I turned a swol bro into a funny killing machine. [Commentated] FE10 HM 0% growths chapter 4-1 @DD151
I turned a swol bro into a funny killing machine. [Commentated] FE10 HM 0% growths chapter 4-1  @DD151
Uploaded April 2026 | Updated September 2026, 3 weeks ago
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.

Ike's Resolve combat shenanigans are less complicated than Sanaki's 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 he's 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 can't 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.

Ulki's 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.)
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dondon151 |

I turned a swol bro into a funny killing machine. [Commentated] FE10 HM 0% growths chapter 4-1

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