Quick note guys! In my section on the Break mechanic, I make it sound like when you're broken you can't counter for the rest of the turn. This is not true. You will only be broken for 1 attack and then you'll get your weapon back. This goes for you AND the enemy. Wanted to make sure that was clear, thank you.
lol, i was going to mention this but here it is. break is a game changer. in previous games, because of the counterattack from enemies, i would instead put a unit in range of an enemy instead of attacking them. that way when the enemy attacks first and i counter, on my next turn, i would be more likely to kill the enemy out right. basically, imitating a double attack just by using counter for the desired effect. with brake, i actually have a greater advantage as long as i hit with the advantage. i will take no damage the first turn and counterattack with full health still. just tha it doesn't work with armor units which also means i dont have to worry about disadvantage as long as i use a weapon with weakness exploit like hammers. of course i tend to use armor units to help level magic units anyways.
To be completely honest, I did think that's how it worked at first. I wrote this script like the day of release, so i hadn't had the chance to mess with the break system THAT much. I thought it truly was that busted, until I realized how it actually works. Thus, my comment correcting it. 😅
While some of these do seem spot on, there are few I feel are important to note. While using your Engage to hit really hard and fast is good, it's important that retreating for a turn or two is also a valid option. There will be plenty of occasions you'll have to deal with fast enemies like cavs or fliers coming at the same time as armours or foot units so baiting the longer move or ranged enemies can be very effective. Vander is also good as a stopgap unit since his stats are still solid enough even into the midgame, just make sure you don't go too ham since the enemy will pick up a lot of steam. And finally, early promotions for units is a good thing, especially if it gives them access to staves. Plenty of times I've had units that could've been in huge trouble if it wasn't for the utility of staves either with the use of rescue, obstruct, restore, warp/rewarp. I dealt with a map where there was a very annoying freeze staff enemy that could pin down one of my units to then be swarmed on the enemies next turn. Thanks to having a promoted Celine, I could give her the rewarp staff, bait the freeze staff and if she got hit, simply use my rewarp to get her to safety in a brilliant move that let me bait a bunch of dangerous enemies in a swarm into a more manageable fight. I would also say to not be afraid of replacing existing units with newer ones you get because they could be infinitely better than trying to grind a unit and hoping they'll get better. The only exception is Alear of course and maybe one or two early game units depending on their levels
Been following you recently, great info on tactics ogre. Been a tactics player for a long time now. Favorite was vanguard bandits. But anyway this is my first fire emblem game to date and your info is great. I have some additions that you could probably make sound better for first time fire emblem players like me (although some info might be new to long time players, I can only assume). 1. Don't sleep on your 3 standards after every event (chapters, prologues skirmishes) great for building up a new character, pushing another just into the level you missed out on as well as boosting the social bonuses. 2. On top of the break mechanic, pay attention to where makes and archers are compared to armored and flying units dunno how many times I had to reset in the beginning for not paying attention to the mages.. 3.Torches and illumination staffs are lifesaving. Dunno how many times I turned a corner in the dark level to be met with exactly the counter to the character that revealed them at end of turn. 4.Produce like 10 bond rings early to start farming s.p. 5. Sigurd's canter skill is amazing for positioning both for defense and social buffing. 6. Micaiah's great sacrifice will farm sp super fast if every ally is hurt. It's about characters healed not hp but I got 250 sp with one farm. As far as guides go, I'd love to see class guides emblem guides and the combo of the 2 guides. Maybe even some tower guides. Wasted my first relay not realizing I need to be more aggressive and hit the switches. Thank you so much for your content. Super informative as well as not being presented dull. Pretty engaging (pun intended) great pairing of footage to topic. A plus
This might be my favorite gameplay from any Fire Emblem. So far at least, only just finished chapter 6 of Hard/Classic. Love using Sigurd's ring in particular. Lining enemies up so that I could wipe them out with Override has become my new favorite strategy.
Good video. I started on Normal Classic and felt it was too easy. Hard Classic is great and you definitely need to use your tips in this video for Hard Classic. Hard isn't afraid to wipe your favorite units if you don't be careful. Great tips.
Thanks for the Vander tip. I noticed he wasn't as high as level as the others, so I was planning on giving him the kills. Now I know to use him the way I have been & not to worry. 😁
This is by far the most important tip! Our default mode in these FE games is to try and keep everyone at roughly the same level if possible and so trying to use Vander so he can level it automatic. Yet it's like pulling teeth. Now I just won't worry about it unless he is dying too often.
Yup. I use him to clear a dangerous enemy fast so my other units can farm the rest of the group. Example, have him 1shot an archer so Chloe can come in for some safe xp
This was very helpful! This is my first Fire Emblem so I need tips to figure out what exactly to do because this game is deep and complicated and hard LOL
I think the subclasses are an amazing choice in balancing the design. For years, basically since i started to play FE on gba, mounted units were king because higher move basically trumped anything. I kinda hated it because i liked using all unit types but ultimately the optimal way to play was with an all-mounted team. Generals especially were hit hard cause as tanks they had 1 less move (which isnt historically accurate), but worse is that they had nothing that made them actually better at tanking. Add in low speed coupled with low res and a built in armor weakness and you have a unit thats just wack. But now, we finally have a reason to actually use them as tanks! Put Louis basically anywhere where there are no magic units and the dude cannot die! Its great. I do hope i dont have to eat my words once i get to class promotions though. Covert units and backup units are great too. Only the Qi adept us kinda disappointing cause chain defend costs a turn and gives no exp. You could just heal, get the same result and gain exp. Feels really situational, like Fates Rally skills.
Qi adept is broken when you give them a bit of strength. I'm on chapter 6 about to do 7 and I've had Framme deal 64+ damage to one person since Qi adept use fists/body arts and they have multiple scrolls/weapons that double hit so I'm getting 4 hits if she doubles someone. I gave her Marth's ring and she gets an extra 2 attacks from it because of her scroll/weapon, so 6 hits per attack total. Just dont send her to the front line or to fight high DEF units, she's bad at defending since you only get the second hit on attacks. edit: I'm on normal admittedly so it's probably more broken here than higher difficulties where you wont out speed for doubles.
@@autisonm thanks for the tip. I do see the potential of the class as well, though on hard i doubt i'll be getting 64 dmg 😂. Fists are broken especially since they break 3 weapon types on their own. But the fists arent the special trait of qi adepts. My issue is actually with the class archetype itself: the chain guard. I simply think its underwhelming compared to chain attack, doubled Avo on certain tiles, Unbreakable or even the bear minimun of calvary's extra move. Losing a turn AND being able to activate it only at full health is too many downsides. If it were passive or could be used after healing then i think that'd be fair.
@@degreeskelvin3025 Do you have the 4th ring yet? Also, chain guard applies on top of all of those and makes it so that at max an attack only does a % of your HP instead of full damage. It isnt the best but you need a staff unit anyway and it applies on top of other stuff.
Honestly maybe it's just because I'm playing on Hard but I only found Vander to be moderately better than everyone else. He does tank pretty well, but with break mechnics that's not really a trap anymore since he'll get broke early and then not be able to counter.
Seriously, this game has been quite difficult on maddening at least at the start. I love it. My skills have definitely gotten rusty though since it's been a while since I played Three Houses, and that game is pretty easy in comparison anyways. I don't mind it though.
I love that you have free reign to equip any ring to any unit and they still get the benefits (like Marth isn't solely locked to Alear) Gives you cool options like giving Boucheron (an axe unit) Marth and then he's got an axe and a sword for a bit of versatility and can help break more than one type of unit Not just that but its nice to have options too
I gave Marth to Framme and she has a scroll that double attacks so the extra attack from Marth became 2 extra attacks lol. When she doubled someone for a total of 6 attacks it was the highest damage on a single target I've seen so far at 64 damage. She's only gotten stronger since then however so I can probably get higher.
@@autisonm well I need to try that then!! I'm trying different emblems on everyone. Im only at chapter 7 just now so so still got a lot to collect and try out
@@TitaniumLegman Idk how good of a tip this is but using your first master seal on a staff user might be a good idea because you can just have them heal people instead of fighting and potentially taking kills.
This FE is amazing but somehow I still feel that in FE3H had more control over the units. Maybe this is the normal and 3H was the exception. Anyway, this game is great!!
Oh yeah, 3H had some AMAZING build customization with the teaching segments and class versatility. That was more of an outlier compared to the rest of the series tho, as you surmise.
You can do it! Just take things slow, turn the difficulty down if you need, and enjoy the learning process. I've got lots of guides that can help you learn, and my cmunity has a lot of good folks in it who are willing to help too, so if you have any questions feel free to ask!
One more addition to the personal skills, -1 dmg sounds like nothing until you realize your early game unit only has 20hp. Same reason why getting a seraph robe early is big, +5 hp is massive if a unit only has 20 ish hp and is dying a lot. Playing hard classic as well, and approaching midgame. Finally starting to be able to be a bit more aggressive, but in the early game those small Stat changes are big
Absolutely agreed. You can block a lot of potential damage with that -1 over the course of a fight. Factor in that you're boosting your OWN damage while doing so, and it's a damn valuable skill to have.
Great video, but I can't get past Chapter 4 without losing Chloe or Celine when I send her to help her and Louise. I'm on hard classic. Even with Sigurd's ring, Vander can't get there fast enough and they get swarmed.. it's really frustrating.
It's been 4 days so i'll guess you figured it out, but just in case. Don't rush, and keep your units united. By turn 2 or 3 you can ragnarok an enemy to help them. And rally them up in the tower if you feel overwhelmed. Also, i send the units through the down path for the meet up, i left the upper left path for later.
The first few cahpters were brutal. I started on the highest difficulty and got destroyed until i lowered the difficulty which resulted in not only much faster leveling but also much less enemys on the map and after unlocking the smith it was smooth sailing. Vander was benched asap since he didnt gain any EXP in battle and really didnt pulled his own weight aside from having alot of HP so yeah he ist barley level 2 after 8hours of gameplay.
Vander is for baiting enemies to move out of their positions and to tank an attack that lets your weaker units early on kill the attacking unit next round.
@@autisonm yeah but even for that i just used him in the first few chapters he got decent hp and mobility but alcks in offence and defence so i benched him for others.
@@jaredponder4149 I used Louis to hold the fort on the left side, then used Chloe and Ragnarok Warp Celine to kill the mages on the right side. From there it was easy enough to fall back and wait for my team to catch up. Depending on what your difficulty is, this should work for you.
*Ahem* It's okay to leave some units behind. It's okay to bench them. Not everyone is destined for use on every playthrough. Let them go, Asamiichan. Let them go.
Can’t believe they flipped the fire emblem formula and gave us a horrible story but meaty meaty tactics instead of wondrous story and ‘this tactics will do’
This version is great the three houses game was like Wednesday tv show but in anime FE is a strategy game the focus should be battles not having lunch and taking classes
Ok but WHERE is the engage meter? No one seems to say or speak about where you can see it and in the game it just talks about it but is never pointed out where it is for you to know how much you have. I tried going through every entry you can inspect in the map and I can't find it.
@@TitaniumLegman oh I see it now. I have a switch light so no tv screen. That gauge is tiny and hard to see lol wish it would have been more obvious and/or bigger. Thanks for letting me know where it is =)
After Break, it won't stay BREAK all turn. If enemy or player (who has Break) once will avoid attack = it becomes Unbreak. At least how it was during my game. Difficulty Hard/Classical.
The Jagen part well I can’t speak for Vander yet is plain false bases > Growths everyday. Use Jagens when you need them DONT bench them 90% of the time they are some of your best units.
@@TitaniumLegman I'd say blowing most of them out of the water is pushing it. It's more like about half the games that even have Jagens they can't carry you entirely on their own but remain a solid character throughout the whole game. The exceptions are either like FE7 Marcus or FE8 Seth where they can carry or the couple of games where the Jagen was never super good to begin with (like, ironically, FE1 Jagen, he starts only a little bit better than Cain and Abel other than being able to use the silver lance). I will say that for the purposes of this video, I agree with the assessment of Vander, where his primary value is just being notably tankier with a decent chunk more strength than your very starting units, but not so much in either of those things that he will start to get outclassed by new recruit base stats and promotion bonuses before too long even ignoring the other characters gaining levels much faster. That's not even mentioning how he only has slightly above average speed for the start of the game and doesn't come with a notably strong weapon. I just think you're being unfair to most Jagens throughout the series.
Vander kind of sucks in general to be honest. Out of all the characters he is the only one that became useless for me since mid game. In late game he kept dying, he is not that much of a tank either really.
Hmm, if you're willing to take the time to learn, Hard has been a great experience for most players. You can also turn the difficulty down once you start, if you choose.
Hard/Classic is good if you've played any previous games. Especially as you can undo turns. Also, there is an option to keep any EXP you gain upon a game over, which means letting your protagonist die if you already know you can't win the battle can also be useful.
When I see your fights, I think I gain a lot less xp from killing an ennemy in "expert mode" (not sure is it's the right word in english) than you do xD