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This is the battle walkthrough for the mission Clash at the Imperial Capital from Fire Emblem: Three Houses (FETH, FE3H). Read on to find out about map features, what enemies you will encounter, and tips for winning!
List of Contents
Previous Battle | Story Walkthrough | Next Battle |
---|---|---|
Chapter 21: Assault on Enbarr | Chapter 22: Oath of the Dagger | None |
Victory Conditions | |
---|---|
Defeat the enemy commander | |
Defeat Conditions | |
Your character or Dimitri falls in battle. | |
# of Player Units | 12 |
# of Enemies | 48 - Normal 52 - Hard |
A | Imperial Soldier (Assassin) | B | Mysterious Soldier Soldier (Warlock) |
---|---|---|---|
C | Mysterious Soldier (Dark Bishop) | D | Imperial Soldier (Mortal Savant) |
E | Imperial Soldier (Gremory) | F | Imperial Soldier (Bishop) |
G | Imperial Soldier (War Master) | H | Imperial Soldier (Grappler) |
I | Imperial Soldier (Sniper) | J | Demonic Beast |
K | Myson | L | Hegemon Edelgard |
Level | 44 | HP | 54(x4) | Movement | - |
---|---|---|---|---|---|
Class | Hegemon Husk | ||||
Attack | Hit Rate | Critical Hit | |||
31 | 65 | 15 | |||
Attack Speed | 16 | Protection | 15 | Resilience | 12 |
Avoidance | 16 | Range | 1-27 | ||
Weapon | Crest of Flames Power | Dropped Item | This enemy has no items. |
Level | 43 | HP | 47 | Movement | - |
---|---|---|---|---|---|
Class | Warlock | ||||
Attack | Hit Rate | Critical Hit | |||
42 | 112 | 12 | |||
Attack Speed | 0 | Protection | 16 | Resilience | 41 |
Avoidance | 10 | Range | 3-11 | ||
Weapon | Bohr X | Dropped Item | Hexlock Shield | ||
Battalion | Dark Magic Corps | Level | 5 | ||
Endurance | 75 | Gambit | Resonant Lightning | Uses | 1 |
Level | 45 | HP | 75*4 | Movement | - |
---|---|---|---|---|---|
Class | Hegemun Husk | ||||
Attack | Hit Rate | Critical Hit | |||
38 | 77 | 22 | |||
Attack Speed | 23 | Protection | 21 | Resilience | 18 |
Avoidance | 23 | Range | 1-30 | ||
Weapon | Crest of Flames Power | Dropped Item | This enemy has no items. |
Level | 44 | HP | 54 | Movement | |
---|---|---|---|---|---|
Class | Warlock | ||||
Attack | Hit Rate | Critical Hit | |||
49 | 119 | 19 | |||
Attack Speed | 6 | Protection | 16 | Resilience | 42 |
Avoidance | 16 | Range | 3-11 | ||
Weapon | Bohr | Dropped Item | This enemy has no items. | ||
Battalion | Dark Magic Corps | Level | 5 | ||
Endurance | 75 | Gambit | Resonant Lightning | Uses | 1 |
The southern chest marked as A on the image above contains a Talisman.
The southern chest marked as B on the image above contains a Elixir. The only worth it item in this bunch at this stage of the game.
The southern chest marked as C on the image above contains a Talisman.
There are no lootable keys in this battle so bring your own keys or a unit with the lockpick ability to open the said chests.
Tiles | Description |
---|---|
Thicket | 20% Avo, 1 Prt to all non-fliers |
Wall | Cannot be crossed |
Pillar | Cannot be crossed |
Stairs | Difficult for cavalry to travers |
Channel | Difficult for cavalry to travers |
Throne | 40% Avo, 5 Def and Res, and recovers 30% HP per turn. |
As shown in the enemy classes above, most units in this stage consists of magic user so fortress knights (sorry Dedue) will have a rough time in this battle.
Myson's spell has a high range and the power to instantly reduce its target's HP to 1. This disregards Resistance as well, so once a unit is hit, they become incredibly vulnerable to a follow-up attack.
Edelgard has a long ranged attack that can reach most of the map. She will do it twice at the start of each phase, to two different people. It starts with the stats of 0 Mt and 0 Hit, but increases each turn. This means that it can reach massive damage on the chance that it hits. While it is easily avoided, do not take too long as any hit can cause death if attacked again. The range is even longer in Hard and Maddening mode.
One of the best ways to make the battle easier is by defeating Myson on the 1st turn. This can be done by warping a high damage unit directly to Myson and attacking him. Do not be afraid against retaliation since the enemies surrounding Myson arre mostly mysterious soldiers that will retreat upon his death.
The battlefield is littered with several mysterious soldiers so taking out Myson will greatly shift the battle to your favor.
Most of the units here are capable of using magic, save for a few. Make sure your army can hold their own against magic users, so do not rely too heavily on Fortress Knights, bring Pegasus Knights, etc.
Stay hydrated folks!
This is the last level, so do not be afraid to use all your items and your Hero Relics. Bring out all the big guns and unleash hell.
Part 2 - Azure Moon Battle Walkthroughs
Part 2 - Azure Moon | ||
---|---|---|
Chapter 13: Hunting at Daybreak | Chapter 14: Protecting Garreg Mach | Chapter 15: Ambush at Ailell |
Chapter 16: The Great Bridge Coup | Chapter 17: To War at Gronder | Chapter 18: Reclaiming the Capital |
Chapter 19: Saving Derdriu | Chapter 20: Taking Fort Merceus | Chapter 21: Assault on Enbarr |
Chapter 22: Clash at the Imperial Capital |
Chapter 22: Clash at the Imperial Capital (Blue Lions) Walkthrough
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