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    Fates: Conquest

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  1. witch is better for Felicia?

    For a solo attempt of BR using the freelc hero to sol and axebreaker(innate), Magik Knight off MU to grab trample, witch with MK!MU pairup to finish out. Final skills Sriposte/Trample/Sol/Axebreaker/Lunge (use the witch freeze on the ch27 tomebreaker barb) You should be able to just walk through the game on lunatic (BR is a joke) if you're forcefeeding her stat boosters and forge tomes.
  2. The Lunatic Club [Fates]

    Nope. Was looking at Def Boon. You are correct. Def bane lowering luck is weird.
  3. The Lunatic Club [Fates]

    -def makes enemies actually attack dragonstone cornbread so it's a not-bad flaw in CQ. The main drawback is the more minor (but still extremely annoying) str nerf.
  4. Fates' exp system is broken

    This is 0 damage after pairup. (Silias is the stronger RxS lead but OS is just a god class in BR regardless, Hyato and rhajat are also excellent OS)
  5. The Lunatic Club [Fates]

    Odin. Ophelia. Done. Scroll back through thread for more.
  6. Fates' exp system is broken

    *looks in, see's somone talking about cormag again, walks out* You can 20/1 promote before ch10 of you really want to superlowman CQ (without dlc).
  7. The Lunatic Club [Fates]

    That's plenty with insp song (+3) meal (+2) tonic (+2) and footwork (+1) even with a WL pairup that gives no +spd you're still looking at an expected 28 spd. Level 3 would be an issue though. Nosolnolife.
  8. Wyvern Lord!Peri!Percy (Speedwing)
  9. The Lunatic Club [Fates]

    You can drop a high powered sol!MN (silias, xander, or soliel) onto tiny cancer mage turn 1 or 2 and send Ophy up the right side of the map to clear out most of the map (including reinforcments) by turn 3. This is a bit slower than he olde blick fuga and get out but it nets all 3 chests and all the exp with minimal hassle
  10. Master of Arms is so underrated

    Paralouges (namely shigures)
  11. Master of Arms is so underrated

    MoA gives LaD+Vantage (and some nice ribbons) so 4 levels in this are mandatory for anyone who has access to it. As a dip it's superchocolatydeliciousS+ rank on any high output 1-2 ending class. As a finishing class it's infantry with no Srank. Pass
  12. The Lunatic Club [Fates]

    The choice of attack vs guard is pretty simple. Attack if... You need the damage on enemies not in guard stance, you need the tile of movement/shelter shenanigans, or the fight is ez and you want a better exp split. Guard if... You need the damage on GS units, you need guage/stat boost to live that EP, or just airdrop nerds. Moving in and out of these is fluid enough to do so multiple times in a single player phase so there's very little opportunity cost involved. --------------------- It's always good to train both parents in child optimization for bases. I endorse the 4 pairs + freebies rule of thumb for this reason. In Ophelia's case her father is her main bulk contributor and she can be ohkoed with LaD up without this.
  13. The Lunatic Club [Fates]

    Corrin and Jakob both have free access to the cav line via A(+) supports. There is no reason to ever heart seal cav early unless you want Eroom+Shelter+other stack skill early on Jakob and Dwyer. Even then Cornbread eskews cav talent.
  14. The Lunatic Club [Fates]

    Chokes are near useless in lcq. Stack and play aggressively.
  15. The Lunatic Club [Fates]

    Promote at 20. No reason not to. 4 pairs total. (8 adults + 5-6 kids + dancer + stavebots + prepromotes + utlity captures is more than you will ever need)