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End of the Holy War

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
(Redirected from The Final Holy War)
End of the Holy War

Cm fe04 F.png

Location

Grannvale

New units

Julia

Boss(es)

Roberto, Boyce, Rodan, Juphiel, Fisher, Dagon, Brian, Baran, Hilda, Scipio, Arion, Manfroy, Ishtar, Meng, the Deadlords, Julius

Previous chapter(s)

Light and Dark

End of the Holy War (Japanese: 最後の聖戦 The Final Holy War) is the Endgame of Fire Emblem: Genealogy of the Holy War and, by extension, the final chapter of the second generation.

Plot

Main articles: End of the Holy War/Script and Epilogue (Genealogy of the Holy War)/Script

The final battle between Seliph and the Empire begins. Seliph seizes the Grannvale strongholds one by one and kills their lords, until only Julius and Manfroy stand in his way. He faces a temporary setback in the form of Julia, who is brainwashed by Manfroy and forced to stand against him, but he overcomes this setback either by killing Julia or by killing Manfroy first, which releases Julia from his spell. If Julia survives the ordeal, she can secure a Holy Weapon – Naga – from Velthomer, which is the key to defeating Julius. Seliph then faces Julius, and either through the power of Naga or through the power of other weapons, Loptous – the evil god possessing Julius – loses. Grannvale has finally been liberated.

Chapter data

Chapter Data
Conditions Unit Data
Victory: Seize Belhalla
Defeat: Seliph dies or Chalphy is seized
Player:
23+1
Partner:
0+6
Other:
0
Enemy:
47+115−7+∞
Chapter Map
Cm fe04 F.png
Map dimensions:
62 columns by 62 rows
Combatants and castles
Army Commander Affiliation Units Castles Guardian Notes
Seliph's Seliph Player 23+1 Chalphy -- Home castle
Edda Juphiel Enemy 39+∞ Edda Juphiel The ramparts northwest of Chalphy and Edda castles are lowered upon seizing Edda.
Dozel Brian Enemy 8+29 +∞ Dozel Dagon • The Dozel army appears once Edda has been seized.
• The rampart south of Friege is lowered upon seizing Dozel
Friege Hilda Enemy 19 Friege Baran • The Friege army appears once Dozel has been seized.
• The two ramparts east of Friege Castle are lowered once Friege is seized.
Yngvi Scipio Enemy 18 -- -- • The Yngvi army emerges once a unit crosses the pass to Friege enters the range of a Friege unit.
• The Yngvi army is tied to the Friege castle, and will disappear when it is siezed.
Thracia Arion Enemy 6 -- -- • The Thracian army arrives one turn after Friege is seized.
• The Thracian army becomes a partner once Altena talks to Arion.
Partner
Velthomer Manfroy Enemy 7 Velthomer Manfroy The Velthomer army emerges once Friege is seized.
Belhalla Julius Enemy 6+30+∞ Belhalla Julius The Loptrians emerge once Dozel has been seized; the Belhalla army emerges once Friege is seized.

Character data

Characters
New units
Julia
Portrait julia fe04.png
Light Priestess
HP
Varies
Inventory
Varies*
Level
Varies
Enemy, talk to with Seliph after killing Manfroy
Available characters
Seliph ​Scáthach ​Dalvin ​Larcei ​Creidne ​Lana ​Muirne ​Diarmuid ​Tristan ​Lester ​Deimne ​Oifey 02 ​Fee ​Hermina ​Arthur ​Amid ​Iucharba ​Iuchar ​Leif ​Finn 02 ​Nanna ​Jeanne ​Shannan 02 ​Patty ​Daisy ​Ares ​Lene ​Laylea ​Tine ​Linda ​Febail ​Asaello ​Ced ​Hawk ​Coirpre ​Charlot ​Hannibal ​Altena ​

Note: Julia will have whatever stats she had when she left Seliph's army, including a possible promotion to Sage.

Item data

Items
Name Obtainment Method
Is snes02 naga.png Naga Event: Enter Velthomer Castle with Julia

In addition, two villages are present on the map, which can be visited to obtain up to 5,000 gold each.

Castle data

Castle facilities

Vendor Arena enemies

None

  • The armory will sell anything not bought in the previous chapters.

Event data

Events
Initiator Recipient Criteria Reward
Arthur/Amid Tine/Linda Neither has a lover +1 Lck for Tine
Patty Seliph, Lester, or Shannan The pair are lovers and Julius is alive +3 HP and +3 Spd for Seliph, Lester, or Shannan
Daisy Deimne The pair are lovers +5 HP for Deimne
Tine/Linda Seliph, Leif, or Ced/Hawk The pair are lovers and Julius is alive +3 Mag for Seliph, Leif, or Ced/Hawk
Muirne Asaello Edda seized and the pair are lovers +5 HP for Asaello
Nanna/Jeanne Seliph Edda seized and the pair are lovers +3 HP for Seliph
Nanna Leif or Ares Edda seized, Julius is alive, and the pair are lovers +3 Def for Leif or Ares
Jeanne Leif Edda seized and the pair are lovers +5 HP for Leif
Larcei/Creidne Seliph, Iucharba, Iuchar, or Shannan Dozel seized, Julius is alive, and the pair are lovers +3 Str for Seliph, Iucharba, Iuchar, or Shannan
Lana/Muirne Seliph or Scáthach/Dalvin Dozel seized, Julius is alive, and the pair are lovers +3 Res for Seliph or Scáthach/Dalvin
Lana Febail Dozel seized, Julius is alive, and the pair are lovers +3 Res for Febail
Altena Arion Friege seized Arion becomes a partner
Fee/Hermina Seliph or Arthur/Amid Friege seized, Julius is alive, and the pair are lovers +3 Skl for Seliph or Arthur/Amid
Fee Oifey Friege seized, Julius is alive, and the pair are lovers +3 Skl for Oifey
Seliph Julia Velthomer seized Julia joins
Julia -- Julia enters Velthomer Castle Naga for Julia

Unit data

Edda

The Edda army is present from the start of the chapter.

Enemy Units
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma snes02 ranger enemy.gif Mercenary Ranger 21 3 61 14 2 21 18 0 14 5 9 Silver Sword
Adept
Authority: Roberto
Moves to attack the nearest player unit.
Ma snes02 duke knight enemy.gif Mercenary Duke Knight 21 2 61 18 2 13 13 0 14 5 9 Silver Lance
Authority: Roberto
Moves to attack the nearest player unit.
Ma snes02 bow knight enemy.gif Mercenary Bow Knight 21 2 61 16 2 14 14 0 14 5 9 Silver Bow
Authority: Roberto
Moves to attack the nearest player unit.
Ma snes02 mage knight enemy.gif Mercenary Mage Knight 21 2 61 11 14 13 13 0 9 11 9 Elfire
Authority: Roberto
Moves to attack the nearest player unit.
Ma snes02 troubadour enemy.gif Mercenary Troubadour 21 2 47 9 5 12 12 0 7 5 8 Mend Miracle Band
Authority: Roberto
Moves to attack the nearest player unit.
Ma snes02 paladin enemy.gif Roberto Paladin 26 1 70 21 14 22 24 15 21 18 9 Brave Sword Javelin
Follow-Up Accost
Authority: ★★
• Moves to attack the nearest player unit.
• Begins retreating to Edda Castle upon reducing the number of units under his authority to two or less; upon reaching the castle, returns healed the next turn with reinforcements.
Ma snes02 forrest enemy.gif Mercenary Forrest 25 4 65 19 5 19 19 0 14 5 6 Silver Sword
Follow-Up
Authority: Boyce
Moves to attack any player unit in range of any unit under Boyce's authority.
Ma snes02 sniper enemy.gif Mercenary Sniper 25 3 65 19 2 19 19 0 14 5 6 Silver Bow
Follow-Up
Authority: Boyce
Moves to attack any player unit in range of any unit under Boyce's authority.
Ma snes02 swordmaster enemy.gif Boyce Swordmaster 27 1 72 26 5 28 27 11 19 12 6 Silver Sword Lightning Sword
Follow-Up Adept Critical Sol
Authority:
Moves to attack any player unit in range of any unit under his authority.
Ma snes02 bishop enemy.gif Edda Bishop 27 4 62 2 18 16 13 0 5 16 5 Bolting Elthunder
Authority: Rodan
Immobile.
Ma snes02 bishop enemy.gif Edda Bishop 27 4 62 2 18 16 13 0 5 16 5 Meteor Elfire
Authority: Rodan
Immobile.
Ma snes02 high priest enemy.gif Edda High Priest 30 6 65 3 21 18 17 0 6 17 5 Sleep Thunder
Authority: Rodan
Does not move.
Ma snes02 high priest female enemy.gif Edda High Priest 27 3 62 2 20 17 16 0 5 16 5 Fortify Fire
Authority: Rodan
Does not move.
Ma snes02 bishop enemy.gif Rodan Bishop 28 1 63 2 18 16 13 0 5 16 5 Sleep Elthunder
Authority: ★★
Does not move.
Ma snes02 dark bishop enemy.gif Juphiel Dark Bishop 29 1 69 2 23 18 18 0 12 20 5 Fenrir Jormungand
Follow-Up
Authority:
Immobile; guards Edda Castle.
Reinforcements
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma snes02 ranger enemy.gif Mercenary Ranger 21 61 14 2 21 18 0 14 5 9 Silver Sword
Adept
Authority: Roberto
Moves to attack the nearest player unit.
Ma snes02 duke knight enemy.gif Mercenary Duke Knight 21 61 18 2 13 13 0 14 5 9 Silver Lance
Authority: Roberto
Moves to attack the nearest player unit.
Ma snes02 bow knight enemy.gif Mercenary Bow Knight 21 61 16 2 14 14 0 14 5 9 Silver Bow
Authority: Roberto
Moves to attack the nearest player unit.
Ma snes02 mage knight enemy.gif Mercenary Mage Knight 21 61 11 14 13 13 0 9 11 9 Elfire
Authority: Roberto
Moves to attack the nearest player unit.
Ma snes02 troubadour enemy.gif Mercenary Troubadour 21 47 9 5 12 12 0 7 5 8 Mend Miracle Band
Authority: Roberto
Moves to attack the nearest player unit.
Reinforcements

Dozel

The Loptrians are present from the start of the chapter. The Dozel army appears once Edda has been seized.

Enemy Units
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma snes02 dark mage enemy.gif Loptrian Dark Mage 20 4 60 2 16 14 14 0 9 16 5 Fenrir Jormungand
Immobile.
Ma snes02 dark mage enemy.gif Loptrian Dark Mage 20 4 60 2 16 14 14 0 9 16 5 Silence
Does not move.
Reinforcements
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma snes02 axe knight enemy.gif Dozel Axe Knight 25 55 14 2 13 13 0 13+5 2 8 Steel Axe Shield Ring
Authority: Fisher
Ma snes02 axe knight enemy.gif Dozel Axe Knight 25 55 14 2 13 13 0 13+5 2 8 Hand Axe Shield Ring
Authority: Fisher
Ma snes02 great knight enemy.gif Fisher Great Knight 27 1 67 20 2 15 15 0 18+5 5 9 Silver Axe Shield Ring
Authority: ★★
Begins retreating to Dozel Castle upon reducing the number of units under his authority to one or zero; upon reaching the castle, returns healed the next turn with reinforcements.
Ma snes02 great knight enemy.gif Grau Ritter Great Knight 26 70 23 3 14 19 10 22 11 9 Silver Axe
Follow-Up
Authority: Brian
Ma snes02 troubadour enemy.gif Grau Ritter Troubadour 26 52 10 5 13 13 0 8+5 5 8 Mend Shield Ring
Authority: Brian
Ma snes02 dark bishop enemy.gif Dagon Dark Bishop 29 1 69 2 23 18 18 0 12 20 5 Fenrir Jormungand
Follow-Up
Authority:
Immobile; guards Dozel Castle.
Ma snes02 master knight enemy.gif Brian Master Knight 30 1 80 27 14 24 26 12 27+20 17+10 9 Helswath Renewal Band
Follow-Up Accost
Authority: ★★★★
Begins retreating to Dozel Castle upon reducing the number of units under his authority to four or less or receiving severe damage; upon reaching the castle, returns healed the next turn with reinforcements.
Reinforcements
  • One turn after Fisher reaches Dozel Castle
    • Up to 9 Axe Knights, replacing those lost under Fisher's authority, and Fisher emerge from the castle
  • One turn after Brian reaches Dozel Castle
    • Up to 14 Great Knights and 3 Troubadours, replacing those lost under Dozel's authority, and Dozel emerge from the castle

Friege

The Friege army emerges once Dozel has been seized.

Enemy Units
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma snes02 baron enemy.gif Gelb Ritter Baron 25 14 70 19 9 14 14 0 19 9 5 Thoron Silver Lance
Pavise
Authority: Hilda
Moves to attack anyone in range of any unit under Hilda's authority.
Ma snes02 baron enemy.gif Gelb Ritter Baron 25 3 70 19 9 14 14 0 19 9 5 Fortify Silver Lance
Pavise
Authority: Hilda
Moves to attack anyone in range of any unit under Hilda's authority.
Ma snes02 dark bishop enemy.gif Baran Dark Bishop 29 1 69 2 23 18 18 0 12 20 5 Fenrir Jormungand
Follow-Up
Authority:
Immobile; guards Friege Castle.
Ma snes02 queen enemy.gif Hilda Queen 27 1 70 12 30 21 24 5 19 30 6 Bolganone Fortify
Follow-Up Charm
Authority: ★★★
Moves to attack anyone in range of any unit under her authority.

Yngvi

The Yngvi army emerges once a unit crosses mountain pass to Friege or enters the range of any Friege unit. The Yngvi army will disappear when the Friege castle is siezed.

Enemy Units
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma snes02 bow knight enemy.gif Beige Ritter Bow Knight 26 14 66 17 2 15 15 0 15 5 8 Brave Bow
Authority: Scipio
Ma snes02 troubadour enemy.gif Beige Ritter Troubadour 26 3 52 10 5 13 13 0 8+5 5 8 Mend Shield Ring
Authority: Scipio
Ma snes02 master knight enemy.gif Scipio Master Knight 29 1 80 26 10 22 23 12 24 13 9 Killer Bow Renewal Band
Follow-Up Accost
Authority: ★★★

Thracia

The enemy Thracian army arrives one turn after Friege has been seized. The partner army emerges once Altena talks to Arion.

Enemy Partner

Enemy Units
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma snes02 wyvern knight enemy.gif Thracia Wyvern Knight 24 5 64 17 2 14 13 0 18 2 9 Brave Lance
Authority: Arion
Routs upon Julius's death if still an enemy unit.
Ma snes02 wyvern lord enemy.gif Arion Wyvern Lord 27 1 70 26+10 6 24 21+10 12 27+10 9 9 Gungnir
Follow-Up Adept Nihil
Authority: ★★★★★
• Will not attack Altena.
• Routs upon Julius's death, if still an enemy unit.

Velthomer

The Velthomer army emerges once Friege has been seized.

Enemy Units
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma snes02 dark mage enemy.gif Loptrian Dark Mage 30 6 70 3 19 17 17 0 10 19 5 Hel Sleep
Authority: Manfroy
Routs upon Julius's death.
Ma snes02 dark bishop enemy.gif Manfroy Dark Bishop 30 1 80 10 29 25 24 6 23 27 5 Fenrir Jormungand
Follow-Up Adept Charm
Authority: ★★★★
• Immobile; guards Velthomer Castle.
• Dies upon Julius's death.

Belhalla

The Loptrians emerge once Dozel has been seized. The Belhalla army emerges once Friege is sezied.

Enemy Units
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma snes02 dark mage enemy.gif Loptrians Dark Mage 18 5 58 1 15 13 13 0 8 15 5 Sleep
• Does not move.
• Routs upon Julius's death.
Ma snes02 dark bishop enemy.gif Loptous Bishop Dark Bishop 25 1 65 2 22 17 17 0 12 19 5 Fenrir
Follow-Up
Authority:
• Immobile.
• Routs upon Julius's death.
Reinforcements
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma snes02 light priestess enemy.gif Julia Light Priestess Varies 1 Varies Varies Varies Varies Varies Varies Varies Varies 5~6 Varies • Circlet
Follow-Up Adept Nihil
• Retains her class, level, stats, and inventory from the end of Chapter 9.
• Moves to attack units in range; otherwise, moves to Seliph.
• Recruits herself upon Julius's death.
Ma snes02 forrest enemy.gif Belhalla Forrest 22 62 18 5 18 18 0 13 5 6 Brave Sword
Follow-Up
Authority: Ishtar
Routs upon Julius's death.
Ma snes02 sniper enemy.gif Belhalla Sniper 22 62 18 2 18 18 0 13 5 6 Killer Bow
Follow-Up
Authority: Ishtar
Routs upon Julius's death.
Ma snes02 sage enemy.gif Belhalla Sage 22 57 2 21 18 21 0 5 18 6 Elwind
Adept
Authority: Ishtar
Routs upon Julius's death.
Ma snes02 high priest enemy.gif Belhalla High Priest 22 57 2 18 15 14 0 5 14 5 Fortify
Authority: Ishtar
Routs upon Julius's death.
Ma snes02 sage female enemy.gif Ishtar Sage 30 1 70 6 30 27+20 30+10 15 18 27+5 6 Mjölnir Barrier Ring
Adept Vantage
Authority: ★★★★★
• Begins retreating to Belhalla Castle upon reducing the number of units under her authority to 2 or less or receiving severe damage; upon reaching the castle, returns healed the next turn with reinforcements.
• Routs upon Julius's death.
Ma snes02 falcon knight enemy.gif Mabel Falcon Knight 25 1 65 19 13 23 30 30 21 27 8+3 Lands Sword Leg Ring
Follow-Up Adept Nihil Critical
Authority: Meng
• Performs a Triangle Attack when attacking a target adjacent to herself, Meng, and Bleg; as such, she moves adjacent to foes to attack.
• Routs upon Julius's death.
Ma snes02 falcon knight enemy.gif Bleg Falcon Knight 25 1 65 19 13 23 30 30 21 27 8+3 Lands Sword Leg Ring
Follow-Up Adept Nihil Critical
Authority: Meng
• Performs a Triangle Attack when attacking a target adjacent to herself, Meng, and Mabel; as such, she moves adjacent to foes to attack.
• Routs upon Julius's death.
Ma snes02 falcon knight enemy.gif Meng Falcon Knight 25 1 65 19 13 23 30 30 21 27 8+3 Lands Sword Leg Ring
Follow-Up Adept Nihil Critical
Authority: ★★★★
• Performs a Triangle Attack when attacking a target adjacent to herself, Mabel, and Bleg; as such, she moves adjacent to foes to attack.
• Routs upon Julius's death.
Ma snes02 baron enemy.gif Mus Baron 30 1 80 25 20 20 20 4 25 20 5 Silver Lance
Pavise Follow-Up Adept
Authority: Julius
• Moves to attack any player unit in range of any unit under Julius's authority; moves to the castle if no one is in range.
• Routs upon Julius's death.
Ma snes02 forrest enemy.gif Bovis Forrest 30 1 80 25 16 25 25 4 20 16 6 Silver Blade
Follow-Up Critical Accost
Authority: Julius
• Moves to attack any player unit in range of any unit under Julius's authority; moves to the castle if no one is in range.
• Routs upon Julius's death.
Ma snes02 warrior enemy.gif Tigris Warrior 30 1 80 24 13 18 25 4 23 16 6 Silver Axe
Wrath Follow-Up
Authority: Julius
• Moves to attack any player unit in range of any unit under Julius's authority; moves to the castle if no one is in range.
• Routs upon Julius's death.
Ma snes02 high priest female enemy.gif Lepus High Priest 30 1 80 13 25 22 21 4 16 21 5 Fortify
Miracle Renewal
Authority: Julius
• Moves to attack any player unit in range of any unit under Julius's authority; moves to the castle if no one is in range.
• Routs upon Julius's death.
Ma snes02 sniper enemy.gif Draco Sniper 30 1 80 25 13 25 25 4 20 16 6 Killer Bow
Follow-Up Adept Accost
Authority: Julius
• Moves to attack any player unit in range of any unit under Julius's authority; moves to the castle if no one is in range.
• Routs upon Julius's death.
Ma snes02 mage fighter female enemy.gif Anguilla Mage Fighter 30 1 80 16 25 22 25 4 18 23 6 Thoron
Wrath Follow-Up Adept
Authority: Julius
• Moves to attack any player unit in range of any unit under Julius's authority; moves to the castle if no one is in range.
• Routs upon Julius's death.
Ma snes02 bishop enemy.gif Equus Bishop 30 1 80 13 23 21 18 4 16 21 5 Bolganone
Follow-Up Critical
Authority: Julius
• Moves to attack any player unit in range of any unit under Julius's authority; moves to the castle if no one is in range.
• Routs upon Julius's death.
Ma snes02 sage enemy.gif Ovis Sage 30 1 80 13 28 25 28 4 16 25 6 Tornado
Follow-Up Adept Accost
Authority: Julius
• Moves to attack any player unit in range of any unit under Julius's authority; moves to the castle if no one is in range.
• Routs upon Julius's death.
Ma snes02 swordmaster female enemy.gif Simia Swordmaster 30 1 80 25 13 28 28 4 20 16 6 Silver Sword
Follow-Up Adept Critical Renewal
Authority: Julius
• Moves to attack any player unit in range of any unit under Julius's authority; moves to the castle if no one is in range.
• Routs upon Julius's death.
Ma snes02 dark bishop enemy.gif Gallus Dark Bishop 30 1 80 13 28 23 23 4 23 25 5 Hel
Follow-Up Renewal
Authority: Julius
• Moves to attack any player unit in range of any unit under Julius's authority; moves to the castle if no one is in range.
• Routs upon Julius's death.
Ma snes02 light priestess enemy.gif Canis Light Priestess 30 1 80 13 21 20 20 4 16 23 5 Nosferatu
Follow-Up Critical
Authority: Julius
• Moves to attack any player unit in range of any unit under Julius's authority; moves to the castle if no one is in range.
• Routs upon Julius's death.
Ma snes02 thief fighter enemy.gif Porcus Thief Fighter 30 1 80 20 16 20 25 4 18 16 7 Brave Sword
Follow-Up Steal Critical
Authority: Julius
• Moves to attack any player unit in range of any unit under Julius's authority; moves to the castle if no one is in range.
• Routs upon Julius's death.
Ma snes02 dark prince enemy.gif Julius Dark Prince 30 1 80 15 25 27 27 13 25 30+5 5 Loptous Meteor
Wrath Follow-Up Nihil Accost
Authority: ★★★
Immobile; guards Belhalla Castle.
Reinforcements

Major units

Edda

Main article: Roberto
Portrait waltz roberto fe04.png
Ma snes02 paladin enemy.gif Paladin
Level 26
Holy Blood --
Movement 9
Authority ★★
Stats
Max HP 70 Speed 24
Strength 21 Luck 15
Magic 14 Defense 21
Skill 22 Resistance 18
Inventory Skills
Brave Sword
Javelin
3,000 Gold
Follow-Up
Accost
Weapon Levels
Swords B Lances B Axes -- Bows -- Staves --
Fire magic -- Thunder magic -- FE4RankWind.png -- Light magic -- Dark magic --
  • Roberto is a sub-boss affiliated with Edda.
Main article: Boyce
Portrait boyce fe04.png
Ma snes02 swordmaster enemy.gif Swordmaster
Level 27
Holy Blood --
Movement 6
Authority
Stats
Max HP 72 Speed 27
Strength 26 Luck 11
Magic 5 Defense 19
Skill 28 Resistance 12
Inventory Skills
Silver Sword
Lightning Sword
3,000 Gold
Follow-Up
Adept
Critical
Sol
Weapon Levels
Swords A Lances -- Axes -- Bows -- Staves --
Fire magic -- Thunder magic -- FE4RankWind.png -- Light magic -- Dark magic --
  • Boyce is a sub-boss affiliated with Edda.
Main article: Rodan
Portrait rodan fe04.png
Ma snes02 bishop enemy.gif Bishop
Level 28
Holy Blood --
Movement 5
Authority ★★
Stats
Max HP 63 Speed 13
Strength 2 Luck 0
Magic 18 Defense 5
Skill 16 Resistance 16
Inventory Skills
Sleep
Elthunder
3,000 Gold
--
Weapon Levels
Swords -- Lances -- Axes -- Bows -- Staves A
Fire magic B Thunder magic B FE4RankWind.png B Light magic -- Dark magic --
  • Rodan is a sub-boss affiliated with Edda.
Main article: Juphiel
Portrait juphiel fe04.png
Ma snes02 dark bishop enemy.gif Dark Bishop
Level 29
Holy Blood --
Movement 5
Authority
Stats
Max HP 69 Speed 18
Strength 2 Luck 0
Magic 23 Defense 12
Skill 18 Resistance 20
Inventory Skills
Fenrir
Jormungand
5,000 Gold
Follow-Up
Weapon Levels
Swords -- Lances -- Axes -- Bows -- Staves A
Fire magic A Thunder magic A FE4RankWind.png A Light magic -- Dark magic A
  • Juphiel is the guardian of Edda Castle and the boss of Edda.

Dozel

Main article: Fisher
Portrait fisher fe04.png
Ma snes02 great knight enemy.gif Great Knight
Level 27
Holy Blood --
Movement 9
Authority ★★
Stats
Max HP 67 Speed 15
Strength 20 Luck 0
Magic 2 Defense 18+5
Skill 15 Resistance 5
Inventory Skills
Silver Axe
Shield Ring
3,000 Gold
--
Weapon Levels
Swords -- Lances -- Axes A Bows -- Staves --
Fire magic -- Thunder magic -- FE4RankWind.png -- Light magic -- Dark magic --
  • Fisher is a sub-boss affiliated with Dozel. He and the Dozel army emerge once Edda has been seized.
Main article: Dagon
Portrait kutuzov dagon fe04.png
Ma snes02 dark bishop enemy.gif Dark Bishop
Level 29
Holy Blood --
Movement 5
Authority
Stats
Max HP 69 Speed 18
Strength 2 Luck 0
Magic 23 Defense 12
Skill 18 Resistance 20
Inventory Skills
Fenrir
Jormungand
5,000 Gold
Follow-Up
Weapon Levels
Swords -- Lances -- Axes -- Bows -- Staves A
Fire magic A Thunder magic A FE4RankWind.png A Light magic -- Dark magic A
  • Dagon is a sub-boss affiliated with Dozel and the guardian of Dozel Castle. He and the Dozel army emerge once Edda has been seized.
Main article: Brian
Portrait brian fe04.png
Ma snes02 master knight enemy.gif Master Knight
Level 30
Holy Blood SNESHolyBloodNál.gif
Movement 9
Authority ★★★★
Stats
Max HP 80 Speed 26
Strength 27 Luck 12
Magic 14 Defense 27+20
Skill 24 Resistance 17+10
Inventory Skills
Helswath
Renewal Band
3,000 Gold
Follow-Up
Accost
Weapon Levels
Swords A Lances A Axes Bows A Staves A
Fire magic A Thunder magic A FE4RankWind.png A Light magic C Dark magic --
  • Brian is the boss of Dozel. He and the Dozel army emerge once Edda has been seized.

Friege

Main article: Baran
Portrait baran fe04.png
Ma snes02 dark bishop enemy.gif Dark Bishop
Level 29
Holy Blood --
Movement 5
Authority
Stats
Max HP 69 Speed 18
Strength 2 Luck 0
Magic 23 Defense 12
Skill 18 Resistance 20
Inventory Skills
Fenrir
Jormungand
5,000 Gold
Follow-Up
Weapon Levels
Swords -- Lances -- Axes -- Bows -- Staves A
Fire magic A Thunder magic A FE4RankWind.png A Light magic -- Dark magic A
  • Baran is a sub-boss affiliated with Friege and the guardian of Friege Castle. He and the Friege army emerge once Dozel is seized.
Main article: Hilda
Portrait hilda fe04.png
Ma snes02 queen enemy.gif Queen
Level 27
Holy Blood SNESHolyBloodFjalar.png
Movement 6
Authority ★★★
Stats
Max HP 70 Speed 24
Strength 12 Luck 5
Magic 30 Defense 19
Skill 21 Resistance 30
Inventory Skills
Bolganone
Fortify
6,000 Gold
Follow-Up
Charm
Weapon Levels
Swords -- Lances -- Axes -- Bows -- Staves A
Fire magic A Thunder magic A FE4RankWind.png A Light magic -- Dark magic --
  • Hilda is the boss of Friege. She and the Friege army emerge once Dozel is seized.

Yngvi

Main article: Scipio
Portrait scipio fe04.png
Ma snes02 master knight enemy.gif Master Knight
Level 29
Holy Blood --
Movement 9
Authority ★★★
Stats
Max HP 80 Speed 23
Strength 26 Luck 12
Magic 10 Defense 24
Skill 22 Resistance 13
Inventory Skills
Killer Bow
Renewal Band
3,000 Gold
Follow-Up
Accost
Weapon Levels
Swords A Lances A Axes A Bows A Staves A
Fire magic A Thunder magic A FE4RankWind.png A Light magic C Dark magic --
  • Scipio is the boss of Yngvi. He and the Yngvi army arrive once a unit crosses the pass to Friege or enters the range of any Friege unit.

Thracia

Main article: Arion
Portrait arion fe04.png
Ma snes02 wyvern lord partner.gif Wyvern Lord
Level 27
Holy Blood SNESHolyBloodDáinn.gif
Movement 9
Authority ★★★★★
Stats
Max HP 70 Speed 21+10
Strength 26+10 Luck 12
Magic 6 Defense 27+10
Skill 24 Resistance 9
Inventory Skills
Gungnir
5,000 Gold
Follow-Up
Adept
Nihil
Weapon Levels
Swords A Lances Axes -- Bows -- Staves --
Fire magic -- Thunder magic -- FE4RankWind.png -- Light magic -- Dark magic --
  • Arion is the boss of Thracia. He and the Thracian army arrive one turn after Friege is seized.

Velthomer

Main article: Manfroy
Portrait manfroy fe04.png
Ma snes02 dark bishop enemy.gif Dark Bishop
Level 30
Holy Blood --
Movement 5
Authority
Stats
Max HP 80 Speed 24
Strength 10 Luck 6
Magic 29 Defense 23
Skill 25 Resistance 27
Inventory Skills
Fenrir
Jormungand
5,000 Gold
Follow-Up
Adept
Charm
Weapon Levels
Swords -- Lances -- Axes -- Bows -- Staves A
Fire magic A Thunder magic A FE4RankWind.png A Light magic -- Dark magic A
  • Manfroy is the guardian of Velthomer Castle and the boss of Velthomer. He and the Velthomer army emerge once Friege is seized.

Belhalla

Main article: Ishtar
Portrait ishtar fe04.png
Ma snes02 sage female enemy.gif Sage
Level 30
Holy Blood SNESHolyBloodThrud.gif
Movement 6
Authority ★★★★★
Stats
Max HP 70 Speed 30+10
Strength 6 Luck 15
Magic 30 Defense 18
Skill 27+20 Resistance 27+5
Inventory Skills
Mjölnir
Barrier Ring
5,000 Gold
Adept
Vantage
Weapon Levels
Swords -- Lances -- Axes -- Bows -- Staves B
Fire magic B Thunder magic FE4RankWind.png B Light magic B Dark magic --
  • Ishtar is a sub-boss affiliated with Belhalla. She and the Belhalla army emerge once Friege is seized.
Main article: Meng
Portrait meng bleg fe04.png
Ma snes02 falcon knight enemy.gif Falcon Knight
Level 25
Holy Blood SNESHolyBloodForseti.png
Movement 8+3
Authority ★★★★
Stats
Max HP 65 Speed 30
Strength 19 Luck 30
Magic 13 Defense 21
Skill 23 Resistance 27
Inventory Skills
Lands Sword
Leg Ring
5,000 Gold
Follow-Up
Adept
Nihil
Critical
Weapon Levels
Swords A Lances A Axes -- Bows -- Staves C
Fire magic -- Thunder magic -- FE4RankWind.png -- Light magic -- Dark magic --
  • Meng is a sub-boss affiliated with Belhalla. She and the Belhalla army emerge once Friege is seized.
Main article: Deadlords

Mus Bovis Tigris Lepus Draco Anguilla Equus Ovis Simia Gallus Canis Porcus

Generic portrait baron fe04.png
Ma snes02 baron enemy.gif Baron
Level 30
Holy Blood --
Movement 5
Authority Julius
Stats
Max HP 80 Speed 20
Strength 25 Luck 4
Magic 20 Defense 25
Skill 20 Resistance 20
Inventory Skills
Silver Lance
5,000 Gold
Pavise
Follow-Up
Adept
Weapon Levels
Swords A Lances A Axes A Bows A Staves A
Fire magic A Thunder magic A FE4RankWind.png A Light magic -- Dark magic --
  • The Deadlords are sub-bosses affiliated with Belhalla. They emerge alongside the Belhalla army when Friege is seied.
Main article: Julius
Portrait julius fe04.png
Ma snes02 dark prince enemy.gif Dark Prince
Level 30
Holy Blood SNESHolyBloodLoptous.gif SNESHolyBloodFjalar.png
Movement 5
Authority ★★★
Stats
Max HP 80 Speed 27
Strength 15 Luck 13
Magic 25 Defense 25
Skill 27 Resistance 30+5
Inventory Skills
Loptous
Meteor
Wrath
Follow-Up
Nihil
Accost
Weapon Levels
Swords -- Lances -- Axes -- Bows -- Staves --
Fire magic A Thunder magic A FE4RankWind.png A Light magic -- Dark magic
  • Julius is the guardian of Belhalla Castle and the boss of Belhalla. He and the Belhalla army emerge once Friege is seized.

Strategy

This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.

Castle Edda

Roberto's squad moves to attack Chalphy immediately. Roberto himself has Follow-Up, Accost, and a Brave Sword, and any unit with less than 24 attack speed may face four attacks or more. Tyrfing, Balmung, and Forseti boost their user's speed, and naturally fast units such as Ced or Larcei may have the speed to double him. Alternately, if Roberto can only attack from 2-range, he will equip his Javelin to attack, weighing him down by 18 attack speed.

The Dark Mages near Chalphy have 16 magic and have Fenrirs or Silence staves; they have 30 attack with Fenrir and can silence any magic user with less than 16 resistance. Most of the Dark Mages can be killed with physical 2-range, but some are too far away to do so—Fee or Hermina can deal with them without much issue, as they can fly and have high resistance; Altena can also fly and may be able to one-shot the Dark Mages with Gáe Bolg, but she has low resistance and will likely be unable to double the Silence-wielding Dark Mages. Additionally, the Dark Mages outside of 2-range for land units from the home castle will only be in 2-range for Fee and Hermina to the east and out of range for all fliers to the northwest; every flier will need the Leg Ring or to be danced in order to reach the Dark Mages on turn 1.

Once Edda is seized, an army from Dozel will approach Chalphy from the northwest; high-avoid units—particularly ones with swords for weapon triangle advantage—can be placed at the rampart in advance to intercept the army. Alternately, a high-avoid unit can guard Chalphy—where their avoid will be boosted significantly—and wait for the Dozel army to arrive.

The road to Edda is blocked by the "Wall of Edda"; three Snipers, four Forrests, one Swordmaster (Boyce), nine Bishops—four with Bolting, four with Meteor, and one (Rodan) with Sleep—six High Priests with Sleep, and three High Priests with Fortify, with Juphiel on the castle with Fenrir.

Rodan has 18 magic and the Sleep-wielding High Priests have 21, meaning a unit will need at least 21 resistance to not be put to sleep; when promoted to Knight Lord and with Tyrfing equipped, Seliph will have at least 23 resistance; Ares has 4 resistance at base, gains 5 from promotion, and gains 10 with Mystletainn equipped, with 19 total—on average, Ares will gain 4 resistance from level-ups by reaching level 20, and has a 99% chance to have gained at least 2 resistance through level-ups by level 30. Alternatively, Ares may simply pick up the Barrier Ring, which brings his resistance up to a minimum of 23. Any unit put to sleep will be vulnerable until they wake up, or until another unit uses Restore on them; however, most units capable of using Restore are infantry and may be too far behind to use it—Leif can use Restore and has a mount after promotion, and Fee upon promotion or Nanna can use Restore if Claude was their father, though Nanna's brother Diarmuid will not be able to use the Valkyrie staff.

Seliph with Tyrfing or Ares with Mystletainn will likely have the best chance of surviving against multiple enemies, particularly if they are on the nearby mountain tile and have the Shield and Barrier Rings; Tyrfing boosts Seliph's speed—and thus, his avoid—and grants Miracle, and Seliph has Nihil, preventing Boyce from activating Critical or Sol; Ares has Vantage and Critical, potentially allowing him to defeat an enemy before they can attack. Both units, however, have a chance of dying while in range of so many enemies, so it will likely be safer for Seliph to take Edda castle as soon as possible. If Leif is promoted and given Rescue, he can teleport Seliph closer to the castle. If Lene or her substitute Laylea dance for Seliph and Leif, Leif can move closer to Edda while keeping Seliph in range of Rescue, allowing Seliph start outside of enemy range and take Edda; giving Seliph, Leif, or Lene or Laylea the Leg Ring can increase the flexibility of their potential starting positions.

In order to seize Edda, Juphiel must be defeated; 81 attack is needed to one-shot Juphiel, or 47 to two-shot and more than -2 attack speed when Juphiel has Fenrir equipped or more than 6 when he has Jormungand equipped. Units other than Seliph can fight Juphiel, but will require fighting more of the units guarding Edda. With Tyrfing equipped, Seliph will always have enough speed to double Juphiel. Seliph will always have at least 5 strength at base, and Tyrfing has 30 might; Seliph will likely have slightly more strength inherited from Sigurd, gains 5 strength from promotion, and has a 96% chance of gaining at least 7 strength from level-ups by reaching promotion level. Alternately, the Brave Sword is more accurate and only requires 30 attack to one-round Juphiel, but has lower might than Tyrfing and does not boost Seliph's speed. If Seliph defeats Jupheil, he can seize Edda on the same turn with Canto; seizing Edda will cause all Edda units to despawn.

Castle Dozel

Upon the seizure of Edda, the Dozel army will emerge. Fisher and a squad of Axe Knights attack Edda through mountains, while Brian and Great Knights attack Chalphy.

Fisher and his squad pose a minor threat to Seliph; each of them carry axes—which are heavy, somewhat inaccurate, and have weapon triangle disadvantage against swords—they move towards the castle Seliph just seized, and they move through mountains which Seliph can move onto for a significant avoid boost. At base level with a Slim Sword, Fisher has 57 hit against Seliph, and significantly less with level-ups, a promotion to Knight Lord, and Tyrfing.

The Grau Ritter have Silver Axes, and have very high attack; they move near mountain terrain and a sword-user will have very high avoid against them, but they are also near roads, which penalize avoid. The Grau Ritter all have Follow-Up as well, though the high weight of Silver Axes means that units need only 1 attack speed to not be doubled.

Brian uses Helswath and has high stats; with Helswath equipped, he has 57 attack, 47 defense, and 27 resistance. Brian has Follow-Up, but Helswath has 20 weight lowering his attack speed to 6; however, he has a 46% chance of activating Accost while at full HP before accounting for his opponent's attack speed, and will likely defeat any unit if accost activates. As Brian lacks Nihil, a unit can deal significant damage with the Ridersbane or with a critical hit, but most physical weapons will otherwise do 1 damage that he will heal off with his Renewal Band. Magic-users may be able to deal more significant damage to his lower resistance, but they will face 57 physical attack, potentially twice. Brian will have 8 hit against Shannan with the Balmung at base, though Shannan will only deal 1 damage to him; with Mystletainn, Ares will have at least 42 avoid against Brian and 72 on a mountain, and will deal at least 27 damage with a critical hit; a unit with Forseti deals 3 damage to Briand and has 30 avoid, boosted to 60 on a mountain tile, all only from Forseti itself. A unit with at least B staves and 28 magic can use Sleep on Brian, though only Sage has a high enough magic cap to do so without the Magic Ring—from base, Hawk can reach that with events alone, as he has 2 events that give +3 MAG each (visit Luthecia in Chapter 9, marry Tine/Linda and talk to her); based on who his father is, Ced may not realistically be able to reach 28 magic, or may be closer to 28 than Hawk. If no unit can defeat Brian, a unit with high avoid can guard Chalphy and stall Brian while Seliph seizes Dozel castle.

Dozel castle is guarded by Dagon, who is statistically identical to Juphiel. There are fewer units near Dozel castle, so more units can attack Dagon at once sooner. If Brian is still present when Dozel is seized, he will be routed.

Castle Friege and the Beige Ritter

Upon the seizure of Dozel, the Friege army will emerge, though they do not approach Chalphy; this allows time for units to recuperate and for infantry to catch up to the front line.

Hilda commands the Gelb Ritter, an army of Barons with Silver Lances and another item; fourteen of the Barons have Thoron tomes, the other three have Fortify staves. The Barons have 40 physical attack and 30 magical attack, and a unit on a forest or mountain will avoid many of their attacks. However, their Pavise skill has a 25% chance to trigger, and with four Fortify users, any Barons that survive will likely be restored to full health. Seliph with Tyrfing, Ares with Mystletainn, the user of Forseti, or a unit with Astra or Adept and an Armorslayer can fairly easily defeat each of the Barons.

Hilda is weaker compared to the previous chapter; she has the same stats, but lacks the Speed Ring or the avoid boost of a castle. While she has Fortify, three other Barons do as well, and any injured enemy will be fully healed before Hilda can heal. Hilda has 50 attack from capped magic and a Bolganone; however, she cannot double anything with 12 or more attack speed. With an Armorslayer, Shannan will deal at least 29 damage to Hilda—not enough to two-shot her, but enough to defeat her if Astra activates.

Scipio leads the Beige Ritter, which arrives from the south border once a Friege unit is engaged in battle or if a unit nears the mountain pass south of Friege castle. The Beige Ritter will despawn when Friege is seized; it is possible for Seliph to seize Friege soon after or just before they arrive. However, as there are many Barons with a decent chance to activate Pavise, it is likely Seliph's progress to Friege castle will be interrupted, and Scipio and his troops will become a meaningful threat.

Scipio and his troops are all locked to 2-range; most units can attack one of the Beige Ritter without retaliation, and units with strong 2-range—such as Febail with Yewfelle, Leif, or a Forseti-user—can stay on a forest and safely defeat many of them. Scipio has a Killer Bow with a 22% chance to crit, doubling his attack from 40 to 80; the Killer Bow is also highly accurate at 100 hit, giving him a chance to kill a unit even on defensive terrain. Scipio has 20 attack speed and Accost, potentially allowing him to attack a unit more than twice, increasing the chances for him to crit. A unit with Nihil—Seliph, Larcei, Scáthach, and any children of Alec—will prevent Scipio from critting, and can safely can safely engage him at range or bait him from a forest. Once baited out, Scipio can be rendered helpless by boxing him in with four units adjacent to him.

Baran guards Friege castle; like Dagon, he is statistically identical to Juphiel, and can be defeated the same way.

After Friege is seized, the Thracian army arrives close to Chalphy; if Altena is not near Chalphy, she can be purchase the Return Band from the nearest castle to return to Chalphy, or she can be sent there with the Return or Warp staves.

Belhalla

Upon the seizure of Friege, Ishtar will emerge from Belhalla and immediately move to Friege, while Manfroy will release a hypnotized Julia. The Deadlords and Manfroy's Dark Mage guards also show up at this time, but stay around their castles.

Ishtar's offense is slightly stronger than in the previous chapter, and her HP and defense are significantly better. Ishtar has 60 attack, 30 attack speed, 37 resistance, a 50% chance of activating Adept, and 224 hit including her authority bonus; most units cannot double her, cannot avoid her, and do not have the resistance and HP to withstand two hits from her, and magic-users will deal very little damage to her. However, Ishtar has 18 defense and 70 HP, and requires 88 attack to one-shot, 53 attack to two-shot, or 36 to four-shot with a brave weapon. Shannan can one-round her at base with Balmung if Astra activates, and with a Power Ring can two-shot her if Adept activates (60% chance), though Ishtar will one-shot him if she attacks him; he needs more than 18 additional points of HP or resistance to survive one hit—he has a 120% HP growth and 18 levels to grow, so he can be guaranteed to survive at level 30 with the Barrier Ring. At base with Mystletainn, Ares has 86 attack and a 32% chance to crit, and needs only one more strength to one-shot; Ares needs only 7 points of HP or resistance to survive one attack from Ishtar, but he cannot have the speed to prevent her from doubling or the avoid to dodge her attacks, and is unlikely to have the HP and resistance to survive two attacks. A Sage with at least 28 magic—every other staff-wielding class has too low a magic cap—can be given the Magic Ring and a Sleep or Silence staff to prevent Ishtar from attacking; Silence can be used more often with its better durability, but Sleep will prevent Ishtar from moving, thus preventing her from moving forwards to provide authority boosts to other enemies. Hawk always hits 28 MAG as long as he got both of his +MAG events (visit Luthecia in Chapter 9, marry Tine/Linda and talk to her); Ced has a 15% of reaching 28 magic with Lewyn as a father, 43% with Azelle, and 63% with Claude—with every other father, reaching 28 is practically impossible.

Along Ishtar are the Pegasus sisters, Meng, Bleg, and Mabel; they have identical stats, equipment, and skills, except that Meng has four authority stars and Bleg and Mabel are under her command. The three are extremely difficult to kill, as they have high bulk, 30 speed and luck, Nihil to negate bonus damage from bows, and Lands Swords that have infinite durability (rather than the normal 10 uses) to heal themselves; they also have Leg Rings to improve their already high movement, Pursuit and Adept to attack multiple times, and Critical randomly deal extra damage. Additionally, they have the ability to perform a Triangle Attack though they will usually Canto out of position for one. There is no "reliable" way to kill them – they have very high avoid, are very hard to double, heal themselves when they land attacks, and often Canto onto the northern cliffs where most units cannot reach. They have 31 physical attack at 1-range and 27 magical attack at 2-range; it takes 86 physical attack or 92 magical attack to one-shot them, 51 physical or 60 magical attack to two-shot them, or 38 physical attack to one-round them with a brave weapon, none of which account for potential healing between attacks.

The Belhalla soldiers are the strongest generic units in the game; they have Brave Swords, Killer Bows, Elwinds and Fortify staves. Brave Swords and Killer Bows have 100 hit—potentially boosted by Ishtar's authority—and 3 weight, meaning that the six enemies with them are capable of hitting most units at least twice. The Elwind Sages all have Adept—while they lack Follow-Up, they have a decent chance of attacking twice consecutively, and deal damage on resistance, which is low for most units. The Fortify High Priests have no weapons, and while they cannot attack, they are not weighed down and have high avoid. While any one of the generic enemies is less of a threat than Ishtar or the pegasus sisters, there are more of them, and they are a threat at the same time; they are, however, arguably the lowest priority threat, as they can be blocked at the narrow pass east of Friege while the pegasi cannot, and defeating Ishtar removes her authority boost, weakening the generic units more than defeating any single generic would.

Julia, Manfroy, and the Deadlords

Julia has 5 movement when unpromoted and takes twelve turns to reach Friege castle; when promoted, she has 6 movement, and takes ten turns to reach Friege. If Julia is promoted, she is likely to reach where Ishtar is being fought in seven or eight turns, presuming they are still being fought.

Julia should be neutralized as safely possible, as fighting Julius without Naga is extremely tedious, unreliable, and potentially impossible. For that reason, non-lethally neutralizing Julia is the top priority so that enough time can be bought to take out Manfroy.

The more experience Julia obtained, the harder it is to safely neutralize her. Since Julia's resistance growth is extremely high, the requirement to use Sleep or Silence on her becomes higher the more she leveled up. Hawk has 22 magic at base, and Julia can reach 22 resistance as soon as level 8 and on average at level 15; the Magic Ring boosts Hawk's magic to 27—Julia's promoted magic cap—and he will need only one point of magic to always use a status staff on her, provided she does not hold the Barrier Ring. Depending on his father, Ced can have similar magic to Hawk; he has a higher magic growth with Lewyn, Azelle, or Claud as his father, and can have a higher base with any of them. The threat Julia poses to other units can be reduced in Chapter 9 by storing or selling all her weapons and giving her a Fire tome, which has the lowest might and highest weight of all tomes she can use. In battle, Julia can be boxed in with units that cannot counter her or lured away from units dangerous to her, preferably by units with high resistance.

Manfroy guards Velthomer castle, with a handful of Dark Mages armed with Hel tomes and Sleep staves. If hit by Hel, a unit with Miracle will be able to dodge every attack for the remainder of that turn; however, Miracle will not protect a unit from status staves, and they will not be safe from the Dark Mages' Sleep staves. Tyrfing grants Seliph Miracle and enough resistance to not be hit by Sleep, and he can use that to move towards Manfroy safely; however, without a kill bonus, defeating Manfroy takes at least two turns for Seliph, even with capped strength and speed, and he will be vulnerable to Hel and Fenrir during that second turn. If Seliph has a Renewal Band—one of which he can obtain in Chapter 10—he will heal at the start of each turn, and can be hit by Hel and set to 1 HP, activating Miracle and giving him 100 avoid; however, this is reliant on Seliph being hit by Hel, and there is a decent chance he will avoid each attack, and will be left vulnerable to Manfroy's attack. There is a church near Velthomer castle at the west, but it is too far from the gate for a mounted unit to reach it in one turn, even with the Leg Ring, and the church is inside the Sleep staff range of two Dark Mages. A staff-user may be required to keep Seliph alive if he is otherwise alone; Leif, Nanna, Hermina, and Jeanne have relatively low resistance and may be put to sleep, while Lana, Muirne, Coirpre, and Charlot have low movement, and will struggle to quickly move past the Deadlords without entering their range. Fee has high resistance and can use Mend after promotion, and Leif can stay out of Sleep range by using Physic; alternatively, if Laylea was recruited to obtain the Barrier Blade, Leif (and possibly Nanna/Jeanne) can stack that with a Barrier Ring to become immune to Sleep. Ares, with his high resistance to avoid being put to sleep, can also be sent along with Seliph as a bodyguard to help clear out the Hel mages faster; his lack of Miracle will force him to stay outside of Manfroy's Fenrir range however, as Manfroy can kill him if he gets hit by Hel. Without Tyrfing, Manfroy is much harder to deal with. Due to having Adept to get two attacks off in a row, he has 43x2 magical attack with Fenrir and 49x2 with Jormungand; with Seliph susceptible to Sleep, Manfroy's bodyguards take much longer to clear out as they can put many units to sleep at once. Since Seliph is now a liability, it is better to leave him behind to distract Julia; once other units kill Manfroy, he can immediately re-recruit her and seize Velthomer later. Leif, Ares, and the Forseti holder will be the best options against Manfroy; even then, Manfroy's high authority and a lack of Seliph to counteract it can make him take several rounds to kill. Once Manfroy is dead and Velthomer is seized, Julia will stop attacking.

Once Manfroy is gone, Julia can be re-recruited by talking with Seliph. Julia is still an enemy prior to talking with Seliph; she will not be targeted by other enemies, but can be killed by other units. If Julia enters Velthomer, she will receive the Naga tome, which enables her to fight competently against Julius and the Deadlords even at base level. Each of the Deadlords have incredibly high stats:

Mus is a Baron with 45 physical attack, 8 attack speed, Follow-Up, 28% Adept chance, and 30% Pavise chance. Two consecutive Silver Lance hits will deal significant damage to most units, leaving them vulnerable to other Deadlords if not killing them outright. He has 20 resistance, meaning that he will usually take multiple rounds to kill reliably, as Pavise prevents a truly reliable one-round kill. However, he lacks a means of countering at range.

Bovis is a Forrest with 45 physical attack, 19 attack speed, Follow-Up, 25% crit chance, and upwards of 40% Accost chance. Any units without Nihil that Bovis doubles have a 56% chance of being crit at least once, but units with Nihil and high speed can fight him relatively safely.

Tigris is a Warrior with 46 physical attack, 7 attack speed, Follow-Up, and Wrath. He is only a significant threat to slow units like Iuchar or Iucharba. Wrath is dangerous, but Tigris is easily doubled, and Nihil negates any advantage Wrath provides; Seliph, Larcei, and Scáthach are particularly effective, as they all have high speed and weapon triangle advantage.

Lepus is a High Priest with no weapons, a Fortify that heals for 35 HP, Renewal, and Miracle. She is completely incapable of attacking, though her healing may be a nuisance; if most individual Deadlords can be defeated in one turn, she will be unable to heal much, and can be fought later when it is more convenient. In an emergency situation where Julia is severely underleveled and too weak to fight Julius without fear of dying to Accost, Lepus can be surrounded (to keep her away from Julius' Meteor range) and be kept alive as a punching bag for Julia, allowing Julia to grind levels off of chip EXP, as she has Renewal to heal herself and is bulky enough to survive Julia's Adept on a weak tome.

Draco is a Sniper with 39 physical attack, 22 attack speed, Follow-Up, 25% crit chance, 42% Adept chance, and upwards of 40% Accost. Draco will likely kill any flier he can attack without Nihil and can repeatedly attack, giving him additional chances to crit. While Seliph is crit-immune, Draco's 22 AS lets him speed-tie the average Lv30 Seliph with Tyrfing; if Seliph is even slightly speed-screwed, or got bad inheritance from his parents and did not patch this shortcoming with a Speed Ring (or his lover conversation with Patty/Daisy), Draco can double him and with a combination of his high hit rate, Adept, Accost and inability for Seliph to retaliate, one-round him. However, he lacks 1-range, and can be safely engaged by strong combat units there; since provoking any unit under Julius' authority provokes them all, he can be made to approach without necessarily needing to let him get any attacks in.

Anguilla is a Mage Fighter with 45 magical attack, 18 attack speed, Follow-Up, 38% Adept chance, and Wrath. Anguilla can deal significant damage to many low-resistance units, and has a decent chance to kill any such units she doubles; she is particularly threatening if Wrath activates, but a unit with Nihil can negate that advantage. Seliph is particularly effective against Anguilla, as he has Nihil and Tyrfing boosts his resistance significantly.

Equus is a Bishop with 43 magical attack, 6 attack speed, Follow-Up, and 21% crit chance. Equus is easily doubled, but has a chance to kill or significantly weaken a unit he can attack with a crit; he notably has weapon triangle advantage against Forseti, and none of the Forseti users have Nihil to negate the crit chance. Seliph is effective against Equus for the same reasons he is against Anguilla.

Ovis is a Sage with 48 magical attack, 26 attack speed, Follow-Up, 46% Adept chance, and upwards of 40% Accost. Ovis hits resistance, doubles most units, and has a decent chance of getting extra attacks. Forseti can be reasonably effective against him, as it boosts its user's attack speed and limits Ovis's chance of activating Accost, though it is unlikely that they will be able to one-round Ovis. Seliph can fight Ovis fairly well with Tyrfing, though he cannot double him without a Speed Ring; without the Tyrfing, Seliph gets doubled and can easily get one-rounded by Adept and Accost procs. He can also be disabled by a Silence/Sleep staff user with 26 or more magic.

Simia is a Swordmaster with 39 physical attack, 25 attack speed, Follow-Up, 45% Adept chance, 28% crit chance, and Renewal. Simia has a chance to crit and a high chance to get additional attacks, giving her additional opportunities to crit. She doubles the average Lv30 Seliph and speed ties a maxed Seliph with Tyrfing; she also deals 19 damage per hit to the average Lv30 Seliph (18 against maxed Seliph), giving her a very real chance to one-round him with Adept procs if Seliph isn't equipped with the right rings; even if he is, Simia can still badly damage him and leave him vulnerable to being killed by other Deadlords. As such, it may well be necessary to put her to sleep or otherwise gang up on her with ranged attacks due to her good avoid. Simia lacks a 2-range option and has fairly low resistance; the Forseti-user needs more than 10 speed to double her (but only Ced has Pursuit by default; the others require the Pursuit Ring) and at least 26 magic to one-round her.

Gallus is a Dark Bishop with a Hel tome, Follow-Up, -5 attack speed, and Renewal. He cannot kill anything, though he can set up for someone else to kill, such as Julius's Meteors. It may be beneficial to leave him alive to activate Miracle, but he can be defeated fairly easily.

Canis is a Light Priestess with Nosferatu, 25 magical attack, 8 attack speed, Follow-Up, and 20% crit chance. As the only unpromoted Deadlord, Canis has mediocre stats compared to her comrades, and can safely be allowed to attack Seliph, though she does have a chance to crit.

Porcus is a Thief Fighter with a Brave Sword, 32 physical attack, 24 attack speed, Follow-Up, 27% crit chance, and Steal, which will drains all of a unit's gold when hit. Gold is a relatively minor issue, as there are very few things left to do with it. Porcus is similar to Simia but slightly weaker; he similarly lacks a 2-range option and can be defeated fairly reliably with Forseti.

Julius

Julius is the last enemy fought in the game. He has Meteor to attack from his castle, and now has Nihil to prevent a unit from circumventing Loptous with critical hits or sword skills. Julius will consistently stay at high HP, enabling him to trigger Accost easily, potentially killing a unit with Meteor while fighting the Deadlords. However, Julius will not use Meteor if a unit stands directly in front of Belhalla Castle (from the "Besiege" position), and he will always attack them with Loptous if he can. For this reason, if Seliph or Julia is at Belhalla gate, it becomes safe for other support units like healers or a Dancer.

Julia is the best candidate to fight Julius. At base level, Julia with Naga deals 6 damage to Julius and doubles him; with a 100% magic growth, she will cap her magic after 12 levels, and after promotion will deal 25 damage to Julius per attack, potentially one-rounding him if Adept activates twice, or once if given the Magic Ring. Seliph or any unit with high resistance may stand at Belhalla's gate to instigate Julius into using Loptous, and allow other units to move into position. Keeping Seliph and any units with Charm within 3 tiles of Julia increases her reliability, and Lene/Laylea may allow for Julia to kill Julius in one turn.

Regardless of how Julius dies (using the above or below strategies), make sure someone is standing in front of Belhalla, no matter what. Even if you want to wait a turn or two to grind staff EXP for ranks or whatnot. If Julius is dead, nobody stands in front of Belhalla castle and Arion/his subordinates are in range of Belhalla castle, THEY WILL SEIZE IT AND SOFTLOCK THE GAME.

Defeating Julius without Naga

It is possible, though significantly more difficult, to kill Julius without Naga. To do more than 1 damage, a unit needs at least 54 physical attack or 74 magical attack (which cannot be achieved), and needs at least 16 attack speed to follow-up. Additionally, Julius heals 15 HP each turn from the castle, requiring that at least 16 damage be dealt each turn to make progress toward defeating him.

Seliph is the unit that best survives against Julius: Tyrfing's boosts his resistance significantly and grants Renewal to extend his sustainability, and Nihil prevents the 110-attack critical hits Wrath would grant. With capped strength (which he reaches by level 29 on average) and a Power Ring, Seliph deals 5 damage per hit, requiring that he hit four times per turn to out-damage Julius's healing if he is the only unit attacking. Other units that can deal more than 1 damage with capped strength are:

  • Ares can deal 2 damage with Mystletainn (or 4 with a Power Ring); Mystletainn improves his already good resistance, allowing him to consistently survive one hit. He also has Adept, potentially letting him get extra hits off, and as a mounted unit, he has Canto, letting him displace himself out of the way for other units to make their attempts on Julius. However, his level 30 averages are insufficient to survive a Wrath crit even with a Barrier Ring (he only survives if he has been extremely lucky with both his HP and resistance level up gains), making him non-viable once Julius reaches the 41-HP mark.
  • Shannan 3 damage with Balmung (or 6 with a Power Ring). Though his resistance is low, Adept potentially allows him to attack extra times, and Balmung grants him exceptional avoid—with other bonuses such as Charm or Seliph's authority, Shannan can potentially bring Julius down to 0 hit. However, unless he is given the Knight Ring, Shannan's lack of Canto means he can only battle once per turn while allowing other units to attack.
    • Notably, Shannan is unlikely to even reach his Strength cap in the first place; his Lv30 average is 23.4 STR; even with Larcei/Creidne's lover conversation, that only becomes 26.4. It should be noted that the difference between 26 STR and 27 STR is 1 point of damage on Julius. Additionally, his Lv30 averages require at least 4 of the following to bring Julius down to 0% hit (in addition to Seliph's leadership and Balmung): a lover, a Speed Ring, Charm stacks; consequently, a minimum of 2 charm stacks are needed unless Shannan is stat-blessed in SPD or LCK.
    • Through the use of a glitch that transfers a dead unit's items to the armory, Larcei and Scáthach may use Balmung to the same effect if Chulainn is their father. They both cap strength and speed more reliably, but Scáthach has a lower speed cap and lacks Adept.
  • Febail can deal 8 damage with Yewfelle (or 11 with a Power Ring). While Yewfelle grants Renewal and allows him to attack without besieging the castle, and his speed is high enough to double Julius, he will die to Wrath (unless Alec is his father) or getting hit twice if Julius activates Accost. His avoid can become high enough as to lower Julius down to about 20 hit (based on his averages with most fathers; the absolute minimum it can be reduced down to is 6 hit, though this requires Laylea for a third source of Charm. Not all Febails can average capped speed at level 30 without inheritance, and some do not average capped speed at at all.), though this is not completely safe, it can be low enough to take the risk if extra damage on Julius is needed and the Valkyrie user is ready to revive him if things go wrong.
    • Febail's two best fathers for going up against Julius are Alec and Jamke. Alec grants Nihil, negating the threat posed by Wrath, effectively outperforming Seliph if Febail is fed a steady stream of healing as needed. Jamke grants both Adept and Accost, granting many chances for extra attacks and potentially letting Febail bring Julius down in a single round of combat, or else deal massive damage to him. However, this is a huge risk as Febail will have no protection against Wrath and must bank on dodging it to survive.
  • Altena can also deal 8 damage with Gaé Bolg (or 11 with a Power Ring). However, Julius will double and one-round her, so she is only usable if she is to finish Julius off. She also cannot get a lover to increase her hit or avoid, unlike the other units listed above.

Additionally, each of these units will be attacking many times, potentially using all the durability of their holy weapons. Returning to a castle to restore their durability will slow progress toward defeating Julius, so it is best for their weapons to be repaired before fighting him.

Another option to bring down Julius is to use the Sleep Sword. Due to what may have potentially been a bug, status swords are 100% effective if their activation rate would otherwise be negative (i.e. the target has 31 or more RES). Julius is not immune to this, but actually hitting him with it is difficult and risky. The Sleep Sword's 12 weight ties the Loptous tome, meaning a unit needs 27 SPD just to speed-tie Julius and avoid being doubled; since few, if any, sword users can survive 2 hits from Julius in the event that he activates Accost, while only Falcon Knight and Swordmaster have a SPD cap of over 27 (for a second chance before Julius can trigger Accost without the use of a Speed Ring), this makes putting him to sleep a huge risk. Julius has 93 Avo on his Castle; against the Sleep Sword's 70 hit, reaching 100 in-combat hit would require 123 hit from external sources; this requires Charm to reach, even on Shannan, who can average into his class' SKL cap of 30. Furthermore, even after Julius is put to sleep, the Sleep Sword will not renew his sleep status even if it hits him again (unlike status staves, which renew their effects if cast onto an already-affected target), so Julius must be allowed to wake and attack your units every 5th turn. While he is asleep, he is unable to counterattack, so the player is free to hit him with everything they have; even units that deal 1 damage per hit can help chip him down against his 15 HP/turn regeneration. With enough attackers, Julius can go down before he gets a chance to wake up.

There is an alternate strategy to kill Julius incredibly quickly without Naga, but it is not reliable at a 46.2% chance of success, and will therefore likely require repeated reloading of a start-of-turn save. If Gallus is afflicted with berserk, he will use Hel to attack Julius and will reduce him to 1 HP, as Loptous does not counteract Hel's special effect. Berserk can be inflicted with the Berserk staff or the Berserk Sword. The staff inflicts berserk if the unit has higher magic than the target (Gallus has 25 magic), but is only available in an event involving Charlot—Coirpre's substitute—requiring that Silvia be dead or unmarried by the end of Chapter 5. The sword has a 5% chance per hit to inflict berserk on Gallus, so a unit that deals little damage but attacks multiple times will maximize the chances for Gallus to be berserked; additionally, Rescue may be needed to ensure the unit's safety. If using the sword, take note not to do too much damage; Gallus needs 71 HP to survive 2 hits from Julius, potentially giving him a second shot at hitting Julius. In order to berserk Gallus he must not be dead, so the Deadlords must be entirely avoided or all but him be defeated. Once Gallus is berserk, he will then attack Julius, who he has a 33% chance to hit. If he hits, Julius drops to 1 HP and kills Gallus with Wrath, requiring the player move in immediately thereafter to stop Julius from healing. If he misses, he still survives 2 Loptous hits, but if Julius hits his 60% Accost activation, Gallus dies and the strategy fails (as the activator of Accost, Julius initiates combat during the round of combat granted by Accost, causing him to attack first instead of Gallus); if Julius whiffs the Accost roll, Gallus will survive to make a second attack on Julius; this also has a 33% chance of success, but if it fails, Gallus will not have enough HP to survive retaliation and consequently die, causing the strategy to fail.

Trivia

  • With the exception of Zeus, this chapter's arena features rematches against arena champions of past chapters:

Etymology and other languages

Names, etymology, and in other regions
Language Name Definition, etymology, and notes
English

End of the Holy War

From the title of the player phase theme "End of the Holy War (Arranged)" in Fire Emblem Heroes. Heroes also localizes this chapter's name as Holy War's End in the name of a skill, potentially due to limited space.

English
(unofficial)

The Final Holy War

Used in the Project Naga fan translation

Japanese

最後の聖戦

The Final Holy War

Spanish

El fin de la Cruzada

The End of the Crusade; the skill in Heroes is Fin de la Cruzada.

French

Fin de la guerre sainte

End of the Holy War; the skill in Heroes is Fin guerre sainte.

German

Ende des Heiligen Krieges

End of the Holy War; the skill in Heroes is Ende des Krieges

Italian

Fine della Guerra Sacra

End of the Holy War; the skill in Heroes is Fine Guerra Sacra.

Portuguese
(Brazil)

Fim da guerra sagrada

End of the Holy War; the skill in Heroes is Final da guerra.

Traditional Chinese

最後的聖戰

The Final Holy War; the skill in Heroes is 最後的聖戰.

Gallery

References

← Light and Dark • End of the Holy War
Fire Emblem: Genealogy of the Holy War
Playable characters First gen. AlecArdenAyraAzelleBeowolfBrigidChulainnClaudDeirdreDewEdainErinysEthlynFinnJamkeLachesisLewynLexMidirNaoiseQuanSigurdSilviaTailtiu
Second gen. AltenaAresArthur/AmidCed/HawkCoirpre/CharlotDiarmuid/TristanFebail/AsaelloFee/HerminaFinnHannibalIucharIucharbaJuliaLana/MuirneLarcei/CreidneLeifLene/LayleaLester/DeimneNanna/JeanneOifeyPatty/DaisyScáthach/DalvinSeliphShannanTine/Linda
Non-playable characters First gen. AidaAlvaAnnandArvisAzmurBatuByronCalfCigyunEldiganEthniaEvaEveGrahnyeImcaKurthManananMariccleOifeyLahnaRingShannanTravantVictor
Second gen. AnnaFelipeJakeLewynPalmarch
Bosses First gen. AndreyBeowolfBordeauxChagallCimbaethClementCuvuliDaccarDiMaggioDíthorbaDonovanDuvallElliotEldiganErinysGerrardJacobiJamkeLamiaLombardMacbethMagornMyosMunnirPamelaPapilioPhilipPizareReptorSandimaSlayderVajaWaltzZane
Second gen. AltenaAnguillaArionArvisBanbaBaranBlegBloomBovisBoyceBramselBrianCanisCoulterDagonDanannDistlerDracoEquusEriuFisherFotlaGallusHannibalHaroldHildaIshtarIshtoreIucharIucharbaJavarroJudahJuliaJuliusJuphielKanatzKutuzovLizaMabelManfroyMaykovMengMorriganMuhammadMusMusarOvisOvoPorcusRiddellRobertoRodanSchmidtScipioSimiaTine/LindaTigrisTravantZagam
Background characters BaldrBragiCedDáinnFjalarGairHeimHoðrForsetiLoptousMaeraNagaNálNjörunOdSalamanderThrudUllr
Holy Weapons BalmungForsetiGáe BolgGungnirHelswathLoptousMjölnirMystletainnNagaTyrfingValflameValkyrieYewfelle
Chapters First gen. P: Birth of a Holy Knight • 1: Lady of the Forest • 2: Crisis in Agustria • 3: Eldigan, the Lionheart • 4: Dance in the Skies • 5: Doorway to Destiny
Second gen. 6: Heir of Light • 7: Beyond the Desert • 8: The Wyvern Knights of Thracia • 9: For Whose Sake • 10: Light and DarkE: End of the Holy War
Locations JugdralAed Desert (Dahna) • Agustria (Bragi TowerNordionOrgahil) • Grannvale (BelhallaChalphyDozelEddaFriegeVelthomerYngvi) • Isaach (Tirnanog) • Munster District (ConnachtLeonsterMunsterUlster) • MiletosSilesseThraciaVerdane
Groups, objects and events 12 crusadersAed MassacreBattle of BelhallaChild huntsCross KnightsFall of LeonsterFinal Holy WarHoly BloodHoly WarKnight brigades of GrannvaleLanceritterLoptr Church (DeadlordsLoptrian Empire) • Miracle of DahnaQuintessence
Lists ChaptersCharactersClasses (Class change) • Hidden map eventsItemsScriptsSkillsWeapons
Related topics TreasureGenealogy of the Holy War ExceedŌsawa manga adaptationFujimori manga adaptationSuzuki novelizationHeir of LightName chart • Other games (Mystery of the EmblemThracia 776Awakening) • Timeline