Uploaded March 2020 | Updated September 2026, 3 weeks ago
This is chapter 12 of my FE12 H2 0% growths playthrough, commentated by Mekkah and me. It is completed in 5 turns.
Forged +10 hit Javelin (1500 G) named "Gay Bulge" to complement the Gradivoo.
Used Rainbow Potion on Marth, Catria, Palla, Sirius, Jeorge, Minerva, Etzel, and Horace (34/77).
I stat checked a wyvern to confirm that it had 20 spd and could double Catria.
I gave an erroneous reason for why Etzel couldn't crit the Fire Dragon on turn 3 enemy phase. If he crit, Wendell would get attacked by the barbarian instead of Etzel.
Subscribe to Mekkah: youtube.com/channel/UCel4AQeg8fTw19OkaDTCO4g
This is chapter 12 of my FE12 H2 0% growths playthrough, commentated by Mekkah and me. It is completed in 5 turns.
Forged +10 hit Javelin (1500 G) named "Gay Bulge" to complement the Gradivoo.
Used Rainbow Potion on Marth, Catria, Palla, Sirius, Jeorge, Minerva, Etzel, and Horace (34/77).
I stat checked a wyvern to confirm that it had 20 spd and could double Catria.
I gave an erroneous reason for why Etzel couldn't crit the Fire Dragon on turn 3 enemy phase. If he crit, Wendell would get attacked by the barbarian instead of Etzel.
Subscribe to Mekkah: youtube.com/channel/UCel4AQeg8fTw19OkaDTCO4g
![[Commentated] FE10 HM 0% growths chapter 2-P
This is chapter 2-P of my FE10 HM 0% growths playthrough, commentated by Mekkah and Pavise. It is completed in 8 turns (but counts as 9 turns). Nealuchi gains 73 WEXP and ends the chapter at S +3 strike. I will no longer track Nealuchis strike rank.
Big ups to Pavise for this absolutely insane grinding strategy, couldnt have done it better myself, no sir. The man is a peerless expert on Crimean weather patterns and pill organizers for the elderly.
Stat checks in 2-P:
Dracoknight L18: Rolls 14 spd instead of 15 spd - pretty likely
Dracoknight L18: Rolls 14 spd instead of 15 spd - pretty likely
Dracoknight L19: Rolls 14 spd instead of 15 spd - very unlikely
Dracoknight L19: Rolls 14 spd instead of 15 spd - very unlikely
The 2 dracoknights that attack Nealuchi over the last few turns are L20 and cannot roll 14 spd.
Subscribe to Pavise: https://www.youtube.com/@Pavise [Commentated] FE10 HM 0% growths chapter 2-P](https://i.ytimg.com/vi/pLvE0ip8Yy0/mqdefault.jpg)


![[Commentated] FE10 HM 0% growths chapter 2-3
This is chapter 2-3 of my FE10 HM 0% growths playthrough, commentated by KirbymastaH and me. It is completed in 4 turns.
This is the first of a handful of maps in which I have a LOT of allied or NPC units who have a tangible impact in strategy, IF I can get them to do what I want. In this map its not that hard since I only ever direct them to move to targeted locations, but even subtle changes in the targeted tile can affect where the units will move.
The bow paladin has 47 hit (44.7% true) on Marcia at bad biorhythm. The true hit curve has the greatest slope around 50 hit, which is why I wanted to reset for bad or worst biorhythm on the bow paladin. There are 2 other RNG-heavy elements to this strategy: Marcias 26% Killer Lance crit and Makalovs 80.8% chance to survive the boss. Multiply these 3 events together, and the cumulative success rate is 9.4%.
A small correction: Mounted units can be shoved in this game and FE9; its just that the subset of units who can shove them is very small, and none of them are available in this chapter.
Stat checks in 2-3:
Armor axe L20: Rolls 16 or less spd - pretty likely
Halberdier L5: Rolls 16 def instead of 17 def - extremely unlikely
Bow paladin L5: Has bad or worst biorhythm
Itemfinding in 2-3: Arms Scroll (43%)
Follow KirbymastaH: https://www.twitch.tv/kirbymastah [Commentated] FE10 HM 0% growths chapter 2-3](https://i.ytimg.com/vi/pfx2F5In9vQ/mqdefault.jpg)
![FE6 HM 0% growths chapter 19 [Ilia route] (with commentary)
This is chapter 19I of my FE6 HM 0% growths playthrough, commentated by Mekkah and me. It is completed in 4 turns.
Link to SF for full post: http://serenesforest.net/forums/index.php?showtopic=49919&page=14#entry3535621
Video annotations:
1:24 – Astore sells 3 Red Gems, Blue Gem, and Lockpick.
2:09 – Niime faces: 2 Steel Lance peg knights @ 29 hit (17.1 true), Silver Lance falcoknight @ 40 hit (32.4 true), Ballista archer @ 38 hit (29.3 true), 2 Javelin peg knights @ 28 hit (16.0 true). She has a 37.6% CoD.
2:47 – The enemy druid has ~88 hit with Sleep on Niime.
4:08 – Niime faces: 2 Steel Lance peg knights @ 29 & 26 hit (17.1 & 13.8 true), Silver Lance falcoknight @ 42 hit (35.7 true), Javelin peg knight @ 25 hit (12.8 true). She has a 59.7% CoD. See the extra note in the video comments.
4:24 – I meant bottom right, not top left.
4:59 – The enemy druid has ~96 hit with Silence on Niime.
6:16 – Igrene faces: Steel Lance cavalier @ 28 hit (16.0 true), Steel Sword cavalier @ 43 hit (37.4 true), Silver Lance paladin @ 40 hit (32.4 true), 2 Javelin knights @ 27 hit (14.9 true). She has a 9.60% CoD.
7:08 – The enemy druid has 100 hit with Silence on Cecilia.
7:49 – Zeiss obtains an Energy Ring.
7:55 – Boss strategy: Igrene 2x Brave Bow hit @ 61 hit (70.0 true), for 49.0% CoS.
8:10 – Shanna obtains an Aircalibur.
8:17 – Astore steals a Knight Crest.
Extra note:
In retrospect, deploying Saul instead of Clarine would have reduced Niimes chance of death on turn 2 EP. Saul could have still performed the rescue chain on Roy, and he would have been able to restore Niimes HP to 23 with Physic. This would have reduced her chance of death on turn 2 EP from 59.7% to 39.4%. FE6 HM 0% growths chapter 19 [Ilia route] (with commentary)](https://i.ytimg.com/vi/qkvn3UEwBfg/mqdefault.jpg)
![I turned a swol bro into a funny killing machine. [Commentated] FE10 HM 0% growths chapter 4-1
This is chapter 4-1 of my FE10 HM 0% growths playthrough, commentated by Mekkah and me. It is completed in 2 turns. Janaff gains 12 WEXP and ends the chapter at S +77 strike. Ulki gains 13 WEXP and ends the chapter at SS strike.
Ikes Resolve combat shenanigans are less complicated than Sanakis Resolve combat shenanigans. First, because Aether cannot activate on ranged attacks, as long as Ike stays in Resolve HP through the end of turn 1 enemy phase, then hes pretty much set for the rest of the chapter because he never enters another round of combat at melee range. He just needs to dodge some lethal attacks from the 2 druids. They have 4 and 9 hit on Ike, so... yeah, they cant touch him.
Second, Ike carrying Resolve through turn 1 is almost entirely predicated on taking damage from a fire sage on enemy phase, then not activating Aether on the 3 enemies who fight him at melee range.
* The fire sage has ~70 hit on Ike, which is 82.3% in true terms.
* Ike must not proc a 14% Aether activation on 6 straight attacks, or 0.86^6 = 40.5%.
* Multiplying the above yields 33.2% for both events to happen.
There are scenarios where Ike is allowed get a second hit Aether; for example, if the warrior crits him and takes his HP very low, a second hit Aether against the halberdier or falcoknight will not bring his HP back above 24. Ike also has ~9 crit on enemies, and a first hit crit prevents a second hit Aether. So these elements slightly nudge up the success rate.
Ulkis RNG is much more straightforward. There are 5 total enemies on whom he must proc either Adept or Tear at 36% and 18%, respectively. So he has a 72.5% chance to ORKO any one enemy. Raise that to a power of 5 and it yields a 20.0% chance to get all 5 ORKOs. If Ulki had SS strike, he would only need to dispatch the weird AI general at the end of the chapter with a skill proc, negating most of this RNG.
Stat checks in 4-1:
Falconknight L9: Rolls 20 str instead of 21 str - somewhat likely
Thunder sage L8: Rolls 25 mag instead of 26 mag - somewhat likely
(I needed 1 out of the 2 stat checks above for Boyd to survive his fights.) I turned a swol bro into a funny killing machine. [Commentated] FE10 HM 0% growths chapter 4-1](https://i.ytimg.com/vi/qxy9panZ1iY/mqdefault.jpg)
![Have we been playing this game totally wrong? [Commentated] FE10 HM 0% growths chapter 4-E (1)
This is chapter 4-E (1) of my FE10 HM 0% growths playthrough, commentated by Mekkah and me. It is completed in 2 turns. Naesala gains 6 WEXP and ends the chapter at S +62 strike.
Because this strategy does not rely on offensive use of Resolve or Wrath, the 2 foci of RNG are shaky accuracy rolls and the KOs of the cover tile generals:
- Renning has to hit a double 68 (79.8% true) on Lekain = 63.7% chance to kill. Ike pulls a 77 hit on a general on turn 1 and our siege tomes have imperfect hit, but those issues are a rounding error.
- On cover tile generals, Nailahs 33% Savage and 48% Adept = 87.9% chance to kill; Caineghiss 32% Roar and 44% Adept = 85.5% chance to kill. They must proc a skill to kill 2 generals apiece, netting 56.5% for the desired outcome.
Sorens chip is helpful to secure the KOs on the symmetrically placed generals atop the stairs on the far sides, but if you take that out of the equation, you can do this strategy with just 9 discretionary endgame units if Tibarn and Naesala gained like, 1 point of str. So 2-turning this chapter is not that hard; if you are concerned about truly optimizing reliability in a growths playthrough, you can use Hammer wielders instead of the beast royals to ORKO the cover tile generals.
1-turning 4-E (1) is much more demanding in terms of stats and units. You need some strong siege tome users, and more importantly, LOTS of fliers. Like, all of the beorc fliers. Some of them may be paladins instead. Its always funny to me that the conventional wisdom dumps on mounted units in 4-E, since the one stage in which theyre the best is also the hardest, and the remaining maps are pretty trivial.
Stat checks in 4-E (1):
Lance general L14: Rolls 25 spd instead of 26 spd - pretty likely
Lance general L14: Rolls 50 HP OR 30 def - very likely
Sniper L14: Rolls 50 HP OR 24 def - very likely Have we been playing this game totally wrong? [Commentated] FE10 HM 0% growths chapter 4-E (1)](https://i.ytimg.com/vi/reZLd7Ha0_w/mqdefault.jpg)



