Engage Maddening Chapter 6 routed in 4 turns, almost as fast as standard LTC. You can check this map to confirm that all the enemies are routed: https://fe17.triangleattack.com/maps/....
In this video I used DLC ingots to forge killer axe+5, which adds 10 crit and makes rigging easier. But the same clear works without DLC. Vander with 11str, 6 momentum and 12mt Marth-engraved killer axe can still exactly crit kill the boss. With Firene donation lvl2 and a rigged silver ingot after C5, we have 1 silver 10 steel 100 iron. This is exactly enough to forge killer axe, fire+1, fire+1 and Liberation+1. However, Clanne's fire+1 seems unnecessary for the final clear. I forged it with a slightly different plan in mind, and adapted in the recording process. Vander's final crit on the boss may seem shaky especially because he has to attack last to rout the map. But Clanne, Alfred and Framme can kill the archer in 4 different ways to have 4 RNs for the crit-rigging. Even without DLC, each individual attempt has about 22% chance of landing the crit, making it 63% chance overall for Vander to complete the rout with time crystal usage.
Credits to Vir for the Marth-Chloe rapier idea to handle the 3 sword fighters and 1 axe fighter in the top-middle part of the map, which they demonstrated in a much more reliable 5-turn clear. With STR and SPD tonics Chloe can exactly double and kill the sword fighters. Sadly she is just short of killing the axe fighter at (9, 16) on the map. My solution here is to give Chloe all 3 arena so that she barely reaches lvl9 and procs STR in EP3, right before the critical axe fighter moves. This saves the need for Chloe to crit, which happened in the video anyways :) Unfortunately, the axe fighter sometimes jumps the movement order and it seems random, forcing me to retry several times. Of course, this issue of random movement order would be best solved if Chloe were to get about 15 more exp in previous maps. I just haven't figured out a way to do so without losing turns.
The reason Chloe must kill this axe fighter in EP3 has to do with the other axe fighter in the top left corner. That guy starts at (5, 15) on the map, and gets aggroed when Celine warp ragnaroks into the top-left mage's range. Celine and Vander are both busy in Turn 4, so this guy must be baited toward Chloe (thanks to Celine's even higher avoid than Chloe), and Chloe must kill him in PP4. Yunaka can in theory reach the axe fighter wounded by Chloe and also illuminate the guy coming from top-left. But Alear cannot reach 13spd to double and reliably kill the axe fighter starting at (11, 14) (this guy also has a tendency to move left in EP1, costing us a time crystal). The path to Chloe is thus blocked, and we even need to use a convoy warp trick for Alear to reveal the top-left axe fighter in Turn 4.
Another important consideration is that Vander gets fortify def in Turn 1, which gets him to 14DEF together with Sigurd. This makes the thieves deal 0 dmg and thus ignore him in EP1, as long as he crits the two axe fighters. But in EP2 Vander drops to 12DEF, so the bottom-left sword fighter comes out to attack him. For a 4-turn clear, this sword fighter is way too far from our bottom units, and he doesn't move out on his own until Turn 5. So Vander has to bait him out.
Used Rings: Marth-Chloe, Sigurd-Vander, Celica-Celine,
Alfonse-Framme, Sharena-Alfred, Merric-Alear, Azelle-Clanne, Ogma-Louis, Ogma-Etie, Quan-Boucheron.
Tonics: Alear DEF (saved from Louis in C5, see description there). Chloe STR/SPD. Chloe also takes C5 seraph robe to improve chance of survival in EP3 (she only needs to dodge the axe fighter). One can also save the HP tonic from Celine in C5 and give it to Chloe here. But that requires redoing C4 as well, so I didn't bother.
Vander inherits Hit +10 for obvious reasons.
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