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Together to the End/The Final Battle
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The Final Battle (Japanese: 最終決戦 Final Decisive Battle) is the final map of the final act of Fire Emblem Gaiden and Fire Emblem Echoes: Shadows of Valentia.
Map data
Gaiden Echoes: Shadows of Valentia
Character data
Gaiden Echoes: Shadows of Valentia
Item data
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- Note: There are no items to be found in Echoes: Shadows of Valentia. The item list above is for Gaiden.
Enemy data
Gaiden Echoes: Shadows of Valentia Normal Echoes: Shadows of Valentia Hard
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Boss data
- Main article:
Duma
Gaiden Echoes: Shadows of Valentia Normal Echoes: Shadows of Valentia Hard
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
Alm's party starts near three enemies: Cerberus and Naberius, two Dread Fighters with identical stats, and Hades, a powerful Gold Knight. Cerberus and Naberius both have 23 attack speed, and will likely not be doubled by anything but another Dread Fighter; they also have decent mixed bulk exacerbated by most units' inability to double them. They cannot retaliate at range, and can safely be engaged by bow-users, particularly ones with Hunter's Volley. Hades, while not as fast as the Dread Fighters, is relatively fast, with 17 AS. Hades has low resistance, however, and can be one-shot in Hard mode by a magic user with 59 attack, or one-rounded by one with 33 attack. Defeating Hades with physical weapons requires 72 attack to one-shot or 46 to one-round; a Rapier that has been forged three times will have 18 effective might against Hades and can use the Shadow Gambit or Destreza combat arts, while a thrice-forged Ridersbane will have 27 effective might—a Ridersbane can be evolved into Rhomphaia, but Rhomphaia lacks Anti-Cavalry, and its combat arts deal less damage than a Ridersbane would and cannot be doubled with.
Celica's party starts in damaging terrain and near swarms of Mogalls. Mogalls have moderate attack and high speed, and will likely not be doubled by anything but a Dread Fighter or a doubling combat art. Mogalls also divide, spawning more Mogalls that will not despawn when their summoner is killed. They are immune to Expel, so there is no easy means of quickly defeating them all. In Hard mode, one-shotting a Mogall requires 46 physical attack or 40 magical attack, while two-shotting requires 28 physical or 22 magical attack; Falcon Knight's Banish grants +10 attack when fighting terrors, each of the blessed weapons has 15 effective might when forged three times, and Seraphim has 21 effective might. Argentum and Aurum also start near Celica, but they have low speed (which is even lower on Hard Mode due to their Silver Bows), and can reliably be doubled by a decent number of units.
Jedah gatekeeps the path to Duma, and while he does not move or attack, he is rather difficult to kill. He nullifies all attacks except in every fourth round of combat, meaning he must be fruitlessly engaged three times before any damage can be dealt to him. Since his Death spell hits hard and his Animus Ring lets him counter from any range, it is best to burn his immunity with high-resistance units like Dread Fighters or with someone carrying a Dracoshield or Hexlock Shield. While it is not necessary to defeat him in one round, he will restore 10 HP at the start of each enemy phase and will conjure additional Mogalls if he is left alive. In Hard mode, one-shotting him requires 67 physical attack or 61 magical attack, while two-shotting him requires 41 physical or 35 magical attack; strong combat arts such as Double Lion or Triangle Attack can assist in quickly defeating Jedah.
Marla and Hestia have the same stats, skill set, and behavior: they stay near Duma and repeatedly conjure Witches. The summoned Witches can deal high damage to low-res units, and their ability to teleport makes targeting vulnerable units easier. Marla and Hestia are physically frail, but they have Aura to deal high damage at 1–2 range; high-res Dread Fighters or high-range Bow Knights can fairly easily defeat them, but reaching them requires passing Jedah and a number of Mogalls—additionally, a unit that can attack them will likely be in range of Duma and more Mogalls.
Gharn has 1–5 range, but he does not move, is too slow to double units, and he cannot kill anything with more than 1 HP, though he sets units up for something else to kill them. It is fairly easy to stay out of his range, but he will use Fortify to heal Duma if he is not killed.
Duma has over 3 times the HP of any enemy prior; however, his low speed renders him easily doubled, and his low movement makes it easy to keep vulnerable units out of his range. When Duma reaches 52 HP or less, he can only be damaged by a weapon with Deicide; Alm's Falchion is the strongest weapon with Deicide, but Nosferatu from the Cleric, Saint, or Exemplar classes, the Exalted Falchion of a Marth amiibo, or the Binding Blade of a Roy amiibo all have Deicide. Other units will be unable to damage Duma, but can provide support bonuses; Celica notably provides 20 crit to Alm.
Map Turn Count: 11
Game Turn Count: 343
Trivia
- The music that plays during this map is titled "Twilight of the Gods".
- This map shares its name with the theme of the second part of the final chapter of The Sacred Stones.
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
The Final Battle |
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Japanese |
最終決戦 |
Final Decisive Battle |
Spanish |
La batalla final |
The final battle |
French |
Combat final |
Final battle |
German |
Die letzte Schlacht |
The last Battle |
Italian |
Battaglia finale |
Final battle |
Dutch |
Het laatste gevecht |
The last battle |
Korean |
최종 결전 |
The final decisive battle |
Simplified Chinese |
最终决战 |
Final decisive battle |
Traditional Chinese |
最終決戰 |
Final decisive battle |
Gallery
This section has been marked as a stub. Please help improve the page by adding information.
← Duma Temple • | The Final Battle | • Archanea Seaway 2 Battle (Shadows of Valentia only) → |
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