_Yes!_
Smash Hero
Doom I know you already answered this but I forgot....are you going to this?
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wait... so doom wont be at the...No dude, I can't. :/ It sucks that I have to miss something this awesome. Stupid family has plans to go out of state with me that day and I have to go. Plus, finding a ride here would be really difficult and a lot of gas money.
Screw that, I make my own V-Neckssince I promised Atomsk idk how long ago, I shall wear my V-Neck shirt here! :0
No matter how many times he tries Inui can't beat lasersI think some Spam has rubbed off on me, because I really like lasers now. In both games actually.
SH blaster cancel with Wolf would be omg. Also, Jman's lasers are epic.
I would but we got rid of our ping pong table last year . I might do it anyway though after a warm up. We still have our pool table but I havent played that in forever too. Who knows though, I might mm you for the hell of it anywayThis is really going to be some amazing ****.
Anyone want pool/ping pong MMs? XD
Percival's Supports
C requires the friendship rating of the two people supporting each other to be 60, B requires
120, and A requires 200.
(Starting friendship rating/growth per turn next to each other)
Dorothy: (1/+1)
Klein: (20/+2)
Lalum: (1/+2)
Elphin: (20/+2)
Douglas: (30/+2)
Cecilia: (30/+2)
Dorothy - Fire - 1 Attack, 15 Hit, 15 Avoid, 15 Crit, 7 Crit Evade
Klein - Ice - 1 DEF/RES, 15 Hit, 15 Evade, 7 Crit, 15 Crit Evade
Lalum - Thunder - 1 DEF/RES, 7 Hit, 15 Evade, 15 Crit, 15 Crit Evade
Elphin - Light - 1 Attack, 1 DEF/RES, 15 Hit, 7 Evade, 15 Crit, 7 Crit Evade
Douglas - Thunder - 1 DEF/RES, 7 Hit, 15 Evade, 15 Crit, 15 Crit Evade
Cecilia - Anima - 1 Attack, 1 DEF/RES, 7 Hit, 15 Avoid, 7 Crit, 15 Crit Evade
Dorothy isn't too bad of a unit, but we can pretty much rule her out as a support partner thanks her the low base friendship and slow growth of the support. Lalum would be in the same boat if not for the decent growth of the support. Elphin and Klein are fast options, and Douglas and Cecilia are very fast choices.
Standard Percival
HP: 43
STR: 17
SKL: 13
SPD: 18
LUK: 12
DEF: 14
RES: 11
A normal Percival is still rather good. He has much better base stats than any other level 5 Paladin in most games could ever hope for, and his HP, STR, and SPD will consistently grow, keeping him strong.
However, the debates focus on hard mode. Whilst the enemies also recieve bonuses in power, Percival's bonus is much larger than any enemy's, and since his HP, STR, and SPD will grow well, he'll stay more powerful.
Hard Mode Percival; Level 5
HP: 50
STR: 20
SKL: 16
SPD: 20
LUK: 15
DEF: 15
RES: 13
Percival comes with a silver sword and a silver lance.
Growths
HP: 75%
STR: 30%
SKL: 25%
SPD: 35%
LUK: 20%
DEF: 20%
RES: 10%
His growths are quite mediocre. While being below average, they are still superior to Garet, Niime, Marcus, Dayan, and Yuno.
You can be confident that his HP will grow, and his SPD and STR will also do fine. His other stats will only go up occassionally. Percival's power comes from his RNG proof bases, not his growths. His growths only keep his HP very high, and increase his STR and SPD to boost his offense.
Averages
Level 20 Paladin
HP: 60
STR: 24.5
SKL: 19.75
SPD: 25
LUK: 18.0
DEF: 18.0.
RES: 14.5
CON: 12
AID: 13
MOV: 8
Lances, Swords, Axes
A Klein/B Lalum
He is...****ing amazing. He caps HP and SPD easily, and he comes **** close to capping his STR. His DEF is above average, and his LUK is fine. His RES is amazing for this game. It's only a few points away from the RES averages of several magicians, and actually more than Hugh's.
Situational Usefulness
First off, Percival will tend to be at a higher level than most of your units. A few prepromoted units, like Klein and Marcus, or a unit like Dieck that gets a lot of use may match him in level, but certainly not surpass him.
Enemy Samples From Chapter 15 - taken from the enemies not on the front lines since Percival will only be in combat for the latter half of the chapter.
Level 18 Mercenary
HP: 41
STR: 16
SKL: 20
SPD: 18 (-1 from steel sword)
LUK: 8
DEF: 9
RES: 4
(Usually have steel swords)
Level 18 Cavalier
HP: 41
STR: 15
SKL: 12
SPD: 13 (-4 from steel lance, -2 from javelin)
LUK: 10
DEF: 10
RES: 4
(Usually have steel lances)
Level 5 Sniper
HP: 44
STR: 16
SKL: 17
SPD: 12
LUK: 11
DEF 10
RES: 8
(Both have silver bows)
Level 17 Dragon Rider
HP: 43
STR: 19
SKL: 12
SPD: 14 (-3 from steel lance)
LUK: 7
DEF: 15
RES: 3
Level 18 Archer
HP: 39
STR: 14
SKL: 13
SPD: 12 (-3 from long bow)
LUK: 10
DEF 8
RES: 3
(All 3 have long bows)
Level 1 Valkyrie
HP: 33
MAG: 15
SKL: 10
SPD: 18
LUK: 11
DEF: 7
RES: 14
(Elfire and Physic)
Raeth - Level 8 Paladin Boss
HP: 47
STR: 19
SKL: 12
SPD: 10
LUK: 13
DEF: 15
RES: 11
(Spear)
And this is basically the standard for the rest of the game. High powered enemies. Those enemies have stats that are equal or better compared to the stats of your own normal units on average. Percival, however, dominates them. He can already double attack every enemy in the first chapter he's in with the exceptions of the Valkyries and half of the mercenaries.
Chapter 16
Level 6 Percival
HP: 50.75
STR: 20.3
SKL: 16.25
SPD: 20.35
LUK: 15.2
DEF: 15.2
RES: 13.1
If he gained SPD on his first level-up, he will double attack every single enemy in chapter 16 besides Narshen. Even without gaining SPD, he will double attack everything besides Narshen and one or two mercenaries.
The average attack power of melee units, discluding Douglas, the Mamkutes, and Narshen is ~25. Percival can get the weapon triangle to be in his favour for nearly every battle, reducing that to ~24. Percival will take 9-10 damage to his massive 50-51 HP in the event that he is even hit. Percival has 55-60 dodge. Mercenaries have ~115 hit, and are the most accurate enemies on the map. They will have ~50% chance to hit Percival. Everything else will have less(again, the two Mamkutes are not being included). No enemies can land a critical on him. The mages have about the same attack power against Percival's 13-14 RES and massive HP. So, it would seem Percival is very durable. Perhaps your most durable unit period when you consider all parameters.
Offensively, he's also one of your more superior units. Paladins have 11-13 DEF, Mages/Bishops around 5 DEF, Snipers have 9-11, and the Mercenaries have 8-9 DEF. Armour Knights have a nice 16-17 DEF, but pitiful avoid and RES. The promoted units have a lot of HP, but Percival can reliably kill any unit in a single turn. Mages pose no problems, he can use axes against the armoured units along with effective weapons, and the same goes for when he fights Paladins. Thanks to his 12 CON he can use the heavy effective weapons without losing his ability to double attack. Mercenaries don't have the durability to take two hits from a good lance if Percival's using it. He'll need an S rank weapon to one-turn-kill a Mamkute, and he won't have an S until the end of the chapter at least...so he can't exactly **** those two Mamkutes. Narshen is the boss, and has very good stats.
Sample Hard Mode Narshen
HP: 55
STR: 20
SKL: 17
SPD: 18
LUK: 15
DEF: 22
RES: 12
Narshen has a runesword, so attacking at a distance is ********. Narshen's hit on Percival will only be 34 if Percival is using a lance, which is a lot better than what most other units can hope to get. Clarine might have more avoid and a few other super dodgy units, but they won't deal enough damage to Narshen for them to be effective. Narshen can't beat Percival if he's using something like a silver lance. Narshen's Delphi Sheild makes him immune to bows unless you get a thief with 18 SPD or more to get to him and steal it, which isn't that likely because there are too many chests to deal with. Percival is basically one of the better units for taking on one of the strongest bosses in the game.
When it comes to finishing in time to get a good tactics rating, he's really handy. He can fight through enemies easily and move around easily, and he's good for getting rid of Narshen quickly providing he can double attack him. He can escort thieves to the chests so you can get them all in time without hurting your ratings.
By the end of this chapter, he should have a C with Lalum and Klein.
Chapter 16x
Lots of mages. Lots of mages. A Bishop for a boss. A long winding road to the end. What's better than a Paladin with high RES? By the middle of the chapter, Percival will certainly be level 8 at least.
Level 8 Percival
HP: 52.25
STR: 20.9
SKL: 16.75
SPD: 21.5
LUK: 15.6
DEF: 15.6
RES: 13.3
The Bishops have 36-37 HP and 22-23 RES, so your own magicians won't be doing anything to them, especially Rei due to WTDA. Melee units with high RES are the best choices. Percival, basically, since he has the highest RES of all the melee units in the game discluding FalcoKnights. He has the avoid and the hit to handle anything, too. This chapter has a map that requires a lot of movement, so Percival is extra handy thanks to his class. The boltings, purges, and the status staves are also handled by Percival better than any other melee unit could besides FalcoKnights.
This boss can be pretty annoying.
Windam
HP: 45
MAG: 24
SKL: 15
SPD: 15
LUK: 20
DEF: 14
RES: 13
Nice LUK. Relying on a critical to win isn't a good choice, obviously. 32 attack when it's magic based...is something most of your units can't handle. Even a capped RES unit will still take damage if hit, and even your highest RES units will only have 20-23 RES right now at best. Windam has ****ing 80 evade on the throne. 80 evade. Good luck hitting him with anyone that isn't an anima magic user or a swordmaster/hero. Even Percival will have trouble. Oh, wait, no he won't. Equip him with a slim sword and he'll rip Windam to pieces without running the risk of taking massive damage that Fir/Dieck would have. You'd think an anima user would be great, but the throne offers 5 RES and 3 DEF, which makes Windam's RES end up higher than his DEF.
Chapter 17
Level 9 Percival
HP: 53.00
STR: 21.2
SKL: 17.0
SPD: 21.5
LUK: 15.8
DEF: 15.8
RES: 13.4
C Klein
Tons of nomads in the south, magicians to the east. Percival can easily handle both.
As one of your highest RES units and a unit with good avoid, he can move into the forests with a javelin or hand axe and handle the mages and sages. He's got the avoid to dodge most of the time, and the RES and HP to take blows when they do hit him.
In the south, there are a lot of nomads and nomadic troopers, and a ballista. Miledy and Zeiss are bound to have a hard time. Your best options are tanky units. The actual Generals in this game suck. So, who are you going to use? Percival, obviously.
Alcard is rather slow and only uses lances, so any axe user can thrash him with supports helping them. Percival included.
Chapter 18
Level 10 Percival
HP: 53.75
STR: 21.5
SKL: 17.25
SPD: 21.85
LUK: 16.0
DEF: 16.0
RES: 13.4
C Klein/C Lalum
Average Nomad
HP: 35
Attack: 18
Hit: 116
Crit: 18
Attack Speed: 19
Avoid: 46
Crit Evade: 9
Defense: 7
Resistance: 5
Percival vs Nomad(Javelin/Hand Axe)(C Klein/C Lalum)
HP: 55
Attack: 21/22
Hit: 51/46(58/53)
Crit: 0(4)
Attack Speed: 22
Enemy Hit: 56(46)
Damage: 2(1)
Enemy Crit: 0
Righto, then. Percival doesn't even double attack them and he's one of your faster units right now. Only Fir and Rutger will have more speed at this point, or maybe Lance. However, unlike Percival, Fir and Rutger can't fight back against the horde of nomads.
And I mean a huge horde.
12 Nomads
6 Nomad Troopers.
6 Myrmidons.
2 Shamans.
2 Wyvern Riders.
1 Druid.
1 Wyvern Lord.
This is not including enemy reinforcements, which end up being as much as the initial batch of the enemies or even greater.
Continuing on, Percival is easily one of the best units for this chapter. Not only can he effectively fight back against every enemy, but he can handle the Nomadic Troopers with swords and the myrmidons with his Javelins as well. Percival with Javelins is a key player in this chapter as he can effectively fight every single enemy in the entire chapter. He destroys the Nomads; deals 21-22 damage with a 46-51 hit rate using very inaccurate and weak weapons, and only takes 2 damage to his massive 55 HP at a 56% chance of being hit. He wrecks the most abundant unit type in the chapter, killing them in two hits and tanking against them marvelously. So much for magic users dealing more damage, too; the Nomads have only 2 less RES than DEF and Percival's weapons are stronger than magic. He can double the myrmidons due to them using heavy swords, and they pose no threat to him damage-wise at all. The Shamans deal decent damage to him...and massive damage to every other melee user in you have except a leveled up Marcus or Zealot, and they shouldn't be fighting anymore. Percival is the the best choice for slaying the Shamans and the Druid. Why? He doubles them, takes less damage than your other melee units and has more HP than almost every single you have, your magic users wield anima and are at the disadvantage, and Saul and Ellen cannot fight in this chapter at all due to being wrecking by the melee units. Percival is effective with axes against the Wyverns, but any axe/bow user would be just as good.
The Nomad Troopers are the monsters of this chapter.
Average Nomad Trooper(Bow/Sword)
HP: 43
Attack: 21/24
Hit: 119/109
Crit: 18/8
Attack Speed: 20/18
Avoid: 49
Crit Evade: 9
Defense: 12
Resistance: 7
Wow. With their bows equipped, they could double attack several of your units. Your units certainly won't be doubling them. They're very accurate and have good critical rates, and are pretty evasive. They certainly aren't bad at dealing damage, especially with a steel sword equipped.
In this chapter, the enemies swarm you all at once. They have high movement and attack range and move in quickly because of this. You need a unit like Percival that can perform every function well; tanking, fighting back, and moving around. He is excellent at both taking blows and striking back, and chasing them down with his high movement. You have to get Roy, a weak unit that gets doubled and destroyed, to the gate. You need to do this quickly for your tactics rating to not suffer.
Now, onto the final wall in Roy's way of completing this chapter; Monke.
Level 9 Nomad Trooper[sample hard mode stats used, including gate bonuses](Brave Bow/Brave Sword)
HP: 48
Attack: 28/27
Hit: 122/127
Crit: 10
Attack Speed: 21
Avoid: 77
Crit Evade: 15
Defense: 18
Resistance: 15
...Holy ****. Even Percival can't fight this guy alone. He's got brave weapons, good hit, excellent avoid, and enough critical avoid to not be threatened too much by critical hits. Doubling him is but a mere dream unless you are Fir or Rutger, and dealing good damage to his 18 DEF and 48 HP with them is their own dream.
The key to beating Monke is to use supported lance wielders that won't get double attacked or take massive damage from his brave sword.
Naturally, Barth is rather good for tanking in this entire chapter. However, he will have a very poor hit rate against Monke even with the WTA and supports. His SKL and LUK are both horrendous. Monke will hit him 4 times every turn, and will have a critical rate and will deal some damage. Bors is slightly better at hitting and avoiding, but he'll take slightly more damage and die sooner, and deal less damage.
Percival takes only 10 damage from Monke's sword, and Monke's hit is only 57...and this is without counting any supports Percival should have by now.
This is a boss, so I'm assuming you'd put away the iron lances in favour of better weapons. Namely a killer or silver lance.
Percival vs Monke(Killer/Silver)
HP: 55
Attack: 16/20
Hit: 50/40(57/47)
Crit: 30/0
HP: 48
Enemy Hit: 57(47)
Damage: 9
Enemy Crit: 0
The silver lance is great for raw damage, but it's bad at everything else. The killer lance is easily the better choice for both a faster finish and cost efficiency. One critical puts Monke near death, and one critical counting supports kills him.
A supported Percival with a killer lance destroys Monke nice and quickly without having the worry of dying that other offensive powerhouses would have.
Chapter 19
Level 11 Percival
HP: 54.5
STR: 21.8
SKL: 17.50
SPD: 22.20
LUK: 16.2
DEF: 16.2
RES: 13.5
B Klein/C Lalum
The two nomads to the left and two to the right are hardly threats as they are weaker than the ones in the previous chapter, so just take them out with whomever. The three nomads up top are slightly stronger, but still not much of a threat if you lure them in with durable units. Like Percival, who only takes 3 damage from them...to his massive 55 HP.
That one nomad trooper is another story, however...
Level 8 Nomad Trooper Sample
HP: 46
STR: 16
SKL: 18
SPD: 20
LUK: 10
DEF: 11
RES: 7
Short Bow, Steel Sword
Good luck slaying that in one turn with anything, really. What's that? Only 5(4) damage to Percival and it can't double him even with that high speed? Only a 61(46) Hit anywyas? Tsk. When the Nomad Trooper uses the steel sword, he's at the disadvantage to Percival's lances and has less accuracy in general from the weapon swap...so let's assume he's going to just miss.
Next comes the Wyvern Riders and Wyvern Generals, a small group on each side. A Percival and Klein team effectively mops up either side, with maybe a unit or two with them. Just use axemen followed by magicians and bow users, and you won't have any trouble. Just have a healer nearby to save your axe users, since there's an axereaver on each side.
The next issue is the Sage with a sleep staff. Now, even with Percival's 14(15) RES that Sage will have around a 70 Hit with his staff. Against other melee units, expect between 80 and 100. Point is, Percival is better at avoiding it. You'll need some restore staves for this chapter, especially since there is another Sage with a silence staff.
The hard part about this chapter is finishing quickly. There are three major obstacles in you way.
1. Long distance to traverse.
2. Plethora of different unit types(nomads, mages, myrmidons, wyvern riders, and all of their promoted counterparts, along with several archers).
3. Gel.
Problem 1: Percival has 8 movement. This is the highest normal movement score in the game, and it belongs to mounted units. Fliers will be of less use here despite their high movement due to the plethora of bow users. Miledy will be able to take some blows, Zeiss's level is still too low to make him a frontliner and he gets doubled a lot, the the FalcoKnights will take tons of damage when hit. Too bad there is only one Delphi Shield. Anyways, the Paladin class shines here as the most useful. High movement without the weakness to bows.
Problem 2: Percival, being able to use three melee weapons and having no stat flaws, is the Jack of all trades for this chapter. He can effectively fight every unit, taking minimal damage from both melee and magic attackers, and avoiding at least half the time. He can run away if the rare need to ever presents itself, and he can charge in quickly to help others. He can actually double the myrmidons(hooray for heavy swords) and also double all of the nomads, archers, mages, and sages. He one turn kills all of these units. He can slay the swordmasters in two blows of a lance, as well as the nomad troopers. The wyvern riders are rather tanky, but axes, magic, and bows can take them down. At the end of turn 13, the enemies begin to attack the villages, but you should be able to move in before that and take most of them out using your good units.
Problem 3: ...
HP: 50
Attack: 29
Hit: 131
Crit: 43
Attack Speed: 27
Avoid: 89
Crit Evade: 15
Def: 16
Res: 15
Light Brand
Haha? A chapter 19 boss that's basically harder to kill than Lloyd of FE 7...in the final chapter.
Nobody can safely fight this guy except a few units. You need supports, that's for sure. Someone with a swordreaver, your anima users, and maybe a lance using tank.
Chapter 20
Level 12 Percival
HP: 55.25
STR: 22.1
SKL: 17.75
SPD: 22.55
LUK: 16.4
DEF: 16.4
RES: 13.6
B Klein/C Lalum
Even Niime ***** those axe fighters in the very beginning, so who cares. The warriors are pretty easy to thrash, too. There are a few mages, some swordmaster, random nomads, etc. It's a pretty straightforward chapter and the enemies aren't too strong.
However, it's still an incredibly dangerous chapter, and you need to play through it quickly to get the sidequest for Miugre.
Two Sages are running around where you can't hit them, and they both have Bolting with ~103 hit. Considering their 32-33 attack power, and your units' low RES scores...they suddenly become very dangerous. Percival can actually take a hit from both of them, and still live. Very few other units can do that. Silencing them with Niime is a solid idea since she is most likely your only magic user with both high enough MAG and staff level.
Killer ballistas on each side. Those are a threat to anyone really, thanks to critical being rolled before hit. Dodgy units with good LUK are ideal, but those units aren't likely to be targetted. Percival can even shrug off a critical from one of those things with his good DEF and incredible HP. Miledy or Zeiss with MAXED DEF still take ~28 damage from a ballista without the delphi shield.
It would be great if you could take your time when dealing with those threats, AND getting the chests and fighting the enemies...but you can't. Not only do you have to finish quickly for your tactics rating, but you also need to finish quickly in order to get the sidequest to obtain Miugre. You have to blast through.
What's ideal for blasting through a chapter like this? Certainly not Wyvern Lords, thanks to the ballistas and boltings. Certainly not FalcoKnights, thanks to the ballistas, axemen, and nomads. So...that leaves Paladins, yes? Percival is very ideal, since he can fight everything pretty easily.
Finishing this chapter quickly is twice as important as it normally would be, so having a unit like Lalum/Elphin tag along with Percival(they support with him) can speed you up.
Roartz Level 10 General(sample hard mode stats used, throne bonuses included)
HP: 60
Attack: 34
Hit: 105
Crit: 13
Attack Speed: 14
Avoide: 74
Critical Evade: 16
Defense: 26
Resistance: 18
Spear(1~2 range)
I have no idea why he's such a coward when he has such impressive battle parameters and a good weapon.
Anyways, using axemen that can double attack him is probably your best bet. You need the power of axes to deal nice damage, and the WTA is handy in both hitting and dodging. Percival can double him, has good STR, and he can use axes. He's not the best choice, but he can do fine with a support or two. Supported magicians are effective if they can double him, too. Killing him quickly is the problem, but you can just rush him.
Chapter 20x
Level 13 Percival
HP: 56.0
STR: 22.4
SKL: 18.0
SPD: 22.90
LUK: 16.6
DEF: 16.6
RES: 13.7
B Klein/C Lalum
By now, he should have an S in both swords and lances and an A in axes. As I stated earlier, his powerful bases keep him rather strong even with his poor growths; but his HP, STR, and SPD do grow, keeping him solid for the endgame.
The nomads and nomad troopers are of the same power as the ones way back in chapter 18. I don't really need to explain much, except mention that Percival's advantages he had previously are now even larger. The nomad troopers are, of course, still threatening to most of your army, but I already explained how to defeat them for the part; bait them in with durable units(ones that can use javelins, preferably) and gang up on them.
Let's look at the other threats. In the south central part of the map, there is a wyvern lord with one wyvern rider, and the south-central-east area has 2 wyverns with 1 wyvern lord. The wyvern riders have good stats, but are eighed down by their heavy weapons. Magicians and bow users can decimate them; yes, even Dayan.
The two wyvern lords...have maxed STR, nearly maxed HP, and use silver lances. 40 attack and 103-105 hit. Haha, pretty **** deadly. They're not too bad at hitting, and they can nearly OHKO your magicians(they can easily OHKO Niime, and probably Ellen, Lilina, and Clarine as well).
My point? Percival is ideal for baiting them in with an axe equipped. They have ~31(16) hit on him not counting any supports you might have in play for him. They'll deal 22(21) damage(...), but that's still a lot less than what a lot of your units would take if hit. If he does take the 22(21) damage, he still has 34(35) HP, so he'll be nowhere near death.
The three Nomadic Trooper bosses are basically the same as Monke statistically, so I need not list off their parameters and stats, just their weapons.
Kabul: Short Bow, Killing Edge
Thoril: Short Bow, Silver Sword
Kudoka: Short Bow, Lancereaver
Trick to winning? Get the WTA over them close up, with units that their 25-26 SPD won't double attack and with units that have enough attack power to deal good damage for faster finishes...such as Percival.
The three Druid bosses have the same stats, with a few single point variations.
Brakul: Fenrir, Berserk
Chan: Nosferatu, Silence
Marral: Fenrir, Sleep
Brakul and Marral are easy because Fenrir ***** their SPD, so just **** them with swordmasters or something like that. Chan is a lot harder because he keeps his ~21 attack speed and heals himself when he hits you. He's probably the hardest boss in this chapter due to that, but you shouldn't have too much trouble with him if you play smart. Clarine will do crap damage(could be 0) and has WTDA, so using her is a bad idea despite her high dodge. I would suggest a FalcoKnight or Swordmaster, to be honest.
Status Staves, yay~ Even Percival's good RES for a melee unit will only slightly deter the staves, and the Druids will still have 60+ chance of affecting him. Oh well. Better than the 70-100 that they'd have vs most of your other melee units. Just have Restore staves on hand.
This chapter is big. This chapter is full of bows. You need to conquer several gates in order to finish unless you get very lucky and get the right one first.
Sounds like the Paladin class is still the best option.
Chapter 21
Level 14 Percival
HP: 56.75
STR: 22.7
SKL: 18.25
SPD: 23.25
LUK: 16.8
DEF: 16.8
RES: 13.8
A Klein/B Lalum
Hmm. This is one of the hardest chapters in the entire game. But, don't worry, you get Yodel the Beast at the beginning!
In all seriousness, this chapter is a *****. You have to fight your way all the way to Murdock and then slay him and seize the throne within 25 turns to get the sidequest that grants you Apocalypse.
The map is huuuuuuuuge. Go Paladins and their high movement! I'll have to admit that Wyvern Lords are effective as well. Nomadic Troopers will be amazing here for slaying the wyvern riders, and your Berserkers can go into the peaks and **** the wyverns too. Just use your nomads, paladins, berserkers, and wyvern lords, and make sure you have healers and some aircalibur wielders, and you'll be fine. There are several Sages with VERY high MAG stats, 25-26, so you'll need some good magic tanks to fight them(huzzah Yodel). They have pretty decent hit, so relying on dodge isn't too smart. Percival has solid RES and very high HP, so he can take some hits just fine. The archers and knights are hardly threats at all, as the only unpromoted units worth mentioning are the wyvern riders because of their mobility and high STR. The archers can be problems for your FalcoKnights and that's about it, as Miledy and Zeiss have so much HP and DEF the bowmen hardly affect them. The Sages and Bishops, however, will **** them soundly(I see a 26 MAG Sage with Aircalibur on the map right now, for instance).
The amount of reinforcements in this chapter exceeds the amount of initial units. And there are already a lot of enemies to begin with. All of the reinforcements are wyverns and paladins. You need to blast through them quickly without dying in the process, so units like Percival are extremely vital. Keep your high durability axemen up front(Percival, for example), and keep bowmen and magicians around to take down the wyvern lords.
Murdock is a scary mother****er.
Level 20 General(sample hard mode stats used, throne bonuses included)
HP: 72
Attack: 40
Hit: 108
Crit: 11
Attack Speed: 13
Evade: 71
Crit Evade: 15
Defense: 31
Resistance: 24
Woooooo~ His Tomahawk means he can attack at a range or up close, and with 40 attack, that can be pretty scary. Your best bet is to use a strong swordsman with an Armourcutter that can double attack him. I'd say a Swordmaster would be good, but Murdock's HP and DEF are very high and he does have 15 Crit Evade to help him out. Plus, he'd deal a LOT of damage if he managed to hit one of your Swordmasters, especially Fir. They lose SPD from an Armourcutter, which hurts their avoid a bit. I'd say Percival is better for the job, since he can survive two entire hits and deals a ton of damage with his great STR. Taking two hits from Murdock and living to tell about it is something very few units can do. Murdock will only have 30(5 lol) Hit on him anyways, and thanks to the two RN system, that's actually less. He heals 7 HP per turn, which when added to his normal defensive parameters, makes him one of the most durable enemy units ever in FE history.
Let's look at Gale, just for kicks.
Level 18 Wyvern Lord
HP: 60
STR: 26
SKL: 19
SPD: 16
LUK: 15
DEF: 25
RES: 14
CON: 12
AID: 13
I wish he could join your side. He's got those amazing stats and still two levels to gain. Mhmmmm @ his HP/STR/DEF.
Chapter 21x
Level 16 Percival
HP: 58.25
STR: 23.3
SKL: 18.75
SPD: 23.95
LUK: 17.2
DEF: 17.2
RES: 14.0
A Klein/B Lalum
By now, Percival should have S ranked his swords and lances and probably has an S in axes, too, making it so he can use three legendary weapons.
This chapter is the most boring one in the entire game, in my opinion. It's got some good old annoying fog of war and you have to loop around the entire level with two different parties. Fog of war makes it more risky to move around normally. To the left, there is a Hero with a brave sword and he's got a hit rate of ~130. His other statistics are no joke, either.
HP: 55
STR: 19
SKL: 22
SPD: 18(16 from using brave sword)
LUK: 12
DEF: 16
RES: 7
This Hero is...on par with a level 10 Dieck. o_o;
Level 10 Dieck
HP: 51.6
STR: 20.6
SKL: 22.5
SPD: 19.2
LUK: 13.4
DEF: 14.8
RES: 6.6
I find that amusing. The enemies are often as strong as your non-hard mode boosted units. Luckily, Percial is not part of that group.
There is another Hero with similar stats to the right, and he's got a silver sword. Each side has a Sniper with a silver bow and two mercenaries. The mercenaries are accurate, and that's about it, so they are not hard to dispose of. The promoted units are more troublesome, especially the Heroes. Percival can actually move into either crowd of 4 units and take every blow and still survive. Let's have him go to the left where the brave sword Hero is, and have him equip a lance.
10(8)x2, 8(6), 8(6), 14(12).
Assuming he takes every single blow, he'll still have 9(19) HP left. Since he'll have a lance equipped, the three sword users are pretty likely to miss a blow, and the Sniper isn't guaranteed to hit him, either. 65 avoid w/o supports is no joke, and then 90 with them. The situation is the same on left side, if not even easier for him to survive since there is nobody with a brave weapon. How many other units can just blindly charge into those crowds and come out alive even after taking every single blow? Not many.
I'm not even going to bother mentioning the unpromoted enemies anymore, since they aren't threats at all.
There are three more Snipers on each side, but they are both using steel bows, so they aren't much of a problem. They're really slow and will get doubled by just about anyone and their defensive stats aren't good. The Generals are more of a problem, even though they are incredibly slow. They both have 50+ HP and ~23 DEF and ~10 RES, so they're pretty durable. They're using hand axes on you, most likely, so they're not a threat offensively unless they attack directly with their silver lances, in which case they become deadly. Percival can slay them both VERY easily with an armourslayer or a hammer. One Hero will show up on each side, and they've got silver swords and are of the same level as the first two, so they can be quite the problem. There's a Druid on each side after that, and they will deal a ton of damage if they hit, but they are very slow and pretty easy to kill, so they aren't a problem unless they catch you off guard and hit a unit that's already nearing death or has really low RES. They certainly aren't a threat to Percival. There's a General on the right side now, and he's got a hand axe and a horseslayer. Hey, a ~23 STR unit with a horseslayer, Percival's first real threat. If he's on the left, he's just dealing with a Hero that has an armourslayer, which isn't a problem for him since he can just equip a lance and then wreck him. Even against that General, he can equip an axe and have good avoid and he can take a blow without dying, so it's not too much of a threat. Next up is a General on the right, and a Berserker on the left, both easily slain because they're slow and inaccurate. Percival with a sword easily kills the Berserker, and armourslayers/hammers make him easily crush the General. Some more steel bow using Snipers on each side, yawn. There's a Druid on each side near the boss and one in front of him, and they all have physic staves, so they are pretty useful for the enemy side. There's a Druid with a silence staff, and that could make some of your magic uses useless for a few turns. The Druids are dangerous since they deal a lot of damage in one hit, but they are slow and not accurate, so you shouldn't have problems with them. There's another Hero with a brave sword, so just kill him like you did the other one.
What's the point of explaining all of this stuff? It's simple; Percival can handle all of these situations, and all of those units, perfectly fine. He can dodge, take the hits, and kill them. He's one of the very few flawless and perfect units that can charge through this chapter without much worry.
Pereth: Level 17 Druid(hard mode sample used)
HP: 42
MAG: 28
SKL: 18
SPD: 15
LUK: 16
DEF: 16
RES: 24
Weapon: Nosferatu
Thanks to having those Godly throne bonuses and using Nosferatu, Pereth is VERY durable. Accurate units with high avoid are useful against him...so, Percival actually can't do much here, sadly. Just use Swordmasters with avoid boosting supports. Actually, Percival with a sword does fine. Nevermind lol.
Chapter 22
Level 17 Percival
HP: 60.0
STR: 23.6
SKL: 19.0
SPD: 24.3
LUK: 17.4
DEF: 17.4
RES: 14.1
A Klein/B Lalum
The objective of this chapter is to get to both northern tiles with Roy that are guarded by rather strong Heroes, and then go to the throne room with Roy and slay Zephiel. Accomplishing any of this is rather difficult. You need high movement and durability more than anything else for this chapter, as the enemies are very strong; much too strong to be reliably one-turn killed by any of your units, unless they're using very good weapons. Percival's incredibly durable with his 60 HP, 17 DEF, and 14 RES that he'll be running around with in this chapter.
Amount of enemies Percival can't double attack = 0. It's safe to assume he'll still be offensively great, too.
This chapter boasts such annoying things as Druid's with 44 Atk, Heroes with Silver/Brave weapons and two with Killing Edges and two with Light Brands on top of that, a 29 MAG Druid with a Berserk staff, a lot of enemy casters with Physic, and very durable Generals. What does Percival have trouble against? Nothing. Look at his statistics and arsenal. Proof enough, really.
Getting all of those chests for the good items that are useful + great for your funds can be troublesome, as well. Lalum is exceptionally handy for this since she can make your thieves go twice. Percival and Lalum are ideal supporters for each other, so Percival can help protect the thieves and clear the way for them, or even rescue them if the situation calls for it.
Zephiel is ridiculously annoying to kill and Percival vs Zephiel is worthless; no unit can take him down by themselves. Percival does double attack him, and would be rather effective with Malte, but you're better off just ganging up on him with as many units as possible and eliminating him that way.
Chapter 23
Level 19 Percival
HP: 60.0
STR: 24.2
SKL: 19.50
SPD: 25
LUK: 17.6
DEF: 17.6
RES: 14.3
A Klein/B Lalum
Let's see. Amount of enemies Percival can't double = 0.
Lots of Wyverns with strong statistics. Miledy and Percival both fail to one-round them reliably, so bow users and mages should be taking care of them.
The Druids. Haha. 28-29 MAG on all of them. Two with Sleep, one with Berserk. Hmm. If you have Miledy fly away to fight things, she is guaranteed to be put to sleep and she'll be stuck over the water or far away from anyone with restore. Or worse, she'll get berserked and start using her great statistics against your own army. Any of the Druids can cover 3/4 of the entire map with their status staves. There are three ballistas in the center of the lake that you can't get to with Miledy or Zeiss because of those Druids. The ballistas are big threats to your fliers. But lo! What is this wonderous unit here that can fly over, evade the Wyverns, and take down the Snipers in the ballistas, all the while having the RES to have a decent shot at avoiding those status staves? Tate with the Delphi Shield > Zeiss or Miledy. At least for this situation.
Miledy or Zeiss fighting Brenya would be a joke. She has 21 AS, so even with capped SPD, they cannot double her. Percival's 25 AS, however, allows him to double attack her. He's got 14 RES + 2 from supports, so he's taking 27 damage when she hits him. He can take two blows and still be alive. How many other melee units can boast that? None. The minimum RES and HP required to accomplish that far exceeds that of all other melee units, even when they are supported. Brenya only has 41 Hit on Percival when he's got A Klein and B Lalum, which is pretty much a certainty by now. Brenya's 45 HP, 81 Evd, and 22 DEF makes her pretty durable. 25 RES vs magic units, too. You'll need to use some weapons that are actually good to take her down without spending a lot of turns. My main point is that Percival does fine and Miledy is *****.
Good luck learning Japanese, because you probably don't have English Fire Emblem game menus to compare to from experience. FE 5 hasn't been translated.I bet I could beat FE5 before you beat Super Ghouls and ghosts. No save states.
I agree, it's hard as FAWK to finish that game. The endurance of your ears are put to the test as you have to listen to http://www.youtube.com/watch?v=DSDxilQIa7gStar Ocean 2 (Universe, Optional Dungeon
To be honest the game sounds more like a hassle than it is entertaining. I hope you're enjoying yourself as you play through it at least.Good luck learning Japanese, because you probably don't have English Fire Emblem game menus to compare to from experience. FE 5 hasn't been translated.
Well, it has been, but the patch is glitchy and incomplete.
I memorized the menus, but now I can actually read them anyways.
I don't include Japanese in the difficulty of the game, but I just thought I'd throw that out there. :D
FE 5 is a really long tactical RPG. Can it really be beaten more quickly than Super Ghouls and Ghosts? You can be forced to restart entire chapters due to a single mistake, as well.
I honestly doubt that even .1% of the people who visit this site could get passed level 3. Once you beat all 7 levels, you have to go back and do it again on hard mode, with a ****ty weapon.Good luck learning Japanese, because you probably don't have English Fire Emblem game menus to compare to from experience. FE 5 hasn't been translated.
Well, it has been, but the patch is glitchy and incomplete.
I memorized the menus, but now I can actually read them anyways.
I don't include Japanese in the difficulty of the game, but I just thought I'd throw that out there. :D
FE 5 is a really long tactical RPG. Can it really be beaten more quickly than Super Ghouls and Ghosts? You can be forced to restart entire chapters due to a single mistake, as well.
STOP. you make me sad.
I agree, it's hard as FAWK to finish that game. The endurance of your ears are put to the test as you have to listen to http://www.youtube.com/watch?v=DSDxilQIa7g
Looks like a bunch of people are coming, I wouldnt be surprised if ally and holy come down with the amount of people already planning to attend xDThe fact that I'm hosting it, silly.
I dunno if Chu is coming. I posted something in his biweekly thread to see if MD/VA would want to come.