The Let's Play Archive

Fire Emblem Fates: Conquest

by midnight_lasagna

Part 23: My Castle (Chapter 13)

I wonder if Odin's meant to be referring to anyone specific from Awakening here, or if this is just a regular Odinism? He'll say this for any ore he finds.

My unique ore collection is steadily growing. For some reason I don't like that the "clear"-coloured gems are the ones you use for swords - swords should be red!

A lot of supports this time around. In Kana's C support with his father there's always a line where he asks if there's anything special he could do for Corrin and the father will respond with something entirely unique. Silas's unique thing is taking Corrin out for trips to make up for all her years of being isolated.

Finally, the support I've been waiting for! This means I can reclass Niles into an Archer and bench Mozu so she stops taking up one of my deployment slots.

...child paralogues becoming available immediately after an S support was fine in Awakening because the kids come from the future and all, but in Fates I guess the mother just takes a casual nine month holiday in the deeprealms between chapters and then leaves their newborn child to rapidly age up all alone? Honestly I just think of the whole child thing in the same way I think of the spotpass DLC paralogues in Awakening, or the dead villains you can recruit in the creature campaign in Sacred Stones - they're fun "what-ifs" that aren't actually canon.

There's only one Partner Seal available to buy until you clear Chapter 13. I think some child paralogues give addition seals as rewards, but I haven't memorised which ones.

Niles will retain his extra movement and lockpicking ability he had as an Outlaw even after reclassing. He's not using his magic, the loss of speed doesn't mean much since he's already fast, and his resistance is also still pretty good. An Archer Niles with Locktouch and Move + 1 really is just better than an Outlaw Niles.

He also gets a snazzy little outfit that might get him killed by his own army by mistake. The Archer and Sniper outfits in this game look so cozy, I'd love to wear one in the winter.

Here are everybody's stats. Sometimes I wonder if I need to post stats in between every single chapter, but I may as well. I kind of miss the stat lists you got in the GBA games that showed all your army's stats on a single screen, or at least showed multiple units at a time.

Nohr Noble (HS: Samurai (Corrin), Cavalier (Silas)
A+ Support Classes: Seigbert (Cavalier), Percy (Wyvern)
Personal Skill: Draconic Heir (Restore 15% of max HP at end of turn when equipped with a Dragonstone)
Growths (With Default Class) [Base Growths]
HP: 35% (50) [30]
STR: 40% (55) [35]
MAG: 17.5% (27.5) [30]
SKL: 45% (55) [40]
SPD: 42.5% (52.5) [45]
LCK: 42.5% (52.5) [45]
DEF: 32.5% (42.5) [25]
RES: 25% (30) [25]

So, Kana! Kana is like Corrin but smaller and with worse stats and availability. And no Yato. Kana's default growths are straight up worse than those of a theoretical Corrin with no boon or bane, literally either equal or worse in every stat. Certainly no Morgan...

Because of how child growths are calculated in Fates (the variable parent and the child's "base" growths averaged together), the boon or bane of your Corrin won't actually affect the growths of your Kana. They will affect their stat caps, but it'll be a while before they hit those. This can be both good and bad. Good in that you can potentially make a physical Corrin with no magic and then still have a Kana with good magic (or the other way around), bad in that it makes it harder to minmax a super Kana exactly how you want them. In fact the only way you can really "minmax" a Kana is with their stat caps - marry a +str Corrin and Charlotte to get a Kana with a strength stat cap modifier of 8 for example. Not really anything that matters unless you're messing around with online battles or whatever.

Kana's strength growth might be worse than a default Corrin's, but their magic growth is the same. They also get a unique ability that allows them to restore health when equipped with a Dragonstone. Without any cool sword to use like Corrin gets, it makes the most sense to build Kana as a magical Dragonstone unit if you want to make the most of their unique utility. By the time you actually recruit Kana, Dragonstones won't be as effective as the OHKO tool they could be for +mag Corrins that they could be in the earlygame, but they're still pretty good for their defensive utility.

Nohr Noble is still a pretty good class at the end of the day, so Kana's not too bad. They get more EXP from combat, and they can debuff foes with Draconic Hex once they hit level 5 promoted. Send Kana right into a hoard of units, tank them all as a dragon, and leave them debuffed to be harvested by the rest of your units. Pretty good!

Unfortunately I married my Corrin to a physical unit so Kana's just kind of a worse Corrin. He'd definitely do alright if I trained him. His growths are fine, he'd make a perfectly functional physical unit... He's just not very interesting.

No pros & cons because I really don't have much to say.

My Rating: Please do not make your 12 year old son fight in a war