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Fire Emblem Fortune's Weave Lv99 (3 turn, Hard, Deathless, Lordless, Drakeless) 0-Skein of Causality

Collector Togami

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Fire Emblem Fortune's Weave Lv99 (3 turn, Hard, Deathless, Lordless, Drakeless) 0-Skein of Causality

94 просмотра · 3 ч назад
Collector Togami
21 тыс. подписчиков
94 просмотра · 3 ч назад
Defeating Balor, the final boss of Fire Emblem: Fortune's Weave, in just 3 turns on Hard Mode with a full level-99 army. Deathless, Lordless, and Drakeless: no main or sub-Lords deployed, and no Drake's Treasures equipped. This challenge uses Astra+ boss damage, Warp/Rescue chains, Bolting gate destruction, and enemy containment to overcome the heavily scaled final map without Song of Angels or Lord-based Blaze Arts. To explain the self imposed challenge: 1. Lv99. The enemies will scale to the average of the units who enter the final dungeon, minus the final boss Balor who has the same stats. This gives us extremely powerful mooks if you are maxed out. Think near 100 def Castle Knights. 2. Hard mode. I plan to do Lunatic when it comes out with this too 3. Deathless. I did rely on one lucky support salvation but the rest was it 4. Lordless. I did all storylines but deployed none of the main lords or the sub lords. No Dietrich, Leda, Theodora, Cai, Bertrand, Anatolia, Orchel, or Talimun. I wanted to see how quickly I can beat the map without leaning on Blaze Arts to help me. So no Song of Angels or Compass debuffs etc. It also means I get the clean version of Skein of Causality playing without the leitmotifs of the 8 Lords. 5. Drakeless. In addition to not using the 8 Lords, I did not use any of Drake's Treasures at all in any of my units, just to add to it. No fancy Combat Arts or buffs from them. I cheese leveled all my units by having Dancer and Apsaras, plus white magic users daisy chain off each other repeatedly. I spammed Talimun's compass and Dietrich's warping in Answerer's Call fights. The strategy itself is straightforward. Fianna has enormous resistance, so she took the right flank. Goliath can stonewall and -7 mov adjacent enemies, so he stalled the left flank. Left flank advanced on enemies in the way of the boss from that side. Central flank used Wiseman!Majide Warp to help positioning wise plus Dancer/Apsaras. Right flank Wraped Sha Lan, who then Rescued Dante who'd be in the exact range necessary to Bolting the 2 upper gates. Turn 1, positioning and clearing enemies. Turn 2, cleanup and initial offense. Turn 3, zerg him. I decided not to wait for turn 4, which means the miasma wasn't a big concern, nor was the big AoE. This also meant that I killed so quickly that many reinforcements were effectively stalled by their spawn points, my usage of blockade Gambt, or simply lacking in range. The most dangerous thing here isn't the final boss but the enemies themselves. So once I eliminated that threat, things became much easier. The fourth barrier was broken by raw numbers. Most units were near Balor. Fianna and Goliath just had to stall out 2 Enemy Phases which they did. Troy's primary focus was handling the fliers near Dante, and the cav physical unit which was the only real threat to Dante. With this, the majority of my army was within range of Balor, and I was able to dogpile on him with lv99 units to finish him lol. Guzran truly is the ultimate Chad of this game alongside Fabio's Luna