Uploaded May 2026 | Updated September 2026, 3 weeks ago
This is chapter 4-2 of my FE10 HM 0% growths playthrough, commentated by KirbymastaH and me. It is completed in 3 turns.
The trajectory of how this strategy came about was pretty tortuous - the most important part was to figure out how to promote all 3 of Lucia, Mia, and Shinon, and the next step was to maximize the odds of Lucia and Mia doing their necessary RNG-dependent combat tasks on both offense and defense. Even though Lucia and Mia have very similar stats, they have significant differences to the point that they're not really interchangeable. Lucia is notably bulkier, especially on the magical side, while Mia's 1 higher spd lets her double enemy swordmasters. Mia's biorhythm curve also makes her better suited to more arduous combat tasks later in the chapter.
* The Lucia breakdown:
Lucia's worst turn is turn 1 enemy phase where she has to ORKO 2 halberdiers and 4 generals (she doesn't have to ORKO the 4th general to her left, but it's better if she does). Any crit, Adept, or Astra proc ORKOs a halberdier, while 2 Adepts or any other proc ORKOs a general. Her proc rates are ~33 crit, 39% Adept, 24% Astra, resulting in a 90.4% chance to kill a halberdier and a ~83% chance to kill a general. Put that all together and your odds come out to ~38.8%.
Lucia's turn 2 enemy phase has less ambitious demands. Unfortunately it's more complicated to calculate, but basically she can either leave alive 2 of the 4 enemies she doesn't cleanly ORKO, or 3 of the 4 enemies if one of them is the sniper who attacks her from 2 tiles down (she can just move next to him on turn 3 and kill him with the Silver Sword). This is nice because Lucia's proc rates on this turn are lower at ~18 crit, 34% Adept, 19% Astra, keeping in mind that Astra cannot activate on the snipers. The Tempest Blade also imparts imperfect hit. On both of these enemy phases, Lucia's survival is pretty good but not perfect, over 90% each turn.
* The Mia breakdown:
Mia has a job over multiple turns to take the 2 hits required to drop her into Wrath HP. The good news is that 2 hits from pretty much any combo of enemies, except for a couple of warriors, gets her there when she has base + promoted bulk. The warriors are very inaccurate and thus don't factor into calculations at all. The swordmasters are not that accurate, either. That leaves 4 enemies with a considerable hit rate on her over the course of the chapter: 1 Crossbow warrior with ~59 hit, and 2 snipers + 1 falcoknight with ~42 hit.
The likelihood that Mia gets hit by exactly 2 of these enemies is actually pretty decent, it's ~37.8% and the most common of all possible outcomes. The problem with this plan is that 3 of these combats happen on turn 2 enemy phase and the 4th combat happens on turn 3 enemy phase. Because of this chapter's length, and with the burden of Lucia's turn 1 RNG, I didn't want to defer a reset point that late into the chapter. My solution was to get a hit on Mia as early as possible by nerfing her with Parity for a round of combat on turn 1, decreasing her avoid temporarily by 30 points. Subsequently, she must be hit by exactly 1 of the 4 enemies, at slightly lower ~32.4% odds, but the tradeoff is that I am more certain that Mia will be at Wrath HP on turn 3.
Once Mia is in Wrath HP, she destroys every foe that fights her up close. The only offensively inconsistent round of combat is the critical one against the last sniper because of the Storm Sword's poor accuracy, lack of innate crit, and negation of Astra. Mia's chance to kill that sniper, provided that she doesn't die, is 71.3%.
* The bottom tier cameos:
So obviously, Lyre is interchangeable with any beast laguz, since her job is to shove Shinon over multiple turns, which is only possibly with units who don't take a movement penalty in thickets. Since multiple units could do this job, I went with the funniest option. Funnily enough, Statue Frag Heather is the sole beorc unit who can also fill this role, if I had a lot of extra funds, foresight, and wanted to conserve the Wildheart skill for whatever reason.
Astrid's job could be given to an infantry crossbow user who can rescue Lucia, either Nolan or Boyd. Without Astrid's Canto, we would have to adjust the strategy for Volug to kill the fire sage and Zihark to shove Mia. Both variations have subtle pros and cons.
Stat checks in 4-2:
Sword general L8: Rolls 27 def instead of 26 def - about 50/50
Swordmaster L6: Rolls 26 spd instead of 27 spd - pretty likely
Falcoknight L8: Rolls 25 spd instead of 26 spd - pretty likely
(Only the swordmaster in the bottom left corner MUST roll down his spd.)
Follow KirbymastaH: twitch.tv/kirbymastah
This is chapter 4-2 of my FE10 HM 0% growths playthrough, commentated by KirbymastaH and me. It is completed in 3 turns.
The trajectory of how this strategy came about was pretty tortuous - the most important part was to figure out how to promote all 3 of Lucia, Mia, and Shinon, and the next step was to maximize the odds of Lucia and Mia doing their necessary RNG-dependent combat tasks on both offense and defense. Even though Lucia and Mia have very similar stats, they have significant differences to the point that they're not really interchangeable. Lucia is notably bulkier, especially on the magical side, while Mia's 1 higher spd lets her double enemy swordmasters. Mia's biorhythm curve also makes her better suited to more arduous combat tasks later in the chapter.
* The Lucia breakdown:
Lucia's worst turn is turn 1 enemy phase where she has to ORKO 2 halberdiers and 4 generals (she doesn't have to ORKO the 4th general to her left, but it's better if she does). Any crit, Adept, or Astra proc ORKOs a halberdier, while 2 Adepts or any other proc ORKOs a general. Her proc rates are ~33 crit, 39% Adept, 24% Astra, resulting in a 90.4% chance to kill a halberdier and a ~83% chance to kill a general. Put that all together and your odds come out to ~38.8%.
Lucia's turn 2 enemy phase has less ambitious demands. Unfortunately it's more complicated to calculate, but basically she can either leave alive 2 of the 4 enemies she doesn't cleanly ORKO, or 3 of the 4 enemies if one of them is the sniper who attacks her from 2 tiles down (she can just move next to him on turn 3 and kill him with the Silver Sword). This is nice because Lucia's proc rates on this turn are lower at ~18 crit, 34% Adept, 19% Astra, keeping in mind that Astra cannot activate on the snipers. The Tempest Blade also imparts imperfect hit. On both of these enemy phases, Lucia's survival is pretty good but not perfect, over 90% each turn.
* The Mia breakdown:
Mia has a job over multiple turns to take the 2 hits required to drop her into Wrath HP. The good news is that 2 hits from pretty much any combo of enemies, except for a couple of warriors, gets her there when she has base + promoted bulk. The warriors are very inaccurate and thus don't factor into calculations at all. The swordmasters are not that accurate, either. That leaves 4 enemies with a considerable hit rate on her over the course of the chapter: 1 Crossbow warrior with ~59 hit, and 2 snipers + 1 falcoknight with ~42 hit.
The likelihood that Mia gets hit by exactly 2 of these enemies is actually pretty decent, it's ~37.8% and the most common of all possible outcomes. The problem with this plan is that 3 of these combats happen on turn 2 enemy phase and the 4th combat happens on turn 3 enemy phase. Because of this chapter's length, and with the burden of Lucia's turn 1 RNG, I didn't want to defer a reset point that late into the chapter. My solution was to get a hit on Mia as early as possible by nerfing her with Parity for a round of combat on turn 1, decreasing her avoid temporarily by 30 points. Subsequently, she must be hit by exactly 1 of the 4 enemies, at slightly lower ~32.4% odds, but the tradeoff is that I am more certain that Mia will be at Wrath HP on turn 3.
Once Mia is in Wrath HP, she destroys every foe that fights her up close. The only offensively inconsistent round of combat is the critical one against the last sniper because of the Storm Sword's poor accuracy, lack of innate crit, and negation of Astra. Mia's chance to kill that sniper, provided that she doesn't die, is 71.3%.
* The bottom tier cameos:
So obviously, Lyre is interchangeable with any beast laguz, since her job is to shove Shinon over multiple turns, which is only possibly with units who don't take a movement penalty in thickets. Since multiple units could do this job, I went with the funniest option. Funnily enough, Statue Frag Heather is the sole beorc unit who can also fill this role, if I had a lot of extra funds, foresight, and wanted to conserve the Wildheart skill for whatever reason.
Astrid's job could be given to an infantry crossbow user who can rescue Lucia, either Nolan or Boyd. Without Astrid's Canto, we would have to adjust the strategy for Volug to kill the fire sage and Zihark to shove Mia. Both variations have subtle pros and cons.
Stat checks in 4-2:
Sword general L8: Rolls 27 def instead of 26 def - about 50/50
Swordmaster L6: Rolls 26 spd instead of 27 spd - pretty likely
Falcoknight L8: Rolls 25 spd instead of 26 spd - pretty likely
(Only the swordmaster in the bottom left corner MUST roll down his spd.)
Follow KirbymastaH: twitch.tv/kirbymastah


![Can I beat the Black Knight with NO growths? [Commentated] FE10 HM 0% growths chapter 4-E (2) to (4)
This is chapters 4-E (2) to 4-E (4) of my FE10 HM 0% growths playthrough, commentated by Mekkah and me. They are completed in 2, 1, and 1 turn, respectively. Naesala gains 18 WEXP and ends 4-E (2) at SS strike.
Ikes duel against the Black Knight was highly planned while the run was in its nascency, as its a hard stat check with limited tools to help progress. Or at least, thats what I thought. Ike already has 2 big advantages in this fight: being able to wield a 39 MT effective Hammer, and the Black Knights AI allowing Ike to occupy the +10 def cover tile.
Offensively, Ike must 3HKO the Black Knight through 18 HP of Imbue healing to win in 2 turns. Against 88 HP and 40 def, Ike must have 70 atk to 3HKO. He needs 1 Energy Drop to reach 69 atk (which would do 87 HP damage), so the extra 1 point can come from a support across the barrier.
Defensively, Ike must find a way to survive 3 hits in order to deal 3 hits. Taking 1 Speedwing to avoid being doubled is pretty much non-negotiable. The rest comes through bulk boosters. I did not expect Ike to be able to reduce the Black Knights hit rate into the 50s as a viable way to win. This requires Ike to be at best biorhythm and to have a Dark affinity support partner. Since biorhythm is effectively a function of turn count, and Soren is otherwise garbage, there was almost no way that I couldve known back when I started the run that Ike could do this whole fight in best biorhythm alongside Soren in 4-E.
If we go the just dodge lmao route, Ike would not need any of the bulk boosters that he used in 3-E and beyond, freeing up a Dracoshield and 2 Seraph Robes. I think 1 Seraph Robe couldve unlocked the 1-6 (1) 2-turn (giving Ilyana bulk boosters can help to set up a needed Wrath or Resolve), but the other bulk boosters mostly wouldve shored up reliability in other risky Dawn Brigade maps rather than shaving any turns.
And lastly, the “glitch the game by passing through the barrier” route: https://youtu.be/wWDHBo7HMXg Can I beat the Black Knight with NO growths? [Commentated] FE10 HM 0% growths chapter 4-E (2) to (4)](https://i.ytimg.com/vi/vF7nspS9HN4/mqdefault.jpg)
![[Commentated] FE10 HM 0% growths chapter 1-5
This is chapter 1-5 of my FE10 HM 0% growths playthrough, commentated by Mekkah and Gwimpage. It is completed in 6 turns (and counts as 6 turns). Volug gains 39 WEXP and ends the chapter at A +39 strike.
From FE5 to Tellius, defend maps usually add a hidden 1 turn to the final turncount. This is because the chapter end event is coded to happen at the start of the player phase AFTER the last playable turn. FE10s chapter 1-5 is an exception, because the chapter ends at the start of turn 6 other phase instead of turn 7 player phase, so the game doesnt add the extra turn.
Stat checks in 1-5:
Soldier L13: Rolls 13 str OR 13 spd instead of 14 in both - pretty likely
Itemfinding in 1-5: Concoction (28%)
The Concoction is totally optional, but its useful later on exactly once.
Forging: Iron Knife (+15 hit) for 950 G, Iron Knife (+5 MT, +15 hit) for 2200 G
Subscribe to Gwimpage: https://www.youtube.com/@Gwimpage [Commentated] FE10 HM 0% growths chapter 1-5](https://i.ytimg.com/vi/vPAuyi5jqI4/mqdefault.jpg)




![[Commentated] FE10 HM 0% growths chapter 3-2
This is chapter 3-2 of my FE10 HM 0% growths playthrough, commentated by Mekkah and me. It is completed in 2 turns.
Yeah so this chapter is pretty lame and basic. I shouldve given Resolve to Oscar to slightly optimize his training regimen. The boss is quite tough to ORKO as you would need 47 atk and 24 AS to do it from the physical side without crits or Adept. This is not really possible to reach with the available tools in this chapter. Probably the best consistent method is Resolve Soren with Thunder, but even then he needs to get hit down into Resolve range first. [Commentated] FE10 HM 0% growths chapter 3-2](https://i.ytimg.com/vi/wlc0rGXIYJ8/mqdefault.jpg)

