Verve
Oliver GHB Infernal: Mia True Solo
updated
0:00 preamble
21:40 run begins
bond fragment expenditures:
Veyle - Celica lv5, Micaiah lv3, Sigurd lv5, inherit Canter, inherit Mag+2, reclass to Sage
Panette - Marth lv6, reclass to Swordmaster
Kagetsu - Ike lv6, reclass to Berserker
Ivy - Lyn lv9, inherit Spd+1
Hortensia - Byleth lv5, inherit Divine Pulse
Seadall - Corrin lv5
Rosado - Micaiah lv3, Celica lv6, reclass to Sage
Mauvier - Sigurd lv6, inherit Lance Power 2, inherit Hit +10
Merrin - Micaiah lv3, Celica lv6, Byleth lv6, reclass to High Priest
Lindon - Sigurd lv5, inherit Momentum, inherit Hit+15
Chloe - Eirika lv5
Lyn Engrave - Obscurité
Roy Engrave - Georgios
Sigurd Engrave - Nova
Leif Engrave - Silver Greataxe
Ike Engrave - Ridersbane
Alear Engrave - Elfire
Corrin Engrave - Brave Lance
gold expenditures:
bought 7x second seal
bought 12x silver in got
forge Nova +3
forge Ridersbane +4 to +5
HP tonic for Alear
Dex tonic for every attacker
Luck tonic for every attacker
stat booster uses:
Ivy 1x Speedwing
Alear 1x Angelic Robe
Alear 2x Boots
staff expenditures:
1x entrap
1x rewarp
1x warp
bond fragment expenditures:
Panette - Corrin lv8
Chloe - Lucina lv10
staff expenditures:
1x rewarp
1x warp
bond fragment expenditures:
Kagetsu - Micaiah lv3
Chloe - Sigurd lv5, inherit reposition
Ike engrave on Georgios
Leif engrave on Silver Greataxe
gold expenditures:
Second Seal for Kagetsu into Sword Griffin
HP tonic for Kagetsu
staff expenditures:
1x rescue (saved with world tree)
1x entrap (saved with world tree)
bond fragment expenditures:
Veyle - Corrin lv6
Panette - Lyn lv2, inherit Spd +2
Saphir - Eirika lv3
Byleth engrave on Thoron
gold expenditures:
HP tonic for Saphir (should have also used one on Kagetsu + Angelic Robe)
staff expenditures:
2x warp (one saved with world tree)
0:00 preamble
21:30 run begins
bond fragment expenditures:
Alear - Byleth lv5, inherit Mentorship
Panette - Leif lv5, inherit Vantage
Panette - Ike lv13
Hortensia - Micaiah lv8, inherit Staff Mastery 2
Ivy - Byleth lv5, inherit Divine Pulse
Kagetsu - Sigurd lv6, reclass into Axe/Lance Wyvern Knight
Fogado - Lyn lv7, inherit Bow Focus 2
Merrin - Sigurd lv5, inherit Canter
Rosado - Micaiah lv3, reclass into Lance Griffin Knight
Nino bond ring
Lilina bond ring
Dieck bond ring
Every engrave except Celica
gold expenditures:
bought second seal
bought Radiant Bow
bought Silence x2
bought Freeze
bought Rescue
bought many Obstructs
bought Physic
bought Mend
forge Excalibur +4
forge Radiant Bow +4
forge Killer Axe +5 from +3
forge Tomahawk +1 (unnecessary)
HP tonic for Panette
Dex tonic for Kagetsu, Panette, Ivy, Fogado, Mauvier, Rosado
Str tonic for Mauvier
Mag tonic for Veyle
Spd tonic for Veyle, Mauvier
staff expenditures:
2x rescue
1x freeze
3x entrap (one saved with world tree)
2x silence
bond fragment expenditures:
Mia bond ring
staff expenditures:
1x Rescue
arena training: Hortensia x3
staff expenditures:
1x rewarp
1x rescue
arena training: Panette x3
bond fragment expenditures:
Kagetsu - Sigurd lvlv5, inherit Canter
Merrin - Corrin lv8
Lucina engrave (Panette's silver axe)
Mia bond ring
arena training: Hortensia x3
bond fragment expenditures:
Ivy - Sigurd lv3 to lv5, inherit Canter
Rosado - Sigurd lv5, inherit Canter
Panette - Sigurd Lv3
Seadall - Ike lv2 (unnecessary, forgot about Resolve and Laguz Friend lol)
Leif engrave
Byleth engrave
arena training: Hortensia x3
bond fragment expenditures:
Alear - Lyn lv9
Ivy - Sigurd lv3 (I forgot I hadn't inherited canter yet in the commentary, I just naturally had canter from the ring lol)
Hortensia - Sigurd Lv5, inherit Canter
Pandreo - Sigurd Lv5, inherit Canter
Corrin engrave
arena training: Hortensia x3
0:00 preamble
10:21 run begins
bond fragment expenditures:
Ivy - Eirika lv7
Kagetsu - Ike Lv10, Lyn Lv9, inherit Spd +3
Panette - Lucina lv9, inherit Dex+3 and Axe Power 1
Rosado - Corrin lv8
Bunet - Ike Lv5, inherit Reposition
Edelgard bond ring
Lyn engrave
Lucina engrave
Eirika engrave
gold expenditures:
master seal, promote Citrinne to Sage
forge Bolganone+1
forge Silver Greataxe
forge Silver Dagger+1 (unnecessary)
bought Elthunder
HP tonic for Kagetsu
Dex tonic for Kagetsu, Panette
staff expenditures:
1 freeze
1 warp
booster expenditures:
Ivy - Spirit Dust
Kagetsu - Energy Drop
0:00 preamble
6:28 run begins
bond fragment expenditures:
Ivy - Ike lv5, inherit reposition
Hortensia - Ike Lv5, inherit reposition
Zelkov - Ike lv5, inherit reposition
Vander - Ike lv3
Kagetsu - Corrin Lv8
Gatrie bond ring
Lyn engrave
gold expenditures:
forge Bolganone (unnecessary)
HP tonic for Fogado
staff expenditures:
1 silence
bond fragment expenditures:
Alear - Ike lv5, inherit demolish
Pandreo - Ike lv5, inherit reposition
Merrin - Ike Lv5, inherit demolish
gold expenditures:
HP tonic for Alear
Pure Water for Alear, Merrin
staff expenditures:
1 rewarp
2 warp
2 rescue
1 freeze
0:00 preamble
6:52 run begins
bond fragment expenditures:
Panette - Ike lv8
Fogado - Ike Lv5, inherit reposition
Alcryst - Ike lv5, inherit reposition
Kagetsu - Ike lv6, second seal to Wyvern Knight
Pandreo - Lucina Lv6, second seal to Griffin Knight
gold expenditures:
forge Iron Greataxe into Steel Greataxe
forge Thunder +1 into Thunder +2
HP tonic for Panette, Vander, Alear, Merrin (Merrin's might not be necessary, not sure)
Res tonic for Panette
Mag tonic for Alear (since I did not get +2 from food)
staff expenditures:
1 warp
2 rescue
1 freeze
11:18 run starts
I swear game audio will be back on the next one xd
10:00 actual run begins
Something I forgot to mention is that FEH bonus is already available for this chapter, but I don't actually need them at all yet. None of the weapons or bond rings improve hit rate, which is really the only manner in which it could be improved (since Chloe can't benefit from them, being a green unit at the start)
Qingce Village: 19.11
Bishui Plain: 17.80
Wangshu Inn: 10.72
Mainly just uploading for documentation purposes (this was done mid-late April), as this glitch has long been fixed, much to my chagrin. I know for a fact that my Yaoguang Shoal, Qingce Village, and Wangshu Inn times are not WR. Haven't seen a better Bishui Plain though.
There's some weaving and winding, as well as lots of enemy blockage in the left portion where I have to reach the objective. Thankfully triple Illusionists makes short work of many of these obstacles, and 5 turns is pretty blazing fast in my eyes. On the right side, I just use it as an exp farm for the last few units that I think are close to lv30.
Liberty did not need to die at the end there, but I also did not feel compelled to reset for -7 HP, so we'll see how much I regret it later.
Wren goes into Trickster for 1-2 range. Trickster is the only class that has 1-2 range while dealing physical damage for both ranges, which is a nice niche.
Thae Lanel goes into Firelord not for any particular good reason, I thought it was a toss-up between it and Storm Spirit. But I figure just having 1-2 range with extraordinary power from the passive that converts 25% Str to Mag, will be more useful to me for the bosses in the future than 8 movement, since it already lags behind my Illusionists and Dragon Knight.
A short and silly little map thanks to the door mechanic that's in this game, which completely refreshes your movement after warping through a door. I use Fenton here to charge at the boss over Alden/Monroe because of the physical damage type, which lets me 1 round the inquisitor that's blocking the door at the boss.
So I actually forgot to record my real run of this chapter, and I didn't realize until after I had already completed and recorded Ch22. Luckily I still had this save file, but the point is the video here is just demonstration of basically what happened. The levelup stats and exp will not be accurate carrying over, however.
Alden is promoted to Illusionist because I decided that yes, Illusionist is pretty much the only option in LTC and idk why I ever considered Wizard.
Not much else to say about this map, just kinda let Alden and Monroe go hog -wild, and letting Faust and Liberty pick up some scraps for exp.
Abusing promotion timing, you can have a conjurer cleanly kill one enemy and reach the objective after promoting to Illusionist. I need the crit to 1 shot that enemy with Monroe (if I was using Alden, no need), but the chances aren't bad and it's just a 2 turn map, so whatever.
I promote into Illusionist since it's just such insanely good utility. 9 base move, +1 phase range, and an aura which increases dodge. Of course this does come at the cost of less damage than the other classes, Wizard especially juicy for Monroe, but I think there's enough turns to be saved from Illusionist than getting some more damage. I may potentially consider a damage class for Alden though.
Reuploaded with a different run in order to prevent Monroe from promoting on this map, for Chapter 19.
Fenton tears it up yet again, in conjunction with the fact that I can freely sacrifice my support units thanks to grave wounds. Liberty gets a kill from a crit which is very nice for reaching that lv30.
Liberty goes into Magician because she will not be a carry by any means at this point, also her speed is too low to be an effective conjurer without Vash's Sanguination, and is a worse user of Vash's Sanguination than Monroe in the first place. She starts at lv29 which is amazing, meaning she will have +2 phase range as an Illusionist after promoting, and would also have some nice supporting auras from Magician + Illusionist.
Faust promotes into Phantom since it gives him more damage and survivability, he's not really a support unit. It would be an interesting idea to promote him into Crusader and try to activate the +3 move if a bonded ally is below 30% HP on purpose, which would give him 10 base movement. However I doubt that would be worth it over Phantom.
Took a bit of a break, but back at it. This map is a little annoying because of the amount of enemies just blocking your way. I use Fenton to lead the charge for the prisoners in the back for a couple of reasons. One is base 7 movement, which allows for a clean 6 turn with 2 hastes on turn 1, and 1 haste on turns 2 and 3. This is even if I had not promoted midway, which I honestly did not want, but I got him a little too much exp in the previous map sadly by giving him the boss kill. Just something to keep note of for the next time. The other reason is because most of the enemies in the way are physical melee units, so Darmena's Kiss Dragoon shenanigans cleanly and reliably sweeps the enemies in the way, little RNG required. I did feed Fenton a +2 Spd booster though because there was one enemy that he lacked 1 Spd to double.
Rose goes into Witch Hunter because I don't plan on using her for combat, she's just going to be a better Sophia at this point, especially with her passive Shade.
Similarly, Alexa goes into Barbarian to basically be a better Benji. For some reason, she joins a chapter later than Fenton (and at the end of the map too, basically) yet is two levels lower? So that kills any incentive of her being my Darmena's Kiss carrier, not to mention I like Fenton's bases better.
5 turn clear could be possible if you can promote Fenton during player phase, but it would also require having a Witch Hunter able to keep up to give haste, which seems very logistically challenging. So I'd rather not rack my brain trying to figure out the way to go about it when I could just settle for a decent 6 turn lol.
I didn't really bother to optimize this map futher in terms of equip upgrades and rerolling for better luck, since the margin between the 3 turn and 4 turn is currently too wide. I think 3 turns is possible in the future when there are more bug fixes, as currently Sara's personal skill & the aspect with similar effect do not work currently (attacks apply a mark on enemies that are hit, marked enemies take 10% more damage). It's an effect which seems quite literally designed for use against bosses, yet it doesn't work right now which is tragic. It isn't working against normal enemies either, just to be clear.
Don't remember if Faust joined this chapter, but either way I classed him into Acolyte because Acolyte busted woohoo. Also his base stats are disgustingly good, and starts at lv28 very close to promotion. Easily one of the best characters in the game imo.
Fenton classed into Dragoon because he will be my Darmena's Kiss holder, since he's got good bases and like Faust starts lv28 very close to promotion. Dragoon into Dragon Knight with Darmena's Kiss is good, don't really need to say much more.
Super easy map to cheese. First, remove (optionally replace) all of your units with good stats, except for one who holds Vosh's Sanguination (Monroe is perfect for this). Then equip all of your selected units with their worst weapon. Afterwards it's as simple as getting one small push from Benji or a haste from Sophia or something, in order to reach a tile that is in range of all clones, then it's done and dusted.
So the tragic part about this map is that 7 turns is possible, but I need Sloane to be in Magician for Phase +1 range. And I don't think she ever really needed to be in Conjurer this entire run (I classed her that way since I was not expecting to fall this far behind), so rip. I may do another run at some point after this one with the knowledge I have gathered in order to make some improvements such as this.
Alden gets stuck on the right failing to 1RKO one of the dudes, I had planned it so that he could reach the chest with the Def booster exactly, but not sure if that actually works in practice due to enemy aggro + blocking the entrance, so I'm not really miffed about it.
I approach the boss room from the left side for a few reasons. 1. it has the space to phase Monroe past one of the walls, 2. it's shorter regardless because the twists and turns of the hallways are shorter, the right side has some long windy corriders, 3. there's several inquisitors on the right side who have massive Fortitude, it's basically guaranteed turn loss trying to get through them. On the other hand, the left side has enemies pretty weak to magic, so it's a no brainer to go that way. I let Monroe solo in order to catch him up with Alden in terms of exp, he starts the map at lv 23 to Aldens 25.
I absolutely hated this map at first, but after getting the 7 turn, it was pretty damn satisfying actually. Benji + Linhera's Whisper to prevent him from getting doubled is clutch, and his push+1 definitely put in the work, along with Sara's phase+1 and the haste ladies.
In the base prep, I fed Monroe three Spd boosters and upgraded his balance weapon, so that he could stand to 1 round the early enemies without any procs, and possibly kill some of the peskier enemies near the end with some procs. He doesn't have quite as much magic as Alden, but at the moment his speed is high enough such that he will be able to farm exp independently on a slower map.
Maeve classed into Strider because every other class's bases SUCKED. Like really bad. Strider is also the best combat class in there imo so I wasn't miffed. Thae'lanel is a Gale not for any particular reason, but I figure if I manage to get him promoted, he the Gale skills are much better for late game. That being said, if I don't end up with him promoted, then I'd probably prefer Surge in the short run like all of my other adepts. Wren Duelist for similar reason, if he can promote then Duelist Trickster is by and far the best thing you can do in the Rogue class. Though I think Duelist is still good regardless I think.
So going into this, I was unaware that the map objective only requires you to defeat the storm spirits that are IN the boat, not the ones on the outside. So the strat that I'm doing in the video was actually intended to 5 turn the map if you did need to kill the ones outside, but it worked out all the same for 4 turns. I don't think a 3 turn is feasible due to enemy formation blocking the beeline upwards.
Monroe is a conjurer due to that class being busted and Monroe having good stats. I will try to keep him up with Alden but it will probably be difficult. Iris got classed into Surge because I think it's the most useful throwaway class for Adepts (1-2 range, accuracy proc, long distance chains), and same thing for Ford being classed into Thief (long distance disarm).
This one took a while to come out because I kept trying to get faster than the turn limit, but it was too hard to beat the RNG. Now that I think about it, I've never confirmed if the map even ends early if you rout all enemies, since the map does constantly pump reinforcements. So maybe the resetting was all for naught.
Alden solos the left side because that section contains the fastest enemies. Top is mostly solod by Brooke because there are a lot of melee enemies up there, which suits duelist well. Lincoln and Sloane gum up the right side with their lifesteal, and most of the rest focus on the bottom side.
I do wish I had made Corvan the duelist here, since Brooke is pretty much assuredly weaker than him by the time he joins. I actually had to buy two speed boosters for Brooke so that I could double various enemies, including doubling the defenders with the power weapon. Corvan duelist would be at a similar speed but with better strength, and would have let me use boosters elsewhere, like more speed for Sloane probably.
I'd like to shoutout Aurima who I thought was pretty bad in my casual playthrough, but he's really useful here actually because of his high dex and therefore high accuracy, in conjunction with his pretty good mag.
Unlike the previous chapter, I knocked this one out quick. I had just enough supporting skills to let Samara with her 8 base movement (7 from class + 1 from personal skill) to exactly arrive at the objective in 3 turns. The distance from her starting point is 37 tiles, so that means I boosted her for a total of 13 tiles (3 hastes, 2 push, 1 push+1, 1 phase, 1 phase+1 = 3x1 + 2x1 + 1x2 + 1x2 + 1x4 = 13). So I'm very happy with my class selections leading to this 3 turn clear, namely Samara Guardian and Benji Barbarian.
To note that it's actually a shorter distance if Samara started on the spot to the right where Brooke was, only being 35 tiles away from the objective; however, the problem that arises when going from the right side is that Samara gets surrounded by the increased amount of enemies and cannot charge through. Thus, the left side with its sparse enemy count is the only feasible option, even though it requires a bit more support.
Another map where Alden bumrushes the boss with some phase/push support, while everyone else just tries to grab some scraps of exp.
I debated turning Corvan into a duelist, as he is immediately better than Brooke due to his higher level, but I felt like Brooke was already doing fine and having a good Marauder may come in handy (they have better DMG and Spd bases than duelist). I went with Defender for Helena knowing that she will be useful in the next map and her low movement would not be a problem. Though, we'll see if I regret not having a second smiter.
While this map does involve Alden doing his thing, Brooke gets some time in the sun with her Duelist class actually doing some work in the left section. This map has some early instances of extremely dodgy enemies, most of whom are to the right which is why I don't push far that direction. Thankfully I only really need to deal with one of them before the map ends. Also, Caius is very good in Strider class, he can fight things and do big damage for a while.
In base prep, I upgraded Alden's balance weapon twice, Brooke's balance weapon once, and Bianca's power weapon once. If Alden gets a Magic growth on level up, he can start to 1-round the cavs without any procs. I bank on getting a speed growth for Brooke on level up, in order to double the cavs on the left with the balance weapon. I considered buying her a speed booster, but decided that the 50/50 on the growth being basically the only thing reset-worthy in the map was fair enough and not too scummy.
This one has the potential to be rough on the left side. There's a shaky 63% hit for a 1HKO on an enemy Strider, who threatens Sloane if alive. And then later missing a single one of those 87% hits from Sophia on those inquisitors in addition to Bianca getting hit once leaves it up to the RNG gods whether Cia can clutch it out. This is because I have to miss an attack healing Bianca if she gets hit, and then that's missing two attacks total if Sophia misses, meaning they have to stay occupied with the two inquisitors on the left and can't finish off the one to the right in time, thus Cia must clutch it without getting hit one too many times.
Besides those two things though, everything else is pretty RNG-proof. Right side has time to spare for errant misses, and the inquisitors in the middle can be dealt with on enemy phase if Alden doesn't proc anything on the player phase.
I use Elias to bait the... w/e the tanky cav knights are called, into the center. It seems that these enemies don't continue to aggro when nothing is in their range, so if I bait them into the center with Elias and Benji as sacrifices, they will stay there and not be a big nuisance with their insane defense. Benji I went with Barbarian because it has smite utility (pushing 2 range), but it's possible that Dragoon is better by having 1 more move for the push. We'll have to see, but for now I think this is the right call. It's unfortunate he's useless in this map due to his awkward starting position, so I have to just use him as sacrifice bait.
In the base preparations, I upgraded Brooke's power weapon, and Alden's power weapon twice (total cost: two tier 1 tokens, one tier 2 token), such that Alden could bring inquisitors down to 4 HP naturally and either kill with any skill proc, or let Sloane be able to enemy phase with her 2x2.
Alden carries the left side, Lincoln with his shiny new Acolyte promotion carries the right side. Sloane carries the middle for the most part. You may see a common theme that 1-2 range + magic is really good, who coulda figured.
At base beforehand, I upgraded Lincoln's Power weapon which allows me to clear all of the guys on the right side even if I get 0 magic growths, which is in fact exactly what happened in this run. At least I got speed, so I didn't feel compelled to reset.
Sara is promoted to Magician for Phase +1 range, which allows me to beam Alden directly onto the warp that leads to the boss. I haven't fully planned out my run or anything so Brooke and Samara's promotions are less thought out. I went with Duelist Brooke thinking I might use her as a dodge tank, but I'm guessing I will probably regret it and would rather have her in Marauder. For Samara I'm more confident that Guardian is the most useful one, though Priest may have its use too. But having a base 8 move char this early (when I get her back, anyway) I think is too good to pass up.
For the boss, I either need a crit with the finesse tome, or a Sorcerer's Sting proc with the balance tome. If I had 1 more point of speed, I could double with the power tome for a clean 1 round, but that's not an option here. I think balance tome with Sorcerer's Sting is the most reliable strat, but I was still messing around with finesse in this instance and it ended up working out.
At base, I sold the +2 Str and +2 Spd boosters and all of my healing items in order to afford buying two +2 Mag boosters and two Tier 1 tokens (maybe didn't need to buy the tokens yet). Fed the boosters to Alden in order to 1HKO the mages in the map. Upgraded Alden's Power weapon once in order to guarantee 1 round on the boss (assuming +Mag on the level ups) without any procs. Upgraded Alden's Finesse weapon twice because I think I may need it for Ch5, there's no base before that map so I would need to do the upgrade now.
I promote Alden into Conjurer because it has lifesteal a la Nosferatu on all attacks, pretty much a no-brainer to use as my LTC carry.
This is the first chapter where you get access to the base before combat. I used the two Tier 1 tokens I got from the previous chapters in order to upgrade the Balance weapon on Alden twice. I also sold the +5 HP stat booster I got for 4k gold, and then bought the +2 Def stat booster which I then used on Alden. As you can tell I'm investing pretty hard into Alden to get him into juggernaut territory ASAP, and he's already showing shades of it in this chapter.


