Uploaded August 2026 | Updated September 2026, 3 weeks ago
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, Nailah's 33% Savage and 48% Adept = 87.9% chance to kill; Caineghis's 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.
Soren's 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. It's always funny to me that the conventional wisdom dumps on mounted units in 4-E, since the one stage in which they're 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
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, Nailah's 33% Savage and 48% Adept = 87.9% chance to kill; Caineghis's 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.
Soren's 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. It's always funny to me that the conventional wisdom dumps on mounted units in 4-E, since the one stage in which they're 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









![I went on an absolutely psychotic training arc. [Commentated] FE10 HM 0% growths chapter 3-7
This is chapter 3-7 of my FE10 HM 0% growths playthrough, commentated by Mekkah and me. It is completed in 12 turns (but counts as 13 turns). Ranulf gains 52 WEXP and ends the chapter at A +64 strike. Janaff gains 63 WEXP and ends the chapter at A +63 strike. Ulki gains 59 WEXP and ends the chapter at A +59 strike.
At 11:43, Mekkah says that 2 of the dragonmasters have Steel Axes. This was my mistake giving him faulty information; 1 of them has a Steel Lance (which has similar MT and hit as a Steel Axe and can be treated as the same for this scenario).
A few factors can vary the hit rates that the dragonmasters have on Ranulf while in Resolve. To avoid complicating things too much, the Steel Poleaxe one has ~40 hit, the Steel Axe one has ~54 hit, and the Steel Lance one has ~60 hit to start out. Being in a thicket reduces their hit by 10, and biorhythm of both parties can cause a +/- 20 hit swing. Ranulf also has the Miracle skill which confers a 23 +/- 10% chance of saving him from a lethal blow depending on his biorhythm.
The Bronze Knife purchase for Heather specifically influences the AI of the Hand Axe dragonmaster that appears near the end of the map... dont ask me how or why, he just does something different if Heather doesnt have a 1-2 range weapon equipped. I shouldve kept the one from chapter 2-2 but didnt know it would still find use here.
Stat checks in 3-7:
Dragonmaster L11: Rolls 18 spd instead of 19 spd - somewhat unlikely
Itemfinding in 3-7: Coin (100%)
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