FE8 - No Mounts Low Turn Counts Run: Endgame (Chapter 19 till Final)
The final maps of the challenge, all completed with some use of Warp. I suppose it's a predictable ending if you've watched the early maps and know what I invested my effort into building.
Every single map here is cleared in 1 turn, and since Final consists of two maps, you can say I clear it in 2, for a final turn count of 97 turns. I wasn't sure I'd be able to get a turn count under 100 when I started the playthrough, afraid that I'd lose a ton of turns everywhere, but there were maps where I could approach or even reach the lowest possible turn counts that a regular army can attain.
The biggest problem was definitely the lack of Seth - not just his horse, but a powerful prepromote in general. If Seth had been a Warrior or Berserker, or even a bulky caster, I would be able to push ahead in the early maps with much more confidence than I otherwise feasibly could, since I don't tend to manipulate much in my low-turn clears.
Challenge playlist:
http://www.youtube.com/playlist?list=PLbSv8zSDR9c26lYu02EA8IaBJcmStZg47
Chapter 19 - 1 turn.
This is an easy warpskip that's not particularly demanding, similar to chapter 17 in a way. It's enough to have enough mag for sufficient Warp range without needing Rescue support or anything of the sort, it's not an issue lighting the way up with a Torch staff (since you can't warp into the dark tiles), and Riev is an absolute weakling to ORKO (if you need to wait for the 2nd round to finish on enemy phase then I can imagine how much trouble you'll be having with the other endgame bosses).
Moulder using Torch here gets him to S staves which lets him use Latona in the last maps. Not essential but pretty good regardless.
Chapter 20 - 1 turn.
So Morva is a much harder boss, but still not a problem for Ross's massive atk with Garm. His crit as a Berserker is even unnecessary here. What the real problem here is would be warping both Ross and Eirika for the 1st turn seize - even with 15 Warp range off 30 mag (what Lute alone can reach in this game iirc) they just won't get sent across the water where they can safely reach the boss/seize.
This is where having two additional staffers with B staves for Rescue use helps out. Saleh rescues Ross, Moulder rescues Eirika (or the other way around, doesn't matter), and since the Warp range depends on where the target (and not the caster) is standing, they can now reach their destination. Since we can't send the Rescue staff to the part of the map where we can use it on Eirika, we start a massive rescuechain (like the one in chapter 15 in the previous video) so that Eirika can be rescued. As you can see, Eirika remains unpromoted as promoting grants her a mount; same with Ephraim.
If your bosskiller had flight and good move (like 10 move WK Vanessa), you wouldn't even need the second Rescue.
Finale - 2 turns, 1 per map
Okay, so Morva can be threatening due to having a defence-ignoring attack, hurting units that have low HP but high defence (say, Wyvern Knight Vanessa with rigged defence whose player didn't quite rig +1 level-ups across the board). What Lyon has here, on the other hand, is an enormous nuke targeting resistance, most characters' weakest defensive stat. Ross is, in fact, OHKO'd by Naglfar, but can withstand the attack with a single Barrier boost, which should be applied just before sending the bloke up with Warp after a dance.
I suppose even without the Barrier boost, there's a good chance Ross could dodge Lyon's attack? He has very high spd + lck stats, though not quite capped, and Garm gives an additional 10 avo increase. It's 62 displayed hit, 71 true, so not really something that you'd need to rig much to accomplish.
Moulder having the rank for Latona is an optional safety measure, restoring Ross to full HP just in case Lyon will connect another Naglfar on enemy phase. The mooks that attack Ross before then don't have much displayed hit on him, the Killing Edge skeleton having around 30 (and probably not much crit either).
On the second and final map, Ephraim can survive one of Fomortiis's attacks and deal a decent amount of damage, but is out of reach to attack due to the lack of his usual mount. The dance/Rescue/Warp you can give him is mostly not worth it since you can give that to Ross to let him have a second round of combat against the boss instead.
As for Ross, he doubles the boss easily with Garm, and needs only 26 strength to 4HKO the menace. He has a tiny bit of crit, but none is necessary to succeed. His massive avoid makes it easy to dodge the boss's attacks, too.
I show off the Phantom one last time, too, and with Knoll being at lv. 2 there's not much he can do to the boss (probably not too different for a lv. 20 Knoll, but I never tried). Either way, Phantom is dead and Ross is furious, avenging the fallen brother with a vicious crit that's really unnecessary here!
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