A inheritable skill tier list for the 12 emblems would be really cool to make it easier to decide which skills are worth saving for. I really appreciate all the content your videos have helped a lot
I always do: 3 supports (Alear-Corrin, Seadall and Hortensia) 2 mages (Ivy and one of the others good ones, like Pandreo or Anna) 1 archer (still don't know if i prefer Alchryst damage or Fogado versatility) And then the rest physical damage dealer (meaby one great knight)
I really slept on timerra on my first playthrough but she does seem kinda like a tank, good def and good speed to not get doubled. Definitely gonna use her on my second playthrough
I think this + last video should help explain why you puts units where they are in placements and help encourage playing offensively for an easier time. Overall good set of videos for explaining the play style and the thought process for team building that sort of play style.
You can't go wrong with magic units. Only a few enemies have higher res and magic classes tend to also have access to staves. Magic resistant units are very frail otherwise with low hp/def except wolf/griffin knights and those are troublesome anyways.
And as far as griffin knights go, an archer will 1shot them anyways most of the time, so really I'd just wolf knights are the biggest threat to mages (from my experience)
I try to strike a balance between all types. Seadall and a covert unit with corrin is always good. For a Ike tank, I want someone who tanks decently on both ends and more importantly, won't get dinged by daggers. Hero and backups are good too along with a magic user for tanks and a lyn archer to delete fliers out of the sky and snipe anybody trying to hide in terrain. The rest I have fun with.
I would personally argue that there are 3 general camps when it comes to building team comps in this game casually (not speedrunning or low turn count focused). 1) Mobility/Dive comp. This is basically what is being used in the majority of these videos, and the game plan usually involves a lot of pre-emptive strikes and active defense. This type of team will be flier and cavalier heavy as mobility is key. The upside of this comp is that it can beat maps quickly if you are careful about not overextending, as you can attack multiple fronts at once. The downside is that you do have to have a pretty good awareness of when the right moments to dive and be aggressive are. They also have a higher learning curve and require the most hard carry units to run effectively. 2) Turtle comp. The concept here is to build a large death ball of units that moves together and slowly crushes the opposition. Turtle comps will have more usage of tanks (both traditional and avoidance based), more magic units, fewer cavaliers, and more pure supports like Qi Adepts. The upside with turtle comps is that they are consistent and aren't caught without good options most of the time. The main downside is that they are slow and don't have great mobility, meaning they take a long time to win maps and can't usually take on multiple fronts at once. 3) Backup/hybrid Comp. This is essentially a comp that prizes versatility over anything else. This type of team prizes units with multiple proficiencies over classes that specialize in singular roles (Griffin Knights over Wyvern Knights, Heroes over Swordmasters and Halberdiers, Warriors and Bow Knights over Snipers. High Priests over Sages). It will likely still have a few specialists, but the majority of units in this type of comp will be able to perform multiple roles, which allows this type of team to easily split into small brigades that can go off on their own to complete objectives. They also utilize a lot of backup units to put down extra damage. The upside of this type of team is its versatility and synergy. You have a wider variety of units you can utilize, and they don't necessarily have to be invincible carries to be effective. The downside is that this type of team is slower than dive comp and more fragile than turtle comp. This comp also relies a lot on things like ally supports, so it is also the team that relies most heavily on doing activities at the Somniel. I'm sure there are other viable team building strategies out there, but these are 3 of the more common ones I have seen. I would love to see someone try an ambush comp based primarily on evasive classes like Thieves, Swordmasters, Wolf Knights, and Griffin Riders and see if that comp works well. It probably would do fine considering there are so many ways to approach this game from a strategic perspective.
I've now tried Anna on both sage and mage knight, and I 100% mage knight is all around Superior. If you're worried about personal skill procs, Byleth exists.
Sage has more Mag and Range with Byleth but since Mage Knight ability allows easier doubles, it comes on top hard lol. It's not even a question. Also the Bld increase helps a lot too.
I've definitely come from a background where I've been trained on having a "balanced" team comp, where roles should be equally distributed. This worked on Hard, but Maddening has definitely shown me the error of my ways, so that being said I agree mostly with your assessment. But on that note, a couple of dedicated supports can be a big boon, namely seadall and hortencia. Like yeah having versatility on like a griffin alear or a sage Anna is nice, but you really don't want your carries having to spend a turn healing, especially when their healing might be subpar comparatively.
My Team Comp for my run Lythos Only (no DLC): Alear + Corrin: Divine Dragon Vander + Ike: Paladin (Axe) Framme + Sigurd: Griffin Knight (Sword) Clanne + Eirika: Mage Knight (Lance) I cannot deploy any other unit and I'm not allowed to use units that we get inside chapters Alear + Corrin has been the most fun thing to use. Gives so much flexilibity to each round. Currently on Ch19 and feeling really entertained for what this team could manage so far
The suggestion of more damage reminds me of a saying from some circles of the DnD community, "Damage Solves". Enemies are a problem and the answer is damage. Loving the Engage content!
Yeah. I only had 4 physical units (lapis, kagetsu, pannete, merrin). The rest were magic (framme, anna, ivy, veyle, citrine), full support (hortensia, byleth alear, seadall) or hybrid (fogado, mauvier). I wasnt starved for staff users because griffins and staff mages exist. I think I ended up with only swords besides pannete and my wyverns secondary weapons. Swords just have the best matchup spread and get the most engage attacks to play with.
All fire emblem games have had rng based on a seed(influenced by differently if an action is different) that will always be the same given the same series of actions since at least FE6 (and maybe earlier I dont know, just the earliest I am familiar with). This has always been in place to prevent save scumming, as well as always have the same series of actions play out if you rage quit your gba by turning it off. If you use an emulator on any fe game to my knowledge(as early as fe6 minimum but maybe earlier) you will see the same exact behavior. The only differences are how specifically the seed is changed and how randomness is exactly determined, but the core concept has been in the series forever. I learned this first hand rage quitting FE7 B^) very epic.
No, Fe6 you can literally spin your cursor into different patterns to roll a new number… same with 7… 8… and a few others have divine pulse, mila turn wheel, where you can reroll for crts or hits by sequencing units in different turns to use the different RNs..
I feel like the support system is a little underexplored in RUclips videos. I wonder if you can make suboptimal characters work really well in a team where most characters have support with each other.
Anna as a bow knight is basically an archer and mage rolled into one since she has so much magic growth and radiant bow has a high base damage that it just works as a mage, plus you get way more speed as a bowknight allowing you to always double, and she is proficient in bows so she can use brave bow as a bow knight, plus can outrange everyone in the game thanks to claude's s tier ring bow knight Anna is: 25% str (only used when against high resistance targets or can only use long bow) 50% mag 70% dex 70% spd 60% lck
Dlc improves true tanks a bit. I have Louis as great knight with Hector emblem and a tomohawk, then I have a unit with Soren use his "taunt" skill. I'm on chapter 21 right now and Louis takes no damage from knives and sword units, which means they should ignore him. But because of the "taunt" they attack him anyway and kill themselves. Louis has high str and with hector he doubles on enemy phase. This "taunt" makes positioning less important to be honest, a lot of ways to break this game I guess.
While I realize some of your dislike for the DLC, would you be willing to discuss how the extra rings can make units even crazier? Also, any specific advice on Jean and/or viable fist builds?
I like loue so much i spent my last master seal on him just for chapter 14... then he gets hortensia'd. I guess i ate the downside there. Have a weakness for the eye-closed cool trope.
@@IcedCoffeeGaming memes are like people. Often, they are born by chance, or if u are a believer, even divine pulse, i mean grace. As such, upside lives inside us, along with the eternal, looming threat... of the downside. I guess what you did is unknowingly, follow the good doctrine of wise men, dressed in simple clothes, who strive to step into the light. And reject the call of the dark side. For it is a path that can only lead into... the downside. -Master Qui Gon
Try playing without Emblem Rings and see if u hold the same opinion of certain units...gonna take a break from Engage for a bit and then try that run after this non-optimal run
This would be a fun series to see u do, cause honestly I rate u as one of the better FE players in the community I have seen. Prolly Top 10 in terms of FE utility and understanding just by watching ur analysis of the game and ur game plays.
No rings would change the metagame in a huge way, arguably a lot of units that reliably 1 round on Bond Rings would still retain a high position. I am currently running a bond ring on Chloe just to see if she needs an emblem ring and she has been doing fine on Maddening. Evasion builds/tanks might become mandatory without things like bond shield. You also lose out huge on SP generation on bond rings or lose out completely on NO rings at all
The dancer is overpowered because it basically allows you to duplicate another unit in exchange for the dancer not being able to do much besides dancing. Ivy is a unit who is a mage that can fly. The game very deliberately does not let you turn any other units into a lindwurm class like Ivy because that simple fact makes her extremely powerful. The game very deliberately does not let you have more than one copy of any given emblem ring. -- but with a dancer, you functionally have a duplicate of any unit on the map and you can change at will what that duplicate is each turn, mening you also duplicate the functions of the ring that unit is wearing as well. The only limitation on this "duplication" is positioning.
I've used her in a hard run doing the vantage wrath build but I found her to be a little difficult to set up and not quite strong enough to ohko before getting countered on enemy phase. And her defense and speed are pretty middling.
Reclass her into warrior and either put her on Ike with vantage for a generalist build or Leif(bond level 9 max) with wrath for a slightly more difficult to use but more potent enemy phase build. Probably one of the best units in the game tbh
@@StaleMoves I used lief on her and inherited resolve and wrath as a warrior. She was alright, but just needed some help getting going. My Timerra and Rosado ended up being more consistent and not needing the ramp up to be effective.
@@hametsuj that kinda goes for almost every unit. Like, run Chloe or Timerra or another unit without an emblem ring. Yeah, they'll still do damage, and may one-round some enemy units, but they'll still struggle at times. The game is literally built around emblem rings and using them to create unit builds
A inheritable skill tier list for the 12 emblems would be really cool to make it easier to decide which skills are worth saving for. I really appreciate all the content your videos have helped a lot
Is this game, your main goal is to blow up and then act like you don't know nobody. Ak ak ak ak.
He blew up from Triangle Strategy. Lol
I always do:
3 supports (Alear-Corrin, Seadall and Hortensia)
2 mages (Ivy and one of the others good ones, like Pandreo or Anna)
1 archer (still don't know if i prefer Alchryst damage or Fogado versatility)
And then the rest physical damage dealer (meaby one great knight)
I really slept on timerra on my first playthrough but she does seem kinda like a tank, good def and good speed to not get doubled. Definitely gonna use her on my second playthrough
I think this + last video should help explain why you puts units where they are in placements and help encourage playing offensively for an easier time. Overall good set of videos for explaining the play style and the thought process for team building that sort of play style.
You can't go wrong with magic units. Only a few enemies have higher res and magic classes tend to also have access to staves.
Magic resistant units are very frail otherwise with low hp/def except wolf/griffin knights and those are troublesome anyways.
And as far as griffin knights go, an archer will 1shot them anyways most of the time, so really I'd just wolf knights are the biggest threat to mages (from my experience)
“That’s it for this one” …. six minutes left lol. Great video, appreciate all the content.
I try to strike a balance between all types. Seadall and a covert unit with corrin is always good. For a Ike tank, I want someone who tanks decently on both ends and more importantly, won't get dinged by daggers. Hero and backups are good too along with a magic user for tanks and a lyn archer to delete fliers out of the sky and snipe anybody trying to hide in terrain. The rest I have fun with.
Timerra video! Great videos, Thank you
I would personally argue that there are 3 general camps when it comes to building team comps in this game casually (not speedrunning or low turn count focused).
1) Mobility/Dive comp. This is basically what is being used in the majority of these videos, and the game plan usually involves a lot of pre-emptive strikes and active defense. This type of team will be flier and cavalier heavy as mobility is key. The upside of this comp is that it can beat maps quickly if you are careful about not overextending, as you can attack multiple fronts at once. The downside is that you do have to have a pretty good awareness of when the right moments to dive and be aggressive are. They also have a higher learning curve and require the most hard carry units to run effectively.
2) Turtle comp. The concept here is to build a large death ball of units that moves together and slowly crushes the opposition. Turtle comps will have more usage of tanks (both traditional and avoidance based), more magic units, fewer cavaliers, and more pure supports like Qi Adepts. The upside with turtle comps is that they are consistent and aren't caught without good options most of the time. The main downside is that they are slow and don't have great mobility, meaning they take a long time to win maps and can't usually take on multiple fronts at once.
3) Backup/hybrid Comp. This is essentially a comp that prizes versatility over anything else. This type of team prizes units with multiple proficiencies over classes that specialize in singular roles (Griffin Knights over Wyvern Knights, Heroes over Swordmasters and Halberdiers, Warriors and Bow Knights over Snipers. High Priests over Sages). It will likely still have a few specialists, but the majority of units in this type of comp will be able to perform multiple roles, which allows this type of team to easily split into small brigades that can go off on their own to complete objectives. They also utilize a lot of backup units to put down extra damage. The upside of this type of team is its versatility and synergy. You have a wider variety of units you can utilize, and they don't necessarily have to be invincible carries to be effective. The downside is that this type of team is slower than dive comp and more fragile than turtle comp. This comp also relies a lot on things like ally supports, so it is also the team that relies most heavily on doing activities at the Somniel.
I'm sure there are other viable team building strategies out there, but these are 3 of the more common ones I have seen. I would love to see someone try an ambush comp based primarily on evasive classes like Thieves, Swordmasters, Wolf Knights, and Griffin Riders and see if that comp works well. It probably would do fine considering there are so many ways to approach this game from a strategic perspective.
I've now tried Anna on both sage and mage knight, and I 100% mage knight is all around Superior. If you're worried about personal skill procs, Byleth exists.
True
Sage has more Mag and Range with Byleth but since Mage Knight ability allows easier doubles, it comes on top hard lol. It's not even a question. Also the Bld increase helps a lot too.
@Jonathan Casanas And, I believe she's even slightly bulkier as Mage knight. It's almost pure upside.
I've definitely come from a background where I've been trained on having a "balanced" team comp, where roles should be equally distributed. This worked on Hard, but Maddening has definitely shown me the error of my ways, so that being said I agree mostly with your assessment. But on that note, a couple of dedicated supports can be a big boon, namely seadall and hortencia. Like yeah having versatility on like a griffin alear or a sage Anna is nice, but you really don't want your carries having to spend a turn healing, especially when their healing might be subpar comparatively.
My Team Comp for my run Lythos Only (no DLC):
Alear + Corrin: Divine Dragon
Vander + Ike: Paladin (Axe)
Framme + Sigurd: Griffin Knight (Sword)
Clanne + Eirika: Mage Knight (Lance)
I cannot deploy any other unit and I'm not allowed to use units that we get inside chapters
Alear + Corrin has been the most fun thing to use. Gives so much flexilibity to each round.
Currently on Ch19 and feeling really entertained for what this team could manage so far
Can't wait till little miss spirit Halloween gets her unit guide video
Anna, derpy destroyer of faces
The suggestion of more damage reminds me of a saying from some circles of the DnD community, "Damage Solves". Enemies are a problem and the answer is damage. Loving the Engage content!
Yeah. I only had 4 physical units (lapis, kagetsu, pannete, merrin). The rest were magic (framme, anna, ivy, veyle, citrine), full support (hortensia, byleth alear, seadall) or hybrid (fogado, mauvier). I wasnt starved for staff users because griffins and staff mages exist. I think I ended up with only swords besides pannete and my wyverns secondary weapons. Swords just have the best matchup spread and get the most engage attacks to play with.
All fire emblem games have had rng based on a seed(influenced by differently if an action is different) that will always be the same given the same series of actions since at least FE6 (and maybe earlier I dont know, just the earliest I am familiar with). This has always been in place to prevent save scumming, as well as always have the same series of actions play out if you rage quit your gba by turning it off.
If you use an emulator on any fe game to my knowledge(as early as fe6 minimum but maybe earlier) you will see the same exact behavior. The only differences are how specifically the seed is changed and how randomness is exactly determined, but the core concept has been in the series forever.
I learned this first hand rage quitting FE7 B^) very epic.
No, Fe6 you can literally spin your cursor into different patterns to roll a new number… same with 7… 8… and a few others have divine pulse, mila turn wheel, where you can reroll for crts or hits by sequencing units in different turns to use the different RNs..
I feel like the support system is a little underexplored in RUclips videos. I wonder if you can make suboptimal characters work really well in a team where most characters have support with each other.
Yes u most definitely can and that is a run I am doing making Boucheron, Alfred, Etie really good
I have 4 staff users, Anna, the winged sisters and saline, I mean how could I not. Chloe got benched, I can't make her viable as a griff knight.
I love that you called her Saline 😂
Anna as a bow knight is basically an archer and mage rolled into one since she has so much magic growth and radiant bow has a high base damage that it just works as a mage, plus you get way more speed as a bowknight allowing you to always double, and she is proficient in bows so she can use brave bow as a bow knight, plus can outrange everyone in the game thanks to claude's s tier ring
bow knight Anna is:
25% str (only used when against high resistance targets or can only use long bow)
50% mag
70% dex
70% spd
60% lck
hortensia and seadall are the permanent members on any of my teams
You can change the r2 button to check for stats and not unit types? I did not know that.
Dlc improves true tanks a bit. I have Louis as great knight with Hector emblem and a tomohawk, then I have a unit with Soren use his "taunt" skill. I'm on chapter 21 right now and Louis takes no damage from knives and sword units, which means they should ignore him. But because of the "taunt" they attack him anyway and kill themselves. Louis has high str and with hector he doubles on enemy phase. This "taunt" makes positioning less important to be honest, a lot of ways to break this game I guess.
While I realize some of your dislike for the DLC, would you be willing to discuss how the extra rings can make units even crazier? Also, any specific advice on Jean and/or viable fist builds?
Offense has pure upside lmao
I like loue so much i spent my last master seal on him just for chapter 14... then he gets hortensia'd. I guess i ate the downside there. Have a weakness for the eye-closed cool trope.
I think I have motivated people to start using upside/downside more now. Not sure where I heard it but it has become a meme
@@IcedCoffeeGaming memes are like people. Often, they are born by chance, or if u are a believer, even divine pulse, i mean grace. As such, upside lives inside us, along with the eternal, looming threat... of the downside. I guess what you did is unknowingly, follow the good doctrine of wise men, dressed in simple clothes, who strive to step into the light. And reject the call of the dark side. For it is a path that can only lead into... the downside.
-Master Qui Gon
Dumb question, how is he freezing like that? Is there an upgrade to the stave or dragon vein?
I am doing a female only run I am crying because no dancer
He could be your cheerleader
Try playing without Emblem Rings and see if u hold the same opinion of certain units...gonna take a break from Engage for a bit and then try that run after this non-optimal run
This would be a fun series to see u do, cause honestly I rate u as one of the better FE players in the community I have seen. Prolly Top 10 in terms of FE utility and understanding just by watching ur analysis of the game and ur game plays.
That sounds tough but really interesting.
No rings would change the metagame in a huge way, arguably a lot of units that reliably 1 round on Bond Rings would still retain a high position. I am currently running a bond ring on Chloe just to see if she needs an emblem ring and she has been doing fine on Maddening. Evasion builds/tanks might become mandatory without things like bond shield. You also lose out huge on SP generation on bond rings or lose out completely on NO rings at all
Does the weapon triangle REALLY matter endgame? I am only on Hard mode though and I’m wondering why I should invest in lance users other than Chloé
The weapon triangle can be nice for breaks every now and then but if you can 1 round it doesn't matter as much.
The dancer is overpowered because it basically allows you to duplicate another unit in exchange for the dancer not being able to do much besides dancing.
Ivy is a unit who is a mage that can fly. The game very deliberately does not let you turn any other units into a lindwurm class like Ivy because that simple fact makes her extremely powerful. The game very deliberately does not let you have more than one copy of any given emblem ring.
-- but with a dancer, you functionally have a duplicate of any unit on the map and you can change at will what that duplicate is each turn, mening you also duplicate the functions of the ring that unit is wearing as well.
The only limitation on this "duplication" is positioning.
Have you done a video on Panette yet? She's a character that I've really struggled using. She's just so fragile.
I've used her in a hard run doing the vantage wrath build but I found her to be a little difficult to set up and not quite strong enough to ohko before getting countered on enemy phase. And her defense and speed are pretty middling.
Reclass her into warrior and either put her on Ike with vantage for a generalist build or Leif(bond level 9 max) with wrath for a slightly more difficult to use but more potent enemy phase build. Probably one of the best units in the game tbh
@@StaleMoves I used lief on her and inherited resolve and wrath as a warrior. She was alright, but just needed some help getting going. My Timerra and Rosado ended up being more consistent and not needing the ramp up to be effective.
@@StaleMoves It kinda sounds like you're saying she needs an emblem to be usable.
@@hametsuj that kinda goes for almost every unit. Like, run Chloe or Timerra or another unit without an emblem ring. Yeah, they'll still do damage, and may one-round some enemy units, but they'll still struggle at times.
The game is literally built around emblem rings and using them to create unit builds
Man will make any excuse to avoid King Louis.
I just got mine the S Rank Poison Great Lance, have to switch him back to General.
“Don’t have to go out of the way to use a busted unit”
Okay bro enjoy
Revisiting this after 5 months and countless other videos from Iced Coffee. He really likes lance units with big boobs, huh?
Stop talking shit about my Jade man,everybody need her on their team 😁
"This is why I have unit guides" most of them are for units that are trash. Like I get why yo7 made them but it still funny
Covering everyone eventually :)
Celine is overrated. Anna, Ivy, Hortencia, Jean, Pandreo are too superior