FE8 - No Mounts Low Turn Counts Run: Chapters 3-4
Chapter 3 - cleared in 6 turns (18 total).
Having access to neither Seth, Franz or Vanessa, we find ourselves in a situation where we can't really speed up the 6-turn, though for once having all those other foot units (plenty of them with 2-range) means it's easy to get Eirika to progress in spite of all the breakable walls.
Eirika is yet again the only one who can realistically kill the boss (though I think Garcia doubles him with an Iron Axe with one speed proc, but his stats are insufficient to secure a ORKO), so she can't seize on turn 5 in spite of being in range of the throne.
Neimi and Colm appear here, both foot units we could choose to you. Neimi is a huge liability with bowlock and those horrid, horrid base stats, even if training her can pay off (we get Innes on this run so that's completely unnecessary).
Colm is quite unique however. No, not because of thief utility or those bad base stats that aren't much better than Neimi's (even if he doubles a lot more easily) but because he has the highest movement stat of all unpromoted units - same as promoted foot units.
Having the best mobility on the team for a while makes Colm potentially worthy of an investment (namely kill experience); however both immediate and longterm uses are questionable. Firstly, Colm needs to grow quite a lot of strength to start one-rounding even the most basic enemies like Soldiers (laughable enemy class in this game). He has E swords, which means no Steel Sword access for a long enough time and the best way to level up weapon ranks is to be capable of one-rounding enemies whose attacks you withstand. Colm has neither the offence nor the durability. Secondly, training Colm right now means we invest less into other, far more usable characters, the primary one being Ross.
While I do think training Colm is a little more important than giving exp to Gilliam or Garcia (whose bases do make them more capable to acquire said experience), Ross is in a bit of a hurry to get out of his tier 0 rut, because we'll be relying on his waterwalk very soon. Ross and Colm also compete for the only Ocean Seal which we get in C9, Ross being by far the best candidate for it out of the two.
That said, Ross gets good levels on this map and, can you believe it, is starting to look no worse than his dad.
Chapter 4 - cleared in 4 turns (22 total).
A rout map that is kinda slow due to the absence of mounted units who could trigger the northern reinforcements much sooner (by crossing the bridge / landing on the southern part of the map) and having to rely on Artur for leading the way (his starting position actually means he can start attacking the healthy boss on turn 4 player phase, which others cannot boast unless Colm rescuedrops are involved, and he hasn't really got many good units to drop because of his unfortunately low Con).
Gilliam with a speed stat of 4 or higher is a blessing in clears with a full army since he can double and 2HKO the reinforcements that appear in the northwest close to the starting position, but since I cannot clear the map the next turn anyway I leave Ross there instead as he gains a ton of levels as a result (I have him fail to ORKO intentionally because he gets like 30 exp from a round of combat that doesn't result in a kill).
Artur is a critically important user. Even though Saleh is a potential candidate for the party's latergame Warping, Artur can promote using the Guiding Ring whenever he reaches L10 (sadly this can take quite a bit of time since Artur is frail and doesn't solo maps) and match Colm in mobility but with far better combat potential (targets Res with good magic, counters at 2-range) and actual longterm usage (even if Saleh ends up the Warper, Artur could be the secondary staff user on the team). Lute is very similar to Artur but cannot be recruited early enough to start her levelling process (she also takes a little longer to start doubling), though she does have some advantages over Artur - higher magic cap, better luck resulting in smaller chances to be critted and better avoid, and more reliable magic growths. Lute is still a good unit to field for chip damage until Gerik/Innes arrive.
Garcia with a Steel Axe is the only one who can 2HKO the boss (the boss stands on a forest so Garcia needs that strength proc he got earlier) on turn 4 - Gilliam can do the same with his high strength but is not mobile enough to reach the Entombed boss on time.
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