FE9 0% growths LTC: Endgame - Repatriation

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The final chapter is completed in 2 turns, finishing the run in 132 turns total.

Challenge playlist:
https://www.youtube.com/playlist?list=PLbSv8zSDR9c3coldCRy-qyUihPeNr8av0

The run I started back in 2013 finally comes to its end.

From the very beginning, before I even learnt how to hack everybody's growths to 0% 7-8 years ago, it was apparent Ena would be the bosskiller since Ike is so weak and the royals arrive so late and accomplish so little. It was then decided that all the boosters that wouldn't save any turns would be left for Ena. An exception was made for the second Goddess Icon (the first having been sold for some much needed cash), which went to Stefan to make our life less miserable after numerous resets due to getting critted. Surprisingly, both the energy drops stayed in our inventory (only was one was theoryFE'd initially to be required to kill Ashnard), though neither speedwings did. The first one went to Titania to enable the shaving off of a turn very early in the game, a turn that couldn't have possibly be saved through better strategising or crit rigging (there was no crit displayed at all). That extra 2 speed caused Titania to remain relevant for a very long time, even with the inability to forge silvers for most of the challenge (Titania's weapon ranks would've made her the queen for many chapters to come if that were the case) - she was there in chapter 27 for instance. The 2nd speedwings was fed to Stefan, likely not shaving off any turns but helping him kill Petrine reliably without resetting for a crit in a very long chapter, making Stefan better at handling speedy foes such as cats and SMs in other maps as well.

In the end, Ena did not get any speedwings. 31 AS is needed to double Ashnard, 32 being a requirement for the berserk form, yet Ena could only get 19+10 AS while in Resolve range, which she enters immediately upon being struck by Ashnard's sword. At the same time, two hits are required to kill Ashnard, and without doubling this means proccing Adept, which must be taught in addition to Resolve and Wrath, two staples of final boss killing in PoR. 34% chance of proccing Adept may be decent enough, but it's one of the unreliable variables in this strategy involving many others, which include getting at least one Wrath crit on Ashnard, not dying to the enemies on turn 1 enemy phase and finally proccing Adept and at least one Wrath crit on Berserk Ashnard on the 2nd turn.

...It's not so bad, is it?

The part that needs more elaboration is probably survival. Since my only Dracoshield had gone to Tanith many maps before (and, to be sure, Tanith made it useful with constant exposure to large groups of enemies in many chapters), Ena has to rely on some lucky dodges even though she is the army's bulkiest unit by far with 52 hp/27 def/26 res bulk. With a barrier boost from Rhys and the Full Guard equipped, she isn't targeted by the Sage's Bolting and takes either 1 damage or none from a Bishop's Rexaura. The physical enemies are a different story.

On turn 1 EP, 24/52 HP Ena has to withstand the following: ~19 dmg from a red dragon (~70 hit), ~4 dmg from a 64 hit cat, ~10 dmg from 2x silver lance general at 45 hit, ~10 dmg from a silver blade general at ~30 hit and then the most threatening persecutor, ~17 dmg from Bryce's Wishblade at around 82 hit. If the dragon, who attacks first, connects, we're usually doomed, but it's often Bryce who sends Ena to her early grave (I gotta appreciate Ena, and later Tibarn, getting specialised dialogue with the bosses here). When the attack cannot be avoided, Ena's only hope to cling to life is by proccing Miracle at 14% (her luck stat), halving the damage she would've received. This has happened surprisingly often, as has the red dragon whiffing (must be an RNG thing).

Ena's path to Ashnard's range (in his rage, the mad emperor attacks her at point-blank range in spite of having the option to attack at range and avoid her counter) on turn 1 is fairly simple: she, Elincia and Reyson get shoved a bunch, after which Elincia is refreshed to Rescue Ena twice. Ena will need to equip the demi band for +1 move to get inside Ashnard's attack range, then equip the Full Guard instead and transform using my last Laguz Stone. I could actually deal enough damage under Demi Band here, but have a harder time surviving and killing Ashnard, especially on turn 2, and I don't think the 4th use of my two Laguz Stones could've saved turns anywhere else in the game.

On the second turn, when time comes to invite a laguz royal, Tibarn is chosen. It is Giffca who lands the most vicious blow, not doubling Berserk Ashnard, but Tibarn is lighter and therefore far easier to shove/smite. When Tibarn tears off 10 out of Berserk Ashnard's 80 HP, Ena will only need one Wrath crit instead of two, again activating Adept to double, to deplete the remainder of the final boss's vitality.

And so, it is done, after 7 long years...







Tags:
fire emblem
path of radiance
moogleboss
challenge
fe9
gamecube
por
low turns
low turn count
efficiency
ike
ena
final boss
ashnard



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