Fire Emblem Fates: Conquest Lunatic - Random Reclass / Chapter 19
Challenge playlist:
https://www.youtube.com/playlist?list=PLbSv8zSDR9c1vHE26fdqsbpsaI9YPsW7X
I gotta admit I had some of the worst expectations before attempting this map, imagining the kind of trouble I would have with the poor hit rates and illusions and the like. It was tougher than the previous map indeed, but 'hard' is still not the adjective I would opt for to describe it. Rather, it's a really annoying map to do, most especially the last two groups of enemies, and I found that one can mostly avoid the reliance on the RNG as far as hit rates go as long as we appropriately apply all the numerous skill combos we've accumulated up till now.
Don't get me wrong, the promoted foxes here are easily the toughest generic enemies we have faced by this point of the challenge, but with a good strategy it's still not an impossible feat at all.
What I got from the RNG for this map:
Corrin 23/34 - Malig Knight
Nyx 20/21 - Witch
Xander 28/33 - Dread Fighter
Shura 9/33 - Falcon Knight
Keaton 12/24 - Fighter
Azura 12/22 - Fighter
Felicia 28/31 - Dread Fighter
Mozu 5/31 - Spear Master
Camilla 14/31 - Merchant
Arthur 20/23 - Ballistician
Jakob 2/33 - Master of Arms
Beruka 3/21 - Spear Fighter (again)
Kaze 2/23 - Oni Savage
It's mostly pretty good I think! Having two fliers is invaluable for the purposes of moving units in and out of enemy range without risk of anybody dying, and Corrin and Shura function well in this way. Shura getting Falcon Knight makes it obvious that Rally Speed at lv. 5 is top priority in terms of feeding people exp to reach target levels for skills. As I expect a very dystopian future where enemies double and ORKO everybody (who knows if this is a pessimistic prediction), an extra +4 spd over tonics, food and pair-up bonuses could prove crucial later on. Shura just needs to be fielded, I suppose.
Xander gets deployed again and once more in a sword-using class. This isn't really impressive in any way as I basically have him do most of his fighting with a forged bronze for the best hit rates, which he could do in just about any other physical equally well. Being decently fast helps, I guess. Dread Fighter's skills aren't very useful for Xander, and the same is true for Felicia who got the same class - Aggressor is 4 levels away, which isn't practical. However, Felicia can utterly annihilate foxes with the Hunting Knife thanks to her existent shuriken rank and getting +15 atk from Life and Death/Trample lets her score a lot of OHKOs. Speaking of Life and Death, Jakob gets to be a MoA in this map and it's not too hard to get him this skill too. Now both servants are potential kamikaze warriors!
Besides that, there are more opportunities to learn useful skills for other units. Azura and Keaton both get HP+5, which makes Keaton a tank and Azura slightly more likely to take hits later on (she's mostly OHKO'd here anyway). Corrin's MK access gives him Savage Blow so that we can weaken enemies with poison skills more easily to set up some nice kills for weaker units. However, not everybody gets good options. Nyx getting Witch would've been fantastic in most of the maps where she was helplessly overlevelled as she could've actually slaughtered enemies for experience, but she has no luck with foxes' high res.
One of the difficulties of this map is the necessity to face several foxes at once in large groups. On turn 3, I have 7 foxes left alive for player phase after Mozu ORKOs the furthest-reaching one and I feed people kills, clearing every single of them. Seal Speed learnt by Marf last map allows to connect attacks more often, as do Heartseeker skills (Beruka and Nyx), Grandmaster's first skill (Keaton and Corrin) and Marf's Supportive ability. By stacking all of them you could get ~100% hit on the most evasive of the foxes, but in practice just being able to hit them with good enough reliability will do.
It may seem like using Xander to weaken foes for others to kill is the strat to go with for the whole map (they don't hurt him much even with LoD or doubling) but this isn't usable anymore by the time you engage the party with 10 foxes, 5 of whom have illusions active when the other 5 don't. I try to bait them to follow my weaker units to a place where they can kill them for exp, but this infuriatingly annoying to do - a fox that will attack on enemy phase cannot be targeted on player phase of the same turn, and vice versa. This means that if you are in range of two foxes, you can finish one off and then find yourself in another's range, vulnerable and being ready to be killed. Too many of them have Pass too, and have no movement penalty in forest tiles. Heck, they cross rivers with little trouble too! Point is, forming a wall won't help your vulnerable units survive - they will have to run away, and this could take long.
(out of space, continued in comments)
Other Videos By MoogleBoss
Other Statistics
Fire Emblem Fates Statistics For MoogleBoss
Currently, MoogleBoss has 1,000,142 views for Fire Emblem Fates across 72 videos. His channel currently has around 14 hours worth of content for Fire Emblem Fates, or 5.59% of the total watchable video on MoogleBoss's YouTube channel.