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TopicGauging interest in a Fire Emblem ranking topic
Panthera
03/21/20 9:14:18 AM
#330:


Good morning, and welcome to the beginning of the "interesting bosses" list! This list will be excluding final bosses, due to them tending to be their own special thing and usually more intricate by default than more "normal" bosses, though exceptions do exist (looking at you, Veld). It will mostly focus on the boss themselves and their own capabilities, but will take into account the surrounding enemies and their role in the map (whether the goal is to kill them, seize, rout the map, etc) when I feel like it's important.

This list will technically contain some mild spoilers but mostly nothing serious, except for one entry that's going to be spoiler texted the whole way because it's a bit of a big deal.

And right off the bat we're going with a hybrid entry that covers multiple enemies, although they do at least come from the same chapter

10. Scarlet, Takumi, Orochi and Reina (Conquest Chapter 13)

After several maps in a row of bosses who may be strong but are at least stationary (and two of whom are optional to fight at all), chapter 13 throws traditional bosses on thrones logic to the wind with no less than four bosses, all of whom move.

Up first you have Takumi on one side and Orochi on the other. Orochi brings a group of fellow magic users with her and carries the Calamity Gate scroll, which inverts the weapon triangle (much like reaver weapons) and Seal Resistance, creating a bit of a dilemma on how to approach her squad. A lance/shuriken user with solid resistance can normally handle them fine, but Orochi herself is pretty much designed to counter that kind of unit, and her minions won't necessarily attack if they can't do enough damage, instead waiting for their leader to tank your resistance first. A few units can still handle the whole group fine, notably Felicia if she's learned Tomebreaker, but it's definitely a bit tricky.

And at the same time, you need to deal with Takumi and his group of highly durable knights. Taking down the knights isn't easy and often requires two units to combine for a kill, leaving you with precious few units to prepare for Takumi, and he's a hard one to block off from attacking entirely thanks to the Fujin Yumi letting him ignore terrain penalties from almost everything and freeing him up to walk on water, which will catch you off guard if you don't realize he can do it. It's pretty rare for a Sniper to be used as a boss, but by making it difficult to keep all your frail units out of range of his powerful attacks they turn him into a serious threat.

And then the rest of the map will focus on Reina and Scarlet's groups. Both are powerful flying units with potent offense and come with friends to make it harder for a unit that can handle them one on one to actually get the chance to do so. Reina has Air Superiority and a bow to fend off your own powerhouse flyer Camilla, while Scarlet is scary as hell to fight on enemy phase thanks to Death Blow and she has Bowbreaker to make it harder to shoot her down, making it more likely you'll have to chip away at her and risk setting off her personal skill that boosts her crit rate at low health. Neither is unbeatable by any stretch of the imagination but both put a lot more pressure on you than your average "come at me bro" boss.

Which pretty much sums up this map as a whole, really.

Up next: An awful lot of elements of that last paragraph rear their heads once again in some form or another

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