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| Along with the already-threatening Ishtar and the Pegasus sisters are the Weissenritter, the Royal Guard of Belhalla, and the strongest generic units in the game by a sizable margin. They come with some of the best equipment available to them - [[Brave Sword]]s, [[Killer Bow]]s, [[Elwind]]s and [[Fortify]] staves. [[Brave Sword]]s and [[Killer Bow]]s have 100 base hit and 3 weight, meaning that the six enemies with them are capable of doubling your units and also hitting even your dodge-tanks which, if inside Ishtar's Leadership range, ''includes'' the [[Forseti (tome)|Forseti]] carrier. The [[Elwind]] [[Sage]]s all have [[Adept]] as a class skill, and with their good speed, Elwind's low weight of 2 and the general low resistance of most of your units, turns them into threats that also need to be dealt with, while the [[Fortify]] [[High Priest]]s don't have weapons, meaning they don't have anything to weigh them down, giving them avoidance rates high enough that your units can easily waste their actions on them. Most importantly, however, is the fact that the Weissenritter combined is too dangerous to be allowed to run free, thus forcing you to take them out, while at the same time you need your units to fight Ishtar and the Pegasus sisters, which is where their real threat lies - you cannot leave them alone, but you cannot spare much manpower to deal with them either. | | Along with the already-threatening Ishtar and the Pegasus sisters are the Weissenritter, the Royal Guard of Belhalla, and the strongest generic units in the game by a sizable margin. They come with some of the best equipment available to them - [[Brave Sword]]s, [[Killer Bow]]s, [[Elwind]]s and [[Fortify]] staves. [[Brave Sword]]s and [[Killer Bow]]s have 100 base hit and 3 weight, meaning that the six enemies with them are capable of doubling your units and also hitting even your dodge-tanks which, if inside Ishtar's Leadership range, ''includes'' the [[Forseti (tome)|Forseti]] carrier. The [[Elwind]] [[Sage]]s all have [[Adept]] as a class skill, and with their good speed, Elwind's low weight of 2 and the general low resistance of most of your units, turns them into threats that also need to be dealt with, while the [[Fortify]] [[High Priest]]s don't have weapons, meaning they don't have anything to weigh them down, giving them avoidance rates high enough that your units can easily waste their actions on them. Most importantly, however, is the fact that the Weissenritter combined is too dangerous to be allowed to run free, thus forcing you to take them out, while at the same time you need your units to fight Ishtar and the Pegasus sisters, which is where their real threat lies - you cannot leave them alone, but you cannot spare much manpower to deal with them either. |
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| | ===Deadlords, Manfroy and his Puppet=== |
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| | If you took too long on Ishtar and her troops, then this section can become relevant far earlier than usual. |
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| | Julia needs to be neutralized as soon as safely possible, as a Naga-less Julius fight is extremely tedious, unreliable and easily capable of producing a softlock if your units aren't up to shape. For that reason, non-lethally neutralizing Julia is the top priority so that enough time can be bought to take out Manfroy. |
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| | The more EXP you feed to Julia (including a promotion) the harder it is to safely neutralize her. Since Julia's RES growth is extremely high, if she has been fed a decent sum of EXP then her RES will be high enough that pretty much the only thing that can [[Sleep (staff)|Sleep]]/[[Silence (staff)|Silence]] her is somebody who could do the same to Ishtar. Alternatively, if Julia cannot be silenced, then you have to give her a suitable distraction to waste her time. Ideally, you sell off all of her weapons and give her a basic [[Fire]] tome to minimize her damage output (as the basic Fire tome has the lowest might but is also the heaviest non-holy tome) then either box her in with units that cannot counter ([[Faval]], [[Lester]], Bow-equipped [[Leif]], Unarmed [[Lana]], Unarmed [[Corpul]] etc.) or use someone as bait to lure her toward the ledge north of Friege, away from your other units that can potentially kill her on counterattack. |
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| | Manfroy guards Velthomer castle, with a handful of [[Dark Mage]]s armed with [[Hel (tome)|Hel]] and [[Sleep (staff)|Sleep Staves]]. While it seems like a Seliph solo is in order, Seliph actually can run into some trouble with it. While Seliph's RES is elevated to un-sleepable levels due to the Tyrfing, the Dark Mages have about a 4% chance to hit a trained Seliph, which while low, increases to a threatening 44% if they get near Manfroy. If Seliph gets hit by a Hel, he's fine for that turn - Tyrfing's [[Miracle]] will make him dodge everything. However, Miracle will wear off after a turn, and once that happens Manfroy will gleefully [[Fenrir]] a 1HP Seliph to death. Furthermore, Manfroy, who has a significant chance to dodge, takes 2 entire rounds to kill unless the [[Tyrfing]] racked up 50 kills for [[Critical (skill)|Critical]], so Seliph cannot bum-rush Manfroy and expect to take him out and seize in one go. For this reason, unless Seliph was directly on the Church (which is in Fenrir range), he needs a healer to back him up. Of your healer candidates, Leif and Nanna have RES issues and run the risk of being put to sleep, while Lana and Corpul have some trouble sneaking past the Deadlords without aggro-ing them or wasting too much time doing so. A promoted [[Fee]] can be an adequate healer with a [[Mend]] staff, and Leif can stay out of Sleep range by using a [[Physic]] staff and canto-ing to safety. Take Manfroy out as soon as it's safe to do so as it will immediately cause Julia to stop attacking you. |
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| | Once Manfroy is gone, Julia will rejoin upon being talked to with Seliph. Just be careful to not leave them in Meteor or Deadlord range, as you don't want the Deadlords charging at you until your units are ready to receive them. Have Julia walk her way up to Velthomer and enter the castle for the Naga tome, and if you want her to help with Deadlords, then have her huff it back to your other units. When you ARE ready, you can leave Seliph in Meteor range to make them come at you. Each of the Deadlords is like a boss-level enemy without holy-weapons, but each of them have incredibly high stats to make up for it: |
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| | Mus is a Baron, with 45 Phys ATK, 8 AS, Follow-Up, 28% Adept and 30% Pavise. He can pose a threat if allowed to initiate, as two consecutive [[Silver Lance]] hits are rather painful. He also has 20 RES, meaning that he will usually take multiple rounds to kill reliably, as Pavise means that there is no such thing as a reliable ORKO. Weak to being swarmed with ranged attacks. |
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| | Bovis is a Hero, with 45 Phys ATK, 19 AS, Follow-Up, 25% Crit and potentially upwards of 40% Accost. To any Nihil-less unit or unit that he doubles, he is a huge threat, but to [[Larcei]] and [[Seliph]], who have [[Nihil]] and can easily outspeed him, he is a pushover that dies within 2 rounds of combat. He is fairly fast and dodgy, so ranged chip tactics might waste more actions than necessary. |
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| | Tigris is a Warrior, with 46 Phys ATK, 7 AS, Follow-Up and guaranteed crits when at 41 or less HP. He is only a significant threat to [[Johan]]/[[Johalvier]] who gets doubled and maybe your slowest lance user. Wrath is dangerous, but given how weak axes are in general, Tigris goes down rather quickly regardless. [[Larcei]] and [[Seliph]] have 0% risk when fighting him due to Nihil and WT advantage, just to hammer more nails into an already tight coffin. |
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| | Lepus is a High Priest, who is unable to attack, a [[Fortify]] that heals for 35 HP, Renewal and Miracle. She is completely incapable of hurting you, though her healing can be a nuisance later. It's best to leave her until other threats are gone, then just beat up the helpless healer like usual. |
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| | Draco is a Sniper, with 39 Phys ATK, 22 AS, Follow-Up, 25% Crit, 42% Adept and potentially upwards of 40% Accost. Effectivley a trained [[Jamke]] but as an enemy with even higher stats, Draco is a huge threat if allowed to initiate combat, as he will likely just continously shoot at your units until he crits them to death. However, his lack of 1-range means that if you bait him out by baiting the other Deadlords out, you can easily run in and kill him at 1-range. |
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| | Anguilla is a War Mage, with 45 Mag ATK, 18 AS, Follow-Up, 38% Adept and guaranteed crits when at 41 or less HP. Easily a threat due to the low RES of most of your units and her surprisingly high AS and Adept. Do be careful if you don't kill her in one round, as a Wrath Crit will likely be an OHKO. Seliph can dispatch her safely with the Tyrfing, however. |
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| | Eqqus is a Bishop, with 43 Mag ATK, 6 AS, Follow-Up and 21% Crit. While he is usually considered the least threatening magical Deadlord, he can still kill your units with a Crit if you get too cocky. Notably, the [[Forseti (tome)|Forseti]] gets a WT disadvantage, which can result in Eqqus critting him to death on a low% hit if you're not careful. Nihil will solve the problem as usual. |
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| | Ovis is a Sage, with 48 Mag ATK, 26 AS, Follow-Up, 46% Adept and upwards of 40% Accost. Easily the strongest of the magical Deadlords and contender for the most dangerous Deadlord overall, Ovis hits RES and hits like a truck, but he also has multiple skills to exploit his high AS to keep spamming his [[Tornado]] spell until your unit dies. The Forseti carrier can fight him reasonably well, as can Seliph, though anyone else stays FAR away from Ovis lest they die to an unrelenting storm of Tornadoes. |
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| | Simia is a Swordmaster, with 39 Phys ATK, 25 AS, Follow-Up, 45% Adept, 28 Crit and Renewal. The strongest of all physical Deadlords and the other contender for the most dangerous Deadlord overall, Simia will make use of her high AS to spam her attacks, which can crit your units to death easily. While Seliph is immune to crits thanks to Nihil, even he can lose upwards of 50% of his health from Simia Adept-ing her attacks (and possibly ''doubling a SPD-screwed Seliph''), which, combined with the numerous other sources of strong physical damage, can get Seliph killed. Carefully bait her and single her out, then pile on the 2-range, as Simia's 1-range performance is far too terrifying to go against. |
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| | Gallus is a Dark Bishop, with a [[Hel (tome)|Hel tome]], Follow-Up, -5 AS and Renewal. He can't kill anything, though he does set it up for someone else to get that kill, such as Julius' Meteors. It may be beneficial to leave him alive if attempting a Naga-less Julius, as explained later. |
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| | Canis is a Shaman, with a Nosferatu, 25 Mag ATK, Follow-Up and 20% Crit. As the only un-promoted Deadlord, Canis only has mediorcre stats compared to her comrades, and can safely be allowed to attack Seliph, who can easily tear her to shreds. Otherwise, just beware of her Nos-Critting you, which is like a Pegasus Sister crit but worse. |
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| | Porcus is a Rouge, with a Brave Weapon, 32 Phys ATK, Follow-Up, 27% Crit and the ability to drain you of all your gold on hit. Gold shouldn't be an issue, as once the Deadlords are gone only Julius remains. Otherwise, Porcus is more or less a weaker Simia with lower stats due to Rouge's lower caps. Treat him like a Simia if allowing him to initiate, though feel free to swarm him on your turn. |
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End of the Holy War
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Location
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Grannvale
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New units
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Julia
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Boss(es)
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Roberto, Boyce, Rodan, Juphiel, Fisher, Dagon, Brian, Baran, Hilda, Scipio, Arion, Manfroy, Ishtar, Meng, the Deadlords, Julius
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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 article: End of the Holy War/Script
This section has been marked as a stub. Please help improve the page by adding information.
Chapter data
Chapter Data
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Conditions
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Unit Data
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Victory: Seize Belhalla Defeat: Seliph dies or Chalphy is seized
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Player: 23+1
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Partner: 0+6
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Other: 0
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Enemy: 47+115-7+∞
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Chapter Map
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Map dimensions: 62 columns by 62 rows
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Combatants and castles
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Army
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Commander
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Affiliation
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Units
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Castles
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Guardian
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Notes
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Seliph's
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Seliph
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Player
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23+1
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Chalphy
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--
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Home castle
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Edda
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Juphiel
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Enemy
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39+∞
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Edda
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Juphiel
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The ramparts northwest of Chalphy and Edda castles are lowered upon seizing Edda.
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Dozel
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Brian
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Enemy
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8+29 +∞
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Dozel
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Dagon
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• The Dozel army appears once Edda has been seized. • The rampart south of Friege is lowered upon seizing Dozel
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Friege
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Hilda
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Enemy
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19
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Friege
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Baran
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• The Friege army appears once Dozel has been seized. • The two ramparts east of Friege Castle are lowered once Friege is seized.
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Yngvi
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Scipio
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Enemy
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18
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--
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--
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• 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.
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Thracia
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Arion
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Enemy
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6
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--
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--
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• The Thracian army arrives one turn after Friege is seized. • The Thracian army becomes a partner once Altena talks to Arion.
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Partner
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Velthomer
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Manfroy
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Enemy
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7
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Velthomer
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Manfroy
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The Velthomer army emerges once Friege is seized.
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Belhalla
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Julius
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Enemy
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6+30+∞
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Belhalla
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Julis
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The Loptrians emerge once Dozel has been seized; the Belhalla army emerges once Friege is seized.
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Character data
- Julia will have whatever stats she had when she left Seliph's army, including a possible promotion.
Item data
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Name
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Obtainment Method
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Naga
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Event: Enter Velthomer Castle with Julia
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In addition, two villages are present on the map, which can be visited to obtain up to 5,000 gold each.
Castle data
- The armory will sell anything not bought in the previous chapters.
Event data
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Initiator
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Recipient
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Criteria
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Reward
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Arthur/Amid
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Tine/Linda
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Neither has a lover
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+1 Lck for Tine
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Patty
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Seliph, Lester, or Shannan
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The pair are lovers and Julius is alive
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+3 HP and +3 Spd for Seliph, Lester, or Shannan
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Daisy
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Deimne
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The pair are lovers
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+5 HP for Deimne
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Tine/Linda
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Seliph, Leif, or Ced/Hawk
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The pair are lovers and Julius is alive
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+3 Mag for Seliph, Leif, or Ced/Hawk
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Muirne
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Asaello
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Edda seized and the pair are lovers
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+5 HP for Asaello
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Nanna/Jeanne
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Seliph
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Edda seized and the pair are lovers
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+3 HP for Seliph
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Nanna
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Leif or Ares
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Edda seized, Julius is alive, and the pair are lovers
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+3 Def for Leif or Ares
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Jeanne
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Leif
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Edda seized and the pair are lovers
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+5 HP for Leif
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Larcei/Creidne
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Seliph, Iucharba, Iuchar, or Shannan
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Dozel seized, Julius is alive, and the pair are lovers
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+3 Str for Seliph, Iucharba, Iuchar, or Shannan
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Lana/Muirne
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Seliph or Scáthach/Dalvin
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Dozel seized, Julius is alive, and the pair are lovers
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+3 Res for Seliph or Scáthach/Dalvin
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Lana
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Febail
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Dozel seized, Julius is alive, and the pair are lovers
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+3 Res for Febail
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Altena
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Arion
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Friege seized
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Arion becomes a partner
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Fee/Hermina
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Seliph or Arthur/Amid
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Friege seized, Julius is alive, and the pair are lovers
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+3 Skl for Seliph or Arthur/Amid
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Fee
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Oifey
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Friege seized, Julius is alive, and the pair are lovers
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+3 Skl for Oifey
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Seliph
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Julia
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Velthomer seized
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Julia joins
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Julia
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--
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Julia enters Velthomer Castle
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Naga for Julia
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Unit data
Edda
The Edda army is present from the start of the chapter.
Reinforcements
- One turn after Roberto reaches Edda Castle
Dozel
The Loptrians are present from the start of the chapter. The Dozel army appears once Edda has been seized.
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 Axe 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.
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Name
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Class
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Lv
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#
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Inventory and Skills
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Notes
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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.
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Name
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Class
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Lv
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#
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Inventory and Skills
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Notes
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Thracia
The enemy Thracian army arrives one turn after Friege has been seized. The partner army emerges once Altena talks to Arion.
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Name
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Class
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Lv
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#
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Inventory and Skills
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Notes
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Name
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Class
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Lv
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#
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Inventory and Skills
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Notes
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Velthomer
The Velthomer army emerges once Friege has been seized.
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Name
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Class
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Lv
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#
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Inventory and Skills
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Notes
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Belhalla
The Loptrians emerge once Dozel has been seized. The Belhalla army emerges once Friege is sezied.
Reinforcements
- One turn after Ishtar reaches Belhalla Castle
Major units
Edda
- Main article: Roberto
- Roberto is a sub-boss affiliated with Edda.
- Main article: Boyce
- Boyce is a sub-boss affiliated with Edda.
- Main article: Rodan
- Rodan is a sub-boss affiliated with Edda.
- Main article: Juphiel
- Juphiel is the guardian of Edda Castle and the boss of Edda.
Dozel
- Main article: Fisher
- Fisher is a sub-boss affiliated with Dozel. He and the Dozel army emerge once Edda has been seized.
- Main article: Dagon
- 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
- Brian is the boss of Dozel. He and the Dozel army emerge once Edda has been seized.
Friege
- Main article: Baran
- 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
- Hilda is the boss of Friege. She and the Friege army emerge once Dozel is seized.
Yngvi
- Main article: Scipio
- 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
- Arion is the boss of Thracia. He and the Thracian army arrive one turn after Friege is seized.
Velthomer
- Main article: Manfroy
- 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
- Ishtar is a sub-boss affiliated with Belhalla. She and the Belhalla army emerge once Friege is seized.
- Main article: Meng
- 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
- The Deadlords are sub-bosses affiliated with Belhalla. They emerge alongside the Belhalla army when Friege is seied.
- Main article: Julius
- 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.
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The Final Holy War is upon us. This is the last map of the game, and it's a doozy.
Castle Edda
After completing the Arena and any necessary preparations, your first task is to engage Roberto's squad - the cavalry unit that has been ordered to attack Chalphy immediately. Roberto's squad itself isn't too difficult - just some cavalry with silver weapons and Elfires. Be careful around Roberto himself when using units without Holy Weapons - he has Follow-Up, Accost and a Brave Sword, which can potentially become very disastrous if taken lightly. If necessary, bait him from the edge of his range to force him to use his weaker and much heavier Javelin. Otherwise, he isn't much harder than Ridale.
The two Dark Mage squads should also be taken care of. Fenrir is quite nasty when the majority of your units have very little resistance to it, and Silence will keep your magic users disabled. Most of the Dark Mages can be killed with physical 2-range easily, but some are too far away to do so. Fee can deal with them without much issue, as Falcon Knights have good resistance, though Altena will need healing, or be danced forward with the Gae Bolg to keep damage off of her.
Next, split your army. Your cavalry is tasked with taking Edda, while your infantry will be left behind at Chalphy, to fend off a later assault from the direction of Dozel. Your infantry will have at least 2-3 turns to set up a defensive formation, and there are a few ways to go about it.
The first option is to have your infantry advance to the rampart south of Dozel, and place your dodgiest units in the road, such as Shannan, Larcei or a Forseti carrier. Another unit should stand in the mountain tile immediately adjacent to the roadway to stop enemies from trying to go around.
The other option is to have all your infantry pull back inside Chalphy castle and station your dodgiest unit on top of Chalphy itself. This unit should have at least a spare weapon, as this strategy will be slower and the unit won't be able to duck back inside the castle to replenish weapons.
Now, the your cavalry unit now needs to take Edda castle. Edda itself is guarded by the infamous "Great Wall of Edda" - a full line of mercenary troops, a full line and two flanks of siege tome bishops, another line of sleep staff high priests, two bosses in the field and another on top of the castle.
These powerful enemies combined makes it either very suicidal or very foolhardy to leave a unit in their combined attack ranges, and since the enemies don't start attacking unless you stand in their range, it can become very difficult to defeat them in detail. However, the bigger problem are the Sleep staves. Anyone who gets put to sleep becomes immobile, leaving them open to a barrage of Boltings and Meteors, as well as being boxed in by the mercenaries. Getting a Restore to them (if they somehow survive) becomes difficult as Restore can only be carried by footlocked units or Leif (unless Claud was paired with someone that comes at the expense of the Valkyrie). However, no Sleep staff user has more than 18 Magic (Rodan), so anyone with 19 or more Res is only under threat of Meteor/Bolting chip and mercenaries swarming them. The only units that can reach this threshold reliably and not get immediately torn apart by the mercenaries' combined physical damage are Seliph with the Tyrfing from last chapter and Ares with the Mystletainn (and a Barrier Ring if he got unlucky with resistance level-ups), and the safest way to dispatch the Wall is to just get Seliph through the enemy lines so he can kill Juphiel and seize the castle. Be careful, as Seliph and Ares can still die even with Holy Weapons equipped if swarmed by Boyce's squad, and especially if Boyce procs his Adept (or, even worse, Critical on Ares). To get Seliph through quickly, make use of the Rescue Staff on Leif, Lene/Laylea (especially with the Leg Ring), Ares to clear out enemies to make a hole in the enemy formation and just ignore all the other enemies as they will despawn if Edda is seized.
Castle Dozel
Upon the seizure of Edda, the Dozel army will emerge. Fisher will take a squad of Steel/Hand Axe Knights and attack Edda through the mountain pass, while Brian will take the Grauritter, Great Knights with Silver Axes and charge Chalphy.
Fisher's squad isn't dangerous at all. Fisher's squad is somehow still umpromoted and carry axes, which are extremely heavy, while Seliph and Ares are probably in the vicinity of Edda. There even is a 1-tile wide pass where the rampart used to stand, and a dodgy sword cavalry unit can easily plug the gap and kill them as they come.
Brian's Grauenritter is a different story, however. Silver Axes hit quite hard, and Brian has a holy weapon. While it is fairly easy to dodge them all, most of the fighting will be on Road terrain, which penalizes avoid, so some hits might be taken. The Grauenritter also all somehow have Follow-Up as personal skills, though the extreme weight of a Silver Axe means that anyone with 5 or more AS won't get doubled.
Brian himself, however is a huge threat. He's the first boss of this chapter with a holy weapon, being Helswath. He also has several stats capped or near-capped, and with Helswath, is insanely difficult to kill through his 47 DEF and 27 RES. While he thankfully lacks the crit-nulling Nihil, non-crit non-holy weapon physical attacks will pretty much always deal a measly 1 damage (that he will heal off with his Renewal Band easily), while mages seeking to hit his 27 RES will need to survive a 57 damage Helswath to the face and the risk of Accost activating in return. Brian is also rather fast, at 26 SPD, though thankfully the Helswath weighs him down to 6 - low enough that you can easily double him, but as mentioned before, Brian's Accost is the bigger threat, since his insane defenses will help keep his HP high to trigger it. The Balmung or Forseti carrier is your best bet, since Seliph and Ares will probably be off at Edda now. Alternatively, you can just retreat to Chalphy, stall Brian and his troops and have Seliph advance to Dozel and seize it to make Brian and his troops disappear.
Dozel castle itself is guarded by Dagon AKA Juphiel with a different name and portrait. He poses little threat to Seliph.
Castle Friege
Upon the seizure of Dozel, the Friege army will emerge, though it will not attack until you approach. Use this time to have your units move up, resupply using Dozel castle, heal and have your infantry catch up. You're not under attack until you provoke the next group of enemies, so use the time here wisely.
Hilda commands the Gelbenritter, an army of Barons that as much as the plot implies specialize in Thoron magic, happen to specialize in Silver Lances instead. To a strong unit positioned on a mountain or forest, they're a nuisance and not a threat. They have about 10 magic and 20 strength, so they only have 30/40 Phys/Mag attack, which makes it rather easy to deal with them. They, however, have the obnoxious Pavise skill and a 25% chance to trigger it, which on top of 4 Fortify users and a narrow chokepoint, makes them tedious to fight. The Forseti carrier should have no problem solo-ing them all, as will Seliph with his Tyrfing. Do, however, beware of weapon durability, as if the battle drags on it can become an issue.
Hilda herself is actually easier to deal with compared to her battle last chapter. She's thrown out her Speed Ring and also got off of her castle, but has gained zero stats in compensation. While she can Fortify, there are also 3 Friege Barons who can, and it's a mostly redundant ability since the enemy will full-heal all of its non-lethally injured units anyways. Hilda has capped her Magic, which along with a Bolganone, has her hit for 50. However, most of your units will have enough HP to soak the hit, and since that Speed Ring is gone now, she can't double anything with 12 or more AS, turning Follow-Up from marginally threatening to Lance users to non-threatening to literally anyone that doesn't use an axe.
Scipio leads the Beigenritter, which shows up from the south border once a Friege unit is engaged in battle or if a unit nears the mountain pass south of Friege castle. If you play fast and have Seliph rush Friege castle and seize, then Scipio might as well not exist, since he and his troops will despawn if Friege is seized. If you take it slower, however, which is fairly likely as Hilda's troops will be frequently triggering their Pavise, then you will have to deal with Scipio. Scipio's troops, along with himself, are all locked to 2-range, making it fairly easy for Faval to sit in a forest and enemy phase them all with the Yewfelle. A fast mage like the Forseti carrier or Leif with the Tornado can also deal with them easily, even though the Beigenritter have Brave Bows.
Scipio, however, is a huge threat compared to his troops. He has a Killer Bow, which means he gets a 22% chance to kill your unit with a crit. The Killer Bow is also extremely accurate, at 100 hit, letting him pose a risk of an OHKO even if you bait him from a forest. He's also capable of doubling you, thanks to having 20 AS due to the Killer Bow having only 3 weight, and Accost will also be working off of his high AS and higher HP pool. Larcei, and to a lesser extent Scathach, have Nihil by default and also can reasonably reach the threshold to not get doubled, and hence can safely bait Scipio out on a forest, then follow up by having 4 units exploit his lack of 1-range by boxing him in. Alternatively, you can take the risk and bait him out with the aforementioned Faval and Forseti carrier.
Baran is another Juphiel clone. Kill him with Seliph as always, but don't seize until you've moved your other units up - you're going to need them.
Ishtar and the Weissenritter
Upon the seizure of Friege, Ishtar and the Weisenritter will emerge from Belhalla and immediately storm down the valley, while Manfroy will release a hypnotized Julia to try and cause some damage. While the Deadlords and Manfroy's Dark Mage guards also show up at this time, none of them will move until provoked - your attention is thus on fighting Ishtar's troops first.
Ishtar is back, for the third and final time, to kill your units. Compared to her last appearance, her offense has not improved much, since it was mostly capped anyways, but she has gotten considerably bulkier. She's still at 30 AS, so everyone but Shannan (who has bad RES) and the Forseti carrier (who is at risk of dying to the Weissenritter; see below) cannot double her. Ishtar's 47 SKL means that "dodging" is a mere afterthought and 60 magical attack combined with a 50% chance to Adept means all but the beefiest high-RES unit cannot safely fight her without a chance of death in return. That being said, Ishtar does still have some weaknesses. For one, she "only" has 18 DEF and 70 HP, which is low enough that you can try to bank on Ares OHKO'ing her with a Mystletainn crit. If you have a Sage (Mage Fighter and High Priest cap MAG at 27) with 28 or more MAG and a Magic Ring, you could also stop Ishtar from attacking with a status staff - Sleep will stop Ishtar from continuing to run forward to provide Leadership boosts (which she will do if silenced) while Silence's superior durability lets it be used to disable other magical threats later.
Along Ishtar are the Pegasus sisters - Meng. Bleg and Mabel. The three have identical stats, equipment and skills, except that Meng has 4 Leadership stars and Bleg and Mabel are under her command. The three are extremely difficult to kill, as they have high bulk, capped SPD and LCK, Nihil to shut down attempts to shoot them down with bows, and Earth Swords that have infinite durability (rather than the 10 uses normally) to heal themselves with. They also have Leg Rings to let them attack wherever and whenever they want, as well as letting them canto well away from your units. Their skillset is what makes them even worse - as mentioned before, Nihil disables all criticals, including weapon effectiveness, so shooting them down with bows is a no-go. Pursuit and Adept will make sure they get as many attacks off on you as possible, both to heal themselves with their Earth Swords and to maximize their chance of triggering their dreaded Critical on your units, which is, well, a death sentence. They also have the ability to perform a Triangle Attack on your units, like the three mage sisters of Ch 7/8 fame, though they AI will canto out of position 99% of the time. There is no "reliable" way to take them down - even Seliph can see his hit rates drop below 50%, and the only good way to beat them is to throw everyone that can survive their attacks at them, making use of your dancer and hoping enough attacks connect to kill them before they kill you or undo your work with their healing.
Along with the already-threatening Ishtar and the Pegasus sisters are the Weissenritter, the Royal Guard of Belhalla, and the strongest generic units in the game by a sizable margin. They come with some of the best equipment available to them - Brave Swords, Killer Bows, Elwinds and Fortify staves. Brave Swords and Killer Bows have 100 base hit and 3 weight, meaning that the six enemies with them are capable of doubling your units and also hitting even your dodge-tanks which, if inside Ishtar's Leadership range, includes the Forseti carrier. The Elwind Sages all have Adept as a class skill, and with their good speed, Elwind's low weight of 2 and the general low resistance of most of your units, turns them into threats that also need to be dealt with, while the Fortify High Priests don't have weapons, meaning they don't have anything to weigh them down, giving them avoidance rates high enough that your units can easily waste their actions on them. Most importantly, however, is the fact that the Weissenritter combined is too dangerous to be allowed to run free, thus forcing you to take them out, while at the same time you need your units to fight Ishtar and the Pegasus sisters, which is where their real threat lies - you cannot leave them alone, but you cannot spare much manpower to deal with them either.
Deadlords, Manfroy and his Puppet
If you took too long on Ishtar and her troops, then this section can become relevant far earlier than usual.
Julia needs to be neutralized as soon as safely possible, as a Naga-less Julius fight is extremely tedious, unreliable and easily capable of producing a softlock if your units aren't up to shape. For that reason, non-lethally neutralizing Julia is the top priority so that enough time can be bought to take out Manfroy.
The more EXP you feed to Julia (including a promotion) the harder it is to safely neutralize her. Since Julia's RES growth is extremely high, if she has been fed a decent sum of EXP then her RES will be high enough that pretty much the only thing that can Sleep/Silence her is somebody who could do the same to Ishtar. Alternatively, if Julia cannot be silenced, then you have to give her a suitable distraction to waste her time. Ideally, you sell off all of her weapons and give her a basic Fire tome to minimize her damage output (as the basic Fire tome has the lowest might but is also the heaviest non-holy tome) then either box her in with units that cannot counter (Faval, Lester, Bow-equipped Leif, Unarmed Lana, Unarmed Corpul etc.) or use someone as bait to lure her toward the ledge north of Friege, away from your other units that can potentially kill her on counterattack.
Manfroy guards Velthomer castle, with a handful of Dark Mages armed with Hel and Sleep Staves. While it seems like a Seliph solo is in order, Seliph actually can run into some trouble with it. While Seliph's RES is elevated to un-sleepable levels due to the Tyrfing, the Dark Mages have about a 4% chance to hit a trained Seliph, which while low, increases to a threatening 44% if they get near Manfroy. If Seliph gets hit by a Hel, he's fine for that turn - Tyrfing's Miracle will make him dodge everything. However, Miracle will wear off after a turn, and once that happens Manfroy will gleefully Fenrir a 1HP Seliph to death. Furthermore, Manfroy, who has a significant chance to dodge, takes 2 entire rounds to kill unless the Tyrfing racked up 50 kills for Critical, so Seliph cannot bum-rush Manfroy and expect to take him out and seize in one go. For this reason, unless Seliph was directly on the Church (which is in Fenrir range), he needs a healer to back him up. Of your healer candidates, Leif and Nanna have RES issues and run the risk of being put to sleep, while Lana and Corpul have some trouble sneaking past the Deadlords without aggro-ing them or wasting too much time doing so. A promoted Fee can be an adequate healer with a Mend staff, and Leif can stay out of Sleep range by using a Physic staff and canto-ing to safety. Take Manfroy out as soon as it's safe to do so as it will immediately cause Julia to stop attacking you.
Once Manfroy is gone, Julia will rejoin upon being talked to with Seliph. Just be careful to not leave them in Meteor or Deadlord range, as you don't want the Deadlords charging at you until your units are ready to receive them. Have Julia walk her way up to Velthomer and enter the castle for the Naga tome, and if you want her to help with Deadlords, then have her huff it back to your other units. When you ARE ready, you can leave Seliph in Meteor range to make them come at you. Each of the Deadlords is like a boss-level enemy without holy-weapons, but each of them have incredibly high stats to make up for it:
Mus is a Baron, with 45 Phys ATK, 8 AS, Follow-Up, 28% Adept and 30% Pavise. He can pose a threat if allowed to initiate, as two consecutive Silver Lance hits are rather painful. He also has 20 RES, meaning that he will usually take multiple rounds to kill reliably, as Pavise means that there is no such thing as a reliable ORKO. Weak to being swarmed with ranged attacks.
Bovis is a Hero, with 45 Phys ATK, 19 AS, Follow-Up, 25% Crit and potentially upwards of 40% Accost. To any Nihil-less unit or unit that he doubles, he is a huge threat, but to Larcei and Seliph, who have Nihil and can easily outspeed him, he is a pushover that dies within 2 rounds of combat. He is fairly fast and dodgy, so ranged chip tactics might waste more actions than necessary.
Tigris is a Warrior, with 46 Phys ATK, 7 AS, Follow-Up and guaranteed crits when at 41 or less HP. He is only a significant threat to Johan/Johalvier who gets doubled and maybe your slowest lance user. Wrath is dangerous, but given how weak axes are in general, Tigris goes down rather quickly regardless. Larcei and Seliph have 0% risk when fighting him due to Nihil and WT advantage, just to hammer more nails into an already tight coffin.
Lepus is a High Priest, who is unable to attack, a Fortify that heals for 35 HP, Renewal and Miracle. She is completely incapable of hurting you, though her healing can be a nuisance later. It's best to leave her until other threats are gone, then just beat up the helpless healer like usual.
Draco is a Sniper, with 39 Phys ATK, 22 AS, Follow-Up, 25% Crit, 42% Adept and potentially upwards of 40% Accost. Effectivley a trained Jamke but as an enemy with even higher stats, Draco is a huge threat if allowed to initiate combat, as he will likely just continously shoot at your units until he crits them to death. However, his lack of 1-range means that if you bait him out by baiting the other Deadlords out, you can easily run in and kill him at 1-range.
Anguilla is a War Mage, with 45 Mag ATK, 18 AS, Follow-Up, 38% Adept and guaranteed crits when at 41 or less HP. Easily a threat due to the low RES of most of your units and her surprisingly high AS and Adept. Do be careful if you don't kill her in one round, as a Wrath Crit will likely be an OHKO. Seliph can dispatch her safely with the Tyrfing, however.
Eqqus is a Bishop, with 43 Mag ATK, 6 AS, Follow-Up and 21% Crit. While he is usually considered the least threatening magical Deadlord, he can still kill your units with a Crit if you get too cocky. Notably, the Forseti gets a WT disadvantage, which can result in Eqqus critting him to death on a low% hit if you're not careful. Nihil will solve the problem as usual.
Ovis is a Sage, with 48 Mag ATK, 26 AS, Follow-Up, 46% Adept and upwards of 40% Accost. Easily the strongest of the magical Deadlords and contender for the most dangerous Deadlord overall, Ovis hits RES and hits like a truck, but he also has multiple skills to exploit his high AS to keep spamming his Tornado spell until your unit dies. The Forseti carrier can fight him reasonably well, as can Seliph, though anyone else stays FAR away from Ovis lest they die to an unrelenting storm of Tornadoes.
Simia is a Swordmaster, with 39 Phys ATK, 25 AS, Follow-Up, 45% Adept, 28 Crit and Renewal. The strongest of all physical Deadlords and the other contender for the most dangerous Deadlord overall, Simia will make use of her high AS to spam her attacks, which can crit your units to death easily. While Seliph is immune to crits thanks to Nihil, even he can lose upwards of 50% of his health from Simia Adept-ing her attacks (and possibly doubling a SPD-screwed Seliph), which, combined with the numerous other sources of strong physical damage, can get Seliph killed. Carefully bait her and single her out, then pile on the 2-range, as Simia's 1-range performance is far too terrifying to go against.
Gallus is a Dark Bishop, with a Hel tome, Follow-Up, -5 AS and Renewal. He can't kill anything, though he does set it up for someone else to get that kill, such as Julius' Meteors. It may be beneficial to leave him alive if attempting a Naga-less Julius, as explained later.
Canis is a Shaman, with a Nosferatu, 25 Mag ATK, Follow-Up and 20% Crit. As the only un-promoted Deadlord, Canis only has mediorcre stats compared to her comrades, and can safely be allowed to attack Seliph, who can easily tear her to shreds. Otherwise, just beware of her Nos-Critting you, which is like a Pegasus Sister crit but worse.
Porcus is a Rouge, with a Brave Weapon, 32 Phys ATK, Follow-Up, 27% Crit and the ability to drain you of all your gold on hit. Gold shouldn't be an issue, as once the Deadlords are gone only Julius remains. Otherwise, Porcus is more or less a weaker Simia with lower stats due to Rouge's lower caps. Treat him like a Simia if allowing him to initiate, though feel free to swarm him on your turn.
Etymology and other languages
Names, etymology, and in other regions
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Language
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Name
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Definition, etymology, and notes
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English
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End of the Holy War
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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.
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English (unofficial)
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The Final Holy War
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Used in the Project Naga fan translation
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Spanish
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El fin de la Cruzada
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The End of the Crusade; the skill in Heroes is Fin de la Cruzada.
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French
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Fin de la guerre sainte
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End of the Holy War; the skill in Heroes is Fin guerre sainte.
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German
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Ende des Heiligen Krieges
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End of the Holy War; the skill in Heroes is Ende des Krieges
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Italian
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Fine della Guerra Sacra
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End of the Holy War; the skill in Heroes is Fine Guerra Sacra.
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Portuguese (Brazil)
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Fim da guerra sagrada
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End of the Holy War; the skill in Heroes is Final da guerra.
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Traditional Chinese
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最後的聖戰
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The Final Holy War; the skill in Heroes is 最後的聖戰.
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Gallery
If any unit ends his or her turn in the red area, the Yngvi army will arrive. The area north is within the range of Friege units, which also causes Yngvi to emerge.
References