Attack with 3H ring-dance,move again-byleth dance both,attack again-dance,attack again-houses unite plus-raging storm-attack again Even if it’s highly spesific that’s 7 ACTIONS
You can make this even better. Special Dance gives a stat boost to the unit you refresh. Put Byleth on the Divine Dragon and Goddess Dance gives +3 to all stats of the four refreshed units. So they're even stronger when they move again.
Canto on Cavaley Bow+ Wind God from Claude + a Longbow: basically you have a Longbow with 4 range so you can hit an enemy and retreat back with canto enough to be outside the range, so you can poke and attire basically any enemy
Anyone who says a dancer is bad is a fool... But I would agree with your stance on FE16 dancers being worse than in most games. I also think Micaiah is better off on another unit, since Seadall wants to dance whenever possible rather than heal. But my one recommendation is to NEVER put Byleth on Seadall. Putting Goddess Dance on a dancer is wasted, especially since you can Goddess Dance for your Dancer.
I gave the boots and Sigurd to Timera. After giving her Build +4 and Speed +3 as her inherited skills she can get to any enemy I need her to and outspeed them easily with a brave lance. She might be better if I changed her to a cavalry unit but I decided not to. Sandstorm is too good.
Dancers are always the best units in the game as they are always key in enabling or at least enhancing the broken strats also MICAIAH IS THE BEST EMBLEM IN THE GAME I haven't seen people talking about how Micaiah can allow you to AOE warp and rescue up to 5 UNITS AT A TIME you can warp your entire team with good positioning which is easy with canter being so accessible and the plus 5 range means you're warping up to 8 units 10 tiles, when used in conjunction with Byleth this means 4 of those 10 units can advance even further.
@@zachorletzkiy only one dancer in the game, but if you count byleth you can dance up to 6 times potentially. 1 from the dancer, 4 from byleth's dance, 1 from the dancer again...
Byleth emblem combined with canter dancer is actually bonkers. And if someone with Edie equipped is standing adjacent next to a unit with Byleth equipped and uses "Houses Unite" attack, they have a special link that let's you have a free turn. Combine this with dancer and Goddess dance, it's pretty insane for bursting down bosses or clearing large tight groups. You could also probably use Raging storm for for a max of 6 turns on one OP unit. So something like this: Alear uses House united with Byleth unit adjacent. Alear attacks again with Byleth/Edie sync special. Seadall dances Alear then canters next to Byleth unit. Alear attacks again. Byleth unit uses Goddess Dance. Alear attacks again. Seadall dances Alear again. Alear attacks using Raging storm. Alear uses final attack on boss that is already a mangled corpse. This also doesn't even factor in the 2 other open spaces for goddess dance.
Also forgot to mention, if you have canter on Edie unit, you can use Failnaught to attack from safety against a melee boss or snipe large groups of enemies, and repostition for goddess dance. And on top of that, if Claude rivalry is active, could use poison gambit on each basic attack for that extra stacking poison debuff.
@@Fallen_Star777 Oh I'd never heard Edie used for Edelgard's name, so I thought you were just spelling Etie wrong and got confused lol I really should have used Dorothea more.
In a scenario where you can't kill reinforcements in range, I think running Lucina emblem on Seadall with Hold Out from Roy is a good combo, for bond shield's 100% proc rate on everybody when used by a Qi Adept. Seadall becomes a flexible unit who can canto dance in normal scenarios, or a pinch guaranteed shield with endure should they target him specifically.
@@2265Hello I've had 24 units spawn in on a single turn during Chapter 21, which is 8 more units than the theoretical maximum for what you can kill on your turn, assuming optimal use of both Goddess Dance *and* a Dancer. This same Chapter also has 3 enemy commanders, one of which has a trap set up that will easily kill any unit that falls for it. So no, the game isn't trivialized by having a Dancer.
@@Schneeregen_ I started with Awakening but this game is definitely harder than any I've played since then, while still being more fair than Awakening's Lunatic+ which I'm positive was meant to just be a joke difficulty.
This is how I play the game: Citrinne as a Sage + Dire Thunder skill from S-rank Olwen ring (under Leif) + a Rank 5 Thunder Tome Turn 1 - Move 1: Move Citrinne and 1 shot a unit Move 2: Use Dancer on Citrinne Move 3: Move Citrinne and 1 shot a unit Move 4-X: Use Beyleth Engage skill to let Citrinne and the dancer move again (use when needed or lots of blue spots on the map, and the dancer needs canter skill to position) Move 5: Repeat steps 1-3 Turn 2 - Repeat Turn 1 Basically, I never get touched and everything gets one shot lol.
You finally see the lint on Dancers. Did take long A couple more things. You can also give dancer the boots along side Canto+. Though I found that you can only give him 2 boots. No more than 2. You also are able to dance the dancer with Byleth. So insane
@@IcedCoffeeGaming two things I forgot to mention. At level 25 he will also buff some stats, including speed whenever he dances. Also you can put some utility saves on him so that if you run into a situation where you NEED a rescue staff and reaching Alear to get into the convoy isn't an option dancer man can help with that. Aka pack mule
I’m not sure how it would work on maddening. But I’ve been rocking warrior Panette with Ike and a killer axe. Between her passive and wrath from Ike, she can get up to 100% crit. With Ike’s passive that buffs def/res under 75% hp and vantage+. She one shots almost everyone and can tank hits
@@darkmentalmaster I don't have room for it unfortunately. After getting Vantage she's become an incredible enemy phase unit, but her hit rate is pretty bad even though I used an engraving on her killer axe to increase the crit and hit rate of it. She's begging for hit+15 from Sigurd, and that would be her last slot and the last of her SP.
Can you check if Canter works after you use Lyn's Call Doubles? I am pairing Yunaka and Lyn together for the high avoid rate of the Doubles as well as Ivy and Lucina for the massive range of Dual Assist+. But I had an idea that if you can move out of the circle of clones with Yunaka and get a Lucina pairing in the circle to use Bonded Shield, you could massively increase the clones' survivability by adding the 80% chance for Ivy to intercept the blows. Additionally, if this works, I could reclass Yunaka into a swordie Wyvern Rider. This would increase her Doubles' damage with Swords, and although it'd decrease their critical and dodge rates as well as Yunaka's, it would give the clones a 100% damage null thanks to Ivy's Flying class synergy alongside Lucina.
if you wanna be a risky you could give him roy for the skill that lets you live on 1hp allows those who wanna be reckless able to use a dancer for once lol
I did Wyvern Knight for most of the game. But eventually went back to Divine Dragon because certain emblem pairings make that class extremely good at supporting. I had plenty of other Wyvern Knights by the time I switched back.
I think Awakening is the only game I found dancers were crap in, that I have played anyway. The ambush spawns really make dancers not worth running (Unless you have them memorized I guess - I am never going to go to that kind of effort). Dancers are really strong in this game. Sometimes I find that I only have 1 or 2 units that do really nice damage against a boss and being able to attack with them multiple times to kill the boss and end the chapter before a unit dies is really helpful.
Glad people are finaly seeing the power of Seadall, I have been preaching his God hood since launch. Double dragon vein, double insruct. With byleths special dance you can dance the same unit 3 times, assuming Seadall is in range, which is easy to do with Canter. Also carries ring focuses on support you can dragonvein than use an attack to get the draconian hex on an enemy. Or use torrential roar and dragon vein. Which is so strong for a covert unit.
The number of fliers you have is hilarious. You might just be better at the game than me (you probably are) but there are certain bosses on Maddening where I just don't understand how you do it without having at least 3-4 backup units.
@@IcedCoffeeGaming I guess that map you get Rosado in would have been a lot less frustrating if I had more fliers. It was interesting map but the water slowed me down real bad.
If you want a burst of power early with Seadoll, train him in his joining chapter, there's no time constraints in that chapter and all reinforcements are triggered by the player. Just wait and dance repeatedly until level 25 for special dance, which grants 3 speed to the refreshed unit!
If you have DLC, pairing Seadall with Tiki is a really good combo: Geosphere+ gives +5 Def/Res to him and all adjacent units at the start of each turn. Lifesphere+ means Seadall can basically live forever, forego dancing for one turn and he'll restore 40 HP and remove any status afflictions. Or, you can throw on Hold Out+++ and he'll truly be immortal, since you only need 2 HP to survive any attack. Then next turn you use Lifesphere+ and you're back to having enough HP to survive another hit. In a pinch, he can transform, getting +5 to all stats and deal a lot of damage, including setting up flames. Sure, 99% of the time he should be dancing, but he can attack if he needs to. Also, put Quality Time+ (from Byleth) on him and he also makes a good passive healer since he restores HP every time he dances. This stacks with his personal which already restores a little bit of HP at the start of each turn. Tiki paired with anyone makes them a great unit, but the passives specifically work really well with a unit that is already mainly for passive support in the first place.
Anyone who thinks Dancers are bad clearly doesn’t understand how to use them. They are a proxy unit. The unit you need in that turn. Enemy flier coming in? Dance a bow user. General/Great Knight? Dance a magic user. Need more healing? Dance a staff user. They are a proxy unit. But the thing that makes them even more potent? The fact that they essentially double the turn count for your Engage. Your Engage lasts a set number of turns, not a set number of actions. I use Edelgard on Chloé and getting 8 attacks with Failnaught is disgusting.
I haven't made the argument that dancers are bad. My position has been that they are decent in 3 houses and not mandatory and really strong in other games.
@@IcedCoffeeGaming I was making that statement because I’ve seen people post tier lists that put Seadall at C tier. I should’ve been more clear. I watched your vid. I know where you put him.
Corrin is busted on Alear, because they can choose what dragon vein type to activate. Can throw up fog clouds for avoid, defense/res tiles for block, flame or water tiles to block enemy advancement, so many options.
@@varunbelani7009 I was forced to do this because My Alear has trash strength and can't really take much of a hit. I should have used all those energy drops I got on him and picked up those +avoid skills from Marth when I had the chance.
Use dancer. Use Byleth’s Goddess dance on four units including the dancer. Use dancer again. You’re basically getting three turns worth of moves
Attack with 3H ring-dance,move again-byleth dance both,attack again-dance,attack again-houses unite plus-raging storm-attack again
Even if it’s highly spesific that’s 7 ACTIONS
You can make this even better. Special Dance gives a stat boost to the unit you refresh. Put Byleth on the Divine Dragon and Goddess Dance gives +3 to all stats of the four refreshed units. So they're even stronger when they move again.
This is just a DLC thing but if you give your dancer the Camila bracelet then you can have a flying 7 movement dancer without.
Canto on Cavaley Bow+ Wind God from Claude + a Longbow: basically you have a Longbow with 4 range so you can hit an enemy and retreat back with canto enough to be outside the range, so you can poke and attire basically any enemy
Anyone who says a dancer is bad is a fool... But I would agree with your stance on FE16 dancers being worse than in most games. I also think Micaiah is better off on another unit, since Seadall wants to dance whenever possible rather than heal. But my one recommendation is to NEVER put Byleth on Seadall. Putting Goddess Dance on a dancer is wasted, especially since you can Goddess Dance for your Dancer.
So what ring do you recommend Erika ?
Give Seadall the first set of boots you get as well. Its extremely useful on him
6 move with canter would be insane, canter+ on him is going to be hilarious.
I gave the boots and Sigurd to Timera. After giving her Build +4 and Speed +3 as her inherited skills she can get to any enemy I need her to and outspeed them easily with a brave lance. She might be better if I changed her to a cavalry unit but I decided not to. Sandstorm is too good.
With canter you can reposition dancer so that goddess dance can hit him and your ace units so you get up to 4 attacks with your ace unit.
Dancers are always the best units in the game as they are always key in enabling or at least enhancing the broken strats also MICAIAH IS THE BEST EMBLEM IN THE GAME I haven't seen people talking about how Micaiah can allow you to AOE warp and rescue up to 5 UNITS AT A TIME you can warp your entire team with good positioning which is easy with canter being so accessible and the plus 5 range means you're warping up to 8 units 10 tiles, when used in conjunction with Byleth this means 4 of those 10 units can advance even further.
I did this on CH10 actually haha, Micaiah is good.
@@IcedCoffeeGaming lmao same here
hold on, micaiah can what??? i've literally never heard of this, omg
@@antonioidek8614 yea she makes staff spells aoe when engaged
This mechanic is infact so good the enemy actually uses it on YOU in Chapter 19
ngl i have the volume low and I kept hearing "cancer" instead of cantor lol
yea, dancer and quality time is insane. if you have 2 dancers, you have infinitey activate each other, and therefore infinitely heal.
Isn’t there only one possible dancer in the game? I don’t think it’s a reclass option.
@@zachorletzkiy only one dancer in the game, but if you count byleth you can dance up to 6 times potentially. 1 from the dancer, 4 from byleth's dance, 1 from the dancer again...
Putting canto on dancers is disgusting. Thank you for showing me this LMAO
Yeah, dancer and dragon breath is so good when units are clumped up. It's just a lot of damage in AoE.
Byleth emblem combined with canter dancer is actually bonkers.
And if someone with Edie equipped is standing adjacent next to a unit with Byleth equipped and uses "Houses Unite" attack, they have a special link that let's you have a free turn.
Combine this with dancer and Goddess dance, it's pretty insane for bursting down bosses or clearing large tight groups.
You could also probably use Raging storm for for a max of 6 turns on one OP unit.
So something like this:
Alear uses House united with Byleth unit adjacent.
Alear attacks again with Byleth/Edie sync special.
Seadall dances Alear then canters next to Byleth unit.
Alear attacks again.
Byleth unit uses Goddess Dance.
Alear attacks again.
Seadall dances Alear again.
Alear attacks using Raging storm.
Alear uses final attack on boss that is already a mangled corpse.
This also doesn't even factor in the 2 other open spaces for goddess dance.
Also forgot to mention, if you have canter on Edie unit, you can use Failnaught to attack from safety against a melee boss or snipe large groups of enemies, and repostition for goddess dance.
And on top of that, if Claude rivalry is active, could use poison gambit on each basic attack for that extra stacking poison debuff.
...Edie is the archer girl though.
@@jackmanleblanc2518
No Etie is the archer girl, with a T.
Edie is a nickname for Edelgard used by Dorothea in three houses.
@@Fallen_Star777 Oh I'd never heard Edie used for Edelgard's name, so I thought you were just spelling Etie wrong and got confused lol I really should have used Dorothea more.
In a scenario where you can't kill reinforcements in range, I think running Lucina emblem on Seadall with Hold Out from Roy is a good combo, for bond shield's 100% proc rate on everybody when used by a Qi Adept. Seadall becomes a flexible unit who can canto dance in normal scenarios, or a pinch guaranteed shield with endure should they target him specifically.
I did not give my dancer canter, I gave him Sigurd !!
Gonna be honest I am curious if this will trivialize the game or like previous chapters the game will take this into account and raise the difficulty.
Likely not because Fire Emblem games have to take into account the possibility of one unit or more being dead.
You mean that FE will not take this into account and raise the difficulty?
@@2265Hello I've had 24 units spawn in on a single turn during Chapter 21, which is 8 more units than the theoretical maximum for what you can kill on your turn, assuming optimal use of both Goddess Dance *and* a Dancer. This same Chapter also has 3 enemy commanders, one of which has a trap set up that will easily kill any unit that falls for it.
So no, the game isn't trivialized by having a Dancer.
@@Schneeregen_ I started with Awakening but this game is definitely harder than any I've played since then, while still being more fair than Awakening's Lunatic+ which I'm positive was meant to just be a joke difficulty.
This is how I play the game:
Citrinne as a Sage + Dire Thunder skill from S-rank Olwen ring (under Leif) + a Rank 5 Thunder Tome
Turn 1 -
Move 1: Move Citrinne and 1 shot a unit
Move 2: Use Dancer on Citrinne
Move 3: Move Citrinne and 1 shot a unit
Move 4-X: Use Beyleth Engage skill to let Citrinne and the dancer move again (use when needed or lots of blue spots on the map, and the dancer needs canter skill to position)
Move 5: Repeat steps 1-3
Turn 2 -
Repeat Turn 1
Basically, I never get touched and everything gets one shot lol.
This is how my Ivy is basically lol
@@IcedCoffeeGaming + I have a 4 turn 90% chance Lucina shield on them just as a backup. lol
canter on dancer is so good, I also like it on my healers and mages so they can heal or nuke with thoron and then get out of enemy range
Does Canter also mean Quality Time procs twice? Once when you act, then again when you wait?
It doesn't seem to
You finally see the lint on Dancers. Did take long
A couple more things.
You can also give dancer the boots along side Canto+. Though I found that you can only give him 2 boots. No more than 2.
You also are able to dance the dancer with Byleth. So insane
We must dance2win
@@IcedCoffeeGaming two things I forgot to mention. At level 25 he will also buff some stats, including speed whenever he dances.
Also you can put some utility saves on him so that if you run into a situation where you NEED a rescue staff and reaching Alear to get into the convoy isn't an option dancer man can help with that. Aka pack mule
I’m not sure how it would work on maddening. But I’ve been rocking warrior Panette with Ike and a killer axe. Between her passive and wrath from Ike, she can get up to 100% crit. With Ike’s passive that buffs def/res under 75% hp and vantage+. She one shots almost everyone and can tank hits
That could work to some degree, it would potentially die to enemies that double/swarm on enemy phase. If ike is popped she may be able to tank it
I’ve been doing the killer axe build with Anna bonding with Tiki and she crit kills everything, she’s a beast
Consider Corrin's inheritable Pair Up skill to negate all damage from enemy chain attacks from their backup units
@@darkmentalmaster I don't have room for it unfortunately. After getting Vantage she's become an incredible enemy phase unit, but her hit rate is pretty bad even though I used an engraving on her killer axe to increase the crit and hit rate of it. She's begging for hit+15 from Sigurd, and that would be her last slot and the last of her SP.
Can you check if Canter works after you use Lyn's Call Doubles? I am pairing Yunaka and Lyn together for the high avoid rate of the Doubles as well as Ivy and Lucina for the massive range of Dual Assist+. But I had an idea that if you can move out of the circle of clones with Yunaka and get a Lucina pairing in the circle to use Bonded Shield, you could massively increase the clones' survivability by adding the 80% chance for Ivy to intercept the blows.
Additionally, if this works, I could reclass Yunaka into a swordie Wyvern Rider. This would increase her Doubles' damage with Swords, and although it'd decrease their critical and dodge rates as well as Yunaka's, it would give the clones a 100% damage null thanks to Ivy's Flying class synergy alongside Lucina.
You can't canter after Lyn Doubles.
I just did mission 15 great timing on finding this video lol
Can't wait to unlock this nutty combo
if you wanna be a risky you could give him roy for the skill that lets you live on 1hp allows those who wanna be reckless able to use a dancer for once lol
It's just one of the fun things you can do but not my personal skill combo for seadall I like offensive seadall
I never even thought to switch Alear off his natural route.....the class potential is insane in this game
I did Wyvern Knight for most of the game. But eventually went back to Divine Dragon because certain emblem pairings make that class extremely good at supporting. I had plenty of other Wyvern Knights by the time I switched back.
I think Awakening is the only game I found dancers were crap in, that I have played anyway. The ambush spawns really make dancers not worth running (Unless you have them memorized I guess - I am never going to go to that kind of effort).
Dancers are really strong in this game. Sometimes I find that I only have 1 or 2 units that do really nice damage against a boss and being able to attack with them multiple times to kill the boss and end the chapter before a unit dies is really helpful.
Pandreo as cavalry mage unit is my godsend: I just give him a second life through Tiki and dance bot him to victory 🙌🏻🙌🏻🙌🏻
I'd there a way to farm/ buy Perma stat boosters?
I don't think so, not that I've observed.
Glad people are finaly seeing the power of Seadall, I have been preaching his God hood since launch.
Double dragon vein, double insruct.
With byleths special dance you can dance the same unit 3 times, assuming Seadall is in range, which is easy to do with Canter.
Also carries ring focuses on support you can dragonvein than use an attack to get the draconian hex on an enemy. Or use torrential roar and dragon vein. Which is so strong for a covert unit.
The number of fliers you have is hilarious. You might just be better at the game than me (you probably are) but there are certain bosses on Maddening where I just don't understand how you do it without having at least 3-4 backup units.
Flying units take getting used to but the upside of less restricted mobility tends to open up maps to new tactics you couldn't run otherwise.
@@IcedCoffeeGaming I guess that map you get Rosado in would have been a lot less frustrating if I had more fliers. It was interesting map but the water slowed me down real bad.
If you want a burst of power early with Seadoll, train him in his joining chapter, there's no time constraints in that chapter and all reinforcements are triggered by the player.
Just wait and dance repeatedly until level 25 for special dance, which grants 3 speed to the refreshed unit!
If you have DLC, pairing Seadall with Tiki is a really good combo:
Geosphere+ gives +5 Def/Res to him and all adjacent units at the start of each turn.
Lifesphere+ means Seadall can basically live forever, forego dancing for one turn and he'll restore 40 HP and remove any status afflictions. Or, you can throw on Hold Out+++ and he'll truly be immortal, since you only need 2 HP to survive any attack. Then next turn you use Lifesphere+ and you're back to having enough HP to survive another hit.
In a pinch, he can transform, getting +5 to all stats and deal a lot of damage, including setting up flames. Sure, 99% of the time he should be dancing, but he can attack if he needs to.
Also, put Quality Time+ (from Byleth) on him and he also makes a good passive healer since he restores HP every time he dances. This stacks with his personal which already restores a little bit of HP at the start of each turn.
Tiki paired with anyone makes them a great unit, but the passives specifically work really well with a unit that is already mainly for passive support in the first place.
Anyone who thinks Dancers are bad clearly doesn’t understand how to use them. They are a proxy unit. The unit you need in that turn. Enemy flier coming in? Dance a bow user. General/Great Knight? Dance a magic user. Need more healing? Dance a staff user. They are a proxy unit. But the thing that makes them even more potent? The fact that they essentially double the turn count for your Engage. Your Engage lasts a set number of turns, not a set number of actions. I use Edelgard on Chloé and getting 8 attacks with Failnaught is disgusting.
I haven't made the argument that dancers are bad. My position has been that they are decent in 3 houses and not mandatory and really strong in other games.
@@IcedCoffeeGaming I was making that statement because I’ve seen people post tier lists that put Seadall at C tier. I should’ve been more clear. I watched your vid. I know where you put him.
Who is a good unit for Corrin emblem ? I don’t like this so much..
Usually a utility unit, you can AOE freeze things which helps
Corrin is busted on Alear, because they can choose what dragon vein type to activate. Can throw up fog clouds for avoid, defense/res tiles for block, flame or water tiles to block enemy advancement, so many options.
@@varunbelani7009 I was forced to do this because My Alear has trash strength and can't really take much of a hit. I should have used all those energy drops I got on him and picked up those +avoid skills from Marth when I had the chance.
When and how do you unlock dancer ?
Ch 15 or 16
I prefer female dancer, more prettier as I’m a trans
just got him on maddening. dance byleth and get free move, lol. super op!!