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ConquestDex: Unique Lunatic Generics

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  1. ==============================================================
  2. == [CONQUESTDEX] ==
  3. Gotta catch 'em all!
  4. ==============================================================
  5.  
  6. I am only noting down units with skills that they normally cannot obtain within their class set. I will also not list anything with the following skills: Underdog, Evenhanded/Odd Shaped, Lunge, Malefic Aura. They appear all over the place in Lunatic, and while they are an upgrade over other base units, it shouldn't change priorities much.
  7.  
  8. Magic-weapon (Shining Bow, Bolt Naginata mainly) using enemies will either have the same stats or strictly higher MAG than their peers. All generics of the same class type of the same level will have the same auto-leveled stats otherwise. Some enemy classes don't show up very often - I will try to make a note of them.
  9.  
  10. Final note, this is on Lunatic, so many of these will NOT show up on hard or normal. That said, on hard at least, many of the lategame enemies will show up with some of the skills. I have marked my favorite generics with asterisks.
  11.  
  12. ==============================================================
  13. == [MAIN STORY] ==
  14. ==============================================================
  15.  
  16. ==============================================================
  17. == [CHAPTER 09] ==
  18. ==============================================================
  19.  
  20. Samurai w/ Quick Draw:
  21. This guy is hanging out in the south area. Quick Draw is a pretty good skill to have with Duelist Blow, so definitely not a bad choice. But you probably want to pick up an archer for the Sky Knights in the next chapter, and this guy probably doesn't do too hot against the Onis anyways?
  22.  
  23. Shining Bow Archer w/ Underdog:
  24. Hanging out near Haitaka. He also has other Underdog buddies but they don't have his MAG stat. I don't think either Underdog or his MAG stat are huge upgrades, since I kind of doubt you'll hand this guy a Shining Bow over Niles.
  25.  
  26. *Haitaka (BOSS, Spear Fighter -> Spear Master / Basara):
  27. Skills: Rally Defense, Strong Riposte
  28. Seal Defense, Swap, Seal Speed, Lancefaire, Rend Heaven, Quixotic
  29.  
  30. HP Str Mag Skl Spd Luk Def Res
  31. Base Stats 31 15 0 16 13 7 11 6
  32.  
  33. Growths 55% 65% 5% 60% 60% 20% 45% 35%
  34. ~LVL 20 48 34* 1 32 33 10 26 17
  35.  
  36. He has access to Rally Defense, which instantly makes him very very good. And he has some pretty sick stats - those stats look pretty on point, other than the Luck, obviously. Spear Master is the much better promotion path, though it's possible I may want to promote to Basara for Rend Heaven and then swap. Seriously though, this guy comes out the box as a doubling Effie with better stats almost entirely across the board, he's a real champ. And Rally Defense coupled with the Seals he has access to basically makes all Generals look upon him with envy - this is how you do real tanking, people. Massive utility on a frontline lynchpin.
  37.  
  38. ==============================================================
  39. == [CHAPTER 10] ==
  40. ==============================================================
  41.  
  42. There are no unique generics, aside from a few onis with Lunge. Capture whatever you want, though it's probably going to be Sky Knights because Niles really needs to be shooting down all the fliers attempting to breach your perimeter.
  43.  
  44. ==============================================================
  45. == [CHAPTER 11] ==
  46. ==============================================================
  47.  
  48. So, you CAN capture 0-movement units which surprised me. However, any enemy-only skills will disappear upon capture - so no, you can't get Winged Shield Sky Knights. Alas.
  49.  
  50. Ninja, 1 Oni Savage w/ Lunge:
  51. In Kaze's room.
  52.  
  53. Archer, 1 Diviner w/ Counter:
  54. In Setsuna's room. I think Counter is mostly just an enemy-only annoyance. Still all upside, but underwhelming.
  55.  
  56. Diviner, 1 Archer w/ Miracle:
  57. In Azama's room, solely to provoke resets. Annoying/bad, both for you and for completing the level. It's so RNG-y. :/
  58.  
  59. *Ninja w/ Speed Seal:
  60. In Rinkah's room. Speed Seal is one of the nastiest debuffs in the game, allowing you to set up doubling for slower units.
  61.  
  62. Samurai w/ Life or Death:
  63. In the central room. These guys makes breaching the room very difficult, but turns the unit into a suicide bomber.
  64.  
  65. *Samurai w/ Armored Blow, Lunge:
  66. Also in the central room. These guys are fantastic and are really good - one more level for Duelist Blow and they can take out most anything on the player phase with impunity.
  67.  
  68. Samurai w/ Gentilhomme:
  69. They're right next to Hinoka, but it's a real pain to capture since they have Steel Kattis and you place yourself next to Hinoka to try. I also don't think you'll find enough female generics that it's worth very much either.
  70.  
  71. ==============================================================
  72. == [CHAPTER 12] ==
  73. ==============================================================
  74.  
  75. No unique units. There are two apothecaries with an early Spendthrift if you want that, but no way of generating Gold Bars.
  76.  
  77. ==============================================================
  78. == [CHAPTER 13] ==
  79. ==============================================================
  80.  
  81. Wyvern Knight w/ Quick Draw:
  82. There's one that starts next to Scarlet and is pretty hard to capture if you don't want to die to Scarlet and her reinforcements. The easier ones to get are the ones that spawn to the north after you aggro Scarlet. It's pretty good - if you view it as that unit's personal, it's a better Beruka Opportunist.
  83.  
  84. ==============================================================
  85. == [CHAPTER 14] ==
  86. ==============================================================
  87.  
  88. Samurai w/ Pass:
  89. In the central zone. I don't think Pass is outstanding on these guys since they don't have the movement or durability to really take advantage of it. That said, you can't go wrong with Pass as a skill.
  90.  
  91. Oni Savage w/ Heartseeker:
  92. Most of them have this. It's a very nice pickup - Heartseeker synergizes pretty well with "bash you in the face with an axe." Oni Savages have really nice weapon choices upon promotion though, so I'm not too keen on nabbing early ones.
  93.  
  94. Archer w/ Poison Strike:
  95. They're loitering around. It's really annoying as an enemy unit, but is just a worse ninja? And the one case where you want an archer over a ninja, versus fliers, you really don't need the help.
  96.  
  97. *Kumagera (BOSS, Oni Chieftain):
  98. Skills: Countermagic, Darting Blow, Certain Blow
  99. Shove, Seal Resistance, Death Blow, Counter
  100.  
  101. HP Str Mag Skl Spd Lck Def Res
  102. Base Stats 38 23 14 13 14 5 21 13
  103.  
  104. Growths 75% 75% 25% 45% 30% 15% 65% 15%
  105. ~LVL 20 52 35* 19 19 20 8 33 16
  106.  
  107. His speed is pretty morbid but damn, he's got the sickest skill-set. If I recall, however, some of the Oni Chieftains on Hard have around 20 base speed at around level 10, which means he's not stacking too well with future recruits speedwise. However, he's a giant wall, an amazing player-phase combatant, and is going to get Death Blow and Counter on top of what he's already got - that's like almost an endgame pvp build. Also rocks Bolt Axe and Mjollner for some pretty strong 1-2 range action. Also, I believe he's not treated as a 20/1 unit, so he's very much like Camilla and will level pretty rapidly. He's basically a suped up generic Xander that hits RES for his 1-2.
  108.  
  109. Also, Kinshi Knights are the first promoted units that you can recruit. They're decent, but they don't seem to have noticably higher bases than the Sky Knights they come with.
  110.  
  111. ==============================================================
  112. == [CHAPTER 16] ==
  113. ==============================================================
  114.  
  115. Dark Mage w/ Seal Defense and Fighters w/ Seal Resistance:
  116. Most of them. That's really annoying since they combo very well for the enemies and nobody really can take that kind of punishment.
  117.  
  118. Berserker w/ Good Fortune, Certain Blow:
  119. Good Fortune is totally useless, so it's really just Certain Blow. He's hanging out to the far left of the ship. Certain Blow on a Berserker is very strong and the Berserker line is pretty self-sufficient in terms of skills.
  120.  
  121. Sorceror w/ Inspiration:
  122. Right next to the Berserker mentioned above. Like the above, Inspiration is a good skill and Sorceror is pretty self-sufficient skill-wise so this is a great pickup.
  123.  
  124. *Mercenary/Hero with Armored or Darting Blow:
  125. Basically all of them have one or the other, and they're all annoying to deal with. Darting Blow is enormous value in this run - lets you run bulk pairups for once, but Armored Blow is also an insanely strong skill. All great choices.
  126.  
  127. *Adventurer w/ Seal Strength, Seal Defense:
  128. He's the sub with the Shining Bow of the one hero-adventurer pair. This guy is very very difficult to capture, but is seriously amazing in terms of utility if you can. Adventurers are one of the better classes in this game, and having debuff utility on top makes this guy a top-tier pickup. This chapter is also the only way you can pick up Adventurers if you're not going into paralogues.
  129.  
  130. ==============================================================
  131. == [CHAPTER 17] ==
  132. ==============================================================
  133.  
  134. Everyone w/ Locktouch:
  135. Yeah, every unit has Locktouch on this level. Caltrops, yay.
  136.  
  137. *Master Ninja w/ Poison Strike, Grisly Wound, Mov+1:
  138. There's one Master Ninja with Mov+1 in the treasure room (all the other ones "just" have grisly wound and poison strike). The "40% damage no matter how well I do in combat" utility combatant is obnoxious as shit, and is very obviously strong if you can set up in a position where you can survive to deliver multiple attacks. Let me just get over the trauma of actually trying to beat this level/capture this thug...
  139.  
  140. Mechanist w/ Natural Cover:
  141. All of them. Having Natural Cover doesn't really change much in terms of valuation. Mechanists are okay?
  142.  
  143. Ninja w/ Poison Strike, Vantage:
  144. Most of them. It's.... obnoxious to say the least, but I don't think Vantage is very good because you can't do anything cool with it. Generic stats, no other class options? It's one more debuff hit and then the ninja's dead.
  145.  
  146. ==============================================================
  147. == [CHAPTER 18] ==
  148. ==============================================================
  149.  
  150. Hero w/ Seal Resistance, Sorceror w/ Seal Defense:
  151. Loitering around the place. They're, again, pretty annoying to fight against and are decently versatile pickups.
  152.  
  153. Sorceror w/ Seal Resistance:
  154. Not a huge fan of these - unless you kidnap a massively magic-oriented team, this guy doesn't do much for you and is probably too squishy to take advantage of this on two subsequent turns.
  155.  
  156. Paladin w/ Armored Blow:
  157. Whoa, this is pretty sweet. Yeah, you can heart seal to get it on any other Paladin, but that's 4k gold, assuming you want to come back to Paladin. Annoying to get though, considering one of the better ways to deal with the cavalry charge is to Beastkiller them and he's at the front.
  158.  
  159. Bow Knight w/ Quick Draw:
  160. This is the only Bow Knight unless you go to Soleil's paralogue. Pretty decent pickup and a good Bow user. Also will eventually have access to Shurikenbreaker, which is fantastic.
  161.  
  162. Hero w/ Duelist Blow:
  163. In the west treasure room. It's a pretty good combination, but there's no shortage of heroes with good skill combinations and I think Darting or Armored is a bit more valuable.
  164.  
  165. *General w/ Warding Blow:
  166. The two minibosses. These guys also noticably have higher stats than all the other generals on the map - a straight +2 to all relevant stats. Warding Blow is also excellent for them to safely take out one or two mages, so this is a fantastic pickup. You'll definitely need the Shining Bow to kidnap these guys though.
  167.  
  168. There's also two strategists - these are the only non-paralogue Strategists I believe. Also, maids won't show up again until 26, so this is your last real shot at a magic-based dread fighter.
  169.  
  170. ==============================================================
  171. == [CHAPTER 20] ==
  172. ==============================================================
  173.  
  174. Priestess w/ Lunge:
  175. Last shot at getting a Priestess. On Fuga's platform. They have pretty solid stats all-around, and are reasonably fast and bulky. Can pack the Fortify staff over Adventurers, at the cost of not being able to use the Crescent Bow. Still have Shining Bow access, and you do get a free one from Nina's paralogue. Their skills outside Renewal are pretty shit, but Renewal is kind of all they need to be good frontline healers - they can take siege shots and the occasional stray over-the-tank shot and shrug it off to continue healing.
  176.  
  177. Great Master w/ Speed Seal:
  178. There's two of them on the map. Also, this is the only map to get Great Masters. These guys seem excellent, though there's no dearth of amazing lance users in this campaign. Budget Spear Masters, except they also can heal and will get Renewal - they don't sacrifice too much for their 18 mag stat and A-staves. A frontline healer-combat unit actually seems pretty decent, especially if they slow everyone they inevitably don't one-round. This isn't Azama folks, no weapon-grind required!
  179.  
  180. Great Master w/ Resistance Seal:
  181. I don't like this one quite as much, since my mage units don't need the help as much. Hanging out next to the Priestess guarding the treasure chest.
  182.  
  183. *Spear Master w/ Renewal:
  184. Of course, you can go the other way and give a Spear Master the best skill from the monk line. Obviously, much stronger in combat than the Great Master, and will get both Seals and Lancefaire on top, so this is also pure excellence all around. Hanging around near the entrance of Fuga's platform.
  185.  
  186. Onmyouji w/ Counter:
  187. The trio next to Hayato. Counter's one of the skills that I think is difficult to play against, but much less useful for the actual player.
  188.  
  189. Onmyouji w/ Speed Seal:
  190. This, on the other hand, is excellent. Onmyoujis are very likely to be just contributing chip damage though attack stances, and speed sealing them makes whatever they shot pretty likely to be dead. Hanging out on the platform below Hayato's.
  191.  
  192. Onmyouji w/ Armored Blow:
  193. They spawn as the final set of reinforcements. Seems decent, but I don't think it changes much - there's not too many things that you have to take counters from when you're choosing to nuke things on the playerphase.
  194.  
  195. Falconknight w/ Axebreaker:
  196. Surprised the heck out of Kumagera, that's for sure. I don't think these are great, to be honest though. Oni Chieftains/Blacksmiths only show up on Sakura's level in any large quantity, and you really don't want to be in the situation where you have to use a Falconknight to be fighting them or Berserkers anyways. Hanging out just above Hayato.
  197.  
  198. *Falconknight w/ Armored Blow:
  199. This, on the other hand, is awesome. Speedy flier that can alpha strike? That's very close to just being one strength-pairup away from destroying the player phase, especially considering that they get Warding Blow later too! The northernmost squad of pegasi.
  200.  
  201. ==============================================================
  202. == [CHAPTER 22] ==
  203. ==============================================================
  204.  
  205. Oni Chieftains w/ Heartseeker:
  206. Every initial Chieftain. One of them also already has Death Blow, the one hanging out near Yukimura. I think this is a pretty strong combination - Oni Chieftains have some of the most fantastic hybrid stats in the game, but their skill is beyond awful and Heartseeker really helps patch that up.
  207.  
  208. Oni Chieftain w/ Rally Resistance:
  209. Pretty whatever. Spawns in the top-left as reinforcements when you reach the top shuriken turrets.
  210.  
  211. Blacksmith w/ Strong Riposte:
  212. It's not bad, and Blacksmiths are like budget Hoshidan heroes. Fairly bulky and strong. They have a pretty bleh natural skillset though, so not a great long-term unit. There's only a few chapters left though.
  213.  
  214. Blacksmith w/ Pavise:
  215. Not bad! Spawns as a pair in the middle-left forts once you reach the top shuriken-turrets.
  216.  
  217. Blacksmith w/ Quick Draw:
  218. Quick Draw's never bad. The singleton Blacksmiths that spawn with the above pair.
  219.  
  220. Onmyouji w/ Vantage:
  221. Far right Onmyouji. I don't like vantage, as stated before, not on this run.
  222.  
  223. *Onmyouji w/ Shurikenbreaker, Tomefaire:
  224. This guy's hanging out in the middle next to Sakura, and that's probably sadly the best mage I've seen so far. A relevant breaker that might help him survive ninja attacks in 25 and Tomefaire without having to level for immediate damage bonus.
  225.  
  226. Mechanist w/ Inspiration:
  227. All of them. Not too bad at all - Mechanists are in a weird spot statwise where they're kinda bulky but are lacking one-rounding power/speed and this at least, makes them into pretty decent front-line debuffers.
  228.  
  229. Mechanist w/ Shurikenfaire:
  230. Spawns in the center-left fort once you reach the top shuriken turrets and a turn has passed. Good luck actually nabbing these, they spawn as two pairs of 2 with Silver Shurikens and the Blacksmiths with Pavise will join with them immediately to make a pretty terrifying force that I don't think you can combat. If you do, well, they'll do pretty decent damage, though unfortunately Conquest has only the one Steel Shuriken to patch up speed with.
  231.  
  232. Falcoknight w/ Elbow Room:
  233. Spawns to the far-right as you progress to the center of the right area. Pretty easy to nab if Niles is on that side, and really strong base stats. These gals exchange 3 STR for 3 SPD on those blacksmiths - pretty fair when they also rock 29 base RES and 17 MAG for free!
  234.  
  235. Falcoknight w/ Lancefaire:
  236. Spawns in the center-right fort once you reach the top shuriken turrets and a turn has passed. See above note regarding the Shurikenfaire Mechanists, though at least you can one-round easily with Niles. Strictly better than the Elbow Room Falcos if you can nab one.
  237.  
  238. ==============================================================
  239. == [CHAPTER 23] ==
  240. ==============================================================
  241.  
  242. *Master of Arms w/ Rally Strength, Speed, Defense, Resistance:
  243. Let's get this one out of the way. The infamous Rallyman. 4 Rallies, is there anything else to even say? Also, he's a master-of-arms so he has full weapon triangle control to beat the crap out of anyone who wants to have a go at him. 10/10, would always recruit even on a non-gimmick run. He's hanging out to the far east with his trio of Spear Masters.
  244.  
  245. Spear Master w/ Rally Defense, Lunge:
  246. Spear Master w/ Duelist Blow, Lunge:
  247. The first Spear Masters you fight on this stage. They're aight, but Haitaka's existed forever and crushes them both handily. It's entirely possible you want another Haitaka. Duelist Blow is fine, but not exciting.
  248.  
  249. *Spear Master w/ Rally Strength, Skill, Speed, Amaterasu:
  250. I don't think I've seen people talk about this guy, because well, 4 rallies also exists on the same stage and most people don't really play with generics. But this Spearmaster is also rocking a disgusting support build and even has Amaterasu as the cherry on top. Pretty fantastic dude, and a great reason to go "Why not both?" To the left of Hinata, guarding the bridge of death.
  251.  
  252. *Spear Master w/ Rally Luck, Magic, Resistance, Amaterasu:
  253. And then let's make it a third, because this is the other half of the rally spectrum. It's the much weaker one, but there's no reason not to go for it - Spear Masters are fantastic. Man, how I wish I could buy Guard Naginatas in Conquest... A bit easier to nab, since there's two of them stacked to the right of Hinata. Seriously, I'd nab these dudes if they just had Amaterasu - the fact that they each pack half of Rally Spectrum on top is awesome. Also if you manage to nab both halves of the Rally Spectrum Spear Masters with Amaterasu, you get a pretty awesome tankline that probably lets you drop a healer.
  254.  
  255. Spear Master w/ Quick Draw, Seal Defense, Duelist Blow:
  256. A bit more solid of a choice than the Lunging one I think. Considering how many great Spear Masters are on this stage, we're rapidly reaching critical mass. He's fine. To the far left of Hinata.
  257.  
  258. Spear Master w/ Quick Draw:
  259. The trio hanging around Rallyman. If you've failed to capture a single Spear Master up until this point I guess?
  260.  
  261. Spear Master w/ Seal Defense, Lunge:
  262. All the ones on the wall. The pair next to Takumi also has Seal Strength.
  263.  
  264. Basara w/ Rally Strength, Lunge:
  265. Basara w/ Duelist Blow, Lunge:
  266. The first Basaras you fight. See notes regarding the first Spear Masters - these guys also rock tomes pretty well and are great tanks. Probably won't double much though.
  267.  
  268. Basara w/ Armored Blow:
  269. Armored Blow is always okay. With great mixed stats though, you don't have to commit to melee range. Two of them, surrounding the first ballista on the ground. Also two of them on top of the wall, as part of Oboro's squad and a third next to Takumi.
  270.  
  271. Basara w/ Life or Death:
  272. LOD is a great skill if you don't get counterattacked. So it's not as awful here as I've seen elsewhere.
  273.  
  274. Basara w/ Duelist Blow:
  275. Blocking the freaking stairwells so you can't climb up.
  276.  
  277. Sniper w/ Counter, Lunge:
  278. These guys are total assholes. The first batch of 4 snipers. I don't think Counter drastically changes how you would evaluate these guys, since I think it's a pretty bad skill to rely on. That said, it's still pure upside on them, since you're not countering anyways.
  279.  
  280. *Sniper w/ Amaterasu:
  281. Now this, I dig. The two snipers, manning the ballistas. Also a third one, loitering on the wall. Gives your sniper a bit of utility when shooting over the shoulders of a General or Spear Master, reducing the heal load. I like this a lot.
  282.  
  283. Sniper w/ Counter, Strong Riposte:
  284. I'd take Lunge over Strong Riposte I think. Riposte is a little silly when 2-range locked for the most part. On top of the wall.
  285.  
  286. Sniper w/ Life or Death:
  287. This guy's hidden in one of the Sniper pairs next to Hinata, just solely to screw you over when you don't check paired up units. This is a LOD unit that I can get behind - putting it on a Sniper means you just get to snipe for huge damage with no counter. Seems pretty difficult to capture, considering the massive selection of choices you get from Hinata's squad and how you don't really want to leave this guy alive for too long.
  288.  
  289. ==============================================================
  290. == [CHAPTER 24] ==
  291. ==============================================================
  292.  
  293. Falcoknight w/ Aegis:
  294. Top right corner. By the way, these are the stats of a Falcoknight on the map to one I have in the prison.
  295. LVL 14 / 42 HP / 25 STR / 20 MAG / 23 SKL / 30 SPD / 19 LCK / 18 DEF / 32 RES
  296. LVL 09 / 38 HP / 21 STR / 17 MAG / 21 SKL / 27 SPD / 17 LCK / 16 DEF / 29 RES
  297. These falcoknights have way too good stats. Seriously. It's literally the case of the later you get them, the more insane their bases are, and generic growths will usually not actually match up to these differences.
  298.  
  299. *Falcoknight w/ Pass:
  300. The rest of them. Pass is pretty great on such a high mobility unit, and it's certainly going to be very useful for the Endgame. Pick up the other one if you want combat though.
  301.  
  302. Onmyouji w/ Vantage:
  303. On the left island.
  304.  
  305. Onmyouji w/ Seal Resistance:
  306. On the right island. Not impressed, how many mages are you fielding?
  307.  
  308. Onmyouji w/ Shurikenbreaker, Heartseeker:
  309. Next to Setsuna. Decent, though I don't know how often you want to melee things with a Onmyouji.
  310.  
  311. Oni Chieftain w/ Speed Seal:
  312. On the left island. These are pretty good - Chieftains are some of the tankiest units around, on both physical and magical sides so they can survive to debuff the enemy frontline. That said, I'm not sure how likely it is you still need a tank.
  313.  
  314. Oni Chieftain w/ Certain Blow:
  315. Next to Setsuna. This really puts to show how freaking busted Kumagera is, huh. This guy is pretty decent, but Kumagera's been around forever and can double. Certainly not a bad target.
  316.  
  317. Oni Chieftain w/ Heartseeker:
  318. The rest of them. I've commentated on this one enough.
  319.  
  320. Oni Chieftain w/ Life or Death, Certain Blow:
  321. Paired with Hinoka. I don't like it. But it's not awful if you can keep him as a player-phase only attacker.
  322.  
  323. ==============================================================
  324. == [CHAPTER 25] ==
  325. ==============================================================
  326.  
  327. If a unit on this level has any status-down ability or shurikens equipped, they'll have Inevitable End, the lunatic special skill that removes limits on debuff stacking. You can capture a unit with Inevitable End, but they'll lose it once they enter your prison. You also cannot capture the 3-range, Spy Yumi, Seal Defense, Inevitable End, lunging Automatons that destroy your stats and spell a death sentence for anyone caught by them. Damn.
  328.  
  329. Master Ninja w/ Seal Defense, Poison Strike, (Inevitable End):
  330. The bread and butter of Ryoma's elite ninja corps. Equipped with Silver Shurikens, so that if you COULD one-round them, you're very likely not able to after one combat step. Without inevitable end or silver shurikens, it's not the greatest as a capture target. The very first trio of Master Ninjas on the left.
  331.  
  332. Master Ninja w/ Savage Blow, (Inevitable End):
  333. If you capture and level this unit, you'll get the same 40% damage combo found on the Mokushujin ninjas way back, except you'll do some AOE too. Pretty nasty. Hanging out with the swordmasters on the left.
  334.  
  335. Swordmaster w/ Vantage, Strong Riposte:
  336. This guy's holding a Venge Katana and is guarding the Silence staff on the left. He's also stacked on top of...
  337.  
  338. Swordmaster w/ Quick Draw, Duelist Blow:
  339. Who strikes pretty hard on the player phase with a Silver Katana. I think the above Swordmaster is worse since you can't get a Venge Katana in Conquest and you'll be hardpressed to actually do anything with the Vantage. That said, you could always just capture one of the generic vantage/swordfaire pure swordmasters on this level and probably do better.
  340.  
  341. Swordmaster w/ Life or Death:
  342. I don't like it, they're actual suicide units and they don't come with Duelist Blow to soften the leveling experience. Hanging out on the left side, close to Saizo's room.
  343.  
  344. Master of Arms w/ Seal Strength, (Inevitable End):
  345. I know this isn't a unique combo, but what a dick move. On the right side, the initial MoAs.
  346.  
  347. Master Ninja w/ Seal Strength, Poison Strike, (Inevitable End):
  348. Found in Saizo's room or in the entry rooms on the right. Pretty nasty, not very good without Inevitable End for you.
  349.  
  350. Master of Arms w/ Countermagic:
  351. Keeper of the Corridor of Death(tm). He's not absurdly difficult to deal with and he kind of sucks as a unit, but christ, you can't deal with him without provoking a swarm of death ninjas.
  352.  
  353. Master Ninja w/ Poison Strike, Grisly Wound, (Inevitable End):
  354. There are 5 of these assholes in the Corridor of Death, two of them with Spy Shuriken so you can't even counter them and the rest equipped with Silver Shuriken. If you can't one round them, this is what happens to whatever unit you send to fight the Keeper:
  355.  
  356. 200% HP damage guaranteed, -16 SPD, -18 DEF/RES, -4 STR/MAG/SKL/LUK, on top of how much damage they're doing. You'll probably get to dual guard like one hit, but then again, you'd also start getting doubled after the second or third hit. Seriously, fuck that. Even if your unit had 60 defense, which I don't think is possible off the top of my head, he wouldn't survive this bullshit.
  357.  
  358. Master of Arms w/ Swordbreaker or Axebreaker or Lancebreaker:
  359. One of each, in the Corridor of Death. They're also equipped with their appropriate effective!Reaver, just in case you needed more reasons not to go up the right side.
  360.  
  361. *Master of Arms w/ Pavise, Aegis:
  362. You'd probably have to blow a Rescue and an Entrap to reasonably capture this guy, but he's rocking a great skillset. He's on top of the pillar once you clear the Corridor - equipped with a Guard Naginata. One-rounding him will be very difficult. He's also stacked on top of...
  363.  
  364. *Master of Arms w/ Certain Blow, Death Blow:
  365. Who incidentally, has a freaking Great Club equipped. Oh, made it through the Corridor of Death, have you? Well eat a 137 hit, 85 crit axe strike to the face. After you've been debuffed to all hell and back.
  366.  
  367. Master of Arms w/ Swordfaire, Lancefaire:
  368. Hanging out in Kagero's room. Eh.
  369.  
  370. ==============================================================
  371. == [CHAPTER 26] ==
  372. ==============================================================
  373.  
  374. This is the very last level to get generics - if you want to grab any of these units' natural skills, you have to have saved a Paralogue to level them. I did not and did not bother recruiting any of these, though they seem pretty fun.
  375.  
  376. Hero w/ Strong Riposte, Counter:
  377. I think I've made my feelings on Counter pretty clear. Two of the four heroes that initially greet you.
  378.  
  379. Hero w/ Counter, Quick Draw:
  380. As well as Quick Draw. Two of the four heroes that initially greet you.
  381.  
  382. Hero w/ Swordfaire, Lucky 7:
  383. This is actually a pretty sweet combination, which could very easily replace one of your units for the endgame given how short the endgame maps are. Not bad at all for a last-minute pickup. The two heroes closest to the doors.
  384.  
  385. *Hero w/ Aegis, Darting Blow:
  386. Orrrr you can go for this fellow who has the actual best hero set in the campaign I believe. You'll have to level him in a paralogue, but the combination of Sol, Aegis, and Darting Blow is excellent.
  387.  
  388. Maid w/ Demoiselle, (Staff Savant):
  389. The two in the final general/zerker room also have Live to Serve. If you need a last-minute staffbot, this is it. They're actually pretty solid pickups all around, though damage is obviously rather low.
  390.  
  391. Sorceror w/ Inspiration:
  392. If you think you still need a mage, here's a decent one. At least he's got aura utility. In the sorceror room.
  393.  
  394. Sorceror w/ Tomefaire:
  395. Or if you need pure damage. You're going to be hard-pressed to double, with base 22 speed. Swordmaster + tonic/meal gets you to 31 which only lets this guy double Maids on this level. Not promising for the finale. There's one in the sorceror room, and there's one that also has Heartseeker in the corridor that leads from the sorceror room to the final room.
  396.  
  397. General w/ Strong Riposte, Wary Fighter:
  398. You can do much better than this for Generals, I'd think. In the final room.
  399.  
  400. General w/ Inspiration, Pavise, Wary Fighter:
  401. Like this guy. Hanging out in the middle of the final room.
  402.  
  403. General w/ Countermagic, Armored Blow, Warding Blow, Wary Fighter:
  404. Or...these guys that also hold both type-effective lance and axe. Strong combination of skills there. Two of them, next to Hans.
  405.  
  406. Berserker w/ Inspiration, Certain Blow, Armored Blow:
  407. Ayup. That's a good set of skills alright - Inspiration is pretty gravy on top of everything else. Can't get Axefaire though, which is a little bit of a downer. In the middle of the room.
  408.  
  409. Berserker w/ Armored Blow, Quick Draw:
  410. The ones in the middle of the 4-man formation only have Armored Blow. Again, pretty decent, but it's hard to go wrong with playerphase skills on a Berserker.
  411.  
  412. ==============================================================
  413. == [PARALOGUES] ==
  414. ==============================================================
  415.  
  416. Quick note, these paralogues were all viewed at around Chapter 16 and then completed at different times. They don't pick up any more skills when they promote, and stats rise at a rate probably more reliable than most of your growths will be. That said, chances are that you also want them to promote so they come with more free weapon ranks.
  417.  
  418. ==============================================================
  419. == [PARALOGUE 16: FORREST] ==
  420. ==============================================================
  421.  
  422. *Fighter | Berserker w/ Certain Blow:
  423. Almost all of them, ahhhhhhh. This is terrifying to fight against, and is an insanely strong combination.
  424.  
  425. *Cavalier | Paladin w/ Trample:
  426. All 4 of them. Trample reads as +5 damage to every Conquest enemy not in Chapter 24 and it stacks for +8 damage with Elbow Room. A huge fan of these guys - they're really quite strong.
  427.  
  428. *Gazak (BOSS, Fighter | Berserker):
  429. Skills: Pavise, Certain Blow, Good Fortune
  430. HP+5, Gamble, Rally Strength, Axefaire, Sol, Axebreaker
  431.  
  432. Battle sprite aside, this guy has got a really solid skillset. Certain Blow alone would be pretty great, but he also randomly comes with Pavise? And a pretty high skill stat? What? How does that even... well anyways, he's a Certain Blow berserker with serious perks on top. 'nuff said.
  433.  
  434. ==============================================================
  435. == [PARALOGUE 19: PERCY] ==
  436. ==============================================================
  437.  
  438. Lunges are everywhere.
  439.  
  440. *Wyvern Rider | Wyvern Lord w/ Savage Blow or Armored Blow:
  441. All of them basically, yikes. Those are strong skills. Always nice to stack more defense on the assault, and Savage Blow is a great initiation skill.
  442.  
  443. Cavalier | Paladin w/ Seal Strength:
  444. Loitering around the place. Like I mentioned above, it's a fine skill but I don't like it on melee units that probably get hit with an attack before it triggers anyways, and the trigger doesn't help you very much after you get hit.
  445.  
  446. Mercenary | Hero w/ Luna:
  447. In the central zone. Uh wow, this guy's scary. That said, I don't know if I actually like it, since it interferes with Sol procs and you generally don't have issues with supertanks outside of Oni Chieftains/Blacksmiths due to effective weaponry.
  448.  
  449. ==============================================================
  450. == [PARALOGUE 20: OPHELIA] ==
  451. ==============================================================
  452.  
  453. *Wyvern Rider | Wyvern Lord w/ Darting Blow:
  454. Hanging out near the house to the left. These guys are one speed-pairup from being just pure player-phase awesome. Probably one of the better Wyverns to pick up. Not sure if it's just auto-leveling, but the two times I checked before doing this Paralogue, these Wyverns had significantly higher speed stats than the wyverns you could find in any other chapter - 14 speed at level 20, which promotes to 16 (Lord). I was finding 15 speed Level 4 Wyvern Lords later on, so these may be the fastest wyverns you can get.
  455.  
  456. Fighter | Hero w/ Seal Strength
  457. Hanging out in the center. Ehhhhhhhhh.
  458.  
  459. Senno (BOSS, Apothecary | Merchant):
  460. Skills: Lucky 7, Seal Magic
  461. Potent Potion, Quick Salve, Profiteer, Spendthrift, Golembane, Replicate
  462.  
  463. I really don't like the Apothecary line very much. Lucky 7 and Seal Magic are alright I suppose, but not really that impressive for unique pickups. Profiteer takes too long to pay off and requires him to be an active unit - which seems like a pretty big downside. His one good stat is HP, but eh, it feels like there are much better bow classes to grab in general so I'm pretty underwhelmed, and I think I'd get better mileage from random generics sadly.
  464.  
  465. Also, the two shrine maidens on this level seem to have significantly better stats than the ones found elsewhere. No idea about how good they are as Priestesses though.
  466.  
  467. ==============================================================
  468. == [PARALOGUE 21: SOLEIL] ==
  469. ==============================================================
  470.  
  471. Fighter | Berserker w/ Duelist Blow:
  472. Interesting. I don't know if I like it more than Certain Blow, but it's very good regardless. Next to Zhara.
  473.  
  474. *Zhara (BOSS, Mercenary | Hero):
  475. Skills: Countermagic, Pass
  476. Good Fortune, Strong Riposte, Sol, Axebreaker, Rally Skill, Shurikenbreaker
  477.  
  478. Countermagic and Pass are decent skills - Countermagic is just a freebie that punishes things that Zhara generally isn't countering. He also has pretty fantastic stats, so Pass isn't just a suicide ticket and helps him break through the frontline to assassinate key enemy units. Also he has a bit more character than you might expect for a random Paralogue boss. "I was once one of the greatest swordsmen in the land..." I dig it. In my mind, he's now a more mature Glass or something.
  479.  
  480. ==============================================================
  481. == [PARALOGUE 22: NINA] ==
  482. ==============================================================
  483.  
  484. *Knight | General w/ Inspiration, Wary Fighter, Armored Blow:
  485. In the center room, next to Nina. That's... a really nice set of skills. Sure yeah, Inspiration is the only real pickup, but getting Armored Blow for free (or Wary Fighter I suppose) is like two seals not used and Inspiration is a top-tier skill for a frontliner. His fellow knightly comrades all have Wary Fighter and some of the others also have Armored Blow.
  486.  
  487. Mercenary | Hero w/ Quick Draw:
  488. On the edges of the swordsmen formation in the center room. Quick Draw decent/10.
  489.  
  490. Fighter | Berserker w/ Counter:
  491. Also in the center room. I'll add to my usual argument against Counter that if Counter assists in killing a dude and opens up your squishy Berserker to another attack, it's downside. I rather leave them alive and blocking other melee attackers.
  492.  
  493. ==============================================================
  494. == [SHARED PARALOGUES] ==
  495. ==============================================================
  496.  
  497. As far as I can tell, none of the shared paralogues have unique skill combinations. They do tend to have a few significantly higher-level units for you to capture. Boring. That said, here's the noteworthy units.
  498.  
  499. Lloyd and Llewyn (Kana's Paralogue, Berserker):
  500. These clowns have no additional skills, so they're not exciting pickups. However, I do believe that they come at insanely elevated levels for when they show up, so they can instantly replace flagging main-party units or be excellent pair-up bots.
  501.  
  502. Candace (Midori's Paralogue, Adventurer):
  503. I don't understand. Why is she so slow? Seriously, what the heck. That's garbage. She's really bad. The generic adventurers you can get are actually very good, so Candace really doesn't do anything. Adventurer pair-up bonuses are really solid though, for what that's worth, and she can still staffbot if need be. Apparently you can't even reclass her to Bow Knight? Ugh. If you want more adventurers in addition to Niles, stick with the ones you find in Nina's paralogue.
  504.  
  505. Nichol (Sophie's Paralogue, Malig Knight):
  506. He comes as a really high-level Malig Knight that almost has inferior stats to the generic Malig Knight on Candace's level (losing in everything but speed, but +6 speed is big). That said, Malig Knight is a great class, so even if he has nothing interesting, he's got sick bases and a good skillset to work with. And there really aren't that many generic Maligs.
  507.  
  508. Sophie's paralogue has a Strategist generic and Midori's has a Malig Knight generic, both of which are pretty rare and come at a very high level.
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