FE9 0% growths LTC: Chapter 27 - Moment of Fate

FE9 0% growths LTC: Chapter 27 - Moment of Fate

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Duration: 8:38
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Completed in 4 turns (127 total), with 3 turns spent on the map and 1 turn forced on Ike's "encounter" (lack thereof, rather) with the Black Knight.

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The first time since chapter 18 that I whip out a laguz stone, all in order to achieve the 3-turn of the map's main part. This is an Arrive map rather than yet another Seize one, meaning anyone can finish it by arriving, not only Ike. This is generally a refreshing thing, seeing how dragging Ike all the way north is too much of a hassle. However, rushing forward so fast means we don't manage to rout the stragglers close to our starting position, so Ike can't really stay there. Elincia ends up rescuing him on turn 1, the only turn she's not using the Rescue staff, previously unused before this map.

The strategy revolves around stoned Reyson essentially allowing the main force of the army - Tanith, Geoffrey, Haar, Largo and Titania - to act twice during the 2nd and 3rd turns, eliminating enemies that threaten Reyson (but also Titania, who gets destroyed by tigers even if given a Laguzguard) and moving on towards the boss. Elincia rescues Titania first, letting her kill a sage and block a sniper from OHKOing Reyson on turn 2, subsequently rescuing Largo from across the wall to where he moves in range of the bosskill.

The throne room is stacked full of foes we could not possibly one-round, though Runesword!Tanith would survive them very reliably, but luckily we only have to face the few enemies blocking our way to the boss and nobody else. We postpone breaking the door to the throne room until the last turn, when we clear the way and kill the boss in a very swift manner. This explains why the video is so short; not much actual fighting is happening here.

Largo's stats are good enough, though not fantastic. He has one of the highest speed stats in the party, in which nobody but Stefan and Tanith is particularly fast anyway. His strength is Haar-level too, but not exactly what you'd want to see on a lategame berserker. His statline is very much that of a berserker though, with high HP and crit rates but very low defensive stats - def/res stats look dangerously close to what Ike's are, not what other promoted units have. Largo only shows up in two maps of this map out of the five maps where he exists, and this is the only map where he gets kills.

Largo's biggest contribution is having high crit against the boss, a halberdier who's very hard to double. Stefan can double him but not inflict heavy damage due to swords' lower attack and WTD. Tanith can double him too, but her 11 mov requires her to be the unit travelling west to retrieve the Resolve scroll, without which Ashnard cannot be defeated in this run. I could technically try to set up Tauroneo for Resolve again, but he's done exactly that in the recent two maps, and getting the enemies to prioritise him AND connect the attacks is tough.

I can get Haar and Largo both in range of the boss on turn 3 while Tanith goes for Resolve and Titania prepares to arrive. If Haar connects both of his Brave Axe attacks (biorhythm-dependent sucess ratio), Largo only needs a killer axe crit to finish the boss... if the latter doesn't proc Miracle, that is! If Haar fails to do his job, Largo has a forged axe appropriately named Reliability. It's a forged silver axe with +9 crit on it. Largo doesn't have the worst odds to kill the boss with it in the worst scenario we're preparing for, though usually Haar succeeds and Largo can try and make use of Killer Axe's much better hit rates.

The movement and actions of most units are very precise in this tight clear. Many of the shoves and smites are 'just' enough to get everyone where we want them to. Stefan gets unequipped on turn 2 to avoid getting attacked by two SMs, one armed with a brave sword, as two of them connecting their attacks can summarily KO Largo should both roll high on strength. Even if they whiff, they have very high crit against Stefan's lowish luck. Elincia also ends up unequipped on the last turn, as we want to repair the Rescue staff in the next map and not in Endgame, where deployment slots are precious (actually, we COULD afford to do it there). Elincia misses out on the next chapter, in case you've forgotten. Rhys is fielded instead of the more competent Calill / Bastian just because we can get away with it. He's exactly two staff/light tome (they share the same weapon rank) uses away from A rank, meaning he could enjoy Ashera staff access soon if given just one of my two arms scrolls.

This is one of the two maps where the Rescue staff actually sees any use. I trained Mist's staff rank hoping she'd cut a turn with it somewhere but that just wasn't the case, as you want more than just one unit to move ahead, which stoned Reyson can accomplish, and her magic is so low the same rescue can be replicated with a couple smites. Rhys and she have crap combat too.







Tags:
fire emblem
path of radiance
moogleboss
challenge
fe9
gamecube
por
low turns
low turn count
efficiency
ike
tauroneo



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