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| ==Strategy== | | ==Strategy== |
| | {{strategy}} |
| 1. Weaponry and Unit Recommendations: | | 1. Weaponry and Unit Recommendations: |
| * Bring units that use long-range attacks, like [[Sage]]s or [[Sniper]]s. These will expedite the process of breaking down cracked walls, which require 40 damage to destroy. | | * Bring units that use long-range attacks, like [[Sage]]s or [[Sniper]]s. These will expedite the process of breaking down cracked walls, which require 40 damage to destroy. |
Revision as of 21:55, 19 September 2023
The Freezing Lance
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“
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These ruins are surrounded by thick walls. They won't be able to come in so easily.
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”
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— Tick
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The Freezing Lance (Japanese: 氷雪の槍 Spear of ice and snow) is chapter 20Ax of Fire Emblem: The Binding Blade. In order to play this chapter, the previous chapter must have been completed within 25 turns and Juno and Zelot must have been recruited and be alive.
Plot
- Main article: The Freezing Lance/Script
This section has been marked as a stub. Please help improve the page by adding information.
Beginning log
After taking back Castle Edessa, Roy turned his troops towards the ancient ruins located on the outskirts of the land. There was a high chance that a Divine Weapon was hidden there.
Chapter data
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Victory: Seize the throne
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Roy dies
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1–13
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{{{partner}}}
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{{{other}}}
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40
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{{{third}}}
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Character data
Item data
Enemy data
- Stats with two figures separated by a ~ are presented as a range, representing stats that vary due to random growths. The figures to the left and right of the ~ are the stat's minimum and maximum possible values respectively.
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Name
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Class
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Lv
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#
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HP
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Str/Mag
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Mag
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Skill
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Tick
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General
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12
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1
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47
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20
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14
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12
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10
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17
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15
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15
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5
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Silver Lance • Spear
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Does not move; stands on the throne, the chapter's seize point.
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Bern
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Druid
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5
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1
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27~32
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16~21
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8~12
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8~12
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3~6
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5~8
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10~14
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6
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6
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Sleep • Physic • Nosferatu
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Druid
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5
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1
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27~32
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16~21
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8~12
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8~12
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3~6
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5~8
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10~14
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6
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6
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Berserk • Physic • Flux
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Sniper
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7
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5
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34~40
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12~17
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11~16
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9~12
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5~10
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7~11
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4~8
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8
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6
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Longbow
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• All but the southwest one begin moving unprovoked when they can attack a unit within two turns. • The southwest one does not move, except to heal.
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Bern
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Myrmidon
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18
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2
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26~30
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9~11
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14~17
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14~17
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4~6
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4~5
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2~4
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8
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5
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Steel Sword
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Shaman
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18
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4
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23~26
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9~12
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5~8
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6~8
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2~4
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3~4
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9~12
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5
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5
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Flux
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• The two in the central room move to attack units in range. • The two outside the central room begin moving unprovoked when they can attack a unit within two turns.
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Bern
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Swordmaster
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8
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1
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34~41
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10~13
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16~21
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15~20
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5~8
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7~11
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3~6
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9
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6
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Killing Edge
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Archer
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20
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1
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29~33
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9~12
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9~12
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8~10
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5~8
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5~7
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1~3
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7
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5
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Steel Bow • Vulnerary
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Warrior
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18
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4
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52~62
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21~27
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12~16
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11~15
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4~7
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9~13
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2~4
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13
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6
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Hammer
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Archer
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19
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3
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29~33
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9~12
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9~12
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8~10
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5~8
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5~7
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1~3
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7
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5
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Steel Bow • Vulnerary
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Swordmaster
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7
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1
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34~40
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10~13
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16~21
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15~20
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5~8
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7~11
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3~6
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9
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6
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Brave Sword
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Warrior
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7
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1
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45~52
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17~22
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10~13
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10~13
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2~6
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7~11
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1~3
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13
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6
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Brave Axe
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Shaman
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16
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2
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22~25
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8~11
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5~7
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5~8
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2~4
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3~4
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8~11
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5
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5
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Flux
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Fighter
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18
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5
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32~37
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13~16
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7~9
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8~10
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2~3
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4~5
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1~2
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11
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5
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Steel Axe • Hand Axe
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Warrior
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6
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1
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44~51
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16~21
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10~13
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9~13
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2~5
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7~10
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1~3
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13
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6
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Silver Axe • Hand Axe
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Archer
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17
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2
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27~31
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8~11
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8~11
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7~9
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4~7
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5~6
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1~2
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7
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5
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Steel Bow • Vulnerary
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Fighter
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18
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1
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32~37
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13~16
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7~9
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8~10
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2~3
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4~5
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1~2
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11
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5
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Steel Axe
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Druid
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7
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1
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28~33
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17~22
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8~13
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9~12
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4~7
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5~8
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11~14
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6
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6
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Nosferatu • Mend
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Fighter
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19
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1
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33~38
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13~17
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7~10
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8~11
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2~4
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4~6
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1~3
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11
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5
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Poison Axe • Hand Axe
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Swordmaster
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7
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1
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34~40
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10~13
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16~21
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15~20
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5~8
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7~11
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3~6
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9
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6
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Light Brand
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Archer
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17
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1
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27~31
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8~11
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8~11
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7~9
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4~7
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5~6
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1~2
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7
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5
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Steel Bow
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Begins moving unprovoked when he can attack a unit within two turns.
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Name
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Class
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Lv
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#
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HP
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Str/Mag
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Mag
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Skill
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Tick
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General
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12
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1
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55~58
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23~25
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16~18
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13~14
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12~13
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19~21
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16~18
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15
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5
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Silver Lance • Spear
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Does not move; stands on the throne, the chapter's seize point.
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Bern
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Druid
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5
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1
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32~39
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22~29
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11~17
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10~16
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5~9
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6~10
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13~18
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6
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6
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Sleep • Physic • Nosferatu
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Druid
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5
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1
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32~39
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22~29
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11~17
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10~16
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5~9
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6~10
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13~18
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6
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6
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Berserk • Physic • Flux
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Sniper
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7
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5
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41~50
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15~22
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14~21
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11~15
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8~15
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8~14
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5~11
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8
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6
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Longbow
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• All but the southwest one begin moving unprovoked when they can attack a unit within two turns. • The southwest one does not move, except to heal.
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Bern
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Myrmidon
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18
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2
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33~41
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12~17
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18~20
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18~20
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7~11
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5~8
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3~7
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8
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5
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Steel Sword
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Shaman
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18
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4
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28~34
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14~20
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8~13
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9~13
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4~7
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4~6
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13~18
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5
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5
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Flux
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• The two in the central room move to attack units in range. • The two outside the central room begin moving unprovoked when they can attack a unit within two turns.
|
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Bern
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Swordmaster
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8
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1
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41~51
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12~16
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19~26
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18~25
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7~12
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8~14
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4~8
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9
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6
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Killing Edge
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Begins moving unprovoked when he can attack a unit within two turns.
|
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Bern
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Archer
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20
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1
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36~44
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12~18
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13~18
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11~15
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8~14
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6~10
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2~5
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7
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5
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Steel Bow • Vulnerary
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Begins moving unprovoked when he can attack a unit within two turns.
|
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Bern
|
Warrior
|
18
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4
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61~74
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26~30
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14~20
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13~18
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5~10
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10~16
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2~6
|
13
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6
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Hammer
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Begins moving unprovoked when he can attack a unit within two turns.
|
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Bern
|
Archer
|
19
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3
|
36~44
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12~18
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13~18
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11~15
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8~14
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6~10
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2~5
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7
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5
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Steel Bow • Vulnerary
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Begins moving unprovoked when he can attack a unit within two turns.
|
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Bern
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Swordmaster
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7
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1
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41~50
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12~16
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19~26
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18~25
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7~12
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8~14
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4~8
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9
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6
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Brave Sword
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Begins moving unprovoked when he can attack a unit within two turns.
|
|
Bern
|
Warrior
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7
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1
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54~64
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22~29
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12~17
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12~16
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3~9
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8~14
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1~5
|
13
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6
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Brave Axe
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Begins moving unprovoked when he can attack a unit within two turns.
|
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Bern
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Shaman
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16
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2
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27~33
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13~19
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8~12
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8~13
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4~7
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4~6
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12~17
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5
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5
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Flux
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Begins moving unprovoked when he can attack a unit within two turns.
|
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Bern
|
Fighter
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18
|
5
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41~50
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19~20
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10~15
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11~15
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3~6
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5~8
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2~4
|
11
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5
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Steel Axe • Hand Axe
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Begins moving unprovoked when he can attack a unit within two turns.
|
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Bern
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Warrior
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6
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1
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53~63
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21~28
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12~17
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11~16
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3~8
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8~13
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1~5
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13
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6
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Silver Axe • Hand Axe
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Archer
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17
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2
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34~42
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11~17
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12~17
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10~14
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7~13
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6~9
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2~4
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7
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5
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Steel Bow • Vulnerary
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Begins moving unprovoked when he can attack a unit within two turns.
|
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Bern
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Fighter
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18
|
1
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41~50
|
19~20
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10~15
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11~15
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3~6
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5~8
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2~4
|
11
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5
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Steel Axe
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
|
Druid
|
7
|
1
|
33~40
|
23~29
|
11~18
|
11~16
|
6~10
|
6~10
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14~18
|
6
|
6
|
Nosferatu • Mend
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Begins moving unprovoked when he can attack a unit within two turns.
|
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Bern
|
Fighter
|
19
|
1
|
42~51
|
19~20
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10~16
|
11~16
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3~7
|
5~9
|
2~5
|
11
|
5
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Poison Axe • Hand Axe
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Begins moving unprovoked when he can attack a unit within two turns.
|
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Bern
|
Swordmaster
|
7
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1
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41~50
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12~16
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19~26
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18~25
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7~12
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8~14
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4~8
|
9
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6
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Light Brand
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Archer
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17
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1
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34~42
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11~17
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12~17
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10~14
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7~13
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6~9
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2~4
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7
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5
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Steel Bow
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Begins moving unprovoked when he can attack a unit within two turns.
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Boss data
- Main article: Tick
- Stats with two figures separated by a ~ are presented as a range, representing stats that vary due to random growths. The figures to the left and right of the ~ are the stat's minimum and maximum possible values respectively.[1]
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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1. Weaponry and Unit Recommendations:
- Bring units that use long-range attacks, like Sages or Snipers. These will expedite the process of breaking down cracked walls, which require 40 damage to destroy.
- Your army is split into three groups. The top two groups should contain your most formidable units, as they are isolated and hard to assist. Ensure each group has a healer or long-range healing capability.
2. Navigating the Battlefield:
- Consider paths with fewer enemies to minimize potential casualties.
- Beware of Druids near the boss. One wields a Sleep staff and the other a Berserk staff. Their mobility allows them to target most of the map. Counteract their effects by keeping a Restore staff user in each group and having a stash of Pure Waters.
- Prioritize weakening walls, but if your current units cannot defeat the enemies behind them, delay your assault until the next turn when you can mobilize more units. Note: enemies wo not breach the walls, giving you time to plan.
3. Key Enemies and Strategies:
- Swordmasters and Warriors using Brave weapons pose a threat due to their ability to double hit and strike first. To counter them, split your team into two, breaking adjacent right and left walls.
- After clearing the initial enemies, converge on the Swordmaster and Warrior, using long-range attacks or magic units. Especially against the Swordmaster, prioritize mobilizing units from the left with superior movement.
- A Swordmaster near the boss holds a Killing Edge with high critical hit potential. Adopt a pincer strategy, attacking from both sides. If you are still facing resistance, employ long-range magic if available.
4. Engaging the Boss:
- Utilize magic units to attack the boss from a distance and then immediately rescue them post-attack. This prevents the boss from switching to his Spear, rendering him unable to counter-attack from afar.
- Avoid using axe-wielding characters against the boss to minimize the risk of significant damage.
Etymology and other languages
Names, etymology, and in other regions
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Language
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Name
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Definition, etymology, and notes
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English
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Lance of Ice and snow
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Used in leftover text from the data transfer menu in the English version of Fire Emblem: The Blazing Blade. Maltet's title was translated as the "freezing lance" in Fire Emblem Heroes.
|
English (unofficial)
|
The Blizzard Spear
|
--
|
Japanese
|
氷雪の槍
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Spear of ice and snow
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Spanish
|
La lanza de hielo
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The lance of ice; mentioned in Heroes.
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French
|
La lance du blizzard
|
The lance of the blizzard; mentioned in Heroes.
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German
|
Die Frostlanze
|
The Frost Lance; mentioned in Heroes.
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Italian
|
La lancia del gelo
|
The lance of frost; mentioned in Heroes.
|
Portuguese
|
A lança do gelo
|
The lance of ice; mentioned in Heroes.
|
Traditional Chinese
|
冰雪之槍
|
Lance of ice and snow; mentioned in Heroes.
|
|
Gallery
References