Gradivus.

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About Gradivus.

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    Professional sniper and greatest of all spears.

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    Male
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    Germany, creating memes, especially old ones.

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  • Favorite Fire Emblem Game
    New Mystery of the Emblem

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    Nohr

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  1. [FE13] Awankening Strikes Back!

    C21 3/82 turns Forged a +3 mt, +6 crit Javelin named Pugijav and a +2 mt, +10 hit Hand Axe named PUGI. Gave a Talisman to Olivia so she can survive a Mire hit. Made sure a certain Assassin doesn't have Mov+1 or he kills Lon'qu on turn 2. Because 2 Javelin hits from Fred and 1 Chrom DS were far from ORKOing Berserkers or Sorcerers, the Pugijav was necessary. With it, Fred had 14% crit against them and Chrom had a KE equipped, so there were a lot of combinations that allowed for ORKOs. The chance to ORKO these enemies was 84% each. Turn 1, Aqua rallied Spectrum. Lucina pocket Chrom ORKOed the Swordmaster on the Pillar and Fred ORKOed the other one after taking Chrom. Lon'qu ORKOed the Berserker and Fred was danced to move onto a staircase and ORKO the Ruin!Sorcerer. EP, Fred had to ORKO one Sorcerer, one Assassin and two Berserkers, which did 34 or 39 damage if they hit. Aqua got attacked by a Mire!Sorcerer and Cherche by the other one, neither of which is dangerous. Turn 2, Olivia paired up with Cherche and Lucina with Stahl. Stahl gave Lucina to Lon'qu and used a Pure Water since he shouldn't be 2HKOed by Mire with his terrible avo. Lon'qu ORKOed an Assassin that started moving and then got danced. Aqua rallied Spectrum and Fred and Lon'qu moved down, with Lon'qu ORKOing an Assassin at 1-range with PUGI, having a decent chance to kill him on the first hit with a DS or get a Dual Guard so he doesn't take 20 dmg from the Silver Sword. EP, Fred and Lon'qu ORKOed some enemies and Olivia was attacked by two Mire!Sorcs, having to dodge one at around 66 hit. Turn 3, Maribelle pocket Aqua went down and switched to Aqua, who gave Maribelle to Fred and rallied Spectrum for them and Lon'qu. Fred then went ahead and Maribelle rescued Olivia down. Lon'qu Killer Axe'd a Swordmaster on a chokepoint, again using the chance for a DS kill/Dual Guard to maybe not take damage because he doesn't have time to heal. Olivia then danced him and he attacked Algol with the PUGI, ORKOing with a DS (75% chance). UNIT CLASS LEVEL HP STR MAG SKL SPD LCK DEF RES WEXP Chrom Great Lord 14/9.04 44 24 6 23 23 20 19 9 A Swd E Lnc Aqua Grandmaster 16/17.85 47 24 23 23 30 20 19 12 D Swd A Mgc Frederick Paladin xx/19/9.54 56 29 7 27 30 17 26 15 A Swd A Lnc LonQu Griffon Rider 10/10/14/3.31 63 37 6 36 34 25 26 14 E Lnc A Axe Lucina Great Lord 20/12.17 54 29 13 33 33 27 23 15 A Swd D Lnc Maribelle Valkyrie 19/11.29 35 2 21 16 25 25 14 23 E Mgc A Stf Stahl Paladin 18/1.67 43 22 2 19 15 12 19 11 A Swd B Lnc Cherche Griffon Rider 15/1.16 39 22 3 18 19 10 19 5 C Axe Ricken Mage 8.67 24 4 11 9 8 13 8 5 C Mgc Vaike Fighter 5.67 31 10 0 9 7 6 7 0 C Axe Olivia Dancer 12.28 25 8 3 17 16 16 6 5 D Swd C22 1/83 turns Rallied Spectrum. Fred pocket Cherche attacked Tigris with Levin Sword for 8 damage and Lon'qu pocket Vaike killed him with a Killer Axe crit, doing 78 damage. Lon'qu then got rescued, Lucina gave Chrom to him and Stahl ferried Olivia to him to dance him to Aversa. Lon'qu then switched to Chrom so he could kill with Noble Rapier + Silver Axe DS. UNIT CLASS LEVEL HP STR MAG SKL SPD LCK DEF RES WEXP Chrom Great Lord 14/9.77 44 24 6 23 23 20 19 9 A Swd E Lnc Aqua Grandmaster 16/17.85 47 24 23 23 30 20 19 12 D Swd A Mgc Frederick Paladin xx/19/9.60 56 29 7 27 30 17 26 15 A Swd A Lnc LonQu Griffon Rider 10/10/14/3.69 63 37 6 36 34 25 26 14 E Lnc A Axe Lucina Great Lord 20/12.17 54 29 13 33 33 27 23 15 A Swd D Lnc Maribelle Valkyrie 19/11.60 35 2 21 16 25 25 14 23 E Mgc A Stf Stahl Paladin 18/1.67 43 22 2 19 15 12 19 11 A Swd B Lnc Cherche Griffon Rider 15/1.16 39 22 3 18 19 10 19 5 C Axe Ricken Mage 8.67 24 4 11 9 8 13 8 5 C Mgc Vaike Fighter 5.67 31 10 0 9 7 6 7 0 C Axe Olivia Dancer 12.28 25 8 3 17 16 16 6 5 D Swd
  2. [FE13] Awankening Strikes Back!

    C20 3/79 turns Forged a +2 mt Javelin so Fred is more likely to kill enemies for exp. Also forged +1 mt on the Killer Axe to improve the chance to kill Walhart. This was a brutal chapter. Going through the center is not an option because the Generals are too hard to kill on EP, having 1-2 range, and Lon'qu is threatened by the forged Silver Bow!Snipers and Aircalibur!Sages. This also forced me to pass up on the Dracoshield Cervantes drops. Thus, I went up through the right hallway. Turn 1, I checked three Warriors to make sure they don't have Counter. Chrom paired with Fred, Vaike with Lon'qu and Stahl with Lucina. Aqua rallied. Lon'qu then got danced to kill two Generals to the right with Hammer (Vaike also had a Hammer equipped). Lucina then took Vaike and ORKOed another General, using Vaike DSes or Aether procs since Noble Rapier alone doesn't quite ORKO. Fred used a Pure Water and Maribelle positioned herself such that Fred receives +10 avo from Demoiselle. EP, Fred faced 2 Heroes, 2 Warriors and 2 Sages, ORKOing most of them (hopefully all, but it doesn't matter). His chance to survive was 80%. Lon'qu ORKOed a Hero and a Warrior, both of which only have a melee weapon, and he or Lucina ORKOes the 4th remaining General. Turn 2, Fred killed a Sage in the right hallway and Lucina got danced to kill a General and a Sniper from the center if necessary (in the final attempt, it wasn't necessary because they moved down and not to the right). Ricken took Stahl from Lon'qu and dropped him off. Maribelle then paired with Lon'qu and he rushed up and dropped her off. Turn 3, Stahl gave Aqua to Lucina and she went up to Lon'qu, giving Lucina to him and rallying for them and Maribelle. Maribelle then walked up and rescued Olivia pocket Cherche. Lon'qu then fullmoved towards Walhart and Olivia danced him. Fred got a kill if possible and Lon'qu killed Walhart. Both he and Lucina had their forged killer weapons equipped. The chance for the kill is 10%. UNIT CLASS LEVEL HP STR MAG SKL SPD LCK DEF RES WEXP Chrom Great Lord 14/8.28 43 24 6 22 22 19 19 8 A Swd E Lnc Aqua Grandmaster 16/17.85 47 24 23 23 30 20 19 12 D Swd A Mgc Frederick Paladin xx/19/8.58 55 28 6 26 29 17 26 15 A Swd A Lnc LonQu Griffon Rider 10/10/14/2.11 62 37 6 36 33 25 25 14 E Lnc A Axe Lucina Great Lord 20/11.41 53 29 13 33 32 27 23 15 A Swd D Lnc Maribelle Valkyrie 19/10.47 34 2 20 16 24 24 14 23 E Mgc A Stf Stahl Paladin 18/1.67 43 22 2 19 15 12 19 11 A Swd B Lnc Cherche Griffon Rider 15/1.16 39 22 3 18 19 10 19 5 C Axe Ricken Mage 8.67 24 4 11 9 8 13 8 5 C Mgc Vaike Fighter 5.67 31 10 0 9 7 6 7 0 C Axe Olivia Dancer 11.84 25 7 2 16 16 15 6 3 D Swd
  3. FE11 H5 0% growths warpless LTC

    Endgame is done in 1 turn. Final turncount: 139 This chapter looks very hard, but has a decisive weakness: the objective is kill boss and Jake and Beck can attack Medeus on turn 1. With the Take this!!, they killed him with two crits, using the map save to rig them separately. Each crit has a chance of around 6%. That concludes this run, with a final turncount of 139. I don't think the run could've been any faster at the level of reliability that I'm playing with, although it's theoretically possible to get lower turncounts in a few chapters (C1 and 2 by rigging crits and C4, 13 and 14 by skipping Wendell, Beck, Catria or Palla, and C19 with more rigging aswell). The hardest chapters of the run were 1, 3, 16, 18, 22 and 23. The most important units were Jagen, Shiida, Lena, Wendell, Palla, Xane and the Ballistae. Battles: 1. Jagen 74B 2. Shiida 66B 3. Wendell 63B 4. Barst 59B 5. Palla 57B Wins: 1. Shiida 42W 2. Barst 31W 3. Jagen 25W 4. Palla 23W 5. Catria & Merric 15W
  4. FE11 H5 0% growths warpless LTC

    Chapter 24 is done in 4 turns (138 in total). Preparations and Shopping: Promoted Elice. Sold 4 Silver Lance, 7 Javelin, 1 Hoistflamme, 4 Thunderbolt, 1 Mend, 1 Physic, 18 Barrier, 15 Vulnerary, 14 Pure Water, 1 Talisman, 1 Master Seal, 1 Bullion (M) (+15428G). Forged +2 mt, +29 hit Dragonpike named DragonOOF (-16065G) Money remaining: 760G. This chapter is much easier than it looks. There are 3 dragons with 24 and 26 speed right between the starting positions, along with two Brave Bow!Snipers, similar to those in C23. However, there is a mountain range between Marth and that area, so Marth's fastest path to the gate takes 4 turns, whereas a Dracoknight can fly past the enemy formation in just 1 turn, so they can bait the enemies away to make sure Marth isn't in danger once he crosses the mountain. The same mountain range allows Marth not to be in range of any snipers on turn 1, so Jake and Beck can 2HKO one per turn with the Take this!! to protect Marth. To make this possible, the flying bait needs to tank a hit from a Thoron!Bishop on turn 1, who has 30 atk, so I promoted Elice with a Master Seal from the previous chapter because she has 22 HP as a Dracoknight, allowing her to tank a hit with the +7 Res from Barrier, unlike Jagen, Shiida and Boah. (Alternatives would've been Midia and Catria, but they're dead, and promoting Hardin) After the baiting strats, there were only one Bishop, 1 generic Fire Dragon and the boss left. A +2 Dragonpike and a Ballista + Marth could take care of that, so I sold my remaining Vulneraries and Pure Waters to forge as much hit as possible on the Dragonpike. There is a secret shop in the bottom-left corner and I could've just fielded Dracoknight!Boah to go town there, but I don't have any money nor do I need any statboosters. 4 deployment slots weren't used at all here. Stats: DEAD: Matthis, Vyland, Midia, Catria Shiida: Promotion at level 11, B lances + 35 wexp Barst: Promotion at level 10, C axes + 53 wexp Palla: Promotion at level 10, 2 Seraph Robes, 6 Speedwings, 1 Dracoshield, 2 Goddess Icons, 1 Arms Scroll, A lances, D Axes Roger: Promotion at level 10, C lances + 3 wexp Lena: Promotion at level 13, A staves (Bishop) / B staves + 46 wexp (Sage) Wendell: 2 Spirit Dusts, C staves + 15 wexp (Bishop), C lances + 13 wexp (Paladin / Draco) Elice: Promotion at level 10. Jake: 2 Energy Drops, 3 Secret Books Beck: 3 Energy Drops Astram: C axes + 5 wexp (Warrior / Berserker) Jagen: A lances Merric-Wendell support: 18 points (+10 hit/avo, +5 crit/critevade) Bord-Barst support: 12 points (+10 hit/avo) Ogma-Barst support: 10 points (+10 hit/avo) Marth-Beck support: 11 points (+10 hit/avo) Shiida-Jake support: 10 points (+10 hit/avo)
  5. [FE13] Awankening Strikes Back!

    Redid C18 to give more exp to Lon'qu and Fred. I'm pretty sure this is important, and it also saves a rescue use although that probably doesn't matter much. My team was too weak to handle Paralogue 17 and I definitely need the exp from there to handle C20-Endgame. C18 REDO 2/75 turns Lon'qu got the Boots, the Naga's Tear, a Seraph Robe and an Energy Drop. Fred got a Speedwing. Forged +3 crit and +5 hit on a Killer Axe to improve reliability. Only fielded Lon'qu, Lucina, Fred, Cherche, Olivia, Aqua and Maribelle. Lon'qu was 1R1D of Chrom in the starting positions so he can reach a magic tile. Cherche and Olivia started out to the left since they can easily get to the middle with flight, while everyone else started on the central or right starting tiles. Lucina paired up with Lon'qu, Olivia with Cherche and Chrom with Fred. Aqua rallied Spectrum. Lon'qu flew down 12 tiles, with Killer Axe equipped. Lucina had the Beastkiller equipped. On the enemy phase, Lon'qu faced a grand total of 17 enemies, 15 of which were melee (there is an 18th enemy, a Griffon Rider that he kills on PP). This allowed him to gain 3 levels in one EP. Fred used an old +3 Javelin forge to kill some enemies near the start. With the Speedwing, tonic, Chrom pairup and Rally Spectrum, he actually had 40 speed here, allowing him to double Swordmasters, so he could get a full level here aswell, despite his slow exp gain. The reason Lon'qu could survive this ridiculous enemy phase was Vantage hax. 14 of the 15 enemies he faces are 2HKOed by Killer Axe + Beastkiller DS (5 Paladins, 7 Griffon Riders, 2 Swordmasters) and OHKOed by a Killer Axe crit. This gave him a high chance to dodge an attack by vantage-killing the enemy first if he's below half HP. The few that didn't get crit or DS'd still had to stand up to his 100 avo, and Lucina had a 12% chance to activate Dual Guard. I wrote a small program to calc Lon'qu's survival chance, it's around 29%. Fred has an 86% chance to survive on turn 1, facing a Sage, 2 Swordmasters, a Warrior and a Paladin. Turn 2, a Griffon Rider blocks the way so Lon'qu falls one tile short of ferrying Lucina to Yen'fay, so Cherche pocket Olivia moved down, Fred moved next to her and switched to Chrom, giving Fred to Cherche and taking Olivia to dance Cherche. Fred was also Rally Spectrum'd and given Chrom's Silver Sword. Cherche then ferried Fred to the Griffon Rider to ORKO them and Lon'qu ferried Lucina to Yen'fay, who she OHKOed with a KE forge crit, at slightly worse chances than the original clear since she doesn't have access to Rally Spectrum on turn 2. The overall chance for the clear is around 4.25%. UNIT CLASS LEVEL HP STR MAG SKL SPD LCK DEF RES WEXP Chrom Great Lord 14/5.62 40 23 5 22 21 16 18 8 A Swd E Lnc Aqua Grandmaster 16/17.64 47 24 23 23 30 20 19 12 D Swd A Mgc Frederick Paladin xx/19/4.71 50 25 6 24 26 15 25 14 A Swd A Lnc LonQu Griffon Rider 10/10/11.23 56 33 4 36 33 23 21 14 A Axe Lucina Great Lord 20/7.16 49 27 11 31 31 24 20 13 A Swd D Lnc Maribelle Valkyrie 19/7.58 32 2 19 15 22 22 13 21 E Mgc A Stf Stahl Paladin 18/1.68 43 22 2 19 15 12 19 11 A Swd B Lnc Cherche Griffon Rider 15/1.16 39 22 3 18 19 10 19 5 C Axe Ricken Mage 7.59 24 4 11 9 8 13 8 5 C Mgc Vaike Fighter 5.51 31 10 0 9 7 6 7 0 C Axe Olivia Dancer 10.19 24 7 2 16 16 14 5 2 D Swd P17 8 free/75 turns Oof, this was ridiculously hard. Got a lot of exp at least, which is direly needed. Used Rally Spectrum as much as possible and used 2 rescue uses to survive the chapter. The first one was on Tiki to kill her off on turn 1, making the enemies aggro immediately. Fred got danced down to kill the Griffon Knights with Javelin and Noble Rapier!Chrom DSes. Lon'qu pocket Vaike ORKOed the Wyvern Lords on turn 1, taking out the spear one on PP so the silver ones would suicide on EP. Lucina pocket Stahl just went to the right. Turn 2, Lucina and Lon'qu received Rally Spectrum. Lucina counterkilled a Falcoknight and a Dark Flier from the right turn 2 reinforcements and Lon'qu got danced to the left to counterkill the 3 Falcoknights (2 of which had killed Tiki) and the 3 Griffon Rider reinforcements on EP, which he's strong enough with a normal Hand Axe and Vaike pairup. Fred just equipped Javelin to weaken the Wyvern Lord reinforcements. Turn 3, Fred went up and got danced to get Rally Spectrum and fly back down. He also received a Ward. The reinforcements all suicided on him, being relatively hard to survive though (2 Dark Fliers, 2 Falcoknights and most of the Wyvern Lords from T2 since he's unlikely to ORKO them). Lon'qu stayed to the left to ORKO 2/3 Wyvern Lords with Silver Axe and Lucina ORKOed 2/3 Griffon Riders with Parallel Falchion. Turn 4, Lon'qu got rescued back, Fred and Lucina went back. All three were rallied and Aqua was also within range of Lucina's last Griffon Rider. Fred got danced back down and equipped a Jav against the reinforcements. Lon'qu flew to the left and attacked the turn 3 Wyvern Lord that survived the EP (because he had a Spear) with Hand Axe. EP, the Griffon Rider from the right suicided on Aqua and the Wyvern Lord from turn 3 suicided on Lon'qu. The left reinforcements (2 non-Rexcalibur Dark Fliers, 2 Falcoknights) got counterkilled by Lon'qu, Lucina just avoided the right reinforcements, which are 4 Wyvern Lords, who would kill her because two of them have Lances. Fred survived his turn 4 reinforcements (also 4 Wyvern Lords) rather easily thanks to Rally Spectrum, although he did have to heal with an Elixir every turn. Turn 5, Lon'qu avoided the range of the left reinforcements because they include a Rexcalibur!DF. He got danced to the right to take on the Wyvern Lords. Fred used an Elixir again and equipped a Levin Sword to take on the Griffon Rider reinforcements more reliably. Chrom also equipped Noble Rapier again (most of the time he had KE equipped) for effective damage against the Griffons. Turn 6, Lon'qu got Rally Spectrum and dance again, going up the right to ORKO a Dark Flier on PP and counterkill a lot of melee enemies, including a Wyvern Lord. Lucina ORKOed one Wyvern Lord from the left on EP. Fred went a few tiles up so he can PP-kill an enemy next turn - after this EP, all the enemies to the south were dead. Turn 7, there were 4 enemies from the left remaining. Lucina ORKOed two of them (getting healed by Maribelle) and Lon'qu and Fred ORKOed two more. This only left two Spear/Tomahawk!Wyvern Lords from the right, who were easily killed on turn 8. UNIT CLASS LEVEL HP STR MAG SKL SPD LCK DEF RES WEXP Chrom Great Lord 14/7.48 42 24 6 22 22 18 19 8 A Swd E Lnc Aqua Grandmaster 16/17.85 47 24 23 23 30 20 19 12 D Swd A Mgc Frederick Paladin xx/19/7.56 53 27 6 25 28 16 26 15 A Swd A Lnc LonQu Griffon Rider 10/10/14.42 59 34 6 37 35 25 21 14 A Axe Lucina Great Lord 20/10.58 52 29 12 32 32 26 22 13 A Swd D Lnc Maribelle Valkyrie 19/9.22 34 2 20 16 23 23 13 23 E Mgc A Stf Stahl Paladin 18/1.67 43 22 2 19 15 12 19 11 A Swd B Lnc Cherche Griffon Rider 15/1.16 39 22 3 18 19 10 19 5 C Axe Ricken Mage 7.67 24 4 11 9 8 13 8 5 C Mgc Vaike Fighter 5.67 31 10 0 9 7 6 7 0 C Axe Olivia Dancer 11.24 25 7 2 16 16 15 6 3 D Swd C19 1/76 turns Reclassed Lon'qu to Wyvern Lord. Turn 1, Maribelle hammerne'd a Rescue staff, leaving me with 7 uses for the rest of the game. Aqua rallied. Fred and Chrom ORKOed a Dark Knight each and Lon'qu pocket Lucina ORKOed a Paladin with Silver Axe. Stahl then ferried Olivia to him and he got danced to attack Walhart with Killer Axe. Lucina had a Killing Edge equipped. Lon'qu had 18*2 damage, 21% crit, Lucina 9 damage, 22% crit, making the chance to kill Walhart around 11%. UNIT CLASS LEVEL HP STR MAG SKL SPD LCK DEF RES WEXP Chrom Great Lord 14/7.78 42 24 6 22 22 18 19 8 A Swd E Lnc Aqua Grandmaster 16/17.85 47 24 23 23 30 20 19 12 D Swd A Mgc Frederick Paladin xx/19/7.67 53 27 6 25 28 16 26 15 A Swd A Lnc LonQu Griffon Rider 10/10/14/1.36 61 36 6 35 33 25 24 14 E Lnc A Axe Lucina Great Lord 20/10.72 52 29 12 32 32 26 22 15 A Swd D Lnc Maribelle Valkyrie 19/9.64 34 2 20 16 23 23 13 23 E Mgc A Stf Stahl Paladin 18/1.67 43 22 2 19 15 12 19 11 A Swd B Lnc Cherche Griffon Rider 15/1.16 39 22 3 18 19 10 19 5 C Axe Ricken Mage 7.67 24 4 11 9 8 13 8 5 C Mgc Vaike Fighter 5.67 31 10 0 9 7 6 7 0 C Axe Olivia Dancer 11.39 25 7 2 16 16 15 6 3 D Swd
  6. FE11 H5 0% growths warpless LTC

    Chapter 23 is done in 7 turns (134 in total). Preparations and Shopping: Used 1 Speedwing on Palla and 1 Energy Drop on Beck. Sold 24 Javelin, 16 Steel Bait, 14 Silver Bow, 21 Longbow, 1 Master Key, 3 Vulnerary (+2471G). Forged +2 mt, +10 hit Javelin named MageKil (-2625G) Money remaining: 123G. Another very hard chapter. This map was the reason I gave two Goddess Icons to Palla - there are a lot of enemies with high critrates. Throughout the chapter, Palla and Palla!Xane face 3 Thoron users and 4 Brave Bow hits (not counting the boss). The chance to not get crit by any of them is 62.2% with the Goddess Icons, 49.9% without them. This saves a lot of frustration since there are many hits at 78-85 hit that have to hit, and the majority of the chapter uses the first map save to rig hits, so the chances of failure pile up quite a bit. The enemies in this chapter are pretty annoying. There are 3 Swarm!Bishops to harass you through walls, a bunch of Thoron!Mages that hit hard even when they don't crit and two Snipers and two Heroes, which have over 50 HP and 20 Spd and use Brave weapons. On top of that, there are Fortify!Curates, much like in the previous chapters. However, I don't have the Geosphere anymore, nor can my Ballistae reach the Curates, so I can't kill them early, unlike on the last 2 maps, so the enemies always have at least 50% of their max HP at the start of a turn. There is one real Gharnef and two fake ones, and because I skipped Tiki, I need to win against the real one to get the Falchion, or I lose turns by entering chapter 24x. Because only magic users with Starlight can defeat him, the real one has to be in the bottom-right corner, so the mage can reach him with their low mov. To make sure Gharnef is in the bottom-right corner, I used the map save on turn 1 and attacked the bottom-right Gharnef with the Gradivus to check if he's the real one, in which case he takes 0 damage. Since the real Gharnef's position is determined before the start of turn 1, restarting from the map save keeps it untouched. The traditional version of this is to use a Geosphere use after the map save and much like in this strat, the Gharnef that doesn't take damage is the real one. My version simply takes a bit more time since I have to run up to him. To kill Gharnef, I used Wendell. With 7 magic, +1 atk from C tomes and 13 mt from Starlight, he exactly 4HKOes Gharnef, who has 43 HP and 10 Res. I used the Merric support so he can dodge a hit from Gharnef (36% chance) and to increase the chance for a crit to 6%. This makes for a total chance of success of 2.16% for the Gharnef kill. The critrate is only available if the support has reached A rank, which is why Merric was fielded so often. Wendell's C staves as a Bishop also came in handy here, since I needed to constantly heal my units with Physic. To clear the way to Gharnef, I used Palla!Xane, who is the obvious choice to kill mages with since he can double, has 1-2 range and high HP and Res. His Str of 10 was actually not enough to ORKO mages with a regular javelin, so I forged the MageKil, giving him just enough Atk to 2HKO and greatly improving the hitrate. It was also used to bring the Sniper in the opening to a precise amount of HP so Catria and Jagen can kill, without the Fortify!Curates getting triggered. This is the first chapter where the +9 mt on the Pachyderm really come in handy: they barely allowed Jake and Beck to 2HKO the Hero on turn 6 to ensure Marth's safety (+8 wouldn't have been enough because the Hero can proc 52 HP). I had to sacrifice two units here, one being Midia because Xane was at low HP, so I needed an even more attractive target for Gharnef to distract him from Xane. The other sacrifice was necessary to protect Marth, as I can't kill the fake Gharnef in the top-right corner. This had to be Catria. The reason for that is pretty complicated: the strategy requires a low-Res unit to be where Catria is on turn 3 so Marth doesn't get attacked by two Bishops. Because the map only allows me to deploy 12 units, that unit also has to use the map save in the top-right corner on turn 6. This requires 10 mov, so it has to be a Dracoknight, as Paladins have too much Res, so the Swarm!Bishop attacks Marth on turn 3 and isn't within Jake's and Beck's range on turn 4. Other Dracoknights weren't viable for this task because after they get hit by the first Swarm, they would have too few HP left to survive with just a Pure Water and a Fortify from Lena, whereas Catria does due to her +4 personal HP. It's necessary to use a Pure Water and not a Vulnerary to heal them because otherwise they have less Res than Jake and Beck, making the Bishop stand outside of their range on turn 5. Stats: DEAD: Matthis, Vyland, Midia, Catria Shiida: Promotion at level 11, B lances + 35 wexp Barst: Promotion at level 10, C axes + 53 wexp Palla: Promotion at level 10, 2 Seraph Robes, 6 Speedwings, 1 Dracoshield, 2 Goddess Icons, 1 Arms Scroll, A lances, D Axes Roger: Promotion at level 10, C lances + 3 wexp Lena: Promotion at level 13, A staves (Bishop) / B staves + 46 wexp (Sage) Wendell: 2 Spirit Dusts, C staves + 15 wexp (Bishop), C lances + 13 wexp (Paladin / Draco) Jake: 2 Energy Drops, 3 Secret Books Beck: 3 Energy Drops Astram: C axes + 5 wexp (Warrior / Berserker) Jagen: A lances Merric-Wendell support: 18 points (+10 hit/avo, +5 crit/critevade) Bord-Barst support: 12 points (+10 hit/avo) Ogma-Barst support: 10 points (+10 hit/avo) Marth-Beck support: 10 points (+5 hit/avo) Shiida-Jake support: 9 points (+5 hit/avo)
  7. FE11 H5 0% growths warpless LTC

    Chapter 22 is done in 8 turns (127 in total). Preparations and Shopping: Used 2 Speedwings and 1 Goddess Icon on Palla, 1 Energy Drop on Jake and Beck each and 3 Secret Books on Jake. Sold 412 Iron Sword, 119 Steel Sword, 114 Silver Sword, 7 Killing Edge, 27 Levin Sword, 15 Wyrmslayer, 35 Armorslayer, 25 Rapier, 139 Iron Lance, 48 Steel Lance, 140 Silver Lance, 38 Killer Lance, 162 Ridersbane, 13 Wing Spear, 15 Dragonpike, 42 Iron Axe, 54 Steel Axe, 20 Silver Axe, 19 Hand Axe, 20 Killer Axe, 41 Poleax, 91 Iron Bow, 34 Steel Bow, 19 Silver Bow, 38 Killer Bow, 25 Longbow, 40 Stonehoist, 31 Thunder, 10 Bolganone, 29 Heal, 11 Recover, 6 Pure Water, 1 Talisman, 1 Master Seal (+43355G). Forged +9 mt, +15 hit, +9 crit Pachyderm named Take this!! (-87000G). Money remaining: 277G. This one was a major pain, it almost took a full month. Initially, I tried to bait all the fliers down the left with a bait unit like Midia, but the AI didn't comply with that, so I came up with this strat. Xane and Palla had to put in a lot of work tanking and killing the enemies, I barely managed to meet all the damage quotas. Palla now has 23 speed, which allows her to double a much wider range of enemies. There is still one Speedwing remaining, which she'll get aswell to have 25 speed as a Paladin. I rigged a Horseman to have 19 speed on turn 1 so Palla can double him. On turn 2, a Dracoknight and a Pegasus Knight moved left. There's a 50-50 chance the Pegasus Knight moves differently on turn 1, making her move to the right on turn 2. This would've forced me to use Roshea as a sacrifice aswell, and Catria + Barst would've killed the Pegasus Knight in that case. The reason those sacrifice strategies work is something that occurred in C13 already: if the enemy can kill a player unit, they don't discriminate between Marth and other units, even though killing the former causes a game over. Marth on a forest tile and with Shiida support has 30 avo compared to Vyland's 7, so the enemies prefer to kill Vyland. The Pachyderm forge might seem weird and unnecessarily expensive, but I definitely want every point of hit and crit I can afford and +9 mt is absolutely necessary for a future strategy. This forced me to plan out my finances very carefully throughout the playthrough. Stats: Shiida: Promotion at level 11, B lances + 35 wexp Barst: Promotion at level 10, C axes + 53 wexp Palla: Promotion at level 10, 2 Seraph Robes, 5 Speedwings, 1 Dracoshield, 2 Goddess Icons, 1 Arms Scroll, A lances, D Axes Catria: Promotion at level 10, B lances Roger: Promotion at level 10, C lances + 3 wexp Lena: Promotion at level 13, A staves (Bishop) / B staves + 46 wexp (Sage) Wendell: 2 Spirit Dusts, C staves + 15 wexp (Bishop), C lances + 13 wexp (Paladin / Draco) Jake: 2 Energy Drops, 3 Secret Books Beck: 2 Energy Drops Astram: C axes + 5 wexp (Warrior / Berserker) Jagen: A lances Merric-Wendell support: 17 points (+10 hit/avo, +5 crit/critevade) Bord-Barst support: 12 points (+10 hit/avo) Ogma-Barst support: 10 points (+10 hit/avo) Marth-Beck support: 9 points (+5 hit/avo) Shiida-Jake support: 9 points (+5 hit/avo)
  8. SHSL Stragglers C14:
  9. SHSL Stragglers Chapter 10
  10. [FE11] H4: Live Free or Draft Hard

    Did the drafting on discord. Here are the teams: Terrador: Abel, Lena, Draug, Cord, Jake, Julian, Roshea, Dolph, Caesar, Etzel, Tomas, Bantu Gradivus.: Barst, Wendell, Wolf, Navarre, Xane, Roger, Matthis, Catria, Palla, Lorenz, Radd, Est Finalinsanity: Cain, Gordin, Sedgar, Merric, Beck, Vyland, Darros, Horace, Athena, Minerva, Maria, Linde Carmine Sword: Ogma, Hardin, Wrys, Bord, Boah, Castor, Midia, Astram, Rickard, Elice, Macellan, Arran
  11. SHSL Stragglers Chapter 6:
  12. [FE11] H4: Live Free or Draft Hard

    Barst
  13. [FE11] H4: Live Free or Draft Hard

    In for the win
  14. I'm recording too, here's SHSL Stragglers Chapter 3: Turned off animations because they take too much time.
  15. FE6 auction draft

    C6 6/45 turns Forgot to note this down earlier, everyone went up the left and merlinus distracted enemies in the middle. Rutger killed the boss. Sue and Saul get. C7 7/52 turns Bosses are now exempted from my no rigging rule because they're too much bullshit. Anything before or after the bosskill still has to go through the chapter save though. Jerrot get. Recruited him on turn 2 by having Sue+Wolt rescue drop Roy ahead on turn 1. KE!Rutger or Rapier!Roy had to crit on EP1 (the former faced a Knight, the latter a Merc). Ward went to the left to distract a Knight (who gets killed), an Archer, a Merc and a Wyvern Rider until the other units can swoop in to kill them. Roy gave Jerrot a Hand Axe, a Javelin and a Silver Lance so he can tank the swarm of enemies on turn 2. Turn 3, each one of them killed a Cav and Jerrot pulled the Wyvern Rider to the right. Wolt and Rutger went below the arena to help out Ward and then went up towards Jerrot and Roy. Sue collected villages. Turn 4, Jerrot finished the Wyvern Rider off with Silver Lance. Rutger and Roy finished off Armor Knights and Rutger ended up needing a dodge against one out of 2 mages or the knight he killed. Turn 5, Jerrot took the Armorslayer and rescued Roy up. Ward bought a lot of Door Keys and a chest key. Turn 6, Ward gave one door key to Wolt, who then opened the door and Jerrot went up to the boss, dropping Roy off, with Armorslayer equipped. Since he missed both hits on EP, I went full filthy rigging and made him crit Debias at 57 hit 2 crit. I have no regrets, it's FE6 thrones' fault for having +30 avo. Got Red gem, Elixir, Horseslayer, Knight crest, Physic, KE and Torch staff. Only managed to buy 1 chest key, sadly, since I didn't have the money to buy more. NPCs!Noah and Treck did their work and didn't get recruited. C8 17/69 turns Jerrot led the charge and killed most enemies with Hand Axes. He also used Iron Sword to chip enemies so Sue can finish off (or Rutger or Roy). Gave the Seraph Robe to Sue and used up the Chest Key to get Light Brand, Killer Bow, Knight Crest, Guiding Ring and Secret Book. Jerrot killed Legance with 4 Light Brand hits, on PP+EP. He then went on to collect the Guiding Ring and Secret Book, the latter of which I could've skipped to save a turn, but I wanted it since either 4000G or +4 hit on Jerrot will be pretty useful. C8x 9/78 turns Went up. Wolt continually got attacked by a Merc so Saul can heal him. Jerrot killed Henning with Light Brand hit + KE crit. Mainly trained Rutger and Sue. C9 8/86 turns Gave Jerrot the Secret Book on turn 2. Jerrot led the charge with Hand Axes and Javelins and went to the villages to visit the right one, triggering B route. Sue recruited Shin and helped with ferrying. Rutger killed the boss with 2 KE crits, having just enough str to not need a promotion for it. He also counterkilled Fir and facetanked a crit from her like a boss. C10B 9/95 turns Promoted Wade on turn 1 because I get another Hero crest after this map anyway and am not promoting Rutger just yet. Sue, Wade, Saul and Merlinus went up the middle to collect villages and so Sue can kill enemies through the wall. Jerrot, Rutger, Roy and Wolt went up the right. Jerrot and Rutger attacked the 100 HP wall on turns 4 and 5 and Jerrot finished it off on turn 6. Rutger visited the Orion's Bolt and Sleep villages and Wolt the Swordreaver one. Merlinus got the Barrier and Wade visited the other villages, with help from Sue. Jerrot rescued Roy on turn 7 and dropped him near the castle on turn 8. He then ORKOed the boss with 2x Hammer at 54 hit. Clarine recruited Klein. Bought 2 steel bows and 1 iron bow. C11B 6/101 turns This was pretty hard. Elphin get. He used a Seraph Robe on turn 1 and got healed by Saul. Rutger went left, Jerrot killed the Merc near the start and Klein the Hand Axe!Fighter. Sue and Wade dropped Elphin ahead. Turn 2, Rutger killed a Fighter and went further to the left. Sue killed a Fighter in Jerrot's way and Jerrot killed an Archer on a Ballista with Javelin. Elphin then danced Shanna (undrafted) to the shop and she swapped Jerrot to a Steel Sword and bought 3 Lightning tomes and 2 Chest Keys. Merlinus gave the Lightning tomes to Saul and he went left and promoted. Roy Light Brand chipped a Fighter for Wolt, Klein rescued Elphin and Wade rescued Roy. EP, Jerrot killed a Fighter and a Mercenary and got attacked by an Archer. Saul counterattacked a Fighter to finish him off next turn. Turn 3, Klein gave Elphin to Jerrot and Wade gave Roy to Sue. Jerrot dropped Elphin on a forest tile and Sue dropped Roy as far as possible. Rutger went within range of the 2 Fighter + Berserker + Archer group, pulling them just in time since they'd start killing the civilians next turn. The Fighters attacked first, suiciding on Steel Sword!Rutger, the Berserker survived 2 attacks and got finished off by Saul next turn. Turn 4, Jerrot attacked the Merc + 2 Fighters + Archer group in the castle area. The mercs next to the castle and the turn 4 reinforcements moved towards Jerrot. It resulted in this formation after EP5: Turn 6, Jerrot ORKOed the boss with Armorslayer thanks to WTA since the boss has a silver axe equipped. Elphin danced Roy to the throne. Got the Red Gem from the village and the Energy Ring from protecting the civilians. C12 5/106 turns Promoted Sue and Rutger and gave a Speedwing to Jerrot. Turn 1, Wade and Roy ganged up on the right Fighter in the entrance, with Roy finishing with Light Brand and taking Wade's axe away so he doesn't get sleep staffed. Sue then took away Roy's Light Brand for the same reason and promoted. Unarmed Rutger then rescued Sue and Jerrot took her, used a Speedwing and canto'd ahead. Elphin then danced Jerrot, who moved left of the Knight and dropped Sue left so she can bait a Fighter and the Warrior through the wall, having to Killer Bow crit the Warrior. Klein killed the other Fighter near the start. Saul, Wolt and undrafted Marcus went right. Saul 2RKOed the Killer Axe!Fighter, who only pulled 41 hit and 21 crit against him. Wolt and Marcus stayed out of range, with Wolt's short bow being in Marcus' inventory. Turn 2, Elphin danced Roy and gave him a Killing Edge. Wade and Klain then dropped Elphin ahead so Sue can pick him up without any detour. She did so and canto'd as far ahead as possible and Jerrot dropped him off. Since both have 8 mov, this was enough so Elphin is only within range of two Archers, one with Longbow and one with Steel Bow, making him pretty likely to survive. Merlinus gave Rutger an Iron Sword so he can absorb the sleep staff. Saul opened the door and Wolt and Marcus opened the door while staying out of range. Saul ORKOed the Knight back and almost ORKOed the Fighter, allowing Wolt to finish off on turn 3. Turn 3, Roy went next to Sue and she rescued him. Jerrot took him from her and was danced ahead to drop him into 2 Steel Axe!Fighters and 1 Hand Axe!Fighter. Merlinus opened the door to the left treasury and Wolt finished his Fighter. Saul got the first chest to the right. Turn 4, Roy opened the door to Ain. Elphin danced Sue so she and Jerrot can lift Elphin towards Roy. Wolt opened the second door and Saul got another chest. Marcus followed. Merlinus opened the first chest on his side. Turn 5, Jerrot ORKOed Ain with Wyrmslayer and Saul got another chest. Marcus then took the chest key and canto'd to the last chest (the one close to the door so Wolt can reach it) and Wolt took the chest key and opened the chest. Merlinus opened the final chest on his side and Roy got danced to the throne. C12x 5/111 turns Turn 1, Jerrot rescued Roy and dropped him ahead. Roy used Wyrmslayer to ORKO some enemies, since he needed both its high mt and low wt to get ORKOes. Saul used the Energy Ring. Sue killed an enemy near the start so Elphin survives reliably. Turn 2, Rutger opened the Elixir chest near the start so the enemy Thief doesn't. Saul could've physic'd Elphin or used a Vulnerary, but it wasn't necessary since both dodged their enemies. Sue got danced, canto-rescued Elphin and Jerrot dropped him off. Roy helped make a formation so Elphin can't be attacked. The nearby Fighter and Archer just attacked Roy (who had a Light Brand equipped) instead. Turn 3, Sue opened the second Elixir chest (#8 on FEWOD), revealing an Archer, a Myrmidon and a Druid. Jerrot killed the Druid and Roy got danced to kill the Fighter that attacked him previously and the Archer revealed by Sue. Elphin wasn't within range of the Myrmidon. Saul started killing most enemies in the south since he gets a lot of exp from it. Wolt also got fed some kills, getting to level 11 by the end of the map. Turn 4, Sue killed the Myrmidon and got danced to rescue Elphin. Jerrot dropped him off and canto'd towards the White Gem, taking the chest key from Sue. Turn 5, Sue double critted Guerrero with Killer Bow, Jerrot got the White Gem and Roy got danced to the throne. C13 7/118 turns This was easier than I expected since Jerrot and Sue are both really good. Could've 6-turned if I passed up on killer weapons, but that was too risky for me. Promoted Wolt on turn 1. Danced Jerrot ahead so he can ORKO a Longbow!Archer on PP1 and counterkill some enemies. Turn 2, he Horseslayer'd all but one of the cavalry on the second bridge while others cleaned up on the archer island. Turn 3, Sue got danced and she and Jerrot dropped Elphin ahead. Klein went within range to give Roy to Sue on turn 4, while Wade picked Roy up. Turn 4, Wade gave Roy to Klein and he dropped him near Jerrot. Sue ORKOed a Wyvern Rider and Jerrot moved ahead. Elphin went on a forest tile so the Jav/Steel Lance enemies can't kill him and danced Jerrot. Jerrot dropped Roy off. EP, he ORKOed 2 Mercs with Silver Lance and damaged the Hero. Turn 5, Sue finished off the Hero (although she missed a Silver Bow hit so Roy finished the job with Light Brand) and got danced. She and Jerrot then dropped Elphin far to the right. EP, 2 of the remaining Wyvern Riders attacked Roy, the third one didn't find a target. Turn 6, Sue killed the most accurate Wyvern Rider and Jerrot picked up Roy, dropping him after getting danced. He then canto'd within range of a Paladin to get some axe wexp. Turn 7, Sue killed Flaer and Jerrot got danced to the armory, going around the right side of the castle since the left one was blocked by Cavs. Klein got the Al's Blade and Roy seized. Saul went up from the start and soloed the enemies near the Body Ring village, gaining around 150 exp. He got the body ring and used it right away for the desert. Now he can rescue everyone in my team except Wade, Jerrot and Merlinus.