The physical threshold for any non-Corrin unit with a brave is 73 when Takumi is enfeebled, which Camilla reaches with only Wyvern and Fighter class skills and any Berserker pairup, she doesn't need a marriage at all - anyone that reaches the Berserker cap can almost certainly achieve the attack needed to 1-round with Fates stat stacking. The most obvious options are characters like Charlotte and Effie that have an already strong Str growth, but there are plenty of other options like Arthur, Percy, Keaton, Velouria that have natural access to Berserker and the option to get extra skills from other class lines, like Odd-Shaped for the wolfskins or wyvern skills for Percy. Also worth noting that creating a strong skill build to kill Takumi is not exactly a detriment to the rest of your gameplay - you can also use that unit to kill lots of other things. There's plenty of stuff out there showcasing units like Ophelia rolling through tough maps like CQ25 so it's not like it's a disproportionate amount of investment JUST to kill the final boss, you get a lot of value out of creating a super unit.
This is true indeed! However, you're getting into the territory of NEEDING to enfeeble Takumi. Yes, berserker can, obviously, but we have to take into account that enfeeble addition and I'm willing to bet, not most players have two pass users for that specific goal. I'm aiming for a more consistent non negotiable route. Get to Takumi, 1 round him. No shenanigans. Obviously I looked at Camilla as one of the options because she's a great unit regardless, and it's very very valuable to have her go into berserker at some point regardless. I do agree, having great units for the whole game isn't a detriment, but BANKING on those units being the Takumi Killer when the obvious, most straightforward solutions is right there is what I'm against. This whole setup however does start to fall through when looking at ironmans. Even those low % hit chances can lead to certain deaths or, what if a parent dies? It's the idea that Corrin will ALWAYS be there, always available to complete the goal, so you can specialize the children in different ways, is more attractive to me personally.
@@FireEmbros Speaking of low percent hit chances, almost every single Ophelia vantage sweep video I have seen seems to requires her to dodge multiple low percent hits and land shaky hits to survive. For instance, Ophelia is known for being able to vantage sweep the entire left side of chapter 25, yet that strategy is no longer viable in an iron man context. To make it reliable, you would have to freeze and entrap all the mechanics who can kill her at 3 range for free due to calamity gate, as well as dispatch some of the Swordmasters against who she has 60 ish percent hitrates. At that point, one might as well clear the left side normally. So, I wouldn't really say that Ophelia "rolls through" chapter 25 as Jack seems to describe it.
The irony of someone loosing an iron man attempt due to their Takumi killer not being able to kill him by 1 or 2 points of damage (which I have seen on stream), is that they may have actually beaten the map if they had just tried to play it normally. In that sense, attempting to 1 turn the map is actually more dangerous in an iron man than playing it straight up, unless you have done the math exactly right, which seems kind of difficult with his whole dragon skin thing going. Maybe im just saying that because I am bad at math though. I guess one doesn't actually need to do the math because one just needs to reach a certain damage value already figured out by others. On another note, I am not sure if I would want to put life and death on my game over condition (corrin) in an iron man. I guess it works if you only equip it for end game and then 1 or 2 turn the map with a scripted clear.
@@AstraProc you are correct, you do indeed only equip it for the to final map! It’s not good to have it during all maps, but for the final one only. You’re also right about the threshold. This video I really just zoomed in on what skills you need given the conditionals of damage stacking being applied. The number stuff is always confusing, but JUST having the necessary skills (if all rallies/tonics/caps have been met) makes it a lot easier to digest IMO. I do agree it comes down to preference on how to do it. Some people prefer doing the map regular, but for me it’s too many moving parts. The consistency of the 1 or 2 turn clear is exactly that, it ALWAYS works if you’ve correctly met the threshold without any inherent risk. I personally prefer that in the Ironmans, and by utilizing corrin as the Takumi killer, you basically eliminate the possibility of failing the check and ensure consistency.
It's funny the stat requirements are so massive, when on my last playthrough I one shot Takumi with Velouria wielding the Bronze Axe+2, which was fun. Not practical at all of course.
As someone that has my Corrin in swordmaster near the end of the game this is super nice wish you went into the rescue manuevers to do this though cuz I have no clue how to do thosse
01:54 - 02:10 is the first part of it, 05:45 - 05:55 is the second part. You need a staff user with pass (the falcoknights in hinoka's chapters are great for this), you need azura to be paired into a horse and dance for the staff user after they've rescued the Corrin pairup into the position directly below the rock on the left hand side. Once danced, you go down straight with the pass user and rescue Corrin again. They can then walk into range for takumi even if they are the lead pairup. The reason why you see me put gunter into the green zone, then merge corrin INTO him, after the rallies, is because I dont want Corrin to get enfeebled. If it's still not clear, reach out to me on discord and i'll send you the vid!
@@something1558 There is a second method, it involves having entrap. If you have entrap, you can utilize it to pull the general that is preventing you from going down straight (to reach it on turn 2, you need to place a cav in range of an enfeeble, then merge your entrapper into it and go entrap the general. Then you can go downwards with the dancer (you won't use the cubby underneath the rock, you need to use the line opened and extend the range with a cav that can rescue (probably elise) and a cav carrying azura. I can send you a vid of that solution too , hit me up on discord if anything!
Play the map normally instead of speed running it and jump Takumi with units who are built to survive and kill him in two to three combats is the best strat ive found. You can really get screwed over by trying to do the map as fast as possible and engineering a Takumi killer who can get a string of bad level ups and be an HP or two off killing him and fail the whole map. Way less variance this way.
About the potential Vengeance counterattack- it’s possible to have your boss killer duo gain guard gauge by attacking one of the mobs en route (+6 to gauge via follow-up and counter) before getting sung to and attacking with a brave weapon (+4), removing that part of the equation.
@@kevin427 the 2 turn strat I usually use involves dancing the rescue user, but if you’re dancing the killer then yes! It’s a solid way to circumvent the issue!
Oh new video, Sees Conquest Lunatic Knows I just beaten Birthright Normal Classic and got a +7 Iron Katana Sees whats needed for final boss Now I worry for Birthright Lunatic Also now I need to get conquest one day
I'm having a vision, what if your Takumi killer isn't enough, what if, it is more consistently to kill Takumi with not a Takumi killer, but two Takumi killer?
@@tanphamnhat969 the more Takumi killers the better, but with the turn 1/2 strat, you just need 1 unit to do it. If you’re doing it regular, I definitely agree the more the merrier, because they’ll also delete pretty much anything else on the map too
@@FireEmbros I mean having two weaker stat-wise Takumi killers that you need both of them to kill him, not two units that reach the one round Takumi kill threshold
Bowzu bros we eating good as usual
Surprisingly impressive that she can reach the threshold so consistently! It was a great find!
Izana? Best hair 5 years running, that Izana?
The physical threshold for any non-Corrin unit with a brave is 73 when Takumi is enfeebled, which Camilla reaches with only Wyvern and Fighter class skills and any Berserker pairup, she doesn't need a marriage at all - anyone that reaches the Berserker cap can almost certainly achieve the attack needed to 1-round with Fates stat stacking.
The most obvious options are characters like Charlotte and Effie that have an already strong Str growth, but there are plenty of other options like Arthur, Percy, Keaton, Velouria that have natural access to Berserker and the option to get extra skills from other class lines, like Odd-Shaped for the wolfskins or wyvern skills for Percy.
Also worth noting that creating a strong skill build to kill Takumi is not exactly a detriment to the rest of your gameplay - you can also use that unit to kill lots of other things. There's plenty of stuff out there showcasing units like Ophelia rolling through tough maps like CQ25 so it's not like it's a disproportionate amount of investment JUST to kill the final boss, you get a lot of value out of creating a super unit.
This is true indeed! However, you're getting into the territory of NEEDING to enfeeble Takumi. Yes, berserker can, obviously, but we have to take into account that enfeeble addition and I'm willing to bet, not most players have two pass users for that specific goal.
I'm aiming for a more consistent non negotiable route. Get to Takumi, 1 round him. No shenanigans. Obviously I looked at Camilla as one of the options because she's a great unit regardless, and it's very very valuable to have her go into berserker at some point regardless.
I do agree, having great units for the whole game isn't a detriment, but BANKING on those units being the Takumi Killer when the obvious, most straightforward solutions is right there is what I'm against. This whole setup however does start to fall through when looking at ironmans. Even those low % hit chances can lead to certain deaths or, what if a parent dies? It's the idea that Corrin will ALWAYS be there, always available to complete the goal, so you can specialize the children in different ways, is more attractive to me personally.
@@FireEmbros Speaking of low percent hit chances, almost every single Ophelia vantage sweep video I have seen seems to requires her to dodge multiple low percent hits and land shaky hits to survive. For instance, Ophelia is known for being able to vantage sweep the entire left side of chapter 25, yet that strategy is no longer viable in an iron man context. To make it reliable, you would have to freeze and entrap all the mechanics who can kill her at 3 range for free due to calamity gate, as well as dispatch some of the Swordmasters against who she has 60 ish percent hitrates. At that point, one might as well clear the left side normally. So, I wouldn't really say that Ophelia "rolls through" chapter 25 as Jack seems to describe it.
The irony of someone loosing an iron man attempt due to their Takumi killer not being able to kill him by 1 or 2 points of damage (which I have seen on stream), is that they may have actually beaten the map if they had just tried to play it normally. In that sense, attempting to 1 turn the map is actually more dangerous in an iron man than playing it straight up, unless you have done the math exactly right, which seems kind of difficult with his whole dragon skin thing going. Maybe im just saying that because I am bad at math though. I guess one doesn't actually need to do the math because one just needs to reach a certain damage value already figured out by others.
On another note, I am not sure if I would want to put life and death on my game over condition (corrin) in an iron man. I guess it works if you only equip it for end game and then 1 or 2 turn the map with a scripted clear.
@@AstraProc you are correct, you do indeed only equip it for the to final map! It’s not good to have it during all maps, but for the final one only.
You’re also right about the threshold. This video I really just zoomed in on what skills you need given the conditionals of damage stacking being applied. The number stuff is always confusing, but JUST having the necessary skills (if all rallies/tonics/caps have been met) makes it a lot easier to digest IMO.
I do agree it comes down to preference on how to do it. Some people prefer doing the map regular, but for me it’s too many moving parts. The consistency of the 1 or 2 turn clear is exactly that, it ALWAYS works if you’ve correctly met the threshold without any inherent risk. I personally prefer that in the Ironmans, and by utilizing corrin as the Takumi killer, you basically eliminate the possibility of failing the check and ensure consistency.
I didnt expected the Izana sweep, lul
I gotta be real, neither did I.
It's funny the stat requirements are so massive, when on my last playthrough I one shot Takumi with Velouria wielding the Bronze Axe+2, which was fun. Not practical at all of course.
As someone that has my Corrin in swordmaster near the end of the game this is super nice wish you went into the rescue manuevers to do this though cuz I have no clue how to do thosse
01:54 - 02:10 is the first part of it, 05:45 - 05:55 is the second part. You need a staff user with pass (the falcoknights in hinoka's chapters are great for this), you need azura to be paired into a horse and dance for the staff user after they've rescued the Corrin pairup into the position directly below the rock on the left hand side. Once danced, you go down straight with the pass user and rescue Corrin again. They can then walk into range for takumi even if they are the lead pairup. The reason why you see me put gunter into the green zone, then merge corrin INTO him, after the rallies, is because I dont want Corrin to get enfeebled. If it's still not clear, reach out to me on discord and i'll send you the vid!
@@FireEmbros I'm past the hinoka chapter and don't have a staff user with pass I'm so cooked
@@something1558 There is a second method, it involves having entrap. If you have entrap, you can utilize it to pull the general that is preventing you from going down straight (to reach it on turn 2, you need to place a cav in range of an enfeeble, then merge your entrapper into it and go entrap the general. Then you can go downwards with the dancer (you won't use the cubby underneath the rock, you need to use the line opened and extend the range with a cav that can rescue (probably elise) and a cav carrying azura. I can send you a vid of that solution too , hit me up on discord if anything!
Play the map normally instead of speed running it and jump Takumi with units who are built to survive and kill him in two to three combats is the best strat ive found. You can really get screwed over by trying to do the map as fast as possible and engineering a Takumi killer who can get a string of bad level ups and be an HP or two off killing him and fail the whole map. Way less variance this way.
Exactly lol
About the potential Vengeance counterattack- it’s possible to have your boss killer duo gain guard gauge by attacking one of the mobs en route (+6 to gauge via follow-up and counter) before getting sung to and attacking with a brave weapon (+4), removing that part of the equation.
@@kevin427 the 2 turn strat I usually use involves dancing the rescue user, but if you’re dancing the killer then yes! It’s a solid way to circumvent the issue!
The Izanagi is cursed in the best possible way
Glad you enjoyed it!
Oh new video,
Sees Conquest Lunatic
Knows I just beaten Birthright Normal Classic and got a +7 Iron Katana
Sees whats needed for final boss
Now I worry for Birthright Lunatic
Also now I need to get conquest one day
@@zarekthompson5071 conquest is a really really fun game. Definitely recommend
Birthright Lunatic is actually relatively easy so don't worry.
Takumi either one of the greatest obstacles in conquest or too strong as a boss.
Uh? Thanks TH-cam gifted membership and whoever gifted it? All I’ve watched is best fire emblem dads
Likely me
@@nohrianguy lol thanks, I think?
@@The_Ice_Type_Specialist welcome to MemBro ship and I hope you’re enjoying the content so far :)
I'm having a vision, what if your Takumi killer isn't enough, what if, it is more consistently to kill Takumi with not a Takumi killer, but two Takumi killer?
@@tanphamnhat969 the more Takumi killers the better, but with the turn 1/2 strat, you just need 1 unit to do it. If you’re doing it regular, I definitely agree the more the merrier, because they’ll also delete pretty much anything else on the map too
@@FireEmbros I mean having two weaker stat-wise Takumi killers that you need both of them to kill him, not two units that reach the one round Takumi kill threshold