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Lol I was annoyed when I immediately promoted Lapis when I got her because her regular outfit was perfect just like her design, heroes usually have good outfit designs but not here, same with sages. Goldmary lucked out
Tip for maddening: If you don't want to get killed by chain attacks from the enemies. Use corrin's "Pair Up" skill. You need to complete her map if you want to unlock it, which can be difficult at times...
Yeah. In hard mode for me, adding this to Louis turned him from an incredible great knight wall to basically indestructible as long as you don't run blindly into like 3 magic users.
Even on normal I feel like chain attacks are pretty trolly can't imagine what it's like on maddening lol. Like because of chain attacks soloing map as Anna for gold farming isn't that easy. I chose sword master for Anna to try and solo these maps didn't realize that was a mistake since the best solo build is usually Ike with chonky defense. I feel like I should of made her griffin knight instead of sword master it's got high luck and decent defense only drawback being archers which if I can do what I think I can I can use a skill to negate that danger. Oh and the reason I made Anna sword master was because I didn't realize til later she can't dodge while using great aether lol.
@@RaidenKaiser I’d make Anna into a magic class with how lackluster her str growth is and how high her magic is. Mage knight also has solid speed for dodge tanking and it’s nice to give more avo to a tome with it’s 1-2 range and lower weight compared to the levin sword. I’ve have her use an Elfire tome with Micaiah’s engrave on it in maddening and it’s worked well so far.
Unfortunately, the DLC characters in this game (if the datamine is accurate) are very mid overall. Not sure I'd pay the money until I see if/when the second campaign comes out.
Leave it to the Awakening inspired mechanic to be among the game's most abuseable. It's worth noting, between the 80% accuracy and 70% activation rate, and the convention of rounding the 10% damage down, each chain attack performed in this manner is expected to do about 5% on average. Twice in the case of Heroes, which is the only backup unit you should be using anyway aside from maybe Successor.
I disagree about heroes being the only good backups. Warrior is a great class for many axe or bow users thanks to the high strength, and swordmaster offers overall higher stats in important areas. Hero is an extremely mediocre class outside of this particular set up
@@jerry3115 I forgot about Warriors. I concede, they are fine. Generally worse than a hero, but being able to deal with fliers effectively is really nice, in addition to the high strength and build, and a good ability. Swordmasters are complete and utter garbage though. Probably the worst promoted class in the game aside from Sniper. For comparisson: Weapon types: Swordmaster loses Axes or Lances, which is HUGE. The Levin Sword is his only 2 range option, which only works if you have decent Mag. This also severely limits chain attack options without support attack+, and somewhat limits them with it. And of course, this cuts break opportunities in half, and enemy turn attacking options considerably. Ability: Swordmaster: Move to opposite side of attacked opponent. It's used to advance units forward. Not generally suitable for a glass cannon you don't want to take hits. Hero: double backup attacks at full HP. Base stats, Swordmaster compared to Hero: HP -2, Bld -1, Str -2, Mag +1, Dex +1, Spd +2, Def -1, Res +1, Lck +1 Growths: +5% to Dex, Spd, Res, -5% to HP and Str. The +2 Speed advantage will frequently be +1 due to heavy weapon slowdown. Keep in mind, a 5% growth rate will probably translate to about 1 point in each stat per 20 level ups. By end game, that's maybe 1.4 points at most. But in any case, the swordmaster is usually going to be 1 point faster due to the lower build and weapon weight penalties. 2 by the end game. But they'll also usually take an extra point of damage, and usually deal 4 less damage per round. Stat wise, I'd say Hero comes up on top. Although it's a small enough difference you might be able to make a case for it being even. But with everything else going on, Heroes are a drastically better class. I won't call Heroes the best class in the game by any means. But Berserkers, Swordmasters and Halberdiers have very little to offer by comparisson.
@@Zer0billion A guaranteed way for any character to be able to equip an S rank weapon even without innate proficiency? All right. I can buy in to that idea. Although I'd still say that's not worth it. The "vanilla" S rank weapons are basically equivalent to a +2 or 3 silver weapon. Brianac is about a +4 or 5 Spear. They're super expensive to upgrade, and the non-donation ones are available only very late game, while others require high value donations. Your point is taken. But my opinion that they're horrible classes remains. You'd want to be something else until you have the S rank weapons, then you'd need to class change and lose the other class ability until you level up 4 more times. Plus, characters have other options for S rank weapons for the weapon they're proficient in.
@@plentyofpaper I can't speak for the other two yet, but I can say halberdier is a lot better than it seems as I made Alear into one. (not because I find it optimal, I just think it's cool) With stats that beat hero in everything but speed which is something that's actually irrelevant due to thier skill. Pincer attack is not to be underestimated, triggering a follow up with weapons you normally wouldn't is literally doubling your damage output and lets you wield the heaviest of weapons and not care. I've been one rounding bosses even on maddening. And with the ability to wield S rank, Engage skills being guaranteed hit attacks that can't crit and scales with your damage causes high might weapons to be better than they ever were, like Georgios, Venomous, and Ukonvasara and Venemous also coming with poison on those damaged, if your using Override. Not saying they are amazing or anything, but they're classes that can be used for something.
Using this skill has made my party look more like a roman legion, marching in formation and coordinating to destroy any enemy that dares come within striking range.
Fun fact, Dual Assist will still trigger even if the only space the backup unit can attack from is the one that the unit initiating the attack is standing on
Remember when people say that through bonds and partnership sworn till death does apart, Pair Up is the most broken thing in Fire Emblem Awakening? Now, take the dual strike part only, but make it apply to multiple allies, and take it UP TO ELEVEN Also, Engage made the Hero Class great again after it's somewhat questionable state in Fates and Three Houses
@@drygnfyre it was. You’re probably thinking about Three Hopes, where, despite there being NPC Heroes, the class ultimately goes unused. Also, look at Holst, a Swordmaster, and tell me that he wasn’t supposed to be a Hero.
@@paperluigi6132 I was probably thinking of Three Hopes. The last time I really remember using Heroes all that much was in Awakening. I barely remember them in Fates or Three Houses, I just didn't use them much there for whatever reason.
@@drygnfyre Heroes in Awakening were pretty good because you got Sol and a breaker Skill (forgot which one) from them. I’ve only ever played Birthright, so I can’t say anything about Fates, and in Three Houses, I only ever made Byleth a Hero.
I kind of expected Heros to be S+ due to brave assist. The only issue with assist is that the Final boss reduces the accuracy to 30% and only takes 1/50 HP damage instead of 1/10 HP. Still very strong on the campiang though
The final boss is kind of a victory lap in my opinion, you won't need that much to take him down. Having the chain attacks to deal with his mooks is probably more important than against the final boss
@@Princeomishore heroes are jack of all trades master of no one in terms of stats. If you want to hit harder you have berserker and warrior if you want to be faster swordmaster and if want to be bulkier you have halbardier and all these classes are also backups. Also back up + is super situational, without this strategy is only +10% of enemy hp of damage if he is at your range of your equipped weapon and only with full hp
Thank you for finally explaining how the chain attack damage is calculated. I've been looking for the numbers online since the game dropped and nobody knew.
I had the exact same idea, although I didn't realise the skill wouldn't work on non-backup units and wasted a bit of SP initially. I didn't end up hard committing to it with reclassing everyone, as I like a bit of diversity. An interesting note is that when a dagger unit does a chain attack it still applies poison. This is only relevant so far as you can put Lucina on a dagger unit to stack poison, I felt like that helped me get through some bosses, although I don't actually know how much poison does.
Yeah that is why I don't think I will never do this strat because I like to have diverse classes not everyone on the same one so while great if it's not fun for me I rather go at it with something else
@@jayellgee I thought he meant how much poison does as a debuff, like how much does each stack does to the enemies defenses or at least that's what I thought he meant lol
while not because of Dual Assist my first 10x chain was because of Lucina... decided to summon Lyns doubles for no real reason had Diamant Engage Atk and suddenly it was like "oh hey there are 11 atkers in range"... and then I realized just how good Dual Assist was gonna be because I instantly thought: But what if this was almost always?
when people were saying "the game is just heroes on Switch" pre-release little did we know that phrase would turn out to be very accurate in a different way.
Dual Assist+ is really good, it’s kind of funny to see it proc in combat, because it makes a character look omnipresent. I’ve been just using two duel assist heroes (lapis and goldmary) and they already put in so much work. Personally I’d still rather keep using class variety, but it is true that chain attacks are already really strong, and Dual Assist+ buffs them significantly.
I was wondering if someone was gonna point that out. Also people who got the dlc have access to axes and lances all the time unlike tomes and staves, I'm on chapter 18 or 19 and I'm still salty they took tomes away from me for this long especially since I found out about the Anna thing after chapter 10, so I can't reclass her, I can't wait for the other dlc emblems if the characters they datamined are real
PSA: Use the Ancient Well on the Somniel to solve all your SP problems. If you drop enough items in there to get the rating up to 3 stars (~5000 gold worth of items, if I recall correctly), you have a very good chance to get Novice Books (100 SP), a pretty good chance to get Adept Books (500 SP), and even occasionally Expert Books (1000 SP). Each of them have their own odds and are not exclusive (in other words, I've gotten all three at once before), and the other weapons, staves, and other items that come with them are often enough to fuel the next Well deposit. (How many stars you get in the well seems to be determined by the purchase price of the item, NOT the sale price --which means your Physic staff with its last charge still offers full value to the Well.) Do this after every battle or skirmish for a while and you'll be swimming in SP.
I'm not sure if the requirement of being a Backup class is actually applied. I mistakenly got the skill for Anna as a Griffin Knight thinking she was a Backup unit. Equipped it anyways bcos I already spent the SP. I've noticed in battles she actually does chain attacks quite often, still being a Griffin Knight. So I got the skill for some other units that are not Backups, they do Chain Attacks as well.
You still have options. Anna can be a Warrior. Lapis can be a Hero. You get a free Swordmaster in Chapter 11. You have Alfred's muscle retainer that can be a Berserker. The Princess of Solm is a back-up class. Finally, anyone can equip the Lucina ring. That's 6 units who can who use this skill effectively with no overlap.
dual assist effectively makes it so that def avoid and hp mean nothing. i wonder what ridiculous low turn clears you could get with hyper optimized teams. i mean there are rankings for maps. i have jet to look at a singular one but they probably become quite insane in the future
Honestly this strategy seems like a part meme but at the same time viable. Regardless it requires good positioning and knowledge about the game to pull off. But a question I am curious on your thoughts on all the classes and units specifically Royal knight and mauvier.
@@2265Hello it didn't trivialize the game on maddening, it actually made maddening fair and even for the player, I'd recommend watching excelblem first playthrough stream as to an idea why
It's basically chain attack on steroids lol. I personally like it but it will take alot of work to make it viable my current playthrough. Might have to wait til ng+ or post game whichever this game offers
Another broken strategy is a thief with Corrin as the engage ring. Just send them out equipped with a 1-2 rage dagger and use the fog ability from Corrin. Most attacks will have a 0% hit rate and any that don't will have a super low hit rate. Just beware of mages that ignore terrain avoid but thief's usually have good res stats anyway.
Was not aware of that as I'm only playing on hard. That does make that worse though i don't know if better enemy hit rates on maddening would balance it to make them have single digit hit rates so they would still try. Would require further testing.
@@javgamer722 generally in maddening enemies will use warp tactics and some older player fe tactics against you. Also they will just ignore any unit they can’t hit or damage and set themselves up in a good position instead.
Oh boy I cant wait for >Fracture Staff to break target >Warrior initiates fight with broken target >8 Chain Attacks Later >Merciless procs, warrior comes in dealing 50% more damage Nothing is living that
@Slammurai I completely understand why every boss past chapter 5 or so has two hp bars. Bosses in FE have a tendency to just get surrounded and beat to a pulp, especially if they don't move. Even just looking at 3H, 3 out of 4 final bosses have multiple health bars, and the one that doesn't is actually rather easy to one shot.
I mean, backup classes are exclusively infantry since classes with alternate move types prioritize the move type as their class type, and the warrior being the only backup class with a non melee secondary weapon more or less makes it exclusively melee as well, unless you put lucina on a mage or an archer.
You can give backup units magic weapons as well. I've been having Lucina on Seadall for 100% bond shield and extra 10% damage from my dancer 70% of the time if in range.
I’m replaying on hard chapter, right before chapter 9 and all my units have between 1,000 and 2,000 sp. too many tricks for grinding it to post here, but just know you could equip I’d guess 8 units with dual strike after chapter 11 if you saved sp and bond points.
Oh, Engage uses the double roll average mechanic? That explains a lot. I'd assume the 80% wouldn't be a special exception, especially since it seems like more than 4 out of 5 hit.
@@louiesatterwhite3885 0%, 50%, 100% are all exactly what is displayed. As are 1%-49%. All of those values are true, single-roll RNG. The values between 51%-99% are calculated with a formula, so the displayed value is always slightly less than the true value. (i.e. 90% might be closer to 94%, etc.) This is usually referred to as the "hybrid RNG" and was also featured in Fates. It's a little different from the two-roll RNG featured in the GBA games and 3H. I've not gotten confirmation yet about chain attacks, but given they are fixed (the damage is proportional, the accuracy is always 80%), I'm guessing it's "true" 80% and not subject to the formula.
I would say this strategy is like one of the best for clearing every map BUT the final one easily. The only bad thing about it is how sombron sets your chain attack hit rate to 30% no matter what so doing this to him is harder, still possible for sure though
The good thing about this strat is that you don’t need a lot of your Main attacker is fast. I got so frustrated in my Maddening run because somehow it just always ends up leaving the opponent with one HP, it’s either waste another unit’s turn or your archer dies in enemy phase
Warriors aren't bad because bows are great against fliers. But chain attack range with Dual Assist+ is already pretty generous so the additional range isn't worth *that* much, and I probably wouldn't prioritize it over brave assist
@@Excelblem yeah the skill and chain attack is the main sell. I wonder if swordmaster and the skill to stay on 1hp would work as well. Havent done the math or tried it but it seems like dodge tanks with one assured survived hit and chain attack might rock
I had to discover that myself .. maddening force you going out of your way to kill those boss bastards .. But 7 is way too much for me .. with dancer and mobility skill you can easily position your units the way your want to optimize your damages. No more than 2 or 3 for me since the hero already help
@@Stachelbeeerchen skirmishes are pretty annoying this time around, I can't believe they made every enemy move at once, makes it harder to train my lower level units
Lucina's Shield skill breaks the game too. You can just have 3-4 turns where all your adjacent allies just take 0 damage while killing the enemies in counter attacks. It's rather stupid lol
@@lazersfixall3939 You can make it 100%. 1st... make sure you are actually using it, it's not a passive. When engaged you have to scroll down and click "Bonded Shield" under attack. 2nd... Whoever Lucina is on will make that exact same class/unit type 100%. So if Lucina is on a flyer then all flyers adjacent to Lucia have a 100% rate for her shield to proc. If Lucina is on a Qi Adept class (any of the lines) then it's a 100% proc rate for all adjacent classes (regardless of what they are). It's extremely broken for flying units (aka make Ivy your counterattacker). You can go 3-4 turns of Ivy taking 0 damage and just doing 60+ back in double attack magic counters
imo it doesn’t really matter, the only thing that changes is that you might have to buy a second seal sooner if you want your character to keep getting levels, and the brief exp cut in the early game for promoted units is usually offset by how much more useful the unit will be
Each unit has an internal level separate from their specific class level. Higher internal level, less XP when out leveled compared to enemy. You get the same flat buff when going from base to advanced, but minor changes from 2nd seal. Since XP gain is hard capped after a point, master seal immediately for skill and stat buff to growths for more productive level ups when they're still relatively quick. Second seals can be done whenever after 10, but it's better to wait until it gets closer to 20, if not 20 outright.
"still"? it was never best to class change at level 20 if you could do so earlier lol, promos in this game also give you a tiny boost in growth rates and xp in your internal level gets hard capped anyway so its best to take the power spike from promo
They only thing I don't like about this is that it obviously means all of my units are going to be the same class. It's powerful, but not all that interesting. Once it's set up, all you do is roam around the map as this raving mob trampling anything in your path.
@@darklordliam Indeed, I was pleasantly surprised when I saw it and thought the other taker skills would be here too but it's just speedtaker for now, I mean if you're gonna make skills so expensive and only give us 2 slots why not bring some of the other ones like strength/magictaker or skilltaker
Are you certain that you need to be a backup class to make use of Dual Assist? I'm almost certain that you don't. We need some testing on this Edit: Did some testing, pretty sure you do need a backup class
It seems like a strong skill when you stack a bunch of them to average out the chance. But making your 80% of your roster the same class sounds soooo boring. And its way to reliant on RNG if you only have one or two.
Worth noting that by far the best chain attack spamming setup is to have a Warrior with a Longbow equipped, the Dual Assist+ and Brave Assist skills, and Claude's S Rank Bond Ring from Byleth's pool of Bond Rings, giving them +1 bow range at max HP. This leads to having a unit who can chain attack anywhere within 9 spaces of them, and twice at that. It takes a lot of investment to get going, but it is absolutely worth it for the effort involved. In particular I'd say one of the better characters to use this setup with is Etie, because outside of her utility from this specific setup she also has really good Strength and Dex to enable her to pick off units, in addition to having proficiency in bows to broaden her sniping options to include Silver Bows in case she needs the extra damage to finish off a target. You could also use Anna as well if you're not running her as a High Priest to generate gold for your army.
@@Excelblem Oh damn, I just found out that class skills don't carry over to other classes, that's total bullshit. I wish that was explained better in this game... Still though, Dual Assist+ is still worth running by itself on this setup if you want to have more flexibility in the range at which you can follow up, since it still gives you one of the longest ranges for activation without running Lucina's Bond Ring on another class with higher movement.
@@StairFacts from what make you think that class EXCLUSIVE skill carry over to other class?? never heard of it from any of all FE series. That just doesnt even be "class skill" anymore
The chance of any individual unit with both Brave Assist and Dual Assist+ activating and both attacks hitting is 44.8% The chance of it activating and only one attack hitting is 22.4% The chance of it either not activating or missing both attacks is 32.8%.
So if 9 units could possibly hit an enemy, the average damaged percentage would be 100%, meaning the attacking unit would need to deal no damage to kill on average.
This is very... gimicky. A chance that your unit reduces 10% of the enemy HP, that cost 2000 SP (the 35% one is useless) and you need to be on a backup class which are ok but nothing amazing, also to get the best out of it you need to be at lvl 5 promoted which is not that bad but it means tranning all those units and the ones with good starting SP mid to late game are not the best for combat. Not saying it is a bad strat, but STRONGEST skill in the game? Not really. That goes to Canter that only cost 1000 SP. Could write a wall explaining why it is the best skill but is it really necessary? Movement after an action in a game with such little movement is just amazing. Now what i 100% agree is to reclass the 2 or 3 prepromotes you get late game, thats their best use cause they wont contribute much in combat, but other than that, your main units shouldnt train to become a 10% HP bot.
You might want to play on Maddening to see how useful Dual Assist+chain attack is. Some bosses have way too high defense/resistance and the only way to chip their HP is bypassing those stat with chain attack.
@@lanvuinh8780 Dude i beated maddening twice already, im not trying to brag, but you said it like i have no idea what im talking about. Precisely because i know is that i can say this is a gimicky strategy. For bosses a Thoron Draconic Hex is a way better way to deal with them, so no, it is NOT the only way to chip their HP. This strats makes you have bad units so they cant deal with bosses. Edit: Btw im not saying this is not useful, im saying having 7 units which is literally half your team endgame and more than that before the last final chapters for chipping with a 70% chance it is not a great way to deal with maddening. Couple here and there specially the late game prepromotes that have over 2000 SP, sure, those are fine.
It doesn't. The only time it works for non-backup units is when the unit itself has the Lucina ring equipped. While anyone can trigger nearby backup units assist attacks, actually doing the backup assist attack requires either the lucina ring or the back up unit type.
you said it wrong. the "dual strike" skill of Lucina ring allow anyone can become Back up units- so Dual Assist works on any unit type not back up WITH Lucina ring only
2000 sp is not cheap on maddening. You can use warrior equip with a long bow and Claude S rink (wind god skill) to have 4 range long bow and he can attack and chain attack with everyone !
How do you get Dual Assist+ on a bunch of units in Maddening? The SP Gains are horrendous. Also, Exploiting Fire Emblem isn't fun. If you cant play the way the game was intended, what's the point?
Agreed, idk whats the point of skills costing 2k or 3k when by the time you get that much the game is already over lol And I'm on hard I can't imagine maddening, I just settled by giving most lineage and starsphere for more stat gains, because getting 2 skills that would pair together cost and arm and a leg. That and I like having units on different classes, it feels very weird to have everyone with the same class.
How is literally exploiting a difficulty that is literally made for people to do anything to beat it, wrong? Just as you might find a flashy strategy to beat a map, cheesy strategies are just as viable too. FE at this point is basically a sandbox TRPG, so you can, and probably are expected to, have the most fun coming up with all sorts of strategies - be them actually good, cheesy or even bad.
Considering how the enemy ends up abusing chain attacks, this is a considered mechanic. Also a boss explictily has the fuck you chain attack accuracy is always 30% trait. But this is where the late joining members shine cause they already have shit tons of SP.
Funny, but not really that practical. Very unreliable, not to mention expensive, and filling my army with a bunch of shitty heros defeats the point of the strategy all together because at that point I could just deploy more actual combat units. I could definitely see bringing 1-3 heroes into the lategame as you get more and more slots, but they shouldn't be eating up slots from actual units.
Nah its great lol. You use this with Heroes and Warriors w/Long bows and chain attacks do true damage so often times I take out most of the enemies HP from chain attacks alone before the unit even needs to hit on maddening difficulty.
@@jerry3115 Read my comment again, I said I take out most of their HP bar from chain attacks. To run only heroes & warriors would be a bad idea, don't do that - you still need supports & magic units. I've beat this on maddening using this strat on my first play through. You dont need to kill them purely from chain attacks. You just need to do enough chip damage so that you can kill them on the first hit before taking damage from counter attacks. Even if you are running 5 Heroes and 2 warriors, that's already 12 chains per attack and you still have plenty of slots to use dancer/healers/mages/thief+lucina or debuffer etc... any range attacks from your mages/w.e else you bring can also trigger chains as long as your heroes/warriors are within range with dual assist+.
I think this skill dulls the difficulty of maddening. This with decent planning trivializes 99% of it imo. I think the fix to it would be not let the chain attack kill but damage to 1 HP
Def does. Exelbelm didn't really optimize just threw people into heroes aside from juggernaut units. I'm telling you with optimization and this mechanic the game will get way easier. Also I watched the whole run and it isn't the benchmark for how the game should or will be played with labbing and optimizing.
@@blankblank6853 how is it not optimize? you've got brave assist+ heroes letting him do 10+ chain attacks yet still breaking even with it in terms of the game and him having to divine pulse, the devs even knows hence sombron skill at the final battle