Anonymous

Site News
Warning: This wiki contains spoilers. Read at your own risk!

Social media: If you would like, please join our Discord server, and/or follow us on Twitter (X) or Tumblr!

Night Breaks Through: Difference between revisions

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
Line 1,705: Line 1,705:


===Conventional===
===Conventional===
{{sectstub}}
Though this is highly dangerous, if you lack a unit strong enough to ORKO Takumi, this is your only choice. Since the party has to make their way across the map slowly, this entails fighting basically all of the starting enemies on the map, and potentially the waves upon waves upon ocean's gray waves of Faceless reinforcements.
 
To begin the chapter, a squad of [[Silver Sword]] [[Hero]]es (Left)/a squad of [[Rabbit Spirit]] [[Onmyoji]] (Right) will begin charging down the flanks. They're the only initially aggressive enemies, and they'll still take a turn to reach you. The Onmyoji can be handled by a strong [[Master Ninja]], while the Hero squad requires a bit more attention. Tank their hits with someone with high physical bulk, like [[Xander]] then kill them with magic. The [[Oni Chieftan]] crew won't move until one of them is provoked, though they'll all charge in at once if you do. They'll [[Armored Blow|take little damage from physical counterattacks]], so try to bait them with a magic user that can take a hit.
 
Once you move closer to the center, the real threat emerges. The [[Maid]] brigade in the middle includes 2 [[Enfeeble]] users on the sides and a [[Freeze (staff)|Freeze]] user in the middle, and are under the protection of [[Master Ninja]]s, and all of them have [[Inevitable End]] to let their debuffs stack. You ''cannot'' engage in a prolonged fight in status staff range, so assassinating the Maids is a must. If you have any [[Rescue (staff)|Rescue]] charges left, now is the time to use them (by using them to pull units out after they move in to kill a Maid). Spending 2 Rescue uses on the Enfeeble Maids makes the center of the map much more manageable. As for the Master Ninjas, forget about killing them on retaliation [[Duelist's Blow|due to their high Avo]]. Just bait them with someone who doesn't care about the stat drop or is fast enough so a Dual Guard negates the only hit. The 3rd Enfeeble Maid also needs to be assassinated with Rescue as you approach, though the Freeze Maid can be distracted by leaving someone in 1-2 range of her, as the AI prioritizes attacking over using staves.
 
Starting turn 4, the Faceless spam begins, as 4-6 of them will spawn every 1-2 turns with a wide array of debuffing skills and Inevitable End. On this turn, the paired-up [[Paladin]]s also start moving. It is recommended to let the Paladins approach and kill them, rather than having to deal with them while fighting the other enemies further south. While the Faceless come in numbers, there is a trick to dealing with them effectively. All the Faceless reinforcements here have [[Self-Destruct]], which makes the Faceless blow up and deal (non-lethal) out-of-combat damage if they have HP<50% at the start of Enemy Phase, and more importantly, ''they will unconditionally blow up as long as their HP is low enough, even if there's nothing in range to blow up and/or if they could cause more damage/kill by moving to attack''. This means that you only need to deal 31 damage to each Faceless and they will dispose of themselves at the start of their turn, before any enemy healers get a chance to heal them. As long as you pay attention to their skills (some have [[Counter]], others [[Countermagic]] and most have a Seal-skill) and ensure nobody gets hit with a Seal-skill in a stat they can't afford to lose, the Faceless can be handled rather easily.
 
As for the last group, the real threats are the Paladins and [[Malig Knight]]s. The [[Great Master]] crew in the middle has Enfeeble and even a [[Hexing Rod]], so finding room to bait the mounted units can be difficult. However, you only need to bait out one of each type, and the other will move as well. Beware of the [[Beast Killer]]s the Paladins have; don't bait with Cavs/Pegasi/Kinshi, but remember that Wyvern-riding classes are ''not'' weak to the Beast Killer. Once they're gone, you can neuter all three Great Masters by putting someone in their combined attack ranges, as they will attack with their rather lackluster offense.
 
Once the Faceless situation is under control and all the starting enemies are dead, it's finally time to confront Takumi himself. While his giant energy wave dealt heavy damage to your units, as long as they didn't need the HP to bait enemies, it doesn't actually matter that much if you are not taking enemy attacks in the first place. But this can't be said for fighting Takumi himself. In [[Bold Stance]] with himself, he will charge up Dual Guards incredibly quickly and also has [[Vengeance]], which is basically a death sentence if it goes off. While Bold Stance leaves himself vulnerable to Dual Strikes, you won't be going for them as they are decidedly very unsafe due to the aforementioned Vengeance. You will need to attack him in Pair-Up with a Dual Guard charged (if you need to charge it, go attack some Faceless), while also having enough SPD to avoid being doubled. Fortunately, this SPD threshold is quite low; just 25 SPD, which can go even lower with debuffs (and he's not immune to your own Enfeeble). If you have both on a unit, then that unit should hit Takumi with the strongest weapon at their disposal by waiting in range so they can retreat to safety next turn; even weapons that would leave them open to being OHKO'd like [[Excalibur]] or [[Brave Sword]] as the Dual Guard will negate that. You do not need to kill Takumi in one go either; he doesn't heal unless you ''let him get a kill during his turn'' so it's OK to retreat and recharge your Dual Guard on the Faceless. Rinse and repeat and Takumi will go down after a few such hits.


==Trivia==
==Trivia==
1,085

edits