Fire Emblem series

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This map kicks ass. I love the sickly green flames, it makes the dungeon look like Minas Morgul from LOTR. Leif and the boys are in jail, and everyone's had their weapons confiscated. I execute a perfect plan, managing to get all the chests and rescue all the villagers. "It's challenging", I thought, "But not so bad"... What a fool I was. Right as you get to what I thought was the end - turns out -
Get Fucked Bitch! Ambush! Now you gotta deal with this shit!
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You have to contend with an entire room full of enemies (with healers) as you are hounded from the back by an infinite wave of soldiers. I suppose this must be Thracia's fabled difficulty, along with Kaga's famous storytelling through gameplay. It really feels like you're part of a prison break, there's no time to fight it out, you just need to focus on escaping.

Remember when I said you'd have to contend with some tough maps early on? Well this is the first of them. Hang in there, though! You get some good swag after this.
 
This map kicks ass. I love the sickly green flames, it makes the dungeon look like Minas Morgul from LOTR. Leif and the boys are in jail, and everyone's had their weapons confiscated. I execute a perfect plan, managing to get all the chests and rescue all the villagers. "It's challenging", I thought, "But not so bad"... What a fool I was. Right as you get to what I thought was the end - turns out -
Get Fucked Bitch! Ambush! Now you gotta deal with this shit!
View attachment 7520802View attachment 7520803View attachment 7520804
You have to contend with an entire room full of enemies (with healers) as you are hounded from the back by an infinite wave of soldiers. I suppose this must be Thracia's fabled difficulty, along with Kaga's famous storytelling through gameplay. It really feels like you're part of a prison break, there's no time to fight it out, you just need to focus on escaping.
I actually don't like that map imo. I think they wanted you to free the villagers first before, then Leif and gang, so that they can run away before reinforcements 1 turn capture them and run away. but that means your stuck with 2 combat units and a mediocre thief for the first half. I also don't know how to do the ending consistently. I tried having a thief open the door, then rescue them to move them away, but then you're exposed to a pincer attack between the reinforcements and the enemies in the ambush room. I didn't reset for Dalsin when he died.
 
I’m hoping for FE6 first, personally. With a reduction in same-turn reinforcements, a little smoothing out of the Gaiden chapter requirements, more Lilina/Guinivere in the plot, and a bit of unit rebalancing (BUT DON’T YOU DARE TOUCH RUTGER), that game would really be something great.
It's like an annual tradition for me to boot up FE6 hard mode and drop it after a few hours; I want to like it more and I have a lot of respect for it, it's an extremely funny and charming game. But there's so much obnoxious shit in it. Constant coinflip hitrates in a 1RN game that get made even worse by dumbass throne bonuses, same song for huge chunks of the game, hard mode stat variances fucking with the consistency of certain strategies, constant empty turns of just plunking your guys around big empty corridors, insane retard green unit AI (CH7 cavs and you NEED to keep Zelot alive if you want 20Bx, and by extension endgame, Klein, Tate's, and Echidna's fuck asses,) half of your recruits wanting promotion items that they're simply not getting for a long time, constant reinforcement spam that only slows the maps down at best and at worst arbitrarily fucks you in the ass at the end of a map like in, again, CH7. I don't think even Awakening Lunatic same turn reinforcements wait to screw with you like that.

There was one time where I had a pretty good Ellen and gave her the first guiding ring in CH8 just for funsies, only to find out you can't even fucking get lightning tomes until CH11. Well, the middle or end of CH11, depending on the route. Oopsies, should've went with Lugh or Clarine like always. It feels like basically every time I try to do something in FE6 that sounds cool I get fucked for it. Again, there's a lot to love in FE6 and ironing out a few kinks makes it truly great (FE6 Numbers Patch as an example, though it goes a bit too far in some places IMO), but hard mode really exacerbates it's worst qualities and so does FE7 HHM

Some FEtubers who love FE6 hard mode and PoR Maniac rather hypocritically like making a sticking point of Lunatic Rev's early game shitters, when apparently Sue in CH8 doing 3/25 HP to cavs and 10/26 HP to wyverns, if she hits in the first place because this is FE6, and after 3x effectiveness, is A-OK. If you're Noah or Trec with an iron lance, congratulations, you have the privilege of maybe 4-rounding cavs and maybe 6-rounding wyverns. Don't even fucking get me started on PoR MM Mia, or Brom, or Nephenee, or Astrid, or...
 
I actually don't like that map imo. I think they wanted you to free the villagers first before, then Leif and gang, so that they can run away before reinforcements 1 turn capture them and run away. but that means your stuck with 2 combat units and a mediocre thief for the first half. I also don't know how to do the ending consistently. I tried having a thief open the door, then rescue them to move them away, but then you're exposed to a pincer attack between the reinforcements and the enemies in the ambush room. I didn't reset for Dalsin when he died.

I agree that the map can be rather cumbersome. You can't take it easy for too long lest you risk getting overwhelmed by the soldier reinforcements but you also have to both free your playable units and get the confiscated items you brought on Leif and Lifis back but just surviving past that final room can be a real headache sometimes.

How I go about usually is just freeing the player units first, then open up the left NPC prison cell side of the two first while one unit blocks off the tile from which the reinforcement soldiers spawn from until all NPC's are gone. Free the right side afterwards since if you're quick enough they'll escape before soldiers from that side start popping up.

As for the final stretch, it's annoying, but one could either go for a vertical lineup into the room on the same turn you unlock and escape the next turn, or try to turtle it out on the left side of the room since Dalsin's on the left too.

I also don't like it because the location of the chests is always randomized between attempts so trying to work out a strategy on retrieving stuff just comes down to luck.
 
I meant that I don't see value in just trying to over optimize the game when I'm playing it. Other people can play however they want.
I'd say the only game I have fun optimizing is Lunatic Conquest, I just love how "tight" the map designs are, and how important every decision you make truly is, like choosing which unit gets the Heart Seal, how many tonics you should buy, who supports with who for eugenics and backpack purposes... so good. It's also so very customizable extremely rare to see a unit become a god of hyperdeath that doubles everything and *TINKS* when being striked like other FE games. I always feel that every bit of optimization is important just to beat the chapter, not only for LTCing.

It's like an annual tradition for me to boot up FE6 hard mode and drop it after a few hours; I want to like it more and I have a lot of respect for it, it's an extremely funny and charming game. But there's so much obnoxious shit in it. Constant coinflip hitrates in a 1RN game that get made even worse by dumbass throne bonuses, same song for huge chunks of the game, hard mode stat variances fucking with the consistency of certain strategies, constant empty turns of just plunking your guys around big empty corridors, insane retard green unit AI (CH7 cavs and you NEED to keep Zelot alive if you want 20Bx, and by extension endgame, Klein, Tate's, and Echidna's fuck asses,) half of your recruits wanting promotion items that they're simply not getting for a long time, constant reinforcement spam that only slows the maps down at best and at worst arbitrarily fucks you in the ass at the end of a map like in, again, CH7. I don't think even Awakening Lunatic same turn reinforcements wait to screw with you like that.

There was one time where I had a pretty good Ellen and gave her the first guiding ring in CH8 just for funsies, only to find out you can't even fucking get lightning tomes until CH11. Well, the middle or end of CH11, depending on the route. Oopsies, should've went with Lugh or Clarine like always. It feels like basically every time I try to do something in FE6 that sounds cool I get fucked for it. Again, there's a lot to love in FE6 and ironing out a few kinks makes it truly great (FE6 Numbers Patch as an example, though it goes a bit too far in some places IMO), but hard mode really exacerbates it's worst qualities and so does FE7 HHM
It's actually 2RN, but I wouldn't blame anyone thinking it's 1RN with those atrocious hitrates lol.

FE6 HM is either my favorite FE game of all time or up there, but I do accept my stockholm syndrome that you have to play the game a certain game for it to work (light tomes suck, early game is just reset fiesta if you're not killing 90% of the population with Marcus, ambush reinforcements give hell if you don't autistically remember where they are and what are their triggers, etc). I think my favorite aspect is just the simplicity of the game, but also how "unbalanced" everything is, Want to train a Gonzales/Rutger with a bazillion crit? Sure. Want to lose an arm and a leg to make Sophia somewhat viable? Why not? Want to reenact that one video "Clarine Evades It All" but in the actual game? You bet!

I also just love the map design MOST OF THE TIME, and the story MOST OF THE TIME.
 
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It's actually 2RN, but I wouldn't blame anyone thinking it's 1RN with those atrocious hitrates lol.
No fuckin' way, oh my god I'm such a fake fan. Only a game like FE6 could gaslight so many people into believing it's 1RN just from sheer vibes alone.

I'd say the only game I have fun optimizing is Lunatic Conquest
Ah a fellow masochist, let me tell you all about my Lunatic Conquest No reclassing No child units No Royals (Azura and Corrin OK) No my castle (shops and free statues OK) No stat booster (tonics OK) playthrough where I buy and use silver weapons. Bow Knight Selena was the MVP.

I should roast CQ too just for the sake of karmic balance.
It gets so convoluted, bullshit, and borderline troll, towards the end especially. Endgame and the chapter before it are heinous game design that bring the rest of the campaign down. I even enjoy playing out endgame without rescue skipping, but I can't blame anyone for not wanting to go through the effort of grinding out strats for that map. Even before that, if you don't have a strong 'Fuck Ninjas in Particular' button, it'll be a problem. Hinoka's map without fliers is a brutal grind where you're begging to get caught out of position if you don't know where reinforcements spawn. You'd better have a real magekiller for Iago, because you're probably not fighting those Golems. Fates also has a problem with ambiguity which is infuriating for the level of precision CQ demands. It has several instances of unique AI that the game does nothing to signify:
  • stave users will always attack over statusing, when able, which makes a huge difference on several maps
  • btw they can't be entrapped because fuck you
  • in Takumi's Wall there's no way to know that Hinata's squad won't cross the bridge to attack you
  • in Ninja Hell there's no way to know that Kotaro's butt buddies won't leave his goon cave to attack you
  • in Percy's paralogue there is nothing to explain how moving up too far will activate aggro for every damn enemy on the map
  • in Port Dia there's no way to tell which fliers will attack you and which ones don't, and there's no way to tell when Oboro and Hinata are actually aggressive, which sucks because sometimes the AI moves them up for a dual strike, scaring the hell out of you and making you think they're aggro, only just to fall back to their original position
  • the goddamn Iago chapter Golems
There was one time where I was going for the Ryoma 1v1 and trying to not get doubled. Ryoma's got 36 speed, and Corrin hit 33 speed with a tonic and darting blow, but he was getting doubled anyway, and I still have no idea why. That's a bad feeling to have, and probably a common one for most people who play CQ. It makes perfect sense for someone to play CQ be like fuck that annoying sweaty shit where you blow into the microphone on your waifu ass game
 
Ah a fellow masochist, let me tell you all about my Lunatic Conquest No reclassing No child units No Royals (Azura and Corrin OK) No my castle (shops and free statues OK) No stat booster (tonics OK) playthrough where I buy and use silver weapons. Bow Knight Selena was the MVP.
>No reclassing
>No royals
>No stat boosters

1750309733209.webp

Holy crap, and I thought doing a female only run was enough of a restriction. I can't even imagine how painful would be beating Chapter 10 without Camilla and her Red Eyes Black Dragon carrying the team, or even just telling Xander to kill everything on the right side of Chapter 16.

As much as I have a bone to pick with these two (specially Camila and her consequences being a disaster to the FE Fandom), they sure know how to make a good first impression.


It gets so convoluted, bullshit, and borderline troll, towards the end especially. Endgame and the chapter before it are heinous game design that bring the rest of the campaign down. I even enjoy playing out endgame without rescue skipping, but I can't blame anyone for not wanting to go through the effort of grinding out strats for that map. Even before that, if you don't have a strong 'Fuck Ninjas in Particular' button, it'll be a problem.

I feel that in my bones. I confess when I tried my first Conquest Lunatic run, I was like "I'm gonna do a +Mag -Str Corrin lol" and I regret every single day of doing it. I was legit softlocked on the final chapter because every enemy reduced your stats like a rock and no one on my team could kill anything, because again, their stats got reduced like a rock. I restarted the game from scratch with a +Str -Res Wyvern Rider Corrin with 2 rescue staves and 1 generic bowknight with pass because I couldn't be bothered lol.

One day, I do wish to make that young and innocent Lunatic +Mag Corrin work, but that day has yet to come when I get more free time. At least it was fun seeing him oneshot Takumi on Chapter 10 Lunatic with a Dragonstone.
 
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or even just telling Xander to kill everything on the right side of Chapter 16.
Funnily enough, I used +Mag Corrin for that exact section (probably a Felicia pairup), though I prefer -Luk to -Str. If you put him in range of the Enfeeble Adventurer he'll prioritize attacking over stave-ing, leaving the breathing room to bonk his mercenary friend with the wyrmslayer on player phase, and everything else works itself out from there. It was with Horse Spirit from Ophelia paralogue, which you could argue goes against the 'no child unit' rule, but hey, it's my big gay challenge run, and my big gay talking pillow. Forgive my extra sperging, I play a lot of +Mag Corrin, so hopefully you can get something out of it if you ever revisit Conquest Lunatic for the runback:
First things first because it's important and because I have nowhere else to put it: someone has to take one for the team and pityfuck Odin, preferably sooner than later, and it's non-negotiable. Ophelia's paralogue gives the best tomes in CQ and it's the only way to get them now with no 3DS online. You're playing a different game of CQ if your tome users don't have Calamity Gate or Horse Spirit, no matter who they are.

>Early Heart Seal?
I usually wait until some point after Port Dia if +Mag Corrin. Nohr Noble's growths are solid, the other options for early skills often aren't gamechangers, dragonstone has a solid matchup into Hinata, Oboro, and...everything, if you need a nos tank Odin is right there and needs a crumb of pussy to make Ophelia real, and tomes are one of the easier weapon ranks to build even in the 2nd half of the game. If you're trying to be fancy with HP management for Silas's Vow of Friendship so he can stomp earlygame, dragonstone is one of the more consistent, flexible, and forgiving ways of getting and staying at =<50% HP.

>What Corrin Talent?
Wyvern
You simply can't go wrong with Wyvern. It's first in the list because it's just #1. Three Houses gets made fun of a lot for wyvern dominance, but 3H wasn't the first. It has all the stats, all the skills are amazing, complete weapon triangle control with tome/axe/dual club, it's great in every map of the game (especially the worst ones), every unit wants wyvern if they can get it. It always just werks and feels good to use. I know I just did a schpiel about not early reclassing Corrin, but Corrin doesn't hate being in wyvern ASAP to start building axe rank for bolt axe and dual club. If your waifu is neither Camilla nor Beruka, MCorrin in particular benefits from it because his only friendship path to it is Percy who takes a while, compared to FCorrin who has a fast friendship with Camilla. Since wyvern is so easily available for FCorrin, she's more easily able to combine it with skills from less available, more specialized talents like...

Diviner & Monk/Shrine Maiden
They both promote into Onmyoji for the obvious Tomefaire +5 moneyshot, but there's more to it than that; Rally Magic is both rare and valuable in CQ, and Onmyoji gives the same kind of minmaxed backpack bonuses to spd and mag that a berserker does for spd and str. In a nutshell, it has all the different ways of enabling shitting out Mag dmg in one convenient package, and it gets more valuable the more tomes users are being used to benefit from it's rallies and pairup, so it's an engine for itself in a way. The differences between Diviner and Monk is that Monk's pairup bonuses are less minmaxed than Diviner and it can only use staves before promo, blegh, but it doubles down on rare and valuable CQ rallies with Rally Luck (boosts displayed hit, evade, and crit avoid by 4); Diviner can fight unpromo'd and gets +2 Mag though, which just werks. I think they're equally good. One gets Priestess and the other gets Basara; I don't have firsthand experience with them so won't say too much, but I've heard Priestess has good bases and runs a Shining Bow well (gets Archer from Mozu, Kinshi Knight from Azura, Bow Knight from Selena, Adventurer from Shura/Niles/Nina) and that Basara is a respectable mixed bulk tome user that enables a lot of saucy shit with Quixotic, such as...

Samurai
Tomes love Vantage, Life & Death, and Astra if you're saucy. Vantage builds tend to go somewhere in between one of two extremes: nostanking or vantage sweeping. Kilma in the Ice Village is a good primer of how annoying it is for most units to deal with Vantage + Nos, which Corrin uses particularly well from their natural bulk, insane class access, and unique backpack bonuses from Felicia/Jakob/Gunter. Weirdly, it has issues if you don't hit a sweet spot with damage; Nos wants to either one or two-round, and if your first round brings them to 1 HP, that screws with your survivability in round 2, so damage stacking from skills like Life & Death is something you're better off going all-or-nothing for oneshots with. That's an effective strategy, effective enough to steamroll some of the scariest shit in lategame even, but getting there and executing it can be minmaxxy, scary, and involve a lot of number crunching and trial and error for non-giga sweaties. If you're saucy, instead of damage skills, you can gamble for oneshots and run Quixotic with things like Rend Heaven, Vengeance, Astra, or Dragon Fang from Nohr Noble. Which I should also mention. nvm im retarded and forgot you're not getting both vantage and quixotic at the same time

Nohr Noble
Gets maligned a lot by Optimizing Oswald for being a generalist class in a game that favors specialists, but it's competent enough to do real enemy phasing on it's own and really surprised me in my no reclassing run. Depending on how you play, sometimes it's useful even in the lategame to simply equip dragonstone and tank. Yeah, the debuff from Dragonstone+ sucks, but the dual strikes off it are fat as fuck while not proccing debuffs. Nohrian Trust is great fun even without aforementioned Quixotic, letting tome Corrin use Sol or Astra (they don't stack, only one or the other will proc at a time) from a backpack without burning a talent on character creation, a seal, or levels. Sol is pretty ubiquitous, even Felicia has Hero, but Astra is only coming from Odin, Kaze, or whoever they birth.🫃It's gimmicky and degenerate gambling, but it works and is unique and cool.

Dark Mage
Dark Knight and Sorc are excellent, but hard for me to justify as a talent when Odin, Nyx, and Leo are all right there. Though if I remember right, one of Fates's weird reclassing mechanics is that any Dark Mage that a DM Corrin marries gets access to Diviner (not Corrin though), therefore Onmyoji and Basara, which is worth mentioning. It doesn't show up on this thing though: https://soapy4159.github.io/ferevpairings/ which is what I mainly use for buildcrafting autism.
 
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…what the fuck is 1RN? Oh my god I AM a fake fan
It's how the games determine randomness. 1RN basically just means the game doesn't lie to you about percentages, 10% is 10%. The thing about 1RN is that most people fucking hate it because a 10% axe hit on your myrmidon feels like it should happen way less often than it actually does, so a lot of FEs are on a different system called 2RN where the game just lies to you, resulting in a system where a displayed 10% is actually internally a 2% hit; both the lows and highs are a lot more exaggerated to accommodate what someone would expect low and high percentages to feel like, the further away you get from 50%. I think this chart explains 2RN by itself pretty well, but just look up fire emblem true hit if you want a better and smarter explanation. It's not too complicated.

True Hit - Serenes Forest.webp
 
…what the fuck is 1RN? Oh my god I AM a fake fan
To calculate Random Number rolls, the game rolls a number between 0 and 99 and compares it to your hit rates (this does not apply to crit rates, crits are always calculated at 1RN), if the result is lower than your hit rate, your hit connects. Thing is, this math is only true between FE 1 and FE 5. Between FE 6 and Awakening, the game rolls two numbers and takes an average between them ( [RN1 + RN2] / 2 ). What this does in effect is that, for each of these games, "True" hit rates below a displayed hit rate of 50 are marginally lower than what you see; and vice-versa for displayed hit rates 50 and above, they are marginally higher. The difference can be as high as a 12% discrepancy, so it's definitely enough to be worth keeping in mind.

By the way, after Awakening, the way it works is that it applies the 2RN system below 50% and defaults to the 1RN system at 50% and higher.
 
I play a lot of +Mag Corrin, so hopefully you can get something out of it if you ever revisit Conquest Lunatic for the runback:
Thank you my friend! I've been searching for a somewhat competent guide in +Mag Corrin for a very long time, but all I could find were some gamefaqs post that I swear people were playing on Normal. Whenever I get the time I think I won't be fancy and try Dragonstone for the first half, and vantage sweeping for late game, or maybe I will just Bolt Axe everything, that sounds funnier.

By the way, after Awakening, the way it works is that it applies the 2RN system below 50% and defaults to the 1RN system at 50% and higher.
You actually swapped ( 2RN system higher 50% and 1RN system below 50%) but yeah, that's pretty much how Fates hit rates works.

Two things I'd add:
-Three Houses actually uses the pure 2RN system like FE6-FE11. But the hybrid Fates system gets brought back in Engage.
-"The 50% and higher 2RN" rolls tend to just be a bit lower compared to pure 2RN games, but the highest discrepancy comparing both games is just around 2%, so nothing that major.
 
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Thank you my friend! I've been searching for a somewhat competent guide in +Mag Corrin,
The thing I find the most ridiculous about dragonstones in Fates is that they use magic when the combat animations clearly show Corrin mauling people to death like a bear while in Awakening it uses strength when it's Tiki breathing fireballs.
 
FE characters you think get a bad rap? Personally, if not for FEH flanderization I think Tharja’s complexities would be appreciated more.
I don't think Tharja was ever complex but something I really liked about her in Awakening that IS seems to have largely undone was how abrasive she was whenever she wasn't stalking Robin. I just think characters like that are funny and it helps adding fun dynamics into a cast when one of your characters is so entertainingly hostile in a still harmless way.
It's just a shame that IS took that away and limited her to "hot goth gf" because thats sadly the thing that most people like her for.
Her original Awakening portrait conveys pretty well what she's like when you take Robin out of the picture:
Sariya_Kakusei.webp

But I'm not going to pretend that the Robin simping was rare, absolutely not.
 
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