It's imo good to mention that while not necessary to hold Marth for at least part of it, a martial arts user's attacks from Break Defense and Divine Speed, *also* become brave
Yeah, Marth really likes someone with either S rank swords or dual weapon types for Georgios Rush and more Breaks respectively. Diamont is the only unit that can do both.
Vidame Celine is the only Mystical unit with innate access to swords, which means she gets the Mystical Lodestar Rush effect with a Silver Blade or other high mt weapons while using her Mag stat vs low res enemies
I think a good niche for Emblem Leif is pairing him with someone who inherited Marth’s Break Defenses skill. That way, you’ll really dominate the weapon triangle.
@@paperluigi6132 Break defenses doesn't work on enemy phase. Your better off inheriting vantage on an ike user (like pannete) or using (spoiler unit) with soren, inheriting hold out and vantage, and giving them a camilla engrave for mixed phase options. Im not saying your proposed build can't work, but im saying that these two are better options imo
Marth might also be a neat option for Magic units. Since a majority of enemies have lower Resistance than Defense, the extra attack could probably lead to some one rounding thresholds. They also wouldn't miss out on Lodestar Rush, as long as they're Mystic, since it'll deal Magic damage for that unit subtype.
I’m on my first maddening run, and Marth is actually making Alfred a viable unit in the early game. Alfred’s big weakness is his bad bases and especially speed, but having extra attacks in break defenses and divine speed helps him out a lot. People talk about trying to fix him with Sigurd because oooh 999 movement Sigurd cav plus momentum, but I feel like Marth does a lot more with what he has to work with. Of course Yunaka and Alear especially also want him, but that’s the price you pay for using Alfred.
I particularly want to point out a character that can use Marth, and that would be Chloé. When using her with Marth in the early game, I felt as if I was reliving Shadow Dragon to a degree because she felt similar to Caeda with the Wing Spear. Marth is also one of the few ways she, as a flier, can get some avoid bonuses. Now, it's not a complete 1:1 to Caeda obviously but overall I think it is a good idea if you plan on using her in the long run to give her Marth in the early game since he'll give her the stats and weapons needed to get on her feet faster for Maddening. Later on she can move on to other emblems, like most people. But I think it's worthy to mention this combo personally.
You don't even need her to hog Marth in the early-game. You can easily build up enough bond fragments to let you basically neglect Chloe for Chapters 4 and 5 and just have Chloe devour most of Chapter 6 with Marth and she'll easily hit level 10 by the end of it.
@@cartooncritic7045 oh yeah for sure. Not to mention that others would also argue Sigurd being a better fit for her to maximize her movement, which is certainly a plus. But it is also because of her flier movement combined with rapier utility and lodestar rush that I enjoy mentioning this combo.
Mystical units make Loadstar Rush be based off magic, giving it an interesting niche on Celine since she's the only unit that can wield swords and be mystical. Plus, her Ignis skill can proc on any hit of Loadstar Rush; any of the royal's personal class skills can proc off of engage attacks.
Break Defenses biggest drawback was always the high sp cost, compared to a more universal skill like canter, but now the well allows for you to get it before [spoiler] happens.
If you’re willing to give up break defenses, late game Dragon 2 + Marth is overall immediately good synergy with hold out. 1-2 range tome that heals on counter attack potentially back into hold out range on a squishy unit due to divine speed dragon, high avoid, and good hold out ranges due to low HP makes for one of my favorite late game builds that doesn’t interfere with current builds due to join times and makes what is normally an extremely vulnerable unit into an enemy phase combat god during engage. Low HP becoming a boon due to Hold Out range is hilarious and natural Unyielding increases the survivability further due to the same reason. I don’t generally have too many opinions on the 2nd skill but I do love Bravery due to access from well.
Big shoutout to unyielding++. On tanky units it makes them functionally unkillable as they’ll regen 40% per turn for very little sp cost. A great filler skill on timerra/diamant but also fantastic on units that take a lot of damage per hit like some of your frail mages.
I think break defense will become more popular now that the sp well is a thing. It used to be impossible to get 2000 sp before ch 10 and ch 22 is too late to wait on a skill
You forgot Celine. She synergizes well with Marth too because of Ignis proc (like Luna and Sandstorm), but her personal class has access to B-Rank Swords (Levin Sword and Steel Blade), alongside the fact that she is a Mystical, which grants Lodestar Rush the effect of dealing Magical damage instead of Physical. Not only that, Break Defenses and Divine Speed gives her (up to) 2 extra hits that can also proc Ignis, which makes up for her low Skill Cap compared to someone like Alcryst.
If I’m remembering properly, mystical does not make lodestar deal magical damage. Instead it makes you deal physical damage *based on Magic.* If you want to actually deal magic damage it’s accomplished only by a Levin sword on Vidame anyway.
You know what’s awesome about Marth’s Break Defense? With weapons that attack twice, you refill your Engage meter from 0 to full if you double and don’t kill too early. It’s why Divine Dragon has Fists, so you can punch mages and bow users to recharge Marth immediately.
I do think the dragon bonuses on Marth are far more impactful than the dragon bonuses on many other emblems. Using Alear Marth in the early game is pretty awesome, and a great way to give them kill exp, or doubled kill exp if they are using mercurius.
@@gameboyn64 Thanks! I skip that Paralogue because the lot was awfull and Marth was mostly working as Filler for Kagetsu (mf too perfect to have flaws, so I just slap Marth as a generalist).
I never have control over my emblem builds, as i always let RNG decide who gets each emblem for every playthrough. So if i have the emblem, they MUST be engaged to that character, and i am only allowed to inherit skills from that emblem. I'm also only allowed to use bond rings from the pool of that character, so if Alear ends up with Eirika, they basicly have to go the entire game with no rings at all... I do this just to avoid using the same tired builds every time, with Canter and Speedtaker on basicly everyone, and it can make some maps that used to be hard easy, and some easy maps infuriatingly hard, especially on maddening! That said, Marth seem to work extremely well on basicly any character, where someone like Leif and Roy always suffer for me if they are on a slow unit... So Marth is basicly pure upside, with the only real drawback being that they get no alternate weapons for a wider break range, where Roy at least gets the Lancereaver. So the biggest drawback for Marth in my experience, is only being able to break axe units with his engage weapons, making him kinda redundant on something like a swordmaster...
Break Defense is so busted, highly recommend giving it to Diamant and Alfred before you lose the emblems at Ch 10, the extra hits help a ton Also him on Kogetsu makes him nearly untouchable
It's imo good to mention that while not necessary to hold Marth for at least part of it, a martial arts user's attacks from Break Defense and Divine Speed, *also* become brave
Any weapon with a Brave effect gives its follow-up attacks the Brave effect with Break Defense and Divine Speed. Very, very good effects.
@@neog8029 Marth!Diamant with Brave Axe, he can even have a Leif engrave and not lose any speed. Attacks 8 times. Very goofy and fun
Shoutout diamant marth. S rank swords for lodestar rush and A rank axes for double brave weapon with break defenses and divine speed goes crazy.
Yeah, Marth really likes someone with either S rank swords or dual weapon types for Georgios Rush and more Breaks respectively. Diamont is the only unit that can do both.
Vidame Celine is the only Mystical unit with innate access to swords, which means she gets the Mystical Lodestar Rush effect with a Silver Blade or other high mt weapons while using her Mag stat vs low res enemies
Vidame is stuck with B swords so steel blade
I think a good niche for Emblem Leif is pairing him with someone who inherited Marth’s Break Defenses skill. That way, you’ll really dominate the weapon triangle.
You can only break when initiating combat, and arms shield only works on enemy phase
@@eldritch-rage that’s what I mean. Player phase or enemy phase, you’ll be in a pretty good spot if you play your cards right.
@@paperluigi6132 Break defenses doesn't work on enemy phase. Your better off inheriting vantage on an ike user (like pannete) or using (spoiler unit) with soren, inheriting hold out and vantage, and giving them a camilla engrave for mixed phase options. Im not saying your proposed build can't work, but im saying that these two are better options imo
Dodge tank alear+marth is the only combo i've consistently used in all of my runs and i regret nothing. it makes them so much fun.
shame you can’t use it for half the game
Marth might also be a neat option for Magic units. Since a majority of enemies have lower Resistance than Defense, the extra attack could probably lead to some one rounding thresholds. They also wouldn't miss out on Lodestar Rush, as long as they're Mystic, since it'll deal Magic damage for that unit subtype.
I’m on my first maddening run, and Marth is actually making Alfred a viable unit in the early game. Alfred’s big weakness is his bad bases and especially speed, but having extra attacks in break defenses and divine speed helps him out a lot. People talk about trying to fix him with Sigurd because oooh 999 movement Sigurd cav plus momentum, but I feel like Marth does a lot more with what he has to work with. Of course Yunaka and Alear especially also want him, but that’s the price you pay for using Alfred.
Really handy video, very excited to see how the future guides will turn out :)
One small thing is that backup units get 8 attacks with lodestar rush
Loved this video and can't wait for the rest. Will you be covering the DLC bracelets eventually too?
Marth with warriors are nice for the break defense combination with their class skills
Sword agility and avoid+ can be easily used for dodge tank builds, like on goldmary
I particularly want to point out a character that can use Marth, and that would be Chloé. When using her with Marth in the early game, I felt as if I was reliving Shadow Dragon to a degree because she felt similar to Caeda with the Wing Spear. Marth is also one of the few ways she, as a flier, can get some avoid bonuses. Now, it's not a complete 1:1 to Caeda obviously but overall I think it is a good idea if you plan on using her in the long run to give her Marth in the early game since he'll give her the stats and weapons needed to get on her feet faster for Maddening.
Later on she can move on to other emblems, like most people. But I think it's worthy to mention this combo personally.
You don't even need her to hog Marth in the early-game. You can easily build up enough bond fragments to let you basically neglect Chloe for Chapters 4 and 5 and just have Chloe devour most of Chapter 6 with Marth and she'll easily hit level 10 by the end of it.
@@cartooncritic7045 oh yeah for sure. Not to mention that others would also argue Sigurd being a better fit for her to maximize her movement, which is certainly a plus. But it is also because of her flier movement combined with rapier utility and lodestar rush that I enjoy mentioning this combo.
Mystical units make Loadstar Rush be based off magic, giving it an interesting niche on Celine since she's the only unit that can wield swords and be mystical. Plus, her Ignis skill can proc on any hit of Loadstar Rush; any of the royal's personal class skills can proc off of engage attacks.
Break Defenses biggest drawback was always the high sp cost, compared to a more universal skill like canter, but now the well allows for you to get it before [spoiler] happens.
If you’re willing to give up break defenses, late game Dragon 2 + Marth is overall immediately good synergy with hold out.
1-2 range tome that heals on counter attack potentially back into hold out range on a squishy unit due to divine speed dragon, high avoid, and good hold out ranges due to low HP makes for one of my favorite late game builds that doesn’t interfere with current builds due to join times and makes what is normally an extremely vulnerable unit into an enemy phase combat god during engage.
Low HP becoming a boon due to Hold Out range is hilarious and natural Unyielding increases the survivability further due to the same reason.
I don’t generally have too many opinions on the 2nd skill but I do love Bravery due to access from well.
I've been using Marth on Halberdier Goldmary (Hard mode), and I liked it.
i found him to pair up with framme well. a lot of avoid, and the most opportunities to take advantage of break defenses.
I keep marth on diamant boost up his offensive stats while keeping his natural bulk makes him easily s+tier
Big shoutout to unyielding++. On tanky units it makes them functionally unkillable as they’ll regen 40% per turn for very little sp cost. A great filler skill on timerra/diamant but also fantastic on units that take a lot of damage per hit like some of your frail mages.
I think break defense will become more popular now that the sp well is a thing. It used to be impossible to get 2000 sp before ch 10 and ch 22 is too late to wait on a skill
You forgot Celine. She synergizes well with Marth too because of Ignis proc (like Luna and Sandstorm), but her personal class has access to B-Rank Swords (Levin Sword and Steel Blade), alongside the fact that she is a Mystical, which grants Lodestar Rush the effect of dealing Magical damage instead of Physical. Not only that, Break Defenses and Divine Speed gives her (up to) 2 extra hits that can also proc Ignis, which makes up for her low Skill Cap compared to someone like Alcryst.
If I’m remembering properly, mystical does not make lodestar deal magical damage.
Instead it makes you deal physical damage *based on Magic.*
If you want to actually deal magic damage it’s accomplished only by a Levin sword on Vidame anyway.
Ignis isn't as reliable as Sandstorm or Luna since Vidame has a low Dex cap (27)
You know what’s awesome about Marth’s Break Defense? With weapons that attack twice, you refill your Engage meter from 0 to full if you double and don’t kill too early. It’s why Divine Dragon has Fists, so you can punch mages and bow users to recharge Marth immediately.
Betrayal is a pitfall Mekkah.
I do think the dragon bonuses on Marth are far more impactful than the dragon bonuses on many other emblems. Using Alear Marth in the early game is pretty awesome, and a great way to give them kill exp, or doubled kill exp if they are using mercurius.
Dragon bonus on Corrin is pretty cool too tho cause you get so much terrain control
I'm thinking Great Knight Boucheron with Speedtaker and a Power Skill with Marth for extra speed. Thoughts?
Could work if you can get enough sp from the well. Most Marth builds though are held back by how late Marth rejoins.
Does anyone in the comments know the name of the song playing on the background?
It sounds like the shadow dragon remix used during the Marth paralogue.
@@gameboyn64 Thanks! I skip that Paralogue because the lot was awfull and Marth was mostly working as Filler for Kagetsu (mf too perfect to have flaws, so I just slap Marth as a generalist).
Armor unit:hey
Marth:no
Horse unit:hey
Marth:no
Armor horse unit:hey
Marth:NOOOOO
Boss with veteran+: ;)
Marth: guess i'll die
Alcryst's personal promotion class translates to elite shooter in English. Tee-ruhr de-leet
I never have control over my emblem builds, as i always let RNG decide who gets each emblem for every playthrough. So if i have the emblem, they MUST be engaged to that character, and i am only allowed to inherit skills from that emblem. I'm also only allowed to use bond rings from the pool of that character, so if Alear ends up with Eirika, they basicly have to go the entire game with no rings at all...
I do this just to avoid using the same tired builds every time, with Canter and Speedtaker on basicly everyone, and it can make some maps that used to be hard easy, and some easy maps infuriatingly hard, especially on maddening!
That said, Marth seem to work extremely well on basicly any character, where someone like Leif and Roy always suffer for me if they are on a slow unit... So Marth is basicly pure upside, with the only real drawback being that they get no alternate weapons for a wider break range, where Roy at least gets the Lancereaver. So the biggest drawback for Marth in my experience, is only being able to break axe units with his engage weapons, making him kinda redundant on something like a swordmaster...
*Does the usual RUclips things... not so you get Dopamine, but so I do! Mwahahaha I'm a selfish bastard!
cool! Very poor availability yet a great emblem
yunaka with marth is pretty op in early game
Lol avoid 30 is so much fun 2 use
Future Mekkah collab with Iced Coffee Gaming confirmed?
Marth just comes back too late to be great
I really wish they'd have given you all the rings back by Ch. 20 and not 22 for more time to use all of Marth's effects.
Break Defense is so busted, highly recommend giving it to Diamant and Alfred before you lose the emblems at Ch 10, the extra hits help a ton
Also him on Kogetsu makes him nearly untouchable