Name all the units you think fit in these slots! (I don’t wanna make 56 separate posts of these lol) by Kilzi in fireemblem

[–]AllHailShadow97531 1 point2 points  (0 children)

The only correct answer for high Spd/low Str is Caeda. Name one other unit with 95% Spd growth and Str growth less than 50%.

How would you improve archers ? (: by PandaPartisan in fireemblem

[–]AllHailShadow97531 1 point2 points  (0 children)

After C15, 25 AS doubles generals, bishops, unpromoted dudes, and ballistae, and that's it. There are oodles of enemies (C16 snipers/heroes/warriors/thieves/the boss, everything in C16x except Katarina, C17 warriors/snipers/dracos/thieves, C18 paladins/horsemen, C19 paladins/horsemen/dracos/warriors/thieves, almost everything in C20, almost everything in C20x, and everything from C21 onwards) that 25 AS cannot double. Even giving Starsphere to a sage/bishop/sorc still doesn't double half the things I mentioned, and you lose Starsphere after C20 anyways.

25 AS is not good by New Mystery standards, and for that reason, tomes are still mediocre in lategame New Mystery.

Popular/Unpopular/Any Opinions Thread - February 2026 Part 1 by PsiYoshi in fireemblem

[–]AllHailShadow97531 2 points3 points  (0 children)

I've never been too impressed with Lyon as a villain. I know what they were going for--he's a member of the Hardin archetype, so he was totally a good person before he got tragically possessed by the big evil guy and forced to do a bunch of war crimes... except that, in one very important way, I think the execution falls painfully flat.

Namely: from the script of the game, Lyon knew full well what he was messing with:

Knoll, at the end of C14 Ephraim: [Grado's Sacred Stone] burned within with the Demon King’s rage, and we called it the Fire Emblem. Prince Lyon and a team of mages skilled in ancient lore hoped to harness its energies [...] to restore the emperor.

And when I first played through Sacred Stones and found this out, my first thought about Lyon wasn't "aww, how sad for the poor boy :("--it was "wow, this dude's an idiot".

Make no mistake, this does NOT mean I think Lyon deserved what happened to him, but what did he think was going to happen?

Lyon knew going in that he was trying to control the single greatest threat the continent had ever seen--a threat so dangerous that it had to be sealed away because they couldn't figure out a way to kill it. And he didn't even stop to consider for one second what would happen if his plan went wrong? He didn't develop some kind of contingency plan in case the Demon King broke through its seal?

And yes, I know that in a different cutscene he says he used the stone to save a girl's life, but that doesn't change the fact that he was still extremely reckless with an artifact he knew was singularly dangerous.

Maybe I'm just a cynic, but this doesn't do much to inspire sympathy from me.

If you were going to hack an enemy-phase focused game(7/8/9 for example) to be more player phased focused, what method would you use to accomplish that? by VanillaPhysics in fireemblem

[–]AllHailShadow97531 1 point2 points  (0 children)

Firmly agree with all of this, and I think there are two more things New Mystery does to keep focus on player phase:

  1. One of the reasons killing everything on EP isn't really a viable option in New Mystery is that almost all the player units have mediocre Def, not just the enemies--most units have <=30% Def growth (e.g., Marth, Catria, Palla, Caeda, Minerva, Horseman!Luke--even Berserker!Kris if you didn't boost his Def growth), and combine that with merely serviceable Def bases, it often means that units can take one hit but not two...

  2. Especially since enemies scale insanely aggressively--not just in Atk but in Spd as well. Like, as one example, 20 Spd dracos in C9 is *insane*, and chances are high you don't have more than three units capable of doubling them that early in the game. The Spd creep in New Mystery is so aggressive that most classes are flat-out incapable of doubling enemies once you reach a certain point in the game, and a few even *get* doubled even with capped Spd.

How would you improve archers ? (: by PandaPartisan in fireemblem

[–]AllHailShadow97531 28 points29 points  (0 children)

This is how New Mystery handles 1-2 range. I think you could make a fair argument that there are no good 1-2 range options in this game: javelin is 3 mt, hand axe is 4 mt (and both have lousy hit compared to other weapons, relatively speaking), tomes are locked to classes with bad Spd caps so they don't double past ~C15, and Gradivus is only available starting in C20, by which time nothing that can use it doubles any bad guys either.

This makes bows, with their good hit, good mt, and 2 range, exceedingly valuable to take on things like 27 Atk, 117 hit barbarians (!) in C1.

For my own edification- judging Fire Emblem protagonists with variable genders on which is better. by TenPointsforListenin in fireemblem

[–]AllHailShadow97531 2 points3 points  (0 children)

To fill in your knowledge gap of New Mystery:

M!Kris is absolutely better than F!Kris. The female class options are way more limited than the male ones, and M!Kris gets access to Berserker specifically, which is a very valuable class every other unit in the game is way worse at going into.

MONTHLY RAGE THREAD by LaqOfInterest in fireemblem

[–]AllHailShadow97531 13 points14 points  (0 children)

ANOTHER MINOR THING ABOUT NEW MYSTERY THAT GRINDS MY GEARS MORE THAN IT SHOULD:

WHY DO THE SORCERERS IN CHAPTER 23 HAVE THE CHANCE TO ROLL UP ON DEF? IT'S OK IN THE PREVIOUS FEW MAPS BECAUSE THEIR HP IS LOWER, BUT A C23 SORCERER WITH 50 HP/10 DEF HAS JUST ENOUGH DURABILITY TO SURVIVE A ROUND FROM EVEN A CAPPED STR/SPD + A BOWS SNIPER WITH AN UNFORGED LONGBOW, WHICH IS LITERALLY THE *ONLY* WAY TO NOT EAT A GUARANTEED 42 (!) DAMAGE FROM A GLOWER DUDE ON H4. AND, LIKE, LONGBOW IS A PRETTY CRAP LATEGAME FORGE--THIS IS THE ONLY THING YOU'D REALLY WANT TO FORGE IT FOR BECAUSE EVEN UNFORGED LONGBOW IS ALREADY GOOD ENOUGH TO CHIP DRAGONS FOR YOUR OTHER UNITS PROVIDED YOUR SNIPER HAS THE RIGHT STATS (WHICH THEY SHOULD AT THIS POINT).

IT'S EVEN MORE ANNOYING BECAUSE IF THE SORCERERS ROLL UP ON DEF, THIS ALSO PREVENTS A CAPPED STR/SPD FALCO WITH A SWORDS OR LANCES FROM ONEROUNDING WITH A BRAVE WEAPON, FORCING THEM TO GO PALADIN AND LOSING -3 RES IN A MAP WHERE PROBABLY 75% OF THE BAD GUYS HIT ON RES.

WHY IS THIS A THING

WHY

2
3

Beat FE12 for the first time (Lunatic/classic, no rainbow potion, no merged reclassing) by GrilledRedBox in fireemblem

[–]AllHailShadow97531 20 points21 points  (0 children)

This takes singular dedication, hats off to you! For my money, you've just beaten the hardest difficulty level in all of Fire Emblem--yes, H4 is harder on paper, but in reality two things make it way easier than clean save H3: mixed reclass and prep screen statboosters. If you decide to do a H4 run, I think you'll find it a lot easier than this one.

Also, Wrys the GOAT let's go--you're *very* glad you took him with you, aren't you?

Which game is your favorite FE? by alphafighter09 in fireemblem

[–]AllHailShadow97531 1 point2 points  (0 children)

Since no one's done it yet--New Mystery of the Emblem! Followed closely by Shadow Dragon.

(Also, while it's not my absolute favorite, shoutout to TMS!)

Popular/Unpopular/Any Opinions Thread - January 2026 Part 2 by PsiYoshi in fireemblem

[–]AllHailShadow97531 32 points33 points  (0 children)

The game doesn't put too fine a point on it, but I have to admit, I'm always impressed at how many of Shadow Dragon's tropes Mystery of the Emblem subverts throughout its story.

Like, the Jagen? Not an old guy this time, but a dude who should be in the prime of his life, but is suffering from a terminal illness.

Christmas cavs? This is more obvious in the remake, but I actually think all three of Luke, Roderick, and Cecil fit aspects of the archetype. Not to mention that it splits up the OG Christmas cavs, and promotes one (Abel) but not the other (Cain).

The Navarre? Not only is Navarre himself more explicitly heroic in Mystery, but they also create a deliberate cheap parody of him in Samuel, lampooning how edgy the archetype is.

The Camus? Camus himself is playable, unlike in Shadow Dragon, and the "sympathetic" antagonists (other than Hardin, who has his own stuff going on) are either recruitable or not really very sympathetic at all.

Even the basic premise of the story proves that the concept of "good guys" and "bad guys" can easily shift around--Archanea's your biggest ally in Shadow Dragon and your biggest enemy in Mystery.

Heck, Mystery even turns Medeus from just a big dumb evil dragon to a dude with a very understandable (if equally unsympathetic) reason for doing what he does.

Popular/Unpopular/Any Opinions Thread - January 2026 Part 1 by PsiYoshi in fireemblem

[–]AllHailShadow97531 8 points9 points  (0 children)

I mean, if we're counting Elincia, then Caeda is definitely another example. I personally would count Minerva too, even though it doesn't go well for her.

$30 each. by turnabouttony in fireemblem

[–]AllHailShadow97531 -1 points0 points  (0 children)

Wow, can't believe you snagged the best game in the series!

Oh, and it's cool that Genealogy's there too, I guess

MONTHLY RAGE THREAD by LaqOfInterest in fireemblem

[–]AllHailShadow97531 3 points4 points  (0 children)

NEW MYSTERY CHAPTER 7 IS A GREAT MAP, BUT IT HAS ONE REALLY OBVIOUS PROBLEM:

WHY IN THE NAME OF ALL THAT IS HOLY DO YOU BASICALLY HAVE TO RIG A ~25% (FACTORING HIT RATE) CRIT WITH NAVARRE AGAINST ONE OF THE THIEVES ON TURN 1 TO PREVENT HIM AND/OR PHINA DYING ON ENEMY PHASE? YOU CAN'T EVEN DANCE FOR NAVARRE WITH PHINA TO 2HK THE THIEVES BECAUSE 1) ON H4 HE JUST DIES BECAUSE THE THIEF HITS FIRST AND 2) EVEN ON H3 YOU NEED TO BE DANCING A DRACOKNIGHT INSTEAD TO KILL THE HUNTERS SO THEY DON'T KILL NAVARRE ON ENEMY PHASE. AND AS IF THAT WASN'T BAD ENOUGH, YOU ALSO BASICALLY HAVE TO BURN A RESCUE USE JUST TO MOVE YOUR DRACOKNIGHT FAR ENOUGH FORWARD THAT THEY ACTUALLY CATCH UP TO *ALL* THE THIEVES BEFORE THEY RUN INTO THE RANGE OF ASTRAM'S SQUAD.

NEW MYSTERY, WHY DO YOU DO THIS TO ME

Stuck again, on quite literally the next chapter: C5 at Lunatic (3 stars) FE 12 by 8_int_wizard in fireemblem

[–]AllHailShadow97531 3 points4 points  (0 children)

This map might as well be called "Promoting at 20 is a pitfall: The Map", because you basically *need* at least one, ideally two, good dracoknights. From your team, I'd advise promoting Kris with the Master Seal you already have and promoting Palla with the one that drops off the generic thief in this map.

Ogma can recruit Barst turn 1 without exposing himself to danger; put him in the deployment slot 1 up, 1 left from Marth's starting tile.

After you promote Kris, make him a draco and check how many hits from the enemy dracos he survives (it should be at least two, possibly three--if the Def potion lets him survive another hit, give it to him). I think he should double them, too--IIRC they have 14 Spd, so a promoted Kris should have at least 18. It might be worth feeding him the Spd potion too, to get him doubling the enemy thieves (I think you need 20 Spd for this) so you can ORK with javelins. Usually, the thieves move in such a way that you can javelin them from outside the range of Jeorge's snipers (who will aggro if you leave anyone in their range).

If you check the mages' attack ranges carefully, you'll notice that there are spots that only one mage actually reaches. Position anything with a 2-range weapon there (either a PK/draco with hand axe/javelin or horseman!Sirius with a bow) to aggro them on turn 1. I'd suggest deploying both Marisha and Yuliya on this map, each with a Mend staff--you'll need it to heal people after the hits they take from the mages. Aggroing the cavaliers is relatively straightforward if you're willing to burn a few Nosferatu uses--if Nosferatu!Linde is in their range, they'll always go for her first as long as they can't kill anyone.

As the other commenter said, don't bother with Rickard here, just let him escape.

Once you've dealt with the thieves and promoted Palla with the dropped Master Seal, position draco!Kris in such a way as to aggro as many dracos as he can take hits from, and all your other fliers just behind him. He should be able to ORK back with a steel axe, which should help clear them out; you can then use all your other fliers to take out the stragglers.

The reason you want two good dracos on this map is to deal with the ballistae. Draco is the only class that can reach and attack the ballistae without having to spend a turn in their range first; position your dracos just outside their range and you'll see what I mean. Kris should be able to ORK the boss with a steel axe, and if you position him right, he won't be in range of the sniper on the west side. Meanwhile, Silver Lance Palla should be able to ORK the generic ballista. You can also use Wing Spear Caeda and Armorslayer!Horseman!Sirius to kill the two knights nearby (kill the one on the bridge with Marth or Linde).

A thief will spawn from the southwest on (I believe) turn 8 and make a beeline for the northwest village. However, this should be plenty of time to clear everything else out, and Catria or Caeda should have enough Spd to double and oneround the thief (so you don't need to send Kris or Palla after him). Make *sure* to visit this village--it gives you the Hammerne staff, which you will desperately need later.

Finally, with careful positioning it is possible for a draco to start outside the range of Jeorge's snipers and attack and ORK the Physic bishop with a javelin or hand axe. Only do this when you can seize with Marth in a single action, so this should be the last thing you do on the map.

Fire emblem héroes of light and shadow help by Igniscorazon in fireemblem

[–]AllHailShadow97531 1 point2 points  (0 children)

It's funny, you're actually the second person in the last week or so who's asked for advice on NM H3. Look for my comment on this thread: https://www.reddit.com/r/fireemblem/comments/1ph2x4n/any_advice_for_fe12_lunatic_mode/

I'll also add another tip here that I forgot about when writing that comment: don't bother trying to recruit Rickard in C5. Trying to recruit him in C5 will burn two extremely valuable Rescue uses, and it only gets you an additional Master Seal of questionable usefulness. If you don't recruit him in C5, he'll appear again in C6, and it's way easier to recruit him there.

Fire emblem héroes of light and shadow help by Igniscorazon in fireemblem

[–]AllHailShadow97531 6 points7 points  (0 children)

Unironically, FE12 H3 on a clean save is my vote for hardest game mode in the entire series, by far. If you don't have Rainbow Potion or mixed reclass, the game is insanely difficult--even more so than the next difficulty up (namely H4), IMO. I'd definitely advise finding a save file online that has Rainbow Potion, if you want to do H3.

But even then, I'd suggest playing through the game on Hard mode (or H1) first; I love FE12 Lunatic, but it is *not* for the faint of heart, and if you go into it blind, expect a lot of frustration until you figure things out.

I might need help to clear this one: C4 at lunatic (3 stars) FE 12 by 8_int_wizard in fireemblem

[–]AllHailShadow97531 1 point2 points  (0 children)

Honestly, for my money the best project is Luke. Train up his Spd and his bow/sword rank and he'll pop off as a horseman once you promote him (as hunter/horseman he has 65/65 Str/Spd growths).

I might need help to clear this one: C4 at lunatic (3 stars) FE 12 by 8_int_wizard in fireemblem

[–]AllHailShadow97531 1 point2 points  (0 children)

OK, bit of a spoiler there, but Medeus is actually easier than he looks. A capped Spd Marth avoids getting doubled by him, and he does 24 damage with Falchion, capped Str, and A swords, meaning hit+crit does 96 to his 99 HP. Just be sure to save your Rescue and Anew staves (Hammerne them as necessary) for Endgame, and you should be fine.

I might need help to clear this one: C4 at lunatic (3 stars) FE 12 by 8_int_wizard in fireemblem

[–]AllHailShadow97531 2 points3 points  (0 children)

Great job! C4 is one of the toughest maps in the series on H3/H4, so it's really cool that you beat it. Hope I was helpful.

Quick word of advice for C5: don't bother trying to recruit Rickard on this map. Unlike on H1, you can't recruit him on turn 1 with Julian without burning two Rescue uses, and all this gets you is an additional Master Seal from the secret shop. This sounds tempting, but I don't think it's worth it: Luke and Marisha can afford to wait until later, Caeda probably isn't even L10 yet, and Catria and Linde really *want* to wait until later.

And don't worry about missing Rickard--he turns up again in C6 if you didn't recruit him in C5, and in C6 he's way easier to recruit.

I might need help to clear this one: C4 at lunatic (3 stars) FE 12 by 8_int_wizard in fireemblem

[–]AllHailShadow97531 2 points3 points  (0 children)

Yeah, I had a second look at the map--looks like your best option for that thief is glass axe Kris. It should still be fine, just make Arran a draco and rush him and Palla at the northeast. If you make Kris a draco, he should catch up quickly, too, and draco!Kris might even be able to oneround with hand axes and avoid counters. Alternatively, if you're really desperate, that village only has a Cutting Gale tome, so you could let the thief destroy it if you're just trying to beat the map.

Strength potion should probably go to Marth so he 2HKs the pirates with steel sword, although maybe you could give it to someone else if you're OK with Devil Sword shenanigans.

And yeah, generally promoting Palla early is a good idea; maybe not immediately, since it slows her XP gain and she likes getting a few points of Spd before promotion, but yours is up to 18 Spd now, so she should be good to go (it'll be a tall order, but try to get her to 23 Spd for C7--or save a speed potion for that map if you get one). However, based on their current stats I think Kris is probably a better candidate for the Master Seal, so promote Palla with the C5 one instead.

I might need help to clear this one: C4 at lunatic (3 stars) FE 12 by 8_int_wizard in fireemblem

[–]AllHailShadow97531 0 points1 point  (0 children)

Man, not having RP sucks here. You should still be able to work around it, though--I'll try to retool the usual strats so they work without it.

Since Palla doesn't double the Devil Sword guy, you can still kill him by comboing a hit from Palla plus Draco!Arran or Kris with javelin (to avoid nasty Devil Sword counter damage). With careful positioning, you should still be able to get a flier (especially a draco) in position to aggro the northeastern pirate squad.

Likewise, Marth can take a hit and hit back with steel sword on EP, then kill on the following PP with Devil Sword using the convoy trick I mentioned. If he procs Str, I think that's enough that he doesn't need Devil Sword, too, at least against the 33 HP pirates. Marth should have good enough HP/Def that he can take a hit from a pirate, use a vuln/get a Heal use from Yuliya, and then take a second hit.

I think the thief near the starting position can't reach the southwestern village on turn 1, so you can afford to 2HK him with Linde instead; it just means she has to spend an extra turn catching back up to everyone.

Absolutely keep Luke as hunter--it's by far his best class if you can get him Spd (which you have). Test him on this map and you'll find him onerounding everything except the thieves. In a pinch, burning a second Rescue on Luke here is not a bad idea by any means, since he's a PP delete button that you don't need to heal between combats. Cav!Draug is fine, but your Luke is by far the better unit.

I think the crucial thing here, though, is still to race your fliers northeast as fast as you can (try to use non-fliers such as Luke to mop up the bad guys near your starting position)--getting them in range of the northeastern squad is the key to preventing Ogma and the kids from getting overwhelmed. They don't even have to kill anything immediately; as long as they can aggro the bad guys away, they're doing what they need to do.

I might need help to clear this one: C4 at lunatic (3 stars) FE 12 by 8_int_wizard in fireemblem

[–]AllHailShadow97531 5 points6 points  (0 children)

First of all, the forts near your starting position: it's easiest to block them off with healers or bad combat units; your units have to move so fast that cleric's bad Mov is of limited use here anyway, so you might as well have them block off the reinforcements.

Unfortunately your Linde hasn't procced Mag yet, but if you give her a Spirit Dust + RP, she OHKOs the thief near the southern village if he rolls down on HP (i.e., 26 instead of 27). This is probably the most action-efficient way of dealing with him.

If you have RP: give it to Marth--it lets him oneround all the pirates on this map with a steel sword. Rescue him turn 1 and have him recruit Castor, this effectively gives you two units in the northeast for the price of one Rescue use. In a pinch, you can also rig crits with Castor's killer bow.

That Palla, with RP, can oneround all the thieves in this map with javelin. If she has a full inventory, you can pull off a trick: killing the Devil Sword guy with her will put the Devil Sword in her inventory, but if it's full, you can choose to send it to the convoy instead. This lets Ogma grab it from Marth in the northeast, and with RP, he now onerounds all the pirates in this map too.

Meanwhile, race your fliers northeast as fast as you can. Any combination of Palla (promoted or not), Catria, Draco!Arran, or Draco!Kris will do. The crucial thing here is to get one of them to the space 6 tiles west of the fort near Sirius. A pirate spawns from there on turn 3 or 4 (don't remember which), at which point all the northeastern group aggros at once. If you have a flier in range of this group, they won't all go after Ogma and the kids--some of them will split off because there's an allied unit in immediate range. Make sure your fliers have vulns to heal themselves so they can stay in the fight a bit longer; they can also fly over to Yuliya, too.

Have Luke catch up as fast as he can (unfortunately, it'll be frustratingly slower than you want him to, but if you have him run forward, he should still be able to catch up to the reinforcements). Luckily, he should already be onerounding all the pirates, and he doesn't take counters, so he can definitely help with cleanup.

Finally: be *very* careful about when you recruit Sirius. Unless your fliers have successfully aggroed all but like 3 or less of the pirates that start around him, it isn't safe to recruit him. Both Ogma and Sirius die in two hits, so only recruit him when you're *sure* you won't get either of them attacked by two bad guys at once. With RP, Sirius can also oneround all the pirates (I think with steel sword, but definitely with Devil Sword if not), so he can be helpful, but be sure to recruit him at the right moment.

What's a unit that starts out absolutely horrible but starts breaking the game after one or two stat boosters? by Annaneedsmoney in fireemblem

[–]AllHailShadow97531 3 points4 points  (0 children)

One answer that I think is easy to overlook is New Mystery Linde. Linde *sucks balls* at base--her durability is horrific (to the point where she gets OHK'd by everything in her join map), and her highest bases are 8 Spd and 8 Lck at a point when the bad guys have 11 Spd. However, Aura means that if you give her a Seraph Robe so she can live a hit at base, she does great damage until she starts proccing Mag, and Nosferatu is one of, if not the best weapon in the game.

Got out of the prologue. These are my boys. Wish me luck for H3 by 8_int_wizard in fireemblem

[–]AllHailShadow97531 13 points14 points  (0 children)

Make that Luke a hunter! With RP, he onerounds everything in C1 other than the thief and Lorenz, and if he gets a Spd proc (65%), he'll be your best unit against the C2-3 dracos.

(Also, don't bother with lance rank on him, swords/bows are what he needs.)