my limited experience thusfar it occurs most when switching a damage tank for an evasion tank in the front line, or vice versa).
In regards to Targeting, the multitude of things that help you roll different RNGs. Do all enemies just use the default Conditions for skills or does anyone know if any of them have special conditions sets at times?
A couple editing errors in this one, my apologies guys. Was real tired when doing the editing. 😅
As someone who has rested every time the stamina hits 0, thank you for this video. I didn't realize how it worked. I no longer have to buy the continent's supply of smoked nuts.
It's a habit from ogre battle I had to break man it was rough before I realized it
I didn't know this was an option, I probably have it on auto-rest when hitting 0 and just forgot about it.
Heck, I sometimes have to use items to bring them up from 0 to stop them from resting when in a tight situation.
This is a game-changer for me.
Gotta check the options menu.
@@Archetype_Angel wait, there's an auto-rest setting? No wonder I didn't know about this tip. I've been desperately tip-toeing around to keep my units at 2 Stamina as much as possuble because i thought hitting 0 without cover was death.
Time to have a deeper look into sone settings. God, I love these tip videos.
@@LochVandral Even if you have 0 stamina, if you are not resting and an enemy attack you, your units will still fight!
I sometimes just push my Lord Squad in the middle of the enemies and let them attack me, as long I don't rest I destroy them, Im just unable to move lol
I wish they had smoked nuts back in the ogre battle days. Li’l me would have had many a giggle
Something I’ve been doing if I feel a little overwhelmed by the number of enemy units in a specific area of the map and a garrison is about to send reinforcements. Hit them with a valor skill like arrow rain or heavy swing and it’ll force them to stop and have their garrison heal the enemy unit on the point instead.
It’s been really helpful if the unit trying to take the point is low on stamina and can’t fight the number of units they’re near. You can also do this from very long range with catapults if they’re available.
bro the dedicated assist squad is an eye-opener! Gonna make one now, thanks! 🙏
right? can't believe I didn't think of that! going to make it too after work!
I use provoke and the provoke bells on EVERY thief that plunders my units, so they run at me instead of me having to chase them lol
Oh, that's genius, I should've been doing that for that one fight where the thief yoinks your money and books it towards the garrisoned enemy. My units end up beating the level before getting their money back as a result.
@@trevorweisberg8470 Huh. That's odd, the first time that came up for me in a battle I actually got a tutorial pop-up TELING me to use Lex's Provoke on the thieves that showed up to steal our money. I've been using that tactic just because the game told me to.
@@LochVandral I know you're being sarcastic in order to act superior and all, but the level I'm talking about is the second time it happens, at which point I had forgotten that was an option.
@@trevorweisberg8470 Oh geez. I'm really sorry, I genuinely didn't realize that could have come off as sarcasm, I was genuinely just confused thinking the tutorial popup didn't appear for everybody. I apologize for the way that sounded. Lord knows I'm not superior as gamers go, shit, I'm playing the game on Normal. Sorry again for accidentally sounding condescending, it honestly was not my intent, just confusion on my part.
I forget stuff in games a lot myself, especially Valor skills in this game. I guess the only reason this tactic stuck with me personally is that having my shit stolen by NPCs in games has been a pet peeve of mine ever since Final Fantasy 3/6/whatever so it especially annoys me when I get hit by it.
@@LochVandralUh huh. Actually, other than those two instances I'm trying to think of any other place it comes up. Maybe in Elfheim there's more thieves to loot you, I don't know. Either way, I've only really used provoke maybe once or twice so both remembering I can aggro thieves to run towards me as well as the tip mentioned in the video about pulling towered units is helpful. God knows how many times I've rushed a unit in the middle of like two towers and a bunch of mages in the back and just getting riddled with arrows before the fight even starts...
Another quick mention you should bring up in a video like this is yahna’s teleport. It’s only 1 Valor to summon the squad she’s in + 2 Valor teleport and can help you bring a new unit over quickly especially when you are far from a garrison/fort. Or, if you need to get her unit across the map, she’s the gorl.
Yeah, I just used this last night in the "Priestess, Abducted" quest battle with the battering ram. Ran Josef's squad ahead to the battering ram with his crazy fast movement while Alain and other squads were clearing out the lower quarter of the map. Then when I was ready to use the ram, teleported Alain's squad (which had Yahna in it) up to Josef. I imagine flying units can also be abused in the same way.
Same deal with Distant Swap and Rescue. Rescue particularly, since you can stick it on a cav or flier unit, rush them to a position, then call any and all units you want to them.
Looks like I need to hire myself a bunch of archers and mages for assist squads
I've put almost 45 hours in the last week and didn't realize beckoning/provoke worked on tower units until I watched your videos 😅 great stuff!
That Sellsword hiring mercenary tip. Imagine spamming a whole bunch of them on the final boss map? Hahahaha
I love em. They have a limit though. Can't say how many yet. Gonna have to start counting them. Lol
I've heard of people cheesing Galarious to get scarlet back with them lol
@@leonelrivera3082 lol. Let us know please 😂
@@leonelrivera3082It's a maximum of 3 per squad. I have a squad of three sellswords and a cleric who just eviscerate everything not OP already and even with a potential 9 mercenary units I can only get 3 out. That might be per squad though, so I can see a zerg rush strategy where each squad has a sellsword and they all spam summon mercenaries to just flood the area...
@trevorweisberg8470 Yeah that's what I'm not sure. How many per stage you can deploy. I remember hitting the max having only one longsword unit but I swear I used it more than 3 times on that stage
I'm in Bestaria at the moment and I never considered swapping formations around - I couldn't believe the example you were showing off, it was nuts how much damage reduction you managed!!
Oh yeah dude, it changes everything.
@@TitaniumLegman tbh thats a turn off for me.
my unit wounded, start battle, will likely win the fight yet 2-3 unit dying so i healed them to the max
turn out i got worse result, they all (4 unit )will die.
doesnt make a sense, healed them and bringing assist unit = worse result
the hell
I saw this game on discount the other day and bought. I'm doing a blind playthrough on tactical difficulty. This video was immensely helpful!!
Love this vids. Either they show me something new or reinforce my experimentation and knowledge I have acquired by playing the game myself. Keep em coming
I didn't know about the mantel kit. I am going to use that.
Holy crap you have a treasure trove of videos. Getting on the backlog now. I hope you get lots more subs and more people pick up this game!
Much appreciated! 😁
Going over and watching these guides is making me want to restart using what I know so I'm not struggling
Yo that looks like a massive fight I’m so hyped
Don't sleep on doing mock battles. Its a great way to iron out tactics and you get good data from fighting your own powerful squads rather then doing missions
I haven't done any single mock battle until EndGame. 😂
archer and mage support squads are even easier to build once you get a bit further in since both get somewhat-frontliner units that contribute to the assist boost. I've currently got a full 5 man assist squad for both only using unique characters which is nice they gave us enough to do this. wish the archer squad had another unique frontliner rather than me having to guard a elven archer, but it is what is I suppose since he doesn't die easily anyhow
Not sure how far you are but I have 4 unique archers with one of them being that front liner style you mentioned. All are a different class except for one but they all share the assist type so it’s still possible to do what you are saying for them too. Healers are the struggle imo. Since you either have to add a cav/flier to the team to help with mobility or keep them super safe since they can’t fight and they have no frontliner variants
A tip i have. Build squads to support eachother. You have a calvarly unit and an anti air unit travel with eachother. The calvary can pull the air units to the anti air units.
A amrored unit that backed up by a magic assassin squad is fun as well.
Love the channel! Just popping in to show some excitement for this game, it’s amazing and hearing about PvP and all this game has is awesome!
thanks for this. I'm already pretty far into the game and there's definitely some stuff i just did not realized. like the provoke out of towers and the mantlet thing.
When I first started playing this, I would rest at 0 stamina to avoid being destroyed. Then 1 time I didn't trigger a rest in time and noticed the unit could still battle fine. After that, I leave my units alone until backup arrives, then allow them to rest. I've also noticed at times, the moment you set a unit to rest, any nearby enemies will start advancing towards that unit.
I haven't messed with the provoke power, but that is an interesting idea of pulling the guards from the watch towers. I'll normally bring in a gank squad setup for tower attacks, with my main unit close enough as a swap option in case someone tries to attack my gank squad. The tower removal squad normally has a leader who can provide assists from the tower after.
A nice ability I use is the Witch's teleport skill. I have her in Alain's unit. If any of my troops are in trouble, I'll teleport him over to help out. It's also handy when you're almost out of time on a map and the unit which reaches the boss can barely damage it. Then you teleport over and finish the stage. Speaking of teleport, there's another ability that allows you to swap your location on the map with a distant unit. I haven't used this ability yet, but it could be handy for warping a wounded unit back to base for healing or warping an assist unit to a watch tower after this other unit takes control of the tower.
I've been doing a bunch of mock battles to test skill conditions and viewing other videos for opinions when certain skills don't trigger when I think they should. From the sounds of it, condition 2 will usually take priority over condition 1. If you use a priority type condition for slots 1 and 2, the condition 2 priority overrides condition 1. I tested a ranged character for this since they can attack both rows. I setup condition 1 to prioritize back row and then condition 2 to prioritize most HP. I figured the game would sort enemies by who's in the back row first and then sort the back row by most HP. This is not the case though, as the game took condition 2 and attacked an enemy in the front row who had the most HP of the whole unit. When I changed the conditions around, so most HP was condition 1 and prioritize back row was condition 2, then the ranged character attacked the highest HP enemy in the back row.
If you plan on using a priority condition and a non-priority condition on the same skill, the priority condition should be in the condition 2 spot. The system is more forgiving if a priority is used in condition 1 and a nonpriority is in condition 2 though since the nonpriority condition only provides the targets that match the condition (such as only targeting anyone with 1AP or more). So if you prioritize backrow before pulling only scouts or pull scouts first and then prioritize back row, the result should be the same target.
When using 2 nonpriority conditions, if you setup an attack for example of condition 1 being only scouts and condition 2 being only infantry, then condition 1 would give you a list of all the scouts in the enemy unit and from there, condition 2 would give you any infantry who are also scouts.
Oh, I did some testing in regards to making units delay turns. It appears that if 2 rounds go past without an action being triggered, the system activates the End of Battle conditions. I setup a mock battle with all characters not attack except 1 conditioned to attack on 5th turn. The units wouldn't go past 2 rounds before the end of battle skills activated. If I setup the fight so a unit attacked within 2 rounds of another, I could keep the fight going for over 30 actions in the battle log. Also, if you press X on the switch controller while units are fighting, the skill description comes up at the bottom of the screen instead of just the skill name.
I'm still surprised that Wild Rush was nerfed to 3 valor points. I came across another skill that is basically a renamed Wild Rush and it's only 2 valor points to use. I guess the devs forgot about that other skill and might end up nerfing it with a new patch down the road.
This was great, there were some things i actually didnt know, that 0 stam tip is going to be a game changer, i usually always retreated a bit rested at 1 because i was afraid of being completely defenseless at 0 stam
Just downloaded this. Looks pretty good. Best tip video I've seen for this game. So thanks.
You got it chief, there's plenty more where this one came from if it works for you! Enjoy!
I was struggling at the beginning on Expert difficulty because I didn't want to use Josef... decided to add him and it was a night and day difference. This game is not very difficult even on Expert, but roflstomping enemies because your strategy worked out is just immensely satisfying. Vanillaware never misses the mark.
Summon mercs was essential to me when doing the defend map in drakenhold, made it possible fore Berenice to go in guns blazing alone taking a path
I love the tinkering of units in this to have them use as many abilities as possible to increase their overall DPS and also survivability. There's also just something awe-inspiring and fun about having 2 of your units go into a mock battle, and watch them go at each other for a full minute or so, only having a few survivors left on each side after the dust settles.
and a question i had got answered. about the assist having a boost depending on how many in squad.
amen to the mock battles, i was able to get a tricky gambit to work for the dark elf roslinde. and for several others to get the kinks out of the abilitys and have them work way better.
Thanks for stepping up and making these videos so early. Your content is really good.
The mantlet tip is great, though I still find a dedicated support squad to be a hard sell for anything but clerics. Mage and archer support fire tends to fudge the RNs and tactics in unpredictable ways that may turn a victory into a loss, so I've gotten more mileage out of creating a proper serviceable unit that can contribute directly and cherry-pick opportunities to support. Two or three mages or archers seem to do well enough damage-wise, especially if the unit taking support fire has a class that is hard-countered.
The issue is that assist damage scales really poorly. They likely did it to prevent assist spam. But straight up you deal more damage with two separate archer assists that have a single squad member then with 1 squad that has them both in it. The damage is based on both some form of average of the squad stats and the amount of them in the squad. As if that wasn’t bad enough the damage is treated like a normal attack so enemies will often trigger their passives and other abilities from it which is partially why combat results get screwed. The magic assist also performs better in almost all scenarios due to the greater prevalence of high defense enemies. Unless it’s specifically a flier that also isn’t a dragon (because they have shields and block the arrow assist) the magic assist is superior.
Some things worth noting now that I finally got ahold of the game... thanks amazon... Clive,Lex and Hodrick are all left handed, also the Hoplites "Sting" ability doesn't do what it says, which is sad because hoplites aren't all that great as it is. 😕 this makes me want to test more stuff now.
Correction it may work actually I was reading it incorrectly also Aubin appears left handed😅
Hi Titanium please do a video on what type of character deserves a Handmirror to optimize them for end game.
I have my own tip to give regarding Scarlett. I'm not even going bother putting a spoiler warning because anyone who's been following this game will know about this already.
Scarlett gets kidnapped at the beginning of the game and when you finally get her back she'll be massively underleveled compared to the rest of your units. Some players may decide to stick her on the bench and never use her again for this reason. Don't.
Like all units Scarlett has the potential to become a real powerhouse if you train her properly. I currently have her at level 18 and in her promoted class and she's completely dominating the battlefield. It wouldn't be an exaggeration to say that any squad I assign her to becomes practically invincible because of her abilities. So once you get your priestess back start training her. She'll be a huge help in the coming battles.
Just got this today after playing the demo, thank you for the tips!
Enjoy dude, you're in for a great time! 😁
My surprisingly favorite squad of 4 right now is 2 back row sniper with a soldier and a Shieldbow up front ! she can tank SO MUCH !
I use Josef as a support after he fell off, and with the Runic Blade he can still do lots of Magic Damage to high defense characters. I just take off Pursuit and let him be pure healer/Shielder. Absolutely amazing character, even when he doesn't do tons of damage. Perfect on a Mostly/All Cavalry Unit.
First time viewer to your channel. Thanks for the great and informative video!
Question about the Assist squad tip, Do mixed units of the same 'Archetype' count? Like, would a wizard and a witch count as 2 units for the assist? What about a wizard and an archer?
I also have this question! I would assume different unit types would not count, but haven't tested it.
Definitely having fun playing around with the game, struggling to find a "rhythm" for building my units up, currently I change the units around every single fight and don't have any dedicated squads...but I'm still early on in the game and only just got to Eucuit to save Scarlett
Wait wait wait, you can Provoke enemies out of towers?!? I thought from the description that wouldn’t work! That’s huge! Thanks!!
Just be careful, the enemy can do the same to you.
The "More of the same type in an assist unit increase damage" is pretty interesting
I'm wondering: does this works even if they are not the _same_ class, but the same assist type?
Like witch + mage in the same unit increase the assist damage as if I had 2 witches/2 mages compared to just 1 witch or 1 mage in different units?
So long as it's the same assist type, it does indeed work!
@@TitaniumLegman That's great, thanks a ton for the confirmation: I assumed such but I had some doubts after the video that I made a mistake stacking Witches and Mages together... phew!
I wish there was a quick guide - just a 1 pager pdf or something - that shows what units are good and bad against what. It’s really complicated!
Flyers bad vs archers or melee with true strikes. Same with all scout types/evade tanks. Great vs heavy melee.
Calvary bad vs griffons and soldiers.
Hoplights and fighters bad vs magic and hammers. Great vs archers and most melee.
Magic bad vs radiant knight and paladin. Great vs high defense.
"Anyone who knows there stuff will always tell you: Use your Jagens"
Bold claim. That is definetly a controversial point in the Fire Emblem Community(then again what isnt?).
In this game however, there is legit no downside to using Joseph.
There's next to no reason not to use your Jagen at the least in the early game to power up your team. If you drop them later is another point entirely, of course.
@@TitaniumLegman Depends entirely on which game we are talking about: Jagens like Fe6 marcus or vander that do not oneround every enemy they come across, sure they are helpfull i use them too. People like Fe7 Marcus or Seth that one round enemys for over half the game regardless of weapons, entirely different story. I dont like them taking the XP of the other units and that it makes the game too easy when you use them to solo everything. I get that some people like that, but many others do not.
Same thing in pokemon( i know kind of a stretch) Why would i use 6 Pokemon when i can just steamroll the game with a completly overleveled starter? Its just not as much fun to me.
Which is why i like how its handled in Unicorn Overlord, you can and should use them(probably even need to sometimes) and have no downside at all.
It all comes down to preference, but its definetly not something the FE community agrees upon.
A big tip I wish I knew was that Flying units seem to have a 25% to 30% slow on mobility. This doesn't change by having more flyers on the squad or not. As full group of flyers with 150 mobility is still slower than a foot group that has 141 mobility. It makes flying leaders feel useless as there advantage usually is pointless because every other unit get's their first anyway. With some rare exceptions like non-flight accessible areas. The game doesn't say anything about it. So it feels unintentional. Like they talked about it, but decided not to add it, but it got added anyway somehow.
I notice this on my Ochlys unit that had a mobility of 111 and how abysmally slows she move compared to my other ground units. Especially compared to a unit that had 95 mobility. This ulitmately makes flying leaders feel very situational and next to useless. They are only ever going to be beneficial to use 5% of the time or less.
Tom's Titanium Tips 🦄🤴
I did used to call these types of videos Titanium Tips, funny enough. 🤣
You got me good with the "Father smells of elder berries" lol
Gotta get some Monty Python in there 🤣
Also while watching your squad fight can help you tweak your squads efficiency.... but we all know what to expect the 100th time we face a squad of huscarl or fighters etc. remember you can auto resolve these menial fights by just pressing the + button on your switch controler *I'd assume it's a similar 'start' type button on xbox and playstation, shout out to other old school gamers xD). You can autoresolve those random battles on the overworld and ones you meet on the battlefield! Story based battles ofc cannot be auto resolved, but if you turned on fast forward in the options menu than it cand be fast forwarded as you press the right trigger.
Always a good day when a video comes out from you, good sir! Loving this game so much!!! I wish I had bought the collector's edition now
Thank you for this! Would you ever do a video about your favorite unit formations?
I will, and I have! The video I put out yesterday covered some of my favorite early game units.
Thanks really enjoyed ❤
Great video, looking forward to gear combos tips, the cat ear hood seems like a good item, I just can’t figure out how to best use it.
"Pocket healer" just hits diferent now knowing that i can free up some space on my 3-man squads to boost their damage instead of dedicating a cleric to babysit. Sure, seems like itd be a death sentence to only rely on support healing, but for post fight regen, this helps immensely
Depends on the squad. If it’s a squad that is low health high resistances like hoplites and many of the cav units then a healer in the squad isn’t super needed. Since they will likely survive the battle with some chip at the end and the assist heal with restore them. But if you use things like the gladiator who has super high hp but now defenses it’s the opposite. Without a dedicated healer or even a shaman to debuff enemy attacks they die in one round and the healing assist does nothing😭
Provoke is actually even stronger than you stated. Those thieves used to teach you about provoke? I also learned enemies don't use Valor skills while provoked. There aren't a lot of units that exploit this, but stopping a wild charge or arrow range on your guys can be huge.
do you plan to do a mining guide? i get almost nothing while mining and was wondering if there is a trick or something to get better rewards
Ooookay... So my mistake is that I tried to make multiple balanced units with different purpose instead of a couple powerful ones + support units
As you make progress and get a greater variety of items and classes, it's easier to round out your squads to all be good. But especially early, staying tight and focused helps you hit the ground running.
Is parry from swordfighter a good way to make them some sort of tank? Can they be combined with sellsword passive that gained ap when an ally got hit?
So, regarding the assist units, the numbers AND the levels are taken into account?
So, 1 level 10 archer may deal just as much damage as 4 level 1 archers?
What about equipment/weapon loadout? Is the assist damage correlated with the actual damage the character may do in direct combat?
Looks like this was answered in another comment - both levels and gear are taken into account for assist damage.
Does better gear allow assist squads to do more? 9 vs 15 is good but then you have a whole squad that will like get destroyed in combat and need to enaure the enemies dont get near them.
Edit: you said gear matters, might be worth a shot then, i wonder when i get further if different archer types buff it but i assume they all need the skill
Yes, assist skills scale off your gear and levels like anything else
@@TitaniumLegman Thank you, I just asked this question in a different comment :)
This one is awesome. I’m going to use the mobile garrison
In what system are you playing at? Looks so pretty, in not sure if I should get on PS5 or switch
Cool tip about the Mantlets! Do you know when the item shops restock after I buy all their stocks?
I don't know that they do, tbh
you are my go to guy for unicorn overlord. good stuff man, about 25 hours in and man this game is goty easily.
I'm right there with ya boss, this one is something special. And im glad I can make stuff that adds to that for ya! 😁
Also, have a rogue in a couple of units, and plunder! Money is tight in this game from start to finish. And when you get plunder 2, use it on blobs of enemies. I have seen 12K from just plundering one blob!
I'm still trying to figure out how stores replenish (they do, but I don't know if its timed or what.... Because it seems like some do often, and others not at all) and what makes resource nodes refill (They do, INCLUDING new item spots like divine shards can spawn on area's you cleared already, and again don't know how it works because some places do, some dont.). Timed? Or conditional? Do about 3-4 auxiliary battles, then do some back track globe trotting- You'll see what I mean.
The fact plunder 2 is AOE is insane.
Divine Shards can be mined pretty frequently from the Mining Pit in Drakenhold as well.
@@Hydrit13 Thanks for that one! That I didnt know.
Also, is it possible to screw up your route and miss people? I have a couple ???? slots on my Drakenhold character archives, but I cleared the whole area. Also, I remember seeing Tatiana in a cut scene once, and never saw her again? Where do you get her? Am I missing something here? I just wonder if doing certain main quests cut you off from side quests, because it seems like once you take the main hub, you end up with these little skirmish fights instead of regular battles.
@@MidnightBlackandVictoriayou can miss recruitable characters, yes.
@@noobbear1119 I don't execute or turn any away, but I don't remember fighting Tatiana, or having any option for her. Maybe because I cleared the main quest first? It seems like once you do that, all the battles become these little one base skirmishes with few exceptions......
Ready for your thoughts on some mid game unit builds
Honestly, maybe it's because I play on expert, but I found that the sellsword summons almost always get curbstomped by the ennemy, used it five or 6 time already on various ennemies and at best I got them to do 20% of one units health before dissapearing...
Maybe it's worth it to buy time but for now it never served me that well.
Great tips m'lord!
I noticed something odd and I wanted to confirm that's expected behavior. There's an item you can get early (I forget the name of it) that gives the wearer War Cry. However I noticed it only triggers once in a squad even if more than one character has it equipped. I had Adel and Mordon in a squad together, both with the item equipped, but every fight only Adel would activate it at the start of the fight. If I take it off Adel and go into a battle, Mordon triggers it like normal. I also noticed my soldiers don't spam first aid if they have remaining PP, such as from the lapis necklace, at the end of a fight. Is there some sort of hard cap on how many times a skill can trigger each fight that's shared globally or something?
I believe skills that have the (Limited) tag only one of them activate during the same activation trigger. As an example of this I try not to have any other At start of battle skills in my Sword Fighter units so they can always Truehit something in the face and I don't waste a item/skill slot. In my example could also say Only do the Hastened Strike if there is a Scout or Flying so if I'm fighting units that don't have that I could say War Cry something.
@@RinOverdriveHuh, limited tag, I didn't even see that...I'll be more attentive then, thanks!
I'm already working on how to challenge myself in this game. It gives you a lot of tactical freedom and I like Griffon Knights for their abilities.
The game gives a lot of freedom on how to build your army. Reminds me of Fire Emblem, Ogre Battle, Shining Force or Langrisser, which is definitely the intention.
Tip 1: Make a multipurpose unit that can handle a variety of things really well instead of just one thing, battlefields will throw a lot at you.
Example: A unit for taking out air, thieves or evasive targets in general. Use an archer, mage and thief classes behind a hoplite, a thief can help deal with some armored targets by being equipped with certain weapons like a Runic Sword.
Tip 2: Make a 'Immortal' unit for chokepoints when the enemy is on the warpath.
Example: Berserker, Cleric and any two cavalry types with shields. If a cavalry attacks the unit, then simply swap out the berserker for one of the cavalry before initiating the battle.
Tip 3: Make use of combat Valors or Valors in general. Valor is thrown at you as you defeat enemies.
Example: Wild Rush, will allow you to deal with a whole slew of enemies in a line without getting into combat with them, you can also use it to do some early damage and then immediately start a combat to finish off a particularly bothersome enemy.
Heavy Swing, it won't just destroy barricades, it'll also wreck enemies in a given area and pushes them back. If too many enemies are close together, it can give you the opening to send units to their particular targets instead of getting bogged down all at once by targets they aren't meant to be fighting.
Dragoon Dive can not only do damage, but it also moves you a fair distance immediately too and adds tactical mobility boost to an otherwise slow unit.
Hastened Call, doubles 'any' units mobility including the unit that can use it. If the battlefield is absolutely large, then you're going to want this valor on it and it's quite cheap to use.
Tip 4: Garrison is always useful to any unit to prevent stamina loss from fighting, you can garrison a lot of stuff.
If you're unit just took out a watch tower and enemies are nearby, garrison them so they don't have to use stamina to fend off attackers. It's a little silly to garrison a cavalry on a watch tower, but it works all the same.
Tip 5: Pay attention to mobility!
If you have low mobility, guard towers will generally try to hit you with a variety of valor tactics. If you have a high mobility unit, you can generally take out guard towers before they can get their valor moves off and you can take the tower over too. Have at least one unit with 200 mobility in general and use the valor Hastened Call to take towers before anything can stop you.
Tip 6: Guard Towers increase assist attack damage overall.
Tip 7:You can deploy your units immediately in garrison position or directly on top of an approaching enemy in the form of an ambush.
Thieves try to capture your command post or a place you can deploy from to steal some gold, withdraw and wait until they are close enough and then deploy a unit right on top of them in ambush before they can do either. Make sure the unit is capable of dealing with evasion tanks first.
A list of challenges I'm going to attempt at some point to maximize my experience in Unicorn Overlord.
The Avatar Challenge: 1 Keep Hire only for the whole game, every character you use has to be a story given otherwise. (Challenge Name: It's dangerous to go alone, take me.)
Avatar +: Can only use optimize to equip things. (Challenge name: Auto-gear.)
Avatar ++: No buying items. (Challenge Name: I might need that elixir later.)
Avatar +++: Can't buy equipment, you have to get them all from battle. (Challenge Name: Battlefield Greed.)
Avatar Mode Special: Set it to the hardest difficulty mode with any two of the optional challenges above in play. (Challenge Name: Harder than hard.)
Avatar Mode Special +: Only able to field three units at any given time in battle, a unit must be withdrawn before a new unit can be summoned. Ally Units that naturally appear in battle are given leeway, you can only have three units 'you' summoned at any given time. (Challenge Name: The Trinity.)
Avatar Mode Special ++: Can't use valor commands or items, also can't change Character Actions by conditions or the order in which their Actions are used. (Challenge Name: Tactics, what are those?)
Avatar Mode Special +++: Any character in a unit that goes down is considered incapable of taking part in a fight until at least one 'new/fresh' battle has passed (No Sigil Trial to bypass this.) and will be considered benched in a recovery ward somewhere. If character is taken out with a critical or weakness attack, they are considered to be gone and can no longer be fielded. IE: Flying unit gets taken out by an archer, hoplite hit by a breaker, gryphon knight takes out a cavalry and etcetera. (Challenge Name: Just a flesh wound.)
Avatar Ultimate: All of the optional challenges above, plus your avatar must be in the field of battle at all times and whatever unit they are in cannot be withdrawn for whatever reason. If the avatar character gets taken out, then you lose the challenge. (Challenge Name: Leading from the front.)
I can I can personally attest that you can indeed get away with a lot using slightly inferior weapons most of my units still only have bronze swords and Spears and their mowing down enemies like a hot knife through butter
Lol. "A Jagen" comment got me.
Wait, in Fire Emblem, I always thought you're not supposed to use your Jagens because they soak up EXP in the early game that would be better used on low-level units. Is that not the case with Josef? If you put him in a unit with other characters, does he not steal the EXP they would normally get?
Jagens in Fire Emblem are good in the early game for softening up targets so you can give the kill XP to weaker units who need to grow. So remember to use your Jagens appropriately!
Yeah lol, I've played a lot of fire emblem, always use your Jaegen, just don't forget to level your other characters
did not know the assist effect is stacked by no. of the same type. good to know. does not matter on the lvl?
Level will help, as the mag stat of the squad members does seem to increase damage.
Is the total map score impacted by the use of items? I've been pretty liberal with my item use.
I don't think so, haven't noticed anything anyway.
I am sad that "self healing" effects like Leaf Broach and Sanguine weapons doesn't count as healing for triggering Selfless Heal.
In most cases i find that letting my ranged squads assist greatly worsens the battle outcome, except for healing assist lol.
Great tips man!!!❤ can I please get a recommendation for sword fighter formation/builds? Love those guye
Much like thieves, they need a tanky unit to cover for them, and/or a shaman to debuff for them. Toss in something that'll boost their attack, and they'll shred. I like a Hoplite, and Shaman, and a Hunter with the Dancers Bracelet or whatever that let's them buff the swordfighters attack.
@@TitaniumLegmanthank you!!! I’m looking forward to more videos from you, you really dig deep. I was curious do you think a 3x musketeer styled squad of sword fighters with something like hoplite in front or Virginia would serve well? Mainly just to be stylish 😅
In any case keep up the great work and videos. This game really lived up to its hype being different enough and polished.
iced coffee gaming has a class guide video on sword master and you can use it as a solo frontline unit with the other 2-3 units as supports
@@meh_so_what8943 This is how I usually use mine. Dodge/Parry tanking the front with some support and damage in the back ... Until they get slapped by RNG or Truehit lol
Must admit I totally forgot that provoke could take an enemy out of a tower. 😅
Do you have a new player guide?
expanding og on your not resting at zero... There was a tough place to crack.... and i only had one unit who could hurt them much but they had no stamina... but my cal It's start a fight and then I could use L and R to switch the 0 stamina person in. .Basically, these guys really wanted a rest and I made them fight 5 extra times it was kind of sad. On a side note.
I hate enemy shaman lol.
A few tips I've noticed:
1) You can rest pretty much anywhere at any time if you have a 3 valor points available and either an Elven Algur or Elven Sybil. Both of those classes have a field skill called "Quick Call", which instantly ends the wait time of allied units within range. Including rest time. For ALL allied units withim range, including themselves. Even in the middle of enemy territory.
2) Field skills that increase mobility are SUPER useful. A few notable exemples are:
a) Gryphon Master: Hastened Call 2: increases the mobility of all alied units withim range by 100% for 30 seconds. (Absuluetly crazy when paired with a cavalry or flying unit's mobility) (1 point)
b) Witch: Teleport: Immediatly teleport to an allied unit or facility (2 points)
c) Elven Algur: Distant Swap: Swap the position of the user's unit and an allied unit (2 points)
d) Elven Sybil: Rescue: Immediatly warp an allied unit to a position near the user's unit (1 point)
e) Great Knight: Wild Rush II: Damage all enemy units within the designated range (Also moved the user to the selected point, allowing him to "skip" all the cannon fodder in the way and imediatly enage with a boss while taking a significant chunk of health) (3 points)
f) Wyvern Master: Dragoon Dive 2: Damage all enemy units within the designated range (Basically the same as Wild Rush, except with a different AoE damage) (3 points)
And... Yup, both Elven classes have both a good mobility skill, and Quick Call. In particular, if you combine the Elevn Sibyl's rescue skill with the Gryphon Master's "Hastened Call" and her naturally good mobility, you get a unit that can quickly get behind the enemy's line and summon whatever ally you want for just 2 points total. And then, when they run out of stamina, they can rest at the same time and quickly recover with "Hastened Call" even if there are enemies nearby.
You mean the pointless three healers + two more. I like two of the clerics for the most part but the clerics/bishops are pointless as real combat units. I do use one one of my later comps but only due did not have a good 5th unit/gear. Still do not understand why they have any armor let alone plate armor, when some tanky classes have almost 0 armor.
I'm about to be a b-rank can you make a video on who to promote first.
Got Amala at lvl 27 wheeee surprsied
Does Josef not level up during the game like everyone else? why does he fall off per say? Or rather why is he so op at the start?
I have a whole video about Josef here you should check out.
ua-cam.com/video/ldMk3CcUGJY/v-deo.htmlsi=EIbEyk3s2WhysFVg
He starts at level 20 compared to everyone else's 1-3, and he starts to fall off in damage as his class is built more for defense and support.
Very helpful thanks!!!!@@TitaniumLegman
At 0 stamina you get hit by first strike, which is the disadvantage of being at 0. Also: dont always wait for 0 stamina to rest a unit.
First strike comes in if you're in a waiting state after losing a fight, not if you're just sitting at 0 stam iirc.
Don’t deployed mantlets expire after three uses?
They do, but an assist isn’t considered a use. They’re only “used” when the unit stationed in the mantlet itself is attacked.
Thabks❤
Um, wouldn't that last tip be building wider not taller? Ie your talking about making more squads for support and aggro and stuff, taller is when you have few main units kitted out to the nines.
No, my point is that your focus should be on those few squads that are kitted out for combat. You can have other utility squads for support but your main focus should be that core squad.
@@TitaniumLegman oh ok I see, thanks for the clarification. I've got 4 squads of three, and I don't use mercenaries so all storyline characters and best eq. so far (early game) it's enough.
BUT I'm currently trying to decide if I should unlock another squad or get that spendy fourth slot on all my squads. your comments tell me another squad ov mercenarie support characters might be the way. Also the first 3 chars slots is just 20 vs the 4th slot costs 40 and I think I can just afford 1 r/n anyway :/
@@pdraggy no problem, happy to clarify! You will get to a point where you want more units, so it won't hurt to unlock another and get a utility unit online. Plus you can transition it into a full combat squad later once you've got the resources to handle that.
Summoned mercs? Mire like Cell jrs.
Tip number 9.
So what you're saying is, hire a sellsword, roll up on the final boss
If you're confident your mercs can handle it, give it a shot. 🤣
Mental note to self: don't actually try that, but maybe those guys who say "turn around or die here"
My favorite money making for upgrades is the aux battle with the catapults and plunder 2 you can get 10k plundering the massive groups that are there for catapult targets.
Also to level quickly these assist squads the aux battle in the desert can be beat in 8 seconds with a good flier. At a rank it gets me 20 honor and a couple 1000 gold but also 8 of the books that level up
I never liked using Josef or any similars in these kinda games cuz it feels like im cheating, the game already feels very easy without them(I'm playing on tactical)
Wait what already "returning players" ?? i thought this game just came out few days ago
It did, but a bunch of people played the demo, and are now returning after that.
I will be returning in a few hours after having not played in about 12 hours ;P
Time stamps? Table of contents? So i can see if there are tips i am interested in
This game feel impossible.i just level and hope my units kill and feed all the golden apples to mai guy as he is the main damage crew and the others are 5 levels behind or more. Gear system is not very good. Accessories help but find it lack luster. The highest damage weapon is maybe 17 vs the exp blade at 11.
I like the game but feels that you must out level the enemies or crumple.
feverith shield technology 🤣
Does moving people change RNG? I disagree
It absolutely does, because it changes targeting which necessitates a change in rng.
Yes, it definitely can. I used it several times today to turn around or at least survive a battle (it won't always change it, in my limited experience thusfar it occurs most when switching a damage tank for an evasion tank in the front line, or vice versa).
@@TitaniumLegman yes it changes the battle outcome but I find an opening crit is still an opening crit
In regards to Targeting, the multitude of things that help you roll different RNGs. Do all enemies just use the default Conditions for skills or does anyone know if any of them have special conditions sets at times?
So stupid game, so fast fights, absolutely 0 tactics
😂 skill issue