As someone who loves playing FE on the higher difficulties, I agree with the points in this vid. People get intimidated by lunatic/maddening because "ooh enemies have big stats" but they forget that FE is a STRATEGY game. there's always a different way to approach things
this is an actually pretty good guide for players who want to do these challenges i hope your channel growth up in viewers and subs, you have a very good content
One more thing I've found is that, while rare, some units are actually 'better' on lunatic than on lower difficulties. An example is Virion from Awakening, who blew me away with how effective he was on lunatic compared to his usual mediocrity. On hard, you hardly need an archer in the early game since all the flyers are wyvern riders, so mages with wind tomes do his anti-air job way better, while also outperforming him at killing all the other units types you'll face in most of the game. However, when playing on lunatic, the lower defence and hit rates on those mages finally catches up to them. Their spells aren't perfectly accurate anymore, they're no longer reliable for chipping or finishing off faster enemies, but Virion is. They get one-shotted by any high strength unit, including wyvern riders, but Virion can live that one hit. And the added range of the longbow obtainable in the midgame, while useful on hard, is absolutely invaluable on lunatic, but you need an archer / sniper to use it. If you invested in Virion, you'll have a well-levelled sniper hitting enemies from 3 tiles away the moment you get that bow. TLDR: Don't assume a unit will perform on lunatic as they do on hard or normal, some units can fill new roles that didn't exist on those difficulties.
I'd like to suggest a "reclassing" for dummies videos. Try to explain how to identify when a character would work best in another class (for example, reclassing to myrmidon to gain speed if you're getting doubled) and maybe giving examples of characters well know for working better reclassed (Wolf and Sedgar for example).
This is a great idea! thank you for the suggestion. I can think of working on this in a few. I have a couple of other videos outlined first, but I will certainly get to this topic!
Awesome video :D These tips will sure come in handy. I'm not so good at using my items since I worry that I'll need it for later. I've learned my lesson after I didn't use a vulnerary on one of my characters and then they died.
Thanks for this. I guess the tldr is it comes down to repetition…Fates might be my best start for lunatic due to the ridiculous amount of hrs I put into it
Fe6, Fe7, Fe8, Fe9 tip: Rutger, Marcus, Seth, Titannia go brrrrrrr. Edit: A really important skill is not being afraid to early promote units to get the most effieciency out of them
@@FireEmbros especially early pre-promotes they last muuuuuuuuch longer (sometimes all game long) than what most people give them credit for before they "fall off"
Fun vid. People should play maddening and lunatic more. I played normal on my first ever fire emblem playthrough, back when awakening just released, then made the switch to lunatic and maddening or whatever the highest difficulty was for the particular game i was playing and have never touched the lower difficulties since. They're really fun.
Training your lords just because they're forced is a bad idea. Just like you said in the video, experience is a resource and should be treated as such. A unit like Jill recieves far more return on investment than Micaiah. It's also better in most cases to focus exp into a small group of units rather than a large one.
I really think this logic only really applies for FE7 in which Eliwood, Hector and Lyn sometimes take up too much deployment space and can make chapters MORE difficult by deploying all 3. For any other FE game, the fact still stands that if they are forced deployed, ANY and ALL investment in them will never be a loss, given they can always contribute. Even more so in FE10 where Micaiah has DOUBLE effectiveness against a horde of enemies that are either armored or cavaliers and the laguz have pitiful res and she also acts as healer with sacrifice (later staves), meaning she will never have a turn not performing an action. And albeit Jill is one of the better units of the dawn brigade, just to put in perspective, for her to reach the same damage output as sothe with a steel dagger (her with a steel axe) they have to both be at lvl 5 (sothe as rogue, jill as dragonmaster, so a whopping 12 lvls). In paper she sounds great, but on HM with the lower bonus exp and the lower exp gain in general, she's better off getting beast foe and acting as a hit and run unit for part 3. To be frank, there's are very few enemy units that micaiah can't outdamage in P1 or P3 Jill in terms of raw damage (either because of thani's effectiveness or because of the laguz having bad res stats) with only a few ones Jill can one round AFTER she's been heavily invested into, drawing resources away from powerhouse units such as Volug and Zihark, who require far less investment to perform better combat wise. TLDR: Micaiah for virtue of double effectiveness, healing, cleansing and always being present in every chapter can actually utilize the resources that CANNOT be emulated by any other unit on that team, whereas Jill's only attribute (and it's a very good one) is flying with canto. Fantastic, but Zihark and Volug can easily carry the combat portion without drawing away resources from MIcaiah who can perform more varied functions in your army (Plus being force deployed at basically every pivotal point of the game). Also, I thoroughly do not think hiding your main lord away in fear of death makes the game "easier" if that makes any sense, since any small mistake involving their positioning will invite an automatic game over.
@@FireEmbros @Fire EmBros I don't know why you're underrating Jill so much. There is no exp target even remotely comparable to Jill in the Dawn Brigade. Every other investment target has very serious drawbacks like movement, poor 1-2 range, or no 1-2 range, not to mention Jill can fly and has canto. Jill will be one of your best units in 1-E if given around five levels, promotion, and stat boosters. Your Part 3 analysis of Jill is very different from any efficient run of RD. Jill has unrestricted 9 movement with no downsides unlike Volug in 3-6, so Beastbane is clearly best on her. Jill is far more bulky than you're giving her credit for. 19/4 Jill has 18 defense, which is the same as transformed Volug and 2 more than level 11 Sothe. I think you're really overestimating the effectiveness of training Micaiah. After 1-4 Micaiah does pretty much nothing but heal, which is not something you really need experience for. The idea that you can train Micaiah to actually survive combat is flawed, both her bases and growths in Defense and HP are horrendous, and her speed isn't much better. Even a 20/17 Micaiah gets one-rounded by basically every physical enemy in 4-3. Her offensive capabilities aren't anything to write home about either. Even if Micaiah caps both magic and speed (her 20/20 average speed is 21.3) she will still fail to double to generals and with Thani will only do 33 damage. She'll do even worse than that with other enemies. Basically, training Micaiah gives you a unit gives you a unit that literally can't double, can't take off half of most enemies HP, can't survive a round of combat, and has low movement.
@@Aeddy35 It may come down to a difference in playstyle honestly, but by part 4 you have the royals and micaiah shouldn't be seeing combat anyways by that point. I also don't think you should be considering MIcaiah's utility ONLY on the idea of part 4. She will kill almost all the generals on Part 3 (one shot) and most of the enemies on part 1. I do agree Jill is the best user of beastfoe in 3-6, but Volug doesn't need it to 1 round the tigers if you give him a strength drop and 1 str lvl up (maybe 2). She functions better as a hit and run with brave axe beastfoe there, because we both know she ain't surviving more than 1 consecutive round of combat. Volug and Zihark however can survive multiple rounds with supporting and resolve, by dodgetanking. Most of the enemies you fight in part 1 and 3 are 1 range anyways (excluding 3-13), so while having 1-2 range is good, it's not nearly as necessary as for the other squads. By part 4 you have access to so many tools, Jill isn't necessary, nor outperforming the likes of Haar or Titania (who I would say is her most direct competition). Don't get me wrong, Jill is not bad, but to say she can offer more than Micaiah can in terms of heals/support/purge/magical damage for a unit who requires almost 90% of the resources of the dawn brigade, when they can be fed to Zihark who, with Volug can basically do most of the combat (Thank god for earth support) without taking away those resources. I think she's severely overrated. I've played HM multiple times, never once did I feel I HAD to use Jill and the one time I did use her, i had to give her absolutely every single resource that came the dawn brigades way, which I could've used later on with other units for P-4 if I desired, and wound up benching her for Haar or Titania in the tower. "Jill will be one of your best units in 1-E if given around five levels, promotion, and stat boosters." So with all the investment she's good. Pretty much hammers the idea home no? Also, Jill on average has 18 def on 20/4 with 30 HP (Total 48 Physical bulk) To compare, Volug has 18 def with 49 HP (total 67 physical bulk) at base (transformed) Sothe has 35Hp + 14def (total 49 physical bulk) at base. Literally 2 units AT BASE have better defensive bulk to survive combat than her with 11 lvls added on. Also let's not use the "just give her this and that argument" because by that logic, volug will be even better with dracoshield since he effectively gets 4 points. Same goes for energy drop. I will end with this. The beauty of Fire Emblem is people can make anything work, truly. And I'm grateful the series has so many options. I think Jill is a great unit for some certain playstyles and strategies, but FOR ME, she is extremely overrated given all the above.
I agree with a lot points in your video especially with understanding mechanics and ressource management, I don't agree that you necessarily need to use the lord mostly for gba fe9, fe11 and arguably echoes-alm during act3 and fe5-leif past the early game, but at the same time they never cost a deployment slot so anything they do almost come free and them surviving a hit or two leave room for error or for less protection, and in awakening and after they're always kind of good, if not very good or straight up the best unit
As someone who loves playing FE on the higher difficulties, I agree with the points in this vid. People get intimidated by lunatic/maddening because "ooh enemies have big stats" but they forget that FE is a STRATEGY game. there's always a different way to approach things
After you flashed Yunaka, I just knew what was coming next. I saw it, and I laughed so hard.
this is an actually pretty good guide for players who want to do these challenges
i hope your channel growth up in viewers and subs, you have a very good content
that's very kind of you! thank you so much!
One more thing I've found is that, while rare, some units are actually 'better' on lunatic than on lower difficulties.
An example is Virion from Awakening, who blew me away with how effective he was on lunatic compared to his usual mediocrity.
On hard, you hardly need an archer in the early game since all the flyers are wyvern riders, so mages with wind tomes do his anti-air job way better, while also outperforming him at killing all the other units types you'll face in most of the game.
However, when playing on lunatic, the lower defence and hit rates on those mages finally catches up to them.
Their spells aren't perfectly accurate anymore, they're no longer reliable for chipping or finishing off faster enemies, but Virion is.
They get one-shotted by any high strength unit, including wyvern riders, but Virion can live that one hit.
And the added range of the longbow obtainable in the midgame, while useful on hard, is absolutely invaluable on lunatic, but you need an archer / sniper to use it. If you invested in Virion, you'll have a well-levelled sniper hitting enemies from 3 tiles away the moment you get that bow.
TLDR: Don't assume a unit will perform on lunatic as they do on hard or normal, some units can fill new roles that didn't exist on those difficulties.
I'd like to suggest a "reclassing" for dummies videos. Try to explain how to identify when a character would work best in another class (for example, reclassing to myrmidon to gain speed if you're getting doubled) and maybe giving examples of characters well know for working better reclassed (Wolf and Sedgar for example).
This is a great idea! thank you for the suggestion. I can think of working on this in a few. I have a couple of other videos outlined first, but I will certainly get to this topic!
You forgot the ultimate strategy: ignorimg optimal and just picking units you like lets go we are getting Isidora and Harken to the dragon fight!
Awesome video :D These tips will sure come in handy. I'm not so good at using my items since I worry that I'll need it for later. I've learned my lesson after I didn't use a vulnerary on one of my characters and then they died.
Thank you so much for the feedback! Yeah, I have a joke with my brother that he hoards all the items until the sequels. Don't be like him ahahhaha!
Thanks for this. I guess the tldr is it comes down to repetition…Fates might be my best start for lunatic due to the ridiculous amount of hrs I put into it
Absolutely! I'm confident you can do it! Since you have a lot of hours on it, it means you're already ahead of the curve :)!
Fe6, Fe7, Fe8, Fe9 tip: Rutger, Marcus, Seth, Titannia go brrrrrrr.
Edit: A really important skill is not being afraid to early promote units to get the most effieciency out of them
Absolutely!!! Pre-promotes are the key to victory sometimes! Don't be afraid to early promote!
rutger doesn't go brrrrrr in the same way because fe6 hard and no 1-2 range but yeah he still go brrrrrrrr and for almost all the game too
@@FireEmbros especially early pre-promotes they last muuuuuuuuch longer (sometimes all game long) than what most people give them credit for before they "fall off"
Fun vid. People should play maddening and lunatic more. I played normal on my first ever fire emblem playthrough, back when awakening just released, then made the switch to lunatic and maddening or whatever the highest difficulty was for the particular game i was playing and have never touched the lower difficulties since. They're really fun.
Glad you liked it :)! I agree, I've always had a blast with "solving" the higher difficulties!
Solid video right here! A Effort overall 😍
Training your lords just because they're forced is a bad idea. Just like you said in the video, experience is a resource and should be treated as such. A unit like Jill recieves far more return on investment than Micaiah. It's also better in most cases to focus exp into a small group of units rather than a large one.
I really think this logic only really applies for FE7 in which Eliwood, Hector and Lyn sometimes take up too much deployment space and can make chapters MORE difficult by deploying all 3. For any other FE game, the fact still stands that if they are forced deployed, ANY and ALL investment in them will never be a loss, given they can always contribute. Even more so in FE10 where Micaiah has DOUBLE effectiveness against a horde of enemies that are either armored or cavaliers and the laguz have pitiful res and she also acts as healer with sacrifice (later staves), meaning she will never have a turn not performing an action. And albeit Jill is one of the better units of the dawn brigade, just to put in perspective, for her to reach the same damage output as sothe with a steel dagger (her with a steel axe) they have to both be at lvl 5 (sothe as rogue, jill as dragonmaster, so a whopping 12 lvls). In paper she sounds great, but on HM with the lower bonus exp and the lower exp gain in general, she's better off getting beast foe and acting as a hit and run unit for part 3. To be frank, there's are very few enemy units that micaiah can't outdamage in P1 or P3 Jill in terms of raw damage (either because of thani's effectiveness or because of the laguz having bad res stats) with only a few ones Jill can one round AFTER she's been heavily invested into, drawing resources away from powerhouse units such as Volug and Zihark, who require far less investment to perform better combat wise.
TLDR: Micaiah for virtue of double effectiveness, healing, cleansing and always being present in every chapter can actually utilize the resources that CANNOT be emulated by any other unit on that team, whereas Jill's only attribute (and it's a very good one) is flying with canto. Fantastic, but Zihark and Volug can easily carry the combat portion without drawing away resources from MIcaiah who can perform more varied functions in your army (Plus being force deployed at basically every pivotal point of the game). Also, I thoroughly do not think hiding your main lord away in fear of death makes the game "easier" if that makes any sense, since any small mistake involving their positioning will invite an automatic game over.
@@FireEmbros @Fire EmBros I don't know why you're underrating Jill so much. There is no exp target even remotely comparable to Jill in the Dawn Brigade. Every other investment target has very serious drawbacks like movement, poor 1-2 range, or no 1-2 range, not to mention Jill can fly and has canto. Jill will be one of your best units in 1-E if given around five levels, promotion, and stat boosters.
Your Part 3 analysis of Jill is very different from any efficient run of RD. Jill has unrestricted 9 movement with no downsides unlike Volug in 3-6, so Beastbane is clearly best on her. Jill is far more bulky than you're giving her credit for. 19/4 Jill has 18 defense, which is the same as transformed Volug and 2 more than level 11 Sothe.
I think you're really overestimating the effectiveness of training Micaiah. After 1-4 Micaiah does pretty much nothing but heal, which is not something you really need experience for. The idea that you can train Micaiah to actually survive combat is flawed, both her bases and growths in Defense and HP are horrendous, and her speed isn't much better. Even a 20/17 Micaiah gets one-rounded by basically every physical enemy in 4-3.
Her offensive capabilities aren't anything to write home about either. Even if Micaiah caps both magic and speed (her 20/20 average speed is 21.3) she will still fail to double to generals and with Thani will only do 33 damage. She'll do even worse than that with other enemies.
Basically, training Micaiah gives you a unit gives you a unit that literally can't double, can't take off half of most enemies HP, can't survive a round of combat, and has low movement.
@@Aeddy35 It may come down to a difference in playstyle honestly, but by part 4 you have the royals and micaiah shouldn't be seeing combat anyways by that point. I also don't think you should be considering MIcaiah's utility ONLY on the idea of part 4. She will kill almost all the generals on Part 3 (one shot) and most of the enemies on part 1. I do agree Jill is the best user of beastfoe in 3-6, but Volug doesn't need it to 1 round the tigers if you give him a strength drop and 1 str lvl up (maybe 2). She functions better as a hit and run with brave axe beastfoe there, because we both know she ain't surviving more than 1 consecutive round of combat. Volug and Zihark however can survive multiple rounds with supporting and resolve, by dodgetanking. Most of the enemies you fight in part 1 and 3 are 1 range anyways (excluding 3-13), so while having 1-2 range is good, it's not nearly as necessary as for the other squads.
By part 4 you have access to so many tools, Jill isn't necessary, nor outperforming the likes of Haar or Titania (who I would say is her most direct competition). Don't get me wrong, Jill is not bad, but to say she can offer more than Micaiah can in terms of heals/support/purge/magical damage for a unit who requires almost 90% of the resources of the dawn brigade, when they can be fed to Zihark who, with Volug can basically do most of the combat (Thank god for earth support) without taking away those resources. I think she's severely overrated. I've played HM multiple times, never once did I feel I HAD to use Jill and the one time I did use her, i had to give her absolutely every single resource that came the dawn brigades way, which I could've used later on with other units for P-4 if I desired, and wound up benching her for Haar or Titania in the tower.
"Jill will be one of your best units in 1-E if given around five levels, promotion, and stat boosters."
So with all the investment she's good. Pretty much hammers the idea home no?
Also, Jill on average has 18 def on 20/4 with 30 HP (Total 48 Physical bulk)
To compare, Volug has 18 def with 49 HP (total 67 physical bulk) at base (transformed)
Sothe has 35Hp + 14def (total 49 physical bulk) at base.
Literally 2 units AT BASE have better defensive bulk to survive combat than her with 11 lvls added on.
Also let's not use the "just give her this and that argument" because by that logic, volug will be even better with dracoshield since he effectively gets 4 points. Same goes for energy drop.
I will end with this. The beauty of Fire Emblem is people can make anything work, truly. And I'm grateful the series has so many options. I think Jill is a great unit for some certain playstyles and strategies, but FOR ME, she is extremely overrated given all the above.
I agree with a lot points in your video especially with understanding mechanics and ressource management, I don't agree that you necessarily need to use the lord mostly for gba fe9, fe11 and arguably echoes-alm during act3 and fe5-leif past the early game, but at the same time they never cost a deployment slot so anything they do almost come free and them surviving a hit or two leave room for error or for less protection, and in awakening and after they're always kind of good, if not very good or straight up the best unit
Calculators help