One of my dumbest moments this playthrough: In chapter 17 I had framme (griffin knight) lure zephia for the final boss rush. I forgot to factor in the extra damage she would get from momentum and she was going to die to a thoron. I gave her two seraph robes to make her not die lmao. So I guess there IS some utility in holding onto your stat boosters, as some super scuffed insurance for when you misplay
I tend to just give boots to a General if I’m running one. Nobody has the time for being stuck with 4 Mov. Talismans are a good investment on an Ike user I find. Those lategame Thoron Sages really hurt since the Ike user’s avoid gets set to 0 while engaged, and generally the unit that gets Ike is a lower Res character… Laguz Friend means you get a bit of an extra benefit from a +2 boost as well
Personally, I feel that permanent stat boosters have kind of lost their luster a little, and this is especially true of later entries in the series, such as Fates and Engage. Don't get me wrong -- they're powerful and useful, but later games give you so many options to beef up stats that are free. For example? In Awakening, Fates, Three Houses, and Engage, you have Tonics, and they aren't expensive if you know what you need. Meals too, and these can be applied to your entire squad. Awakening and Fates also have the Pair Up system on top of that. If need be? You can give a unit the needed stats almost on demand. The same is true of Engage with Bond rings. Ryoma, for example, gives a good range of boosts at a time when actual Emblerm Rings are short and far between. When I first played Engage, I found myself asking myself: If I need to hit a certain threshold, and a Strength Tonic will do the job, do I need to use the Energy Drop? Usually, the answer was yes. I could then hold on to it, and see who on my roster at the endgame needed it most. There is one early game character in Engage that I tend to invest one particular Energy Drop into, however, and that happens to be Boucheron. By the time you unlock Jean's Paralouge, you'll likely either have Anna or Lapis, so you can reliably proc Boucheron's personal skill. The Energy Drop + Personal actually does a good job of fixing his poor Strength growth, and it's usually enough to pull him through Chrom's Paralouge. Robin's "Other Half" Skill gives Boucheron a non-selfish way of leveraging his own personal without needing another Backup unit nearby, and this is almost always the first step I take with him whether I end up using him or not. Great video.
The three tanks I used that didn't get doubled: I had a great knight Lapis as my tank and she never got doubled. She ended up capping at 28 speed in that class. I gave her all my dracoshields and talismans gave her Leif and she tanked like a champ. As much as she make my eyes rolls, I can't deny how low maintenance Goldmary is as a tank. I kept her in hero, slapped Ike on her, then inherited Dual assist+ and gentility. Then she has her personal skill some extra avoid. Once again a tank that doesn't get doubled at endgame. She has 28 speed naturally on hero. The last tank I use needs no introduction. The future queen of Solm and present day Dopamine Queen of Engage. The Miss Steal Your Damage Carries' Kill on EF, Timerra. Well you know better than I do on how she tanks. Lol
My top priorities for Boots are Generals if i have any, and/or Seadall. Otherwise, my secondary tank is a likely target (like Warrior Boucheron, for example). My Spirit Dusts usually go to Divine Dragon Alear, because they make her better with Levin Sword and Arts. Energy Drops see great use on Bow Knight Etie. By the time you recruit Fogado and are able to upgrade his Silver Bow to Ike engraved Brave Bow, she will very likely be one rounding most of her targets if you've given her the 2 early game Energy Drops (especially any target that could potentially counterattack). Especially if you're able to upgrade it to at least +3, because Ike engraved Brave Bow+3 has the same MT as a base Steel Bow. Skill Books are great for royals with dex-trigger passives. My preference for using Speedwings is to use them to make a tank unit get doubled less often. As such, Alfred makes a pretty good target for these. Royal Knight Vander is another good option; in tandem with Spd+ and Arms Shield++ passives he will tank swords quite well all the way to endgame. I'd argue that Timerra is objectively the optimal user of Dracoshields, though they are also very good on Alfred and Diamant. Dracoshields are pretty much good to go on any main tank except Louis, because his def will already naturally be so high that it's actually a waste if he uses them. Talismans are best on whoever you assign as your Ike tank. Goddess Icons are actually a pretty good option for Alfred. Since he already has naturally high lck, you can invest in it further to make him very crit-resistant, more so than other tanks would be with the same investment. Otherwise, they'll go great with Divine Pulse.
How many speedwings do you use on Alfred? Genuinely curious as by the time you level him to 10 and promote him to Avenir, his strength,. HP, def, and res are good but his SPD is quite behind.
@@Andigames235 tbh, i've never actually had to use a Speedwing on him. On my first maddening run, i used them on Rosado to make him better with axes. But on that playthrough Alfred used Emblem Lyn so spd wasn't an issue for him, and he performed solidly as my main tank. I have an all Lythos/Firene playthrough in progress that's on ch23, and on this run i'm actually using my Speedwings on Royal Knight Vander instead. Here Alfred has spd+ passive and is using Emblem Leif, so i haven't been having any issue with him taking too much dmg from getting doubled here either. I have another run that's on ch19, and here i haven't invested into Alfred's spd at all yet. Here he's using Resolve and Arms Shield passives with Emblem Eirika for Gentility, so i'm just going all in on boosting his dmg mitigation. The main thing with Alfred early on is that you just keep him using Iron Lance so he's not getting weighed down by his weapon. That will keep him fast enough to usually not get doubled so he can tank effectively. After ch11 it's a matter of investment if you want to upgrade past Iron Lance; you either invest in his spd with a ring or a passive to upgrade to Steel Lance so he's not getting doubled, or you invest in his bulk so he simply doesn't care about getting doubled while holding Steel Lance. One good thing about Alfred later on in the game is that his bld growth will start to counterbalance his spd stat, and it starts helping him keep up with other units with higher spd but lower bld while holding the same weapon. A pretty good example of this is when comparing him to Goldmary. At the point when she joins at lv17/3, i had my Alfred at lv13/7 in my current run, and they stacked up as such (and bear in mind that Goldmary is being weighed down a bit by her weapons in her join chapter): Alfred Goldmary HP 39 40 STR 18 17 MAG 4 2 DEX 16 18 SPD 14 20 DEF 19 20 RES 10 12 LCK 18 13 BLD 8 9 But by the end of my first maddening run where i used them both, i had a lv10/20/13 Alfred and a lv17/20/2 Goldmary that looked like this: Alfred Goldmary HP 57 55 STR 30 25 MAG 5 2 DEX 25 24 SPD 25 27 DEF 33 30 RES 16 18 LCK 31 20 BLD 12 9 Goldmary was 4 lvls behind here, but even with 2 more points in spd she's still +4/-3 in spd/bld compared to Alfred. So realistically, with similar investment in their spd they will be about as fast as each other by endgame.
You only get half value for selling them, it's better to keep them all except a single seraph robe otherwise you won't hit rank 5 funds by the end chapter.
Your Jade is underleveled. For the sake of comparison, i'm also on ch19 on my current file and my lv13/14 Alfred has 21/17/23 base str/spd/def compared to your lv??/8 Jade's 22/9/27. Her loadout is not bad at all; Resolve/Gentility/Arms Shield is working fine on my Alfred because he hasn't been getting doubled by every enemy on the map. You don't use your tanks enough. You ran into the same issues with your underleveled Louis. It's actually somewhat of a trend that units you don't particularly like tend to fall behind because they don't get enough use. It's happened with Citrinne and Etie. I'm guessing it's also happened with Diamant, because at similar lvls Timerra is barely faster than he is. And by your comments i'd also guess it's happened with Boucheron. Your Jade seems to potentially be anywhere from 5-9 lvls behind my Alfred at similar points in the game (without knowing how many paralogues/skirmishes you've already done up til now), and Alfred isn't even my highest lvl unit on this file. She should have much more def by now than what she currently has, that's why she's taking so much dmg in every combat.
The highest manageable number seems to be 6. One of my current runs is using Alfred, Diamant, Timerra, Boucheron, Lapis, and Clanne as my main combat units. And it could be the case that i only have room for 6 here because i'm not using Seadall on this run. On a different file i have in progress where i am using Seadall, my main carries are Alfred, Boucheron, Louis, Chloé, and Clanne. And on my first completed maddening run, they were Alfred, Boucheron, Clanne, Goldmary, and Rosado. So 4-5 sounds about right in most cases.
@@brianwinters2285 Clanne is my go to avo tank on Mage Knight. It combines his natural spd on the class with Micaiah engraved Elfire to make him mostly unhittable. Like, in many cases you can get enemy hitrates on him into single digits. Elfire is a good target for Micaiah engraving because magic weapons are less hindered by mt reduction since most enemies don't have good res anyway. It is also light enough that he retains his spd which means he gets the most avo and also most of the time doubles whatever attacks him. For investment, i give him avo+ and spd+ passives, and at least 1 Seraph Robe. And if you need him to hit something really hard for a turn instead of avo tanking, you can just keep a Bolganone and a Silver Sword on him.
Easy way to get the speedwing on Leif's paralogue, Lyn ultimate on a high strength user will one shot him. Boots for General, Mage Cannoneer, and Seadall. Everything else is whatever.
Coffee: "My back liners keep dying because of bad positioning." You right, proper strategy in a strategy game is overrated... Also, Mage Knight is trash. If you want a proper crit build, sniper for the crit passive and dex and inherit brute force, use Claude's ring so you always get sniper's crit.
One of my dumbest moments this playthrough: In chapter 17 I had framme (griffin knight) lure zephia for the final boss rush. I forgot to factor in the extra damage she would get from momentum and she was going to die to a thoron.
I gave her two seraph robes to make her not die lmao. So I guess there IS some utility in holding onto your stat boosters, as some super scuffed insurance for when you misplay
I tend to just give boots to a General if I’m running one. Nobody has the time for being stuck with 4 Mov.
Talismans are a good investment on an Ike user I find. Those lategame Thoron Sages really hurt since the Ike user’s avoid gets set to 0 while engaged, and generally the unit that gets Ike is a lower Res character… Laguz Friend means you get a bit of an extra benefit from a +2 boost as well
Shop should get all of them
Put them on da boi vander he needs it to get good 👍 💯
Personally, I feel that permanent stat boosters have kind of lost their luster a little, and this is especially true of later entries in the series, such as Fates and Engage. Don't get me wrong -- they're powerful and useful, but later games give you so many options to beef up stats that are free.
For example? In Awakening, Fates, Three Houses, and Engage, you have Tonics, and they aren't expensive if you know what you need. Meals too, and these can be applied to your entire squad. Awakening and Fates also have the Pair Up system on top of that. If need be? You can give a unit the needed stats almost on demand. The same is true of Engage with Bond rings. Ryoma, for example, gives a good range of boosts at a time when actual Emblerm Rings are short and far between. When I first played Engage, I found myself asking myself: If I need to hit a certain threshold, and a Strength Tonic will do the job, do I need to use the Energy Drop? Usually, the answer was yes. I could then hold on to it, and see who on my roster at the endgame needed it most.
There is one early game character in Engage that I tend to invest one particular Energy Drop into, however, and that happens to be Boucheron. By the time you unlock Jean's Paralouge, you'll likely either have Anna or Lapis, so you can reliably proc Boucheron's personal skill. The Energy Drop + Personal actually does a good job of fixing his poor Strength growth, and it's usually enough to pull him through Chrom's Paralouge. Robin's "Other Half" Skill gives Boucheron a non-selfish way of leveraging his own personal without needing another Backup unit nearby, and this is almost always the first step I take with him whether I end up using him or not.
Great video.
The three tanks I used that didn't get doubled:
I had a great knight Lapis as my tank and she never got doubled. She ended up capping at 28 speed in that class. I gave her all my dracoshields and talismans gave her Leif and she tanked like a champ.
As much as she make my eyes rolls, I can't deny how low maintenance Goldmary is as a tank. I kept her in hero, slapped Ike on her, then inherited Dual assist+ and gentility. Then she has her personal skill some extra avoid. Once again a tank that doesn't get doubled at endgame. She has 28 speed naturally on hero.
The last tank I use needs no introduction. The future queen of Solm and present day Dopamine Queen of Engage. The Miss Steal Your Damage Carries' Kill on EF, Timerra. Well you know better than I do on how she tanks. Lol
anna. she gets everything.
Halberdiers are a good target for boots
Just save everything for timera!!!!
Not me waiting until my units had max stats before considering using boosters...
Oh well, at least I got to use my Boots. 😅
Think you'll keep Leif bond lvl 9 to avoid master lance? Probably for Jade not needing the upper vantage bonus? Curious what your thoughts are!
Me. I should get them.
STILL WANT TO GIVE EVERY SINGLE STATBOOSTER TO EVERYONE!!
My top priorities for Boots are Generals if i have any, and/or Seadall. Otherwise, my secondary tank is a likely target (like Warrior Boucheron, for example).
My Spirit Dusts usually go to Divine Dragon Alear, because they make her better with Levin Sword and Arts.
Energy Drops see great use on Bow Knight Etie. By the time you recruit Fogado and are able to upgrade his Silver Bow to Ike engraved Brave Bow, she will very likely be one rounding most of her targets if you've given her the 2 early game Energy Drops (especially any target that could potentially counterattack). Especially if you're able to upgrade it to at least +3, because Ike engraved Brave Bow+3 has the same MT as a base Steel Bow.
Skill Books are great for royals with dex-trigger passives.
My preference for using Speedwings is to use them to make a tank unit get doubled less often. As such, Alfred makes a pretty good target for these. Royal Knight Vander is another good option; in tandem with Spd+ and Arms Shield++ passives he will tank swords quite well all the way to endgame.
I'd argue that Timerra is objectively the optimal user of Dracoshields, though they are also very good on Alfred and Diamant. Dracoshields are pretty much good to go on any main tank except Louis, because his def will already naturally be so high that it's actually a waste if he uses them.
Talismans are best on whoever you assign as your Ike tank.
Goddess Icons are actually a pretty good option for Alfred. Since he already has naturally high lck, you can invest in it further to make him very crit-resistant, more so than other tanks would be with the same investment. Otherwise, they'll go great with Divine Pulse.
How many speedwings do you use on Alfred? Genuinely curious as by the time you level him to 10 and promote him to Avenir, his strength,. HP, def, and res are good but his SPD is quite behind.
@@Andigames235 tbh, i've never actually had to use a Speedwing on him. On my first maddening run, i used them on Rosado to make him better with axes. But on that playthrough Alfred used Emblem Lyn so spd wasn't an issue for him, and he performed solidly as my main tank.
I have an all Lythos/Firene playthrough in progress that's on ch23, and on this run i'm actually using my Speedwings on Royal Knight Vander instead. Here Alfred has spd+ passive and is using Emblem Leif, so i haven't been having any issue with him taking too much dmg from getting doubled here either.
I have another run that's on ch19, and here i haven't invested into Alfred's spd at all yet. Here he's using Resolve and Arms Shield passives with Emblem Eirika for Gentility, so i'm just going all in on boosting his dmg mitigation.
The main thing with Alfred early on is that you just keep him using Iron Lance so he's not getting weighed down by his weapon. That will keep him fast enough to usually not get doubled so he can tank effectively. After ch11 it's a matter of investment if you want to upgrade past Iron Lance; you either invest in his spd with a ring or a passive to upgrade to Steel Lance so he's not getting doubled, or you invest in his bulk so he simply doesn't care about getting doubled while holding Steel Lance.
One good thing about Alfred later on in the game is that his bld growth will start to counterbalance his spd stat, and it starts helping him keep up with other units with higher spd but lower bld while holding the same weapon. A pretty good example of this is when comparing him to Goldmary. At the point when she joins at lv17/3, i had my Alfred at lv13/7 in my current run, and they stacked up as such (and bear in mind that Goldmary is being weighed down a bit by her weapons in her join chapter):
Alfred Goldmary
HP 39 40
STR 18 17
MAG 4 2
DEX 16 18
SPD 14 20
DEF 19 20
RES 10 12
LCK 18 13
BLD 8 9
But by the end of my first maddening run where i used them both, i had a lv10/20/13 Alfred and a lv17/20/2 Goldmary that looked like this:
Alfred Goldmary
HP 57 55
STR 30 25
MAG 5 2
DEX 25 24
SPD 25 27
DEF 33 30
RES 16 18
LCK 31 20
BLD 12 9
Goldmary was 4 lvls behind here, but even with 2 more points in spd she's still +4/-3 in spd/bld compared to Alfred. So realistically, with similar investment in their spd they will be about as fast as each other by endgame.
You only get half value for selling them, it's better to keep them all except a single seraph robe otherwise you won't hit rank 5 funds by the end chapter.
Your Jade is underleveled. For the sake of comparison, i'm also on ch19 on my current file and my lv13/14 Alfred has 21/17/23 base str/spd/def compared to your lv??/8 Jade's 22/9/27. Her loadout is not bad at all; Resolve/Gentility/Arms Shield is working fine on my Alfred because he hasn't been getting doubled by every enemy on the map.
You don't use your tanks enough. You ran into the same issues with your underleveled Louis. It's actually somewhat of a trend that units you don't particularly like tend to fall behind because they don't get enough use. It's happened with Citrinne and Etie. I'm guessing it's also happened with Diamant, because at similar lvls Timerra is barely faster than he is. And by your comments i'd also guess it's happened with Boucheron.
Your Jade seems to potentially be anywhere from 5-9 lvls behind my Alfred at similar points in the game (without knowing how many paralogues/skirmishes you've already done up til now), and Alfred isn't even my highest lvl unit on this file. She should have much more def by now than what she currently has, that's why she's taking so much dmg in every combat.
The jade issue stemmed from other combat units killing everything, I've had leveled jades before :)
Werid how there is no con/build stat booster crit stat boosters would be broken like +5 crit or something
Well, there is, it’s called the weight room. Unfortunately most of them are too lazy to lift.
How many carries do you run per playthrough? I tend to notice when I get to 4 it starts getting inefficient.
The highest manageable number seems to be 6. One of my current runs is using Alfred, Diamant, Timerra, Boucheron, Lapis, and Clanne as my main combat units. And it could be the case that i only have room for 6 here because i'm not using Seadall on this run.
On a different file i have in progress where i am using Seadall, my main carries are Alfred, Boucheron, Louis, Chloé, and Clanne.
And on my first completed maddening run, they were Alfred, Boucheron, Clanne, Goldmary, and Rosado. So 4-5 sounds about right in most cases.
@shannonjones8877 how did you build your Clanne to be a carry? That peaked my interest.
@@brianwinters2285 Clanne is my go to avo tank on Mage Knight. It combines his natural spd on the class with Micaiah engraved Elfire to make him mostly unhittable. Like, in many cases you can get enemy hitrates on him into single digits.
Elfire is a good target for Micaiah engraving because magic weapons are less hindered by mt reduction since most enemies don't have good res anyway. It is also light enough that he retains his spd which means he gets the most avo and also most of the time doubles whatever attacks him.
For investment, i give him avo+ and spd+ passives, and at least 1 Seraph Robe. And if you need him to hit something really hard for a turn instead of avo tanking, you can just keep a Bolganone and a Silver Sword on him.
Easy way to get the speedwing on Leif's paralogue, Lyn ultimate on a high strength user will one shot him.
Boots for General, Mage Cannoneer, and Seadall.
Everything else is whatever.
Coffee: "My back liners keep dying because of bad positioning."
You right, proper strategy in a strategy game is overrated...
Also, Mage Knight is trash.
If you want a proper crit build, sniper for the crit passive and dex and inherit brute force, use Claude's ring so you always get sniper's crit.
NOOOOOOOO DONT OVERINVEST 😰
Anner Bananer should get them all