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The War Room Part 6: The Power of Dancers (Courtesy of MartytheDemonslayer)

If you've watched any efficiency run before, you'll probably know that dancers are incredibly important. Their ability to let units move again can be useful in so many different ways, from getting extra experience to completing objectives faster. However, FE4 has the best dancers in the series. Though they're pitifully weak (why do they even have swords? at least it lets them get exp in the arena...) they refresh EVERY unit adjacent to them. Though a transformed heron/rafael can technically do this in FE9/10, in no other game do you have such a powerful ability with such huge availability. With the ability to refresh four units, Sylvia's squishiness becomes less of a drawback because if Sigurd, Cuan, Lex, and some other juggernaut can move twice... 
 

 

 

 
...there probably won't be any enemies left.  Even though Sylvia can't always keep pace with your leading units, there's always something useful for her to do. Dancing helps allocate kills to weak units who really need the help by letting them move twice, and can speed up side objectives immensely. Furthermore, the use of the warp staff allows Sylvia to be relevant in the few turns after a a castle has been seized. This utility coupled with the lax turn count requirements of an AAAA rank means that Sylvia can do useful dances every single turn.

However, Sylvia can [also] do some very flashy things. Later on in the game, you get an item called the rescue staff that allows the user to bring any unit within ten squares adjacent to them (the game tries to put the unit above the rescuer, then left/right, then down). So far most staff users have either been really slow (Aideen) or have a low weapon rank, but each generation gives you a master knight, [a class that has]  A rank staves.  There are also two items called the leg ring and the knight ring. The leg ring boosts movement by three, and the knight ring allows the user to move like mounts do. With all these items properly allocated (it seems like a lot, but it's completely worth it), a formation of a dancer, a master knight, and three other promoted mounts can move 18 squares a turn if there is no terrain in the way. 18 squares.
 

 
If you want to use rescue on a unit other than the dancer, you can boost your lord 27 squares to quickly seize a gate.
 

 
With this immense power, you can skip huge portions of the game. I doubt you'll see that in this run because rescue skipping whole squads isn't good for the exp rank, but just know that you can break the game with it. In my 0% growths play through I used the power of rescue/dancers to trivialize some of the worst parts of the game. It is incredible

Isn't it though? And I don't know...I think there may be a little Rescue Warping involved here...you'll see readers, you'll see .