Zapp Branniglenn Posted October 22, 2017 Share Posted October 22, 2017 Here's a thread where we can post helpful tips we wish we knew ahead of time. -Special attacks do not stop the clock. Be mindful of this with timed missions. Furthermore, if you're in the middle of doing a special attack when the timer hits 0, it will stop hurting enemies, and won't reward you any KOs. -You can check Anna's Conditions when pausing to see what makes her appear. She won't stay for long, so remember you can send one of your playable characters over to her, then switch to them to interact with Anna once they arrive. -Your allied (blue) captains can't be played as, but you can pair up with them for the sake of dual attacks and dual guards. Consider pairing up with a unit that helps your with weapon triangle disadvantage. For example, Chrom pairing up with Camilla whenever you're fighting a lance wiedling opponent. Every dual attack will open their stun guage immediately. -In the second History mode map, engage the priestess character to the East for a bow that has the "topsy turvy" skill. This lets Sakura use her magic stat instead of her strength stat. You can then use the smithy to forge that skill onto her personal weapon, the Spellbane Yumi, which already has plenty of power to carry her for a long time. -In the first History mode map, you can eventually engage a mage that rewards you with the conduit axe. But it's pretty weak. I would hang onto it until you do find a good axe for her to use, so that you could reforge the topsy turvy skill onto it. As far as I know, Lissa lacks a personal weapon. Quote Link to comment Share on other sites More sharing options...
The DanMan Posted October 23, 2017 Share Posted October 23, 2017 -Effectiveness weapons shred what they're effective against. The twin's personal weapons make the Outrealm Fiend officers non-threats; considering how often latter story mode maps throw them at you, always make sure they're the ones going after them. -Make sure to actually command allied units and always keep an eye on them. You're hurting yourself by neglecting this and will only benefit from doing so. -Allied AI accomplishes more off-screen than on-screen. Not sure exactly why, but it does. -Spoilers for the final boss: Every time he changes weapon types, the AI treats him as a different enemy-- meaning if you want to keep everybody targeting Velezark, you have to re-select him as a target. Quote Link to comment Share on other sites More sharing options...
Zapp Branniglenn Posted October 23, 2017 Author Share Posted October 23, 2017 Oh, and the big one: - Every character has a skill that is unlocked using items you get from either defeating them as an enemy captain or every time you increase their support level with another character. Once unlocked, that skill will appear in every other character's boost crest section, but requiring higher quality items. Some of these skills are extremely valuable, so grind those supports whenever you can. Quote Link to comment Share on other sites More sharing options...
Thany Posted October 23, 2017 Share Posted October 23, 2017 -Your allied units will never attack the commander that will end the level. so its pointless to leave them at the commander when there other enemies to attack on the map, its best to only keep healers close to the commander incase you need it. -Dont leave your base unguarded, Its easy for the mission to pop up so many prompts that you may miss a message that says your base is in trouble, and by then it may be to late. clear as many enemies around your base as quickly as possible before you send your allies to capture a fort. -unless you really overpower said unit, dont waste your time on commanders in K.O. X missions as they will just slow you down, you only have 7 minutes for an S rank. the rally buffs dont do to much to the mooks you actually kill. -dont just sell all your weapons, even if a vast majority of units have personal weapons, you still need more strength for later missions, and the personal weapons dont get very strong until very much later in the game. Quote Link to comment Share on other sites More sharing options...
Anomalocaris Posted October 23, 2017 Share Posted October 23, 2017 - A good way to clear those "rack up kills within a time limit" challenges is to play as Camilla and just spam her Strong Attack while dashing. It becomes a ground stomp that comes out very quick and blows away 50+ mooks per use. - During Awakening Mode, your gauge will not deplete during weak point strikes, so they're a good way to artificially extend your time in Awakening Mode. - Tiki can use her Strong Attack to convert her Warrior Special bar into Awakening Mode bar. She can even do this mid-Awakening Mode, so keep an eye on both gauges and convert accordingly. - Dual Strikes can still deal Effective Damage. For non-controllable allies, a good strategy is to make them Bow users, pair them as the support unit to a controllable hero, and call upon them when fighting flying enemies. It's usually enough to kill them in one hit. Quote Link to comment Share on other sites More sharing options...
Jedi Posted October 23, 2017 Share Posted October 23, 2017 The dodge roll can cancel out laggy end frames of attacks on characters who have some laggier attacks and can be used even as quick canceling into other attacks. Simple example is doing Chrom or Lucina's various strong combo enders, rolling then doing a quick stab with another strong. Quote Link to comment Share on other sites More sharing options...
Tolvir Posted October 23, 2017 Share Posted October 23, 2017 Leave behind defenders, and pay attention to what is on the map. Reinforcements happen a lot, and the enemy will rush your bases. Leaving behind some units at key points isnt a bad idea. And pay attention to what captain is at the base. If its an axe user, you may want to leave a lance user there to handle swords. If its a sword, you may want to leave an axe user. And even more important, if its a map like Hinoka's where more often than not you are getting flyers, leave behind one of your archers. Orders. Orders. Orders. Do not leave your allies roaming on their own. They arent all that intelligent by themselves, but listen to orders really well. And this is key to winning maps like Chapter 12, where the game will really test your multitasking capabilities. Diversify your team. You get 4 PC slots, and 4 NPC slots. Use them all, and dont neglect to set up your NPC slots well. I would advise to always have an archer and a mage in a slot somewhere, doesnt matter who exactly. Just having them around to deal with low resistant enemies and flyers is a bonus. On top of that just having a good mix of unit types, flyers, cavalry, and infantry isnt a bad idea. Pay attention to skills you can use. When you promote a unit, skills are unlocked for them to be available to use, for all units. For example Frederick gives Pavise. Pay attention to what the skills are, some of them can help shore up problems with stats, like Pavise on Elise or Aegis on Frederick. Dont forget to spread out your crests. Throwing everything on 1-2 units is going to cause issues later. You will be forced to use some for History Mode, or some might not be available later. Make sure to at least cover a few of the minimum crests for characters. Quote Link to comment Share on other sites More sharing options...
YotsuMaboroshi Posted October 23, 2017 Share Posted October 23, 2017 You can check the requirements for S-ranking a map in History Mode from the pause screen by moving the cursor to a square not occupied by a fort or a unit. This also shows you your current stats for each of the requirements. For crits (or Weak Point smashes, whichever you prefer to call them), depleting a white gauge makes the crit only damage the target, depleting a yellow gauge makes the crit stronger and AOE. Related to the above, dual attacks force a Stun gauge. If the character you're paired up with has weapon advantage on the enemy, this forces a yellow gauge, which allows you to gain advantage on units you'd normally have disadvantage against, letting you kill them quicker. Quote Link to comment Share on other sites More sharing options...
Anomalocaris Posted October 23, 2017 Share Posted October 23, 2017 4 hours ago, YotsuMaboroshi said: Related to the above, dual attacks force a Stun gauge. If the character you're paired up with has weapon advantage on the enemy, this forces a yellow gauge, which allows you to gain advantage on units you'd normally have disadvantage against, letting you kill them quicker. To expand on that, it's a good idea to have axe users as your support for a sword unit, sword units as your support for a lance unit, and lance units as your support for an axe unit. That way you can force a yellow stun gauge against foes that'd normally have a type advantage over you. Quote Link to comment Share on other sites More sharing options...
Green Tees Posted October 23, 2017 Share Posted October 23, 2017 If you don't mind not having bonus damage against dragons, it's best to up the rank of weapons for Lucina, Chrom, and the Twins (only one if you need to) early game. If you like a certain attack from someone's combos, forge a Strong # move on them from the smithy. If you want to grind, get the skill "Paragon" from Marth and defeat him on history mode challenges with Divining Skills and the Quality Up Material blessings so you can get his "essence", as well as A ranking him. Quote Link to comment Share on other sites More sharing options...
Rayhaku808 Posted October 24, 2017 Share Posted October 24, 2017 (edited) -Timed onslaught missions in history mode are really good for leveling up fresh characters. Just make sure you bring one stronger one to take care of the higher leveled units that pop up here and there. -while on the topic of timed onslaught, Pegasus knights are extremely efficient at this. They get around quickly and you only need to spam one mind numbing attack. y, y, x y, y, x y, y, x its so stupidly fast and efficient that I fall asleep at night doing this. Spin for days. Not even exaggerating. I semi-built a spear just for this. Power Up, Strong III, First Class, Divining, Pair Up+, Dracoslayer(but probably don’t need it) K.O. count is usually around 4000+. If I actually tried I could get it higher. Edited October 25, 2017 by Rayhaku808 iPhone autocorrect shenanigans Quote Link to comment Share on other sites More sharing options...
Anomalocaris Posted October 25, 2017 Share Posted October 25, 2017 5 hours ago, Rayhaku808 said: -Timed onslaught missions in history mode are really good for leveling up fresh characters. Just make sure you bring one stronger one to take care of the higher leveled units that pop up here and there. -while on the topic of timed onslaught, Pegasus knights are extremely efficient at this. They get around quickly and you only need to spam one mind numbing attack. y, y, x y, y, x y, y, x its so stupidly fast and efficient that I fall asleep at night doing this. Spin for days. Not even exaggerating. I semi-built a spear just for this. Power Up, Strong III, First Class, Divining, Pair Up+, Dracoslayer(but probably don’t need it) K.O. count is usually around 4000+. If I actually tried I could get it higher. Pegasus Knights have nothing on Camilla when it comes to wrecking Timed Onslaught missions, though. Try just spamming Camilla's Strong Attack while dashing. It's brutally effective. Quote Link to comment Share on other sites More sharing options...
Rayhaku808 Posted October 25, 2017 Share Posted October 25, 2017 2 hours ago, Anomalocaris said: Pegasus Knights have nothing on Camilla when it comes to wrecking Timed Onslaught missions, though. Try just spamming Camilla's Strong Attack while dashing. It's brutally effective. I tried yours out, it's very effective. The only thing is that the controls aren't as responsive to dash cancel into the dash strong attack right away so you need to be pretty precise with the timing of your inputs. It's also sometimes hard to land where you want but with such a massive aoe that isn't an issue most of the time. Quote Link to comment Share on other sites More sharing options...
FangfireX Posted October 25, 2017 Share Posted October 25, 2017 (edited) Unless you feel like you need the aesthetic of a character's legendary weapon, only the weapons with Dragonslayer are worth upgrading. To fully upgrade a legendary weapon, you need to obtain the weapon's seal from S-ranking the associated mission, purchase the character's final weapon rank seal (which requires having A-rank), and then get 10,000 K.O.s using the legendary weapon. Doing all of this unlocks the weapon skill "True Power" which does absolutely nothing except raise the weapon's attack to 240. This means that most fully upgraded legendary weapons are exactly the same as 5*, 6-skill slot brave weapons, which you will probably have some of by the time you start earning these weapon seals. This means the best legendary weapons to upgrade are the Falchions and Sol Katti, because they have dragon effectiveness without taking up a skill slot and without an attack penalty. Edited October 25, 2017 by FangfireX Quote Link to comment Share on other sites More sharing options...
wissenschaft Posted October 25, 2017 Share Posted October 25, 2017 Apparently putting slayer kills on legendary weapons doesn't have an attack penalty. So thats an advantage for them. Quote Link to comment Share on other sites More sharing options...
nocturnal YL Posted October 26, 2017 Share Posted October 26, 2017 Don't know if this counts as gameplay tip. Now that I've got Lianne to level 99 and have Celica and Lyn remain at level 1, I can compile a list of the amount of gold needed to level up the units. Spoiler Using level 1 as the base, the amount of gold needed to get to the level is as followings: Level Gold needed Difference Difference of difference ----- ----------- ---------- ------------------------ 1 0 2 525 525 3 1076 551 26 4 1654 578 27 5 3139 1485 907 6 4689 1550 65 7 6303 1614 64 8 8979 2676 1062 9 11757 2778 102 10 14638 2881 103 11 18734 4096 1215 12 22970 4236 140 13 27348 4378 142 14 33094 5746 1368 15 39019 5925 179 16 45124 6105 180 17 52749 7625 1520 18 60593 7844 219 19 68654 8061 217 20 78390 9736 1675 21 88382 9992 256 22 98630 10248 256 23 110705 12075 1827 24 123075 12370 295 25 135740 12665 295 26 150385 14645 1980 27 165363 14978 333 28 180675 15312 334 29 198120 17445 2133 30 215936 17816 371 31 234124 18188 372 32 254599 20475 2287 33 275483 20884 409 34 296777 21294 410 35 320512 23735 2441 36 344695 24183 448 37 369325 24630 447 38 396549 27224 2594 39 424260 27711 487 40 452457 28197 486 41 483432 30975 2778 42 514932 31500 525 43 546957 32025 525 44 579507 32550 525 45 612582 33075 525 46 646182 33600 525 47 680307 34125 525 48 714957 34650 525 49 750132 35175 525 50 785832 35700 525 51 822057 36225 525 52 858807 36750 525 53 896082 37275 525 54 933882 37800 525 55 972207 38325 525 56 1011057 38850 525 57 1050432 39375 525 58 1090332 39900 525 59 1130757 40425 525 60 1171707 40950 525 61 1213182 41475 525 62 1255182 42000 525 63 1297707 42525 525 64 1340757 43050 525 65 1384332 43575 525 66 1428432 44100 525 67 1473057 44625 525 68 1518207 45150 525 69 1563882 45675 525 70 1610082 46200 525 71 1656807 46725 525 72 1704057 47250 525 73 1751832 47775 525 74 1800132 48300 525 75 1848957 48825 525 76 1898307 49350 525 77 1948182 49875 525 78 1998582 50400 525 79 2049507 50925 525 80 2100957 51450 525 81 2152932 51975 525 82 2205432 52500 525 83 2258457 53025 525 84 2312007 53550 525 85 2366082 54075 525 86 2420682 54600 525 87 2475807 55125 525 88 2531457 55650 525 89 2587632 56175 525 90 2644332 56700 525 91 2701557 57225 525 92 2759307 57750 525 93 2817582 58275 525 94 2876382 58800 525 95 2935707 59325 525 96 2995557 59850 525 97 3055932 60375 525 98 3116832 60900 525 99 3178257 61425 525 This is a rather weird pattern, I'd say. And the last few levels are quite costly, so I guess it should take a while to raise everyone to level 99 even though earning gold is quite easy. Quote Link to comment Share on other sites More sharing options...
Anomalocaris Posted October 26, 2017 Share Posted October 26, 2017 24 minutes ago, nocturnal YL said: Don't know if this counts as gameplay tip. Now that I've got Lianne to level 99 and have Celica and Lyn remain at level 1, I can compile a list of the amount of gold needed to level up the units. Did you fill in this page with that info? If so, thank you. I only had up to level 75 or so. Quote Link to comment Share on other sites More sharing options...
nocturnal YL Posted October 26, 2017 Share Posted October 26, 2017 Oh, sorry, that is not the case. I'm not aware that someone tabulated this data in the wiki. Quote Link to comment Share on other sites More sharing options...
Anomalocaris Posted October 26, 2017 Share Posted October 26, 2017 1 minute ago, nocturnal YL said: Oh, sorry, that is not the case. I'm not aware that someone tabulated this data in the wiki. Oh, well, thank you to whoever filled in the last few levels for me. And yeah, it is a weird pattern, with the sudden spikes every three levels up until level 41 and then becoming completely linear the rest of the way. Quote Link to comment Share on other sites More sharing options...
HK Motendra Posted October 27, 2017 Share Posted October 27, 2017 IDK how accurate this is from not fully testing it with the entire cast, but from my own playing, I've noticed that the strong IV attack (y, y, y, x combo) forces out the stun gauge (provided that you're not at weapon disadvantage [?]). This can be abused with Ryoma, in particular for having the Astra skill, which when done with strong V (y, y, y, y, x) immediately following strong IV, is an almost guaranteed critical hit. This does not apply to ranged units such as archers and mages, however, who instead rely on their strong I attack (archers must charge the attack for a few seconds, while mages have a gauge that when full, forces a stun gauge). Both can force a yellow stun gauge on any enemy for not being in the weapon triangle Quote Link to comment Share on other sites More sharing options...
GeminiJ Posted October 27, 2017 Share Posted October 27, 2017 (edited) On 10/25/2017 at 12:30 PM, FangfireX said: Unless you feel like you need the aesthetic of a character's legendary weapon, only the weapons with Dragonslayer are worth upgrading. To fully upgrade a legendary weapon, you need to obtain the weapon's seal from S-ranking the associated mission, purchase the character's final weapon rank seal (which requires having A-rank), and then get 10,000 K.O.s using the legendary weapon. Doing all of this unlocks the weapon skill "True Power" which does absolutely nothing except raise the weapon's attack to 240. This means that most fully upgraded legendary weapons are exactly the same as 5*, 6-skill slot brave weapons, which you will probably have some of by the time you start earning these weapon seals. This means the best legendary weapons to upgrade are the Falchions and Sol Katti, because they have dragon effectiveness without taking up a skill slot and without an attack penalty. Not true. Once you unlock the potential of a Signature weapon, it no longer gets an attack penalty from having a Slayer skill added to it. Even the weapons without slayer skills on them already are thus worth unlocking the potential of. Please don't post information unless you know for certain you're correct about all of the details. Edited October 27, 2017 by GeminiJ Quote Link to comment Share on other sites More sharing options...
Technoweirdo Posted October 30, 2017 Share Posted October 30, 2017 Here's one I recently discovered: You know how the archer's Strong V lets you move / take damage / get knocked off your feet and -still- deal damage so long as it was fired off? It just hit me to try firing off a musou immediately after. Turns out the attack persists through the musou, which means you can gain musou during a musou. Catch enough people in the Strong V and you effectively get free musous. Makes me wonder what other persistent attacks there are. Quote Link to comment Share on other sites More sharing options...
wissenschaft Posted October 30, 2017 Share Posted October 30, 2017 I add that at high level Skill becomes more important than str. Most of your damage will come from your weapon which will eventually far outstrip your str. On the other hand, skill has a big effect on your crits which means Takumi's crits do a lot more than the other 2 archers in the game. It means Leo can out damage Elise because her crits will start to lag behind quite a bit. Quote Link to comment Share on other sites More sharing options...
Technoweirdo Posted October 30, 2017 Share Posted October 30, 2017 53 minutes ago, wissenschaft said: I add that at high level Skill becomes more important than str. Most of your damage will come from your weapon which will eventually far outstrip your str. On the other hand, skill has a big effect on your crits which means Takumi's crits do a lot more than the other 2 archers in the game. It means Leo can out damage Elise because her crits will start to lag behind quite a bit. Quickly testing Strong I (full charge) -> Weak I - IV -> crit on a Lv. 80 Warrior with both of them using Luna, I'm not entirely sure about that. I'm only eye-balling it, but it looks like Elise wins. Elise's 8 Mag over Leo doesn't sound like much, but you still have to hit enemies a bit before you crit and it does add up. There's also her 36 Luck affecting Luna. Also, it's only an 18 Skl difference. It's not that bad. lol Quote Link to comment Share on other sites More sharing options...
wissenschaft Posted October 30, 2017 Share Posted October 30, 2017 (edited) Ah, I don't have Luna on Elise nor am I that far into the game. Luna is probably making a big difference. However, Takumi's skills is about twice of Sakura's. It should make a difference. I wonder if you could test that. Edited October 30, 2017 by wissenschaft Quote Link to comment Share on other sites More sharing options...
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